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[Wesnoth-cvs-commits] wesnoth/po wesnoth/en_GB.po wesnoth-editor/en_G...


From: ott
Subject: [Wesnoth-cvs-commits] wesnoth/po wesnoth/en_GB.po wesnoth-editor/en_G...
Date: Sun, 17 Apr 2005 19:04:56 -0400

CVSROOT:        /cvsroot/wesnoth
Module name:    wesnoth
Branch:         
Changes by:     ott <address@hidden>    05/04/17 23:04:56

Modified files:
        po/wesnoth     : en_GB.po 
        po/wesnoth-editor: en_GB.po 
        po/wesnoth-lib : en_GB.po 
        po/wesnoth-sotbe: en_GB.po 

Log message:
        Updated British English translation.

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/en_GB.po.diff?tr1=1.23&tr2=1.24&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-editor/en_GB.po.diff?tr1=1.14&tr2=1.15&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-lib/en_GB.po.diff?tr1=1.14&tr2=1.15&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/en_GB.po.diff?tr1=1.18&tr2=1.19&r1=text&r2=text

Patches:
Index: wesnoth/po/wesnoth-editor/en_GB.po
diff -u wesnoth/po/wesnoth-editor/en_GB.po:1.14 
wesnoth/po/wesnoth-editor/en_GB.po:1.15
--- wesnoth/po/wesnoth-editor/en_GB.po:1.14     Sun Apr 17 06:35:25 2005
+++ wesnoth/po/wesnoth-editor/en_GB.po  Sun Apr 17 23:04:56 2005
@@ -3,9 +3,9 @@
 "Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
 "POT-Creation-Date: 2005-04-17 08:24+0200\n"
-"PO-Revision-Date: 2005-04-16 21:36+0200\n"
+"PO-Revision-Date: 2005-04-18 00:51+0200\n"
 "Last-Translator: ott <address@hidden>\n"
-"Language-Team: none\n"
+"Language-Team: en_GB\n"
 "MIME-Version: 1.0\n"
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
@@ -92,7 +92,6 @@
 msgstr "Player"
 
 #: src/editor/editor_dialogs.cpp:47
-#, fuzzy
 msgid "Your modifications to the map will be lost. Continue?"
 msgstr "Your modifications to the map will be lost.  Continue?"
 
@@ -141,9 +140,8 @@
 msgstr "Scroll Speed:"
 
 #: src/editor/editor_dialogs.cpp:282
-#, fuzzy
 msgid "Toggle Full Screen"
-msgstr "Full Screen"
+msgstr "Toggle Full Screen"
 
 #: src/editor/editor_dialogs.cpp:289
 msgid "Show Grid"
Index: wesnoth/po/wesnoth-lib/en_GB.po
diff -u wesnoth/po/wesnoth-lib/en_GB.po:1.14 
wesnoth/po/wesnoth-lib/en_GB.po:1.15
--- wesnoth/po/wesnoth-lib/en_GB.po:1.14        Sun Apr 17 06:35:31 2005
+++ wesnoth/po/wesnoth-lib/en_GB.po     Sun Apr 17 23:04:56 2005
@@ -3,9 +3,9 @@
 "Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
 "POT-Creation-Date: 2005-04-17 08:24+0200\n"
-"PO-Revision-Date: 2005-03-22 17:38+0200\n"
+"PO-Revision-Date: 2005-04-18 00:55+0200\n"
 "Last-Translator: ott <address@hidden>\n"
-"Language-Team: none\n"
+"Language-Team: en_GB\n"
 "MIME-Version: 1.0\n"
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
@@ -46,9 +46,8 @@
 msgstr "Default Zoom:"
 
 #: src/hotkeys.cpp:53 src/preferences.cpp:831
-#, fuzzy
 msgid "Toggle Full Screen"
-msgstr "Full Screen"
+msgstr "Toggle Full Screen"
 
 #: src/hotkeys.cpp:54
 msgid "Accelerated"
@@ -462,7 +461,7 @@
 
 #: src/show_dialog.cpp:409 src/show_dialog.cpp:422
 msgid "OK"
-msgstr ""
+msgstr "OK"
 
 #: src/show_dialog.cpp:415
 msgid "Yes"
@@ -483,9 +482,3 @@
 #: src/show_dialog.cpp:883
 msgid "KB"
 msgstr "KB"
-
-#~ msgid "Fullscreen"
-#~ msgstr "Fullscreen"
-
-#~ msgid "Ok"
-#~ msgstr "OK"
Index: wesnoth/po/wesnoth-sotbe/en_GB.po
diff -u wesnoth/po/wesnoth-sotbe/en_GB.po:1.18 
wesnoth/po/wesnoth-sotbe/en_GB.po:1.19
--- wesnoth/po/wesnoth-sotbe/en_GB.po:1.18      Sun Apr 17 06:35:33 2005
+++ wesnoth/po/wesnoth-sotbe/en_GB.po   Sun Apr 17 23:04:56 2005
@@ -3,9 +3,9 @@
 "Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
 "POT-Creation-Date: 2005-04-17 08:24+0200\n"
-"PO-Revision-Date: 2005-03-22 17:42+0200\n"
+"PO-Revision-Date: 2005-04-18 00:54+0200\n"
 "Last-Translator: ott <address@hidden>\n"
-"Language-Team: none\n"
+"Language-Team: en_GB\n"
 "MIME-Version: 1.0\n"
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
@@ -264,20 +264,19 @@
 msgstr "So here we are, they are preparing to assault."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:222
-#, fuzzy
 msgid "Prestim's walls are rock hard, they'll break clean off on them."
 msgstr "Prestim's walls are rock hard, they'll break clean off on them."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:227
-#, fuzzy
 msgid ""
 "I'm not that sure. Every fortress has its own weakness. Prestim's walls are "
 "built on three towers. If one of them is destroyed, a breach will allow "
 "humans to enter Prestim... needless to say, this would be the end for us."
 msgstr ""
 "I'm not so sure.  Every fortress has its own weakness.  Prestim's walls are "
-"built on three towers.  If one of them was destroyed, the breach would allow "
-"humans to enter Prestim ... needless to say, this would be the end for us."
+"built on three towers.  If one of them were destroyed, the breach would "
+"allow humans to enter Prestim... needless to say, this would be the end for "
+"us."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:232
 msgid ""
@@ -304,26 +303,24 @@
 msgstr "Which one?"
 
 #: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:257
-#, fuzzy
 msgid ""
 "Most forces will cross the river by the ford where the bridge previously "
 "stood. If we manage to defend it, we might still have a chance."
 msgstr ""
-"Most forces will cross the river by the ford where the bridge stood "
-"previously.  If we manage to defend it, we might still have a chance."
+"Most forces will cross the river by the ford where the bridge previously "
+"stood. If we manage to defend it, we might still have a chance."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:262
 msgid "And if we fail?"
 msgstr "And if we fail?"
 
 #: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:267
-#, fuzzy
 msgid ""
 "Then they will assault Prestim at five versus one. We'll just have to pray "
 "to Mother Earth."
 msgstr ""
 "Then they will assault Prestim, five against one.  We'll just have to pray "
-"to Mother earth."
+"to Mother Earth."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:272
 msgid "Great."
@@ -342,9 +339,8 @@
 msgstr "Here we are!  Hold on Prestim, we arrive to push them to the river!"
 
 #: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:395
-#, fuzzy
 msgid "They are too numerous now, RETREAT!"
-msgstr "They are too numerous now, RETREAT !"
+msgstr "They are too numerous now, RETREAT!"
 
 #: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:417
 msgid ""
@@ -353,24 +349,22 @@
 "The Great Horde at last!  I was beginning to think they would never come."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:422
-#, fuzzy
 msgid ""
 "Your defense of Prestim was heroic, facing such opposition surely undermined "
 "the morale of humans. Now they are retreating to their fortresses and will "
 "not venture out anytime soon."
 msgstr ""
 "Your defence of Prestim was heroic, facing such opposition surely undermined "
-"morale of the humans.  Now they are retreating to their fortresses and won't "
-"get out of them."
+"the morale of humans.  Now they are retreating to their fortresses and will "
+"not venture out anytime soon."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:427
-#, fuzzy
 msgid ""
 "It is now time to show them who we are and to lead the Great Horde in "
 "pursuit! We will not rest until we destitute Earl Lanbec'h!"
 msgstr ""
-"It is now time to show them who we are and to lead the Great Horde to their "
-"tails!  They won't have a rest until we'll destitute Earl Lanbec'h!"
+"It is now time to show them who we are and to lead the Great Horde in "
+"pursuit! We will not rest until we destitute Earl Lanbec'h!"
 
 #: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:433
 msgid ""
Index: wesnoth/po/wesnoth/en_GB.po
diff -u wesnoth/po/wesnoth/en_GB.po:1.23 wesnoth/po/wesnoth/en_GB.po:1.24
--- wesnoth/po/wesnoth/en_GB.po:1.23    Sun Apr 17 06:35:19 2005
+++ wesnoth/po/wesnoth/en_GB.po Sun Apr 17 23:04:56 2005
@@ -3,9 +3,9 @@
 "Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
 "POT-Creation-Date: 2005-04-17 08:15+0200\n"
-"PO-Revision-Date: 2005-04-16 21:03+0200\n"
+"PO-Revision-Date: 2005-04-18 00:49+0200\n"
 "Last-Translator: ott <address@hidden>\n"
-"Language-Team: none\n"
+"Language-Team: en_GB\n"
 "MIME-Version: 1.0\n"
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
@@ -796,7 +796,6 @@
 "The traits that are available to all non-Undead units are:"
 
 #: data/help.cfg:219
-#, fuzzy
 msgid ""
 "\n"
 "\n"
@@ -818,14 +817,13 @@
 "\n"
 "Intelligent units require 20% less experience than usual to advance.\n"
 "\n"
-"Intelligent units are very useful at the beginning of a campaign, as they "
-"can be quickly advanced into much needed higher level units. Later in the "
-"campaign, they are not quite so useful, and if you have plenty of high level "
-"units you may find yourself recalling units with more useful ''long-term'' "
-"traits."
+"Intelligent units are very useful at the beginning of a campaign as they can "
+"advance to higher levels more quickly. Later in campaigns Intelligent is not "
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may wish to recall units with more desirable traits."
 
 #: data/help.cfg:226
-#, fuzzy
 msgid ""
 "\n"
 "\n"
@@ -848,14 +846,14 @@
 "\n"
 "Quick units have 1 extra movement point, but 10% less HP than usual.\n"
 "\n"
-"Quick is the most noticeable trait, particularly in slower units such as "
-"trolls or heavy infantry. Units with the Quick trait can often have greatly "
-"increased mobility in rough terrain, so consider that when deploying your "
-"forces. Also, remember that Quick units aren't quite as tough as usual, and "
-"so aren't so good for holding positions."
+"Quick is the most noticeable trait, particularly in slower moving units such "
+"as trolls or heavy infantry. Units with the Quick trait often have greatly "
+"increased mobility in rough terrain, so you should consider that when "
+"deploying your forces. Also, Quick units aren't quite as tough as units "
+"without this trait and are subsequently less good at holding contested "
+"positions."
 
 #: data/help.cfg:233
-#, fuzzy
 msgid ""
 "\n"
 "\n"
@@ -877,13 +875,13 @@
 "\n"
 "Resilient units have 7 more HP than usual.\n"
 "\n"
-"Resilient units can be useful at all stages in the campaign, and is a useful "
-"trait for all units, though you'll find yourself noticing it more in some "
-"units than others. Resilient units are especially useful for holding ground "
-"against opponents."
+"Resilient units can be useful at all stages of a campaign, and this is a "
+"useful trait for all units. Resilient is often most helpful as a trait when "
+"it occurs in a unit that has some combination of low hitpoints, good "
+"defence, or high resistances. Resilient units are especially useful for "
+"holding strategic positions against opponents."
 
 #: data/help.cfg:240
-#, fuzzy
 msgid ""
 "\n"
 "\n"
@@ -906,10 +904,10 @@
 "Strong units do 1 more damage per swing in melee combat, and have 2 more "
 "HP.\n"
 "\n"
-"Useful for any close-combat unit, Strong is most effective for units who "
-"have a high number of swings, such as the Elvish Fighter. Strong units can "
-"be very useful when a tiny bit of extra damage is all that is needed to turn "
-"a damaging stroke into a killing blow."
+"While useful for any close-combat unit, Strong is most effective for units "
+"that have a high number of swings, such as the Elvish Fighter. Strong units "
+"can be very useful when a tiny bit of extra damage is all that is needed to "
+"turn a damaging stroke into a killing blow."
 
 #: data/help.cfg:243
 msgid ""
@@ -924,7 +922,6 @@
 "Other special traits that may be assigned to units are:"
 
 #: data/help.cfg:251
-#, fuzzy
 msgid ""
 "\n"
 "\n"
@@ -961,7 +958,6 @@
 "dismiss them or send them to a foolish death."
 
 #: data/help.cfg:258
-#, fuzzy
 msgid ""
 "\n"
 "\n"
@@ -982,13 +978,12 @@
 "\n"
 "Undead units are immune to poison.\n"
 "\n"
-"Undead units generally have Undead as their only trait. Since Undead units "
+"Undead units generally have 'Undead' as their only trait. Since Undead units "
 "are the bodies of the dead, risen to fight again, poison has no effect upon "
 "them. This can make them invaluable in dealing with foes who use poison in "
 "conjunction with their attacks."
 
 #: data/help.cfg:265
-#, fuzzy
 msgid ""
 "\n"
 "\n"
@@ -1005,14 +1000,14 @@
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"Dextrous is a trait possessed only by Elves. The Elven people are known for "
 "their uncanny grace, and their great facility with the bow.  Some, however, "
 "are gifted with natural talent that exceeds their brethren.  These elves "
-"inflict an additional point of damage with each arrow to reflect this skill."
+"inflict an additional point of damage with each arrow."
 
 #: data/items.cfg:264
 msgid ""
@@ -7480,6 +7475,25 @@
 "aid of a nearby village.  Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
+"stone-like bodies have grown to a size much taller than a man, and their "
+"terrifying ability to recover from wounds make them a formidable foe even "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
+"smarter, faster, stronger, and though one would dare not say it to their "
+"face, uglier than any of their children. They wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
+"\n"
+"Usage:\n"
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
+"vulnerable to archers, especially in open terrain, and should always have a "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armoured or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
+"Their regeneration allows them to cure poison and heal wounds without the "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
+"their weakness during daylight hours."
 
 #: data/units/Troll_Hero.cfg:3
 msgid "Troll Hero"
@@ -7525,6 +7539,29 @@
 "hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
 "attacking them in open terrain during the day, when they are weakest."
 msgstr ""
+"Given the monstrous strength of their race, trolls can turn rather mundane "
+"weapons into implements of deadly force. Some trolls piece together crude "
+"slings, little different from what a child would use, save for the fact they "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
+"being burdened by their heavy ammunition, and lacking in any sort of melee "
+"weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
+"uglier than the whelp it once was, and a troll's fist serves as well as a "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
+"enemy archer makes fighting them a dicey proposition at any range, unless "
+"one can attack under heavy cover of terrain.\n"
+"\n"
+"Usage:\n"
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
+"Unlike most others of their race, a Troll Rocklobber will make many archers "
+"think twice about attacking, and is quite dangerous for an enemy spellcaster "
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armoured or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 
 #: data/units/Troll_Warrior.cfg:3
 msgid "Troll Warrior"
@@ -7555,6 +7592,27 @@
 "daylight hours is a liability, though a Troll Warrior is still very powerful "
 "during the day."
 msgstr ""
+"A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
+"\n"
+"Usage:\n"
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
+"Though vulnerable to archers and spellcasters, especially in open terrain, "
+"the raw power of a Troll Warrior makes them a foe that generally must be "
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 
 #: data/units/Troll_Whelp.cfg:3
 msgid "Troll Whelp"
@@ -7583,6 +7641,26 @@
 "aid of a nearby village.  Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
+"The word 'whelp,' applied even to fearsome animals like wolves and lions, "
+"brings to mind images of frail, helpless, and even 'cute' creatures, so "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
+"however, a Troll 'whelp' already possesses the terrifying strength native to "
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
+"\n"
+"Usage:\n"
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
+"are vulnerable to archers, especially in open terrain, and should always "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
+"against brittle foes, like skeletons, and quite weak against well armoured "
+"or naturally resilient enemies, such as their woodland counterpart, the "
+"wose. Their regeneration allows them to cure poison and heal wounds without "
+"the aid of a nearby village. Their relatively slow speed is a liability, as "
+"is their weakness during daylight hours."
 
 #: data/units/Vampire_Bat.cfg:3
 msgid "Vampire Bat"
@@ -8648,11 +8726,11 @@
 
 #: src/mapgen_dialog.cpp:89
 msgid "Number of Hills:"
-msgstr ""
+msgstr "Number of Hills:"
 
 #: src/mapgen_dialog.cpp:90
 msgid "Max Hill Size:"
-msgstr ""
+msgstr "Max Hill Size:"
 
 #: src/mapgen_dialog.cpp:91
 msgid "Villages:"
@@ -9604,87 +9682,3 @@
 #: src/unit_types.cpp:932
 msgid "neutral"
 msgstr "neutral"
-
-#~ msgid ""
-#~ "Trolls are strong and brutal humanoid monsters with the amazing ability "
-#~ "to regenerate themselves, so that they recover from wounds on their own, "
-#~ "even during battle."
-#~ msgstr ""
-#~ "Trolls are strong and brutal humanoid monsters with the amazing ability "
-#~ "to regenerate themselves, so that they recover from wounds on their own, "
-#~ "even during battle."
-
-#~ msgid ""
-#~ "Trolls are humanoid monsters that have the amazing ability to regenerate, "
-#~ "recovering from their wounds during battle. These trolls have armed "
-#~ "themselves with large rocks they hurl at their opponents."
-#~ msgstr ""
-#~ "Trolls are humanoid monsters that have the amazing ability to regenerate, "
-#~ "recovering from their wounds during battle. These trolls have armed "
-#~ "themselves with large rocks they hurl at their opponents."
-
-#~ msgid ""
-#~ "Hardened by battle, Troll Warriors can deliver deadly blows with a mace, "
-#~ "and are able to regenerate, healing their own wounds during combat."
-#~ msgstr ""
-#~ "Hardened by battle, Troll Warriors can deliver deadly blows with a mace, "
-#~ "and are able to regenerate, healing their own wounds during combat."
-
-#~ msgid ""
-#~ "Trolls are humanoid monsters that have the amazing ability to regenerate, "
-#~ "recovering from their wounds during battle. Although these Trolls are "
-#~ "still weak whelps, their race is known for developing amazingly fast."
-#~ msgstr ""
-#~ "Trolls are humanoid monsters that have the amazing ability to regenerate, "
-#~ "recovering from their wounds during battle. Although these Trolls are "
-#~ "still weak whelps, their race is known for developing amazingly fast."
-
-#~ msgid "Ok"
-#~ msgstr "OK"
-
-#~ msgid "Iterations:"
-#~ msgstr "Iterations:"
-
-#~ msgid "Bump Size:"
-#~ msgstr "Bump Size:"
-
-#~ msgid ""
-#~ "Most units have two traits. Traits are attributes of the unit that modify "
-#~ "its attributes slightly. They are assigned to a unit randomly when the "
-#~ "unit is recruited.\n"
-#~ "\n"
-#~ "The currently available traits are the following."
-#~ msgstr ""
-#~ "Most units have two traits. Traits are attributes of the unit that modify "
-#~ "its attributes slightly. They are assigned to a unit randomly when the "
-#~ "unit is recruited.\n"
-#~ "\n"
-#~ "The currently available traits are the following."
-
-#~ msgid ""
-#~ "\n"
-#~ "\n"
-#~ "\n"
-#~ "<header>text=Loyal</header>\n"
-#~ "\n"
-#~ "Loyal units only ever require an upkeep of one, no matter what level they "
-#~ "are.\n"
-#~ "\n"
-#~ "Loyal has no effect on a level one unit, which makes it useless in the "
-#~ "early campaign. Once a unit begins to level up, however, it can save you "
-#~ "considerable gold over the course of the campaign."
-#~ msgstr ""
-#~ "\n"
-#~ "\n"
-#~ "\n"
-#~ "<header>text=Loyal</header>\n"
-#~ "\n"
-#~ "Loyal units only ever require an upkeep of one, no matter what level they "
-#~ "are.\n"
-#~ "\n"
-#~ "Loyal has no effect on a level one unit, which makes it useless in the "
-#~ "early campaign. Once a unit begins to level up, however, it can save you "
-#~ "considerable gold over the course of the campaign."
-
-#~ msgid "Era not available: "
-#~ msgstr "Era not available: "




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