Battle for Wesnoth 1.3.7+dev - en to en_GB translation catalogue (28 entries)

note: type: Attribute 'lang' of: <book>
en: en
en_GB: en-GB

note: type: Content of: <book><preface><simpara>
en: Battle for Wesnoth is open-source software, and a thriving community of volunteers cooperates to improve the game. You can create your own custom units, write your own scenarios, and even script full-blown campaigns. User-maintained content is available from an add-on server, and the very best of it is incorporated into Battle for Wesnoth&#8217;s official releases.
en_GB: Battle for Wesnoth is open-source software, and a thriving community of volunteers co-operates to improve the game. You can create your own custom units, write your own scenarios, and even script full-blown campaigns. User-maintained content is available from an add-on server, and the very best of it is incorporated into Battle for Wesnoth&#8217;s official releases.

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en: The Kingdom of Wesnoth lies in the center of this land. Its borders are the Great River to the north, the Dulatus Hills in the east and south, the edge of the Aethenwood to the southwest, and the Ocean to the west. Elensefar, a once-province of Wesnoth, is bordered by the Great River to the north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to the south, and the ocean to the west.
en_GB: The Kingdom of Wesnoth lies in the centre of this land. Its borders are the Great River to the north, the Dulatus Hills in the east and south, the edge of the Aethenwood to the southwest, and the Ocean to the west. Elensefar, a once-province of Wesnoth, is bordered by the Great River to the north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to the south, and the ocean to the west.

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en: In the world of Wesnoth there dwell humans, elves, dwarves, orcs, drakes, saurians, mermen, nagas, and many other races yet more obscure and wondrous. In accursed lands walk undead and ghosts and specters; monsters lurk in its ruins and dungeons.  Each has adapted to particular terrains. Humans inhabit primarily the temperate grasslands. In the hills, mountains and underground caves orcs and dwarves are most at home. In the forests the elves reign supreme. In the oceans and rivers mermen and nagas dominate.
en_GB: In the world of Wesnoth there dwell humans, elves, dwarves, orcs, drakes, saurians, mermen, nagas, and many other races yet more obscure and wondrous. In accursed lands walk undead and ghosts and spectres; monsters lurk in its ruins and dungeons.  Each has adapted to particular terrains. Humans inhabit primarily the temperate grasslands. In the hills, mountains and underground caves orcs and dwarves are most at home. In the forests the elves reign supreme. In the oceans and rivers mermen and nagas dominate.

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en: For game purposes, the races group into factions; for example, orcs often cooperate with trolls, and elves or dwarves with humans. Some other factions reflect divisions within human society&#8201;&#8212;&#8201;loyalists vs. outlaws, for example. In most campaigns, you will control units drawn a single faction. But sometimes factions make alliances with others, so you may face more than one faction in a scenario.
en_GB: For game purposes, the races group into factions; for example, orcs often co-operate with trolls, and elves or dwarves with humans. Some other factions reflect divisions within human society&#8201;&#8212;&#8201;loyalists vs. outlaws, for example. In most campaigns, you will control units drawn a single faction. But sometimes factions make alliances with others, so you may face more than one faction in a scenario.

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en: Click this button to load a previously saved game. You will be shown a dialogue listing saved games. Select the game and click Ok to load and continue, or Cancel to return to the Main Menu. If you select a replay game, you can check the Replay check box. The loaded game will make all the moves from the beginning while you watch.
en_GB: Click this button to load a previously saved game. You will be shown a dialogue listing saved games. Select the game and click OK to load and continue, or Cancel to return to the Main Menu. If you select a replay game, you can tick the Replay tickbox. The loaded game will make all the moves from the beginning while you watch.

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en: This option opens a dialog box allowing you to enter the address of the machine to join. In this dialog there also is the button "View List" that does show a list of official servers that can be used as backup if the main server is currently not available.
en_GB: This option opens a dialog box allowing you to enter the address of the machine to join. In this dialogue there also is the button "View List" that does show a list of official servers that can be used as backup if the main server is currently not available.

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en: When you win a scenario, the map will gray over and the <emphasis>End Turn</emphasis> button will change to <emphasis>End Scenario</emphasis>. You can now do things like changing your save options or (if you are in a multiplayer game)  chatting with other players before pressing that button to advance.
en_GB: When you win a scenario, the map will grey over and the <emphasis>End Turn</emphasis> button will change to <emphasis>End Scenario</emphasis>. You can now do things like changing your save options or (if you are in a multiplayer game)  chatting with other players before pressing that button to advance.

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en: Center on pointer location
en_GB: Centre on pointer location

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en: Each side is given some amount of gold to begin with, and receives 2 gold pieces per turn, plus 2 more gold pieces for every village that side controls. In a campaign, starting gold is a minimum amount defined by the scenario, which is typically lower as the difficulty level increases. In addition you often get a percentage of gold to carry over from the last scenario played. The exact percentage depends on the scenario and is usually displayed as part of the scenario objectives.
en_GB: Each side is given some amount of gold to begin with, and receives 2 gold pieces per turn, plus 2 more gold pieces for every village that side controls. In a campaign, starting gold is a minimum amount defined by the scenario, which is typically lower as the difficulty level increases. In addition, you often get a percentage of gold to carry over from the last scenario played. The exact percentage depends on the scenario and is usually displayed as part of the scenario objectives.

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en: Resilient units have 4 HP plus 1 HP per level more than usual.  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 defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents.
en_GB: Resilient units have 4 HP plus 1 HP per level more than usual.  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.

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en: Dextrous
en_GB: Dexterous

note: type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
en: Dextrous units do 1 more damage for every successful strike in ranged combat.  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.
en_GB: Dexterous units do 1 more damage for every successful strike in ranged combat.  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.

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en: Does not suffer from a negative attack bonus during its unfavorable time of day (Heavy Infantry, Necrophage, Trolls, Walking Corpses).
en_GB: Does not suffer from a negative attack bonus during its unfavourable time of day (Heavy Infantry, Necrophage, Trolls, Walking Corpses).

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en: Renowned for their vitality, some dwarves are sturdier than others and can rest heal even when traveling or fighting.  Healthy units have 1 HP plus 1 HP per level more than usual and rest heal the usual 2 HP after each turn regardless.
en_GB: Renowned for their vitality, some dwarves are sturdier than others and can rest heal even when travelling or fighting.  Healthy units have 1 HP plus 1 HP per level more than usual and rest heal the usual 2 HP after each turn regardless.

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en: Unit Specialties
en_GB: Unit Specialities

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en: When used offensively, this attack deals double damage to the target. It also causes this unit to take double damage from the target&#8217;s counterattack.
en_GB: When used offensively, this attack deals double damage to the target. It also causes this unit to take double damage from the target&#8217;s counter-attack.

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en: Ellipses, Team Colors, and Hero Icons
en_GB: Ellipses, Team Colours, and Hero Icons

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en: Below each unit there will normally be a colored ellipses or base. The color identifies its team; in a campaign game, the human-player color is red. The team color will also show up in parts of the unit&#8217;s clothing, or possibly on a shield insignia.
en_GB: Below each unit there will normally be a coloured ellipses or base. The colour identifies its team; in a campaign game, the human-player colour is red. The team colour will also show up in parts of the unit&#8217;s clothing, or possibly on a shield insignia.

note: type: Content of: <book><chapter><section><simpara>
en: Every unit has a chance of being hit based on the terrain it is in. For instance, units in castles and villages have a lower chance of being hit, and Elves in forest have a low chance of being hit. To see a unit&#8217;s defense rating (i.e. chance not to be hit) in terrain, click on the unit, and then mouse over the terrain you&#8217;re interested in, and the defense rating will be displayed as a percentage value in the status pane, as well as shown over the terrain hex.
en_GB: Every unit has a chance of being hit based on the terrain it is in. For instance, units in castles and villages have a lower chance of being hit, and Elves in forest have a low chance of being hit. To see a unit&#8217;s defence rating (i.e. chance not to be hit) in terrain, click on the unit, and then mouse over the terrain you&#8217;re interested in, and the defence rating will be displayed as a percentage value in the status pane, as well as shown over the terrain hex.

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en: <emphasis role="strong">Blade</emphasis>: Weapons with a cutting edge, used to chop pieces of flesh from a foe. Examples: dagger, scimitar, saber, drake claws.
en_GB: <emphasis role="strong">Blade</emphasis>: Weapons with a cutting edge, used to chop pieces of flesh from a foe. Examples: dagger, scimitar, sabre, drake claws.

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en: This is for practical reasons: a heavily wounded unit cannot hold back or kill the enemy. During attack and counterattack, it most often will perish. Further, by sending it to its sure death, its gathered experience points (XP) are lost. Recruiting a replacement may be impossible because the leader is not in its keep or because funds are running low. Even if you can recruit a replacement, it is most often far away from the battle front. So don&#8217;t waste your units.
en_GB: This is for practical reasons: a heavily wounded unit cannot hold back or kill the enemy. During attack and counter-attack, it most often will perish. Further, by sending it to its sure death, its gathered experience points (XP) are lost. Recruiting a replacement may be impossible because the leader is not in its keep or because funds are running low. Even if you can recruit a replacement, it is most often far away from the battle front. So don&#8217;t waste your units.

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en: Every unit of level 1 or higher maintains a zone of control (ZOC) covering all 6 neighboring hexes. This means that once an enemy moves into one of the six neighboring tiles, it is forced to halt and its movement phase ends (only enemies with the rare skirmisher ability ignore this).
en_GB: Every unit of level 1 or higher maintains a zone of control (ZOC) covering all 6 neighbouring hexes. This means that once an enemy moves into one of the six neighbouring tiles, it is forced to halt and its movement phase ends (only enemies with the rare skirmisher ability ignore this).

note: type: Content of: <book><chapter><section><section><simpara>
en: Unfortunately, your line often has to bend to form a wedge or to fit the terrain. At these corner points, 3 enemy units may attack. This also happens at the ends of a line if the line is too short. Use units with high hit point on proper terrain or with proper resistances to hold these weak points. These are the most likely to be killed, so use units with no or few experience points (XP) for this purpose.
en_GB: Unfortunately, your line often has to bend to form a wedge or to fit the terrain. At these corner points, 3 enemy units may attack. This also happens at the ends of a line if the line is too short. Use units with high hitpoints on proper terrain or with proper resistances to hold these weak points. These are the most likely to be killed, so use units with no or few experience points (XP) for this purpose.

note: type: Content of: <book><chapter><section><section><simpara>
en: Try to position your troops so that they are attacking from a hex with high defense against an enemy in a hex with low terrain. That way, the enemy&#8217;s counterstrikes will be less likely to do damage.
en_GB: Try to position your troops so that they are attacking from a hex with high defence against an enemy in a hex with low terrain. That way, the enemy&#8217;s counter-strikes will be less likely to do damage.

note: type: Content of: <book><chapter><section><section><simpara>
en: For example, you might position your elves just inside of a forest edge so that attacking orcs must stand on grassland while your elves enjoy the high forest defenses.
en_GB: For example, you might position your elves just inside of a forest edge so that attacking orcs must stand on grassland while your elves enjoy the high forest defences.

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en: Remember that Lawful units like humans fight better at daytime, Chaotic units like orcs or undead fight better at night, and Liminal units fight best during the twilight. Ideally you want to first meet the enemy when you are strong and/or he is weak. When the enemy has its strong time, it often pays off to strengthen your lines and hold a favorable defensive position. When its weak time is about to arise, your advance will push forth.
en_GB: Remember that Lawful units like humans fight better at daytime, Chaotic units like orcs or undead fight better at night, and Liminal units fight best during the twilight. Ideally you want to first meet the enemy when you are strong and/or he is weak. When the enemy has its strong time, it often pays off to strengthen your lines and hold a favourable defensive position. When its weak time is about to arise, your advance will push forth.

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en: If you must load a saved game, we recommend going back to the start of the scenario, so that you choose a new strategy that works, rather than simply finding random numbers that favor you.
en_GB: If you must load a saved game, we recommend going back to the start of the scenario, so that you choose a new strategy that works, rather than simply finding random numbers that favour you.
