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# The Battle for Wesnoth - Simplified Chinese Translations
# Copyright (C) 2005-2018 Wesnoth development team
# This file is distributed under the same license as the Battle for Wesnoth package.
# Automatically generated, 2013.
# CloudiDust <cloudidust@gmail.com>, 2015.
# Brian lee <haiyuan.2007@gmail.com>, 2016.
#
msgid ""
msgstr ""
"Project-Id-Version: wesnoth-1.14\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2018-03-17 18:29 UTC\n"
"PO-Revision-Date: 2018-03-27 21:47+0800\n"
"Last-Translator: CloudiDust <cloudidust@gmail.com>\n"
"Language-Team: Wesnoth Simplified Chinese Team\n"
"Language: zh_CN\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 2.0.6\n"
#. [ai]: id=ai_default_rca
#: data/ai/ais/ai_default_rca.cfg:9
msgid "Multiplayer_AI^Default AI (RCA)"
msgstr "默认AI(RCA)"
#. [ai]: id=experimental_ai
#: data/ai/ais/ai_generic_rush.cfg:10
msgid "Multiplayer_AI^Experimental AI"
msgstr "试验性AI"
#. [ai]: id=idle_ai
#: data/ai/ais/idle_ai.cfg:4
msgid "Multiplayer_AI^Dev AI: Idle AI"
msgstr "开发用AI:空闲AI"
#. [ai]: id=ai_default_rca_alternate_recruiting
#: data/ai/dev/ai_default_rca_alternate_recruiting.cfg:10
msgid "Multiplayer_AI^Dev AI: Default AI (RCA) with Alternate Recruiting"
msgstr "开发用AI:使用另一种征募规则的默认AI(RCA)"
#. [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 "开发用AI:默认 + 试验性征募规则(公式AI)"
#. [ai]: id=formula_ai_poisoning
#: data/ai/dev/formula_ai_poisoning.cfg:9
msgid "Multiplayer_AI^Dev AI: Default + Poisoning (Formula AI)"
msgstr "开发用AI:默认 + 使毒(公式AI)"
#: data/ai/lua/patrol.lua:4
msgid "Use the Patrols Micro AI instead of patrol.lua."
msgstr "使用巡逻微AI而不是patrol.lua。"
#. [test]: id=The_Elves_Besieged
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:5
msgid "The Elves Besieged"
msgstr "精灵受困"
#. [side]: type=Spearman, id=Konrad
#. [unit]: type=Spearman, id=Konrad
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:34
#: data/ai/micro_ais/scenarios/patrols.cfg:92
msgid "Konrad"
msgstr "科纳德"
#. [side]: type=Spearman, id=Konrad
#. [side]: type=Elvish Champion, id=Galdrad
#. [side]: type=Elvish Shyde, id=Chantal
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:46
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:152
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:172
msgid "Rebels"
msgstr "反抗势力"
#. [unit]: id=Delfador, type=Elder Mage
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:49
msgid "Delfador"
msgstr "黎伐多"
#. [side]: type=Orcish Warlord, id=Urug-Telfar
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:86
msgid "Urug-Telfar"
msgstr "乌鲁戈-特尔法"
#. [side]: type=Orcish Warlord, id=Urug-Telfar
#. [side]: type=Orcish Warlord, id=Knafa-Tan
#. [side]: type=Orcish Warlord, id=Maga-Knafa
#. [side]: id=Vanak, type=Orcish Ruler
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:98
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:112
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:130
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:24
msgid "Orcs"
msgstr "兽人"
#. [side]: type=Orcish Warlord, id=Knafa-Tan
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:105
msgid "Knafa-Tan"
msgstr "克纳法-坦"
#. [side]: type=Orcish Warlord, id=Maga-Knafa
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:123
msgid "Maga-Knafa"
msgstr "马加-克纳法"
#. [side]: type=Elvish Champion, id=Galdrad
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:142
msgid "Galdrad"
msgstr "伽尔德拉德"
#. [side]: type=Elvish Shyde, id=Chantal
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:159
msgid "Chantal"
msgstr "香黛尔"
#. [message]: speaker=Konrad
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:209
msgid ""
"Master Delfador! Look, there are orcs coming from all directions! What shall "
"we do?"
msgstr "德法多大师!看,兽人们正从四面八方攻来!我们该怎么办?"
#. [message]: speaker=Delfador
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:213
msgid "There are too many to fight, far too many. We must escape!"
msgstr "他们太多了,实在太多了。我们必须逃离!"
#. [event]
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:216
msgid ""
"This is a reenactment of scenario The Elves Besieged of the mainline "
"campaign Heir to the Throne, just that the AI is playing Konrad's side here. "
"The goal is to move Konrad to the signpost in the northwest, while keeping "
"both Konrad and Delfador alive. The same AI as in scenario Protect Unit is "
"used.\n"
"\n"
"Note: The Protect Unit AI is coded as a Micro AI. A Micro AI can be added "
"and adapted to the need of a scenario easily using only WML and the "
"[micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</"
"span> at http://wiki.wesnoth.org/Micro_AIs for more information."
msgstr ""
"这是主线战役“王座继承人”中“精灵受困”场景的再演绎,区别只在于此处是AI在控制科"
"纳德的阵营。目标是移动科纳德至西北方路标处,同时要确保科纳德和德法多都存活。"
"此处使用的AI与<b>保护单位<b>场景中使用的AI相同。\n"
"\n"
"注:保护单位AI是作为微AI来编写的。微AI可以只使用WML和[micro_ai]标签来加入到场"
"景中,并根据场景的需要进行适配。请参阅http://wiki.wesnoth.org/Micro_AIs处的"
"<span color='#00A000'>微AI维基页面</span>以获得更多信息。"
#. [event]
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:222
msgid "Move Konrad here"
msgstr "移动科纳德至此"
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:238
msgid "Very well, we have made it this far! But where do we go next?"
msgstr "很好,我们走了这么远了!但下一步我们去哪?"
#. [message]: speaker=Delfador
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:243
msgid ""
"In HttT, we would travel north now, and try to make it to the Isle of "
"Alduin. But for this demo campaign, we'll call it good here."
msgstr ""
"在王座继承人中,现在我们将会往北走,试图到达奥渡因岛。但在这个演示战役中,我"
"们走到这儿就行了。"
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:268
msgid "I... I don’t think I can make it anymore."
msgstr "我……我想我走不到目的地了。"
#. [message]: speaker=Delfador
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:272
msgid "Prince... you must keep fighting! Nooooooo!"
msgstr "王子……您必须坚持战斗!不!!!!!"
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:276
msgid "It is over. I am doomed..."
msgstr "结束了。我完了……"
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:290
msgid "I have... have failed in my duty to protect the prince! I am defeated."
msgstr "我保护王子的职责失败了!我被打败了。"
#. [message]: speaker=Konrad
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:294
msgid "Don’t die, Delfador! Please, you have to stay alive!"
msgstr "不要死,黎伐多!求求你了,活下去!"
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:298
msgid "Ugh!"
msgstr "啊!"
#. [message]: speaker=Delfador
#: data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg:309
msgid ""
"Oh, no! We have run out of time, they have arrived with reinforcements..."
msgstr "不,我们没时间了,他们的援军已经到了……"
#: 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>通用</u>: 这些AI是设定来模拟这些动物在现实生活中如何行动的。 其中包括“它们"
"是动物”这一点,这意味着它们不是特别聪明。例如,狼通常群体狩猎,但很容易被其他"
"进入狩猎范围的猎物分散注意力。它们也能够,但不是特别擅长把鹿逼入绝境。在很大"
"程度上,这是故意的。\n"
"\n"
"<u>熊 (以邪灵食尸鬼表示), 蜘蛛和雪人</u> 基本上只是在地图中各自所在的部分游"
"荡。它们不会互相挡道(也不会挡狗的道)但被逼入绝境时会互相攻击。它们会攻击其"
"它更弱小的动物(鹿等),如果这些动物在它们的主动攻击范围内的话。\n"
"\n"
"<u>狼</u>群体捕猎。它们会主动追猎最近的鹿(只要它还呆在森林里面)并且试图把它"
"逼入绝境(但不总是非常成功),但容易被其它靠近狩猎范围的猎物分散注意力。狼群"
"试图远离熊、蜘蛛、狗和雪人的攻击范围,除非它们要进攻这些生物。如果你让它们行"
"动足够长的时间,那么他们也会意识到攻击长牙幼兽是有害健康的。当鹿都死光时,他"
"们会随意游荡。注意,不同于多狼群AI(该AI用在另一个场景中),此狼群AI将狼阵营"
"中的所有狼都归入同一个狼群中。"
#: 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 ""
"每只<u>鹿(以吸血蝙蝠表示)</u> 在森林内随处游荡,但当敌人进入这些鹿的守备范"
"围时,它将逃到它能到达的最远的地方。\n"
"<u>长牙兽(以食人魔表示)</u>表现出和鹿相同的行为,但当敌人位于一只长牙幼兽旁"
"边时,此敌人将会领教长牙兽的全部愤怒。.\n"
"\n"
"<u>长牙幼兽(以食人魔幼兽表示)</u>盲目地跟随最近的成年长牙兽,但当长牙兽都死"
"光时,它们的表现和鹿一样。\n"
"\n"
"<u>兔子(以老鼠表示)</u>也会盲目游荡,但当敌人靠近时,如果它们可以到达自己的"
"洞穴,那么它们将逃到这些洞穴(以稻草表示)里面。如果安全了,那么在回合开始"
"时,它们将从洞穴中重新出现。\n"
"\n"
"<u>牧羊犬(以走卒表示)</u>试图保护羊群的安全。这包括让羊群待在由牧羊犬在草地"
"中踩出的小路围成的区域内,站在羊群和靠近的敌人之间,以及攻击靠得太近的敌人"
"等。或许得让本场景运行很长时间之后,你才能看到有趣的狗/狼互动。如果不需要主动"
"进行放牧和保护行为时,牧羊犬会前往小路上的随机位置。\n"
"\n"
"<u>羊(以巨魔幼崽表示)</u>漫无目的地游荡,但当牧羊犬靠近它们时,它们会远离"
"它。如果有可能的话,牧羊犬会利用这点并站在羊群外围。羊也会远离靠近的敌人。"
"羊、牧羊犬和森林生物(鹿、长牙兽、兔子)已经知道它们之间互不威胁并且会远离彼"
"此,这正体现了一只训练有素的牧羊犬的非常优秀的自控能力。"
#. [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 "动物"
#. [side]: id=Rutburt, type=Outlaw
#: data/ai/micro_ais/scenarios/animals.cfg:41
msgid "Rutburt"
msgstr "拉特巴特"
#. [side]: id=Rutburt, type=Outlaw
#. [side]: type=General, id=leader2
#. [side]: type=Lieutenant, id=leader5
#. [side]: type=Lieutenant, id=leader6
#: data/ai/micro_ais/scenarios/animals.cfg:48
#: data/ai/micro_ais/scenarios/goto.cfg:43
#: data/ai/micro_ais/scenarios/goto.cfg:93
#: data/ai/micro_ais/scenarios/goto.cfg:110
#: data/ai/micro_ais/scenarios/wolves.cfg:27
msgid "Humans"
msgstr "人类"
#. [side]
#: data/ai/micro_ais/scenarios/animals.cfg:63
msgid "Forest Creatures"
msgstr "森林生物"
#. [side]
#: data/ai/micro_ais/scenarios/animals.cfg:77
msgid "Ghasts"
msgstr "邪灵食尸鬼"
#. [side]
#: data/ai/micro_ais/scenarios/animals.cfg:91
msgid "Spiders"
msgstr "蜘蛛"
#. [side]
#: data/ai/micro_ais/scenarios/animals.cfg:105
msgid "Yetis"
msgstr "雪人"
#. [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 "狼"
#. [side]
#: data/ai/micro_ais/scenarios/animals.cfg:133
msgid "Whelps"
msgstr "幼兽"
#. [set_menu_item]: id=m01_end_animals
#. [event]
#. [set_menu_item]: id=m04_end_animals
#. [set_menu_item]: id=m01_end_swarm
#. [set_menu_item]: id=m01_end_wolves
#: data/ai/micro_ais/scenarios/animals.cfg:209
#: data/ai/micro_ais/scenarios/dragon.cfg:48
#: data/ai/micro_ais/scenarios/goto.cfg:382
#: data/ai/micro_ais/scenarios/guardians.cfg:85
#: data/ai/micro_ais/scenarios/lurkers.cfg:382
#: data/ai/micro_ais/scenarios/patrols.cfg:177
#: data/ai/micro_ais/scenarios/swarm.cfg:66
#: data/ai/micro_ais/scenarios/wolves.cfg:95
msgid "End Scenario"
msgstr "结束场景"
#. [command]
#. [then]
#: data/ai/micro_ais/scenarios/animals.cfg:221
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:184
#: data/ai/micro_ais/scenarios/goto.cfg:394
#: data/ai/micro_ais/scenarios/recruiting.cfg:111
#: data/ai/micro_ais/scenarios/swarm.cfg:72
#: data/ai/micro_ais/scenarios/swarm.cfg:177
#: data/ai/micro_ais/scenarios/wolves.cfg:101
#: data/ai/micro_ais/scenarios/wolves.cfg:262
msgid "Well, that was that."
msgstr "好吧,就这样吧。"
#. [event]
#: data/ai/micro_ais/scenarios/animals.cfg:338
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'>重要提示:</span> 此场景中的动物微AI是为韦诺主线中不存"
"在的一些动物单位类型而编写的,例如熊、鹿、羊和牧羊犬。在此测试场景中,这些单"
"位以主线单位来表示。"
#. [event]
#: data/ai/micro_ais/scenarios/animals.cfg:341
msgid ""
"This is a fun little scenario with a bunch of different animal AIs, mostly "
"for watching only. The animal AIs behave as follows:\n"
"\n"
msgstr ""
"这是个有趣的小场景,其中有一些不同的动物AI,这主要是为了观看而设计的。这些动"
"物AI的表现如下:\n"
"\n"
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/animals.cfg:349
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:98
#: data/ai/micro_ais/scenarios/protect_unit.cfg:135
#: data/ai/micro_ais/scenarios/wolves.cfg:196
msgid "Question for the Player"
msgstr "为玩家准备的问题"
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/animals.cfg:353
msgid ""
"It is possible to include a human-controlled Side 1, so that the action "
"stops once every turn for looking around (or to mess with things in debug "
"mode).\n"
"\n"
"Note that there is no end to this scenario. For demonstration purposes, any "
"unit that is killed is replaced by another unit of the same type at the "
"beginning of the next turn. In order to end the scenario, there's a right-"
"click option - but that only works in human-controlled mode. In AI-only "
"mode, you have to press 'Esc' or reload a previous savefile.\n"
"\n"
"Also note: The Animal AIs are coded as Micro AIs. A Micro AI can be added "
"and adapted to the need of a scenario easily using only WML and the "
"[micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</"
"span> at http://wiki.wesnoth.org/Micro_AIs for more information."
msgstr ""
"场景中可以包含由人类控制的阵营1,以使行动每回合停止一次,供四处观察(或使用调"
"试模式搞事)。\n"
"\n"
"注意此场景是不会结束的。为了便于演示,在每回合开始时,任何一个被杀死的单位都"
"会被同类型的一个新单位替代。有个右击选项可以结束此场景——但那仅仅在人类控制模"
"式下有效。在仅有AI模式下,你必须按下“Esc”键或载入之前的存档。\n"
"\n"
"此外请注意:动物AI是作为微AI来编写的。仅使用WML和[micro_ai]标签即可很容易地将"
"微AI加入场景中,并根据场景的需要进行适配。请查看<span color='#00A000'>微AI的"
"wiki页面</span>(http://wiki.wesnoth.org/Micro_AIs)以获得更多信息。"
#. [option]
#: data/ai/micro_ais/scenarios/animals.cfg:361
msgid "<span font='16'>I'll just watch the animals.</span>"
msgstr "<span font='16'>我只想观察动物。</span>"
#. [option]
#: data/ai/micro_ais/scenarios/animals.cfg:379
#: data/ai/micro_ais/scenarios/wolves.cfg:224
msgid "<span font='16'>I want to have control of Side 1.</span>"
msgstr "<span font='16'>我想要控制阵营1。</span>"
#. [objectives]
#: data/ai/micro_ais/scenarios/animals.cfg:385
msgid "Watch the animals do their things"
msgstr "观察在做自己的事儿的动物们"
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/animals.cfg:387
#: data/ai/micro_ais/scenarios/goto.cfg:424
#: data/ai/micro_ais/scenarios/swarm.cfg:152
#: data/ai/micro_ais/scenarios/wolves.cfg:236
msgid "Use right-click option"
msgstr "使用右击选项"
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/animals.cfg:391
#: data/ai/micro_ais/scenarios/wolves.cfg:240
msgid "Death of Rutburt"
msgstr "拉特巴特死亡"
#. [note]
#: data/ai/micro_ais/scenarios/animals.cfg:395
#: data/ai/micro_ais/scenarios/goto.cfg:432
#: data/ai/micro_ais/scenarios/swarm.cfg:160
#: data/ai/micro_ais/scenarios/wolves.cfg:244
msgid "Check out the right-click menu options for additional actions"
msgstr "查看右键菜单选项,其中有额外的行动选项"
#. [event]
#: data/ai/micro_ais/scenarios/animals.cfg:413
msgid ""
"Yowl!\n"
"Translation: Those Ogres are mean! We better stay away from them and their "
"young."
msgstr ""
"吆嗷!\n"
"翻译:这些食人魔很卑鄙!我们最好离他们和他们的幼崽远些。"
#. [test]: id=bottleneck_defense
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:5
msgid "Bottleneck Defense"
msgstr "瓶颈防御"
#. [side]: type=Orcish Leader, id=Big Bad Orc
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:38
msgid "Big Bad Orc"
msgstr "又大又坏的兽人"
#. [event]
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:85
msgid "All right, chaps. Those orcs need to be stopped."
msgstr "好了,伙计们。得制止这些兽人。"
#. [event]
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:87
#: data/ai/micro_ais/scenarios/guardians.cfg:514
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:135
msgid "They there! We them get!"
msgstr "它们那儿,我们它们捉!"
#. [event]
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:90
msgid ""
"We need to hold that pass for as long as we can. Let's put our strongest "
"fighters on the front line and bring injured units to the back for healing. "
"If we're careful enough, we might even win this battle. I'll join you as "
"soon as I'm done recruiting and do my share of the fighting.\n"
"\n"
"Note: The Bottleneck Defense AI is coded as a Micro AI. A Micro AI can be "
"added and adapted to the need of a scenario easily using only WML and the "
"[micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</"
"span> at http://wiki.wesnoth.org/Micro_AIs for more information."
msgstr ""
"我们得尽可能拖住他们。把最强的战士放在前线,把负伤的单位带到后方疗伤。如果足"
"够小心,我们甚至可能赢得这次战斗。完成征募后,我会立刻加入你的队伍参与战"
"斗。\n"
"\n"
"注:瓶颈防御AI是作为微AI来编写的。仅使用WML和[micro_ai]标签即可很容易地将微AI"
"加入场景中,并根据场景的需要进行适配。请查看<span color='#00A000'>微AI的wiki"
"页面</span>(http://wiki.wesnoth.org/Micro_AIs)以获得更多信息。"
#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:100
msgid ""
"In this scenario, the AI playing the humans in the east is instructed to "
"form a defensive line at the pass and hold off the orcs for as long as "
"possible. Do you want to play the orc side or let the default (RCA) AI do "
"that?"
msgstr ""
"这个场景中,扮演东方人类的AI接到指示,将在通路处组成一道防线,尽可能地拖住兽"
"人。你想亲自控制兽人阵营,还是让默认(RCA)AI来控制?"
#. [option]
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:102
msgid "<span font='16'>I'll watch the two AIs fight it out.</span>"
msgstr "<span font='16'>我将观看两个AI对战。</span>"
#. [option]
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:105
msgid "<span font='16'>I'll play the orcs.</span>"
msgstr "<span font='16'>我将扮演兽人。</span>"
#. [objectives]
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:116
msgid "Take the pass"
msgstr "攻陷通路"
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:118
msgid "Defeat all humans"
msgstr "击败所有人类"
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:122
msgid "Death of Big Bad Orc"
msgstr "又大又坏的兽人死亡"
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:126
msgid "Only one orc remains"
msgstr "只有一个兽人存活"
#. [then]
#: data/ai/micro_ais/scenarios/bottleneck_defense.cfg:151
msgid ""
"I may have fallen, but we will continue to defend the pass to the last man!"
msgstr "我可能是倒下了,但我们将继续守卫通路直到最后一人!"
#. [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 "龙"
#. [side]
#: data/ai/micro_ais/scenarios/dragon.cfg:21
msgid "team_name^Rowck"
msgstr "罗克"
#. [side]: type=Dread Bat, id=Dreadful Bat
#: data/ai/micro_ais/scenarios/dragon.cfg:33
msgid "Dreadful Bat"
msgstr "恐怖蝙蝠"
#. [event]
#: data/ai/micro_ais/scenarios/dragon.cfg:51
msgid "Rowck's Home"
msgstr "罗克之巢"
#. [unit]: id=Rowck, type=Fire Dragon
#: data/ai/micro_ais/scenarios/dragon.cfg:55
msgid "Rowck"
msgstr "罗克"
#. [event]
#: data/ai/micro_ais/scenarios/dragon.cfg:81
msgid "Be careful to stay out of the way of that dragon. He's a mean one."
msgstr "小心点,远离那头龙。他很卑鄙。"
#. [event]
#: data/ai/micro_ais/scenarios/dragon.cfg:84
msgid ""
"Hi there. I am Rowck and here is what I do:\n"
"When hungry, I move around part of the map in a random wander until I get "
"into range of an enemy. If enemies are within range, I attack and devour the "
"weakest of them. After that, I retreat to my rest location, where I stay for "
"a certain number of turns or until fully healed.\n"
"A few details (features, not bugs, but can be changed if desired):\n"
"- If my way home is blocked on the return, the normal RCA AI takes over my "
"behavior.\n"
"- I will, however, attack any enemy occupying my rest hex, if I can get "
"there.\n"
"- A kill only makes me go home when I am the attacker, not as defender.\n"
"- Occasionally I will not move at all while wandering (a dragon has to rest "
"sometimes!)\n"
"\n"
"Note: The Hunter AI is coded as a Micro AI. A Micro AI can be added and "
"adapted to the need of a scenario easily using only WML and the [micro_ai] "
"tag. Check out the <span color='#00A000'>Micro AI wiki page</span> at http://"
"wiki.wesnoth.org/Micro_AIs for more information."
msgstr ""
"喂。我是罗克,这是我的行动模式:\n"
"当我饥饿时,我会在地图的一部分区域内四处游荡,直到我的攻击范围内出现敌人。当"
"敌人在攻击范围之内时,我会攻击并吞食其中最弱的一员。而后,我将退回到栖息处,"
"我将在那儿呆几个回合或直到完全康复。\n"
"一些细节(是特性,而不是缺陷,但若是需要时可更改):\n"
"- 如果回家路被堵了,那么普通的RCA AI会接管我的行动。\n"
"- 然而,如果我能回到栖息地,那么我将攻击占据栖息地的任何敌人。\n"
"- 当我是进攻方而非防御方时,击杀我仅仅只能送我回老家而已。\n"
"- 在游荡时,偶尔我也会完全不移动(有时龙必须休息!)\n"
"\n"
"注:猎手AI是作为微AI来编写的。仅使用WML和[micro_ai]标签即可很容易地将微AI加入"
"场景中,并根据场景的需要进行适配。请查看<span color='#00A000'>微AI的wiki页面"
"</span>(http://wiki.wesnoth.org/Micro_AIs)以获得更多信息。"
#. [objectives]
#: data/ai/micro_ais/scenarios/dragon.cfg:96
msgid "Move the bats around to explore how Rowck reacts"
msgstr "四处移动蝙蝠以探究罗克如何反应"
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/dragon.cfg:98
msgid "Defeat Rowck"
msgstr "击败罗克"
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/dragon.cfg:102
msgid "Move the lead bat to the signpost"
msgstr "移动蝙蝠首领至路标处"
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/dragon.cfg:106
msgid "Death of the bat leader"
msgstr "蝙蝠首领死亡"
#. [event]
#: data/ai/micro_ais/scenarios/dragon.cfg:139
msgid "I'm out of here."
msgstr "我要离开这儿。"
#. [test]: id=fast
#: data/ai/micro_ais/scenarios/fast.cfg:5
msgid "Fast"
msgstr "快速"
#. [event]
#: data/ai/micro_ais/scenarios/fast.cfg:64
msgid ""
"This scenario presents a situation with so many units on the map, that there "
"is a noticeable delay (a few seconds or so) before each move by the default "
"AI. By contrast, the Fast Micro AI has a much shorter delay. To demonstrate "
"the difference, side 1 is played by the Fast Micro AI and side 2 by the "
"default (RCA) AI.\n"
"\n"
"There is nothing to do here, just watch or use this scenario as a template "
"or for your own tests."
msgstr ""
"此场景表现了如下状况:地图上有太多单位,以至于默认AI在每下一手前,都会产生可"
"感知的延迟(大概会有几秒钟)。相比之下,快速微AI的延迟要短得多。为演示这一区"
"别,阵营1由快速微AI扮演,而阵营2由默认(RCA)AI扮演。\n"
"\n"
"在此你无事可做,只要看着就行,也可以将此场景用作模板或用于你自己的测试。"
#. [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 "Goto"
#. [side]: id=Vaddan, type=Outlaw
#: data/ai/micro_ais/scenarios/goto.cfg:27
msgid "Vaddan"
msgstr "瓦丹"
#. [side]: type=Poacher, id=leader3
#: data/ai/micro_ais/scenarios/goto.cfg:60
msgid "Woodsmen"
msgstr "护林人"
#. [side]: type=Saurian Flanker, id=leader4
#: data/ai/micro_ais/scenarios/goto.cfg:76
msgid "Saurians"
msgstr "蜥蜴人"
#. [side]
#: data/ai/micro_ais/scenarios/goto.cfg:125
msgid "team_name^Animals"
msgstr "动物"
#. [side]
#: data/ai/micro_ais/scenarios/goto.cfg:138
msgid "team_name^Ghosts"
msgstr "鬼魂"
#. [event]
#: data/ai/micro_ais/scenarios/goto.cfg:185
msgid "General Minry"
msgstr "明利将军"
#. [event]
#: data/ai/micro_ais/scenarios/goto.cfg:186
msgid "Lieutenant Gadoc"
msgstr "伽多克尉官"
#. [event]
#: data/ai/micro_ais/scenarios/goto.cfg:187
msgid "Lieutenant Senvan"
msgstr "森凡尉官"
#. [event]
#: data/ai/micro_ais/scenarios/goto.cfg:188
msgid "Sergeant Aethubry"
msgstr "艾萨博雷士官"
#. [set_menu_item]: id=m01_new_footpad
#: data/ai/micro_ais/scenarios/goto.cfg:339
msgid "Place Side 1 Footpad"
msgstr "放置阵营1的走卒"
#. [set_menu_item]: id=m02_kill_unit
#. [set_menu_item]: id=m05_kill_unit
#: data/ai/micro_ais/scenarios/goto.cfg:350
#: data/ai/micro_ais/scenarios/swarm.cfg:113
#: data/ai/micro_ais/scenarios/wolves.cfg:153
msgid "Kill Unit under Cursor"
msgstr "杀死光标下的单位"
#. [set_menu_item]: id=m03_null_control
#: data/ai/micro_ais/scenarios/goto.cfg:363
msgid "Turn off human control of Side 1"
msgstr "关闭阵营1的人类控制"
#. [event]
#: data/ai/micro_ais/scenarios/goto.cfg:413
msgid ""
"This scenario demonstrates a variety of different uses of the Goto Micro AI. "
"All AI sides are controlled by this MAI in one way or another (except for "
"the saurians, which are run by the Lurkers Micro AI). Messages will be "
"displayed throughout the scenario to point out what the units are doing.\n"
"\n"
"The player controls Side 1. There are right-click context menu options for "
"adding Side 1 units to the map and for taking them off again. This is useful "
"mostly for testing how the Side 3 guardians react.\n"
"\n"
"Note: The Goto AI is coded as a Micro AI. A Micro AI can be added and "
"adapted to the need of a scenario easily using only WML and the [micro_ai] "
"tag. Check out the <span color='#00A000'>Micro AI wiki page</span> at http://"
"wiki.wesnoth.org/Micro_AIs for more information."
msgstr ""
"此场景将演示Goto微AI的各种不同用例。所有AI阵营均由此微AI通过各种方式控制(蜥"
"蜴人除外,他们由潜伏者微AI控制)。用于指出这些单位所执行的行动的信息将贯穿整"
"个场景。\n"
"\n"
"玩家控制阵营1。右击上下文菜单中提供了在地图上添加及移除阵营1单位的选项。这主"
"要用于测试阵营3守卫的反应模式。\n"
"\n"
"注:Goto AI是作为微AI来编写的。仅使用WML和[micro_ai]标签即可很容易地将微AI加"
"入场景中,并根据场景的需要进行适配。请查看<span color='#00A000'>微AI的wiki页"
"面</span>(http://wiki.wesnoth.org/Micro_AIs)以获得更多信息。"
#. [objectives]
#: data/ai/micro_ais/scenarios/goto.cfg:422
msgid "Watch the AI units do their things"
msgstr "观察AI单位做他们的事情"
#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/goto.cfg:428
msgid "Death of Vaddan"
msgstr "瓦丹死亡"
#. [message]: speaker=messenger1
#: data/ai/micro_ais/scenarios/goto.cfg:443
msgid "The bridge is out. What do we do now?"
msgstr "桥断了。我们现在该怎么办?"
#. [message]: speaker=messenger2
#: data/ai/micro_ais/scenarios/goto.cfg:447
msgid "Looks like we need to take the long way around to get to General Minry."
msgstr "看起来我们得走远路才能到明利将军那儿了。"
#. [message]: speaker=leader3
#: data/ai/micro_ais/scenarios/goto.cfg:456
msgid ""
"Chaps, ignore everybody except for that swindler Vaddan and his men. Stay in "
"place until any of his units gets within 8 hexes of you.\n"
"\n"
"Note: This is a demonstration of how the Goto Micro AI can be used to code "
"guardian units, although one of the dedicated Guardian Micro AIs will often "
"be better suited for that purpose."
msgstr ""
"伙计们,除了骗子瓦丹和他的手下,其他人都不用管。呆在原地,直到他的单位进入你"
"身边8格之内。\n"
"\n"
"注意:这用于展示Goto微AI如何用于编写守卫单位,虽说专用的守卫微AI之一更适合用"
"于此目的。"
#. [message]: type=Vampire Bat
#: data/ai/micro_ais/scenarios/goto.cfg:467
msgid ""
"Us four bats switch between running off to the corners of the map (each one "
"to a different corner), and getting back in a group right here. Either "
"behavior is set up with a single [micro_ai] tag, one with "
"'unique_goals=yes', the other without."
msgstr ""
"这四只蝙蝠会在两种行动之间切换:飞到地图的四个角落(各到一个不同的角落),以"
"及飞回来在此重新结队。这两种行为都分别由一个[micro_ai]标签来设置,其中之一含"
"有“unique_goals=yes”,另一个不含。"
#. [event]
#: data/ai/micro_ais/scenarios/goto.cfg:475
msgid "Aaiiieeeeeee !!!"
msgstr "啊咿咿咿咿咿!!!"
#. [event]
#: data/ai/micro_ais/scenarios/goto.cfg:476
msgid "O no, a ghost!"
msgstr "哦不,鬼魂!"
#. [event]
#: data/ai/micro_ais/scenarios/goto.cfg:477
msgid ""
"Don't worry, those are really shy ghosts. Nobody knows why, but they always "
"appear in the north this time of year and move through to the south. Also, "
"very unusually for ghosts, they seem to be scared of everybody and avoid "
"other units as much as possible -- except for the bats and saurians, with "
"which they seem to get along just fine for some reason. So as long as we "
"don't corner them, they'll leave us alone."
msgstr ""
"别担心,那些鬼魂特别害羞。没人知道为什么,但每年的这段时间,它们总是出现在北"
"方并且向南移动。而且,作为鬼魂而言非同寻常的一点是,它们似乎非常害怕所有人,"
"会尽可能避免与其他单位接触——除了蝙蝠和蜥蜴人。因为某些原因,鬼魂似乎很乐意与"
"它们相处。因此只要我们不把它们逼到无路可走, 它们就不会干涉我们。"
#. [message]: speaker=messenger2
#: data/ai/micro_ais/scenarios/goto.cfg:536
msgid ""
"I'll take the route straight through the mountains. It's much shorter than "
"following the trail all the way around in the south."
msgstr "我将走这条直接穿过山脉的路,这比沿着足迹往南面绕一大圈要近多了。"
#. [message]: speaker=messenger1
#: data/ai/micro_ais/scenarios/goto.cfg:540
msgid ""
"You're crazy. It might be shorter as the crow flies, but it will take you "
"forever to get through those mountains.\n"
"\n"
"Note: The messengers are controlled by Goto Micro AI definitions that differ "
"by a single line, 'use_straight_line=yes/no'."
msgstr ""
"你疯了。直线距离确实是短,但你要走很长时间才能穿过山脉。\n"
"\n"
"注意:这些信使由Goto微AI控制。他们的定义只有一行是不同"
"的,“use_straight_line=yes/no”。"
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/goto.cfg:574
msgid "I told you so!"
msgstr "我早就告诉你了!"
#. [message]: speaker=leader5
#: data/ai/micro_ais/scenarios/goto.cfg:584
msgid ""
"Men, head down to the River Fort and get your orders from Sergeant Aethubry. "
"I want each and every one of you to report to him before going east to fight "
"those saurians."
msgstr ""
"伙计们,去河边要塞,从艾萨博雷士官那里领命。在去东边与那些蜥蜴人交战之前,我"
"希望你们当中每个人都向他汇报。"
#. [message]: speaker=leader6
#: data/ai/micro_ais/scenarios/goto.cfg:593
msgid ""
"Hah, that's that pencil pusher Gadoc for you! Men, I want you to move toward "
"the River Fort as well, but it's good enough for one of you to report to "
"Sergeant Aethubry. Once that has happened, the rest of you can head into "
"battle directly."
msgstr ""
"哈,这就是伽多克文员啊!伙计们,我希望你们也向河边要塞前进。但只要有一人向艾"
"萨博雷士官报告就行。完成报告之后,剩下的人可以直接投入战斗。"
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/goto.cfg:611
msgid ""
"$unit.language_name $unit.name from Lieutenant Gadoc's squadron reporting "
"for duty, sir."
msgstr "来自伽多克尉官中队的$unit.language_name $unit.name 报到,长官。"
#. [message]: speaker=fort_commander
#: data/ai/micro_ais/scenarios/goto.cfg:627
msgid "Ready to fight those saurians, soldier?"
msgstr "准备好同那些蜥蜴人作战了吗,士兵?"
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/goto.cfg:631
msgid "Yes, sir."
msgstr "是,长官!"
#. [message]: speaker=fort_commander
#: data/ai/micro_ais/scenarios/goto.cfg:639
msgid ""
"Very good, $unit.language_name. Now go help your comrade get rid of that "
"saurian infestation in the swamps."
msgstr ""
"非常好,$unit.language_name。现在去帮助战友们,从沼泽地里把盘踞的蜥蜴人赶出"
"去。"
#. [message]: speaker=fort_commander
#: data/ai/micro_ais/scenarios/goto.cfg:647
msgid "Maybe if I ignore them, they'll just go away?"
msgstr "也许只要我忽略他们,他们就会离开?"
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/goto.cfg:666
msgid "Lieutenant Senvan's men reporting for duty, sir."
msgstr "森凡尉官的下属前来报到,长官。"
#. [message]: speaker=fort_commander
#: data/ai/micro_ais/scenarios/goto.cfg:670
msgid ""
"Ah, Lieutenant Senvan... Is every single one of you going to bother me "
"individually as well?"
msgstr "啊,森凡尉官……你们也打算一个个来烦我?"
#. [message]: speaker=unit
#: data/ai/micro_ais/scenarios/goto.cfg:674
msgid ""
"No, sir. Lieutenant Senvan ordered us to head into battle as soon as I have "
"reported to you."
msgstr "不,长官。森凡尉官下令,一旦我向您报到,我们将立刻投入战斗。"
#. [message]: speaker=fort_commander
#: data/ai/micro_ais/scenarios/goto.cfg:678
msgid ""
"Well, that's a relief. Somebody knows how to use his ... I mean, very well, "
"off you go then.\n"
"\n"
msgstr ""
"好吧,让我松了口气啊。有些人挺清楚该怎么用他的……我是说,很好,你可以走了。\n"
"\n"
#. [message]: speaker=fort_commander
#: data/ai/micro_ais/scenarios/goto.cfg:680
msgid ""
"I wouldn't say anything negative about one of my superior officers now, "
"would I?"
msgstr "我可不会说我的上级之一的坏话的,不是吗?"
#. [message]: type=Vampire Bat
#: data/ai/micro_ais/scenarios/goto.cfg:718
msgid "We've all made it to the corners, let's get back together again."
msgstr "我们都到达了角落,让我们重聚吧。"
#. [message]: type=Vampire Bat
#: data/ai/micro_ais/scenarios/goto.cfg:759
msgid "We're back together, let's head out to the corners again."
msgstr "我们重聚了,让我们再出发去角落吧。"