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# translation of wesnoth-ai.pot to Czech
# Czech translations for Battle for Wesnoth package.
# Český překlad hry Battle for Wesnoth (Bitva o Wesnoth).
# Copyright (C) 2013 - 2020 Wesnoth development team
# This file is distributed under the same license as the the Battle for Wesnoth package.
#
# Czech Wesnoth translation team <hrubymar10@gmail.com>,
#
#
# Martin Hrubý <hrubymar10@gmail.com>, 2017 - 2020.
# Michal Žejdl <lachim@emer.cz>, 2019 - 2020.
#
msgid ""
msgstr ""
"Project-Id-Version: Battle for Wesnoth\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2020-09-19 17:35 UTC\n"
"PO-Revision-Date: 2020-08-28 10:00+0200\n"
"Last-Translator: Martin Hrubý <hrubymar10@gmail.com>\n"
"Language-Team: Český <hrubymar10@gmail.com>\n"
"Language: cs\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=(n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2;\n"
"X-Generator: Poedit 2.4.1\n"
#. [ai]: id=ai_default_rca
#: data/ai/ais/ai_default_rca.cfg:9
msgid "Multiplayer_AI^Default AI (RCA)"
msgstr "Výchozí UI (RCA)"
#. [ai]: id=ai_default_rca_1_14
#: data/ai/ais/ai_default_rca_1_14.cfg:9
#, fuzzy
#| msgid "Multiplayer_AI^Default AI (RCA)"
msgid "Multiplayer_AI^1.14 Default AI"
msgstr "Výchozí UI (RCA)"
#. [ai]: id=experimental_ai
#: data/ai/ais/ai_experimental.cfg:11
msgid "Multiplayer_AI^Experimental AI"
msgstr "Pokusná UI"
#. [ai]: id=idle_ai
#: data/ai/ais/idle_ai.cfg:4
msgid "Multiplayer_AI^Dev AI: Idle AI"
msgstr "Vývojová UI: Nečinná UI"
#. [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 "Vývojová UI: Výchozí UI (RCA) s alternativním způsobem verbování"
#. [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 "Vývojová UI: Výchozí + Pokusné verbování (Formula UI)"
#. [ai]: id=formula_ai_poisoning
#: data/ai/dev/formula_ai_poisoning.cfg:9
msgid "Multiplayer_AI^Dev AI: Default + Poisoning (Formula AI)"
msgstr "Vývojová UI: Výchozí + Používání otravy (Formula UI)"
#. [test]: id=The_Elves_Besieged
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:5
msgid "The Elves Besieged"
msgstr "Elfové v Obležení"
#. [unit]: type=Spearman, id=Konrad
#. [side]: 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 "Konrád"
#. [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:155
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:176
msgid "Rebels"
msgstr "Odbojní"
#. [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:85
msgid "Urug-Telfar"
msgstr "Urug-Telfar"
#. [side]: id=Vanak, type=Orcish Ruler
#. [side]: type=Orcish Warlord, id=Urug-Telfar
#. [side]: type=Orcish Warlord, id=Knafa-Tan
#. [side]: type=Orcish Warlord, id=Maga-Knafa
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:98
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:113
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:132
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:24
msgid "Orcs"
msgstr "Skřeti"
#. [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:124
msgid "Maga-Knafa"
msgstr "Maga-Knafa"
#. [side]: type=Elvish Champion, id=Galdrad
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:144
msgid "Galdrad"
msgstr "Galdrad"
#. [side]: type=Elvish Shyde, id=Chantal
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:162
msgid "Chantal"
msgstr "Chantal"
#. [message]: speaker=Konrad
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:213
msgid ""
"Master Delfador! Look, there are orcs coming from all directions! What shall "
"we do?"
msgstr ""
"Mistře Delfadore! Podívejte se, skřeti přicházejí ze všech směrů! Co jen "
"budeme dělat?"
#. [message]: speaker=Delfador
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:217
msgid "There are too many to fight, far too many. We must escape!"
msgstr "Je jich tu opravdu mnoho. Příliš mnoho pro boj. Musíme prchnout!"
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:223
#, fuzzy
#| 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 <span color='#00A000'>Micro AI wiki page</"
#| "span> at http://wiki.wesnoth.org/Micro_AIs for more information."
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 <span color='#00A000'>Micro AI wiki page</"
"span> at https://wiki.wesnoth.org/Micro_AIs for more information."
msgstr ""
"V tomto tažení má UI lidi na východě (Langzhar) za úkol chránit čaroděje "
"Rossaubu a bezpečně ho přesunout k rozcestníku. Koorzharovy jednotky (na "
"západě) útočí přednostně na Rossaubu a to i v případě, že mohou napadnout "
"lepší cíl. Chcete se chopit některé ze stran nebo necháte UI bojovat mezi "
"sebou?\n"
"\n"
"Také si všimněte, že UI Ochrana jednotky jsou naprogramovaná jako Mikro UI. "
"Mikro UI může být jednoduše přidáno a adaptováno podle potřeb tažení za "
"použití WML a tagu [micro_ai]. Pro další informace se podívejte na <span "
"color='#00A000'>wiki stránku Mikro UI</span> na https://wiki.wesnoth.org/"
"Micro_AIs."
#. [event]
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:230
msgid "Move Konrad here"
msgstr "Přesuň Konráda sem"
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:246
msgid "Very well, we have made it this far! But where do we go next?"
msgstr "Dobrá tedy, dostali jsme se až sem, ale co teď? Kam půjdeme dál?"
#. [message]: speaker=Delfador
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:251
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 ""
"V DT bychom se nyní vydali na sever a pokusili se dosáhnout ostrova Alduin. "
"Ale pro účely tohoto demotažení prohlásíme tento stav za vyhovující."
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:276
msgid "I... I don’t think I can make it anymore."
msgstr "Já... já nemyslím, že to dokážu."
#. [message]: speaker=Delfador
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:280
msgid "Prince... you must keep fighting! Nooooooo!"
msgstr "Princi... nesmíš přestat bojovat! Néééé!"
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:284
msgid "It is over. I am doomed..."
msgstr "Je konec. Jsem zničen..."
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:298
msgid "I have... have failed in my duty to protect the prince! I am defeated."
msgstr "Já... pochybil jsem ve své úloze ochránit prince! Jsem zničen."
#. [message]: speaker=Konrad
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:302
msgid "Don’t die, Delfador! Please, you have to stay alive!"
msgstr "Neumírej, Delfadore! Prosím, zůstaň!"
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:306
msgid "Ugh!"
msgstr "Ach!"
#. [message]: speaker=Delfador
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:317
msgid ""
"Oh, no! We have run out of time, they have arrived with reinforcements..."
msgstr "Ó, ne! Trvalo nám to příliš dlouho. Přivolali si posily..."
#: data/ai/micro_ais/scenarios/animals.cfg:4
msgid ""
"<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"
"\n"
"<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"
"\n"
"<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."
msgstr ""
"<u>Obecně</u>: Tato umělá inteligence je nastavená, aby simulovala (do "
"určité míry) jak se tato zvířata chovají ve skutečnosti. To znamená, že "
"jakožto zvířata nejsou moc chytrá. Například, vlci obvykle loví ve smečce, "
"ale snadno se roptýlí, když se přiblíží ke kořisti. Jsou také docela dobří, "
"nikoliv bezchybní, při lovu jelenů. Ve většině případů je toto naschvál.\n"
"\n"
"<u>Medvědi (nahrazení Ghasty), Pavouci a Sněžní muži</u> se většinou "
"poflakují ve svých částech mapy. Vyhýbají se jeden druhému (a taky psům), "
"ale pokud jsou zatlačení do kouta, zaútočí. Také útočí na jiná, slabší "
"zvířata (jeleny ap.) pokud jsou tato v dosahu.\n"
"\n"
"<u>Vlci</u> loví ve smečce. Snaží se ulovit nejbližšího jelena (dokud je v "
"lese) a snaží se ho zahnat do kouta (ne vždycky úspěšně), ale pokud se "
"objeví nějaká jiná kořist, dají se snadno rozptýlit. Vlci se snaží vyhnout "
"medvědům, pavoukům a sněžným mužům, kromě případů, kdy na ně tato stvoření "
"útočí. Pokud je necháte pohybovat se dostatečně dlouho, přijdou také na to, "
"že není dobrý nápad útočit tusklety. Když už nezbývá žádný jelen, potulují "
"se náhodně. Berte v potaz, že narozdíl od UI Smečka Vlků (použitá v jiném "
"scénáři), tato UI spojuje všechny vlky jedné strany v jednu smečku."
#: data/ai/micro_ais/scenarios/animals.cfg:12
msgid ""
"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"
"\n"
"<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"
"\n"
"<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"
"\n"
"<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"
"\n"
"<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"
"\n"
"<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."
msgstr ""
"Každý <u>Jelen (nahrazený Vampírem)</u> se náhodně potuluje po políčkách s "
"lesem, kromě případů, kdy se dostane do blízkosti nepřátel. V takovém "
"případě Jelen utíká co nejdál může.\n"
"\n"
"<u>Divočáci (nahrazení Skřety)</u> se projevují stejným chováním jako "
"jeleni, kromě případů, kdy se dostane do blízkosti jiného divočáka. Nepřítel "
"pak pocítí hněv naštvaného kance.\n"
"\n"
"<u>Čuníci (nahrazení Mladými skřety)</u> slepě následují nejbližšího "
"dospělého divočáka, kromě případů, kdy už žádný divočák nezbývá. Pak se "
"chovají jako jeleni.\n"
"\n"
"<u>Králíci (nahrazení krysami)</u> se také toulají náhodně, ale navíc se "
"schovávají do svých děr (symbolizovaných kupami slámy; pokud nějaké v "
"blízkosti jsou) pokud jsou nepřátelé blízko. Pokud je v okolí děr bezpečno, "
"zase z nich na začátku svého kola vylezou.\n"
"<u>Ovčáčtí psi (nahrazení lapky)</u> se snaží udržet své ovce v bezpečí. To "
"znamená snažit se udržet je ve vyznačené oblasti ohraničené cestičkami, "
"které na loukách psi vyšlapali, stavět se mezi ovce a blížící se nepřátele a "
"pokud se dostanou moc blízko, zaútočit na ně. Pokud není žádný z těchto "
"zásahů třeba, psi se náhodně pohybuí po svých cestičkách.\n"
"\n"
"<u>Ovce (nahrazení Trolími mláďaty)</u> se bezcílně toulají s výjimkou "
"případů, kdy se k nim přiblíží ovčácký pes, pak utíkají směrem od něj. Psi "
"se snaží držet se okolo ovcí, je-li to možné. Ovce utíkají také před "
"blížícími se nepřáteli. Ovce, psi a lesní stvoření (jeleni, divočáci a "
"králíci) se už naučili, že se navzájem nijak neohrožují a tak si jedni "
"druhých nevšímají, což ukazuje na neskutečnou schopnost sebeovládání dobře "
"vycvičeného ovčáckého psa."
#. [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 "Zvířata"
#. [side]: id=Rutburt, type=Outlaw
#: data/ai/micro_ais/scenarios/animals.cfg:41
msgid "Rutburt"
msgstr "Rutburt"
#. [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 "Lidé"
#. [side]
#: data/ai/micro_ais/scenarios/animals.cfg:63
msgid "Forest Creatures"
msgstr "Lesní stvoření"
#. [side]
#: data/ai/micro_ais/scenarios/animals.cfg:77
msgid "Ghasts"
msgstr "Ghasti"
#. [side]
#: data/ai/micro_ais/scenarios/animals.cfg:91
msgid "Spiders"
msgstr "Pavouci"
#. [side]
#: data/ai/micro_ais/scenarios/animals.cfg:105
msgid "Yetis"
msgstr "Sněžní muži"
#. [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 "Vlci"
#. [side]
#: data/ai/micro_ais/scenarios/animals.cfg:133
msgid "Whelps"
msgstr "Štěňata"
# !!!!
#. [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:86
#: data/ai/micro_ais/scenarios/lurkers.cfg:382
#: data/ai/micro_ais/scenarios/patrols.cfg:185
#: data/ai/micro_ais/scenarios/swarm.cfg:66
#: data/ai/micro_ais/scenarios/wolves.cfg:95
msgid "End Scenario"
msgstr "Ukončit scénář"
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/animals.cfg:224
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:200
#: data/ai/micro_ais/scenarios/goto.cfg:397
#: data/ai/micro_ais/scenarios/recruiting.cfg:126
#: data/ai/micro_ais/scenarios/swarm.cfg:75
#: data/ai/micro_ais/scenarios/swarm.cfg:188
#: data/ai/micro_ais/scenarios/wolves.cfg:104
#: data/ai/micro_ais/scenarios/wolves.cfg:273
msgid "Well, that was that."
msgstr "Tak to bychom měli."
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/animals.cfg:346
msgid ""
"<span color='#A00000'>Important:</span> 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 ""
"<span color='#A00000'>Důležité:</span> Zvířecí Mikro UI v tomto tažení jsou "
"napsané pro několik druhů zvířecích jednotek, které nejsou v hlavní linii "
"Wesnothu, jako například medvědi, ovce a ovčáčtí psi nebo jeleni. V tomto "
"tažení jsou tyto jednotky nahrazeny jinými jednotkami, které se ve Wesnothu "
"vyskytují."
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/animals.cfg:353
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 ""
"Toto je malé nezávazné tažení se spoustou různých zvířecích UI, většinou jen "
"k dívání. Zvířata se chovají takto:\n"
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/animals.cfg:366
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:108
#: data/ai/micro_ais/scenarios/protect_unit.cfg:147
#: data/ai/micro_ais/scenarios/wolves.cfg:204
msgid "Question for the Player"
msgstr "Otázka pro hráče"
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/animals.cfg:370
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 <span color='#00A000'>Micro AI wiki page</"
"span> at https://wiki.wesnoth.org/Micro_AIs for more information."
msgstr ""
"Je možné nastavit, aby strana 1 byla řízená člověkem, takže se všechen pohyb "
"každý tah zastaví a vy ve můžete porozhlédnout (nebo řešit věci v debug "
"módu).\n"
"\n"
"Všimněte si, že tento scénář nemá implementovaný konec. Pro demonstrační "
"účely, jakákoliv zabitá jednotka je na začátku dalšího tahu nahrazena novou "
"jednotkou stejného typu. Pro ukončení tažení je vyhrazena volba v menu po "
"kliknutí pravým myšítkem, ale toto funguje pouze v režimu se zapojeným "
"pozorovatelem. V režimu pouze-UI musíte stisknout 'Esc' nebo načíst "
"předchozí uloženou pozici.\n"
"\n"
"Také si všimněte, že zvířecí UI jsou naprogramovaná jako Mikro UI. Mikro UI "
"může být jednoduše přidáno a adaptováno podle potřeb tažení za použití WML a "
"tagu [micro_ai]. Pro další informace se podívejte na <span "
"color='#00A000'>wiki stránku Mikro UI</span> na https://wiki.wesnoth.org/"
"Micro_AIs."
#. [option]
#: data/ai/micro_ais/scenarios/animals.cfg:378
msgid "<span font='16'>I'll just watch the animals.</span>"
msgstr "<span font='16'>Budu jen pozorovat zvířata.</span>"
#. [option]
#: data/ai/micro_ais/scenarios/animals.cfg:396
#: data/ai/micro_ais/scenarios/wolves.cfg:232
msgid "<span font='16'>I want to have control of Side 1.</span>"
msgstr "<span font='16'>Chopím se strany 1.</span>"
#. [objectives]
#: data/ai/micro_ais/scenarios/animals.cfg:402
msgid "Watch the animals do their things"
msgstr "Dívej se na zvířata, jak si dělají to svoje"
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/animals.cfg:404
#: data/ai/micro_ais/scenarios/goto.cfg:431
#: data/ai/micro_ais/scenarios/swarm.cfg:160
#: data/ai/micro_ais/scenarios/wolves.cfg:244
msgid "Use right-click option"
msgstr "Použijte pravé myšítko"
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/animals.cfg:408
#: data/ai/micro_ais/scenarios/wolves.cfg:248
msgid "Death of Rutburt"
msgstr "Smrt Rutburta"
#. [note]
#: data/ai/micro_ais/scenarios/animals.cfg:412
#: data/ai/micro_ais/scenarios/goto.cfg:439
#: data/ai/micro_ais/scenarios/swarm.cfg:168
#: data/ai/micro_ais/scenarios/wolves.cfg:252
msgid "Check out the right-click menu options for additional actions"
msgstr "Pro zobrazení dalších možností zkontrolujte nabídku z pravého myšítka"
#. [message]: speaker=$second_unit.id
#: data/ai/micro_ais/scenarios/animals.cfg:432
msgid ""
"Yowl!\n"
"Translation: Those Ogres are mean! We better stay away from them and their "
"young."
msgstr ""
"Páni!\n"
"Překlad: Ti skřeti jsou ale zlí! Raději se od nich a jejich mladých budeme "
"držet dál."
#. [test]: id=bottleneck_defense
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:5
msgid "Bottleneck Defense"
msgstr "Obrana průsmyku"
#. [side]: type=Orcish Leader, id=Big Bad Orc
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:38
msgid "Big Bad Orc"
msgstr "Velký zlý skřřet"
#. [message]: speaker=LuaAI
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:87
msgid "All right, chaps. Those orcs need to be stopped."
msgstr "Dobře chlapi. Tyhle skřety musíme zastavit."
#. [message]: speaker=Big Bad Orc
#. [message]: speaker=Vanak
#. [message]: speaker=Another Bad Orc
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:93
#: data/ai/micro_ais/scenarios/guardians.cfg:573
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:142
msgid "They there! We them get!"
msgstr "Oni tam! My je dostat!"
#. [message]: speaker=LuaAI
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:99
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 <span color='#00A000'>Micro AI wiki page</"
"span> at https://wiki.wesnoth.org/Micro_AIs for more information."
msgstr ""
"Musíme udržet průchod co nejdéle to půjde. Postavme naše nejsilnější "
"bojovníky do přední linie a zraněné jednotky stáhněte dozadu, aby se mohly "
"uzdravit. Když budeme opatrní, můžeme tuto bitvu vyhrát. Připojím se k vám "
"jakmile naverbuji a taky se zapojím do boje.\n"
"\n"
"Poznámka: Obrana úzkého hrdla UI je naprogramovaná jako Mikro UI. Mikro UI "
"se může přidat a přizpůsobit pro potřeby scénáře jen s použitím WML a tagu "
"[micro_ai]. Pro více informací navštivte wiki stránku <span "
"color='#00A000'>Mikro UI</span> na adrese https://wiki.wesnoth.org/Micro_UIs."
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:110
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 ""
"V tomto tažení se UI hrající za lidi na východě snaží vytvořit obrannou "
"linii v úžině a bránit ji před skřety tak dlouho, jak jen to půjde. Chceš "
"hrát za skřety nebo necháš kontrolu nad skřety výchozí (RCA) UI?"
#. [option]
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:112
msgid "<span font='16'>I'll watch the two AIs fight it out.</span>"
msgstr "<span font='16'>Budu se dívat, jak si to ty dvě UI vyřídí.</span>"
#. [option]
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:115
msgid "<span font='16'>I'll play the orcs.</span>"
msgstr "<span font='16'>Chci ovládat skřety.</span>"
#. [objectives]
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:126
msgid "Take the pass"
msgstr "Zabrat průsmyk"
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:128
msgid "Defeat all humans"
msgstr "Porazit všechny lidi"
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:132
msgid "Death of Big Bad Orc"
msgstr "Poraz Velkého zlého skřeta"
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:136
msgid "Only one orc remains"
msgstr "Zbývá jen jeden skřet"
#. [message]: speaker=LuaAI
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:163
msgid ""
"I may have fallen, but we will continue to defend the pass to the last man!"
msgstr ""
"Možná jsem padnul, ale mí vojáci budou bránit průsmyk do posledního muže!"
#. [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 "Drak"
#. [side]
#: data/ai/micro_ais/scenarios/dragon.cfg:21
msgid "team_name^Rowck"
msgstr "Rowck"
#. [side]: type=Dread Bat, id=Dreadful Bat
#: data/ai/micro_ais/scenarios/dragon.cfg:33
msgid "Dreadful Bat"
msgstr "Strašlivý netopýr"
#. [event]
#: data/ai/micro_ais/scenarios/dragon.cfg:51
msgid "Rowck's Home"
msgstr "Rowckův domov"
#. [unit]: id=Rowck, type=Fire Dragon
#: data/ai/micro_ais/scenarios/dragon.cfg:55
msgid "Rowck"
msgstr "Rowck"
#. [message]: speaker=Dreadful Bat
#: data/ai/micro_ais/scenarios/dragon.cfg:85
msgid "Be careful to stay out of the way of that dragon. He's a mean one."
msgstr "Buď opatrný a vyhýbej se drakovi. Je velmi naštvaný."
#. [message]: speaker=Rowck
#: data/ai/micro_ais/scenarios/dragon.cfg:91
#, fuzzy
#| 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 <span color='#00A000'>Micro AI wiki page</"
#| "span> at http://wiki.wesnoth.org/Micro_AIs for more information."
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 <span color='#00A000'>Micro AI wiki page</span> at "
"https://wiki.wesnoth.org/Micro_AIs for more information."
msgstr ""
"Ahoj, jmenuji se Rowck a umím toto:\n"
"Když mám hlad, náhodně se toulám po mapě do doby, než na někoho narazím. "
"Když jsou nepřátelé v dosahu, Zaútočím a nejslabšího pozřu. Potom se vracím "
"do pelíšku, kde nějakou dobu odpočívám, dokud se zcela neuzdravím.\n"
"Několik detailů (vlastností, nikoliv chyb, ale je možné je změnit, pokud by "
"někdo chtěl):\n"
"- Pokud mi na cestě do pelíšku někdo stojí v cestě, kontrolu nade mnou "
"převezme RCA UI.\n"
"- Pokud mi při návratu někdo zabírá pelíšek, zaútočím na něj.\n"
"- Po zabití se vracím do pelíšku jen pokud jsem já byl útočník.\n"
"- Občas se během kola nikam nepohnu (drak musí taky někdy odpočívat)\n"
"\n"
"Poznámka: UI Lovec je naprogramovaná jako Mikro UI. Mikro UI se může přidat "
"a přizpůsobit pro potřeby scénáře jen s použitím WML a tagu [micro_ai]. Pro "
"více informací navštivte wiki stránku <span color='#00A000'>Mikro UI</span> "
"na adrese https://wiki.wesnoth.org/Micro_UIs."
#. [objectives]
#: data/ai/micro_ais/scenarios/dragon.cfg:104
msgid "Move the bats around to explore how Rowck reacts"
msgstr "Přesunuj netopýry po okolí a pozoruj Rowckovy reakce"
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/dragon.cfg:106
msgid "Defeat Rowck"
msgstr "Poraz Rowcka"
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/dragon.cfg:110
msgid "Move the lead bat to the signpost"
msgstr "Přesuň vedoucího netopýra k ukazateli"
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/dragon.cfg:114
msgid "Death of the bat leader"
msgstr "Smrt netopýřího velitele"
#. [message]: speaker=Dreadful Bat
#: data/ai/micro_ais/scenarios/dragon.cfg:149
msgid "I'm out of here."
msgstr "Jdu pryč."
#. [test]: id=fast
#: data/ai/micro_ais/scenarios/fast.cfg:5
msgid "Fast"
msgstr "Rychle"
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/fast.cfg:67
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 "Přejít na"
#. [side]: id=Vaddan, type=Outlaw
#: data/ai/micro_ais/scenarios/goto.cfg:27
msgid "Vaddan"
msgstr "Vaddan"
#. [side]: type=Poacher, id=leader3
#: data/ai/micro_ais/scenarios/goto.cfg:60
msgid "Woodsmen"
msgstr "Lesníci"
#. [side]: type=Saurian Flanker, id=leader4
#: data/ai/micro_ais/scenarios/goto.cfg:76
msgid "Saurians"
msgstr "Ještěráci"
#. [side]
#: data/ai/micro_ais/scenarios/goto.cfg:125
msgid "team_name^Animals"
msgstr "Zvířata"
#. [side]
#: data/ai/micro_ais/scenarios/goto.cfg:138
msgid "team_name^Ghosts"
msgstr "Duchové"
#. [event]
#: data/ai/micro_ais/scenarios/goto.cfg:185
msgid "General Minry"
msgstr "Generál Minry"
#. [event]
#: data/ai/micro_ais/scenarios/goto.cfg:186
msgid "Lieutenant Gadoc"
msgstr "Poručík Gadoc"
#. [event]
#: data/ai/micro_ais/scenarios/goto.cfg:187
msgid "Lieutenant Senvan"
msgstr "Poručík Senvan"
#. [event]
#: data/ai/micro_ais/scenarios/goto.cfg:188
msgid "Sergeant Aethubry"
msgstr "Seržant Aethubry"
#. [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:117
#: data/ai/micro_ais/scenarios/wolves.cfg:157
msgid "Kill Unit under Cursor"
msgstr "Zabít jednotku pod kurzorem myši"
#. [set_menu_item]: id=m03_null_control
#: data/ai/micro_ais/scenarios/goto.cfg:363
msgid "Turn off human control of Side 1"
msgstr "Vypnout kontrolu člověka nad stranou 1"
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/goto.cfg:419
#, fuzzy
#| 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 <span color='#00A000'>Micro AI wiki page</"
#| "span> at http://wiki.wesnoth.org/Micro_AIs for more information."
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 <span color='#00A000'>Micro AI wiki page</span> at "
"https://wiki.wesnoth.org/Micro_AIs for more information."
msgstr ""
"V tomto tažení má UI lidi na východě (Langzhar) za úkol chránit čaroděje "
"Rossaubu a bezpečně ho přesunout k rozcestníku. Koorzharovy jednotky (na "
"západě) útočí přednostně na Rossaubu a to i v případě, že mohou napadnout "
"lepší cíl. Chcete se chopit některé ze stran nebo necháte UI bojovat mezi "
"sebou?\n"
"\n"
"Také si všimněte, že UI Ochrana jednotky jsou naprogramovaná jako Mikro UI. "
"Mikro UI může být jednoduše přidáno a adaptováno podle potřeb tažení za "
"použití WML a tagu [micro_ai]. Pro další informace se podívejte na <span "
"color='#00A000'>wiki stránku Mikro UI</span> na https://wiki.wesnoth.org/"
"Micro_AIs."
#. [objectives]
#: data/ai/micro_ais/scenarios/goto.cfg:429
msgid "Watch the AI units do their things"
msgstr "Pozorovat UI jednotky, jak si dělají své věci"
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/goto.cfg:435
msgid "Death of Vaddan"
msgstr "Smrt Vaddana"
#. [message]: speaker=messenger1
#: data/ai/micro_ais/scenarios/goto.cfg:450
msgid "The bridge is out. What do we do now?"
msgstr "Most je pryč. Co budeme dělat?"
#. [message]: speaker=messenger2
#: data/ai/micro_ais/scenarios/goto.cfg:454
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:463
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:474
msgid ""
"Us four bats switch between running off to the corners of the map (each one "
"to a different corner), and getting back in a group right here. Either "
"behavior is set up with a single [micro_ai] tag, one with "
"'unique_goals=yes', the other without."
msgstr ""
#. [message]: speaker=ghost1
#: data/ai/micro_ais/scenarios/goto.cfg:484
msgid "Aaiiieeeeeee !!!"
msgstr "Aaiiieeeeeee !!!"
#. [message]: speaker=messenger2
#: data/ai/micro_ais/scenarios/goto.cfg:488
msgid "O no, a ghost!"
msgstr "Ach né, duch!"
#. [message]: speaker=messenger1
#: data/ai/micro_ais/scenarios/goto.cfg:492
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:551
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:555
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:591
msgid "I told you so!"
msgstr "Říkal jsem ti to!"
#. [message]: speaker=leader5
#: data/ai/micro_ais/scenarios/goto.cfg:601
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:610
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:628
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:644
msgid "Ready to fight those saurians, soldier?"
msgstr ""