3 # Automatically generated, 2013
4 # RatArmy <broadbarredfirefish@gmail.com>, 2015-2016
7 "Project-Id-Version: Wesnoth-Dev Japanese\n"
8 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
9 "POT-Creation-Date: 2016-07-24 20:29 UTC\n"
10 "PO-Revision-Date: 2016-08-04 13:00+0000\n"
11 "Last-Translator: RatArmy <broadbarredfirefish@gmail.com>\n"
12 "Language-Team: Japanese (http://www.transifex.com/wesnoth-jp/wesnoth-dev-japanese/language/ja/)\n"
14 "Content-Type: text/plain; charset=UTF-8\n"
15 "Content-Transfer-Encoding: 8bit\n"
17 "Plural-Forms: nplurals=1; plural=0;\n"
19 #. [ai]: id=ai_default_rca
20 #: data/ai/ais/ai_default_rca.cfg:9
21 msgid "Multiplayer_AI^Default AI (RCA)"
22 msgstr "Default AI (RCA)"
24 #. [ai]: id=experimental_ai
25 #: data/ai/ais/ai_generic_rush.cfg:10
26 msgid "Multiplayer_AI^Experimental AI"
27 msgstr "Experimental AI"
29 #. [ai]: id=ai_default_rca_alternate_recruiting
30 #: data/ai/dev/ai_default_rca_alternate_recruiting.cfg:10
31 msgid "Multiplayer_AI^Dev AI: Default AI (RCA) with Alternate Recruiting"
32 msgstr "Dev AI: Default AI (RCA) with Alternate Recruiting"
34 #. [ai]: id=formula_ai # id is needed to uniquely identify a MP AI, it is not
35 #. needed in the scenario AI
36 #: data/ai/dev/formula_ai.cfg:10
37 msgid "Multiplayer_AI^Dev AI: Default + Experimental Recruitment (Formula AI)"
38 msgstr "Dev AI: Default + Experimental Recruitment (Formula AI)"
40 #. [ai]: id=formula_ai_poisoning
41 #: data/ai/dev/formula_ai_poisoning.cfg:9
42 msgid "Multiplayer_AI^Dev AI: Default + Poisoning (Formula AI)"
43 msgstr "Dev AI: Default + Poisoning (Formula AI)"
46 #: data/ai/dev/idle_ai.cfg:4
47 msgid "Multiplayer_AI^Dev AI: Idle AI"
48 msgstr "Dev AI: Idle AI"
50 #. [test]: id=The_Elves_Besieged
51 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:5
52 msgid "The Elves Besieged"
55 #. [side]: type=Spearman, id=Konrad
56 #. [unit]: type=Spearman, id=Konrad
57 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:34
58 #: data/ai/micro_ais/scenarios/patrols.cfg:92
62 #. [side]: type=Spearman, id=Konrad
63 #. [side]: type=Elvish Champion, id=Galdrad
64 #. [side]: type=Elvish Shyde, id=Chantal
65 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:46
66 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:152
67 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:172
71 #. [unit]: id=Delfador, type=Elder Mage
72 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:49
76 #. [side]: type=Orcish Warlord, id=Urug-Telfar
77 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:86
81 #. [side]: id=Vanak, type=Orcish Ruler
82 #. [side]: type=Orcish Warlord, id=Urug-Telfar
83 #. [side]: type=Orcish Warlord, id=Knafa-Tan
84 #. [side]: type=Orcish Warlord, id=Maga-Knafa
85 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:98
86 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:112
87 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:130
88 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:24
92 #. [side]: type=Orcish Warlord, id=Knafa-Tan
93 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:105
97 #. [side]: type=Orcish Warlord, id=Maga-Knafa
98 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:123
102 #. [side]: type=Elvish Champion, id=Galdrad
103 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:142
107 #. [side]: type=Elvish Shyde, id=Chantal
108 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:159
112 #. [message]: speaker=Konrad
113 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:209
115 "Master Delfador! Look, there are orcs coming from all directions! What shall"
117 msgstr "Delfador 師匠、見てください。オークがあちこちから向かってきます! どうしましょう?"
119 #. [message]: speaker=Delfador
120 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:213
121 msgid "There are too many to fight, far too many. We must escape!"
122 msgstr "戦うには敵が多すぎる。本当に多すぎる。わしらは逃げざるを得ない!"
125 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:216
127 "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 is used.\n"
129 "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 <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."
133 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:222
134 msgid "Move Konrad here"
135 msgstr "Konradをここに移動"
137 #. [message]: speaker=unit
138 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:238
139 msgid "Very well, we have made it this far! But where do we go next?"
140 msgstr "よし、こんなに遠くまで来る事ができました! でも、次はどこに行くのですか?"
142 #. [message]: speaker=Delfador
143 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:243
145 "In HttT, we would travel north now, and try to make it to the Isle of "
146 "Alduin. But for this demo campaign, we'll call it good here."
149 #. [message]: speaker=unit
150 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:268
151 msgid "I... I don’t think I can make it anymore."
152 msgstr "私は……私はこれ以上何もできそうにない。"
154 #. [message]: speaker=Delfador
155 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:272
156 msgid "Prince... you must keep fighting! Nooooooo!"
157 msgstr "王子……おぬしは戦い続けなければならんのじゃ! いっ、いかーん!!"
159 #. [message]: speaker=unit
160 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:276
161 msgid "It is over. I am doomed..."
162 msgstr "終わりです。私の命運は尽きました……。"
164 #. [message]: speaker=unit
165 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:290
166 msgid "I have... have failed in my duty to protect the prince! I am defeated."
167 msgstr "私は……私は王子を守るという義務を果たす事ができなかった! 私は敗れてしまった。"
169 #. [message]: speaker=Konrad
170 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:294
171 msgid "Don’t die, Delfador! Please, you have to stay alive!"
172 msgstr "死なないで、Delfador! お願いです、あなたには生き続けてもらわないと!"
174 #. [message]: speaker=unit
175 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:298
179 #. [message]: speaker=Delfador
180 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:309
182 "Oh, no! We have run out of time, they have arrived with reinforcements..."
183 msgstr "ああっ、いかん! 時間切れじゃ。あやつらが援軍を引き連れて到着してしまった……。"
185 #: data/ai/micro_ais/scenarios/animals.cfg:4
187 "<u>General</u>: These AIs 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"
189 "<u>Bears (replaced by Ghasts), Spiders and Yetis</u> 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"
191 "<u>Wolves</u> 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."
194 #: data/ai/micro_ais/scenarios/animals.cfg:12
196 "Each <u>Deer (replaced by Vampire Bats)</u> 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"
198 "<u>Tuskers (replaced by Ogres)</u> 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"
200 "<u>Tusklets (replaced by Young Ogres)</u> blindly follow the closest adult tusker, except when there is no tusker left, in which case they behave the same as deer.\n"
202 "<u>Rabbits (replaced by Rats)</u> 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"
204 "<u>Sheep dogs (replaced by Footpads)</u> 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"
206 "<u>Sheep (replaced by Troll Whelps)</u> 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."
209 #. [test]: id=animals
211 #: data/ai/micro_ais/scenarios/animals.cfg:27
212 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:45
216 #. [side]: id=Rutburt, type=Outlaw
217 #: data/ai/micro_ais/scenarios/animals.cfg:41
221 #. [side]: id=Rutburt, type=Outlaw
222 #. [side]: type=General, id=leader2
223 #. [side]: type=Lieutenant, id=leader5
224 #. [side]: type=Lieutenant, id=leader6
225 #: data/ai/micro_ais/scenarios/animals.cfg:48
226 #: data/ai/micro_ais/scenarios/goto.cfg:43
227 #: data/ai/micro_ais/scenarios/goto.cfg:93
228 #: data/ai/micro_ais/scenarios/goto.cfg:110
229 #: data/ai/micro_ais/scenarios/wolves.cfg:27
234 #: data/ai/micro_ais/scenarios/animals.cfg:63
235 msgid "Forest Creatures"
239 #: data/ai/micro_ais/scenarios/animals.cfg:77
244 #: data/ai/micro_ais/scenarios/animals.cfg:91
249 #: data/ai/micro_ais/scenarios/animals.cfg:105
256 #: data/ai/micro_ais/scenarios/animals.cfg:119
257 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:48
258 #: data/ai/micro_ais/scenarios/wolves.cfg:5
263 #: data/ai/micro_ais/scenarios/animals.cfg:133
268 #. [set_menu_item]: id=m01_end_swarm
269 #. [set_menu_item]: id=m01_end_animals
270 #. [set_menu_item]: id=m04_end_animals
271 #. [set_menu_item]: id=m01_end_wolves
272 #: data/ai/micro_ais/scenarios/animals.cfg:209
273 #: data/ai/micro_ais/scenarios/dragon.cfg:48
274 #: data/ai/micro_ais/scenarios/goto.cfg:382
275 #: data/ai/micro_ais/scenarios/guardians.cfg:85
276 #: data/ai/micro_ais/scenarios/lurkers.cfg:365
277 #: data/ai/micro_ais/scenarios/patrols.cfg:177
278 #: data/ai/micro_ais/scenarios/swarm.cfg:66
279 #: data/ai/micro_ais/scenarios/wolves.cfg:95
285 #: data/ai/micro_ais/scenarios/animals.cfg:221
286 #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:184
287 #: data/ai/micro_ais/scenarios/goto.cfg:394
288 #: data/ai/micro_ais/scenarios/recruiting.cfg:111
289 #: data/ai/micro_ais/scenarios/swarm.cfg:72
290 #: data/ai/micro_ais/scenarios/swarm.cfg:177
291 #: data/ai/micro_ais/scenarios/wolves.cfg:101
292 #: data/ai/micro_ais/scenarios/wolves.cfg:262
293 msgid "Well, that was that."
297 #: data/ai/micro_ais/scenarios/animals.cfg:338
299 "<span color='#A00000'>Important:</span> The animal Micro AIs in this "
300 "scenario are written for a number of animal unit types that do not exist in "
301 "Wesnoth mainline, such as bears, sheep and sheep dogs, or deer. In this test"
302 " scenario, these units have been replaced by mainline units."
306 #: data/ai/micro_ais/scenarios/animals.cfg:341
308 "This is a fun little scenario with a bunch of different animal AIs, mostly for watching only. The animal AIs behave as follows:\n"
312 #. [message]: speaker=narrator
313 #: data/ai/micro_ais/scenarios/animals.cfg:349
314 #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:98
315 #: data/ai/micro_ais/scenarios/protect_unit.cfg:135
316 #: data/ai/micro_ais/scenarios/wolves.cfg:196
317 msgid "Question for the Player"
320 #. [message]: speaker=narrator
321 #: data/ai/micro_ais/scenarios/animals.cfg:353
323 "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"
325 "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"
327 "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 <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."
331 #: data/ai/micro_ais/scenarios/animals.cfg:361
332 msgid "<span font='16'>I'll just watch the animals.</span>"
336 #: data/ai/micro_ais/scenarios/animals.cfg:379
337 #: data/ai/micro_ais/scenarios/wolves.cfg:224
338 msgid "<span font='16'>I want to have control of Side 1.</span>"
342 #: data/ai/micro_ais/scenarios/animals.cfg:385
343 msgid "Watch the animals do their things"
346 #. [objective]: condition=win
347 #: data/ai/micro_ais/scenarios/animals.cfg:387
348 #: data/ai/micro_ais/scenarios/goto.cfg:424
349 #: data/ai/micro_ais/scenarios/swarm.cfg:152
350 #: data/ai/micro_ais/scenarios/wolves.cfg:236
351 msgid "Use right-click option"
354 #. [objective]: condition=lose
355 #: data/ai/micro_ais/scenarios/animals.cfg:391
356 #: data/ai/micro_ais/scenarios/wolves.cfg:240
357 msgid "Death of Rutburt"
361 #: data/ai/micro_ais/scenarios/animals.cfg:395
362 #: data/ai/micro_ais/scenarios/goto.cfg:432
363 #: data/ai/micro_ais/scenarios/swarm.cfg:160
364 #: data/ai/micro_ais/scenarios/wolves.cfg:244
365 msgid "Check out the right-click menu options for additional actions"
369 #: data/ai/micro_ais/scenarios/animals.cfg:413
372 "Translation: Those Ogres are mean! We better stay away from them and their young."
375 #. [test]: id=bottleneck_defense
376 #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:5
377 msgid "Bottleneck Defense"
380 #. [side]: type=Orcish Leader, id=Big Bad Orc
381 #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:38
386 #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:85
387 msgid "All right, chaps. Those orcs need to be stopped."
391 #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:87
392 #: data/ai/micro_ais/scenarios/guardians.cfg:511
393 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:135
394 msgid "They there! We them get!"
398 #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:90
400 "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"
402 "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 <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."
405 #. [message]: speaker=narrator
406 #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:100
408 "In this scenario, the AI playing the humans in the east is instructed to "
409 "form a defensive line at the pass and hold off the orcs for as long as "
410 "possible. Do you want to play the orc side or let the default (RCA) AI do "
415 #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:102
416 msgid "<span font='16'>I'll watch the two AIs fight it out.</span>"
420 #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:105
421 msgid "<span font='16'>I'll play the orcs.</span>"
425 #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:116
426 msgid "Take the pass"
429 #. [objective]: condition=win
430 #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:118
431 msgid "Defeat all humans"
434 #. [objective]: condition=lose
435 #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:122
436 msgid "Death of Big Bad Orc"
439 #. [objective]: condition=lose
440 #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:126
441 msgid "Only one orc remains"
445 #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:151
447 "I may have fallen, but we will continue to defend the pass to the last man!"
452 #: data/ai/micro_ais/scenarios/dragon.cfg:5
453 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:54
458 #: data/ai/micro_ais/scenarios/dragon.cfg:21
459 msgid "team_name^Rowck"
462 #. [side]: type=Dread Bat, id=Dreadful Bat
463 #: data/ai/micro_ais/scenarios/dragon.cfg:33
468 #: data/ai/micro_ais/scenarios/dragon.cfg:51
472 #. [unit]: id=Rowck, type=Fire Dragon
473 #: data/ai/micro_ais/scenarios/dragon.cfg:55
478 #: data/ai/micro_ais/scenarios/dragon.cfg:81
479 msgid "Be careful to stay out of the way of that dragon. He's a mean one."
483 #: data/ai/micro_ais/scenarios/dragon.cfg:84
485 "Hi there. I am Rowck and here is what I do:\n"
486 "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"
487 "A few details (features, not bugs, but can be changed if desired):\n"
488 "- If my way home is blocked on the return, the normal RCA AI takes over my behavior.\n"
489 "- I will, however, attack any enemy occupying my rest hex, if I can get there.\n"
490 "- A kill only makes me go home when I am the attacker, not as defender.\n"
491 "- Occasionally I will not move at all while wandering (a dragon has to rest sometimes!)\n"
493 "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 <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."
497 #: data/ai/micro_ais/scenarios/dragon.cfg:96
498 msgid "Move the bats around to explore how Rowck reacts"
501 #. [objective]: condition=win
502 #: data/ai/micro_ais/scenarios/dragon.cfg:98
506 #. [objective]: condition=win
507 #: data/ai/micro_ais/scenarios/dragon.cfg:102
508 msgid "Move the lead bat to the signpost"
511 #. [objective]: condition=lose
512 #: data/ai/micro_ais/scenarios/dragon.cfg:106
513 msgid "Death of the bat leader"
517 #: data/ai/micro_ais/scenarios/dragon.cfg:139
518 msgid "I'm out of here."
522 #: data/ai/micro_ais/scenarios/fast.cfg:5
527 #: data/ai/micro_ais/scenarios/fast.cfg:64
529 "This scenario presents a situation with so many units on the map, that there is a noticeable delay (a few seconds or so) before each move by the default AI. By contrast, the Fast Micro AI has a much shorter delay. To demonstrate the difference, side 1 is played by the Fast Micro AI and side 2 by the default (RCA) AI.\n"
531 "There is nothing to do here, just watch or use this scenario as a template or for your own tests."
536 #: data/ai/micro_ais/scenarios/goto.cfg:5
537 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:84
541 #. [side]: id=Vaddan, type=Outlaw
542 #: data/ai/micro_ais/scenarios/goto.cfg:27
546 #. [side]: type=Poacher, id=leader3
547 #: data/ai/micro_ais/scenarios/goto.cfg:60
551 #. [side]: type=Saurian Flanker, id=leader4
552 #: data/ai/micro_ais/scenarios/goto.cfg:76
557 #: data/ai/micro_ais/scenarios/goto.cfg:125
558 msgid "team_name^Animals"
562 #: data/ai/micro_ais/scenarios/goto.cfg:138
563 msgid "team_name^Ghosts"
567 #: data/ai/micro_ais/scenarios/goto.cfg:185
568 msgid "General Minry"
572 #: data/ai/micro_ais/scenarios/goto.cfg:186
573 msgid "Lieutenant Gadoc"
577 #: data/ai/micro_ais/scenarios/goto.cfg:187
578 msgid "Lieutenant Senvan"
582 #: data/ai/micro_ais/scenarios/goto.cfg:188
583 msgid "Sergeant Aethubry"
586 #. [set_menu_item]: id=m01_new_footpad
587 #: data/ai/micro_ais/scenarios/goto.cfg:339
588 msgid "Place Side 1 Footpad"
591 #. [set_menu_item]: id=m05_kill_unit
592 #. [set_menu_item]: id=m02_kill_unit
593 #: data/ai/micro_ais/scenarios/goto.cfg:350
594 #: data/ai/micro_ais/scenarios/swarm.cfg:113
595 #: data/ai/micro_ais/scenarios/wolves.cfg:153
596 msgid "Kill Unit under Cursor"
599 #. [set_menu_item]: id=m03_null_control
600 #: data/ai/micro_ais/scenarios/goto.cfg:363
601 msgid "Turn off human control of Side 1"
605 #: data/ai/micro_ais/scenarios/goto.cfg:413
607 "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"
609 "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"
611 "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 <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."
615 #: data/ai/micro_ais/scenarios/goto.cfg:422
616 msgid "Watch the AI units do their things"
619 #. [objective]: condition=lose
620 #: data/ai/micro_ais/scenarios/goto.cfg:428
621 msgid "Death of Vaddan"
624 #. [message]: speaker=messenger1
625 #: data/ai/micro_ais/scenarios/goto.cfg:443
626 msgid "The bridge is out. What do we do now?"
629 #. [message]: speaker=messenger2
630 #: data/ai/micro_ais/scenarios/goto.cfg:447
632 "Looks like we need to take the long way around to get to General Minry."
635 #. [message]: speaker=leader3
636 #: data/ai/micro_ais/scenarios/goto.cfg:456
638 "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"
640 "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."
643 #. [message]: type=Vampire Bat
644 #: data/ai/micro_ais/scenarios/goto.cfg:467
646 "Us four bats switch between running off to the corners of the map (each one "
647 "to a different corner), and getting back in a group right here. Either "
648 "behavior is set up with a single [micro_ai] tag, one with "
649 "'unique_goals=yes', the other without."
653 #: data/ai/micro_ais/scenarios/goto.cfg:475
654 msgid "Aaiiieeeeeee !!!"
658 #: data/ai/micro_ais/scenarios/goto.cfg:476
659 msgid "O no, a ghost!"
663 #: data/ai/micro_ais/scenarios/goto.cfg:477
665 "Don't worry, those are really shy ghosts. Nobody knows why, but they always"
666 " appear in the north this time of year and move through to the south. Also,"
667 " very unusually for ghosts, they seem to be scared of everybody and avoid "
668 "other units as much as possible -- except for the bats and saurians, with "
669 "which they seem to get along just fine for some reason. So as long as we "
670 "don't corner them, they'll leave us alone."
673 #. [message]: speaker=messenger2
674 #: data/ai/micro_ais/scenarios/goto.cfg:533
676 "I'll take the route straight through the mountains. It's much shorter than "
677 "following the trail all the way around in the south."
680 #. [message]: speaker=messenger1
681 #: data/ai/micro_ais/scenarios/goto.cfg:537
683 "You're crazy. It might be shorter as the crow flies, but it will take you forever to get through those mountains.\n"
685 "Note: The messengers are controlled by Goto Micro AI definitions that differ by a single line, 'use_straight_line=yes/no'."
688 #. [message]: speaker=unit
689 #: data/ai/micro_ais/scenarios/goto.cfg:571
690 msgid "I told you so!"
691 msgstr "だからそう言ったでやすよ!"
693 #. [message]: speaker=leader5
694 #: data/ai/micro_ais/scenarios/goto.cfg:581
696 "Men, head down to the River Fort and get your orders from Sergeant Aethubry."
697 " I want each and every one of you to report to him before going east to "
698 "fight those saurians."
701 #. [message]: speaker=leader6
702 #: data/ai/micro_ais/scenarios/goto.cfg:590
704 "Hah, that's that pencil pusher Gadoc for you! Men, I want you to move toward"
705 " the River Fort as well, but it's good enough for one of you to report to "
706 "Sergeant Aethubry. Once that has happened, the rest of you can head into "
710 #. [message]: speaker=unit
711 #: data/ai/micro_ais/scenarios/goto.cfg:608
713 "$unit.language_name $unit.name from Lieutenant Gadoc's squadron reporting "
717 #. [message]: speaker=fort_commander
718 #: data/ai/micro_ais/scenarios/goto.cfg:624
719 msgid "Ready to fight those saurians, soldier?"
722 #. [message]: speaker=unit
723 #: data/ai/micro_ais/scenarios/goto.cfg:628
727 #. [message]: speaker=fort_commander
728 #: data/ai/micro_ais/scenarios/goto.cfg:636
730 "Very good, $unit.language_name. Now go help your comrade get rid of that "
731 "saurian infestation in the swamps."
734 #. [message]: speaker=fort_commander
735 #: data/ai/micro_ais/scenarios/goto.cfg:644
736 msgid "Maybe if I ignore them, they'll just go away?"
739 #. [message]: speaker=unit
740 #: data/ai/micro_ais/scenarios/goto.cfg:663
741 msgid "Lieutenant Senvan's men reporting for duty, sir."
744 #. [message]: speaker=fort_commander
745 #: data/ai/micro_ais/scenarios/goto.cfg:667
747 "Ah, Lieutenant Senvan... Is every single one of you going to bother me "
748 "individually as well?"
751 #. [message]: speaker=unit
752 #: data/ai/micro_ais/scenarios/goto.cfg:671
754 "No, sir. Lieutenant Senvan ordered us to head into battle as soon as I have "
758 #. [message]: speaker=fort_commander
759 #: data/ai/micro_ais/scenarios/goto.cfg:675
761 "Well, that's a relief. Somebody knows how to use his ... I mean, very well, off you go then.\n"
765 #. [message]: speaker=fort_commander
766 #: data/ai/micro_ais/scenarios/goto.cfg:677
768 "I wouldn't say anything negative about one of my superior officers now, "
772 #. [message]: type=Vampire Bat
773 #: data/ai/micro_ais/scenarios/goto.cfg:715
774 msgid "We've all made it to the corners, let's get back together again."
777 #. [message]: type=Vampire Bat
778 #: data/ai/micro_ais/scenarios/goto.cfg:756
779 msgid "We're back together, let's head out to the corners again."
782 #. [test]: id=guardians
784 #: data/ai/micro_ais/scenarios/guardians.cfg:17
785 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:57
789 #. [side]: id=Kraa, type=Gryphon
790 #: data/ai/micro_ais/scenarios/guardians.cfg:31
791 #: data/ai/micro_ais/scenarios/swarm.cfg:19
795 #. [side]: id=Kraa, type=Gryphon
796 #: data/ai/micro_ais/scenarios/guardians.cfg:37
797 #: data/ai/micro_ais/scenarios/swarm.cfg:27
801 #. [side]: type=Orcish Leader, id=Another Bad Orc
802 #: data/ai/micro_ais/scenarios/guardians.cfg:49
803 msgid "Another Bad Orc"
806 #. [unit]: type=Dwarvish Guardsman, id=guardian1
807 #: data/ai/micro_ais/scenarios/guardians.cfg:96
811 #. [unit]: type=Dwarvish Guardsman, id=guardian2
812 #: data/ai/micro_ais/scenarios/guardians.cfg:107
816 #. [unit]: type=Giant Rat, id=coward1
817 #: data/ai/micro_ais/scenarios/guardians.cfg:120
821 #. [unit]: type=Giant Rat, id=coward2
822 #: data/ai/micro_ais/scenarios/guardians.cfg:142
826 #. [unit]: type=Giant Rat, id=coward3
827 #: data/ai/micro_ais/scenarios/guardians.cfg:166
831 #. [unit]: type=Giant Rat, id=coward4
832 #: data/ai/micro_ais/scenarios/guardians.cfg:191
837 #: data/ai/micro_ais/scenarios/guardians.cfg:211
838 msgid "Move gryphons here to see different coward reactions"
841 #. [unit]: type=Troll, id=return1
842 #: data/ai/micro_ais/scenarios/guardians.cfg:220
843 msgid "Return Guardian 1"
846 #. [unit]: type=Troll Whelp, id=return2
847 #: data/ai/micro_ais/scenarios/guardians.cfg:239
848 msgid "Return Guardian 2"
851 #. [unit]: type=Troll Whelp, id=home1
852 #: data/ai/micro_ais/scenarios/guardians.cfg:259
856 #. [unit]: type=Troll, id=home 2
857 #: data/ai/micro_ais/scenarios/guardians.cfg:271
861 #. [unit]: type=Skeleton Archer, id=stationed1
862 #: data/ai/micro_ais/scenarios/guardians.cfg:284
863 msgid "Stationed Guardian 1"
866 #. [unit]: type=Skeleton, id=stationed2
867 #: data/ai/micro_ais/scenarios/guardians.cfg:306
868 msgid "Stationed Guardian 2"
871 #. [unit]: type=Troll, id=zone1
872 #: data/ai/micro_ais/scenarios/guardians.cfg:329
876 #. [unit]: type=Dwarvish Guardsman, id=zone2
877 #: data/ai/micro_ais/scenarios/guardians.cfg:354
881 #. [unit]: type=Naga Fighter, id=zone3
882 #: data/ai/micro_ais/scenarios/guardians.cfg:383
883 msgid "Water Guardian"
887 #: data/ai/micro_ais/scenarios/guardians.cfg:402
888 msgid "Guarded Location"
892 #: data/ai/micro_ais/scenarios/guardians.cfg:403
897 #: data/ai/micro_ais/scenarios/guardians.cfg:404
902 #. [set_menu_item]: id=m01_guardian
903 #: data/ai/micro_ais/scenarios/guardians.cfg:422
904 #: data/ai/micro_ais/scenarios/guardians.cfg:428
905 msgid "Standard WML Guardian"
909 #: data/ai/micro_ais/scenarios/guardians.cfg:428
911 "This is the built-in WML guardian coded using 'ai_special=guardian'. These "
912 "guardians attack if there is an enemy within their movement range, otherwise"
913 " they do nothing (except maybe retreating to a village for healing)."
917 #. [set_menu_item]: id=m02_return
918 #: data/ai/micro_ais/scenarios/guardians.cfg:433
919 #: data/ai/micro_ais/scenarios/guardians.cfg:439
920 msgid "Return Guardian"
924 #: data/ai/micro_ais/scenarios/guardians.cfg:439
926 "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"
927 "- If at GP with no enemy in reach, do nothing.\n"
928 "- 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"
929 "- If not at GP, return there, no matter whether an enemy is in reach or not.\n"
930 "- If enemies are blocking your way back, do your best to get there anyway.\n"
931 "- If you end up next to an enemy on the way back, attack after the move."
935 #. [set_menu_item]: id=m03_home
936 #: data/ai/micro_ais/scenarios/guardians.cfg:449
937 #: data/ai/micro_ais/scenarios/guardians.cfg:455
942 #: data/ai/micro_ais/scenarios/guardians.cfg:455
944 "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"
945 "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."
949 #. [set_menu_item]: id=m04_stationed
950 #: data/ai/micro_ais/scenarios/guardians.cfg:461
951 #: data/ai/micro_ais/scenarios/guardians.cfg:467
952 msgid "Stationed Guardian"
956 #: data/ai/micro_ais/scenarios/guardians.cfg:467
958 "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"
959 "- If no enemy is within 'distance' of the guard's current position, do nothing.\n"
960 "- 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"
962 " - Pick the enemy unit that is closest to the guarded location.\n"
963 " - If we can reach it, pick the adjacent hex with the highest defense rating and attack from there.\n"
964 " - If not in reach, move toward this unit."
968 #. [set_menu_item]: id=m05_coward
969 #: data/ai/micro_ais/scenarios/guardians.cfg:478
970 #: data/ai/micro_ais/scenarios/guardians.cfg:484
975 #: data/ai/micro_ais/scenarios/guardians.cfg:484
977 "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"
978 "- If neither is given, the coward retreats to the position farthest away from the approaching enemies.\n"
979 "- If 'seek' is given, it preferentially goes toward that location (but getting away from enemies takes priority).\n"
980 "- 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"
981 "- 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."
985 #. [set_menu_item]: id=m06_zone
986 #: data/ai/micro_ais/scenarios/guardians.cfg:493
987 #: data/ai/micro_ais/scenarios/guardians.cfg:499
988 msgid "Zone Guardian"
992 #: data/ai/micro_ais/scenarios/guardians.cfg:499
994 "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"
995 "- If not specified, the zone guard attacks any enemy coming inside its guard zone.\n"
996 "- 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."
1000 #: data/ai/micro_ais/scenarios/guardians.cfg:510
1005 #: data/ai/micro_ais/scenarios/guardians.cfg:513
1007 "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"
1009 "Note to the player: the right-click context menu provides information about each of the units' behavior.\n"
1011 "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 <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."
1015 #: data/ai/micro_ais/scenarios/guardians.cfg:522
1016 msgid "Move the Gryphons around to explore how the guardians react"
1019 #. [objective]: condition=win
1020 #: data/ai/micro_ais/scenarios/guardians.cfg:524
1021 #: data/ai/micro_ais/scenarios/patrols.cfg:233
1022 msgid "Defeat all enemy units"
1025 #. [objective]: condition=win
1026 #: data/ai/micro_ais/scenarios/guardians.cfg:528
1027 msgid "Move Kraa to the signpost"
1030 #. [objective]: condition=lose
1031 #: data/ai/micro_ais/scenarios/guardians.cfg:532
1032 msgid "Death of Kraa"
1036 #: data/ai/micro_ais/scenarios/guardians.cfg:536
1038 "Check out the right-click menu options for information on each guardian type"
1042 #: data/ai/micro_ais/scenarios/guardians.cfg:591
1044 "Gryphons of the High Plains, it is time to return to said plains. Follow me."
1047 #. [test]: id=hang_out
1048 #: data/ai/micro_ais/scenarios/hang_out.cfg:5
1052 #. [side]: id=Bad Outlaw, type=Outlaw
1053 #: data/ai/micro_ais/scenarios/hang_out.cfg:23
1054 msgid "team_name^Bad Outlaw"
1057 #. [side]: id=Good Bandit, type=Bandit
1058 #: data/ai/micro_ais/scenarios/hang_out.cfg:39
1059 msgid "team_name^Good Bandit"
1063 #: data/ai/micro_ais/scenarios/hang_out.cfg:61
1064 msgid "Outlaw moves here"
1068 #: data/ai/micro_ais/scenarios/hang_out.cfg:116
1070 "That outlaw over there is going to run for the keep in the southeast. He's only going to recruit for three rounds before he'll start moving and he and his footpads are much faster than we are. Let's make haste or we'll never catch him.\n"
1072 "Note: This scenario uses a combination of two Micro AIs, the Hang Out Micro AI which makes the Side 2 units remain around the keep for two turns (while moving off castle tiles to allow for recruiting) and the Messenger Escort AI which takes over after that. 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 <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."
1076 #: data/ai/micro_ais/scenarios/hang_out.cfg:122
1078 "Get into the outlaw's way before he can make it to the south-eastern keep"
1081 #. [objective]: condition=win
1082 #: data/ai/micro_ais/scenarios/hang_out.cfg:124
1083 msgid "Death of Bad Outlaw"
1086 #. [objective]: condition=lose
1087 #: data/ai/micro_ais/scenarios/hang_out.cfg:128
1088 msgid "Death of Good Bandit"
1091 #. [objective]: condition=lose
1092 #: data/ai/micro_ais/scenarios/hang_out.cfg:132
1093 msgid "Bad Outlaw makes it to the signpost"
1097 #: data/ai/micro_ais/scenarios/hang_out.cfg:144
1098 msgid "We got him! Now whatever it is we are fighting for is safe."
1102 #: data/ai/micro_ais/scenarios/hang_out.cfg:168
1104 "I made it! Now we can keep fighting for whatever it is that we are fighting "
1108 #. [test]: id=healer_support
1109 #: data/ai/micro_ais/scenarios/healer_support.cfg:5
1110 msgid "Healer Support"
1113 #. [side]: id=Rebels1, type=Elvish Ranger
1114 #: data/ai/micro_ais/scenarios/healer_support.cfg:21
1118 #. [side]: id=Rebels2, type=Elvish Marksman
1119 #: data/ai/micro_ais/scenarios/healer_support.cfg:35
1124 #: data/ai/micro_ais/scenarios/healer_support.cfg:79
1126 "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"
1128 "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"
1130 "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 <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."
1134 #: data/ai/micro_ais/scenarios/healer_support.cfg:95
1135 msgid "Argh! They got us..."
1138 #. [test]: id=lurkers
1139 #: data/ai/micro_ais/scenarios/lurkers.cfg:172
1140 msgid "Lurkers of the Swamp"
1143 #. [side]: id=Pekzs, type=Saurian Soothsayer
1144 #: data/ai/micro_ais/scenarios/lurkers.cfg:186
1148 #. [side]: id=Pekzs, type=Saurian Soothsayer
1149 #: data/ai/micro_ais/scenarios/lurkers.cfg:192
1150 msgid "team_name^Pekzs"
1153 #. [side]: type=Saurian Oracle
1154 #: data/ai/micro_ais/scenarios/lurkers.cfg:208
1155 msgid "Micro AI Lurkers (saurians, stationary)"
1158 #. [side]: type=Saurian Oracle
1159 #: data/ai/micro_ais/scenarios/lurkers.cfg:224
1160 msgid "Micro AI Lurkers (saurians, wanderers)"
1163 #. [side]: type=Naga Warrior
1164 #: data/ai/micro_ais/scenarios/lurkers.cfg:240
1165 msgid "Micro AI Lurkers (nagas)"
1168 #. [side]: type=Saurian Oracle
1169 #: data/ai/micro_ais/scenarios/lurkers.cfg:256
1170 msgid "WML Lurkers (saurians)"
1173 #. [side]: type=Saurian Oracle
1174 #: data/ai/micro_ais/scenarios/lurkers.cfg:272
1175 msgid "Formula AI Lurkers (saurians)"
1178 #. [set_menu_item]: id=m01_menu_lurker2
1179 #: data/ai/micro_ais/scenarios/lurkers.cfg:370
1180 msgid "Place a Side 2 lurker"
1183 #. [set_menu_item]: id=m01_menu_lurker3
1184 #: data/ai/micro_ais/scenarios/lurkers.cfg:382
1185 msgid "Place a Side 3 lurker"
1188 #. [set_menu_item]: id=m01_menu_lurker4
1189 #: data/ai/micro_ais/scenarios/lurkers.cfg:394
1190 msgid "Place a Side 4 lurker"
1193 #. [set_menu_item]: id=m01_menu_lurker5
1194 #: data/ai/micro_ais/scenarios/lurkers.cfg:406
1195 msgid "Place a Side 5 lurker"
1198 #. [set_menu_item]: id=m01_menu_lurker6
1199 #: data/ai/micro_ais/scenarios/lurkers.cfg:418
1200 msgid "Place a Side 6 lurker"
1204 #: data/ai/micro_ais/scenarios/lurkers.cfg:433
1206 "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"
1208 "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)."
1212 #: data/ai/micro_ais/scenarios/lurkers.cfg:438
1214 "Three different lurker behaviors are set up here using the [micro_ai] tag with different parameters:\n"
1216 "Side 2 (blue): saurians attacking only from swamp. If no enemy is in range, they do not move.\n"
1218 "Side 3 (green): saurians attacking only from swamp. If no enemy is in range, they wander randomly (on swamp only).\n"
1220 "Side 4 (purple): nagas wandering only on water terrain, but attacking from both water and swamp.\n"
1222 "We also added two other sides, which demonstrate lurker behavior coded in WML (Side 5, gray) and Formula AI (Side 6, brown)."
1226 #: data/ai/micro_ais/scenarios/lurkers.cfg:448
1227 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:139
1228 #: data/ai/micro_ais/scenarios/patrols.cfg:217
1233 #: data/ai/micro_ais/scenarios/lurkers.cfg:448
1235 "You can use the right-click context menu to add additional lurkers.\n"
1237 "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"
1239 "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 <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."
1243 #: data/ai/micro_ais/scenarios/lurkers.cfg:457
1244 msgid "Watch the lurkers move around and fight them if you want"
1247 #. [objective]: condition=win
1248 #: data/ai/micro_ais/scenarios/lurkers.cfg:459
1249 msgid "Defeat all lurkers"
1252 #. [objective]: condition=win
1253 #: data/ai/micro_ais/scenarios/lurkers.cfg:463
1254 msgid "Move Pekzs to the signpost"
1257 #. [objective]: condition=lose
1258 #: data/ai/micro_ais/scenarios/lurkers.cfg:467
1259 msgid "Death of Pekzs"
1263 #: data/ai/micro_ais/scenarios/lurkers.cfg:471
1264 msgid "Right-click on unoccupied swamp hexes to add more lurkers"
1268 #: data/ai/micro_ais/scenarios/lurkers.cfg:516
1270 "Zzanksss for helping me wizz zzossse lurkerss. Hope to sssee you again "
1274 #. [test]: id=messenger_escort
1275 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:5
1276 msgid "Messenger Escort"
1279 #. [side]: id=Vanak, type=Orcish Ruler
1280 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:18
1285 #. [unit]: type=Dragoon, id=messenger
1287 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:37
1288 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:71
1289 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:72
1294 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:121
1295 msgid "Messanger Waypoint 1"
1299 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:123
1300 msgid "Messenger Waypoint 2"
1304 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:125
1305 msgid "Messenger Waypoint 3"
1309 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:128
1310 msgid "AI moves Messenger here"
1314 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:137
1316 "Men, I need to get to that signpost in the north, to get the message to our "
1317 "leader. Let's head up there as quickly as we can."
1321 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:139
1323 "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"
1325 "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"
1327 "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"
1329 "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 <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."
1332 #. [objective]: condition=win
1333 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:151
1334 msgid "Defeat the messenger"
1337 #. [objective]: condition=lose
1338 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:155
1339 msgid "Messenger gets to the signpost"
1342 #. [objective]: condition=lose
1343 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:159
1344 msgid "Death of Vanak"
1348 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:173
1349 msgid "I made it! Now our people will be safe."
1353 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:185
1354 msgid "Nooo! All is lost. We will never stop the orcs now!"
1357 #. [test]: id=patrols
1359 #: data/ai/micro_ais/scenarios/patrols.cfg:5
1360 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:75
1364 #. [side]: id=Gertburt, type=Outlaw
1365 #: data/ai/micro_ais/scenarios/patrols.cfg:19
1369 #. [side]: id=Gertburt, type=Outlaw
1370 #: data/ai/micro_ais/scenarios/patrols.cfg:27
1375 #: data/ai/micro_ais/scenarios/patrols.cfg:41
1376 msgid "team_name^Konrad"
1380 #: data/ai/micro_ais/scenarios/patrols.cfg:56
1381 msgid "team_name^Urudin"
1384 #. [unit]: type=Orcish Slayer, id=Urudin
1385 #: data/ai/micro_ais/scenarios/patrols.cfg:114
1390 #: data/ai/micro_ais/scenarios/patrols.cfg:180
1391 msgid "Konrad Waypoint 1"
1395 #: data/ai/micro_ais/scenarios/patrols.cfg:182
1396 msgid "Konrad Waypoint 2"
1400 #: data/ai/micro_ais/scenarios/patrols.cfg:184
1401 msgid "Konrad Final Waypoint"
1405 #: data/ai/micro_ais/scenarios/patrols.cfg:187
1406 msgid "Patrol Waypoint 1"
1410 #: data/ai/micro_ais/scenarios/patrols.cfg:189
1411 msgid "Patrol Waypoint 2"
1415 #: data/ai/micro_ais/scenarios/patrols.cfg:191
1416 msgid "Patrol Waypoint 3"
1420 #: data/ai/micro_ais/scenarios/patrols.cfg:193
1421 msgid "Patrol Waypoint 4"
1425 #: data/ai/micro_ais/scenarios/patrols.cfg:196
1426 msgid "Urudin retreats here"
1430 #: data/ai/micro_ais/scenarios/patrols.cfg:204
1432 "Hello! I'm a Konrad impostor. We are going to demonstrate the Patrol AI to you in this scenario.\n"
1434 "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"
1436 "All of this is implemented by use of the Patrol [micro_ai] tag."
1440 #: data/ai/micro_ais/scenarios/patrols.cfg:211
1442 "By contrast, I am a zone guardian patrolling, in a way, the southernmost "
1443 "part of the map. This AI is implemented via the Guardian [micro_ai] tag. "
1444 "It is here mostly to demonstrate how to set up different Micro AIs for the "
1445 "same side. For more details on different types of guardian AIs, there is a "
1446 "separate test scenario specializing on those."
1450 #: data/ai/micro_ais/scenarios/patrols.cfg:212
1452 "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"
1454 "This is an AI separate from the Patrols of Side 2."
1458 #: data/ai/micro_ais/scenarios/patrols.cfg:217
1460 "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 instructed to behave differently when facing enemy units:\n"
1462 "Konrad only attacks Gertburt, or any enemy unit that blocks his final waypoint.\n"
1464 "The Swordsman never attacks at all.\n"
1466 "The Longbowman attacks any enemy unit he ends up next to at the end of his move.\n"
1468 "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"
1470 "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 <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."
1474 #: data/ai/micro_ais/scenarios/patrols.cfg:231
1475 msgid "Watch the patrols, attack them etc."
1478 #. [objective]: condition=win
1479 #: data/ai/micro_ais/scenarios/patrols.cfg:237
1480 msgid "Move Gertburt to the signpost"
1483 #. [objective]: condition=lose
1484 #: data/ai/micro_ais/scenarios/patrols.cfg:241
1485 msgid "Death of Gertburt"
1489 #: data/ai/micro_ais/scenarios/patrols.cfg:256
1491 "Well, that was fun! I'll just hang out here now and watch those two guys "
1492 "walk and walk and ..."
1496 #: data/ai/micro_ais/scenarios/patrols.cfg:297
1497 msgid "Let's go home, chaps."
1500 #. [test]: id=protect_unit
1502 #: data/ai/micro_ais/scenarios/protect_unit.cfg:5
1503 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:63
1504 msgid "Protect Unit"
1507 #. [side]: id=Langzhar, type=Lieutenant
1508 #: data/ai/micro_ais/scenarios/protect_unit.cfg:18
1509 #: data/ai/micro_ais/scenarios/recruiting.cfg:17
1513 #. [side]: id=Langzhar, type=Lieutenant
1514 #: data/ai/micro_ais/scenarios/protect_unit.cfg:24
1515 #: data/ai/micro_ais/scenarios/recruiting.cfg:23
1516 msgid "team_name^Langzhar"
1519 #. [side]: id=Koorzhar, type=Lieutenant
1520 #: data/ai/micro_ais/scenarios/protect_unit.cfg:34
1521 #: data/ai/micro_ais/scenarios/recruiting.cfg:32
1525 #. [side]: id=Koorzhar, type=Lieutenant
1526 #: data/ai/micro_ais/scenarios/protect_unit.cfg:41
1527 #: data/ai/micro_ais/scenarios/recruiting.cfg:38
1528 msgid "team_name^Koorzhar"
1532 #: data/ai/micro_ais/scenarios/protect_unit.cfg:120
1533 msgid "Move Rossauba here"
1537 #: data/ai/micro_ais/scenarios/protect_unit.cfg:127
1538 msgid "There's that traitor wizard. Let's get him."
1542 #: data/ai/micro_ais/scenarios/protect_unit.cfg:129
1544 "Men, you know the deal. We must protect Rossauba under all circumstances. "
1545 "Even my survival is not as important."
1549 #: data/ai/micro_ais/scenarios/protect_unit.cfg:130
1550 msgid "That's very kind of you, but ..."
1554 #: data/ai/micro_ais/scenarios/protect_unit.cfg:131
1556 "No buts! You stay behind the lines and do not engage in battle unless there"
1557 " is no risk to your life, is that understood? And get to that signpost in "
1558 "the northwest if it is safe."
1561 #. [message]: speaker=narrator
1562 #: data/ai/micro_ais/scenarios/protect_unit.cfg:138
1564 "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 AIs battle it out among themselves?\n"
1566 "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 <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."
1570 #: data/ai/micro_ais/scenarios/protect_unit.cfg:143
1571 msgid "<span font='16'>I'll watch the two AIs fight it out</span>"
1575 #: data/ai/micro_ais/scenarios/protect_unit.cfg:146
1577 "<span font='16'>I'll play Langzhar's side (to see how Koorzhar's units "
1578 "target Rossauba)</span>"
1582 #: data/ai/micro_ais/scenarios/protect_unit.cfg:155
1584 "<span font='16'>I'll play Koorzhar's side (to see how Langzhar's units "
1585 "protect Rossauba)</span>"
1589 #: data/ai/micro_ais/scenarios/protect_unit.cfg:167
1590 msgid "Protect Rossauba while moving him to the signpost"
1593 #. [objective]: condition=win
1594 #. [objective]: condition=lose
1595 #: data/ai/micro_ais/scenarios/protect_unit.cfg:169
1596 #: data/ai/micro_ais/scenarios/protect_unit.cfg:189
1597 msgid "Rossauba makes it to the signpost"
1600 #. [objective]: condition=lose
1601 #: data/ai/micro_ais/scenarios/protect_unit.cfg:173
1602 msgid "Death of Rossauba"
1605 #. [objective]: condition=lose
1606 #: data/ai/micro_ais/scenarios/protect_unit.cfg:177
1607 msgid "Death of Langzhar"
1611 #: data/ai/micro_ais/scenarios/protect_unit.cfg:183
1612 msgid "Get rid of that traitor wizard Rossauba"
1615 #. [objective]: condition=win
1616 #: data/ai/micro_ais/scenarios/protect_unit.cfg:185
1617 msgid "Defeat Rossauba"
1620 #. [objective]: condition=lose
1621 #: data/ai/micro_ais/scenarios/protect_unit.cfg:193
1622 msgid "Death of Koorzhar"
1626 #: data/ai/micro_ais/scenarios/protect_unit.cfg:216
1627 msgid "I held out for as long as I could."
1631 #: data/ai/micro_ais/scenarios/protect_unit.cfg:230
1635 #. [test]: id=recruiting
1637 #: data/ai/micro_ais/scenarios/recruiting.cfg:5
1638 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:78
1643 #: data/ai/micro_ais/scenarios/recruiting.cfg:85
1645 "This is a very simple scenario that can be used to test out different "
1646 "recruiting patterns."
1650 #: data/ai/micro_ais/scenarios/recruiting.cfg:88
1652 "Just watch the recruiting of both sides and see if it is what you would "
1653 "expect. The recruitment lists cover level 0 to level 2 units, in order to "
1654 "make differences more obvious."
1658 #: data/ai/micro_ais/scenarios/recruiting.cfg:90
1660 "If you have not changed anything in the scenario code, Side 1 uses the Random Recruitment Micro AI, with swordsmen and peasants having been given higher probability than the other units, and mages a middling probability. This is not meant as a good recruitment pattern, it simply serves as a demonstration how to use the AI.\n"
1662 "Side 2 uses the Rush Recruitment Micro AI (which is also used in the Experimental AI).\n"
1664 "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 <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."
1667 #. [test]: id=micro_ai_test
1668 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:5
1669 msgid "Micro AI Tests"
1672 #. [side]: id=Grnk, type=Goblin Spearman
1673 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:19
1674 msgid "Grnk the Frail"
1677 #. [side]: id=Grnk, type=Goblin Spearman
1678 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:27
1679 msgid "team_name^Grnk"
1684 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:51
1685 #: data/ai/micro_ais/scenarios/swarm.cfg:5
1690 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:60
1695 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:66
1696 msgid "HttT: The Elves Besieged"
1700 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:69
1705 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:81
1710 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:87
1711 msgid "Hang Out and Messenger"
1715 #. [test]: id=simple_attack
1716 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:90
1717 #: data/ai/micro_ais/scenarios/simple_attack.cfg:5
1718 msgid "Simple Attack"
1722 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:93
1726 #. [set_menu_item]: id=m01_menu_bottleneck_defense
1727 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:100
1728 msgid "Bottleneck Defense Micro AI demo"
1732 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:109
1733 msgid "Bottleneck Defense Micro AI Demo"
1737 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:109
1739 "In the Bottleneck Defense Micro AI scenario, a small group of human soldiers"
1740 " is instructed to hold a pass against a large horde of orcs. You can either "
1741 "watch them fight it out against the standard RCA AI or take over the orc "
1746 #. [set_menu_item]: id=m02_swamp_lurkers
1747 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:115
1748 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:124
1749 msgid "Swamp Lurker Micro AI demo"
1753 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:124
1755 "Swamp lurkers are dumb, impulse-driven creatures which can move across most "
1756 "terrain, but only stop on swamp. They move individually without any strategy"
1757 " and always attack the weakest enemy within their reach. If no enemy is in "
1758 "reach, the lurker does a random move instead."
1762 #. [set_menu_item]: id=m03_guardians
1763 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:130
1764 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:139
1765 msgid "Guardian Micro AI demo"
1769 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:139
1771 "In 'Guardians', several variations of the standard Wesnoth guardian are "
1772 "shown, including a \"coward\" unit that runs away from any approaching unit "
1773 "(an \"inverse guardian\", in a way)."
1777 #. [set_menu_item]: id=m04_patrol
1778 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:145
1779 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:154
1780 msgid "Patrol Micro AI demo"
1784 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:154
1785 msgid "'Patrols' contains AI modifications for units following patrol routes."
1789 #. [set_menu_item]: id=m05_recruiting
1790 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:160
1791 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:169
1792 msgid "Recruiting Tests Micro AI demo"
1796 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:169
1798 "A simple scenario set up for the sole purpose of testing different "
1799 "recruiting patterns."
1802 #. [set_menu_item]: id=m06_protect
1803 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:175
1804 msgid "Protect Unit Micro AI demo"
1808 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:184
1809 msgid "Protect Unit Micro AI Demo"
1813 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:184
1815 "This scenario demonstrates one side protecting a wizard while moving him to "
1816 "a goal location. At the same time, the other side is modified to do priority"
1817 " attacks on the wizard, even if a better target (by the default AI criteria)"
1818 " is available. You can watch the two AIs fight it out, or take control of "
1819 "either side to explore how the opposing AI behaves."
1823 #. [set_menu_item]: id=m06a_protect
1824 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:191
1825 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:200
1826 msgid "HttT: The Elves Besieged Micro AI demo"
1830 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:200
1832 "This is a reenactment of scenario \"The Elves Besieged\" of the mainline "
1833 "campaign \"Heir to the Throne\", just that the AI is playing Konrad's side "
1834 "here. The same algorithm as for scenario \"Protect Unit\" is used."
1838 #. [set_menu_item]: id=m07_messenger
1839 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:206
1840 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:215
1841 msgid "Messenger Escort Micro AI demo"
1845 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:215
1847 "'Messenger Escort' has the AI actively protect a messenger while he makes "
1848 "his way to the edge of the map. The escort will also try to open the path "
1849 "for the messenger if there are enemies in the way."
1853 #. [set_menu_item]: id=m08_animals
1854 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:221
1855 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:230
1856 msgid "Animals Micro AI demo"
1860 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:230
1862 "This scenario demonstrates a number of different animals following "
1863 "customized AI behavior, including wolves hunting deer in packs; dogs herding"
1864 " sheep; bears, spiders, yetis, boar and rabbits wandering and "
1865 "hunting/avoiding each other."
1869 #. [set_menu_item]: id=m09_wolves
1870 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:236
1871 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:245
1872 msgid "Wolves Micro AI demo"
1876 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:245
1878 "Another demonstration of wolves wandering and attacking in packs, with a "
1879 "different behavior from that in 'Animals'."
1883 #. [set_menu_item]: id=m10_swarm
1884 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:251
1885 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:260
1886 msgid "Swarm Micro AI demo"
1890 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:260
1891 msgid "This scenario features bats moving around semi-randomly in a swarm."
1895 #. [set_menu_item]: id=m11_dragon
1896 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:266
1897 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:275
1898 msgid "Dragon Micro AI demo"
1902 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:275
1904 "This scenario features a fire dragon displaying a hunt-and-rest behavior."
1907 #. [set_menu_item]: id=m12_healer_support
1908 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:281
1909 msgid "Healer support Micro AI demo"
1913 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:290
1914 msgid "Healer Support Micro AI demo"
1918 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:290
1920 "This scenario contains a simple demonstration of setting up the Healer "
1921 "Support Micro AI, which uses the healers of a side to back up injured or "
1922 "threatened units rather than having them participate in combat under all "
1927 #. [set_menu_item]: id=m13_goto
1928 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:296
1929 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:305
1930 msgid "Goto Micro AI demo"
1934 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:305
1936 "This scenario contains several example usages of the Goto Micro AI, which is"
1937 " a highly configurable method of sending a unit (or units) to a location or "
1938 "set of locations. The units to be moved are defined using a Standard Unit "
1939 "Filter, while the goto locations are given in a Standard Location Filter."
1942 #. [set_menu_item]: id=m14_hangout
1943 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:311
1944 msgid "Hang Out Micro AI demo"
1948 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:320
1949 msgid "Combined Hang Out and Messenger Escort Micro AI demo"
1953 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:320
1955 "This scenario is a demonstration of the Hang Out Micro AI which keeps units "
1956 "around a (customizable) location until a (customizable) condition is met. "
1957 "After that the units are released to follow other AI behavior. The scenario"
1958 " also shows how to combine two Micro AIs on the same side by having the "
1959 "Messenger Escort Micro AI take over at that point."
1963 #. [set_menu_item]: id=m15_simple_attack
1964 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:326
1965 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:335
1966 msgid "Simple Attack Micro AI demo"
1970 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:335
1972 "This scenario demonstrates how certain attacks can be executed with higher "
1973 "priority than the standard Wesnoth attacks and how the AI can be forced to "
1974 "do attacks that it would otherwise avoid."
1978 #. [set_menu_item]: id=m16_fast
1979 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:341
1980 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:350
1981 msgid "Fast Micro AI demo"
1985 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:350
1987 "A simple demonstration of the calculation time advantage of the Fast Micro "
1988 "AI over the default AI in scenarios with many units."
1992 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:360
1994 "Move me to any of the signposts to go to a Micro AI demonstration.\n"
1996 "Information about each demonstration can be accessed by right-clicking on the respective signpost."
1999 #. [objective]: condition=win
2000 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:366
2001 msgid "Move Grnk to one of the signposts"
2005 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:370
2006 msgid "Right-click on a signpost to get information about the scenario"
2009 #. [side]: id=Grospur, type=General
2010 #: data/ai/micro_ais/scenarios/simple_attack.cfg:18
2014 #. [side]: type=Ancient Lich, id=Uralt
2015 #: data/ai/micro_ais/scenarios/simple_attack.cfg:33
2020 #: data/ai/micro_ais/scenarios/simple_attack.cfg:123
2021 msgid "General Grospur, what do we do? These undead will surely wipe us out."
2025 #: data/ai/micro_ais/scenarios/simple_attack.cfg:124
2027 "Don't be such a chicken, Sergeant! I have placed units with lots of experience around the perimeter. The undead will not dare to attack them. And those few that sneak through... we can easily dispose of them once they make it inside.\n"
2029 "<i>In other words, the Wesnoth AI does generally not attack units one XP from leveling if there is no chance of killing the unit with a single attack. However, some of the attacks by the undead are handled by the Simple Attack Micro AI in this scenario. General Grospur might be in for a surprise.</i>"
2033 #: data/ai/micro_ais/scenarios/simple_attack.cfg:129
2034 msgid "Watch the undead take care of business"
2037 #. [objective]: condition=win
2038 #: data/ai/micro_ais/scenarios/simple_attack.cfg:131
2039 msgid "Don't even try. You can't reach the Lich."
2042 #. [objective]: condition=lose
2043 #: data/ai/micro_ais/scenarios/simple_attack.cfg:135
2044 msgid "Death of the last of Grospur's units"
2048 #: data/ai/micro_ais/scenarios/simple_attack.cfg:139
2049 msgid "When your leader dies, side leadership passes on to another unit"
2053 #: data/ai/micro_ais/scenarios/simple_attack.cfg:164
2055 "What the ... ?!? They are not supposed to attack me. That just doesn't "
2056 "happen in Wesnoth!"
2060 #: data/ai/micro_ais/scenarios/simple_attack.cfg:165
2062 "Hahahahaha !! I have given special instruction to my Soulless to attack all you almost-advanced units first. Also watch how those same Soulless will throw themselves mercilessly at your pitiful soldiers after that, saving my more valuable skeleton minions for later. I have taken the term 'disposable units' to a whole new level. Watch in awe !!\n"
2064 "<i>Translation: The undead side includes two instances of the Simple Attack Micro AI. The first makes the Soulless attack all units 1 XP from leveling up, such that they can be eliminated afterward. The second executes all remaining attacks possible by Soulless (and Walking Corpses), without regard for their own safety. Only after that does the default Wesnoth attack mechanism kick in to attack with the remaining units (skeletons).</i>"
2068 #: data/ai/micro_ais/scenarios/simple_attack.cfg:181
2069 msgid "Rise, minions!"
2073 #: data/ai/micro_ais/scenarios/simple_attack.cfg:224
2074 msgid "And that's how the undead AI executes total annihilation ..."
2078 #: data/ai/micro_ais/scenarios/swarm.cfg:41
2082 #. [set_menu_item]: id=m02_new_gryphon
2083 #: data/ai/micro_ais/scenarios/swarm.cfg:91
2084 msgid "Place Side 1 Gryphon"
2087 #. [set_menu_item]: id=m03_new_bat
2088 #: data/ai/micro_ais/scenarios/swarm.cfg:102
2089 msgid "Place Side 2 Bat"
2093 #: data/ai/micro_ais/scenarios/swarm.cfg:137
2095 "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"
2097 "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"
2099 "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 <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."
2103 #: data/ai/micro_ais/scenarios/swarm.cfg:146
2104 msgid "Watch the bats move around and fight them if you want"
2107 #. [objective]: condition=win
2108 #: data/ai/micro_ais/scenarios/swarm.cfg:148
2109 msgid "Defeat all bats"
2112 #. [objective]: condition=lose
2113 #: data/ai/micro_ais/scenarios/swarm.cfg:156
2114 msgid "Death of all gryphons"
2118 #: data/ai/micro_ais/scenarios/wolves.cfg:42
2119 msgid "team_name^Wolves"
2123 #: data/ai/micro_ais/scenarios/wolves.cfg:56
2127 #. [set_menu_item]: id=m02_new_peasant
2128 #: data/ai/micro_ais/scenarios/wolves.cfg:120
2129 msgid "Place Side 1 Peasant"
2132 #. [set_menu_item]: id=m03_new_wolf2
2133 #: data/ai/micro_ais/scenarios/wolves.cfg:131
2134 msgid "Place Side 2 Wolf"
2137 #. [set_menu_item]: id=m04_new_wolf3
2138 #: data/ai/micro_ais/scenarios/wolves.cfg:142
2139 msgid "Place Side 3 Wolf"
2143 #: data/ai/micro_ais/scenarios/wolves.cfg:188
2145 "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"
2147 "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"
2149 "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."
2152 #. [message]: speaker=narrator
2153 #: data/ai/micro_ais/scenarios/wolves.cfg:199
2155 "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"
2157 "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"
2159 "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 <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."
2163 #: data/ai/micro_ais/scenarios/wolves.cfg:206
2164 msgid "<span font='16'>I'll just watch the two wolf sides.</span>"
2168 #: data/ai/micro_ais/scenarios/wolves.cfg:230
2169 msgid "Watch the wolves move around and fight each other"
2172 #. [objective]: condition=win
2173 #: data/ai/micro_ais/scenarios/wolves.cfg:232
2174 msgid "No wolves left on one side"
2177 #. [message]: speaker=narrator
2178 #: data/ai/scenarios/ai_arena_small/0001-healing.cfg:17
2179 msgid "This situation should test the ability of AI to heal efficiently..."
2182 #. [message]: speaker=narrator
2183 #: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:17
2185 "This situation should test the ability of AI to spread poison around..."
2189 #: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:112
2190 msgid "Undead target test"
2194 #: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:119
2195 msgid "Target choose test"
2199 #: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:126
2200 msgid "Regeneration attack test"
2204 #: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:133
2205 msgid "Weapon test with low hp target"
2208 #. [message]: speaker=narrator
2209 #: data/ai/scenarios/ai_arena_small/0003-simple_combat.cfg:17
2210 msgid "This situation should test the ability of AI to make an attack..."
2213 #. [message]: speaker=narrator
2214 #: data/ai/scenarios/ai_arena_small/0004-filtered_combat.cfg:17
2216 "This situation should test the ability of AI to obey own unit and enemy unit"
2217 " filters while making attacks. Only dwarves should attack. Dark Adepts are "
2218 "not to be attacked."
2221 #. [test]: id=ai_arena_small
2222 #: data/ai/scenarios/scenario-AI_Arena_small.cfg:6
2223 msgid "AI Arena - small"
2226 #. [test]: id=ai_arena_small
2227 #: data/ai/scenarios/scenario-AI_Arena_small.cfg:7
2228 msgid "Small ai arena"
2231 #. [set_menu_item]: id=repeat_test
2232 #: data/ai/scenarios/scenario-AI_Arena_small.cfg:64
2233 msgid "Repeat last test"
2236 #. [set_menu_item]: id=select_another_ai
2237 #: data/ai/scenarios/scenario-AI_Arena_small.cfg:80
2238 msgid "Select another ai"
2241 #. [set_menu_item]: id=select_test
2242 #: data/ai/scenarios/scenario-AI_Arena_small.cfg:90
2243 msgid "Select another test"
2246 #. [side]: type=Nightgaunt
2247 #: data/ai/scenarios/scenario-AI_Arena_small.cfg:103
2248 msgid "AI Developer"
2251 #. [side]: type=Nightgaunt
2252 #: data/ai/scenarios/scenario-AI_Arena_small.cfg:109
2253 msgid "team_name^AI Developer"
2256 #. [side]: id=chall-ai, type=White Mage
2257 #: data/ai/scenarios/scenario-AI_Arena_small.cfg:120
2258 msgid "Challenger AI"
2261 #. [side]: id=chall-ai, type=White Mage
2262 #: data/ai/scenarios/scenario-AI_Arena_small.cfg:125
2266 #. [side]: id=champ-ai, type=Dark Adept
2267 #: data/ai/scenarios/scenario-AI_Arena_small.cfg:132
2271 #. [side]: id=champ-ai, type=Dark Adept
2272 #: data/ai/scenarios/scenario-AI_Arena_small.cfg:137
2276 #. [message]: speaker=narrator
2277 #: data/ai/scenarios/scenario-AI_Arena_small.cfg:176
2278 msgid "Which AI do you wish to use, O Mighty AI Developer?"
2282 #: data/ai/scenarios/scenario-AI_Arena_small.cfg:178
2283 msgid "I am happy with the current AI of team 2, [$test_path_to_ai]"
2287 #: data/ai/scenarios/scenario-AI_Arena_small.cfg:181
2288 msgid "My AI is the RCA AI (the current default)."
2292 #: data/ai/scenarios/scenario-AI_Arena_small.cfg:190
2294 "I am the king of FORMULA AI, and I will use its vast powers for world "
2299 #: data/ai/scenarios/scenario-AI_Arena_small.cfg:199
2300 msgid "I want to test formulaAI-based poisoning improvements"
2304 #: data/ai/scenarios/scenario-AI_Arena_small.cfg:208
2305 msgid "I've come with my own AI, and I am ready to test its strength"
2308 #. [message]: speaker=narrator
2309 #: data/ai/scenarios/scenario-AI_Arena_small.cfg:213
2310 msgid "And where is it located (path follows the usual WML convention)"
2314 #: data/ai/scenarios/scenario-AI_Arena_small.cfg:215
2315 msgid "AI Location:"
2318 #. [message]: speaker=narrator
2319 #: data/ai/scenarios/scenario-AI_Arena_small.cfg:316
2320 msgid "And so, the AI for team 2 was redeployed from file '$test_path_to_ai'"
2323 #. [test]: id=lua_ai
2324 #: data/ai/scenarios/scenario-lua_ai.cfg:4
2325 msgid "Lua AI Test scenario"
2328 #. [test]: id=lua_ai_old_syntax
2329 #: data/ai/scenarios/scenario-lua_ai_old_syntax.cfg:5
2330 msgid "Lua AI Test scenario (old syntax)"
2333 #. [unit]: type=Skeletal Dragon, id=Kiressh
2334 #: data/ai/scenarios/scenario-lua_ai_old_syntax.cfg:87