en to en_GB translation catalogue (70 entries)

note: [ai]: id=ai_default_rca
en: Multiplayer_AI^Default AI (RCA)
en_GB: Default AI (RCA)

note: [ai]: id=experimental_ai
en: Multiplayer_AI^Experimental AI
en_GB: Experimental AI

note: [ai]: id=idle_ai
en: Multiplayer_AI^Dev AI: Idle AI
en_GB: Dev AI: Idle AI

note: [ai]: id=ai_default_rca_alternate_recruiting
en: Multiplayer_AI^Dev AI: Default AI (RCA) with Alternate Recruiting
en_GB: Dev AI: Default AI (RCA) with Alternate Recruiting

note: [ai]: id=formula_ai # id is needed to uniquely identify a MP AI, it is not needed in the scenario AI
en: Multiplayer_AI^Dev AI: Default + Experimental Recruitment (Formula AI)
en_GB: Dev AI: Default + Experimental Recruitment (Formula AI)

note: [ai]: id=formula_ai_poisoning
en: Multiplayer_AI^Dev AI: Default + Poisoning (Formula AI)
en_GB: Dev AI: Default + Poisoning (Formula AI)

note: [event]
en: 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.
    
    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 https://wiki.wesnoth.org/Micro_AIs for more information.
en_GB: This is a re-enactment 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 north-west, while keeping both Konrad and Delfador alive. The same AI as in scenario Protect Unit is used.
    
    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 the <span color='#00A000'>Micro AI wiki page</span> at https://wiki.wesnoth.org/Micro_AIs for more information.

note: [message]: speaker=unit
en: I... I don’t think I can make it anymore.
en_GB: I... I don’t think I can make it any more.

en: <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.
    
    <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.
    
    <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.
en_GB: <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.
    
    <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.
    
    <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 Multi-pack AI (used in a different scenario), this Wolves AI combines all wolves of the side in the same pack.

en: 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.
    
    <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.
    
    <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.
    
    <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.
    
    <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.
    
    <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.
en_GB: 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.
    
    <u>Tuskers (replaced by Ogres)</u> exhibit the same behaviour 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.
    
    <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.
    
    <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.
    
    <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.
    
    <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.

note: [message]: speaker=narrator
en: 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).
    
    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.
    
    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 https://wiki.wesnoth.org/Micro_AIs for more information.
en_GB: 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).
    
    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 save file.
    
    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 the <span color='#00A000'>Micro AI wiki page</span> at https://wiki.wesnoth.org/Micro_AIs for more information.

note: [note]
en: Check out the right-click menu options for additional actions
en_GB: Check the right-click menu options for additional actions

note: [test]: id=bottleneck_defense
en: Bottleneck Defense
en_GB: Bottleneck Defence

note: [event]
en: 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.
    
    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 https://wiki.wesnoth.org/Micro_AIs for more information.
en_GB: 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.
    
    Note: The Bottleneck Defence 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 the <span color='#00A000'>Micro AI wiki page</span> at https://wiki.wesnoth.org/Micro_AIs for more information.

note: [option]
en: <span font='16'>I'll watch the two AIs fight it out.</span>
en_GB: <span font='16'>I'll watch the two AIs fight.</span>

note: [side]
en: team_name^Rowck
en_GB: Rowck

note: [event]
en: This scenario presents a situation with so many units on the map, that there is a noticeable delay (a few seconds or so) before each move by the default AI. By contrast, the Fast Micro AI has a much shorter delay. To demonstrate the difference, side 1 is played by the Fast Micro AI and side 2 by the default (RCA) AI.
    
    There is nothing to do here, just watch or use this scenario as a template or for your own tests.
en_GB: This scenario presents a situation with so many units on the map that there is a noticeable delay (a few seconds or so) before each move by the default AI. By contrast, the Fast Micro AI has a much shorter delay. To demonstrate the difference, side 1 is played by the Fast Micro AI and side 2 by the default (RCA) AI.
    
    There is nothing to do here, just watch or use this scenario as a template or for your own tests.

note: [test]: id=goto [event]
en: Goto
en_GB: GoTo

note: [side]
en: team_name^Animals
en_GB: Animals

note: [side]
en: team_name^Ghosts
en_GB: Ghosts

note: [objectives]
en: Watch the AI units do their things
en_GB: Watch the AI units operate

note: [message]: speaker=leader3
en: 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.
    
    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.
en_GB: 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.
    
    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.

note: [message]: type=Vampire Bat
en: 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.
en_GB: 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 behaviour is set up with a single [micro_ai] tag, one with 'unique_goals=yes', the other without.

note: [event]
en: Aaiiieeeeeee !!!
en_GB: Aaiiieeeeeee!!!

note: [message]: speaker=messenger1
en: You're crazy. It might be shorter as the crow flies, but it will take you forever to get through those mountains.
    
    Note: The messengers are controlled by Goto Micro AI definitions that differ by a single line, 'use_straight_line=yes/no'.
en_GB: You're crazy. It might be shorter as the crow flies, but it will take you for ever to get through those mountains.
    
    Note: The messengers are controlled by GoTo Micro AI definitions that differ by a single line, 'use_straight_line=yes/no'.

note: [message]: speaker=leader6
en: 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.
en_GB: Hah, that's that pencil pusher Gadoc for you! Men, I want you to move towards 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.

note: [message]: speaker=fort_commander
en: Very good, $unit.language_name. Now go help your comrade get rid of that saurian infestation in the swamps.
en_GB: Very good, $unit.language_name. Now help your comrade get rid of that saurian infestation in the swamps.

note: [command]
en: 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.)
    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.
en_GB: 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.)
    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 behaviour.

note: [command]
en: 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:
    - If no enemy is within 'distance' of the guard's current position, do nothing.
    - 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.
    - Otherwise:
      - Pick the enemy unit that is closest to the guarded location.
      - If we can reach it, pick the adjacent hex with the highest defense rating and attack from there.
      - If not in reach, move toward this unit.
en_GB: A 'stationed guardian' is another variation of the standard Wesnoth guardian with a somewhat more complex behaviour than that of the 'return guardian'. Two positions are defined for it, a 'station' and a 'guarded location', as well as a 'distance'. The behaviour is as follows:
    - If no enemy is within 'distance' of the guard's current position, do nothing.
    - 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.
    - Otherwise:
      - Pick the enemy unit that is closest to the guarded location.
      - If we can reach it, pick the adjacent hex with the highest defence rating and attack from there.
      - If not in reach, move towards this unit.

note: [command]
en: 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':
    - If neither is given, the coward retreats to the position farthest away from the approaching enemies.
    - If 'seek' is given, it preferentially goes toward that location (but getting away from enemies takes priority).
    - If 'avoid' is given, it in addition tries to avoid that location (with both maximizing distance from enemies and going toward 'seek' taking priority).
    - 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.
en_GB: 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':
    - If neither is given, the coward retreats to the position farthest away from the approaching enemies.
    - If 'seek' is given, it preferentially goes towards that location (but getting away from enemies takes priority).
    - If 'avoid' is given, it in addition tries to avoid that location (with both maximizing distance from enemies and going towards 'seek' taking priority).
    - 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.

note: [command]
en: 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:
    - If not specified, the zone guard attacks any enemy coming inside its guard zone.
    - 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.
en_GB: 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 defence of a castle or a nesting area. The zone macro can be called with an optional enemy zone:
    - If not specified, the zone guard attacks any enemy coming inside its guard zone.
    - 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.

note: [event]
en: 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.
    
    Note to the player: the right-click context menu provides information about each of the units' behavior.
    
    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 https://wiki.wesnoth.org/Micro_AIs for more information.
en_GB: 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 see how they react to us.
    
    Note to the player: the right-click context menu provides information about each of the units' behaviour.
    
    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 the <span color='#00A000'>Micro AI wiki page</span> at https://wiki.wesnoth.org/Micro_AIs for more information.

note: [note]
en: Check out the right-click menu options for information on each guardian type
en_GB: Check the right-click menu options for information on each guardian type

note: [side]: id=Bad Outlaw, type=Outlaw
en: team_name^Bad Outlaw
en_GB: Bad Outlaw

note: [side]: id=Good Bandit, type=Bandit
en: team_name^Good Bandit
en_GB: Good Bandit

note: [event]
en: 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.
    
    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 https://wiki.wesnoth.org/Micro_AIs for more information.
en_GB: That outlaw over there is going to run for the keep in the south-east.  He will only 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.
    
    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 the <span color='#00A000'>Micro AI wiki page</span> at https://wiki.wesnoth.org/Micro_AIs for more information.

note: [event]
en: 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.
    
    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.
    
    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 https://wiki.wesnoth.org/Micro_AIs for more information.
en_GB: 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.
    
    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.
    
    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 the <span color='#00A000'>Micro AI wiki page</span> at https://wiki.wesnoth.org/Micro_AIs for more information.

note: [side]: id=Pekzs, type=Saurian Soothsayer
en: team_name^Pekzs
en_GB: Pekzs

note: [event]
en: Three different lurker behaviors are set up here using the [micro_ai] tag with different parameters:
    
    Side 2 (blue): saurians attacking only from swamp. If no enemy is in range, they do not move.
    
    Side 3 (green): saurians attacking only from swamp. If no enemy is in range, they wander randomly (on swamp only).
    
    Side 4 (purple): nagas wandering only on water terrain, but attacking from both water and swamp.
    
    We also added two other sides, which demonstrate lurker behavior coded in WML (Side 5, gray) and Formula AI (Side 6, brown).
en_GB: Three different lurker behaviours are set up here using the [micro_ai] tag with different parameters:
    
    Side 2 (blue): saurians attacking only from swamp. If no enemy is in range, they do not move.
    
    Side 3 (green): saurians attacking only from swamp. If no enemy is in range, they wander randomly (on swamp only).
    
    Side 4 (purple): nagas wandering only on water terrain, but attacking from both water and swamp.
    
    We also added two other sides, which demonstrate lurker behaviour coded in WML (Side 5, grey) and Formula AI (Side 6, brown).

note: [event]
en: 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.
en_GB: Men, I need to get to that signpost in the north, to get the message to our leader. Let's head there as quickly as we can.

note: [side]
en: team_name^Konrad
en_GB: Konrad

note: [side]
en: team_name^Urudin
en_GB: Urudin

note: [event]
en: Hello!  I'm a Konrad impostor. We are going to demonstrate the Patrol AI to you in this scenario.
    
    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.
    
    All of this is implemented by use of the Patrol [micro_ai] tag.
en_GB: Hello!  I'm a Konrad impostor. We are going to demonstrate the Patrol AI to you in this scenario.
    
    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 centre are perpetually circling the mountain, one of them always in the same direction, the other changing directions after every lap.
    
    All of this is implemented by use of the Patrol [micro_ai] tag.

note: [event]
en: 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.
    
    This is an AI separate from the Patrols of Side 2.
en_GB: And I am Urudin. I will attack my enemies for a few turns, but will retreat towards the right edge of the map if my hit-points are below half of maximum or by Turn 5, whichever happens first.
    
    This is an AI separate from the Patrols of Side 2.

note: [event]
en: 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:
    
    Konrad only attacks Gertburt, or any enemy unit that blocks his final waypoint.
    
    The Swordsman never attacks at all.
    
    The Longbowman attacks any enemy unit he ends up next to at the end of his move.
    
    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.
    
    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 https://wiki.wesnoth.org/Micro_AIs for more information.
en_GB: 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:
    
    Konrad only attacks Gertburt, or any enemy unit that blocks his final waypoint.
    
    The Swordsman never attacks at all.
    
    The Longbowman attacks any enemy unit he ends up next to at the end of his move.
    
    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.
    
    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 the <span color='#00A000'>Micro AI wiki page</span> at https://wiki.wesnoth.org/Micro_AIs for more information.

note: [side]: id=Langzhar, type=Lieutenant
en: team_name^Langzhar
en_GB: Langzhar

note: [side]: id=Koorzhar, type=Lieutenant
en: team_name^Koorzhar
en_GB: Koorzhar

note: [event]
en: 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.
en_GB: 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 north-west if it is safe.

note: [message]: speaker=narrator
en: 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?
    
    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 https://wiki.wesnoth.org/Micro_AIs for more information.
en_GB: 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?
    
    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 the <span color='#00A000'>Micro AI wiki page</span> at https://wiki.wesnoth.org/Micro_AIs for more information.

note: [option]
en: <span font='16'>I'll watch the two AIs fight it out</span>
en_GB: <span font='16'>I'll watch the two AIs fight</span>

note: [event]
en: This is a very simple scenario that can be used to test out different recruiting patterns.
en_GB: This is a very simple scenario that can be used to test different recruiting patterns.

note: [event]
en: 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, and mages a middling probability. This is not meant as a good recruitment pattern, it simply serves as a demonstration how to use the AI.
    
    Side 2 uses the Rush Recruitment Micro AI (which is also used in the Experimental 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 https://wiki.wesnoth.org/Micro_AIs for more information.
en_GB: 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, and mages a middling probability. This is not meant as a good recruitment pattern, it simply serves as a demonstration how to use the AI.
    
    Side 2 uses the Rush Recruitment Micro AI (which is also used in the Experimental 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 the <span color='#00A000'>Micro AI wiki page</span> at https://wiki.wesnoth.org/Micro_AIs for more information.

note: [side]: id=Grnk, type=Goblin Spearman
en: team_name^Grnk
en_GB: Grnk

note: [set_menu_item]: id=m01_menu_bottleneck_defense
en: Bottleneck Defense Micro AI demo
en_GB: Bottleneck Defence Micro AI demo

note: [command]
en: Bottleneck Defense Micro AI Demo
en_GB: Bottleneck Defence Micro AI Demo

note: [command]
en: 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.
en_GB: In the Bottleneck Defence 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 against the standard RCA AI or take over the orc side.

note: [command]
en: 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.
en_GB: 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, or take control of either side to explore how the opposing AI behaves.

note: [command]
en: 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.
en_GB: This is a re-enactment 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.

note: [command]
en: 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.
en_GB: This scenario demonstrates a number of different animals following customized AI behaviour, including wolves hunting deer in packs; dogs herding sheep; bears, spiders, yetis, boar and rabbits wandering and hunting/avoiding each other.

note: [command]
en: Another demonstration of wolves wandering and attacking in packs, with a different behavior from that in 'Animals'.
en_GB: Another demonstration of wolves wandering and attacking in packs, with a different behaviour from that in 'Animals'.

note: [command]
en: This scenario features a fire dragon displaying a hunt-and-rest behavior.
en_GB: This scenario features a fire dragon displaying a hunt-and-rest behaviour.

note: [command] [set_menu_item]: id=m13_goto
en: Goto Micro AI demo
en_GB: GoTo Micro AI demo

note: [command]
en: 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.
en_GB: 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 go-to locations are given in a Standard Location Filter.

note: [command]
en: 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.
en_GB: 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 behaviour.  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.

note: [event]
en: 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.
    
    <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>
en_GB: 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.
    
    <i>In other words, the Wesnoth AI does generally not attack units one XP from advancing a level 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>

note: [event]
en: 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 !!
    
    <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>
en_GB: Ha ha ha ha ha! 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!
    
    <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 advancing a level, such that they can be eliminated afterwards.  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>

note: [side]
en: team_name^Wolves
en_GB: Wolves

note: [event]
en: 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.
    
    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.
    
    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.
en_GB: This scenario features a different kind of wolf behaviour 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 with an incomplete pack or with other single wolves. Individual wolves entering the map during the scenario behave in that way as well.
    
    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.
    
    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.

note: [message]: speaker=narrator
en: 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.
    
    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.
    
    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 https://wiki.wesnoth.org/Micro_AIs for more information.
en_GB: 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.
    
    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.
    
    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 the <span color='#00A000'>Micro AI wiki page</span> at https://wiki.wesnoth.org/Micro_AIs for more information.

note: [side]: type=Nightgaunt
en: team_name^AI Developer
en_GB: AI Developer
