# #-#-#-#-# wesnoth-ai.cpp.pot (PACKAGE VERSION) #-#-#-#-# # SOME DESCRIPTIVE TITLE. # Copyright (C) YEAR Wesnoth development team # This file is distributed under the same license as the PACKAGE package. # # Translators: # Automatically generated, 2013 # RatArmy , 2015-2016 msgid "" msgstr "" "Project-Id-Version: Wesnoth-Dev Japanese\n" "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n" "POT-Creation-Date: 2017-12-09 01:33 UTC\n" "PO-Revision-Date: 2017-09-22 20:48+0000\n" "Last-Translator: RatArmy \n" "Language-Team: Japanese (http://www.transifex.com/wesnoth-jp/wesnoth-dev-japanese/language/ja/)\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Language: ja\n" "Plural-Forms: nplurals=1; plural=0;\n" #. [ai]: id=ai_default_rca #: data/ai/ais/ai_default_rca.cfg:9 msgid "Multiplayer_AI^Default AI (RCA)" msgstr "Default AI (RCA)" #. [ai]: id=experimental_ai #: data/ai/ais/ai_generic_rush.cfg:10 msgid "Multiplayer_AI^Experimental AI" msgstr "Experimental AI" #. [ai]: id=idle_ai #: data/ai/ais/idle_ai.cfg:4 msgid "Multiplayer_AI^Dev AI: Idle AI" msgstr "Dev AI: Idle AI" #. [ai]: id=ai_default_rca_alternate_recruiting #: data/ai/dev/ai_default_rca_alternate_recruiting.cfg:10 msgid "Multiplayer_AI^Dev AI: Default AI (RCA) with Alternate Recruiting" msgstr "Dev AI: Default AI (RCA) with Alternate Recruiting" #. [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:10 msgid "Multiplayer_AI^Dev AI: Default + Experimental Recruitment (Formula AI)" msgstr "Dev AI: Default + Experimental Recruitment (Formula AI)" #. [ai]: id=formula_ai_poisoning #: data/ai/dev/formula_ai_poisoning.cfg:9 msgid "Multiplayer_AI^Dev AI: Default + Poisoning (Formula AI)" msgstr "Dev AI: Default + Poisoning (Formula AI)" #: data/ai/lua/patrol.lua:4 msgid "Use the Patrols Micro AI instead of patrol.lua." msgstr "" #. [test]: id=The_Elves_Besieged #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:5 msgid "The Elves Besieged" msgstr "包囲されたエルフ族" #. [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:92 msgid "Konrad" msgstr "Konrad" #. [side]: type=Spearman, id=Konrad #. [side]: type=Elvish Champion, id=Galdrad #. [side]: type=Elvish Shyde, id=Chantal #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:46 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:152 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:172 msgid "Rebels" msgstr "反乱軍" #. [unit]: id=Delfador, type=Elder Mage #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:49 msgid "Delfador" msgstr "Delfador" #. [side]: type=Orcish Warlord, id=Urug-Telfar #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:86 msgid "Urug-Telfar" msgstr "Urug-Telfar" #. [side]: type=Orcish Warlord, id=Urug-Telfar #. [side]: type=Orcish Warlord, id=Knafa-Tan #. [side]: type=Orcish Warlord, id=Maga-Knafa #. [side]: id=Vanak, type=Orcish Ruler #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:98 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:112 #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:130 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:24 msgid "Orcs" msgstr "オーク" #. [side]: type=Orcish Warlord, id=Knafa-Tan #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:105 msgid "Knafa-Tan" msgstr "Knafa-Tan" #. [side]: type=Orcish Warlord, id=Maga-Knafa #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:123 msgid "Maga-Knafa" msgstr "Maga-Knafa" #. [side]: type=Elvish Champion, id=Galdrad #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:142 msgid "Galdrad" msgstr "Galdrad" #. [side]: type=Elvish Shyde, id=Chantal #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:159 msgid "Chantal" msgstr "Chantal" #. [message]: speaker=Konrad #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:209 msgid "" "Master Delfador! Look, there are orcs coming from all directions! What shall" " we do?" 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?" #. [message]: speaker=Delfador #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:213 msgid "There are too many to fight, far too many. We must escape!" 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!" #. [event] #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:216 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 is used.\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 "" #. [event] #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:222 msgid "Move Konrad here" msgstr "Konradをここに移動" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:238 msgid "Very well, we have made it this far! But where do we go next?" 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?" #. [message]: speaker=Delfador #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:243 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:268 msgid "I... I don’t think I can make it anymore." msgstr "私は……私はこれ以上何もできそうにない。" #. [message]: speaker=Delfador #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:272 msgid "Prince... you must keep fighting! Nooooooo!" 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!!" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:276 msgid "It is over. I am doomed..." msgstr "終わりです。私の命運は尽きました……。" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:290 msgid "I have... have failed in my duty to protect the prince! I am defeated." 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。" #. [message]: speaker=Konrad #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:294 msgid "Don’t die, Delfador! Please, you have to stay alive!" 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!" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:298 msgid "Ugh!" msgstr "うっ!" #. [message]: speaker=Delfador #: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:309 msgid "" "Oh, no! We have run out of time, they have arrived with reinforcements..." 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……。" #: data/ai/micro_ais/scenarios/animals.cfg:4 msgid "" "General: 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" "\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 "" #. [test]: id=animals #. [event] #: data/ai/micro_ais/scenarios/animals.cfg:27 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:45 msgid "Animals" msgstr "" #. [side]: id=Rutburt, type=Outlaw #: data/ai/micro_ais/scenarios/animals.cfg:41 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:48 #: data/ai/micro_ais/scenarios/goto.cfg:43 #: data/ai/micro_ais/scenarios/goto.cfg:93 #: data/ai/micro_ais/scenarios/goto.cfg:110 #: data/ai/micro_ais/scenarios/wolves.cfg:27 msgid "Humans" msgstr "人間" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:63 msgid "Forest Creatures" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:77 msgid "Ghasts" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:91 msgid "Spiders" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:105 msgid "Yetis" msgstr "" #. [side] #. [event] #. [test]: id=wolves #: data/ai/micro_ais/scenarios/animals.cfg:119 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:48 #: data/ai/micro_ais/scenarios/wolves.cfg:5 msgid "Wolves" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/animals.cfg:133 msgid "Whelps" msgstr "" #. [set_menu_item]: id=m01_end_animals #. [event] #. [set_menu_item]: id=m04_end_animals #. [set_menu_item]: id=m01_end_swarm #. [set_menu_item]: id=m01_end_wolves #: data/ai/micro_ais/scenarios/animals.cfg:209 #: data/ai/micro_ais/scenarios/dragon.cfg:48 #: data/ai/micro_ais/scenarios/goto.cfg:382 #: data/ai/micro_ais/scenarios/guardians.cfg:85 #: data/ai/micro_ais/scenarios/lurkers.cfg:382 #: data/ai/micro_ais/scenarios/patrols.cfg:177 #: data/ai/micro_ais/scenarios/swarm.cfg:66 #: data/ai/micro_ais/scenarios/wolves.cfg:95 msgid "End Scenario" msgstr "シナリオ終了" #. [command] #. [then] #: data/ai/micro_ais/scenarios/animals.cfg:221 #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:184 #: data/ai/micro_ais/scenarios/goto.cfg:394 #: data/ai/micro_ais/scenarios/recruiting.cfg:111 #: data/ai/micro_ais/scenarios/swarm.cfg:72 #: data/ai/micro_ais/scenarios/swarm.cfg:177 #: data/ai/micro_ais/scenarios/wolves.cfg:101 #: data/ai/micro_ais/scenarios/wolves.cfg:262 msgid "Well, that was that." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/animals.cfg:338 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, these units have been replaced by mainline units." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/animals.cfg:341 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:349 #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:98 #: data/ai/micro_ais/scenarios/protect_unit.cfg:135 #: data/ai/micro_ais/scenarios/wolves.cfg:196 msgid "Question for the Player" msgstr "" #. [message]: speaker=narrator #: data/ai/micro_ais/scenarios/animals.cfg:353 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] #: data/ai/micro_ais/scenarios/animals.cfg:361 msgid "I'll just watch the animals." msgstr "" #. [option] #: data/ai/micro_ais/scenarios/animals.cfg:379 #: data/ai/micro_ais/scenarios/wolves.cfg:224 msgid "I want to have control of Side 1." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/animals.cfg:385 msgid "Watch the animals do their things" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/animals.cfg:387 #: data/ai/micro_ais/scenarios/goto.cfg:424 #: data/ai/micro_ais/scenarios/swarm.cfg:152 #: data/ai/micro_ais/scenarios/wolves.cfg:236 msgid "Use right-click option" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/animals.cfg:391 #: data/ai/micro_ais/scenarios/wolves.cfg:240 msgid "Death of Rutburt" msgstr "" #. [note] #: data/ai/micro_ais/scenarios/animals.cfg:395 #: data/ai/micro_ais/scenarios/goto.cfg:432 #: data/ai/micro_ais/scenarios/swarm.cfg:160 #: data/ai/micro_ais/scenarios/wolves.cfg:244 msgid "Check out the right-click menu options for additional actions" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/animals.cfg:413 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 "" #. [event] #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:85 msgid "All right, chaps. Those orcs need to be stopped." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:87 #: data/ai/micro_ais/scenarios/guardians.cfg:514 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:135 msgid "They there! We them get!" msgstr "" #. [event] #: 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:100 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] #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:102 msgid "I'll watch the two AIs fight it out." msgstr "" #. [option] #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:105 msgid "I'll play the orcs." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:116 msgid "Take the pass" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:118 msgid "Defeat all humans" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:122 msgid "Death of Big Bad Orc" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:126 msgid "Only one orc remains" msgstr "" #. [then] #: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:151 msgid "" "I may have fallen, but we will continue to defend the pass to the last man!" msgstr "" #. [test]: id=dragon #. [event] #: data/ai/micro_ais/scenarios/dragon.cfg:5 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:54 msgid "Dragon" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/dragon.cfg:21 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:51 msgid "Rowck's Home" msgstr "" #. [unit]: id=Rowck, type=Fire Dragon #: data/ai/micro_ais/scenarios/dragon.cfg:55 msgid "Rowck" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/dragon.cfg:81 msgid "Be careful to stay out of the way of that dragon. He's a mean one." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/dragon.cfg:84 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:96 msgid "Move the bats around to explore how Rowck reacts" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/dragon.cfg:98 msgid "Defeat Rowck" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/dragon.cfg:102 msgid "Move the lead bat to the signpost" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/dragon.cfg:106 msgid "Death of the bat leader" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/dragon.cfg:139 msgid "I'm out of here." msgstr "" #. [test]: id=fast #: data/ai/micro_ais/scenarios/fast.cfg:5 msgid "Fast" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/fast.cfg:64 msgid "" "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" "\n" "There is nothing to do here, just watch or use this scenario as a template or for your own tests." msgstr "" #. [test]: id=goto #. [event] #: data/ai/micro_ais/scenarios/goto.cfg:5 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:84 msgid "Goto" msgstr "" #. [side]: id=Vaddan, type=Outlaw #: data/ai/micro_ais/scenarios/goto.cfg:27 msgid "Vaddan" msgstr "" #. [side]: type=Poacher, id=leader3 #: data/ai/micro_ais/scenarios/goto.cfg:60 msgid "Woodsmen" msgstr "" #. [side]: type=Saurian Flanker, id=leader4 #: data/ai/micro_ais/scenarios/goto.cfg:76 msgid "Saurians" msgstr "トカゲ" #. [side] #: data/ai/micro_ais/scenarios/goto.cfg:125 msgid "team_name^Animals" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/goto.cfg:138 msgid "team_name^Ghosts" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/goto.cfg:185 msgid "General Minry" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/goto.cfg:186 msgid "Lieutenant Gadoc" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/goto.cfg:187 msgid "Lieutenant Senvan" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/goto.cfg:188 msgid "Sergeant Aethubry" msgstr "" #. [set_menu_item]: id=m01_new_footpad #: data/ai/micro_ais/scenarios/goto.cfg:339 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:350 #: data/ai/micro_ais/scenarios/swarm.cfg:113 #: data/ai/micro_ais/scenarios/wolves.cfg:153 msgid "Kill Unit under Cursor" msgstr "" #. [set_menu_item]: id=m03_null_control #: data/ai/micro_ais/scenarios/goto.cfg:363 msgid "Turn off human control of Side 1" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/goto.cfg:413 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:422 msgid "Watch the AI units do their things" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/goto.cfg:428 msgid "Death of Vaddan" msgstr "" #. [message]: speaker=messenger1 #: data/ai/micro_ais/scenarios/goto.cfg:443 msgid "The bridge is out. What do we do now?" msgstr "" #. [message]: speaker=messenger2 #: data/ai/micro_ais/scenarios/goto.cfg:447 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:456 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:467 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 "" #. [event] #: data/ai/micro_ais/scenarios/goto.cfg:475 msgid "Aaiiieeeeeee !!!" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/goto.cfg:476 msgid "O no, a ghost!" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/goto.cfg:477 msgid "" "Don't worry, those are really shy ghosts. Nobody knows why, but they always" " appear in the north this time of year and move through to the south. Also," " very unusually for ghosts, they seem to be scared of everybody and avoid " "other units as much as possible -- except for the bats and saurians, with " "which they seem to get along just fine for some reason. So as long as we " "don't corner them, they'll leave us alone." msgstr "" #. [message]: speaker=messenger2 #: data/ai/micro_ais/scenarios/goto.cfg:536 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:540 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:574 msgid "I told you so!" msgstr "だからそう言ったでやすよ!" #. [message]: speaker=leader5 #: data/ai/micro_ais/scenarios/goto.cfg:584 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:593 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:611 msgid "" "$unit.language_name $unit.name from Lieutenant Gadoc's squadron reporting " "for duty, sir." msgstr "" #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:627 msgid "Ready to fight those saurians, soldier?" msgstr "" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/goto.cfg:631 msgid "Yes, sir." msgstr "はい、教官殿。" #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:639 msgid "" "Very good, $unit.language_name. 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:647 msgid "Maybe if I ignore them, they'll just go away?" msgstr "" #. [message]: speaker=unit #: data/ai/micro_ais/scenarios/goto.cfg:666 msgid "Lieutenant Senvan's men reporting for duty, sir." msgstr "" #. [message]: speaker=fort_commander #: data/ai/micro_ais/scenarios/goto.cfg:670 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:674 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:678 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:680 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:718 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:759 msgid "We're back together, let's head out to the corners again." msgstr "" #. [test]: id=guardians #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:17 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:57 msgid "Guardians" msgstr "" #. [side]: id=Kraa, type=Gryphon #: data/ai/micro_ais/scenarios/guardians.cfg:31 #: data/ai/micro_ais/scenarios/swarm.cfg:19 msgid "Kraa" msgstr "" #. [side]: id=Kraa, type=Gryphon #: data/ai/micro_ais/scenarios/guardians.cfg:37 #: data/ai/micro_ais/scenarios/swarm.cfg:27 msgid "Gryphons" msgstr "" #. [side]: type=Orcish Leader, id=Another Bad Orc #: data/ai/micro_ais/scenarios/guardians.cfg:49 msgid "Another Bad Orc" msgstr "" #. [unit]: type=Dwarvish Guardsman, id=guardian1 #: data/ai/micro_ais/scenarios/guardians.cfg:96 msgid "Guardian 1" msgstr "" #. [unit]: type=Dwarvish Guardsman, id=guardian2 #: data/ai/micro_ais/scenarios/guardians.cfg:107 msgid "Guardian 2" msgstr "" #. [unit]: type=Giant Rat, id=coward1 #: data/ai/micro_ais/scenarios/guardians.cfg:120 msgid "Coward 1" msgstr "" #. [unit]: type=Giant Rat, id=coward2 #: data/ai/micro_ais/scenarios/guardians.cfg:142 msgid "Coward 2" msgstr "" #. [unit]: type=Giant Rat, id=coward3 #: data/ai/micro_ais/scenarios/guardians.cfg:166 msgid "Coward 3" msgstr "" #. [unit]: type=Giant Rat, id=coward4 #: data/ai/micro_ais/scenarios/guardians.cfg:191 msgid "Coward 4" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:211 msgid "Move gryphons here to see different coward reactions" msgstr "" #. [unit]: type=Troll, id=return1 #: data/ai/micro_ais/scenarios/guardians.cfg:220 msgid "Return Guardian 1" msgstr "" #. [unit]: type=Troll Whelp, id=return2 #: data/ai/micro_ais/scenarios/guardians.cfg:239 msgid "Return Guardian 2" msgstr "" #. [unit]: type=Troll Whelp, id=home1 #: data/ai/micro_ais/scenarios/guardians.cfg:259 msgid "Home Guard 1" msgstr "" #. [unit]: type=Troll, id=home 2 #: data/ai/micro_ais/scenarios/guardians.cfg:271 msgid "Home Guard 2" msgstr "" #. [unit]: type=Skeleton Archer, id=stationed1 #: data/ai/micro_ais/scenarios/guardians.cfg:284 msgid "Stationed Guardian 1" msgstr "" #. [unit]: type=Skeleton, id=stationed2 #: data/ai/micro_ais/scenarios/guardians.cfg:306 msgid "Stationed Guardian 2" msgstr "" #. [unit]: type=Troll, id=zone1 #: data/ai/micro_ais/scenarios/guardians.cfg:329 msgid "Gate Keeper" msgstr "" #. [unit]: type=Dwarvish Guardsman, id=zone2 #: data/ai/micro_ais/scenarios/guardians.cfg:354 msgid "Home Keeper" msgstr "" #. [unit]: type=Naga Fighter, id=zone3 #: data/ai/micro_ais/scenarios/guardians.cfg:383 msgid "Water Guardian" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:402 msgid "Guarded Location" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:403 msgid "Station 1" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:404 msgid "Station 2" msgstr "" #. [command] #. [set_menu_item]: id=m01_guardian #: data/ai/micro_ais/scenarios/guardians.cfg:425 #: data/ai/micro_ais/scenarios/guardians.cfg:431 msgid "Standard WML Guardian" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/guardians.cfg:431 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:436 #: data/ai/micro_ais/scenarios/guardians.cfg:442 msgid "Return Guardian" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/guardians.cfg:442 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:452 #: data/ai/micro_ais/scenarios/guardians.cfg:458 msgid "Home Guard" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/guardians.cfg:458 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:464 #: data/ai/micro_ais/scenarios/guardians.cfg:470 msgid "Stationed Guardian" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/guardians.cfg:470 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:481 #: data/ai/micro_ais/scenarios/guardians.cfg:487 msgid "Coward" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/guardians.cfg:487 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:496 #: data/ai/micro_ais/scenarios/guardians.cfg:502 msgid "Zone Guardian" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/guardians.cfg:502 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] #: data/ai/micro_ais/scenarios/guardians.cfg:513 msgid "Kraahhh!!!!" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:516 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:525 msgid "Move the Gryphons around to explore how the guardians react" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/guardians.cfg:527 #: data/ai/micro_ais/scenarios/patrols.cfg:233 msgid "Defeat all enemy units" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/guardians.cfg:531 msgid "Move Kraa to the signpost" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/guardians.cfg:535 msgid "Death of Kraa" msgstr "" #. [note] #: data/ai/micro_ais/scenarios/guardians.cfg:539 msgid "" "Check out the right-click menu options for information on each guardian type" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/guardians.cfg:594 msgid "" "Gryphons of the High Plains, it is time to return to said plains. Follow me." msgstr "" #. [test]: id=hang_out #: data/ai/micro_ais/scenarios/hang_out.cfg:5 msgid "Hang Out" msgstr "" #. [side]: id=Bad Outlaw, type=Outlaw #: data/ai/micro_ais/scenarios/hang_out.cfg:23 msgid "team_name^Bad Outlaw" msgstr "" #. [side]: id=Good Bandit, type=Bandit #: data/ai/micro_ais/scenarios/hang_out.cfg:39 msgid "team_name^Good Bandit" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/hang_out.cfg:61 msgid "Outlaw moves here" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/hang_out.cfg:116 msgid "" "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" "\n" "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 Micro AI wiki page at http://wiki.wesnoth.org/Micro_AIs for more information." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/hang_out.cfg:122 msgid "" "Get into the outlaw's way before he can make it to the south-eastern keep" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/hang_out.cfg:124 msgid "Death of Bad Outlaw" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/hang_out.cfg:128 msgid "Death of Good Bandit" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/hang_out.cfg:132 msgid "Bad Outlaw makes it to the signpost" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/hang_out.cfg:144 msgid "We got him! Now whatever it is we are fighting for is safe." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/hang_out.cfg:168 msgid "" "I made it! Now we can keep fighting for whatever it is that we are fighting " "for." 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:35 msgid "Rebels 2" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/healer_support.cfg:79 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:95 msgid "Argh! They got us..." msgstr "" #. [test]: id=lurkers #: data/ai/micro_ais/scenarios/lurkers.cfg:184 msgid "Lurkers of the Swamp" msgstr "" #. [side]: id=Pekzs, type=Saurian Soothsayer #: data/ai/micro_ais/scenarios/lurkers.cfg:198 msgid "Pekzs" msgstr "" #. [side]: id=Pekzs, type=Saurian Soothsayer #: data/ai/micro_ais/scenarios/lurkers.cfg:204 msgid "team_name^Pekzs" msgstr "" #. [side]: type=Saurian Oracle #: data/ai/micro_ais/scenarios/lurkers.cfg:220 msgid "Micro AI Lurkers (saurians, stationary)" msgstr "" #. [side]: type=Saurian Oracle #: data/ai/micro_ais/scenarios/lurkers.cfg:236 msgid "Micro AI Lurkers (saurians, wanderers)" msgstr "" #. [side]: type=Naga Warrior #: data/ai/micro_ais/scenarios/lurkers.cfg:252 msgid "Micro AI Lurkers (nagas)" msgstr "" #. [side]: type=Saurian Oracle #: data/ai/micro_ais/scenarios/lurkers.cfg:268 msgid "WML Lurkers (saurians)" msgstr "" #. [side]: type=Saurian Oracle #: data/ai/micro_ais/scenarios/lurkers.cfg:284 msgid "Formula AI Lurkers (saurians)" msgstr "" #. [set_menu_item]: id=m01_menu_lurker2 #: data/ai/micro_ais/scenarios/lurkers.cfg:387 msgid "Place a Side 2 lurker" msgstr "" #. [set_menu_item]: id=m01_menu_lurker3 #: data/ai/micro_ais/scenarios/lurkers.cfg:399 msgid "Place a Side 3 lurker" msgstr "" #. [set_menu_item]: id=m01_menu_lurker4 #: data/ai/micro_ais/scenarios/lurkers.cfg:411 msgid "Place a Side 4 lurker" msgstr "" #. [set_menu_item]: id=m01_menu_lurker5 #: data/ai/micro_ais/scenarios/lurkers.cfg:423 msgid "Place a Side 5 lurker" msgstr "" #. [set_menu_item]: id=m01_menu_lurker6 #: data/ai/micro_ais/scenarios/lurkers.cfg:435 msgid "Place a Side 6 lurker" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/lurkers.cfg:450 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:455 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] #: data/ai/micro_ais/scenarios/lurkers.cfg:465 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:139 #: data/ai/micro_ais/scenarios/patrols.cfg:217 msgid "Notes" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/lurkers.cfg:465 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:474 msgid "Watch the lurkers move around and fight them if you want" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/lurkers.cfg:476 msgid "Defeat all lurkers" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/lurkers.cfg:480 msgid "Move Pekzs to the signpost" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/lurkers.cfg:484 msgid "Death of Pekzs" msgstr "" #. [note] #: data/ai/micro_ais/scenarios/lurkers.cfg:488 msgid "Right-click on unoccupied swamp hexes to add more lurkers" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/lurkers.cfg:533 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:18 msgid "Vanak" msgstr "" #. [side] #. [unit]: type=Dragoon, id=messenger #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:37 #: data/ai/micro_ais/scenarios/messenger_escort.cfg:71 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:72 msgid "Messenger" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:121 msgid "Messanger Waypoint 1" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:123 msgid "Messenger Waypoint 2" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:125 msgid "Messenger Waypoint 3" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:128 msgid "AI moves Messenger here" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:137 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] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:139 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:151 msgid "Defeat the messenger" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/messenger_escort.cfg:155 msgid "Messenger gets to the signpost" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/messenger_escort.cfg:159 msgid "Death of Vanak" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:173 msgid "I made it! Now our people will be safe." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/messenger_escort.cfg:185 msgid "Nooo! All is lost. We will never stop the orcs now!" msgstr "" #. [test]: id=patrols #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:5 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:75 msgid "Patrols" msgstr "" #. [side]: id=Gertburt, type=Outlaw #: data/ai/micro_ais/scenarios/patrols.cfg:19 msgid "Gertburt" msgstr "" #. [side]: id=Gertburt, type=Outlaw #: data/ai/micro_ais/scenarios/patrols.cfg:27 msgid "Bandits" msgstr "ならず者集団" #. [side] #: data/ai/micro_ais/scenarios/patrols.cfg:41 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:114 msgid "Urudin" msgstr "Urudin" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:180 msgid "Konrad Waypoint 1" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:182 msgid "Konrad Waypoint 2" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:184 msgid "Konrad Final Waypoint" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:187 msgid "Patrol Waypoint 1" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:189 msgid "Patrol Waypoint 2" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:191 msgid "Patrol Waypoint 3" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:193 msgid "Patrol Waypoint 4" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:196 msgid "Urudin retreats here" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:204 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 Patrol [micro_ai] tag." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:211 msgid "" "By contrast, I am a zone guardian patrolling, in a way, the southernmost " "part of the map. This AI is implemented via the Guardian [micro_ai] tag. " "It is here mostly to demonstrate how to set up different Micro AIs for the " "same side. For more details on different types of guardian AIs, there is a " "separate test scenario specializing on those." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:212 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] #: data/ai/micro_ais/scenarios/patrols.cfg:217 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 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:231 msgid "Watch the patrols, attack them etc." msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/patrols.cfg:237 msgid "Move Gertburt to the signpost" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/patrols.cfg:241 msgid "Death of Gertburt" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/patrols.cfg:256 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:297 msgid "Let's go home, chaps." msgstr "" #. [test]: id=protect_unit #. [event] #: data/ai/micro_ais/scenarios/protect_unit.cfg:5 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:63 msgid "Protect Unit" msgstr "" #. [side]: id=Langzhar, type=Lieutenant #: data/ai/micro_ais/scenarios/protect_unit.cfg:18 #: data/ai/micro_ais/scenarios/recruiting.cfg:17 msgid "Langzhar" msgstr "" #. [side]: id=Langzhar, type=Lieutenant #: data/ai/micro_ais/scenarios/protect_unit.cfg:24 #: 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:32 msgid "Koorzhar" msgstr "" #. [side]: id=Koorzhar, type=Lieutenant #: data/ai/micro_ais/scenarios/protect_unit.cfg:41 #: data/ai/micro_ais/scenarios/recruiting.cfg:38 msgid "team_name^Koorzhar" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/protect_unit.cfg:120 msgid "Move Rossauba here" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/protect_unit.cfg:127 msgid "There's that traitor wizard. Let's get him." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/protect_unit.cfg:129 msgid "" "Men, you know the deal. We must protect Rossauba under all circumstances. " "Even my survival is not as important." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/protect_unit.cfg:130 msgid "That's very kind of you, but ..." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/protect_unit.cfg:131 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:138 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 AIs 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] #: data/ai/micro_ais/scenarios/protect_unit.cfg:143 msgid "I'll watch the two AIs fight it out" msgstr "" #. [option] #: data/ai/micro_ais/scenarios/protect_unit.cfg:146 msgid "" "I'll play Langzhar's side (to see how Koorzhar's units " "target Rossauba)" msgstr "" #. [option] #: data/ai/micro_ais/scenarios/protect_unit.cfg:155 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:167 msgid "Protect Rossauba while moving him to the signpost" msgstr "" #. [objective]: condition=win #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/protect_unit.cfg:169 #: data/ai/micro_ais/scenarios/protect_unit.cfg:189 msgid "Rossauba makes it to the signpost" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/protect_unit.cfg:173 msgid "Death of Rossauba" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/protect_unit.cfg:177 msgid "Death of Langzhar" msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/protect_unit.cfg:183 msgid "Get rid of that traitor wizard Rossauba" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/protect_unit.cfg:185 msgid "Defeat Rossauba" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/protect_unit.cfg:193 msgid "Death of Koorzhar" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/protect_unit.cfg:216 msgid "I held out for as long as I could." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/protect_unit.cfg:230 msgid "I made it" msgstr "" #. [test]: id=recruiting #. [event] #: data/ai/micro_ais/scenarios/recruiting.cfg:5 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:78 msgid "Recruiting" msgstr "雇用" #. [event] #: data/ai/micro_ais/scenarios/recruiting.cfg:85 msgid "" "This is a very simple scenario that can be used to test out different " "recruiting patterns." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/recruiting.cfg:88 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] #: data/ai/micro_ais/scenarios/recruiting.cfg:90 msgid "" "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" "\n" "Side 2 uses the Rush Recruitment Micro AI (which is also used in the Experimental AI).\n" "\n" "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:19 msgid "Grnk the Frail" msgstr "" #. [side]: id=Grnk, type=Goblin Spearman #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:27 msgid "team_name^Grnk" msgstr "" #. [event] #. [test]: id=swarm #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:51 #: data/ai/micro_ais/scenarios/swarm.cfg:5 msgid "Swarm" msgstr "群れ" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:60 msgid "Lurkers" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:66 msgid "HttT: The Elves Besieged" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:69 msgid "Bottleneck" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:81 msgid "Healers" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:87 msgid "Hang Out and Messenger" msgstr "" #. [event] #. [test]: id=simple_attack #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:90 #: data/ai/micro_ais/scenarios/simple_attack.cfg:5 msgid "Simple Attack" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:93 msgid "Fast AI" msgstr "" #. [set_menu_item]: id=m01_menu_bottleneck_defense #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:100 msgid "Bottleneck Defense Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:109 msgid "Bottleneck Defense Micro AI Demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:109 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:115 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:124 msgid "Swamp Lurker Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:124 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:130 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:139 msgid "Guardian Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:139 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:145 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:154 msgid "Patrol Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:154 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:160 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:169 msgid "Recruiting Tests Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:169 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:175 msgid "Protect Unit Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:184 msgid "Protect Unit Micro AI Demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:184 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:191 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:200 msgid "HttT: The Elves Besieged Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:200 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:206 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:215 msgid "Messenger Escort Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:215 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:221 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:230 msgid "Animals Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:230 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:236 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:245 msgid "Wolves Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:245 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:251 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:260 msgid "Swarm Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:260 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:266 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:275 msgid "Dragon Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:275 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:281 msgid "Healer support Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:290 msgid "Healer Support Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:290 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:296 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:305 msgid "Goto Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:305 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 "" #. [set_menu_item]: id=m14_hangout #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:311 msgid "Hang Out Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:320 msgid "Combined Hang Out and Messenger Escort Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:320 msgid "" "This scenario is a demonstration of the Hang Out Micro AI which keeps units " "around a (customizable) location until a (customizable) condition is met. " "After that the units are released to follow other AI behavior. The scenario" " also shows how to combine two Micro AIs on the same side by having the " "Messenger Escort Micro AI take over at that point." msgstr "" #. [command] #. [set_menu_item]: id=m15_simple_attack #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:326 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:335 msgid "Simple Attack Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:335 msgid "" "This scenario demonstrates how certain attacks can be executed with higher " "priority than the standard Wesnoth attacks and how the AI can be forced to " "do attacks that it would otherwise avoid." msgstr "" #. [command] #. [set_menu_item]: id=m16_fast #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:341 #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:350 msgid "Fast Micro AI demo" msgstr "" #. [command] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:350 msgid "" "A simple demonstration of the calculation time advantage of the Fast Micro " "AI over the default AI in scenarios with many units." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:360 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:366 msgid "Move Grnk to one of the signposts" msgstr "" #. [note] #: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:370 msgid "Right-click on a signpost to get information about the scenario" msgstr "" #. [side]: id=Grospur, type=General #: data/ai/micro_ais/scenarios/simple_attack.cfg:18 msgid "Grospur" msgstr "" #. [side]: type=Ancient Lich, id=Uralt #: data/ai/micro_ais/scenarios/simple_attack.cfg:33 msgid "Uralt" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/simple_attack.cfg:123 msgid "General Grospur, what do we do? These undead will surely wipe us out." msgstr "" #. [event] #: data/ai/micro_ais/scenarios/simple_attack.cfg:124 msgid "" "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" "\n" "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." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/simple_attack.cfg:129 msgid "Watch the undead take care of business" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/simple_attack.cfg:131 msgid "Don't even try. You can't reach the Lich." msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/simple_attack.cfg:135 msgid "Death of the last of Grospur's units" msgstr "" #. [note] #: data/ai/micro_ais/scenarios/simple_attack.cfg:139 msgid "When your leader dies, side leadership passes on to another unit" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/simple_attack.cfg:164 msgid "" "What the ... ?!? They are not supposed to attack me. That just doesn't " "happen in Wesnoth!" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/simple_attack.cfg:165 msgid "" "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" "\n" "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)." msgstr "" #. [then] #: data/ai/micro_ais/scenarios/simple_attack.cfg:181 msgid "Rise, minions!" msgstr "" #. [else] #: data/ai/micro_ais/scenarios/simple_attack.cfg:224 msgid "And that's how the undead AI executes total annihilation ..." msgstr "" #. [side] #: data/ai/micro_ais/scenarios/swarm.cfg:41 msgid "Bats" msgstr "" #. [set_menu_item]: id=m02_new_gryphon #: data/ai/micro_ais/scenarios/swarm.cfg:91 msgid "Place Side 1 Gryphon" msgstr "" #. [set_menu_item]: id=m03_new_bat #: data/ai/micro_ais/scenarios/swarm.cfg:102 msgid "Place Side 2 Bat" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/swarm.cfg:137 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:146 msgid "Watch the bats move around and fight them if you want" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/swarm.cfg:148 msgid "Defeat all bats" msgstr "" #. [objective]: condition=lose #: data/ai/micro_ais/scenarios/swarm.cfg:156 msgid "Death of all gryphons" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/wolves.cfg:42 msgid "team_name^Wolves" msgstr "" #. [side] #: data/ai/micro_ais/scenarios/wolves.cfg:56 msgid "More Wolves" msgstr "" #. [set_menu_item]: id=m02_new_peasant #: data/ai/micro_ais/scenarios/wolves.cfg:120 msgid "Place Side 1 Peasant" msgstr "" #. [set_menu_item]: id=m03_new_wolf2 #: data/ai/micro_ais/scenarios/wolves.cfg:131 msgid "Place Side 2 Wolf" msgstr "" #. [set_menu_item]: id=m04_new_wolf3 #: data/ai/micro_ais/scenarios/wolves.cfg:142 msgid "Place Side 3 Wolf" msgstr "" #. [event] #: data/ai/micro_ais/scenarios/wolves.cfg:188 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:199 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] #: data/ai/micro_ais/scenarios/wolves.cfg:206 msgid "I'll just watch the two wolf sides." msgstr "" #. [objectives] #: data/ai/micro_ais/scenarios/wolves.cfg:230 msgid "Watch the wolves move around and fight each other" msgstr "" #. [objective]: condition=win #: data/ai/micro_ais/scenarios/wolves.cfg:232 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 "" #. [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]: type=Nightgaunt #: data/ai/scenarios/scenario-AI_Arena_small.cfg:103 msgid "AI Developer" msgstr "" #. [side]: type=Nightgaunt #: data/ai/scenarios/scenario-AI_Arena_small.cfg:109 msgid "team_name^AI Developer" msgstr "" #. [side]: id=chall-ai, type=White Mage #: data/ai/scenarios/scenario-AI_Arena_small.cfg:120 msgid "Challenger AI" msgstr "" #. [side]: id=chall-ai, type=White Mage #: data/ai/scenarios/scenario-AI_Arena_small.cfg:125 msgid "North" msgstr "北" #. [side]: id=champ-ai, type=Dark Adept #: data/ai/scenarios/scenario-AI_Arena_small.cfg:132 msgid "Champion AI" msgstr "" #. [side]: id=champ-ai, type=Dark Adept #: data/ai/scenarios/scenario-AI_Arena_small.cfg:137 msgid "South" msgstr "南" #. [message]: speaker=narrator #: data/ai/scenarios/scenario-AI_Arena_small.cfg:176 msgid "Which AI do you wish to use, O Mighty AI Developer?" msgstr "" #. [option] #: data/ai/scenarios/scenario-AI_Arena_small.cfg:178 msgid "I am happy with the current AI of team 2, [$test_path_to_ai]" msgstr "" #. [option] #: data/ai/scenarios/scenario-AI_Arena_small.cfg:181 msgid "My AI is the RCA AI (the current default)." msgstr "" #. [option] #: data/ai/scenarios/scenario-AI_Arena_small.cfg:190 msgid "" "I am the king of FORMULA AI, and I will use its vast powers for world " "domination." msgstr "" #. [option] #: data/ai/scenarios/scenario-AI_Arena_small.cfg:199 msgid "I want to test formulaAI-based poisoning improvements" msgstr "" #. [option] #: data/ai/scenarios/scenario-AI_Arena_small.cfg:208 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:213 msgid "And where is it located (path follows the usual WML convention)" msgstr "" #. [text_input] #: data/ai/scenarios/scenario-AI_Arena_small.cfg:215 msgid "AI Location:" msgstr "" #. [message]: speaker=narrator #: data/ai/scenarios/scenario-AI_Arena_small.cfg:316 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:4 msgid "Lua AI Test scenario" msgstr "" #. [test]: id=lua_ai_old_syntax #: data/ai/scenarios/scenario-lua_ai_old_syntax.cfg:5 msgid "Lua AI Test scenario (old syntax)" msgstr "" #. [unit]: type=Skeletal Dragon, id=Kiressh #: data/ai/scenarios/scenario-lua_ai_old_syntax.cfg:87 msgid "Kiressh" msgstr ""