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# #-#-#-#-# 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.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"#-#-#-#-# wesnoth-ai.cpp.pot (PACKAGE VERSION) #-#-#-#-#\n"
"Project-Id-Version: PACKAGE VERSION\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2015-01-23 17:35-0300\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: \n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"#-#-#-#-# wesnoth-ai.wml.pot (PACKAGE VERSION) #-#-#-#-#\n"
"Project-Id-Version: PACKAGE VERSION\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2015-01-23 17:35-0300\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#. [ai]: id=ai_default_rca
#: data/ai/ais/ai_default_rca.cfg:5
msgid "Multiplayer_AI^Default AI (RCA)"
msgstr ""
#. [ai]: id=ai_default_rca_strong
#: data/ai/ais/ai_default_rca_strong.cfg:5
msgid "Multiplayer_AI^Strong AI (RCA)"
msgstr ""
#. [ai]: id=experimental_ai
#: data/ai/ais/ai_generic_rush.cfg:5
msgid "Multiplayer_AI^Experimental AI"
msgstr ""
#. [ai]: id=ai_old_recruitment
#: data/ai/dev/ai_old_recruitment.cfg:5
msgid "Multiplayer_AI^Dev AI: Default + Old Recruitment"
msgstr ""
#. [ai]: id=ai_akihara
#: data/ai/dev/akihara_recruitment.cfg:6
msgid "Multiplayer_AI^Dev AI: Default + Experimental Recruitment (C++ Akihara)"
msgstr ""
#. [ai]: id=formula_ai # id is needed to uniquely identify a MP AI, it is not needed in the scenario AI
#: data/ai/dev/formula_ai.cfg:4
msgid "Multiplayer_AI^Dev AI: Default + Experimental Recruitment (Formula AI)"
msgstr ""
#. [ai]: id=default_ai_poisoning
#: data/ai/dev/formula_ai_poisoning.cfg:5
msgid "Multiplayer_AI^Dev AI: Default + Poisoning (Formula AI)"
msgstr ""
#. [ai]: id=ai_idle
#: data/ai/dev/idle_ai.cfg:4
msgid "Multiplayer_AI^Dev AI: Idle AI"
msgstr ""
#. [ai]: id=testing_ai_recruitment
#: data/ai/dev/testing_recruiting.cfg:5
msgid "Multiplayer_AI^Dev AI: Default + Experimental Recruitment (C++)"
msgstr ""
#. [test]: id=The_Elves_Besieged
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:5
msgid "The Elves Besieged"
msgstr ""
#. [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:93
msgid "Konrad"
msgstr ""
#. [side]: type=Elvish Champion, id=Galdrad
#. [side]: type=Elvish Shyde, id=Chantal
#. [side]: type=Spearman, id=Konrad
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:46
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:154
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:174
msgid "Rebels"
msgstr ""
#. [unit]: id=Delfador, type=Elder Mage
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:49
msgid "Delfador"
msgstr ""
#. [side]: type=Orcish Warlord, id=Urug-Telfar
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:88
msgid "Urug-Telfar"
msgstr ""
#. [side]: id=Vanak, type=Orcish Ruler
#. [side]: type=Orcish Warlord, id=Knafa-Tan
#. [side]: type=Orcish Warlord, id=Maga-Knafa
#. [side]: type=Orcish Warlord, id=Urug-Telfar
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:100
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:114
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:132
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:23
msgid "Orcs"
msgstr ""
#. [side]: type=Orcish Warlord, id=Knafa-Tan
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:107
msgid "Knafa-Tan"
msgstr ""
#. [side]: type=Orcish Warlord, id=Maga-Knafa
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:125
msgid "Maga-Knafa"
msgstr ""
#. [side]: type=Elvish Champion, id=Galdrad
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:144
msgid "Galdrad"
msgstr ""
#. [side]: type=Elvish Shyde, id=Chantal
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:161
msgid "Chantal"
msgstr ""
#. [message]: speaker=Konrad
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:211
msgid ""
"Master Delfador! Look, there are orcs coming from all directions! What shall "
"we do?"
msgstr ""
#. [message]: speaker=Delfador
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:215
msgid "There are too many to fight, far too many. We must escape!"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:218
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 http://wiki.wesnoth.org/Micro_AIs for more information."
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:224
msgid "Move Konrad here"
msgstr ""
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:240
msgid "Very well, we have made it this far! But where do we go next?"
msgstr ""
#. [message]: speaker=Delfador
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:245
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:270
msgid "I... I don’t think I can make it anymore."
msgstr ""
#. [message]: speaker=Delfador
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:274
msgid "Prince... you must keep fighting! Nooooooo!"
msgstr ""
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:278
msgid "It is over. I am doomed..."
msgstr ""
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:292
msgid "I have... have failed in my duty to protect the prince! I am defeated."
msgstr ""
#. [message]: speaker=Konrad
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:296
msgid "Don’t die, Delfador! Please, you have to stay alive!"
msgstr ""
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:300
msgid "Ugh!"
msgstr ""
#. [message]: speaker=Delfador
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:311
msgid ""
"Oh, no! We have run out of time, they have arrived with reinforcements..."
msgstr ""
#: 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 ""
#: 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 ""
#. [event]
#. [test]: id=animals
#: data/ai/micro_ais/scenarios/animals.cfg:27
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:44
msgid "Animals"
msgstr ""
#. [side]: id=Rutburt, type=Outlaw
#: data/ai/micro_ais/scenarios/animals.cfg:40
msgid "Rutburt"
msgstr ""
#. [side]: id=Rutburt, type=Outlaw
#. [side]: type=General, id=leader2
#. [side]: type=Lieutenant, id=leader5
#. [side]: type=Lieutenant, id=leader6
#: data/ai/micro_ais/scenarios/animals.cfg:47
#: data/ai/micro_ais/scenarios/goto.cfg:42
#: data/ai/micro_ais/scenarios/goto.cfg:92
#: data/ai/micro_ais/scenarios/goto.cfg:109
#: data/ai/micro_ais/scenarios/wolves.cfg:26
msgid "Humans"
msgstr ""
#. [side]
#: data/ai/micro_ais/scenarios/animals.cfg:62
msgid "Forest Creatures"
msgstr ""
#. [side]
#: data/ai/micro_ais/scenarios/animals.cfg:76
msgid "Ghasts"
msgstr ""
#. [side]
#: data/ai/micro_ais/scenarios/animals.cfg:90
msgid "Spiders"
msgstr ""
#. [side]
#: data/ai/micro_ais/scenarios/animals.cfg:104
msgid "Yetis"
msgstr ""
#. [event]
#. [side]
#. [test]: id=wolves
#: data/ai/micro_ais/scenarios/animals.cfg:118
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:47
#: data/ai/micro_ais/scenarios/wolves.cfg:5
msgid "Wolves"
msgstr ""
#. [side]
#: data/ai/micro_ais/scenarios/animals.cfg:132
msgid "Whelps"
msgstr ""
#. [event]
#. [set_menu_item]: id=m01_end_animals
#. [set_menu_item]: id=m01_end_swarm
#. [set_menu_item]: id=m01_end_wolves
#. [set_menu_item]: id=m04_end_animals
#: data/ai/micro_ais/scenarios/animals.cfg:208
#: data/ai/micro_ais/scenarios/dragon.cfg:47
#: data/ai/micro_ais/scenarios/goto.cfg:377
#: data/ai/micro_ais/scenarios/guardians.cfg:84
#: data/ai/micro_ais/scenarios/lurkers.cfg:365
#: data/ai/micro_ais/scenarios/patrols.cfg:178
#: data/ai/micro_ais/scenarios/swarm.cfg:65
#: data/ai/micro_ais/scenarios/wolves.cfg:94
msgid "End Scenario"
msgstr ""
#. [command]
#. [then]
#: data/ai/micro_ais/scenarios/animals.cfg:220
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:183
#: data/ai/micro_ais/scenarios/goto.cfg:389
#: data/ai/micro_ais/scenarios/recruiting.cfg:107
#: data/ai/micro_ais/scenarios/swarm.cfg:71
#: data/ai/micro_ais/scenarios/swarm.cfg:176
#: data/ai/micro_ais/scenarios/wolves.cfg:100
#: data/ai/micro_ais/scenarios/wolves.cfg:256
msgid "Well, that was that."
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/animals.cfg:337
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 ""
#. [event]
#: data/ai/micro_ais/scenarios/animals.cfg:340
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:348
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:97
#: data/ai/micro_ais/scenarios/protect_unit.cfg:135
#: data/ai/micro_ais/scenarios/wolves.cfg:195
msgid "Question for the Player"
msgstr ""
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/animals.cfg:352
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 http://wiki.wesnoth.org/Micro_AIs for more information."
msgstr ""
#. [option]: speaker=narrator
#: data/ai/micro_ais/scenarios/animals.cfg:360
msgid "<span font='16'>I'll just watch the animals.</span>"
msgstr ""
#. [option]: speaker=narrator
#: data/ai/micro_ais/scenarios/animals.cfg:373
#: data/ai/micro_ais/scenarios/wolves.cfg:218
msgid "<span font='16'>I want to have control of Side 1.</span>"
msgstr ""
#. [objectives]
#: data/ai/micro_ais/scenarios/animals.cfg:379
msgid "Watch the animals do their things"
msgstr ""
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/animals.cfg:381
#: data/ai/micro_ais/scenarios/goto.cfg:419
#: data/ai/micro_ais/scenarios/swarm.cfg:151
#: data/ai/micro_ais/scenarios/wolves.cfg:230
msgid "Use right-click option"
msgstr ""
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/animals.cfg:385
#: data/ai/micro_ais/scenarios/wolves.cfg:234
msgid "Death of Rutburt"
msgstr ""
#. [note]
#: data/ai/micro_ais/scenarios/animals.cfg:389
#: data/ai/micro_ais/scenarios/goto.cfg:427
#: data/ai/micro_ais/scenarios/swarm.cfg:159
#: data/ai/micro_ais/scenarios/wolves.cfg:238
msgid "Check out the right-click menu options for additional actions"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/animals.cfg:407
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:37
msgid "Big Bad Orc"
msgstr ""
#. [event]: (id=Big Bad Orc) profile profile}
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:84
msgid "All right, chaps. Those orcs need to be stopped."
msgstr ""
#. [event]: (id=Big Bad Orc) profile profile}
#. [event]: id=Kraa profile profile}
#. [event]: id=Vanak profile profile}
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:86
#: data/ai/micro_ais/scenarios/guardians.cfg:510
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:134
msgid "They there! We them get!"
msgstr ""
#. [event]: (id=Big Bad Orc) profile profile}
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:89
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 http://wiki.wesnoth.org/Micro_AIs for more information."
msgstr ""
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:99
msgid ""
"In this scenario, the AI playing the humans in the east is instructed to "
"form a defensive line at the pass and hold off the orcs for as long as "
"possible. Do you want to play the orc side or let the default (RCA) AI do "
"that?"
msgstr ""
#. [option]: speaker=narrator
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:101
msgid "<span font='16'>I'll watch the two AIs fight it out.</span>"
msgstr ""
#. [option]: speaker=narrator
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:104
msgid "<span font='16'>I'll play the orcs.</span>"
msgstr ""
#. [objectives]
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:115
msgid "Take the pass"
msgstr ""
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:117
msgid "Defeat all humans"
msgstr ""
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:121
msgid "Death of Big Bad Orc"
msgstr ""
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:125
msgid "Only one orc remains"
msgstr ""
#. [then]
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:150
msgid ""
"I may have fallen, but we will continue to defend the pass to the last man!"
msgstr ""
#. [event]
#. [test]: id=dragon
#: data/ai/micro_ais/scenarios/dragon.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:53
msgid "Dragon"
msgstr ""
#. [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:32
msgid "Dreadful Bat"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/dragon.cfg:50
msgid "Rowck's Home"
msgstr ""
#. [unit]: id=Rowck, type=Fire Dragon
#: data/ai/micro_ais/scenarios/dragon.cfg:54
msgid "Rowck"
msgstr ""
#. [event]: (id=Dreadful Bat) profile profile}
#: data/ai/micro_ais/scenarios/dragon.cfg:80
msgid "Be careful to stay out of the way of that dragon. He's a mean one."
msgstr ""
#. [event]: (id=Dreadful Bat) profile profile}
#: data/ai/micro_ais/scenarios/dragon.cfg:83
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."
msgstr ""
#. [objectives]
#: data/ai/micro_ais/scenarios/dragon.cfg:95
msgid "Move the bats around to explore how Rowck reacts"
msgstr ""
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/dragon.cfg:97
msgid "Defeat Rowck"
msgstr ""
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/dragon.cfg:101
msgid "Move the lead bat to the signpost"
msgstr ""
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/dragon.cfg:105
msgid "Death of the bat leader"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/dragon.cfg:138
msgid "I'm out of here."
msgstr ""
#. [event]
#. [test]: id=goto
#: data/ai/micro_ais/scenarios/goto.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:83
msgid "Goto"
msgstr ""
#. [side]: id=Vaddan, type=Outlaw
#: data/ai/micro_ais/scenarios/goto.cfg:26
msgid "Vaddan"
msgstr ""
#. [side]: type=Poacher, id=leader3
#: data/ai/micro_ais/scenarios/goto.cfg:59
msgid "Woodsmen"
msgstr ""
#. [side]: type=Saurian Flanker, id=leader4
#: data/ai/micro_ais/scenarios/goto.cfg:75
msgid "Saurians"
msgstr ""
#. [side]
#: data/ai/micro_ais/scenarios/goto.cfg:124
msgid "team_name^Animals"
msgstr ""
#. [side]
#: data/ai/micro_ais/scenarios/goto.cfg:137
msgid "team_name^Ghosts"
msgstr ""
#. [event]: id=guard1}, id=guard2}, (id,name=fort_commander,Aethubry)}
#: data/ai/micro_ais/scenarios/goto.cfg:184
msgid "General Minry"
msgstr ""
#. [event]: id=guard1}, id=guard2}, (id,name=fort_commander,Aethubry)}
#: data/ai/micro_ais/scenarios/goto.cfg:185
msgid "Lieutenant Gadoc"
msgstr ""
#. [event]: id=guard1}, id=guard2}, (id,name=fort_commander,Aethubry)}
#: data/ai/micro_ais/scenarios/goto.cfg:186
msgid "Lieutenant Senvan"
msgstr ""
#. [event]: id=guard1}, id=guard2}, (id,name=fort_commander,Aethubry)}
#: data/ai/micro_ais/scenarios/goto.cfg:187
msgid "Sergeant Aethubry"
msgstr ""
#. [set_menu_item]: id=m01_new_footpad
#: data/ai/micro_ais/scenarios/goto.cfg:337
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:348
#: data/ai/micro_ais/scenarios/swarm.cfg:112
#: data/ai/micro_ais/scenarios/wolves.cfg:152
msgid "Kill Unit under Cursor"
msgstr ""
#. [set_menu_item]: id=m03_null_control
#: data/ai/micro_ais/scenarios/goto.cfg:361
msgid "Turn off human control of Side 1"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/goto.cfg:408
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 http://"
"wiki.wesnoth.org/Micro_AIs for more information."
msgstr ""
#. [objectives]
#: data/ai/micro_ais/scenarios/goto.cfg:417
msgid "Watch the AI units do their things"
msgstr ""
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/goto.cfg:423
msgid "Death of Vaddan"
msgstr ""
#. [message]: speaker=messenger1
#: data/ai/micro_ais/scenarios/goto.cfg:438
msgid "The bridge is out. What do we do now?"
msgstr ""
#. [message]: speaker=messenger2
#: data/ai/micro_ais/scenarios/goto.cfg:442
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:451
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:462
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]: id=ghost1}
#: data/ai/micro_ais/scenarios/goto.cfg:470
msgid "Aaiiieeeeeee !!!"
msgstr ""
#. [event]: id=ghost1}
#: data/ai/micro_ais/scenarios/goto.cfg:471
msgid "O no, a ghost!"
msgstr ""
#. [event]: id=ghost1}
#: data/ai/micro_ais/scenarios/goto.cfg:472
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:528
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:532
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:566
msgid "I told you so!"
msgstr ""
#. [message]: speaker=leader5
#: data/ai/micro_ais/scenarios/goto.cfg:576
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:585
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:603
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:619
msgid "Ready to fight those saurians, soldier?"
msgstr ""
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/goto.cfg:623
msgid "Yes, sir."
msgstr ""
#. [message]: speaker=fort_commander
#: data/ai/micro_ais/scenarios/goto.cfg:631
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:639
msgid "Maybe if I ignore them, they'll just go away?"
msgstr ""
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/goto.cfg:658
msgid "Lieutenant Senvan's men reporting for duty, sir."
msgstr ""
#. [message]: speaker=fort_commander
#: data/ai/micro_ais/scenarios/goto.cfg:662
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:666
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:670
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:672
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:710
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:750
msgid "We're back together, let's head out to the corners again."
msgstr ""
#. [event]
#. [test]: id=guardians
#: data/ai/micro_ais/scenarios/guardians.cfg:17
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:56
msgid "Guardians"
msgstr ""
#. [side]: id=Kraa, type=Gryphon
#: data/ai/micro_ais/scenarios/guardians.cfg:30
#: data/ai/micro_ais/scenarios/swarm.cfg:18
msgid "Kraa"
msgstr ""
#. [side]: id=Kraa, type=Gryphon
#: data/ai/micro_ais/scenarios/guardians.cfg:36
#: data/ai/micro_ais/scenarios/swarm.cfg:26
msgid "Gryphons"
msgstr ""
#. [side]: type=Orcish Leader, id=Another Bad Orc
#: data/ai/micro_ais/scenarios/guardians.cfg:48
msgid "Another Bad Orc"
msgstr ""
#. [unit]: type=Dwarvish Guardsman, id=guardian1
#: data/ai/micro_ais/scenarios/guardians.cfg:95
msgid "Guardian 1"
msgstr ""
#. [unit]: type=Dwarvish Guardsman, id=guardian2
#: data/ai/micro_ais/scenarios/guardians.cfg:106
msgid "Guardian 2"
msgstr ""
#. [unit]: type=Giant Rat, id=coward1
#: data/ai/micro_ais/scenarios/guardians.cfg:119
msgid "Coward 1"
msgstr ""
#. [unit]: type=Giant Rat, id=coward2
#: data/ai/micro_ais/scenarios/guardians.cfg:141
msgid "Coward 2"
msgstr ""
#. [unit]: type=Giant Rat, id=coward3
#: data/ai/micro_ais/scenarios/guardians.cfg:165
msgid "Coward 3"
msgstr ""
#. [unit]: type=Giant Rat, id=coward4
#: data/ai/micro_ais/scenarios/guardians.cfg:190
msgid "Coward 4"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/guardians.cfg:210
msgid "Move gryphons here to see different coward reactions"
msgstr ""
#. [unit]: type=Troll, id=return1
#: data/ai/micro_ais/scenarios/guardians.cfg:219
msgid "Return Guardian 1"
msgstr ""
#. [unit]: type=Troll Whelp, id=return2
#: data/ai/micro_ais/scenarios/guardians.cfg:238
msgid "Return Guardian 2"
msgstr ""
#. [unit]: type=Troll Whelp, id=home1
#: data/ai/micro_ais/scenarios/guardians.cfg:258
msgid "Home Guard 1"
msgstr ""
#. [unit]: type=Troll, id=home 2
#: data/ai/micro_ais/scenarios/guardians.cfg:270
msgid "Home Guard 2"
msgstr ""
#. [unit]: type=Skeleton Archer, id=stationed1
#: data/ai/micro_ais/scenarios/guardians.cfg:283
msgid "Stationed Guardian 1"
msgstr ""
#. [unit]: type=Skeleton, id=stationed2
#: data/ai/micro_ais/scenarios/guardians.cfg:305
msgid "Stationed Guardian 2"
msgstr ""
#. [unit]: type=Troll, id=zone1
#: data/ai/micro_ais/scenarios/guardians.cfg:328
msgid "Gate Keeper"
msgstr ""
#. [unit]: type=Dwarvish Guardsman, id=zone2
#: data/ai/micro_ais/scenarios/guardians.cfg:353
msgid "Home Keeper"
msgstr ""
#. [unit]: type=Naga Fighter, id=zone3
#: data/ai/micro_ais/scenarios/guardians.cfg:382
msgid "Water Guardian"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/guardians.cfg:401
msgid "Guarded Location"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/guardians.cfg:402
msgid "Station 1"
msgstr ""
#. [event]
#: data/ai/micro_ais/scenarios/guardians.cfg:403
msgid "Station 2"
msgstr ""
#. [command]