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[Wesnoth-cvs-commits] wesnoth data/scenarios/tutorial/tutorial1.cfg d...


From: Yann Dirson
Subject: [Wesnoth-cvs-commits] wesnoth data/scenarios/tutorial/tutorial1.cfg d...
Date: Sun, 05 Sep 2004 12:44:20 -0400

CVSROOT:        /cvsroot/wesnoth
Module name:    wesnoth
Branch:         
Changes by:     Yann Dirson <address@hidden>    04/09/05 16:39:11

Modified files:
        data/scenarios/tutorial: tutorial1.cfg tutorial2.cfg utils.cfg 
        po             : wesnoth.pot 
        po/fr          : wesnoth-tdh.po 

Log message:
        Fixed gettextisation of tutorial strings in macro args

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/scenarios/tutorial/tutorial1.cfg.diff?tr1=1.3&tr2=1.4&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/scenarios/tutorial/tutorial2.cfg.diff?tr1=1.2&tr2=1.3&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/scenarios/tutorial/utils.cfg.diff?tr1=1.2&tr2=1.3&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth.pot.diff?tr1=1.18&tr2=1.19&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/fr/wesnoth-tdh.po.diff?tr1=1.3&tr2=1.4&r1=text&r2=text

Patches:
Index: wesnoth/data/scenarios/tutorial/tutorial1.cfg
diff -u wesnoth/data/scenarios/tutorial/tutorial1.cfg:1.3 
wesnoth/data/scenarios/tutorial/tutorial1.cfg:1.4
--- wesnoth/data/scenarios/tutorial/tutorial1.cfg:1.3   Fri Aug 27 15:34:51 2004
+++ wesnoth/data/scenarios/tutorial/tutorial1.cfg       Sun Sep  5 16:39:10 2004
@@ -70,7 +70,7 @@
                description=Delfador
                message= _ "Before entering any battle, you need to recruit 
units. To recruit a unit, right click on the castle tile on which you wish to 
recruit the unit. Then select Recruit, and select 'Ok'. You can only recruit 
units on castle tiles connected to the keep your leader is on."
                [/message]
-               {SET_OBJECTIVE (Recruit a unit)}
+               {SET_OBJECTIVE (_"Recruit a unit")}
        [/event]
        [event]
        name=recruit
@@ -78,12 +78,12 @@
                description=Delfador
                message= _ "Excellent! You have recruited an Elvish Fighter."
                [/message]
-               {QUESTION_OPTIONS_START (What do I do next?)}
+               {QUESTION_OPTIONS_START (_"What do I do next?")}
 #define RECRUIT_QUESTIONS
-{QUESTION_OPTION (How do I recruit units?) (To recruit a unit, right click on 
the castle tile on which you wish to recruit the unit. Then select Recruit, or 
just hold your cursor over the tile and press 'Ctrl-R'. Next, select the type 
of unit that you want to recruit, and select 'Ok'. In order to recruit faster, 
you can use 'Ctrl-Shift-R' to re-recruit the last type of unit you recruited.)}
-{QUESTION_OPTION (What's a leader?) (A leader is a unit that can recruit. This 
means that when the leader is on a keep, he can recruit units on the 
surrounding castle tiles. Leaders are usually powerful units that each side 
only controls one of. Also, your leader is usually the first unit that your 
side controls, and starts on a keep. You can select your leader quickly by 
pressing 'l'. If your leader dies, you lose the game. You can win most 
scenarios by defeating all enemy leaders.)}
-{QUESTION_OPTION (How should I choose what kind of units to recruit?) (You 
have to carefully review their skills, which are displayed to the left of the 
unit selection box,  and cost, which is displayed after the name of the unit. 
You will learn more about these statistics throughout the tutorial.)}
-{QUESTION_OPTION (What happens when I recruit a unit?) (When you recruit a 
unit, it appears at full health on a castle tile of your choice. It also 
receives two traits, which will be discussed later. It cannot move or attack 
until you end your turn.)}
+{QUESTION_OPTION (_"How do I recruit units?") (_"To recruit a unit, right 
click on the castle tile on which you wish to recruit the unit. Then select 
Recruit, or just hold your cursor over the tile and press 'Ctrl-R'. Next, 
select the type of unit that you want to recruit, and select 'Ok'. In order to 
recruit faster, you can use 'Ctrl-Shift-R' to re-recruit the last type of unit 
you recruited.")}
+{QUESTION_OPTION (_"What's a leader?") (_"A leader is a unit that can recruit. 
This means that when the leader is on a keep, he can recruit units on the 
surrounding castle tiles. Leaders are usually powerful units that each side 
only controls one of. Also, your leader is usually the first unit that your 
side controls, and starts on a keep. You can select your leader quickly by 
pressing 'l'. If your leader dies, you lose the game. You can win most 
scenarios by defeating all enemy leaders.")}
+{QUESTION_OPTION (_"How should I choose what kind of units to recruit?") 
(_"You have to carefully review their skills, which are displayed to the left 
of the unit selection box,  and cost, which is displayed after the name of the 
unit. You will learn more about these statistics throughout the tutorial.")}
+{QUESTION_OPTION (_"What happens when I recruit a unit?") (_"When you recruit 
a unit, it appears at full health on a castle tile of your choice. It also 
receives two traits, which will be discussed later. It cannot move or attack 
until you end your turn.")}
 #enddef
                                {RECRUIT_QUESTIONS}
                {QUESTION_OPTIONS_END}
@@ -91,17 +91,17 @@
                description=Delfador
                message= _ "Since units cannot move on the turn they are 
recruited, you must end your turn. To do this, simply click the 'End Turn' 
button in the lower-right hand corner."
                [/message]
-               {SET_OBJECTIVE (End your turn)}
+               {SET_OBJECTIVE (_"End your turn")}
                [event]
                name=new turn
                [message]
                description=Delfador
                message= _ "You have successfully ended your turn."
                [/message]
-               {QUESTION_OPTIONS_START (What do I do next?)}
+               {QUESTION_OPTIONS_START (_"What do I do next?")}
 #define TURN_QUESTIONS
-{QUESTION_OPTION (How do I end my turn?) (One way to end your turn is to press 
'Alt-E'. Alternatively, you can right-click and select End Turn, or select the 
End Turn button in the lower-right hand corner.)}
-{QUESTION_OPTION (What happens when I end my turn?) (When you end your turn, 
it becomes another side's turn and only that side has the right to move, until 
that side ends its turn. After all sides end their turns, the next turn begins. 
This has various effects, including causing all units to regain their full 
movement potential. The number of the current turn is displayed on the status 
bar next to the image of a flag. When this number exceeds the maximum number of 
turns, you lose the game.)}
+{QUESTION_OPTION (_"How do I end my turn?") (_"One way to end your turn is to 
press 'Alt-E'. Alternatively, you can right-click and select End Turn, or 
select the End Turn button in the lower-right hand corner.")}
+{QUESTION_OPTION (_"What happens when I end my turn?") (_"When you end your 
turn, it becomes another side's turn and only that side has the right to move, 
until that side ends its turn. After all sides end their turns, the next turn 
begins. This has various effects, including causing all units to regain their 
full movement potential. The number of the current turn is displayed on the 
status bar next to the image of a flag. When this number exceeds the maximum 
number of turns, you lose the game.")}
 #enddef
                                {TURN_QUESTIONS}
                {QUESTION_OPTIONS_END}
@@ -109,7 +109,7 @@
                description=Delfador
                message= _ "Your next task is to move your Elvish Fighter. To 
move a unit, first select it, then select his destination. In this case, his 
destination is the forest next to the Elvish Shaman, Merle."
                [/message]
-               {SET_OBJECTIVE (Move your Elvish Fighter next to Merle)}
+               {SET_OBJECTIVE (_"Move your Elvish Fighter next to Merle")}
                [move_unit_fake]
                x=09,10,10,11,11
                y=04,04,05,06,07
@@ -133,11 +133,11 @@
                description=Delfador
                message= _ "Excellent! You have successfully moved your Elvish 
Fighter. However, since he moved next to an enemy unit, he has lost all his 
movement for this turn; this is called the 'zone of control'."
                [/message]
-               {QUESTION_OPTIONS_START (What do I do next?)}
+               {QUESTION_OPTIONS_START (_"What do I do next?")}
 #define MOVE_QUESTIONS
-{QUESTION_OPTION (How far can my Elvish Fighter move?) (Your Elvish Fighter 
begins with a certain number of move points each turn; this is called his 
speed. When your Elvish Fighter moves along a path, each hex he goes through 
costs him move points; this includes his destination. When you select your 
Elvish Fighter, all hexes he can't move onto within one turn will be shaded. If 
the destination is far enough away that he needs more than one turn to reach 
it, a number will appear showing how many turns it will take him. Clicking on a 
far-away space will set the unit on a course for that space, which means it 
automatically moves as far as it can towards that space every turn. If you 
accidentally set a unit on a course, select it twice to remove the course.)}
-{QUESTION_OPTION (What's the zone of control?) (A unit's zone of control is 
the location consisting of all hexes the unit is adjacent to. Units cannot move 
through opponent's zones of control; they can only move into it. When they do 
this, they lose all of their remaining movement. Zones of control can be used 
to block enemies from reaching your weak and wounded units.)}
-{QUESTION_OPTION (How do I tell who is allied and who is an enemy?) (Units you 
control have a green, yellow, or red energy circle above their health bar, the 
green vertical bar next to them. Units with full movement have green: ones with 
some movement yellow, ones with no movement red. Units controlled by the enemy 
do not have an energy circle. Allied units you do not control, like me, have a 
blue energy circle. Also, the option 'Show Team Colors', in Preferences, causes 
the color of a unit's controller is displayed as a disc below the unit.)}
+{QUESTION_OPTION (_"How far can my Elvish Fighter move?") (_"Your Elvish 
Fighter begins with a certain number of move points each turn; this is called 
his speed. When your Elvish Fighter moves along a path, each hex he goes 
through costs him move points; this includes his destination. When you select 
your Elvish Fighter, all hexes he can't move onto within one turn will be 
shaded. If the destination is far enough away that he needs more than one turn 
to reach it, a number will appear showing how many turns it will take him. 
Clicking on a far-away space will set the unit on a course for that space, 
which means it automatically moves as far as it can towards that space every 
turn. If you accidentally set a unit on a course, select it twice to remove the 
course.")}
+{QUESTION_OPTION (_"What's the zone of control?") (_"A unit's zone of control 
is the location consisting of all hexes the unit is adjacent to. Units cannot 
move through opponent's zones of control; they can only move into it. When they 
do this, they lose all of their remaining movement. Zones of control can be 
used to block enemies from reaching your weak and wounded units.")}
+{QUESTION_OPTION (_"How do I tell who is allied and who is an enemy?") 
(_"Units you control have a green, yellow, or red energy circle above their 
health bar, the green vertical bar next to them. Units with full movement have 
green: ones with some movement yellow, ones with no movement red. Units 
controlled by the enemy do not have an energy circle. Allied units you do not 
control, like me, have a blue energy circle. Also, the option 'Show Team 
Colors', in Preferences, causes the color of a unit's controller is displayed 
as a disc below the unit.")}
 #enddef
                                {MOVE_QUESTIONS}
                {QUESTION_OPTIONS_END}
@@ -145,7 +145,7 @@
                description=Delfador
                message= _ "Now, you need to attack with your fighter. To 
attack, first select a unit, then select its target, which must be next to the 
attacking unit. You will then see the attack options box, where you must select 
an attack to use."
                [/message]
-               {SET_OBJECTIVE (Attack Merle)}
+               {SET_OBJECTIVE (_"Attack Merle")}
                [event]
                name=attack
                [kill]
@@ -161,11 +161,11 @@
                description=Delfador
                message= _ "You have successfully attacked Merle."
                [/message]
-               {QUESTION_OPTIONS_START (What do I do next?)}
+               {QUESTION_OPTIONS_START (_"What do I do next?")}
 #define ATTACK_QUESTIONS
-{QUESTION_OPTION (Can Merle retaliate from my attack?) (Whenever a unit is 
attacked, it retaliates with one of their own weapons. This means that after 
each blow from the attacker, the defender retaliates with one blow. This 
continues until one side runs out of blows, in which case the other unit 
continues attacking until its blows are depleted as well. However, any unit can 
only retaliate by using a weapon of the same range as the one used to attack. 
This means that a ranged attack can only be countered by a ranged attack and a 
melee attack can only be countered by a melee attack. Most units have more 
powerful melee attacks than ranged, so units with ranged attacks are useful in 
that retaliation against them is less powerful; often there is no retaliation. 
However ranged units cannot shoot across multiple hexes; this is one of the 
distinctive features of Wesnoth.)}
-{QUESTION_OPTION (How can you tell how powerful a unit's attacks are?) (Every 
attack does a certain amount of damage per hit, and can be used a certain 
number of times per battle. These numbers, called the attack's damage and 
strike numbers, are displayed in order under the name of the attack on the 
unit's status table and next to it on the attack options menu. To quickly find 
the maximum damage an attack can inflict, multiply the damage by the number of 
strikes. For example, my lightning attack does 14 damage per blow and has 4 
blows, so it can deal up to 56 damage in a single combat.)}
-{QUESTION_OPTION (Will my fighter hit every time when he attacks?) (Units have 
the ability to block blows. The chance that a unit has to hit is based on the 
defender's skill at defending blows, and is listed on the attack options menu 
after the damage and strike numbers for the bow attack.)}
+{QUESTION_OPTION (_"Can Merle retaliate from my attack?") (_"Whenever a unit 
is attacked, it retaliates with one of their own weapons. This means that after 
each blow from the attacker, the defender retaliates with one blow. This 
continues until one side runs out of blows, in which case the other unit 
continues attacking until its blows are depleted as well. However, any unit can 
only retaliate by using a weapon of the same range as the one used to attack. 
This means that a ranged attack can only be countered by a ranged attack and a 
melee attack can only be countered by a melee attack. Most units have more 
powerful melee attacks than ranged, so units with ranged attacks are useful in 
that retaliation against them is less powerful; often there is no retaliation. 
However ranged units cannot shoot across multiple hexes; this is one of the 
distinctive features of Wesnoth.")}
+{QUESTION_OPTION (_"How can you tell how powerful a unit's attacks are?") 
(_"Every attack does a certain amount of damage per hit, and can be used a 
certain number of times per battle. These numbers, called the attack's damage 
and strike numbers, are displayed in order under the name of the attack on the 
unit's status table and next to it on the attack options menu. To quickly find 
the maximum damage an attack can inflict, multiply the damage by the number of 
strikes. For example, my lightning attack does 14 damage per blow and has 4 
blows, so it can deal up to 56 damage in a single combat.")}
+{QUESTION_OPTION (_"Will my fighter hit every time when he attacks?") (_"Units 
have the ability to block blows. The chance that a unit has to hit is based on 
the defender's skill at defending blows, and is listed on the attack options 
menu after the damage and strike numbers for the bow attack.")}
 #enddef
                                {ATTACK_QUESTIONS}
                {QUESTION_OPTIONS_END}
@@ -179,10 +179,10 @@
                description=Delfador
                message= _ "Your fighter has survived Merle's attack. Whenever 
a unit survives a battle, it gets experience from the combat. Once a unit gains 
enough experience, it advances to the next level, and becomes more powerful."
                [/message]
-               {QUESTION_OPTIONS_START (What do I do next?)}
+               {QUESTION_OPTIONS_START (_"What do I do next?")}
 #define XP_QUESTIONS
-{QUESTION_OPTION (What's experience?) (When a unit fights another unit, it 
gains experience, denoted 'XP', from the combat. The amount of experience 
gained is equal to the opponent's level, which is usually a representation of 
that unit's power. However, much more experience is gained from defeating an 
enemy unit. The amount of XP gained from killing an enemy is equal to 8 times 
the enemy's level.)}
-{QUESTION_OPTION (What happens when a unit advances?) (When a unit advances, 
it transforms into a different unit type. This unit type is dependent on what 
the unit was originally, but occasionally there will be more than one choice of 
what to advance into. Advanced units are usually more powerful and 1 level 
higher than they were originally. Also, when a unit advances, it is healed 
completely and any handicaps that have been cast on it are removed. This is 
known as 'advance-heal'.)}
+{QUESTION_OPTION (_"What's experience?") (_"When a unit fights another unit, 
it gains experience, denoted 'XP', from the combat. The amount of experience 
gained is equal to the opponent's level, which is usually a representation of 
that unit's power. However, much more experience is gained from defeating an 
enemy unit. The amount of XP gained from killing an enemy is equal to 8 times 
the enemy's level.")}
+{QUESTION_OPTION (_"What happens when a unit advances?") (_"When a unit 
advances, it transforms into a different unit type. This unit type is dependent 
on what the unit was originally, but occasionally there will be more than one 
choice of what to advance into. Advanced units are usually more powerful and 1 
level higher than they were originally. Also, when a unit advances, it is 
healed completely and any handicaps that have been cast on it are removed. This 
is known as 'advance-heal'.")}
 #enddef
                                {XP_QUESTIONS}
                {QUESTION_OPTIONS_END}
@@ -190,7 +190,7 @@
                description=Delfador
                message= _ "Move your fighter onto a village."
                [/message]
-               {SET_OBJECTIVE (Move your fighter onto a village)}
+               {SET_OBJECTIVE (_"Move your fighter onto a village")}
                [event]
                name=moveto
                [filter]
@@ -203,10 +203,10 @@
                description=Delfador
                message= _ "Villages heal the units on them."
                [/message]
-               {QUESTION_OPTIONS_START (What do I do next?)}
+               {QUESTION_OPTIONS_START (_"What do I do next?")}
 #define VILLAGE_QUESTIONS
-{QUESTION_OPTION (What happens when a unit moves onto a village?) (Whenever a 
unit moves onto a village, he flags the village for his side. This action takes 
all of the unit's remaining movement. Villages flagged for a side give the side 
several benefits, including giving the side a extra gold coin every turn, and 
reducing the total upkeep cost of that side's units by one. The total number of 
villages you control is also displayed on the status bar after the picture of a 
house. In addition to the economic benefit of villages, villages can be used in 
battle. Villages heal the units on them 8 HP per turn.)}
-{QUESTION_OPTION (How do I heal when there aren't any villages nearby?) (There 
are ways to heal even without villages. If a unit does not move or attack for 1 
turn, he heals 2 HP from resting. However if an enemy attacks him he cannot 
receive rest-heal. Also, there are some units which heal the units surrounding 
them. The Elvish Shaman is one such unit; units next to an Elvish Shaman are 
healed 4 HP per turn. Finally, whenever you win a level all your units are 
healed fully.)}
+{QUESTION_OPTION (_"What happens when a unit moves onto a village?") 
(_"Whenever a unit moves onto a village, he flags the village for his side. 
This action takes all of the unit's remaining movement. Villages flagged for a 
side give the side several benefits, including giving the side a extra gold 
coin every turn, and reducing the total upkeep cost of that side's units by 
one. The total number of villages you control is also displayed on the status 
bar after the picture of a house. In addition to the economic benefit of 
villages, villages can be used in battle. Villages heal the units on them 8 HP 
per turn.")}
+{QUESTION_OPTION (_"How do I heal when there aren't any villages nearby?") 
(_"There are ways to heal even without villages. If a unit does not move or 
attack for 1 turn, he heals 2 HP from resting. However if an enemy attacks him 
he cannot receive rest-heal. Also, there are some units which heal the units 
surrounding them. The Elvish Shaman is one such unit; units next to an Elvish 
Shaman are healed 4 HP per turn. Finally, whenever you win a level all your 
units are healed fully.")}
 #enddef
                                {VILLAGE_QUESTIONS}
                {QUESTION_OPTIONS_END}
@@ -214,7 +214,7 @@
                description=Delfador
                message= _ "Now, you must defeat Merle by reducing her to 0 HP 
or lower. Just attack repeatedly."
                [/message]
-               {SET_OBJECTIVE (Defeat Merle)}
+               {SET_OBJECTIVE (_"Defeat Merle")}
                [/event]
                [/event]
                [/event]
@@ -229,7 +229,7 @@
                [/filter]
                [message]
                description=Delfador
-               message=Oops! You moved your leader off of the keep. Remember, 
when your leader is not on a keep, you cannot recruit. Also remember that if 
your leader dies, you lose. In order to continue the tutorial, I will have to 
teleport you back onto your keep.
+               message=_"Oops! You moved your leader off of the keep. 
Remember, when your leader is not on a keep, you cannot recruit. Also remember 
that if your leader dies, you lose. In order to continue the tutorial, I will 
have to teleport you back onto your keep."
                [/message]
                [teleport]
                        [filter]
@@ -264,10 +264,10 @@
                description=Delfador
                message= _ "You have successfully completed the first training 
scenario."
                [/message]
-               {QUESTION_OPTIONS_START (Hooray!)}
+               {QUESTION_OPTIONS_START (_"Hooray!")}
 #define VICTORY_QUESTIONS
-{QUESTION_OPTION (How do I know how to complete a scenario? Will you always 
tell me?) (Sometimes it is not clear how to win a scenario just by listening to 
the dialog. In this case you need to look at the scenario objectives, which 
appear after the opening dialog. It can also be accessed by clicking 
'Objectives' on the menu. The scenario objectives are a list of victory 
conditions and defeat conditions, and if any of the conditions are met, the 
level is over. Hopefully, it was a victory condition that was met.)}
-{QUESTION_OPTION (What happens when I win a scenario?) (When you win a 
scenario, all of your units survive and are revived to full health, and you do 
not have to pay them for the remaining turns. Also, if your army remains in the 
area after you win, all villages surrender to you immediately after you win. 
However between scenarios, 20% of your gold is lost.)}
+{QUESTION_OPTION (_"How do I know how to complete a scenario? Will you always 
tell me?") (_"Sometimes it is not clear how to win a scenario just by listening 
to the dialog. In this case you need to look at the scenario objectives, which 
appear after the opening dialog. It can also be accessed by clicking 
'Objectives' on the menu. The scenario objectives are a list of victory 
conditions and defeat conditions, and if any of the conditions are met, the 
level is over. Hopefully, it was a victory condition that was met.")}
+{QUESTION_OPTION (_"What happens when I win a scenario?") (_"When you win a 
scenario, all of your units survive and are revived to full health, and you do 
not have to pay them for the remaining turns. Also, if your army remains in the 
area after you win, all villages surrender to you immediately after you win. 
However between scenarios, 20% of your gold is lost.")}
 #enddef
                                {VICTORY_QUESTIONS}
                {QUESTION_OPTIONS_END}
@@ -277,7 +277,7 @@
                        [option]
                        message= _ "Yes"
                        [command]
-                               {QUESTION_OPTIONS_START (I'm done reviewing 
skills!)}
+                               {QUESTION_OPTIONS_START (_"I'm done reviewing 
skills!")}
                                                {RECRUIT_QUESTIONS}
                                                {TURN_QUESTIONS}
                                                {MOVE_QUESTIONS}
Index: wesnoth/data/scenarios/tutorial/tutorial2.cfg
diff -u wesnoth/data/scenarios/tutorial/tutorial2.cfg:1.2 
wesnoth/data/scenarios/tutorial/tutorial2.cfg:1.3
--- wesnoth/data/scenarios/tutorial/tutorial2.cfg:1.2   Fri Aug 27 15:34:51 2004
+++ wesnoth/data/scenarios/tutorial/tutorial2.cfg       Sun Sep  5 16:39:10 2004
@@ -1,6 +1,6 @@
 {./utils.cfg}
 [tutorial]
-name=Traits and Specialties
+name=_"Traits and Specialties"
 id=tutorial-2
 map_data="ggggggggggggggggccggggtff
 gggtggggggggtggccggggggff
@@ -85,10 +85,10 @@
                description=Delfador
                message= _ "You have successfully recalled your Elvish Fighter."
                [/message]
-               {QUESTION_OPTIONS_START (En guarde!)}
+               {QUESTION_OPTIONS_START (_"En guarde!")}
 #define RECALL_QUESTIONS
-{QUESTION_OPTION (What happens when I recall a unit?) (First, you must pay 20 
pieces of gold for each unit you recall, regardless of the type of unit. Other 
than that, recalled units are basically like recruited units, except that 
instead of a new unit appearing, a unit from a previous scenario will appear.)}
-{QUESTION_OPTION (How should I decide which units to recall?) (You should 
usually recall units that have already advanced to the next level. However, you 
may also want to recall units that have high experience, and are thus likely to 
advance. You should recall units that will be useful for the scenario you are 
in; for example in a forest scenario, recall elves.)}
+{QUESTION_OPTION (_"What happens when I recall a unit?") (_"First, you must 
pay 20 pieces of gold for each unit you recall, regardless of the type of unit. 
Other than that, recalled units are basically like recruited units, except that 
instead of a new unit appearing, a unit from a previous scenario will appear.")}
+{QUESTION_OPTION (_"How should I decide which units to recall?") (_"You should 
usually recall units that have already advanced to the next level. However, you 
may also want to recall units that have high experience, and are thus likely to 
advance. You should recall units that will be useful for the scenario you are 
in; for example in a forest scenario, recall elves.")}
 #enddef
                                {RECALL_QUESTIONS}
                {QUESTION_OPTIONS_END}
@@ -99,10 +99,10 @@
                description=Delfador
                message= _ "You may notice that your units have slightly 
different statistics than the statistics shown before you recruited them. This 
is because they have been assigned traits."
                [/message]
-               {QUESTION_OPTIONS_START (En guarde!)}
+               {QUESTION_OPTIONS_START (_"En guarde!")}
 #define TRAIT_QUESTIONS
-{QUESTION_OPTION (What do traits do?) (The function of traits is add variety 
by making units of the same type different from each other. This is done by 
randomly assigning each unit traits when they are recruited. The traits that a 
unit has are displayed on the Status Table, and the function of a specific 
trait can be found by putting your cursor over that trait.)}
-{QUESTION_OPTION (What kind of traits can my units get?) (There are five 
distinct traits, which have effects ranging from increasing a unit's hit points 
to decreasing the amount of XP required to advance. However all traits are 
designed to improve unit's power; there are no 'negative' traits. Most units 
have an equal chance to get any two different traits when they are recruited.)}
+{QUESTION_OPTION (_"What do traits do?") (_"The function of traits is add 
variety by making units of the same type different from each other. This is 
done by randomly assigning each unit traits when they are recruited. The traits 
that a unit has are displayed on the Status Table, and the function of a 
specific trait can be found by putting your cursor over that trait.")}
+{QUESTION_OPTION (_"What kind of traits can my units get?") (_"There are five 
distinct traits, which have effects ranging from increasing a unit's hit points 
to decreasing the amount of XP required to advance. However all traits are 
designed to improve unit's power; there are no 'negative' traits. Most units 
have an equal chance to get any two different traits when they are recruited.")}
 #enddef
                                {TRAIT_QUESTIONS}
                {QUESTION_OPTIONS_END}
@@ -114,10 +114,10 @@
                description=Delfador
                message= _ "When you recruit and recall units, you lose gold. 
If this would cause you to have less than 0 gold, you cannot recruit or recall."
                [/message]
-               {QUESTION_OPTIONS_START (En guarde!)}
+               {QUESTION_OPTIONS_START (_"En guarde!")}
 #define GOLD_QUESTIONS
-{QUESTION_OPTION (How much gold do my units cost?) (You need to pay each unit 
you recruit or recall gold when you recruit it. The cost of recruiting a unit 
is displayed under the unit's name. The cost of recalling a unit is always 20 
gold. A unit also costs gold for each turn it is under your control. This cost, 
called 'upkeep', is equal to the level of the unit. However, units you do not 
recruit or recall such as your leader do not cost any gold at all. The total 
upkeep cost of your units is displayed on the status bar at the top after a 
picture of gold and then a red arrow.)}
-{QUESTION_OPTION (How do I get gold?) (You begin each level with a percentage 
of gold from the previous level. If this is less than 100 gold, you begin with 
100 gold instead. The amount of gold you have is displayed on the status bar 
after the picture of gold. After the start of a scenario, you receive 2 gold 
every turn. Since you usually need more gold than that, you should flag 
villages, which give you 1 gold per turn.)}
+{QUESTION_OPTION (_"How much gold do my units cost?") (_"You need to pay each 
unit you recruit or recall gold when you recruit it. The cost of recruiting a 
unit is displayed under the unit's name. The cost of recalling a unit is always 
20 gold. A unit also costs gold for each turn it is under your control. This 
cost, called 'upkeep', is equal to the level of the unit. However, units you do 
not recruit or recall such as your leader do not cost any gold at all. The 
total upkeep cost of your units is displayed on the status bar at the top after 
a picture of gold and then a red arrow.")}
+{QUESTION_OPTION (_"How do I get gold?") (_"You begin each level with a 
percentage of gold from the previous level. If this is less than 100 gold, you 
begin with 100 gold instead. The amount of gold you have is displayed on the 
status bar after the picture of gold. After the start of a scenario, you 
receive 2 gold every turn. Since you usually need more gold than that, you 
should flag villages, which give you 1 gold per turn.")}
 #enddef
                                {GOLD_QUESTIONS}
                {QUESTION_OPTIONS_END}
@@ -128,10 +128,10 @@
                description=Delfador
                message= _ "The sun is setting over Wesnoth. The time of day 
affects how much damage units of different alignments can inflict upon each 
other."
                [/message]
-               {QUESTION_OPTIONS_START (En guarde!)}
+               {QUESTION_OPTIONS_START (_"En guarde!")}
 #define TIME_QUESTIONS
-{QUESTION_OPTION (What are the different alignments and times of day?) (There 
are 3 alignments: Lawful, Neutral, and Chaotic. There are also 3 times of day: 
day, twilight, and night. During day, units of the alignment Lawful, such as 
humans, do 25% more damage, while Chaotic units such as undead do 25% less. At 
night it is reversed. During twilight, all units do their normal damage. 
Neutral units such as elves are unaffected by day and night.)}
-{QUESTION_OPTION (How do I know what time of day it is?) (The times of day 
usually progress in a sequence: dawn- identical to twilight, morning- day, 
evening- day, dusk- twilight, first-watch- night, second-watch- night, then 
repeat. This is represented by the sun and moon which each rise in the east and 
set in the west. However some scenarios have a different sequence, such as 
underground where it is perpetually night. You can find out the current time of 
day by looking at the Status Table.)}
+{QUESTION_OPTION (_"What are the different alignments and times of day?") 
(_"There are 3 alignments: Lawful, Neutral, and Chaotic. There are also 3 times 
of day: day, twilight, and night. During day, units of the alignment Lawful, 
such as humans, do 25% more damage, while Chaotic units such as undead do 25% 
less. At night it is reversed. During twilight, all units do their normal 
damage. Neutral units such as elves are unaffected by day and night.")}
+{QUESTION_OPTION (_"How do I know what time of day it is?") (_"The times of 
day usually progress in a sequence: dawn- identical to twilight, morning- day, 
evening- day, dusk- twilight, first-watch- night, second-watch- night, then 
repeat. This is represented by the sun and moon which each rise in the east and 
set in the west. However some scenarios have a different sequence, such as 
underground where it is perpetually night. You can find out the current time of 
day by looking at the Status Table.")}
 #enddef
                                {TIME_QUESTIONS}
                {QUESTION_OPTIONS_END}
@@ -142,10 +142,10 @@
                description=Delfador
                message= _ "Each hex has a terrain, which gives the hex 
distinctive properties."
                [/message]
-               {QUESTION_OPTIONS_START (En guarde!)}
+               {QUESTION_OPTIONS_START (_"En guarde!")}
 #define TERRAIN_QUESTIONS
-{QUESTION_OPTION (What are the different properties that terrains have?) (Two 
terrains have properties which have already been described; namely villages and 
castle. However the properties of most terrains are more subtle, and have to do 
with the advantages and disadvantages different units have when they move onto 
them. The first property of a terrain is the number of move points it takes 
each unit to move through the hex. The second property is the defense that the 
terrain gives units standing on it. This is a percentage which determines the 
unit's chance to be hit on that terrain. For example; elves have 70% defense on 
grass, and are therefore hit 30% of the time.)}
-{QUESTION_OPTION (How do I find out the properties of a specific terrain?) (To 
find out the properties of a terrain with respect to a specific unit, 
right-click on the unit, select Unit Description, then select Terrain 
Modifiers. To find out which terrain is on a particular hex, move your cursor 
over that hex and look in the upper-right hand corner of the screen. This will 
display, in order, the name of the terrain, then the coordinates of the hex, 
then the selected unit's defense, then the number of move points it will cost 
the selected unit to move through that hex.)}
+{QUESTION_OPTION (_"What are the different properties that terrains have?") 
(_"Two terrains have properties which have already been described; namely 
villages and castle. However the properties of most terrains are more subtle, 
and have to do with the advantages and disadvantages different units have when 
they move onto them. The first property of a terrain is the number of move 
points it takes each unit to move through the hex. The second property is the 
defense that the terrain gives units standing on it. This is a percentage which 
determines the unit's chance to be hit on that terrain. For example; elves have 
70% defense on grass, and are therefore hit 30% of the time.")}
+{QUESTION_OPTION (_"How do I find out the properties of a specific terrain?") 
(_"To find out the properties of a terrain with respect to a specific unit, 
right-click on the unit, select Unit Description, then select Terrain 
Modifiers. To find out which terrain is on a particular hex, move your cursor 
over that hex and look in the upper-right hand corner of the screen. This will 
display, in order, the name of the terrain, then the coordinates of the hex, 
then the selected unit's defense, then the number of move points it will cost 
the selected unit to move through that hex.")}
 #enddef
                                {TERRAIN_QUESTIONS}
                {QUESTION_OPTIONS_END}
@@ -156,10 +156,10 @@
                description=Delfador
                message= _ "Each attack has a damage type which affects how 
much damage different units take from that attack."
                [/message]
-               {QUESTION_OPTIONS_START (En guarde!)}
+               {QUESTION_OPTIONS_START (_"En guarde!")}
 #define RESISTANCE_QUESTIONS
-{QUESTION_OPTION (How does resistance affect attack damage?) (Each unit has a 
certain resistance against each attack type. This resistance is a percentage 
which is subtracted from the damage of opponent's weapons of that type. For 
example, if an Elvish Scout is attacked by an Elvish Archer, the archer does 
20% more damage than normal, since Elvish Scouts have -20% resistance to 
pierce. This bonus/penalty is calculated additively with other 
bonuses/penalties like time of day, so two -50% penalties would add up to 
-100%.)}
-{QUESTION_OPTION (What are the different damage types?) (There are 6 different 
damage types: blade, pierce, impact, fire, cold, and holy. Heavily armored 
units have high resistance to the physical types: blade, pierce, and impact, 
but low resistance to the magical types: fire and cold. All living units have 
resistance to holy while undead are extremely weak to it. To find out a 
specific unit's resistance, right-click on the unit, select Unit Description, 
then select Resistance.)}
+{QUESTION_OPTION (_"How does resistance affect attack damage?") (_"Each unit 
has a certain resistance against each attack type. This resistance is a 
percentage which is subtracted from the damage of opponent's weapons of that 
type. For example, if an Elvish Scout is attacked by an Elvish Archer, the 
archer does 20% more damage than normal, since Elvish Scouts have -20% 
resistance to pierce. This bonus/penalty is calculated additively with other 
bonuses/penalties like time of day, so two -50% penalties would add up to 
-100%.")}
+{QUESTION_OPTION (_"What are the different damage types?") (_"There are 6 
different damage types: blade, pierce, impact, fire, cold, and holy. Heavily 
armored units have high resistance to the physical types: blade, pierce, and 
impact, but low resistance to the magical types: fire and cold. All living 
units have resistance to holy while undead are extremely weak to it. To find 
out a specific unit's resistance, right-click on the unit, select Unit 
Description, then select Resistance.")}
 #enddef
                                {RESISTANCE_QUESTIONS}
                {QUESTION_OPTIONS_END}
@@ -170,12 +170,12 @@
                description=Delfador
                message= _ "Many units have a specialty which changes the rules 
of play in some way."
                [/message]
-               {QUESTION_OPTIONS_START (En guarde!)}
+               {QUESTION_OPTIONS_START (_"En guarde!")}
 #define SPECIALTIES_QUESTIONS
-{QUESTION_OPTION (What do specialties do?) (Each specialty does something 
different; that's the whole point of a specialty. To find a description of a 
unit's specialty, put your cursor over the name of the specialty.)}
-{QUESTION_OPTION (Which units get specialties?) (The specialties a unit gets 
are determined by the unit type; for example all generals have the specialty 
leadership. There are two kinds of specialties: abilities, and attack specials. 
Abilities apply to units while attack specials only apply to one of the unit's 
attacks.)}
-{QUESTION_OPTION (What kinds of specialties can my units get?) (There are many 
different specialties, and learning about them is one of the interesting parts 
of playing Wesnoth. The two most common specialties are called 'magical' and 
'leadership'. Magical attacks have a 70% chance of hitting enemies regardless 
of what terrain they are on. Units do more damage while next to a unit of 
higher level with leadership.)}
-{QUESTION_OPTION (How do I use specialties?) (To use a specialty, you just 
have to move and/or attack with your units in a way which triggers the 
specialty. For example, in order to use leadership, you must move a unit with 
leadership next to another unit, then attack with the other unit.)}
+{QUESTION_OPTION (_"What do specialties do?") (_"Each specialty does something 
different; that's the whole point of a specialty. To find a description of a 
unit's specialty, put your cursor over the name of the specialty.")}
+{QUESTION_OPTION (_"Which units get specialties?") (_"The specialties a unit 
gets are determined by the unit type; for example all generals have the 
specialty leadership. There are two kinds of specialties: abilities, and attack 
specials. Abilities apply to units while attack specials only apply to one of 
the unit's attacks.")}
+{QUESTION_OPTION (_"What kinds of specialties can my units get?") (_"There are 
many different specialties, and learning about them is one of the interesting 
parts of playing Wesnoth. The two most common specialties are called 'magical' 
and 'leadership'. Magical attacks have a 70% chance of hitting enemies 
regardless of what terrain they are on. Units do more damage while next to a 
unit of higher level with leadership.")}
+{QUESTION_OPTION (_"How do I use specialties?") (_"To use a specialty, you 
just have to move and/or attack with your units in a way which triggers the 
specialty. For example, in order to use leadership, you must move a unit with 
leadership next to another unit, then attack with the other unit.")}
 #enddef
                                {SPECIALTIES_QUESTIONS}
                {QUESTION_OPTIONS_END}
@@ -199,14 +199,14 @@
                        apply_to=attack
                        increase_damage=4
                        [/effect]
-               description=This potion increases the damage of all the 
drinker's attacks by four.
+               description=_"This potion increases the damage of all the 
drinker's attacks by four."
                name=Strength Potion
                image=items/potion-red.png
                [/object]
-               {QUESTION_OPTIONS_START (En guarde!)}
+               {QUESTION_OPTIONS_START (_"En guarde!")}
 #define OBJECT_QUESTIONS
-{QUESTION_OPTION (What kind of objects am I likely to encounter?) (The objects 
you encounter are put in by the scenario designer, so they vary from campaign 
to campaign. In Heir to the Throne, most objects give the unit who picks them 
up a new weapon. However there are usually not that many objects in a 
campaign.)}
-{QUESTION_OPTION (How long do these objects last?) (Most objects are permanent 
changes to the unit that receives them. However a few objects, such as holy 
water, last only until the remainder of the level.)}
+{QUESTION_OPTION (_"What kind of objects am I likely to encounter?") (_"The 
objects you encounter are put in by the scenario designer, so they vary from 
campaign to campaign. In Heir to the Throne, most objects give the unit who 
picks them up a new weapon. However there are usually not that many objects in 
a campaign.")}
+{QUESTION_OPTION (_"How long do these objects last?") (_"Most objects are 
permanent changes to the unit that receives them. However a few objects, such 
as holy water, last only until the remainder of the level.")}
 #enddef
                                {OBJECT_QUESTIONS}
                {QUESTION_OPTIONS_END}
@@ -249,10 +249,10 @@
                description=Delfador
                message= _ "Congratulations! You have defeated me, and 
completed the second and final training scenario. Next, you may want to begin a 
campaign, or play multiplayer."
                [/message]
-               {QUESTION_OPTIONS_START (Hooray!)}
+               {QUESTION_OPTIONS_START (_"Hooray!")}
 #define WESNOTH_QUESTIONS
-{QUESTION_OPTION (How do I play a campaign?) (To begin a campaign, run 
Wesnoth, select 'Campaign', select which campaign to play, then select Easy, 
Normal, or Hard. Heir to the Throne is the suggested for newcomers to Wesnoth.)}
-{QUESTION_OPTION (How do I play multiplayer?) (To play Wesnoth against other 
people, select 'Multiplayer'. If you have the latest development version of 
Wesnoth, select 'Join Official Server'. However, if you have version 1.0, 
select 'Join Game', then type in 'server.wesnoth.org'. This will connect you to 
the official Wesnoth server, where you can join a game by selecting it, then 
selecting 'Join Game'.)}
+{QUESTION_OPTION (_"How do I play a campaign?") (_"To begin a campaign, run 
Wesnoth, select 'Campaign', select which campaign to play, then select Easy, 
Normal, or Hard. Heir to the Throne is the suggested for newcomers to 
Wesnoth.")}
+{QUESTION_OPTION (_"How do I play multiplayer?") (_"To play Wesnoth against 
other people, select 'Multiplayer'. If you have the latest development version 
of Wesnoth, select 'Join Official Server'. However, if you have version 1.0, 
select 'Join Game', then type in 'server.wesnoth.org'. This will connect you to 
the official Wesnoth server, where you can join a game by selecting it, then 
selecting 'Join Game'.")}
 #enddef
                                {WESNOTH_QUESTIONS}
                {QUESTION_OPTIONS_END}
@@ -262,7 +262,7 @@
                        [option]
                        message= _ "Yes"
                        [command]
-                               {QUESTION_OPTIONS_START (I'm done reviewing 
skills!)}
+                               {QUESTION_OPTIONS_START (_"I'm done reviewing 
skills!")}
                                                {RECALL_QUESTIONS}
                                                {TRAIT_QUESTIONS}
                                                {GOLD_QUESTIONS}
Index: wesnoth/data/scenarios/tutorial/utils.cfg
diff -u wesnoth/data/scenarios/tutorial/utils.cfg:1.2 
wesnoth/data/scenarios/tutorial/utils.cfg:1.3
--- wesnoth/data/scenarios/tutorial/utils.cfg:1.2       Fri Aug 27 15:34:51 2004
+++ wesnoth/data/scenarios/tutorial/utils.cfg   Sun Sep  5 16:39:10 2004
@@ -10,7 +10,7 @@
        description=Konrad
        message= _ "That was explained well! But.."
                [option]
-               message= _ "{END_MESSAGE}"
+               message={END_MESSAGE}
                [command]
                {CLEAR_VARIABLE still_asking_questions}
                [/command]
@@ -18,11 +18,11 @@
 #enddef
 #define QUESTION_OPTION QUESTION ANSWER
 [option]
-message= _ "{QUESTION}"
+message={QUESTION}
 [command]
        [message]
        description=Delfador
-       message= _ "{ANSWER}"
+       message={ANSWER}
        [/message]
 [/command]
 [/option]
Index: wesnoth/po/fr/wesnoth-tdh.po
diff -u wesnoth/po/fr/wesnoth-tdh.po:1.3 wesnoth/po/fr/wesnoth-tdh.po:1.4
--- wesnoth/po/fr/wesnoth-tdh.po:1.3    Sat Sep  4 17:16:43 2004
+++ wesnoth/po/fr/wesnoth-tdh.po        Sun Sep  5 16:39:11 2004
@@ -1,22 +1,25 @@
+# translation of wesnoth-tdh.po to French
 # Language french translations for Battle for Wesnoth package
 # vim:set encoding=utf-8:
 # Traduction anglaise du package Battle for Wesnoth.
 # Copyright (C) 2004 THE Battle for Wesnoth'S COPYRIGHT HOLDER
 # This file is distributed under the same license as the Battle for Wesnoth 
package.
 # French Wesnoth translation team <address@hidden>, 2004.
+# Yann Dirson <address@hidden>, 2004.
 #
 msgid ""
 msgstr ""
-"Project-Id-Version: Battle for Wesnoth 0.7.11-CVS\n"
+"Project-Id-Version: wesnoth-tdh\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
 "POT-Creation-Date: 2004-08-08 15:00+0200\n"
-"PO-Revision-Date: 2004-09-04 19:05+0200\n"
-"Last-Translator: Guillaume Melquiond <address@hidden>\n"
-"Language-Team: Language fr\n"
+"PO-Revision-Date: 2004-09-05 15:20+0200\n"
+"Last-Translator: Yann Dirson <address@hidden>\n"
+"Language-Team: French <address@hidden>\n"
 "MIME-Version: 1.0\n"
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
-"Plural-Forms: nplurals=2; plural=(n > 1);\n"
+"X-Generator: KBabel 1.3.1\n"
+"Plural-Forms:  nplurals=2; plural=(n > 1);\n"
 
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:3
 msgid "A New Chance"
@@ -84,8 +87,8 @@
 "As the sun set, Gwiti discovered that his arch-rival and brother, Nati, had "
 "already ensconced himself nearby."
 msgstr ""
-"Alors que le soleil se couchait, Gwiti découvrit que Nati, son rival et "
-"frère, s'était déjà bien installé non loin de là."
+"Alors que le soleil se couchait, Gwiti découvrit que son rival et frère, "
+"Nati, s'était déjà bien installé non loin de là."
 
 #: data/scenarios/The_Dark_Hordes/Brother_Against_Brother.cfg:73
 msgid ""
@@ -666,7 +669,7 @@
 
 #: data/scenarios/The_Dark_Hordes/The_Skull_of_Agarash.cfg:10
 msgid "Still fleeing from Wesnoth, Gwiti entered the lands of the Orcs."
-msgstr ""
+msgstr "Fuyant toujours Wesnoth, Gwiti pénétra sur les territoires des Orcs."
 
 #: data/scenarios/The_Dark_Hordes/The_Skull_of_Agarash.cfg:52
 msgid ""
@@ -747,7 +750,7 @@
 
 #: data/scenarios/The_Dark_Hordes/The_Skull_of_Agarash.cfg:205
 msgid "Let us trample his banner into the ground! *smash*"
-msgstr ""
+msgstr "Piétinons cette bannière ! *smash*"
 
 #: data/scenarios/The_Dark_Hordes/The_Skull_of_Agarash.cfg:220
 msgid "That skull is powerless!"
@@ -822,15 +825,18 @@
 "Nay, Lord. These passages were flooded higher last time I was here. The "
 "Dwarves did not delve here, and we shunned the nameless dread we felt."
 msgstr ""
+"Non, Seigneur. Ces passages étaient plus inondés la dernière fois que je "
+"suis venu ici. Les nains ne fouillaient pas par ici, et nous avons fuit la "
+"terreur innommable que nous ressentions."
 
 #: data/scenarios/The_Dark_Hordes/Underground_Pool.cfg:210
 msgid "If there is anything to dread here, it is me. Now, onward!"
 msgstr ""
-"S'il y a quelque-chose à redouter ici, c'est moi. Maintenant en avant !"
+"S'il y a quelque-chose à craindre ici, c'est moi. Maintenant en avant !"
 
 #: data/scenarios/The_Dark_Hordes/Underground_Pool.cfg:234
 msgid "The Hoard of the Dwarves! Three hundred gold at least!"
-msgstr "Le trésor des nains ! Trois cents or au moins !"
+msgstr "Le trésor des nains ! Trois cents pièces d'or au moins !"
 
 #: data/scenarios/The_Dark_Hordes/Underground_Pool.cfg:252
 msgid "You swore you would protect me!"
@@ -846,7 +852,7 @@
 "À la grande bataille du Rocher de Erzen, les frères Gwiti et Nati Ha'atel "
 "ont montré pour la première fois leurs talents : pensant que leur camp 
était "
 "en train de perdre la bataille, ils invoquèrent les cadavres de leurs "
-"anciens ennemis, pour se lever à nouveau et à combattre à leur coté."
+"anciens ennemis, pour se lever à nouveau et à combattre à leurs cotés."
 
 #: data/scenarios/The_Dark_Hordes/intro.cfg:15
 msgid ""
@@ -857,8 +863,8 @@
 msgstr ""
 "Pourtant, non seulement était-ce interdit, mais aussi imprudent. La "
 "cavalerie devant arriver en renfort se heurta aux légions de morts-vivants. "
-"Ainsi la bataille fut perdue alors qu'elle aurait été gagnée n'y eût-il 
pas "
-"eu ces deux nécromanciens."
+"Ainsi la bataille fut perdue alors qu'elle aurait été gagnée sans "
+"l'intervention de ces deux nécromanciens."
 
 #: data/scenarios/The_Dark_Hordes/intro.cfg:25
 msgid ""
@@ -866,10 +872,9 @@
 "in irons, marched onto a ship with no rudder, and sent off to drown in the "
 "sea, for the Wesnothians feared that their corpses might only rise again."
 msgstr ""
-"Les frères Ha'atel s'enfuirent. Immédiatement, à leur retour, ils furent 
mis "
-"au fers, embarqué dans un bateau sans gouvernail et envoyés se noyer dans 
la "
-"mer. Pour les Wesnothiens, leur seule crainte était de voir à nouveau leurs 
"
-"corps se relever."
+"Les frères Ha'atel s'enfuirent. Dès à leur retour, ils furent mis au fers, 
"
+"embarqués dans un bateau sans gouvernail et envoyés se noyer dans la mer, "
+"les Wesnothiens craignant de voir leurs cadavres se lever à nouveau."
 
 #: data/scenarios/The_Dark_Hordes/intro.cfg:35
 msgid ""
@@ -878,5 +883,5 @@
 "of the Rise of the Dark Hordes."
 msgstr ""
 "Mais le destin intervint. Le bateau fut assailli par un orage soudain puis "
-"désintégré, séparant les frères et les jetant tous les deux à terre. 
C'était "
-"le commencement du soulèvement des hordes sombres."
+"désintégré, séparant les frères et les jetant tous les deux à la côte. 
"
+"C'était le commencement du soulèvement des Hordes Sombres."
Index: wesnoth/po/wesnoth.pot
diff -u wesnoth/po/wesnoth.pot:1.18 wesnoth/po/wesnoth.pot:1.19
--- wesnoth/po/wesnoth.pot:1.18 Sat Sep  4 10:42:46 2004
+++ wesnoth/po/wesnoth.pot      Sun Sep  5 16:39:10 2004
@@ -10,7 +10,7 @@
 "#-#-#-#-#  wesnoth.cpp.po (PACKAGE VERSION)  #-#-#-#-#\n"
 "Project-Id-Version: PACKAGE VERSION\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2004-09-04 11:52+0200\n"
+"POT-Creation-Date: 2004-09-05 18:26+0200\n"
 "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
 "Last-Translator: FULL NAME <address@hidden>\n"
 "Language-Team: LANGUAGE <address@hidden>\n"
@@ -21,7 +21,7 @@
 "Project-Id-Version: PACKAGE VERSION\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
 "POT-Creation-Date: 2004-08-08 15:00+0200\n"
-"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
+"PO-Revision-Date: 2004-09-05 18:10+0200\n"
 "Last-Translator: FULL NAME <address@hidden>\n"
 "Language-Team: LANGUAGE <address@hidden>\n"
 "MIME-Version: 1.0\n"
@@ -842,10 +842,73 @@
 "connected to the keep your leader is on."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial1.cfg:73
+msgid "Recruit a unit"
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial1.cfg:79
 msgid "Excellent! You have recruited an Elvish Fighter."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial1.cfg:81
+#: data/scenarios/tutorial/tutorial1.cfg:101
+#: data/scenarios/tutorial/tutorial1.cfg:136
+#: data/scenarios/tutorial/tutorial1.cfg:164
+#: data/scenarios/tutorial/tutorial1.cfg:182
+#: data/scenarios/tutorial/tutorial1.cfg:206
+msgid "What do I do next?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:83
+msgid "How do I recruit units?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:83
+msgid ""
+"To recruit a unit, right click on the castle tile on which you wish to "
+"recruit the unit. Then select Recruit, or just hold your cursor over the "
+"tile and press 'Ctrl-R'. Next, select the type of unit that you want to "
+"recruit, and select 'Ok'. In order to recruit faster, you can use 'Ctrl-"
+"Shift-R' to re-recruit the last type of unit you recruited."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:84
+msgid ""
+"A leader is a unit that can recruit. This means that when the leader is on a "
+"keep, he can recruit units on the surrounding castle tiles. Leaders are "
+"usually powerful units that each side only controls one of. Also, your "
+"leader is usually the first unit that your side controls, and starts on a "
+"keep. You can select your leader quickly by pressing 'l'. If your leader "
+"dies, you lose the game. You can win most scenarios by defeating all enemy "
+"leaders."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:84
+msgid "What's a leader?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:85
+msgid "How should I choose what kind of units to recruit?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:85
+msgid ""
+"You have to carefully review their skills, which are displayed to the left "
+"of the unit selection box,  and cost, which is displayed after the name of "
+"the unit. You will learn more about these statistics throughout the tutorial."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:86
+msgid "What happens when I recruit a unit?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:86
+msgid ""
+"When you recruit a unit, it appears at full health on a castle tile of your "
+"choice. It also receives two traits, which will be discussed later. It "
+"cannot move or attack until you end your turn."
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial1.cfg:92
 msgid ""
 "Since units cannot move on the turn they are recruited, you must end your "
@@ -853,10 +916,39 @@
 "corner."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial1.cfg:94
+msgid "End your turn"
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial1.cfg:99
 msgid "You have successfully ended your turn."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial1.cfg:103
+msgid "How do I end my turn?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:103
+msgid ""
+"One way to end your turn is to press 'Alt-E'. Alternatively, you can right-"
+"click and select End Turn, or select the End Turn button in the lower-right "
+"hand corner."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:104
+msgid "What happens when I end my turn?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:104
+msgid ""
+"When you end your turn, it becomes another side's turn and only that side "
+"has the right to move, until that side ends its turn. After all sides end "
+"their turns, the next turn begins. This has various effects, including "
+"causing all units to regain their full movement potential. The number of the "
+"current turn is displayed on the status bar next to the image of a flag. "
+"When this number exceeds the maximum number of turns, you lose the game."
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial1.cfg:110
 msgid ""
 "Your next task is to move your Elvish Fighter. To move a unit, first select "
@@ -864,6 +956,10 @@
 "next to the Elvish Shaman, Merle."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial1.cfg:112
+msgid "Move your Elvish Fighter next to Merle"
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial1.cfg:134
 msgid ""
 "Excellent! You have successfully moved your Elvish Fighter. However, since "
@@ -871,6 +967,52 @@
 "this is called the 'zone of control'."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial1.cfg:138
+msgid "How far can my Elvish Fighter move?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:138
+msgid ""
+"Your Elvish Fighter begins with a certain number of move points each turn; "
+"this is called his speed. When your Elvish Fighter moves along a path, each "
+"hex he goes through costs him move points; this includes his destination. "
+"When you select your Elvish Fighter, all hexes he can't move onto within one "
+"turn will be shaded. If the destination is far enough away that he needs "
+"more than one turn to reach it, a number will appear showing how many turns "
+"it will take him. Clicking on a far-away space will set the unit on a course "
+"for that space, which means it automatically moves as far as it can towards "
+"that space every turn. If you accidentally set a unit on a course, select it "
+"twice to remove the course."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:139
+msgid ""
+"A unit's zone of control is the location consisting of all hexes the unit is "
+"adjacent to. Units cannot move through opponent's zones of control; they can "
+"only move into it. When they do this, they lose all of their remaining "
+"movement. Zones of control can be used to block enemies from reaching your "
+"weak and wounded units."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:139
+msgid "What's the zone of control?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:140
+msgid "How do I tell who is allied and who is an enemy?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:140
+msgid ""
+"Units you control have a green, yellow, or red energy circle above their "
+"health bar, the green vertical bar next to them. Units with full movement "
+"have green: ones with some movement yellow, ones with no movement red. Units "
+"controlled by the enemy do not have an energy circle. Allied units you do "
+"not control, like me, have a blue energy circle. Also, the option 'Show Team "
+"Colors', in Preferences, causes the color of a unit's controller is "
+"displayed as a disc below the unit."
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial1.cfg:146
 msgid ""
 "Now, you need to attack with your fighter. To attack, first select a unit, "
@@ -878,10 +1020,61 @@
 "then see the attack options box, where you must select an attack to use."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial1.cfg:148
+msgid "Attack Merle"
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial1.cfg:162
 msgid "You have successfully attacked Merle."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial1.cfg:166
+msgid "Can Merle retaliate from my attack?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:166
+msgid ""
+"Whenever a unit is attacked, it retaliates with one of their own weapons. "
+"This means that after each blow from the attacker, the defender retaliates "
+"with one blow. This continues until one side runs out of blows, in which "
+"case the other unit continues attacking until its blows are depleted as "
+"well. However, any unit can only retaliate by using a weapon of the same "
+"range as the one used to attack. This means that a ranged attack can only be "
+"countered by a ranged attack and a melee attack can only be countered by a "
+"melee attack. Most units have more powerful melee attacks than ranged, so "
+"units with ranged attacks are useful in that retaliation against them is "
+"less powerful; often there is no retaliation. However ranged units cannot "
+"shoot across multiple hexes; this is one of the distinctive features of "
+"Wesnoth."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:167
+msgid ""
+"Every attack does a certain amount of damage per hit, and can be used a "
+"certain number of times per battle. These numbers, called the attack's "
+"damage and strike numbers, are displayed in order under the name of the "
+"attack on the unit's status table and next to it on the attack options menu. "
+"To quickly find the maximum damage an attack can inflict, multiply the "
+"damage by the number of strikes. For example, my lightning attack does 14 "
+"damage per blow and has 4 blows, so it can deal up to 56 damage in a single "
+"combat."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:167
+msgid "How can you tell how powerful a unit's attacks are?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:168
+msgid ""
+"Units have the ability to block blows. The chance that a unit has to hit is "
+"based on the defender's skill at defending blows, and is listed on the "
+"attack options menu after the damage and strike numbers for the bow attack."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:168
+msgid "Will my fighter hit every time when he attacks?"
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial1.cfg:174
 msgid "End your turn, and wait for Merle to attack you."
 msgstr ""
@@ -893,20 +1086,93 @@
 "advances to the next level, and becomes more powerful."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial1.cfg:184
+msgid "What's experience?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:184
+msgid ""
+"When a unit fights another unit, it gains experience, denoted 'XP', from the "
+"combat. The amount of experience gained is equal to the opponent's level, "
+"which is usually a representation of that unit's power. However, much more "
+"experience is gained from defeating an enemy unit. The amount of XP gained "
+"from killing an enemy is equal to 8 times the enemy's level."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:185
+msgid "What happens when a unit advances?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:185
+msgid ""
+"When a unit advances, it transforms into a different unit type. This unit "
+"type is dependent on what the unit was originally, but occasionally there "
+"will be more than one choice of what to advance into. Advanced units are "
+"usually more powerful and 1 level higher than they were originally. Also, "
+"when a unit advances, it is healed completely and any handicaps that have "
+"been cast on it are removed. This is known as 'advance-heal'."
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial1.cfg:191
 msgid "Move your fighter onto a village."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial1.cfg:193
+msgid "Move your fighter onto a village"
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial1.cfg:204
 msgid "Villages heal the units on them."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial1.cfg:208
+msgid "What happens when a unit moves onto a village?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:208
+msgid ""
+"Whenever a unit moves onto a village, he flags the village for his side. "
+"This action takes all of the unit's remaining movement. Villages flagged for "
+"a side give the side several benefits, including giving the side a extra "
+"gold coin every turn, and reducing the total upkeep cost of that side's "
+"units by one. The total number of villages you control is also displayed on "
+"the status bar after the picture of a house. In addition to the economic "
+"benefit of villages, villages can be used in battle. Villages heal the units "
+"on them 8 HP per turn."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:209
+msgid "How do I heal when there aren't any villages nearby?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:209
+msgid ""
+"There are ways to heal even without villages. If a unit does not move or "
+"attack for 1 turn, he heals 2 HP from resting. However if an enemy attacks "
+"him he cannot receive rest-heal. Also, there are some units which heal the "
+"units surrounding them. The Elvish Shaman is one such unit; units next to an "
+"Elvish Shaman are healed 4 HP per turn. Finally, whenever you win a level "
+"all your units are healed fully."
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial1.cfg:215
 msgid ""
 "Now, you must defeat Merle by reducing her to 0 HP or lower. Just attack "
 "repeatedly."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial1.cfg:217
+msgid "Defeat Merle"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:232
+msgid ""
+"Oops! You moved your leader off of the keep. Remember, when your leader is "
+"not on a keep, you cannot recruit. Also remember that if your leader dies, "
+"you lose. In order to continue the tutorial, I will have to teleport you "
+"back onto your keep."
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial1.cfg:248
 #: data/scenarios/tutorial/tutorial2.cfg:233
 msgid ""
@@ -925,6 +1191,38 @@
 msgid "You have successfully completed the first training scenario."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial1.cfg:267
+#: data/scenarios/tutorial/tutorial2.cfg:252
+msgid "Hooray!"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:269
+msgid "How do I know how to complete a scenario? Will you always tell me?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:269
+msgid ""
+"Sometimes it is not clear how to win a scenario just by listening to the "
+"dialog. In this case you need to look at the scenario objectives, which "
+"appear after the opening dialog. It can also be accessed by clicking "
+"'Objectives' on the menu. The scenario objectives are a list of victory "
+"conditions and defeat conditions, and if any of the conditions are met, the "
+"level is over. Hopefully, it was a victory condition that was met."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:270
+msgid "What happens when I win a scenario?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial1.cfg:270
+msgid ""
+"When you win a scenario, all of your units survive and are revived to full "
+"health, and you do not have to pay them for the remaining turns. Also, if "
+"your army remains in the area after you win, all villages surrender to you "
+"immediately after you win. However between scenarios, 20% of your gold is "
+"lost."
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial1.cfg:276
 #: data/scenarios/tutorial/tutorial2.cfg:261
 msgid "Do you want to review any of the skills learned on this level?"
@@ -935,6 +1233,11 @@
 msgid "Yes"
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial1.cfg:280
+#: data/scenarios/tutorial/tutorial2.cfg:265
+msgid "I'm done reviewing skills!"
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial1.cfg:297
 msgid ""
 "Although you have completed your first scenario, your training is not yet "
@@ -942,6 +1245,10 @@
 "in a mock battle."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial2.cfg:3
+msgid "Traits and Specialties"
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial2.cfg:60
 msgid ""
 "Now you will be subject to a more difficult test. You must defeat me in mock "
@@ -978,6 +1285,41 @@
 msgid "You have successfully recalled your Elvish Fighter."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial2.cfg:88
+#: data/scenarios/tutorial/tutorial2.cfg:102
+#: data/scenarios/tutorial/tutorial2.cfg:117
+#: data/scenarios/tutorial/tutorial2.cfg:131
+#: data/scenarios/tutorial/tutorial2.cfg:145
+#: data/scenarios/tutorial/tutorial2.cfg:159
+#: data/scenarios/tutorial/tutorial2.cfg:173
+#: data/scenarios/tutorial/tutorial2.cfg:206
+msgid "En guarde!"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:90
+msgid ""
+"First, you must pay 20 pieces of gold for each unit you recall, regardless "
+"of the type of unit. Other than that, recalled units are basically like "
+"recruited units, except that instead of a new unit appearing, a unit from a "
+"previous scenario will appear."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:90
+msgid "What happens when I recall a unit?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:91
+msgid "How should I decide which units to recall?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:91
+msgid ""
+"You should usually recall units that have already advanced to the next "
+"level. However, you may also want to recall units that have high experience, "
+"and are thus likely to advance. You should recall units that will be useful "
+"for the scenario you are in; for example in a forest scenario, recall elves."
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial2.cfg:100
 msgid ""
 "You may notice that your units have slightly different statistics than the "
@@ -985,33 +1327,225 @@
 "assigned traits."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial2.cfg:104
+msgid ""
+"The function of traits is add variety by making units of the same type "
+"different from each other. This is done by randomly assigning each unit "
+"traits when they are recruited. The traits that a unit has are displayed on "
+"the Status Table, and the function of a specific trait can be found by "
+"putting your cursor over that trait."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:104
+msgid "What do traits do?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:105
+msgid ""
+"There are five distinct traits, which have effects ranging from increasing a "
+"unit's hit points to decreasing the amount of XP required to advance. "
+"However all traits are designed to improve unit's power; there are no "
+"'negative' traits. Most units have an equal chance to get any two different "
+"traits when they are recruited."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:105
+msgid "What kind of traits can my units get?"
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial2.cfg:115
 msgid ""
 "When you recruit and recall units, you lose gold. If this would cause you to "
 "have less than 0 gold, you cannot recruit or recall."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial2.cfg:119
+msgid "How much gold do my units cost?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:119
+msgid ""
+"You need to pay each unit you recruit or recall gold when you recruit it. "
+"The cost of recruiting a unit is displayed under the unit's name. The cost "
+"of recalling a unit is always 20 gold. A unit also costs gold for each turn "
+"it is under your control. This cost, called 'upkeep', is equal to the level "
+"of the unit. However, units you do not recruit or recall such as your leader "
+"do not cost any gold at all. The total upkeep cost of your units is "
+"displayed on the status bar at the top after a picture of gold and then a "
+"red arrow."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:120
+msgid "How do I get gold?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:120
+msgid ""
+"You begin each level with a percentage of gold from the previous level. If "
+"this is less than 100 gold, you begin with 100 gold instead. The amount of "
+"gold you have is displayed on the status bar after the picture of gold. "
+"After the start of a scenario, you receive 2 gold every turn. Since you "
+"usually need more gold than that, you should flag villages, which give you 1 "
+"gold per turn."
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial2.cfg:129
 msgid ""
 "The sun is setting over Wesnoth. The time of day affects how much damage "
 "units of different alignments can inflict upon each other."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial2.cfg:133
+msgid ""
+"There are 3 alignments: Lawful, Neutral, and Chaotic. There are also 3 times "
+"of day: day, twilight, and night. During day, units of the alignment Lawful, "
+"such as humans, do 25% more damage, while Chaotic units such as undead do "
+"25% less. At night it is reversed. During twilight, all units do their "
+"normal damage. Neutral units such as elves are unaffected by day and night."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:133
+msgid "What are the different alignments and times of day?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:134
+msgid "How do I know what time of day it is?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:134
+msgid ""
+"The times of day usually progress in a sequence: dawn- identical to "
+"twilight, morning- day, evening- day, dusk- twilight, first-watch- night, "
+"second-watch- night, then repeat. This is represented by the sun and moon "
+"which each rise in the east and set in the west. However some scenarios have "
+"a different sequence, such as underground where it is perpetually night. You "
+"can find out the current time of day by looking at the Status Table."
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial2.cfg:143
 msgid "Each hex has a terrain, which gives the hex distinctive properties."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial2.cfg:147
+msgid ""
+"Two terrains have properties which have already been described; namely "
+"villages and castle. However the properties of most terrains are more "
+"subtle, and have to do with the advantages and disadvantages different units "
+"have when they move onto them. The first property of a terrain is the number "
+"of move points it takes each unit to move through the hex. The second "
+"property is the defense that the terrain gives units standing on it. This is "
+"a percentage which determines the unit's chance to be hit on that terrain. "
+"For example; elves have 70% defense on grass, and are therefore hit 30% of "
+"the time."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:147
+msgid "What are the different properties that terrains have?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:148
+msgid "How do I find out the properties of a specific terrain?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:148
+msgid ""
+"To find out the properties of a terrain with respect to a specific unit, "
+"right-click on the unit, select Unit Description, then select Terrain "
+"Modifiers. To find out which terrain is on a particular hex, move your "
+"cursor over that hex and look in the upper-right hand corner of the screen. "
+"This will display, in order, the name of the terrain, then the coordinates "
+"of the hex, then the selected unit's defense, then the number of move points "
+"it will cost the selected unit to move through that hex."
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial2.cfg:157
 msgid ""
 "Each attack has a damage type which affects how much damage different units "
 "take from that attack."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial2.cfg:161
+msgid ""
+"Each unit has a certain resistance against each attack type. This resistance "
+"is a percentage which is subtracted from the damage of opponent's weapons of "
+"that type. For example, if an Elvish Scout is attacked by an Elvish Archer, "
+"the archer does 20% more damage than normal, since Elvish Scouts have -20% "
+"resistance to pierce. This bonus/penalty is calculated additively with other "
+"bonuses/penalties like time of day, so two -50% penalties would add up to -"
+"100%."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:161
+msgid "How does resistance affect attack damage?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:162
+msgid ""
+"There are 6 different damage types: blade, pierce, impact, fire, cold, and "
+"holy. Heavily armored units have high resistance to the physical types: "
+"blade, pierce, and impact, but low resistance to the magical types: fire and "
+"cold. All living units have resistance to holy while undead are extremely "
+"weak to it. To find out a specific unit's resistance, right-click on the "
+"unit, select Unit Description, then select Resistance."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:162
+msgid "What are the different damage types?"
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial2.cfg:171
 msgid ""
 "Many units have a specialty which changes the rules of play in some way."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial2.cfg:175
+msgid ""
+"Each specialty does something different; that's the whole point of a "
+"specialty. To find a description of a unit's specialty, put your cursor over "
+"the name of the specialty."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:175
+msgid "What do specialties do?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:176
+msgid ""
+"The specialties a unit gets are determined by the unit type; for example all "
+"generals have the specialty leadership. There are two kinds of specialties: "
+"abilities, and attack specials. Abilities apply to units while attack "
+"specials only apply to one of the unit's attacks."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:176
+msgid "Which units get specialties?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:177
+msgid ""
+"There are many different specialties, and learning about them is one of the "
+"interesting parts of playing Wesnoth. The two most common specialties are "
+"called 'magical' and 'leadership'. Magical attacks have a 70% chance of "
+"hitting enemies regardless of what terrain they are on. Units do more damage "
+"while next to a unit of higher level with leadership."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:177
+msgid "What kinds of specialties can my units get?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:178
+msgid "How do I use specialties?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:178
+msgid ""
+"To use a specialty, you just have to move and/or attack with your units in a "
+"way which triggers the specialty. For example, in order to use leadership, "
+"you must move a unit with leadership next to another unit, then attack with "
+"the other unit."
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial2.cfg:195
 msgid ""
 "Some objects change the statistics of the unit that triggered them. One of "
@@ -1019,6 +1553,32 @@
 "To see his new combat statistics, look at the Status Table."
 msgstr ""
 
+#: data/scenarios/tutorial/tutorial2.cfg:202
+msgid "This potion increases the damage of all the drinker's attacks by four."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:208
+msgid ""
+"The objects you encounter are put in by the scenario designer, so they vary "
+"from campaign to campaign. In Heir to the Throne, most objects give the unit "
+"who picks them up a new weapon. However there are usually not that many "
+"objects in a campaign."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:208
+msgid "What kind of objects am I likely to encounter?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:209
+msgid "How long do these objects last?"
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:209
+msgid ""
+"Most objects are permanent changes to the unit that receives them. However a "
+"few objects, such as holy water, last only until the remainder of the level."
+msgstr ""
+
 #: data/scenarios/tutorial/tutorial2.cfg:223
 msgid ""
 "Remember to try to prevent the enemy from capturing villages, and to "
@@ -1033,20 +1593,32 @@
 "multiplayer."
 msgstr ""
 
-#: data/scenarios/tutorial/utils.cfg:11
-msgid "That was explained well! But.."
+#: data/scenarios/tutorial/tutorial2.cfg:254
+msgid "How do I play a campaign?"
 msgstr ""
 
-#: data/scenarios/tutorial/utils.cfg:13
-msgid "{END_MESSAGE}"
+#: data/scenarios/tutorial/tutorial2.cfg:254
+msgid ""
+"To begin a campaign, run Wesnoth, select 'Campaign', select which campaign "
+"to play, then select Easy, Normal, or Hard. Heir to the Throne is the "
+"suggested for newcomers to Wesnoth."
+msgstr ""
+
+#: data/scenarios/tutorial/tutorial2.cfg:255
+msgid "How do I play multiplayer?"
 msgstr ""
 
-#: data/scenarios/tutorial/utils.cfg:21
-msgid "{QUESTION}"
+#: data/scenarios/tutorial/tutorial2.cfg:255
+msgid ""
+"To play Wesnoth against other people, select 'Multiplayer'. If you have the "
+"latest development version of Wesnoth, select 'Join Official Server'. "
+"However, if you have version 1.0, select 'Join Game', then type in 'server."
+"wesnoth.org'. This will connect you to the official Wesnoth server, where "
+"you can join a game by selecting it, then selecting 'Join Game'."
 msgstr ""
 
-#: data/scenarios/tutorial/utils.cfg:25
-msgid "{ANSWER}"
+#: data/scenarios/tutorial/utils.cfg:11
+msgid "That was explained well! But.."
 msgstr ""
 
 #: data/scenarios/tutorial/utils.cfg:44
@@ -1949,8 +2521,8 @@
 
 #: data/units/Assassin.cfg:16 data/units/Duelist.cfg:16
 #: data/units/Fencer.cfg:16 data/units/Outlaw_Princess.cfg:17
-#: data/units/Rogue.cfg:16 data/units/Saurian.cfg:16
-#: data/units/Saurian_Warrior.cfg:16
+#: data/units/Rogue.cfg:16 data/units/Saurian.cfg:17
+#: data/units/Saurian_Warrior.cfg:17
 msgid "skirmisher"
 msgstr ""
 
@@ -2223,10 +2795,10 @@
 #: data/units/Orcish_Shaman.cfg:69 data/units/Orcish_Shaman.cfg:112
 #: data/units/Orcish_Sovereign.cfg:43 data/units/Orcish_Warlord.cfg:30
 #: data/units/Paladin.cfg:42 data/units/Peasant.cfg:21
-#: data/units/Peasant.cfg:35 data/units/Pikeman.cfg:20
+#: data/units/Peasant.cfg:34 data/units/Pikeman.cfg:20
 #: data/units/Pirate_Galleon.cfg:62 data/units/Poacher.cfg:42
-#: data/units/Saurian.cfg:20 data/units/Saurian.cfg:37
-#: data/units/Saurian_Warrior.cfg:20 data/units/Saurian_Warrior.cfg:37
+#: data/units/Saurian.cfg:21 data/units/Saurian.cfg:38
+#: data/units/Saurian_Warrior.cfg:21 data/units/Saurian_Warrior.cfg:38
 #: data/units/Sea_Hag.cfg:21 data/units/Sea_Serpent.cfg:20
 #: data/units/Sergeant.cfg:39 data/units/Skeleton_Archer.cfg:41
 #: data/units/Soul_Shooter.cfg:38 data/units/Spearman.cfg:20
@@ -2309,9 +2881,9 @@
 #: data/units/Drake_Guard.cfg:22 data/units/Drake_Slasher.cfg:52
 #: data/units/Dwarvish_Guardsman.cfg:38 data/units/Dwarvish_Guardsman.cfg:52
 #: data/units/Dwarvish_Stalwart.cfg:38 data/units/Dwarvish_Stalwart.cfg:52
-#: data/units/Horseman.cfg:20 data/units/Saurian.cfg:18
-#: data/units/Saurian.cfg:35 data/units/Saurian_Warrior.cfg:18
-#: data/units/Saurian_Warrior.cfg:35 data/units/Spearman.cfg:19
+#: data/units/Horseman.cfg:20 data/units/Saurian.cfg:19
+#: data/units/Saurian.cfg:36 data/units/Saurian_Warrior.cfg:19
+#: data/units/Saurian_Warrior.cfg:36 data/units/Spearman.cfg:19
 #: data/units/Spearman.cfg:32
 msgid "spear"
 msgstr ""
@@ -3816,8 +4388,8 @@
 "of superior forces."
 msgstr ""
 
-#: data/units/Peasant.cfg:20 data/units/Peasant.cfg:34
-msgid "Pitch Fork"
+#: data/units/Peasant.cfg:20 data/units/Peasant.cfg:33
+msgid "pitchfork"
 msgstr ""
 
 #: data/units/Pikeman.cfg:3




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