# #-#-#-#-#  wesnoth-ai.cpp.pot (PACKAGE VERSION)  #-#-#-#-#
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# Copyright (C) 2013 Wesnoth development team
# This file is distributed under the same license as the PACKAGE package.
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msgstr ""
"Project-Id-Version: PACKAGE VERSION\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2014-10-11 10:43+0200\n"
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"#-#-#-#-#  wesnoth-ai.cpp.pot (PACKAGE VERSION)  #-#-#-#-#\n"
"#-#-#-#-#  wesnoth-ai.wml.pot (PACKAGE VERSION)  #-#-#-#-#\n"
"Plural-Forms: nplurals=3; plural=(n%10==1 && n%100!=11 ? 0 : n%10>=2 && n"
"%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2);\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 ""

# намерно кратко, на уском дугмету
#. [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 "Крај"

#. [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]
#. [set_menu_item]: id=m01_guardian
#: data/ai/micro_ais/scenarios/guardians.cfg:421
#: data/ai/micro_ais/scenarios/guardians.cfg:427
msgid "Standard WML Guardian"
msgstr ""

#. [command]
#: data/ai/micro_ais/scenarios/guardians.cfg:427
msgid ""
"This is the built-in WML guardian coded using 'ai_special=guardian'. These "
"guardians attack if there is an enemy within their movement range, otherwise "
"they do nothing (except maybe retreating to a village for healing)."
msgstr ""

#. [command]
#. [set_menu_item]: id=m02_return
#: data/ai/micro_ais/scenarios/guardians.cfg:432
#: data/ai/micro_ais/scenarios/guardians.cfg:438
msgid "Return Guardian"
msgstr ""

#. [command]
#: data/ai/micro_ais/scenarios/guardians.cfg:438
msgid ""
"A 'return guardian' is a variation of the standard Wesnoth guardian. It has "
"an assigned guard position (GP) to which it returns after attacks on "
"approaching enemies:\n"
"- If at GP with no enemy in reach, do nothing.\n"
"- If at GP with enemy in reach, leave attack to default AI (note that this "
"may include not attacking if the enemy is deemed too strong).\n"
"- If not at GP, return there, no matter whether an enemy is in reach or "
"not.\n"
"- If enemies are blocking your way back, do your best to get there anyway.\n"
"- If you end up next to an enemy on the way back, attack after the move."
msgstr ""

#. [command]
#. [set_menu_item]: id=m03_home
#: data/ai/micro_ais/scenarios/guardians.cfg:448
#: data/ai/micro_ais/scenarios/guardians.cfg:454
msgid "Home Guard"
msgstr ""

#. [command]
#: data/ai/micro_ais/scenarios/guardians.cfg:454
msgid ""
"A 'home guard' is a variant on the 'guardian' AI special. With this variant, "
"the unit has an assigned 'home' location, and will return there if not "
"involved in combat and if not going to a village, whether for healing or to "
"capture it this turn. (By contrast, the standard guardian AI will cause the "
"unit to stay where it last attacked.) This differs from 'return guardian' in "
"that a home guard will press the attack, possibly getting drawn quite far "
"from 'home', rather than returning after each attack. (It can also be lured "
"away by a string of closely-placed villages, but that is something a map "
"builder can control.)\n"
"This also demonstrates how to combine candidate actions from Formula AI and "
"Lua AI in one side. The home guard is written in Formula AI, while the "
"return and stationed guardians and the cowards are written in Lua AI. In "
"addition the non-guardian units of the side follow the default AI behavior."
msgstr ""

#. [command]
#. [set_menu_item]: id=m04_stationed
#: data/ai/micro_ais/scenarios/guardians.cfg:460
#: data/ai/micro_ais/scenarios/guardians.cfg:466
msgid "Stationed Guardian"
msgstr ""

#. [command]
#: data/ai/micro_ais/scenarios/guardians.cfg:466
msgid ""
"A 'stationed guardian' is another variation of the standard Wesnoth guardian "
"with a somewhat more complex behavior than that of the 'return guardian'. "
"Two positions are defined for it, a 'station' and a 'guarded location', as "
"well as a 'distance'. The behavior is as follows:\n"
"- If no enemy is within 'distance' of the guard's current position, do "
"nothing.\n"
"- Otherwise: If an enemy is within 'distance' of the guard, but not also "
"within the same distance of the guarded location and the station (all of "
"this simultaneously), move the guard in the direction of the station.\n"
"- Otherwise:\n"
"  - Pick the enemy unit that is closest to the guarded location.\n"
"  - If we can reach it, pick the adjacent hex with the highest defense "
"rating and attack from there.\n"
"  - If not in reach, move toward this unit."
msgstr ""

#. [command]
#. [set_menu_item]: id=m05_coward
#: data/ai/micro_ais/scenarios/guardians.cfg:477
#: data/ai/micro_ais/scenarios/guardians.cfg:483
msgid "Coward"
msgstr ""

#. [command]
#: data/ai/micro_ais/scenarios/guardians.cfg:483
msgid ""
"Cowards are units that, like guardians, sit around doing nothing until an "
"enemy comes into range. Unlike guardians, however, they run away once "
"enemies approach. Applications might be wild animals, unarmed civilians "
"getting in the way of a battle, etc. The coward macro can be called with two "
"optional locations, 'seek' and 'avoid':\n"
"- If neither is given, the coward retreats to the position farthest away "
"from the approaching enemies.\n"
"- If 'seek' is given, it preferentially goes toward that location (but "
"getting away from enemies takes priority).\n"
"- If 'avoid' is given, it in addition tries to avoid that location (with "
"both maximizing distance from enemies and going toward 'seek' taking "
"priority).\n"
"- Both 'seek' and 'avoid' may consist of only one coordinate ('x' or 'y'), "
"in which case not a single hex, but a line of hexes is sought or avoided."
msgstr ""

#. [command]
#. [set_menu_item]: id=m06_zone
#: data/ai/micro_ais/scenarios/guardians.cfg:492
#: data/ai/micro_ais/scenarios/guardians.cfg:498
msgid "Zone Guardian"
msgstr ""

#. [command]
#: data/ai/micro_ais/scenarios/guardians.cfg:498
msgid ""
"A zone guardian is a unit that, as the name says, guards a zone. It moves "
"randomly inside this zone until an enemy enters it (or a separately defined "
"enemy zone, see below). Applications might be the defense of a castle or a "
"nesting area. The zone macro can be called with an optional enemy zone:\n"
"- If not specified, the zone guard attacks any enemy coming inside its guard "
"zone.\n"
"- Otherwise, it attacks any enemy entering the enemy zone and once there are "
"no more enemies, it goes back to patrol in its basic zone."
msgstr ""

#. [event]: id=Kraa profile profile}
#: data/ai/micro_ais/scenarios/guardians.cfg:509
msgid "Kraahhh!!!!"
msgstr ""

#. [event]: id=Kraa profile profile}
#: data/ai/micro_ais/scenarios/guardians.cfg:512
msgid ""
"Gryphons of the High Plains, look at all these enemies. They don't behave "
"normally. Most of them don't move at all unless we get close. Let's check "
"out how they react to us.\n"
"\n"
"Note to the player: the right-click context menu provides information about "
"each of the units' behavior.\n"
"\n"
"Another note: Most of the Guardian 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 ""

#. [objectives]
#: data/ai/micro_ais/scenarios/guardians.cfg:521
msgid "Move the Gryphons around to explore how the guardians react"
msgstr ""

#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/guardians.cfg:523
#: data/ai/micro_ais/scenarios/patrols.cfg:234
msgid "Defeat all enemy units"
msgstr ""

#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/guardians.cfg:527
msgid "Move Kraa to the signpost"
msgstr ""

#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/guardians.cfg:531
msgid "Death of Kraa"
msgstr ""

#. [note]
#: data/ai/micro_ais/scenarios/guardians.cfg:535
msgid ""
"Check out the right-click menu options for information on each guardian type"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/guardians.cfg:590
msgid ""
"Gryphons of the High Plains, it is time to return to said plains. Follow me."
msgstr ""

#. [test]: id=hang_out
#: data/ai/micro_ais/scenarios/hang_out.cfg:5
msgid "Hang Out"
msgstr ""

#. [side]: id=Bad Outlaw, type=Outlaw
#: data/ai/micro_ais/scenarios/hang_out.cfg:23
msgid "team_name^Bad Outlaw"
msgstr ""

#. [side]: id=Good Bandit, type=Bandit
#: data/ai/micro_ais/scenarios/hang_out.cfg:38
msgid "team_name^Good Bandit"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/hang_out.cfg:60
msgid "Outlaw moves here"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/hang_out.cfg:115
msgid ""
"That outlaw over there is going to run for the keep in the southeast.  He's "
"only going to recruit for three rounds before he'll start moving and he and "
"his footpads are much faster than we are.  Let's make haste or we'll never "
"catch him.\n"
"\n"
"Note: This scenario uses a combination of two Micro AIs, the Hang Out Micro "
"AI which makes the Side 2 units remain around the keep for two turns (while "
"moving off castle tiles to allow for recruiting) and the Messenger Escort AI "
"which takes over after that.  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/hang_out.cfg:121
msgid ""
"Get into the outlaw's way before he can make it to the south-eastern keep"
msgstr ""

#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/hang_out.cfg:123
msgid "Death of Bad Outlaw"
msgstr ""

#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/hang_out.cfg:127
msgid "Death of Good Bandit"
msgstr ""

#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/hang_out.cfg:131
msgid "Bad Outlaw makes it to the signpost"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/hang_out.cfg:143
msgid "We got him! Now whatever it is we are fighting for is safe."
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/hang_out.cfg:167
msgid ""
"I made it! Now we can keep fighting for whatever it is that we are fighting "
"for."
msgstr ""

#. [test]: id=healer_support
#: data/ai/micro_ais/scenarios/healer_support.cfg:5
msgid "Healer Support"
msgstr ""

#. [side]: id=Rebels1, type=Elvish Ranger
#: data/ai/micro_ais/scenarios/healer_support.cfg:21
msgid "Rebels 1"
msgstr ""

#. [side]: id=Rebels2, type=Elvish Marksman
#: data/ai/micro_ais/scenarios/healer_support.cfg:35
msgid "Rebels 2"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/healer_support.cfg:79
msgid ""
"In this scenario, we demonstrate the use of the Healer Support Micro AI. "
"This AI configures the healers of a side to stay behind the battle lines and "
"heal injured and/or threatened units rather than participate in the attacks "
"under all circumstances. It includes several configurable options (which are "
"set differently for the two sides in this scenario) that determine how "
"aggressive/careful the healers are, whether they also attack, how much risk "
"they are willing to take, etc.\n"
"\n"
"For clarity, each healer announces her upcoming support move. If you don't "
"want to see that each time, just hit 'esc' when it happens the first time.\n"
"\n"
"Note: The Healer Support 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/healer_support.cfg:95
msgid "Argh!  They got us..."
msgstr ""

#. [test]: id=lurkers
#: data/ai/micro_ais/scenarios/lurkers.cfg:172
msgid "Lurkers of the Swamp"
msgstr ""

#. [side]: id=Pekzs, type=Saurian Soothsayer
#: data/ai/micro_ais/scenarios/lurkers.cfg:185
msgid "Pekzs"
msgstr ""

#. [side]: id=Pekzs, type=Saurian Soothsayer
#: data/ai/micro_ais/scenarios/lurkers.cfg:191
msgid "team_name^Pekzs"
msgstr ""

#. [side]: type=Saurian Oracle
#: data/ai/micro_ais/scenarios/lurkers.cfg:207
msgid "Micro AI Lurkers (saurians, stationary)"
msgstr ""

#. [side]: type=Saurian Oracle
#: data/ai/micro_ais/scenarios/lurkers.cfg:223
msgid "Micro AI Lurkers (saurians, wanderers)"
msgstr ""

#. [side]: type=Naga Warrior
#: data/ai/micro_ais/scenarios/lurkers.cfg:239
msgid "Micro AI Lurkers (nagas)"
msgstr ""

#. [side]: type=Saurian Oracle
#: data/ai/micro_ais/scenarios/lurkers.cfg:255
msgid "WML Lurkers (saurians)"
msgstr ""

#. [side]: type=Saurian Oracle
#: data/ai/micro_ais/scenarios/lurkers.cfg:271
msgid "Formula AI Lurkers (saurians)"
msgstr ""

#. [set_menu_item]: id=m01_menu_lurker2
#: data/ai/micro_ais/scenarios/lurkers.cfg:370
msgid "Place a Side 2 lurker"
msgstr ""

#. [set_menu_item]: id=m01_menu_lurker3
#: data/ai/micro_ais/scenarios/lurkers.cfg:382
msgid "Place a Side 3 lurker"
msgstr ""

#. [set_menu_item]: id=m01_menu_lurker4
#: data/ai/micro_ais/scenarios/lurkers.cfg:394
msgid "Place a Side 4 lurker"
msgstr ""

#. [set_menu_item]: id=m01_menu_lurker5
#: data/ai/micro_ais/scenarios/lurkers.cfg:406
msgid "Place a Side 5 lurker"
msgstr ""

#. [set_menu_item]: id=m01_menu_lurker6
#: data/ai/micro_ais/scenarios/lurkers.cfg:418
msgid "Place a Side 6 lurker"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/lurkers.cfg:433
msgid ""
"In this scenario we demonstrate the Lurker Micro AI. A lurker is a unit that "
"is capable of moving across most terrains, but that only stops on and "
"attacks from specific terrain. It might also have the ability to hide on "
"this terrain (which is the reason why this is called the Lurker AI).\n"
"\n"
"Lurkers move individually without any strategy and always attack the weakest "
"enemy within their reach. If no enemy is in reach, the lurker does a random "
"move instead - or it just sits and waits (lurks)."
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/lurkers.cfg:438
msgid ""
"Three different lurker behaviors are set up here using the [micro_ai] tag "
"with different parameters:\n"
"\n"
"Side 2 (blue): saurians attacking only from swamp. If no enemy is in range, "
"they do not move.\n"
"\n"
"Side 3 (green): saurians attacking only from swamp. If no enemy is in range, "
"they wander randomly (on swamp only).\n"
"\n"
"Side 4 (purple): nagas wandering only on water terrain, but attacking from "
"both water and swamp.\n"
"\n"
"We also added two other sides, which demonstrate lurker behavior coded in "
"WML (Side 5, gray) and Formula AI (Side 6, brown)."
msgstr ""

#. [event]
#. [event]: id=Konrad profile profile}
#. [event]: id=Vanak profile profile}
#: data/ai/micro_ais/scenarios/lurkers.cfg:448
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:138
#: data/ai/micro_ais/scenarios/patrols.cfg:218
msgid "Notes"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/lurkers.cfg:448
msgid ""
"You can use the right-click context menu to add additional lurkers.\n"
"\n"
"Any unit not adjacent to swamp (and water, for the nagas) is safe from the "
"lurkers, thus it is easy to keep Pekzs from being attacked.\n"
"\n"
"The Lua Lurker 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/lurkers.cfg:457
msgid "Watch the lurkers move around and fight them if you want"
msgstr ""

#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/lurkers.cfg:459
msgid "Defeat all lurkers"
msgstr ""

#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/lurkers.cfg:463
msgid "Move Pekzs to the signpost"
msgstr ""

#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/lurkers.cfg:467
msgid "Death of Pekzs"
msgstr ""

#. [note]
#: data/ai/micro_ais/scenarios/lurkers.cfg:471
msgid "Right-click on unoccupied swamp hexes to add more lurkers"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/lurkers.cfg:516
msgid ""
"Zzanksss for helping me wizz zzossse lurkerss. Hope to sssee you again "
"ssometime."
msgstr ""

#. [test]: id=messenger_escort
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:5
msgid "Messenger Escort"
msgstr ""

#. [side]: id=Vanak, type=Orcish Ruler
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:17
msgid "Vanak"
msgstr ""

#. [event]
#. [side]
#. [unit]: type=Dragoon, id=messenger
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:36
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:70
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:71
msgid "Messenger"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:120
msgid "Messanger Waypoint 1"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:122
msgid "Messenger Waypoint 2"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:124
msgid "Messenger Waypoint 3"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:127
msgid "AI moves Messenger here"
msgstr ""

#. [event]: id=Vanak profile profile}
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:136
msgid ""
"Men, I need to get to that signpost in the north, to get the message to our "
"leader. Let's head up there as quickly as we can."
msgstr ""

#. [event]: id=Vanak profile profile}
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:138
msgid ""
"The Messenger Escort AI will try to move the dragoon messenger to the "
"signpost in the north, while protecting him as well as possible with the "
"other units. Vanak's orcs need to stop him.\n"
"\n"
"Note that the messenger route is set up through a series of waypoints here "
"simply to demonstrate how to use waypoints. On this map, using only a single "
"waypoint at the end of the route would work just as well (or probably even "
"better).\n"
"\n"
"Also note that the messenger does not have to get exactly to each signpost "
"(except for the last one), getting close is good enough.\n"
"\n"
"The Messenger Escort 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 ""

#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:150
msgid "Defeat the messenger"
msgstr ""

#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:154
msgid "Messenger gets to the signpost"
msgstr ""

#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:158
msgid "Death of Vanak"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:172
msgid "I made it!  Now our people will be safe."
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/messenger_escort.cfg:184
msgid "Nooo!  All is lost. We will never stop the orcs now!"
msgstr ""

#. [event]
#. [test]: id=patrols
#: data/ai/micro_ais/scenarios/patrols.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:74
msgid "Patrols"
msgstr ""

#. [side]: id=Gertburt, type=Outlaw
#: data/ai/micro_ais/scenarios/patrols.cfg:18
msgid "Gertburt"
msgstr ""

#. [side]: id=Gertburt, type=Outlaw
#: data/ai/micro_ais/scenarios/patrols.cfg:26
msgid "Bandits"
msgstr ""

#. [side]
#: data/ai/micro_ais/scenarios/patrols.cfg:40
msgid "team_name^Konrad"
msgstr ""

#. [side]
#: data/ai/micro_ais/scenarios/patrols.cfg:55
msgid "team_name^Urudin"
msgstr ""

#. [unit]: type=Orcish Slayer, id=Urudin
#: data/ai/micro_ais/scenarios/patrols.cfg:115
msgid "Urudin"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/patrols.cfg:181
msgid "Konrad Waypoint 1"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/patrols.cfg:183
msgid "Konrad Waypoint 2"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/patrols.cfg:185
msgid "Konrad Final Waypoint"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/patrols.cfg:188
msgid "Patrol Waypoint 1"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/patrols.cfg:190
msgid "Patrol Waypoint 2"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/patrols.cfg:192
msgid "Patrol Waypoint 3"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/patrols.cfg:194
msgid "Patrol Waypoint 4"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/patrols.cfg:197
msgid "Urudin retreats here"
msgstr ""

#. [event]: id=Konrad profile profile}
#: data/ai/micro_ais/scenarios/patrols.cfg:205
msgid ""
"Hello!  I'm a Konrad impostor. We are going to demonstrate the Patrol AI to "
"you in this scenario.\n"
"\n"
"I am heading for the keep east of the central mountain via a couple "
"waypoints in the south. I will stay there once I get there. By contrast, "
"those two fellas in the center are perpetually circling the mountain, one of "
"them always in the same direction, the other changing directions after every "
"lap.\n"
"\n"
"All of this is implemented by use of the Patrol [micro_ai] tag."
msgstr ""

#. [event]: id=Konrad profile profile}
#: data/ai/micro_ais/scenarios/patrols.cfg:212
msgid ""
"By contrast, I am a zone guardian patrolling, in a way, the southernmost "
"part of the map.  This AI is implemented via the Guardian [micro_ai] tag.  "
"It is here mostly to demonstrate how to set up different Micro AIs for the "
"same side.  For more details on different types of guardian AIs, there is a "
"separate test scenario specializing on those."
msgstr ""

#. [event]: id=Konrad profile profile}
#: data/ai/micro_ais/scenarios/patrols.cfg:213
msgid ""
"And I am Urudin. I will attack my enemies for a few turns, but will retreat "
"toward the right edge of the map if my hitpoints are below half of maximum "
"or by Turn 5, whatever happens first.\n"
"\n"
"This is an AI separate from the Patrols of Side 2."
msgstr ""

#. [event]: id=Konrad profile profile}
#: data/ai/micro_ais/scenarios/patrols.cfg:218
msgid ""
"You, as the player, are in charge of Gertburt's bandits in this scenario. "
"You can either simply watch the patrols move around, or you can move units "
"into their way. The three patrol units are instructed to behave differently "
"when facing enemy units:\n"
"\n"
"Konrad only attacks Gertburt, or any enemy unit that blocks his final "
"waypoint.\n"
"\n"
"The Swordsman never attacks at all.\n"
"\n"
"The Longbowman attacks any enemy unit he ends up next to at the end of his "
"move.\n"
"\n"
"They all have in common, however, that getting to their next waypoint takes "
"priority over attacking. They will thus prefer to move around enemies rather "
"than straight for them. Also, if a waypoint is occupied by a unit they are "
"not instructed to attack, they will (eventually) abandon that waypoint once "
"they get close enough and move on to the next one.\n"
"\n"
"The Patrol AI controlling all Side 2 units 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/patrols.cfg:232
msgid "Watch the patrols, attack them etc."
msgstr ""

#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/patrols.cfg:238
msgid "Move Gertburt to the signpost"
msgstr ""

#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/patrols.cfg:242
msgid "Death of Gertburt"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/patrols.cfg:257
msgid ""
"Well, that was fun!  I'll just hang out here now and watch those two guys "
"walk and walk and ..."
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/patrols.cfg:298
msgid "Let's go home, chaps."
msgstr ""

#. [event]
#. [test]: id=protect_unit
#: data/ai/micro_ais/scenarios/protect_unit.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:62
msgid "Protect Unit"
msgstr ""

#. [side]: id=Langzhar, type=Lieutenant
#: data/ai/micro_ais/scenarios/protect_unit.cfg:17
#: data/ai/micro_ais/scenarios/recruiting.cfg:17
msgid "Langzhar"
msgstr ""

#. [side]: id=Langzhar, type=Lieutenant
#: data/ai/micro_ais/scenarios/protect_unit.cfg:23
#: data/ai/micro_ais/scenarios/recruiting.cfg:23
msgid "team_name^Langzhar"
msgstr ""

#. [side]: id=Koorzhar, type=Lieutenant
#: data/ai/micro_ais/scenarios/protect_unit.cfg:32
#: data/ai/micro_ais/scenarios/recruiting.cfg:32
msgid "Koorzhar"
msgstr ""

#. [side]: id=Koorzhar, type=Lieutenant
#: data/ai/micro_ais/scenarios/protect_unit.cfg:39
#: data/ai/micro_ais/scenarios/recruiting.cfg:38
msgid "team_name^Koorzhar"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/protect_unit.cfg:120
msgid "Move Rossauba here"
msgstr ""

#. [event]: id=Koorzhar profile profile}
#: data/ai/micro_ais/scenarios/protect_unit.cfg:127
msgid "There's that traitor wizard. Let's get him."
msgstr ""

#. [event]: id=Koorzhar profile profile}
#: data/ai/micro_ais/scenarios/protect_unit.cfg:129
msgid ""
"Men, you know the deal. We must protect Rossauba under all circumstances. "
"Even my survival is not as important."
msgstr ""

#. [event]: id=Koorzhar profile profile}
#: data/ai/micro_ais/scenarios/protect_unit.cfg:130
msgid "That's very kind of you, but ..."
msgstr ""

#. [event]: id=Koorzhar profile profile}
#: data/ai/micro_ais/scenarios/protect_unit.cfg:131
msgid ""
"No buts!  You stay behind the lines and do not engage in battle unless there "
"is no risk to your life, is that understood?  And get to that signpost in "
"the northwest if it is safe."
msgstr ""

#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/protect_unit.cfg:138
msgid ""
"In this scenario, the AI playing the humans in the east (Langzhar) is "
"instructed to protect the wizard Rossauba, while moving him safely to the "
"signpost. On the other side, Koorzhar's units (in the west) will primarily "
"attack Rossauba, even if a better target is available. Do you want to play "
"either of the sides or let the AIs battle it out among themselves?\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 ""

#. [option]: speaker=narrator
#: data/ai/micro_ais/scenarios/protect_unit.cfg:143
msgid "<span font='16'>I'll watch the two AIs fight it out</span>"
msgstr ""

#. [option]: speaker=narrator
#: data/ai/micro_ais/scenarios/protect_unit.cfg:146
msgid ""
"<span font='16'>I'll play Langzhar's side (to see how Koorzhar's units "
"target Rossauba)</span>"
msgstr ""

#. [option]: speaker=narrator
#: data/ai/micro_ais/scenarios/protect_unit.cfg:155
msgid ""
"<span font='16'>I'll play Koorzhar's side (to see how Langzhar's units "
"protect Rossauba)</span>"
msgstr ""

#. [objectives]
#: data/ai/micro_ais/scenarios/protect_unit.cfg:167
msgid "Protect Rossauba while moving him to the signpost"
msgstr ""

#. [objective]: condition=lose
#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/protect_unit.cfg:169
#: data/ai/micro_ais/scenarios/protect_unit.cfg:189
msgid "Rossauba makes it to the signpost"
msgstr ""

#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/protect_unit.cfg:173
msgid "Death of Rossauba"
msgstr ""

#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/protect_unit.cfg:177
msgid "Death of Langzhar"
msgstr ""

#. [objectives]
#: data/ai/micro_ais/scenarios/protect_unit.cfg:183
msgid "Get rid of that traitor wizard Rossauba"
msgstr ""

#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/protect_unit.cfg:185
msgid "Defeat Rossauba"
msgstr ""

#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/protect_unit.cfg:193
msgid "Death of Koorzhar"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/protect_unit.cfg:216
msgid "I held out for as long as I could."
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/protect_unit.cfg:230
msgid "I made it"
msgstr ""

#. [event]
#. [test]: id=recruiting
#: data/ai/micro_ais/scenarios/recruiting.cfg:5
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:77
msgid "Recruiting"
msgstr ""

#. [event]: id=Koorzhar profile profile}
#: data/ai/micro_ais/scenarios/recruiting.cfg:81
msgid ""
"This is a very simple scenario that can be used to test out different "
"recruiting patterns."
msgstr ""

#. [event]: id=Koorzhar profile profile}
#: data/ai/micro_ais/scenarios/recruiting.cfg:84
msgid ""
"Just watch the recruiting of both sides and see if it is what you would "
"expect. The recruitment lists cover level 0 to level 2 units, in order to "
"make differences more obvious."
msgstr ""

#. [event]: id=Koorzhar profile profile}
#: data/ai/micro_ais/scenarios/recruiting.cfg:86
msgid ""
"If you have not changed anything in the scenario code, Side 1 uses the "
"Random Recruitment Micro AI, with swordsmen and peasants having been given "
"higher probability than the other units. This is not meant as a good "
"recruitment pattern, it simply serves as a demonstration how to use the AI.\n"
"\n"
"Side 2 uses the Rush Recruitment Micro AI (which is also used in the "
"Experimental AI).\n"
"\n"
"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 ""

#. [test]: id=micro_ai_test
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:5
msgid "Micro AI Tests"
msgstr ""

#. [side]: id=Grnk, type=Goblin Spearman
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:18
msgid "Grnk the Frail"
msgstr ""

#. [side]: id=Grnk, type=Goblin Spearman
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:26
msgid "team_name^Grnk"
msgstr ""

#. [event]
#. [test]: id=swarm
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:50
#: data/ai/micro_ais/scenarios/swarm.cfg:5
msgid "Swarm"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:59
msgid "Lurkers"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:65
msgid "HttT: The Elves Besieged"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:68
msgid "Bottleneck"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:80
msgid "Healers"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:86
msgid "Hang Out and Messenger"
msgstr ""

#. [event]
#. [test]: id=simple_attack
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:89
#: data/ai/micro_ais/scenarios/simple_attack.cfg:5
msgid "Simple Attack"
msgstr ""

#. [set_menu_item]: id=m01_menu_bottleneck_defense
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:96
msgid "Bottleneck Defense Micro AI demo"
msgstr ""

#. [command]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:105
msgid "Bottleneck Defense Micro AI Demo"
msgstr ""

#. [command]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:105
msgid ""
"In the Bottleneck Defense Micro AI scenario, a small group of human soldiers "
"is instructed to hold a pass against a large horde of orcs. You can either "
"watch them fight it out against the standard RCA AI or take over the orc "
"side."
msgstr ""

#. [command]
#. [set_menu_item]: id=m02_swamp_lurkers
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:111
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:120
msgid "Swamp Lurker Micro AI demo"
msgstr ""

#. [command]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:120
msgid ""
"Swamp lurkers are dumb, impulse-driven creatures which can move across most "
"terrain, but only stop on swamp. They move individually without any strategy "
"and always attack the weakest enemy within their reach. If no enemy is in "
"reach, the lurker does a random move instead."
msgstr ""

#. [command]
#. [set_menu_item]: id=m03_guardians
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:126
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:135
msgid "Guardian Micro AI demo"
msgstr ""

#. [command]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:135
msgid ""
"In 'Guardians', several variations of the standard Wesnoth guardian are "
"shown, including a \"coward\" unit that runs away from any approaching unit "
"(an \"inverse guardian\", in a way)."
msgstr ""

#. [command]
#. [set_menu_item]: id=m04_patrol
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:141
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:150
msgid "Patrol Micro AI demo"
msgstr ""

#. [command]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:150
msgid "'Patrols' contains AI modifications for units following patrol routes."
msgstr ""

#. [command]
#. [set_menu_item]: id=m05_recruiting
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:156
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:165
msgid "Recruiting Tests Micro AI demo"
msgstr ""

#. [command]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:165
msgid ""
"A simple scenario set up for the sole purpose of testing different "
"recruiting patterns."
msgstr ""

#. [set_menu_item]: id=m06_protect
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:171
msgid "Protect Unit Micro AI demo"
msgstr ""

#. [command]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:180
msgid "Protect Unit Micro AI Demo"
msgstr ""

#. [command]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:180
msgid ""
"This scenario demonstrates one side protecting a wizard while moving him to "
"a goal location. At the same time, the other side is modified to do priority "
"attacks on the wizard, even if a better target (by the default AI criteria) "
"is available. You can watch the two AIs fight it out, or take control of "
"either side to explore how the opposing AI behaves."
msgstr ""

#. [command]
#. [set_menu_item]: id=m06a_protect
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:187
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:196
msgid "HttT: The Elves Besieged Micro AI demo"
msgstr ""

#. [command]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:196
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 same algorithm as for scenario \"Protect Unit\" is used."
msgstr ""

#. [command]
#. [set_menu_item]: id=m07_messenger
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:202
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:211
msgid "Messenger Escort Micro AI demo"
msgstr ""

#. [command]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:211
msgid ""
"'Messenger Escort' has the AI actively protect a messenger while he makes "
"his way to the edge of the map. The escort will also try to open the path "
"for the messenger if there are enemies in the way."
msgstr ""

#. [command]
#. [set_menu_item]: id=m08_animals
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:217
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:226
msgid "Animals Micro AI demo"
msgstr ""

#. [command]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:226
msgid ""
"This scenario demonstrates a number of different animals following "
"customized AI behavior, including wolves hunting deer in packs; dogs herding "
"sheep; bears, spiders, yetis, boar and rabbits wandering and hunting/"
"avoiding each other."
msgstr ""

#. [command]
#. [set_menu_item]: id=m09_wolves
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:232
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:241
msgid "Wolves Micro AI demo"
msgstr ""

#. [command]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:241
msgid ""
"Another demonstration of wolves wandering and attacking in packs, with a "
"different behavior from that in 'Animals'."
msgstr ""

#. [command]
#. [set_menu_item]: id=m10_swarm
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:247
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:256
msgid "Swarm Micro AI demo"
msgstr ""

#. [command]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:256
msgid "This scenario features bats moving around semi-randomly in a swarm."
msgstr ""

#. [command]
#. [set_menu_item]: id=m11_dragon
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:262
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:271
msgid "Dragon Micro AI demo"
msgstr ""

#. [command]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:271
msgid ""
"This scenario features a fire dragon displaying a hunt-and-rest behavior."
msgstr ""

#. [set_menu_item]: id=m12_healer_support
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:277
msgid "Healer support Micro AI demo"
msgstr ""

#. [command]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:286
msgid "Healer Support Micro AI demo"
msgstr ""

#. [command]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:286
msgid ""
"This scenario contains a simple demonstration of setting up the Healer "
"Support Micro AI, which uses the healers of a side to back up injured or "
"threatened units rather than having them participate in combat under all "
"circumstances."
msgstr ""

#. [command]
#. [set_menu_item]: id=m13_goto
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:292
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:301
msgid "Goto Micro AI demo"
msgstr ""

#. [command]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:301
msgid ""
"This scenario contains several example usages of the Goto Micro AI, which is "
"a highly configurable method of sending a unit (or units) to a location or "
"set of locations. The units to be moved are defined using a Standard Unit "
"Filter, while the goto locations are given in a Standard Location Filter."
msgstr ""

#. [set_menu_item]: id=m14_hangout
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:307
msgid "Hang Out Micro AI demo"
msgstr ""

#. [command]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:316
msgid "Combined Hang Out and Messenger Escort Micro AI demo"
msgstr ""

#. [command]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:316
msgid ""
"This scenario is a demonstration of the Hang Out Micro AI which keeps units "
"around a (customizable) location until a (customizable) condition is met.  "
"After that the units are released to follow other AI behavior.  The scenario "
"also shows how to combine two Micro AIs on the same side by having the "
"Messenger Escort Micro AI take over at that point."
msgstr ""

#. [command]
#. [set_menu_item]: id=m14_simple_attack
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:322
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:331
msgid "Simple Attack Micro AI demo"
msgstr ""

#. [command]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:331
msgid ""
"This scenario demonstrates how certain attacks can be executed with higher "
"priority than the standard Wesnoth attacks and how the AI can be forced to "
"do attacks that it would otherwise avoid."
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:341
msgid ""
"Move me to any of the signposts to go to a Micro AI demonstration.\n"
"\n"
"Information about each demonstration can be accessed by right-clicking on "
"the respective signpost."
msgstr ""

#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:347
msgid "Move Grnk to one of the signposts"
msgstr ""

#. [note]
#: data/ai/micro_ais/scenarios/scenario_micro_ai.cfg:351
msgid "Right-click on a signpost to get information about the scenario"
msgstr ""

#. [side]: id=Grospur, type=General
#: data/ai/micro_ais/scenarios/simple_attack.cfg:17
msgid "Grospur"
msgstr ""

#. [side]: type=Ancient Lich, id=Uralt
#: data/ai/micro_ais/scenarios/simple_attack.cfg:32
msgid "Uralt"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/simple_attack.cfg:122
msgid "General Grospur, what do we do?  These undead will surely wipe us out."
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/simple_attack.cfg:123
msgid ""
"Don't be such a chicken, Sergeant!  I have placed units with lots of "
"experience around the perimeter. The undead will not dare to attack them. "
"And those few that sneak through... we can easily dispose of them once they "
"make it inside.\n"
"\n"
"<i>In other words, the Wesnoth AI does generally not attack units one XP "
"from leveling if there is no chance of killing the unit with a single "
"attack. However, some of the attacks by the undead are handled by the Simple "
"Attack Micro AI in this scenario. General Grospur might be in for a surprise."
"</i>"
msgstr ""

#. [objectives]
#: data/ai/micro_ais/scenarios/simple_attack.cfg:128
msgid "Watch the undead take care of business"
msgstr ""

#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/simple_attack.cfg:130
msgid "Don't even try. You can't reach the Lich."
msgstr ""

#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/simple_attack.cfg:134
msgid "Death of the last of Grospur's units"
msgstr ""

#. [note]
#: data/ai/micro_ais/scenarios/simple_attack.cfg:138
msgid "When your leader dies, side leadership passes on to another unit"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/simple_attack.cfg:163
msgid ""
"What the ... ?!?  They are not supposed to attack me. That just doesn't "
"happen in Wesnoth!"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/simple_attack.cfg:164
msgid ""
"Hahahahaha !! I have given special instruction to my Soulless to attack all "
"you almost-advanced units first. Also watch how those same Soulless will "
"throw themselves mercilessly at your pitiful soldiers after that, saving my "
"more valuable skeleton minions for later.  I have taken the term 'disposable "
"units' to a whole new level. Watch in awe !!\n"
"\n"
"<i>Translation: The undead side includes two instances of the Simple Attack "
"Micro AI.  The first makes the Soulless attack all units 1 XP from leveling "
"up, such that they can be eliminated afterward.  The second executes all "
"remaining attacks possible by Soulless (and Walking Corpses), without regard "
"for their own safety.  Only after that does the default Wesnoth attack "
"mechanism kick in to attack with the remaining units (skeletons).</i>"
msgstr ""

#. [then]
#: data/ai/micro_ais/scenarios/simple_attack.cfg:180
msgid "Rise, minions!"
msgstr ""

#. [else]
#: data/ai/micro_ais/scenarios/simple_attack.cfg:223
msgid "And that's how the undead AI executes total annihilation ..."
msgstr ""

#. [side]
#: data/ai/micro_ais/scenarios/swarm.cfg:40
msgid "Bats"
msgstr ""

#. [set_menu_item]: id=m02_new_gryphon
#: data/ai/micro_ais/scenarios/swarm.cfg:90
msgid "Place Side 1 Gryphon"
msgstr ""

#. [set_menu_item]: id=m03_new_bat
#: data/ai/micro_ais/scenarios/swarm.cfg:101
msgid "Place Side 2 Bat"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/swarm.cfg:136
msgid ""
"This scenario features bats moving around in a swarm. Without adjacent "
"enemies, they simply try to stay together and at a certain distance from "
"enemies. However, if an enemy unit is close to any bat, the swarm scatters. "
"This is particular fun to watch when one places an enemy unit in the middle "
"of the swarm. After being scattered, the swarm members slowly rejoin, but "
"not in a very organized way. Sub-swarms or individual bats might roam around "
"for quite some time before they find their way back. It is also possible "
"that individual bats (or small groups) split off from the larger swarm at "
"times.\n"
"\n"
"The player controls a side of gryphons, each of which is given 99 moves so "
"that the reaction of the swarm to enemies can be tested easily. There are "
"also several right-click options, for example for adding bats or gryphons or "
"for taking units off the map.\n"
"\n"
"Note: The Swarm 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/swarm.cfg:145
msgid "Watch the bats move around and fight them if you want"
msgstr ""

#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/swarm.cfg:147
msgid "Defeat all bats"
msgstr ""

#. [objective]: condition=lose
#: data/ai/micro_ais/scenarios/swarm.cfg:155
msgid "Death of all gryphons"
msgstr ""

#. [side]
#: data/ai/micro_ais/scenarios/wolves.cfg:41
msgid "team_name^Wolves"
msgstr ""

#. [side]
#: data/ai/micro_ais/scenarios/wolves.cfg:55
msgid "More Wolves"
msgstr ""

#. [set_menu_item]: id=m02_new_peasant
#: data/ai/micro_ais/scenarios/wolves.cfg:119
msgid "Place Side 1 Peasant"
msgstr ""

#. [set_menu_item]: id=m03_new_wolf2
#: data/ai/micro_ais/scenarios/wolves.cfg:130
msgid "Place Side 2 Wolf"
msgstr ""

#. [set_menu_item]: id=m04_new_wolf3
#: data/ai/micro_ais/scenarios/wolves.cfg:141
msgid "Place Side 3 Wolf"
msgstr ""

#. [event]
#: data/ai/micro_ais/scenarios/wolves.cfg:187
msgid ""
"This scenario features a different kind of wolf behavior from 'Animals'. "
"First, there can be an arbitrary number of wolf packs and the pack size on "
"each side is a free parameter (set to 3 for Side 2 and 4 for Side 3 in this "
"scenario). At the beginning of the scenario, close wolves are grouped into "
"packs in a semi-methodical way. Wolves of the same pack begin by joining "
"each other on the map. After that, they stay together until only one wolf is "
"left, which then tries to join up with an incomplete pack or with other "
"single wolves. Individual wolves entering the map during the scenario behave "
"in that way as well.\n"
"\n"
"Second, wolves do not actively hunt here. For the most part they just wander "
"(often long distance). However, the pack ferociously (and without regard for "
"its own health) attacks any enemy units that come into range, as long as "
"that does not mean separating the pack by more than a few hexes. Staying "
"together, or joining with a new wolf assigned to the pack, is the only thing "
"that takes priority over satisfying the wolves' thirst for blood.\n"
"\n"
"To emphasize which wolf belongs to which pack, the pack number will be "
"displayed below each wolf in this scenario once the AI takes control of a "
"side the first time."
msgstr ""

#. [message]: speaker=narrator
#: data/ai/micro_ais/scenarios/wolves.cfg:198
msgid ""
"It is possible to include a human-controlled Side 1, so that the action "
"stops once every turn for looking around (or for messing with things in "
"debug mode). In human-controlled mode, several options are available through "
"the right-click menu, such as adding additional wolves to either side, "
"taking wolves off the map, adding peasants to the human-controlled side or "
"ending the scenario. This enables easy exploring of the wolf AI behavior "
"under different circumstances.\n"
"\n"
"Note that the leader of the human-controlled side, Rutburt, can move 99 "
"hexes per turn, so that it is always possible to keep him out of harm's "
"way.\n"
"\n"
"Also note that the wolves 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 ""

#. [option]: speaker=narrator
#: data/ai/micro_ais/scenarios/wolves.cfg:205
msgid "<span font='16'>I'll just watch the two wolf sides.</span>"
msgstr ""

#. [objectives]
#: data/ai/micro_ais/scenarios/wolves.cfg:224
msgid "Watch the wolves move around and fight each other"
msgstr ""

#. [objective]: condition=win
#: data/ai/micro_ais/scenarios/wolves.cfg:226
msgid "No wolves left on one side"
msgstr ""

#. [message]: speaker=narrator
#: data/ai/scenarios/ai_arena_small/0001-healing.cfg:17
msgid "This situation should test the ability of AI to heal efficiently..."
msgstr ""

#. [message]: speaker=narrator
#: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:17
msgid "This situation should test the ability of AI to spread poison around..."
msgstr ""

#. [label]
#: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:112
msgid "Undead target test"
msgstr ""

#. [label]
#: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:119
msgid "Target choose test"
msgstr ""

#. [label]
#: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:126
msgid "Regeneration attack test"
msgstr ""

#. [label]
#: data/ai/scenarios/ai_arena_small/0002-poisoning.cfg:133
msgid "Weapon test with low hp target"
msgstr ""

#. [message]: speaker=narrator
#: data/ai/scenarios/ai_arena_small/0003-simple_combat.cfg:17
msgid "This situation should test the ability of AI to make an attack..."
msgstr ""

#. [message]: speaker=narrator
#: data/ai/scenarios/ai_arena_small/0004-filtered_combat.cfg:17
msgid ""
"This situation should test the ability of AI to obey own unit and enemy unit "
"filters while making attacks. Only dwarves should attack. Dark Adepts are "
"not to be attacked."
msgstr ""

#. [message]: speaker=narrator
#: data/ai/scenarios/ai_arena_small/0005-recruitment_test.cfg:17
msgid "This situation should test the recruitment phase"
msgstr ""

#. [test]: id=ai_arena_small
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:6
msgid "AI Arena - small"
msgstr ""

#. [test]: id=ai_arena_small
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:7
msgid "Small ai arena"
msgstr ""

#. [set_menu_item]: id=repeat_test
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:64
msgid "Repeat last test"
msgstr ""

#. [set_menu_item]: id=select_another_ai
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:80
msgid "Select another ai"
msgstr ""

#. [set_menu_item]: id=select_test
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:90
msgid "Select another test"
msgstr ""

#. [side]: id=leader1, type=Lich
#. [side]: type=Nightgaunt
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:103
#: data/ai/scenarios/scenario-test_move_to_targets.cfg:31
msgid "AI Developer"
msgstr ""

#. [side]: id=leader1, type=Lich
#. [side]: type=Nightgaunt
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:108
#: data/ai/scenarios/scenario-test_move_to_targets.cfg:36
msgid "team_name^AI Developer"
msgstr ""

#. [side]: id=chall-ai, type=White Mage
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:119
msgid "Challenger AI"
msgstr ""

#. [side]: id=chall-ai, type=White Mage
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:124
msgid "North"
msgstr ""

#. [side]: id=champ-ai, type=Dark Adept
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:131
msgid "Champion AI"
msgstr ""

#. [side]: id=champ-ai, type=Dark Adept
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:136
msgid "South"
msgstr ""

#. [message]: speaker=narrator
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:175
msgid "Which AI do you wish to use, O Mighty AI Developer?"
msgstr ""

#. [option]: speaker=narrator
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:177
msgid "I am happy with the current AI of team 2, [$test_path_to_ai]"
msgstr ""

#. [option]: speaker=narrator
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:180
msgid "Akihara's ai will be awesome, won't it?"
msgstr ""

#. [option]: speaker=narrator
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:189
msgid "My AI is TESTING AI DEFAULT, implemented as ai_composite."
msgstr ""

#. [option]: speaker=narrator
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:198
msgid ""
"I am the king of FORMULA AI, and I will use its vast powers for world "
"domination."
msgstr ""

#. [option]: speaker=narrator
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:207
msgid "I've come with my own AI, and I am ready to test its strength"
msgstr ""

#. [message]: speaker=narrator
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:212
msgid "and where is it located (path follows the usual WML convention)"
msgstr ""

#. [text_input]
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:214
msgid "AI Location:"
msgstr ""

#. [option]: speaker=narrator
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:221
msgid "I want to test formulaAI-based poisoning improvements"
msgstr ""

#. [message]: speaker=narrator
#: data/ai/scenarios/scenario-AI_Arena_small.cfg:324
msgid "and so, the AI for team 2 was redeployed from file '$test_path_to_ai'"
msgstr ""

#. [test]: id=lua_ai
#: data/ai/scenarios/scenario-lua-ai.cfg:5
msgid "Test scenario for Lua AI"
msgstr ""

#. [label]
#: data/ai/scenarios/scenario-lua-ai.cfg:44
#: data/ai/scenarios/scenario-no_engine.cfg:44
msgid "Patrol waypoint 1"
msgstr ""

#. [label]
#: data/ai/scenarios/scenario-lua-ai.cfg:49
#: data/ai/scenarios/scenario-no_engine.cfg:49
msgid "Patrol waypoint 2"
msgstr ""

#. [label]
#: data/ai/scenarios/scenario-lua-ai.cfg:54
#: data/ai/scenarios/scenario-no_engine.cfg:54
msgid "Formula priorities test"
msgstr ""

#. [label]
#: data/ai/scenarios/scenario-lua-ai.cfg:59
#: data/ai/scenarios/scenario-no_engine.cfg:59
msgid "first"
msgstr ""

#. [label]
#: data/ai/scenarios/scenario-lua-ai.cfg:64
#: data/ai/scenarios/scenario-no_engine.cfg:64
msgid "second"
msgstr ""

#. [label]
#: data/ai/scenarios/scenario-lua-ai.cfg:69
#: data/ai/scenarios/scenario-no_engine.cfg:69
msgid "third"
msgstr ""

#. [label]
#: data/ai/scenarios/scenario-lua-ai.cfg:74
#: data/ai/scenarios/scenario-no_engine.cfg:74
msgid "Location guarded (range = 3)"
msgstr ""

#. [unit]: type=Skeletal Dragon, id=Kiressh
#: data/ai/scenarios/scenario-lua-ai.cfg:154
#: data/ai/scenarios/scenario-no_engine.cfg:154
msgid "Kiressh"
msgstr ""

#. [unit]: type=Orcish Archer
#: data/ai/scenarios/scenario-lua-ai.cfg:160
#: data/ai/scenarios/scenario-no_engine.cfg:160
msgid "Bilbo"
msgstr ""

#. [unit]: type=Walking Corpse
#: data/ai/scenarios/scenario-lua-ai.cfg:165
#: data/ai/scenarios/scenario-no_engine.cfg:165
msgid "Sirené"
msgstr ""

#. [unit]: type=Wolf Rider
#: data/ai/scenarios/scenario-lua-ai.cfg:171
#: data/ai/scenarios/scenario-no_engine.cfg:171
msgid "Rark"
msgstr ""

#. [test]: id=lua_ai_no_engine
#: data/ai/scenarios/scenario-no_engine.cfg:5
msgid "Test scenario for Lua AI with no Lua engine defined"
msgstr ""

#. [test]: id=move_to_targets
#: data/ai/scenarios/scenario-test_move_to_targets.cfg:7
msgid "Move to targets"
msgstr ""

#. [test]: id=move_to_targets
#: data/ai/scenarios/scenario-test_move_to_targets.cfg:8
msgid "Test ai move-to-targets logic"
msgstr ""

#. [side]: type=Orcish Slayer
#: data/ai/scenarios/scenario-test_move_to_targets.cfg:46
msgid "AI under test"
msgstr ""

#. [side]: id=leader3, type=Mage of Light
#: data/ai/scenarios/scenario-test_move_to_targets.cfg:60
msgid "Idle AI"
msgstr ""
