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fr.po
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# French translations for Battle for Wesnoth package.
# vim:set encoding=utf-8:
# Copyright (C) 2004 Wesnoth development team
# This file is distributed under the same license as the Battle for Wesnoth package.
# Automatically generated, 2004.
# Guillaume Pascal <guillaume.pascal43@laposte.net>, 2012, 2013.
# Guigou Guillaume <guillaume.guigou@orange.fr>, 2013.
# Mathieu Guilbaud <mathieu@guim.info>, 2018, 2020
# clemence, 2019.
msgid ""
msgstr ""
"Project-Id-Version: Wesnoth_Lib-1.12\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2021-03-20 22:07-0300\n"
"PO-Revision-Date: 2020-06-01 10:53+0200\n"
"Last-Translator: Clémence\n"
"Language-Team: French <wesnothfr@lists.tuxfamily.org>\n"
"Language: fr\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=(n > 1);\n"
"X-Generator: Poedit 2.2.1\n"
#. [terrain_type]: id=fence
#. [terrain_type]: id=farmer-fence # AI-animal-proof fences from first scenario
#: data/campaigns/Secrets_of_the_Ancients/utils/terrain.cfg:6
#: data/core/terrain.cfg:464
msgid "Fence"
msgstr "Clôture"
#. [terrain_type]: id=deep_water_gray
#. [terrain_type]: id=deep_water_medium
#. [terrain_type]: id=deep_water_tropical
#. [terrain_type]: id=deep_water
#: data/core/terrain.cfg:20 data/core/terrain.cfg:31 data/core/terrain.cfg:42
#: data/core/terrain.cfg:2843 data/core/terrain.cfg:2844
msgid "Deep Water"
msgstr "Eau profonde"
#. [terrain_type]: id=deep_water_gray
#: data/core/terrain.cfg:21
msgid "Gray Deep Water"
msgstr "Eau profonde grise"
#. [terrain_type]: id=deep_water_medium
#: data/core/terrain.cfg:32
msgid "Medium Deep Water"
msgstr "Eau moyennement profonde"
#. [terrain_type]: id=deep_water_tropical
#: data/core/terrain.cfg:43
msgid "Tropical Deep Water"
msgstr "Eau profonde tropicale"
#. [terrain_type]: id=gray_tropical_water
#. [terrain_type]: id=medium_shallow_water
#. [terrain_type]: id=tropical_water
#. [terrain_type]: id=shallow_water
#: data/core/terrain.cfg:53 data/core/terrain.cfg:64 data/core/terrain.cfg:75
#: data/core/terrain.cfg:2802 data/core/terrain.cfg:2803
msgid "Shallow Water"
msgstr "Eau peu profonde"
#. [terrain_type]: id=gray_tropical_water
#: data/core/terrain.cfg:54
msgid "Gray Shallow Water"
msgstr "Eau peu profonde grise"
#. [terrain_type]: id=medium_shallow_water
#: data/core/terrain.cfg:65
msgid "Medium Shallow Water"
msgstr "Eau peu profonde intermédiaire"
#. [terrain_type]: id=tropical_water
#: data/core/terrain.cfg:76
msgid "Tropical Shallow Water"
msgstr "Eau peu profonde tropicale"
#. [terrain_type]: id=ford
#: data/core/terrain.cfg:86 data/core/terrain.cfg:87
msgid "Ford"
msgstr "Gué"
#. [terrain_type]: id=ford
#: data/core/terrain.cfg:92
msgid ""
"When a river happens to be extremely shallow, passing over it is a trivial "
"matter for land based units. Moreover, any creature best adapted to swimming "
"has full mobility even at such places in the river. As far as gameplay is "
"concerned, a river ford is treated as either grassland or shallow water, "
"choosing whichever one offers the best defensive and movement bonuses for "
"the unit on it."
msgstr ""
"Lorsqu'une rivère est très peu profonde, cela ne pose aucun problème aux "
"unités terrestres de la traverser. De plus, les créatures aquatiques peuvent "
"s'y déplacer sans aucun souci. Pour le jeu, les gués sont traités soit comme "
"des prairies soit comme de l'eau peu profonde, suivant ce qui avantage "
"l'unité qui s'y trouve."
#. [terrain_type]: id=gray_reef
#. [terrain_type]: id=medium_reef
#. [terrain_type]: id=tropical_reef
#. [terrain_type]: id=reef
#: data/core/terrain.cfg:98 data/core/terrain.cfg:109 data/core/terrain.cfg:120
#: data/core/terrain.cfg:2757 data/core/terrain.cfg:2758
msgid "Coastal Reef"
msgstr "Récif"
#. [terrain_type]: id=gray_reef
#: data/core/terrain.cfg:99
msgid "Gray Coastal Reef"
msgstr "Récif gris"
#. [terrain_type]: id=medium_reef
#: data/core/terrain.cfg:110
msgid "Medium Coastal Reef"
msgstr "Récif moyen"
#. [terrain_type]: id=tropical_reef
#: data/core/terrain.cfg:121
msgid "Tropical Coastal Reef"
msgstr "Récif tropical"
#. [terrain_type]: id=swamp_water_reed
#. [terrain_type]: id=quagmire
#. [terrain_type]: id=swamp_water
#: data/core/terrain.cfg:133 data/core/terrain.cfg:144
#: data/core/terrain.cfg:2786 data/core/terrain.cfg:2787
msgid "Swamp"
msgstr "Marais"
#. [terrain_type]: id=swamp_water_reed
#: data/core/terrain.cfg:134
msgid "Swamp Water Reed"
msgstr "Roseaux"
#. [terrain_type]: id=quagmire
#: data/core/terrain.cfg:145
msgid "Muddy Quagmire"
msgstr "Bourbier"
#. [terrain_type]: id=grassland
#. [terrain_type]: id=savanna
#. [terrain_type]: id=grass_dry
#. [terrain_type]: id=leaf_litter
#: data/core/terrain.cfg:162 data/core/terrain.cfg:173
#: data/core/terrain.cfg:184 data/core/terrain.cfg:194
msgid "Grassland"
msgstr "Prairie"
#. [terrain_type]: id=grassland
#: data/core/terrain.cfg:163
msgid "Green Grass"
msgstr "Herbe verte"
#. [terrain_type]: id=savanna
#: data/core/terrain.cfg:174
msgid "Semi-dry Grass"
msgstr "Herbe à moitié sèche"
#. [terrain_type]: id=grass_dry
#: data/core/terrain.cfg:185
msgid "Dry Grass"
msgstr "Herbe sèche"
#. [terrain_type]: id=leaf_litter
#: data/core/terrain.cfg:195
msgid "Leaf Litter"
msgstr "Parterre de feuilles"
#. [terrain_type]: id=dirt_dark
#. [terrain_type]: id=dirt
#. [terrain_type]: id=dirt_dry
#: data/core/terrain.cfg:206 data/core/terrain.cfg:216
#: data/core/terrain.cfg:226
msgid "Dirt"
msgstr "Terre battue"
#. [terrain_type]: id=dirt_dark
#: data/core/terrain.cfg:207
msgid "Dark Dirt"
msgstr "Terre battue sombre"
#. [terrain_type]: id=dirt
#: data/core/terrain.cfg:217
msgid "Regular Dirt"
msgstr "Terre battue ordinaire"
#. [terrain_type]: id=dirt_dry
#: data/core/terrain.cfg:227
msgid "Dry Dirt"
msgstr "Terre battue sèche"
#. [terrain_type]: id=road
#. [terrain_type]: id=road_clean
#. [terrain_type]: id=stone_path
#. [terrain_type]: id=flagstones_dark
#. [terrain_type]: id=cave_path
#: data/core/terrain.cfg:236 data/core/terrain.cfg:247
#: data/core/terrain.cfg:257 data/core/terrain.cfg:918
#: data/core/terrain.cfg:928
msgid "Road"
msgstr "Route"
#. [terrain_type]: id=road
#: data/core/terrain.cfg:237
msgid "Regular Cobbles"
msgstr "Pavés ordinaires"
#. [terrain_type]: id=road
#: data/core/terrain.cfg:241
msgid ""
"<italic>text='Roads'</italic> are beaten paths of dirt, formed by many "
"travelers passing over them. As far as gameplay is concerned, roads behave "
"as flat terrain."
msgstr ""
"Les <italic>text='routes'</route> sont des chemins de terre battue, qui se "
"forment à cause du passage de nombreux voyageurs. Pour le jeu, les routes "
"sont comme les autres terrains plats."
#. [terrain_type]: id=road_clean
#: data/core/terrain.cfg:248
msgid "Clean Gray Cobbles"
msgstr "Pavés gris entretenus"
#. [terrain_type]: id=stone_path
#: data/core/terrain.cfg:258
msgid "Overgrown Cobbles"
msgstr "Pavés envahis par la végétation"
#. [terrain_type]: id=ice
#: data/core/terrain.cfg:271
msgid "Ice"
msgstr "Glace"
#. [terrain_type]: id=snow
#: data/core/terrain.cfg:280
msgid "Snow"
msgstr "Neige"
#. [terrain_type]: id=desert
#: data/core/terrain.cfg:293
msgid "Desert"
msgstr "Désert"
#. [terrain_type]: id=desert
#: data/core/terrain.cfg:294
msgid "Desert Sands"
msgstr "Sables du désert"
#. [terrain_type]: id=desert
#: data/core/terrain.cfg:298
msgid ""
"<italic>text='Deserts'</italic> have a somewhat different composition than "
"small sand pits or beaches, however for gameplay purposes they are "
"identical. See <ref>dst='..terrain_sand' text='sand'</ref>."
msgstr ""
"Les <italic>text='déserts'</italic> sont en réalité assez différents des "
"plages et des petites étendues de sables, mais pour le jeu il n'y a aucune "
"différence. Voir <ref>dst='..terrain_sand' text='sable'</ref>."
#. [terrain_type]: id=sand_beach
#. [terrain_type]: id=sand
#: data/core/terrain.cfg:304 data/core/terrain.cfg:2744
msgid "Sand"
msgstr "Sable"
#. [terrain_type]: id=sand_beach
#: data/core/terrain.cfg:305
msgid "Beach Sands"
msgstr "Sables de plage"
#. [terrain_type]: id=sand_beach
#. [terrain_type]: id=sand
#: data/core/terrain.cfg:309 data/core/terrain.cfg:2748
msgid ""
"The instability of <italic>text='sand'</italic> makes it harder for most "
"units to cross, and leaves them wide open to attack. In contrast, the wide "
"feet or snakelike bodies of the reptilian races make sand much easier for "
"them to navigate.\n"
"\n"
"Most units receive 20 to 40% defense in sand."
msgstr ""
"L'instabilité du <italic>text='sable'</italic> rend sa traversée difficile "
"pour la plupart des unités, et les laisse vulnérable aux attaques. Au "
"contraire, les races reptiliennes ont beaucoup plus de facilité à s'y "
"déplacer, grâce à leur corps serpentins ou à leur larges pieds.\n"
"\n"
"La plupart des unités ont une défense entre 20% et 40% dans le sable."
#. [terrain_type]: id=oasis
#: data/core/terrain.cfg:317
msgid "Oasis"
msgstr "Oasis"
#. [terrain_type]: id=oasis
#: data/core/terrain.cfg:326
msgid ""
"A welcome sight to any traveler, an oasis allows units to heal as if "
"stationed in a village, but provides no income or defensive advantage."
msgstr ""
"Un signe de bienvenue pour tous les voyageurs, une oasis permet aux unité de "
"se soigner comme dans un village, mais ne procure aucun revenu ni avantage "
"défensif."
#. [terrain_type]: id=sand_rubble
#: data/core/terrain.cfg:332
msgid "Rubble"
msgstr "Gravats"
#. [terrain_type]: id=crater
#: data/core/terrain.cfg:342
msgid "Crater"
msgstr "Cratère"
#. [terrain_type]: id=flowers_mixed
#: data/core/terrain.cfg:356
msgid "Mixed Flowers"
msgstr "Mélange de fleurs"
#. [terrain_type]: id=farm
#: data/core/terrain.cfg:365
msgid "Farmland"
msgstr "Champ"
#. [terrain_type]: id=stones_small
#: data/core/terrain.cfg:374
msgid "Stones"
msgstr "Pierres"
#. [terrain_type]: id=mushrooms_small
#: data/core/terrain.cfg:383
msgid "Small Mushrooms"
msgstr "Petits champignons"
#. [terrain_type]: id=mushrooms_farm
#: data/core/terrain.cfg:392
msgid "Mushroom Farm"
msgstr "Champ de champignons"
#. [terrain_type]: id=desert_plants
#: data/core/terrain.cfg:401
msgid "Desert Plants"
msgstr "Plantes désertiques avec os"
#. [terrain_type]: id=desert_plants_sans_bones
#: data/core/terrain.cfg:410
msgid "Desert Plants without Bones"
msgstr "Plantes désertiques sans os"
#. [terrain_type]: id=windmill
#: data/core/terrain.cfg:419
msgid "Windmill"
msgstr "Moulin à vent"
#. [terrain_type]: id=campfire
#: data/core/terrain.cfg:428
msgid "Campfire"
msgstr "Feu de camp"
#. [terrain_type]: id=wallfire
#: data/core/terrain.cfg:437
msgid "Sconce"
msgstr "Bougeoir"
#. [terrain_type]: id=brazier
#: data/core/terrain.cfg:446
msgid "Brazier"
msgstr "Brasero"
#. [terrain_type]: id=brazier-lit
#: data/core/terrain.cfg:455
msgid "Lit Brazier"
msgstr "Brasero allumé"
#. [terrain_type]: id=sand_drifts
#: data/core/terrain.cfg:473
msgid "Stones with Sand Drifts"
msgstr "Pierres avec des tas de sable"
#. [terrain_type]: id=water-lilies
#: data/core/terrain.cfg:482
msgid "Water Lilies"
msgstr "Nénuphars"
#. [terrain_type]: id=water-lilies-flower
#: data/core/terrain.cfg:492
msgid "Flowering Water Lilies"
msgstr "Nénuphars en fleurs"
#. [terrain_type]: id=detritus_trash
#: data/core/terrain.cfg:503
msgid "Trash"
msgstr "Débris"
#. [terrain_type]: id=detritus_bones
#: data/core/terrain.cfg:512
msgid "Remains"
msgstr "Restes"
#. [terrain_type]: id=great_tree
#. [terrain_type]: id=great_tree_dead
#: data/core/terrain.cfg:525 data/core/terrain.cfg:526
#: data/core/terrain.cfg:537
msgid "Great Tree"
msgstr "Arbre séculaire"
#. [terrain_type]: id=great_tree_dead
#: data/core/terrain.cfg:538
msgid "Dead Great Tree"
msgstr "Arbre séculaire mort"
#. [terrain_type]: id=tropical_forest
#. [terrain_type]: id=rainforest
#. [terrain_type]: id=palm_desert_forest
#. [terrain_type]: id=palm_forest
#. [terrain_type]: id=savanna_forest
#. [terrain_type]: id=pine_forest
#. [terrain_type]: id=snow_forest
#. [terrain_type]: id=deciduous_forest_summer
#. [terrain_type]: id=deciduous_forest_fall
#. [terrain_type]: id=deciduous_forest_winter
#. [terrain_type]: id=deciduous_forest_winter_snow
#. [terrain_type]: id=mixed_forest_summer
#. [terrain_type]: id=mixed_forest_fall
#. [terrain_type]: id=mixed_forest_winter
#. [terrain_type]: id=mixed_forest_winter_snow
#. [terrain_type]: id=forest
#: data/core/terrain.cfg:549 data/core/terrain.cfg:561
#: data/core/terrain.cfg:573 data/core/terrain.cfg:585
#: data/core/terrain.cfg:597 data/core/terrain.cfg:609
#: data/core/terrain.cfg:621 data/core/terrain.cfg:633
#: data/core/terrain.cfg:645 data/core/terrain.cfg:657
#: data/core/terrain.cfg:669 data/core/terrain.cfg:681
#: data/core/terrain.cfg:693 data/core/terrain.cfg:705
#: data/core/terrain.cfg:717 data/core/terrain.cfg:2869
#: data/core/terrain.cfg:2870
msgid "Forest"
msgstr "Forêt"
#. [terrain_type]: id=tropical_forest
#: data/core/terrain.cfg:550
msgid "Tropical Forest"
msgstr "Forêt tropicale"
#. [terrain_type]: id=rainforest
#: data/core/terrain.cfg:562
msgid "Rainforest"
msgstr "Forêt tropicale humide"
#. [terrain_type]: id=palm_desert_forest
#: data/core/terrain.cfg:574
msgid "Palm Forest"
msgstr "Forêt de palmier"
#. [terrain_type]: id=palm_forest
#: data/core/terrain.cfg:586
msgid "Dense Palm Forest"
msgstr "Forêt dense de palmier"
#. [terrain_type]: id=savanna_forest
#: data/core/terrain.cfg:598
msgid "Savanna"
msgstr "Savane"
#. [terrain_type]: id=pine_forest
#: data/core/terrain.cfg:610
msgid "Pine Forest"
msgstr "Forêt de résineux"
#. [terrain_type]: id=snow_forest
#: data/core/terrain.cfg:622
msgid "Snowy Pine Forest"
msgstr "Forêt de résineux enneigée"
#. [terrain_type]: id=deciduous_forest_summer
#: data/core/terrain.cfg:634
msgid "Summer Deciduous Forest"
msgstr "Forêt de feuillus estivale"
#. [terrain_type]: id=deciduous_forest_fall
#: data/core/terrain.cfg:646
msgid "Fall Deciduous Forest"
msgstr "Forêt de feuillus automnale"
#. [terrain_type]: id=deciduous_forest_winter
#: data/core/terrain.cfg:658
msgid "Winter Deciduous Forest"
msgstr "Forêt de feuillus hivernale"
#. [terrain_type]: id=deciduous_forest_winter_snow
#: data/core/terrain.cfg:670
msgid "Snowy Deciduous Forest"
msgstr "Forêt de feuillus enneigée"
#. [terrain_type]: id=mixed_forest_summer
#: data/core/terrain.cfg:682
msgid "Summer Mixed Forest"
msgstr "Forêt mixte estivale"
#. [terrain_type]: id=mixed_forest_fall
#: data/core/terrain.cfg:694
msgid "Fall Mixed Forest"
msgstr "Forêt mixte automnale"
#. [terrain_type]: id=mixed_forest_winter
#: data/core/terrain.cfg:706
msgid "Winter Mixed Forest"
msgstr "Forêt mixte hivernale"
#. [terrain_type]: id=mixed_forest_winter_snow
#: data/core/terrain.cfg:718
msgid "Snowy Mixed Forest"
msgstr "Forêt mixte enneigée"
#. [terrain_type]: id=hills_regular
#. [terrain_type]: id=hills_dry
#. [terrain_type]: id=snow_hills
#. [terrain_type]: id=hills
#: data/core/terrain.cfg:733 data/core/terrain.cfg:743
#: data/core/terrain.cfg:763 data/core/terrain.cfg:2772
#: data/core/terrain.cfg:2773
msgid "Hills"
msgstr "Collines"
#. [terrain_type]: id=hills_regular
#: data/core/terrain.cfg:734
msgid "Regular Hills"
msgstr "Collines ordinaires"
#. [terrain_type]: id=hills_dry
#: data/core/terrain.cfg:744
msgid "Dry Hills"
msgstr "Collines sèches"
#. [terrain_type]: id=desert_hills
#: data/core/terrain.cfg:753
msgid "Dunes"
msgstr "Dunes"
#. [terrain_type]: id=snow_hills
#: data/core/terrain.cfg:764
msgid "Snow Hills"
msgstr "Collines enneigées"
#. [terrain_type]: id=regular_mountains
#. [terrain_type]: id=dry_mountains
#. [terrain_type]: id=snow_mountains
#. [terrain_type]: id=desert_mountains
#. [terrain_type]: id=cloud
#. [terrain_type]: id=cloud_dry
#. [terrain_type]: id=cloud_snow
#. [terrain_type]: id=cloud_desert
#. [terrain_type]: id=mountains
#: data/core/terrain.cfg:778 data/core/terrain.cfg:788
#: data/core/terrain.cfg:798 data/core/terrain.cfg:809
#: data/core/terrain.cfg:1097 data/core/terrain.cfg:1107
#: data/core/terrain.cfg:1118 data/core/terrain.cfg:1128
#: data/core/terrain.cfg:2829 data/core/terrain.cfg:2830
msgid "Mountains"
msgstr "Montagnes"
#. [terrain_type]: id=regular_mountains
#: data/core/terrain.cfg:779
msgid "Regular Mountains"
msgstr "Montagnes normales"
#. [terrain_type]: id=dry_mountains
#: data/core/terrain.cfg:789
msgid "Dry Mountains"
msgstr "Montagnes sèches"
#. [terrain_type]: id=snow_mountains
#: data/core/terrain.cfg:799
msgid "Snowy Mountains"
msgstr "Montagnes enneigées"
#. [terrain_type]: id=desert_mountains
#: data/core/terrain.cfg:810
msgid "Desert Mountains"
msgstr "Montagnes désertiques"
#. [terrain_type]: id=regular_stone_floor
#: data/core/terrain.cfg:821
msgid "Stone Floor"
msgstr "Sol en pierre"
#. [terrain_type]: id=regular_stone_floor
#: data/core/terrain.cfg:824
msgid "Basic Stone Floor"
msgstr "Sol en pierre basique"
#. [terrain_type]: id=rug_floor
#. [terrain_type]: id=rug2_floor
#. [terrain_type]: id=rug3_floor
#: data/core/terrain.cfg:831 data/core/terrain.cfg:841
#: data/core/terrain.cfg:851
msgid "Rug"
msgstr "Rocaille"
#. [terrain_type]: id=rug_floor
#: data/core/terrain.cfg:834
msgid "Royal Rug"
msgstr "Rocaille royale"
#. [terrain_type]: id=rug2_floor
#: data/core/terrain.cfg:844
msgid "Normal Rug"
msgstr "Rocaille normale"
#. [terrain_type]: id=rug3_floor
#: data/core/terrain.cfg:854
msgid "Cave Rug"
msgstr "Rocaille caverneuse"
#. [terrain_type]: id=wood_floor
#: data/core/terrain.cfg:861
msgid "Wooden Floor"
msgstr "Sol en bois"
#. [terrain_type]: id=wood_floor
#: data/core/terrain.cfg:864
msgid "Basic Wooden Floor"
msgstr "Sol en bois basique"
#. [terrain_type]: id=old_wood_floor
#: data/core/terrain.cfg:871 data/core/terrain.cfg:874
msgid "Old Wooden Floor"
msgstr "Vieux sol en bois"
#. [terrain_type]: id=lit
#: data/core/terrain.cfg:887
msgid "Lit"
msgstr "Éclairé"
#. [terrain_type]: id=lit
#: data/core/terrain.cfg:888
msgid "Beam of Light"
msgstr "Rayon de lumière"
#. [terrain_type]: id=cave_floor
#. [terrain_type]: id=cave_earthy
#. [terrain_type]: id=cave
#: data/core/terrain.cfg:898 data/core/terrain.cfg:908
#: data/core/terrain.cfg:2729 data/core/terrain.cfg:2730
msgid "Cave"
msgstr "Caverne"
#. [terrain_type]: id=cave_floor
#: data/core/terrain.cfg:899
msgid "Cave Floor"
msgstr "Sol de caverne"
#. [terrain_type]: id=cave_earthy
#: data/core/terrain.cfg:909
msgid "Earthy Cave Floor"
msgstr "Sol de caverne terreux"
#. [terrain_type]: id=flagstones_dark
#: data/core/terrain.cfg:919
msgid "Dark Flagstones"
msgstr "Dalles sombres"
#. [terrain_type]: id=cave_path
#: data/core/terrain.cfg:929
msgid "Cave Path"
msgstr "Chemin de caverne"
#. [terrain_type]: id=fungus_grove
#. [terrain_type]: id=fungus_beam
#: data/core/terrain.cfg:938 data/core/terrain.cfg:939
#: data/core/terrain.cfg:949
msgid "Mushroom Grove"
msgstr "Forêt de champignons"
#. [terrain_type]: id=fungus_beam
#: data/core/terrain.cfg:950
msgid "Lit Mushroom Grove"
msgstr "Forêt de champignons éclairée"
#. [terrain_type]: id=rocky_cave
#: data/core/terrain.cfg:961 data/core/terrain.cfg:962
msgid "Rockbound Cave"
msgstr "Caverne accidentée"
#. [terrain_type]: id=rocky_cave
#: data/core/terrain.cfg:967
msgid ""
"<italic>text='Rockbound cave'</italic> terrain is formed by the action of "
"water and wind, carrying erosive particles that carve the rock. It resembles "
"a scraggy underground cavern which shoulders defense, but is hard for most "
"units to traverse. Only settlers of caves, such as dwarves and trolls, are "
"fully capable of navigating such topography.\n"
"\n"
"Most units have about 50% defense in rocky caves, whereas cavalry are "
"limited to 40%. Dwarves, by dint of their small size, enjoy 60% defense in "
"rockbound caves.\n"
"\n"
"Occasionally caves are <italic>text='illuminated'</italic>."
msgstr ""
"Les terrains de type <italic>text='caverne accidentée'</italic> sont formés "
"par l'action érosive du vent et de l'eau, qui sculptent la roche. Le plafond "
"et le sol inégal favorisent la défense, mais sont difficiles à traverser "
"pour la plupart des unités. Seuls les habitants des cavernes, comme les "
"nains et les trolls, sont à l'aise pour se déplacer sur ce genre de "
"terrain.\n"
"\n"
"La plupart des unités ont autour de 50% de défense dans les cavernes "
"rocheuses, tandis que la cavalerie est limitée à 40%. Les nains, grâce à "
"leur petite taille, bénéficient de 60% de défense dans les cavernes "
"accidentées.\n"
"\n"
"Parfois les cavernes sont <ref>text='illuminées'</ref>."
#. [terrain_type]: id=mine_rails
#. [terrain_type]: id=mine_railsdiag1
#. [terrain_type]: id=mine_railsdiag2
#: data/core/terrain.cfg:979 data/core/terrain.cfg:991
#: data/core/terrain.cfg:1004
msgid "Mine Rail"
msgstr "Rail minier"
#. [terrain_type]: id=canyon
#. [terrain_type]: id=chasm_earthy
#. [terrain_type]: id=abyss
#. [terrain_type]: id=lava_chasm
#: data/core/terrain.cfg:1022 data/core/terrain.cfg:1033
#: data/core/terrain.cfg:1044 data/core/terrain.cfg:1055
msgid "Chasm"
msgstr "Abîme"
#. [terrain_type]: id=canyon
#: data/core/terrain.cfg:1023
msgid "Regular Chasm"
msgstr "Gouffre ordinaire"
#. [terrain_type]: id=chasm_earthy
#: data/core/terrain.cfg:1034
msgid "Earthy Chasm"
msgstr "Gouffre terreux"
#. [terrain_type]: id=abyss
#: data/core/terrain.cfg:1045
msgid "Ethereal Abyss"
msgstr "Gouffre éthéré"
#. [terrain_type]: id=lava_chasm
#: data/core/terrain.cfg:1056
msgid "Lava Chasm"
msgstr "Gouffre de lave"
#. [terrain_type]: id=lava
#: data/core/terrain.cfg:1068 data/core/terrain.cfg:1069
msgid "Lava"
msgstr "Lave"
#. [terrain_type]: id=lava
#: data/core/terrain.cfg:1075
msgid ""
"The dangers inherent in trying to walk on <italic>text='lava'</italic> are "
"fairly obvious. As far as movement is concerned, lava is equivalent to "
"<ref>dst='terrain_unwalkable' text='unwalkable'</ref> terrain, and can only "
"be crossed by those units capable of flying a considerable distance above "
"it. The molten magma also produces a substantial glow, illuminating the area "
"immediately above it. This provides an attack bonus for lawful units and "
"removes the attack bonus from chaotic units."
msgstr ""
"Il est assez évident qu'essayer de marcher sur de la <italic>text='lave'</"
"italic> est dangereux. Pour ce qui du mouvement, la lave est équivalent au "
"terrain <ref>dst='terrain_unwalkable' text='impraticable'</ref>, et ne peut "
"être traversée que par des unités cabales de voler sur de longues distances. "
"Le magma produit par ailleurs une lumière rougeâtre qui illumine les "
"terrains adjacents. Cela confère un bonus aux unités loyales et supprime le "
"bonus des unités chaotiques."
#. [terrain_type]: id=volcano
#: data/core/terrain.cfg:1082
msgid "Volcano"
msgstr "Volcan"
#. [terrain_type]: id=cloud
#: data/core/terrain.cfg:1098
msgid "Regular Impassable Mountains"
msgstr "Montagnes infranchissables ordinaires"
#. [terrain_type]: id=cloud_dry
#: data/core/terrain.cfg:1108
msgid "Dry Impassable Mountains"
msgstr "Montagnes infranchissables arides"
#. [terrain_type]: id=cloud_snow
#: data/core/terrain.cfg:1119
msgid "Snowy Impassable Mountains"
msgstr "Montagnes infranchissables enneigées"
#. [terrain_type]: id=cloud_desert
#: data/core/terrain.cfg:1129
msgid "Desert Impassable Mountains"
msgstr "Montagnes infranchissables désertiques"
#. [terrain_type]: id=cavewall
#. [terrain_type]: id=cavewall_earthy
#. [terrain_type]: id=cavewall_earthy_hewn
#: data/core/terrain.cfg:1139 data/core/terrain.cfg:1161
#: data/core/terrain.cfg:1175
msgid "Cave Wall"
msgstr "Mur de caverne"
#. [terrain_type]: id=cavewall
#: data/core/terrain.cfg:1140
msgid "Natural Cave Wall"
msgstr "Mur de caverne naturel"
#. [terrain_type]: id=minewall
#. [terrain_type]: id=wall_stone_mine
#: data/core/terrain.cfg:1150 data/core/terrain.cfg:1151
#: data/core/terrain.cfg:1209
msgid "Mine Wall"
msgstr "Mur minier"
#. [terrain_type]: id=cavewall_earthy
#: data/core/terrain.cfg:1162
msgid "Natural Earthy Cave Wall"
msgstr "Mur de caverne terreux naturel"
#. [terrain_type]: id=wall_stone
#. [terrain_type]: id=wall_stone_lit
#. [terrain_type]: id=wall_stone_clean
#: data/core/terrain.cfg:1186 data/core/terrain.cfg:1196
#: data/core/terrain.cfg:1231
msgid "Stone Wall"
msgstr "Mur de pierre"
#. [terrain_type]: id=wall_stone_lit
#: data/core/terrain.cfg:1197
msgid "Lit Stone Wall"
msgstr "Mur de pierre éclairé"
#. [terrain_type]: id=wall_stone_mine
#: data/core/terrain.cfg:1210
msgid "Straight Mine Wall"
msgstr "Mur minier droit"
#. [terrain_type]: id=wall_stone_white
#: data/core/terrain.cfg:1220
msgid "Interior Wall"
msgstr "Mur intérieur"
#. [terrain_type]: id=wall_stone_white
#: data/core/terrain.cfg:1221
msgid "Straight White Wall"
msgstr "Mur blanc droit"
#. [terrain_type]: id=wall_stone_clean
#: data/core/terrain.cfg:1232
msgid "Clean Stone Wall"
msgstr "Mur de pierre propre"
#. [terrain_type]: id=portal_gate_rusty_sw
#. [terrain_type]: id=portal_gate_rusty_se
#. [terrain_type]: id=portal_gate_rusty_n
#. [terrain_type]: id=portal_gate_rusty_open_sw
#. [terrain_type]: id=portal_gate_rusty_open_se
#. [terrain_type]: id=portal_gate_rusty_open_n
#: data/core/terrain.cfg:1248 data/core/terrain.cfg:1261
#: data/core/terrain.cfg:1275 data/core/terrain.cfg:1332
#: data/core/terrain.cfg:1344 data/core/terrain.cfg:1357
msgid "Gate"
msgstr "Porte"
#. [terrain_type]: id=portal_gate_rusty_sw
#. [terrain_type]: id=portal_gate_rusty_se
#. [terrain_type]: id=portal_gate_rusty_n
#: data/core/terrain.cfg:1249 data/core/terrain.cfg:1262
#: data/core/terrain.cfg:1276
msgid "Rusty Gate"
msgstr "Porte rouillée"
#. [terrain_type]: id=portal_door_wooden_sw
#. [terrain_type]: id=portal_door_wooden_se
#. [terrain_type]: id=portal_door_wooden_n
#. [terrain_type]: id=portal_door_wooden_open_sw
#. [terrain_type]: id=portal_door_wooden_open_se
#. [terrain_type]: id=portal_door_wooden_open_n
#: data/core/terrain.cfg:1289 data/core/terrain.cfg:1302
#: data/core/terrain.cfg:1316 data/core/terrain.cfg:1370
#: data/core/terrain.cfg:1382 data/core/terrain.cfg:1395
msgid "Door"
msgstr "Porte"
#. [terrain_type]: id=portal_door_wooden_sw
#. [terrain_type]: id=portal_door_wooden_se
#. [terrain_type]: id=portal_door_wooden_n
#: data/core/terrain.cfg:1290 data/core/terrain.cfg:1303
#: data/core/terrain.cfg:1317
msgid "Wooden Door"
msgstr "Porte en bois"
#. [terrain_type]: id=portal_gate_rusty_open_sw
#. [terrain_type]: id=portal_gate_rusty_open_se
#. [terrain_type]: id=portal_gate_rusty_open_n
#: data/core/terrain.cfg:1333 data/core/terrain.cfg:1345
#: data/core/terrain.cfg:1358
msgid "Open Rusty Gate"
msgstr "Porte rouillée ouverte"
#. [terrain_type]: id=portal_door_wooden_open_sw
#. [terrain_type]: id=portal_door_wooden_open_se
#. [terrain_type]: id=portal_door_wooden_open_n
#: data/core/terrain.cfg:1371 data/core/terrain.cfg:1383
#: data/core/terrain.cfg:1396
msgid "Open Wooden Door"
msgstr "Porte en bois ouverte"
# Compte tenu du fait que ces chaînes sont destinées à être affichées dans l'éditeur de cartes, il me semble important de faire court. Si l'utilisateur ne sait pas à quoi sert une surcouche, ce n'est pas dans le libellé qu'il va l'apprendre.
# Laurent
#. [terrain_type]: id=impassable_overlay
#: data/core/terrain.cfg:1411
msgid "Impassable Overlay"
msgstr "Surcouche infranchissable"
# Compte tenu du fait que ces chaînes sont destinées à être affichées dans l'éditeur de cartes, il me semble important de faire court. Si l'utilisateur ne sait pas à quoi sert une surcouche, ce n'est pas dans le libellé qu'il va l'apprendre.
# Laurent
#. [terrain_type]: id=unwalkable_overlay
#: data/core/terrain.cfg:1424
msgid "Unwalkable Overlay"
msgstr "Surcouche impraticable"
#. [terrain_type]: id=void
#. [terrain_type]: id=off_map
#: data/core/terrain.cfg:1436 data/core/terrain.cfg:2656
msgid "Void"
msgstr "Vide"
#. [terrain_type]: id=desert_village
#. [terrain_type]: id=desert_village_ruin
#. [terrain_type]: id=desert_village_tent
#. [terrain_type]: id=camp_village
#. [terrain_type]: id=orcish_village
#. [terrain_type]: id=orcish_snow_village
#. [terrain_type]: id=elven_snow_village
#. [terrain_type]: id=elven_village
#. [terrain_type]: id=human_village
#. [terrain_type]: id=snow_village
#. [terrain_type]: id=human_village_ruin
#. [terrain_type]: id=city_village
#. [terrain_type]: id=windmill_village
#. [terrain_type]: id=city_village_wno
#. [terrain_type]: id=city_village_ruin
#. [terrain_type]: id=hill_village
#. [terrain_type]: id=snow-hill_village
#. [terrain_type]: id=hill_village_ruin
#. [terrain_type]: id=tropical_forest_village
#. [terrain_type]: id=drake_village
#. [terrain_type]: id=underground_village
#. [terrain_type]: id=dwarven_village
#. [terrain_type]: id=hut_village
#. [terrain_type]: id=hut_snow_village
#. [terrain_type]: id=logcabin_village
#. [terrain_type]: id=logcabin_snow_village
#. [terrain_type]: id=igloo
#. [terrain_type]: id=swamp_village
#. [terrain_type]: id=mermen-village
#. [terrain_type]: id=village_overlay
#. [terrain_type]: id=village
#: data/core/terrain.cfg:1452 data/core/terrain.cfg:1465
#: data/core/terrain.cfg:1478 data/core/terrain.cfg:1491
#: data/core/terrain.cfg:1506 data/core/terrain.cfg:1519
#: data/core/terrain.cfg:1534 data/core/terrain.cfg:1547
#: data/core/terrain.cfg:1562 data/core/terrain.cfg:1575
#: data/core/terrain.cfg:1588 data/core/terrain.cfg:1601
#: data/core/terrain.cfg:1614 data/core/terrain.cfg:1627
#: data/core/terrain.cfg:1640 data/core/terrain.cfg:1653
#: data/core/terrain.cfg:1666 data/core/terrain.cfg:1679
#: data/core/terrain.cfg:1692 data/core/terrain.cfg:1705
#: data/core/terrain.cfg:1720 data/core/terrain.cfg:1733
#: data/core/terrain.cfg:1746 data/core/terrain.cfg:1759
#: data/core/terrain.cfg:1772 data/core/terrain.cfg:1785
#: data/core/terrain.cfg:1798 data/core/terrain.cfg:1813
#: data/core/terrain.cfg:1826 data/core/terrain.cfg:1844
#: data/core/terrain.cfg:2894 data/core/terrain.cfg:2895
msgid "Village"
msgstr "Village"
# Adobe est un terme technique (qui n'est pas anglais mais espagnol). Je pense qu'il ne faudrait pas le traduire.
# Laurent
#. [terrain_type]: id=desert_village
#: data/core/terrain.cfg:1453
msgid "Adobe Village"
msgstr "Village d'adobe"
# Adobe est un terme technique (qui n'est pas anglais mais espagnol). Je pense qu'il ne faudrait pas le traduire.
# Laurent
# Je pense aussi qu'il ne faut pas le traduire
#. [terrain_type]: id=desert_village_ruin
#: data/core/terrain.cfg:1466
msgid "Ruined Adobe Village"
msgstr "Village d'adobe en ruine"