diff --git a/docs/modders/Entities_Format/Creature_Format.md b/docs/modders/Entities_Format/Creature_Format.md
index ecbb2b78e..252a5e140 100644
--- a/docs/modders/Entities_Format/Creature_Format.md
+++ b/docs/modders/Entities_Format/Creature_Format.md
@@ -1,5 +1,7 @@
# Creature Format
+This page tells you what you need to do to make your creature work. For help, tips and advices, read the [creature help](Creature_Help.md).
+
## Required data
In order to make functional creature you also need:
diff --git a/docs/modders/Entities_Format/Creature_Help.md b/docs/modders/Entities_Format/Creature_Help.md
new file mode 100644
index 000000000..d5ca1a590
--- /dev/null
+++ b/docs/modders/Entities_Format/Creature_Help.md
@@ -0,0 +1,154 @@
+# Creature Help
+
+This page helps you to create a creature (i.e. a unit that fights in a battle) for a creature mod or inside a bigger mod like a [faction mod](Faction_Help.md).
+
+## Utilities
+
+You need to download the two utilities [`DefPreview`](https://sourceforge.net/projects/grayface-misc/files/DefPreview-1.2.1/) and [`H3DefTool`](https://sourceforge.net/projects/grayface-misc/files/H3DefTool-3.4.2/) from the internet:
+- `DefPreview` converts a `.def` file to `.bmp` images
+- `H3DefTool` converts `.bmp` images to a `.def` file
+
+But you can create a configuration that directly reads your image files. Most of the existing mods are coded with `.def` files but direct images are recommended.
+
+## Make a playable creature
+
+First of all, retrieve an existing creature and be sure you can clone it and make it work independently without any new content. If it already fails, don't waste your time to draw the new animation. It should work first.
+
+## Battle render
+
+The sun is always at zenith, so the shadow is always behind. The reason is that the creature render may be mirrored. There was no strong rules in the original game but usually, the shadow is twice less higher than the creature.
+
+We don't know the right elevation angle for the view.
+
+### 3D render
+You can render your creature using a 3D software like _Blender_. You can start with those free-licenced rigged 3D models:
+- [Fantasy-bandit](https://www.cgtrader.com/free-3d-models/character/man/fantasy-bandit)
+- [Monster-4](https://www.cgtrader.com/free-3d-models/character/fantasy-character/monster-4-f5757b92-dc9c-4f5e-ad0d-593203d14fe2)
+- [Crypt-fiend-modular-character](https://www.cgtrader.com/free-3d-models/character/fantasy-character/crypt-fiend-modular-character-demo-scene)
+- [Solus-the-knight](https://www.cgtrader.com/free-3d-models/character/man/solus-the-knight-low-poly-character)
+- [Ancient-earth-golem](https://www.cgtrader.com/free-3d-models/character/fantasy-character/ancient-earth-golem-v2)
+- [Shadow-golem-elemental](https://www.cgtrader.com/free-3d-models/character/fantasy-character/shadow-golem-elemental)
+- [Earth-golem-elemental](https://www.cgtrader.com/free-3d-models/character/fantasy-character/earth-golem-elemental)
+- [Kong-2021-rig](https://www.cgtrader.com/free-3d-models/character/sci-fi-character/kong-2021-rig)
+- [Shani](https://www.cgtrader.com/free-3d-models/character/woman/shani-3d-character)
+
+You can also create your 3D model from a single image:
+- _Stable Fast 3D_: https://huggingface.co/spaces/stabilityai/stable-fast-3d
+- _Unique3D_: https://huggingface.co/spaces/abreza/Unique3D
+
+To use it in _Blender_, create a `.blend` project and import the file. To render the texture:
+1. Add a _Principled BSDF_ material to the object
+1. Create a _Color Attribute_ in the _Shader Editor_ view
+1. Link the Color output of the _Color Attribute_ to the _Base color_ input of the _Principled BSDF_
+
+You can improve details by cropping the source image on a detail and generate a model for this detail. Once both imported in _Blender_, melt them together.
+
+Render the images without background by selecting png RVBA and disabling background (_Film_ -> _Filter_ -> _Transparent_). It avoids the creatures to have an ugly dark border. Then, to correctly separate the creature from the cyan area, in _GIMP_, apply the threeshold on the transparency by clicking on _Layer_ -> _Transparency_ -> _Alpha threeshold_.
+
+The global FPS of the game is 10 f/s but you can render at a higher level and configure it in the `.json` files. We are not in the 1990's.
+
+### IA render
+
+You can also use an AI like _Flux_ to generate the main creature representation: https://huggingface.co/spaces/multimodalart/FLUX.1-merged
+
+Then you can add random animations for idle states with _SVD_: https://huggingface.co/spaces/xi0v/Stable-Video-Diffusion-Img2Vid
+
+Most of the time, the creatures do not move more than one pixel in an idle animation. The reason may be to avoid too much animation on screen and make the transition with the other animations always seamless. Use poses with _ControlNet_ or _OpenPose_. For specific animations, I recommend to use _Cinemo_ because it adds a description prompt but the resolution is smaller: https://huggingface.co/spaces/maxin-cn/Cinemo
+
+Make animations seamless from one to another. To do this, you can draw the first and the last images with a prompt with _ToonCrafter_: https://huggingface.co/spaces/ChristianHappy/tooncrafter
+
+Most of the time, you need to increase the resolution or the quality of your template image, so use _SUPIR_: https://huggingface.co/spaces/Fabrice-TIERCELIN/SUPIR
+
+## Battle sound effect
+
+To create the audio effects, I recommend to use _Tango 2_: https://huggingface.co/spaces/declare-lab/tango2
+
+The quality is better than _Stable Audio_.
+
+## Map render
+
+We don't know the right elevation angle for the view but 45° elevation seems to be a good choice. For the sunlight direction, I would say 45° elevation and 45° azimut.
+
+The map creatures are not rendered on the map with vanishing points but in isometric. You can [get an orthogonal render in Blender](https://blender.stackexchange.com/a/135384/2768). If you are creating a creature and its updated version, most of the time, the both creatures are not oriented to the same side on the map. I think that the animation on the map is usually the _Mouse Over_ animation on battle.
+
+You can see that the view angle is higher than on a battle. To change the angle from a battle sprite, you can use _Zero 1-to-3_: https://huggingface.co/spaces/cvlab/zero123-live
+
+You can get higher resolution using this Video AI that can control the motion of the camera: https://huggingface.co/spaces/TencentARC/MotionCtrl_SVD
+
+If you have a 3D software, you can get better quality by converting your image into 3D model and then render it from another angle using _Stable Fast 3D_: https://huggingface.co/spaces/stabilityai/stable-fast-3d
+
+Follow this comment to retrieve the color: https://huggingface.co/stabilityai/TripoSR/discussions/1#65e8a8e5e214f37d85dad366
+
+### Shadow render
+
+There are no strong rules in the original game about the angle of the shadows on the map. Different buildings have inconsistent shadows. To draw the shadow, I recommend the following technique:
+
+Let's consider that the object is a vertical cone:
+| | | | | | | | | | |
+|---|---|---|---|---|---|---|---|---|---|
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ⬛ | 🟦 | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ⬛ | 🟦 | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ⬛ | ⬛ | ⬛ | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ⬛ | ⬛ | ⬛ | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ⬛ | ⬛ | ⬛ | ⬛ | ⬛ |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ⬛ | ⬛ | ⬛ | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
+
+Locate the top and its projection to the ground:
+| | | | | | | | | | |
+|---|---|---|---|---|---|---|---|---|---|
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟥 | 🟦 | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ⬛ | 🟦 | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ⬛ | ⬛ | ⬛ | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ⬛ | ⬛ | ⬛ | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ⬛ | ⬛ | 🟥 | ⬛ | ⬛ |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ⬛ | ⬛ | ⬛ | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
+
+Then draw a rectangle triangle on the left:
+| | | | | | | | | | |
+|---|---|---|---|---|---|---|---|---|---|
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 💟 | 🟦 | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 💟 | ⬛ | 🟦 | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 💟 | ⬛ | ⬛ | ⬛ | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 💟 | ⬛ | ⬛ | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ⬛ | ⬛ | 💟 | ⬛ | ⬛ |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ⬛ | ⬛ | ⬛ | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
+
+The square top is the projection of the shadow of the top of the cone:
+| | | | | | | | | | |
+|---|---|---|---|---|---|---|---|---|---|
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ⬛ | 🟦 | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ⬛ | 🟦 | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 💟 | ⬛ | ⬛ | ⬛ | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ⬛ | ⬛ | ⬛ | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ⬛ | ⬛ | ⬛ | ⬛ | ⬛ |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ⬛ | ⬛ | ⬛ | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
+
+Then you can draw the rest of the shadow:
+| | | | | | | | | | |
+|---|---|---|---|---|---|---|---|---|---|
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ⬛ | 🟦 | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ⬛ | 🟦 | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 💟 | ⬛ | ⬛ | ⬛ | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 💟 | 🟪 | ⬛ | ⬛ | ⬛ | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 💟 | ⬛ | ⬛ | ⬛ | ⬛ | ⬛ |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ⬛ | ⬛ | ⬛ | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
+| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
diff --git a/docs/modders/Entities_Format/Faction_Format.md b/docs/modders/Entities_Format/Faction_Format.md
index 81178e22f..739086331 100644
--- a/docs/modders/Entities_Format/Faction_Format.md
+++ b/docs/modders/Entities_Format/Faction_Format.md
@@ -1,8 +1,10 @@
# Faction Format
+This page tells you what you need to do to make your faction work. For help, tips and advices, read the [faction help](Faction_Help.md).
+
## Required data
-In order to make functional town you also need:
+In order to make functional town, you also need:
### Images
diff --git a/docs/modders/Entities_Format/Faction_Help.md b/docs/modders/Entities_Format/Faction_Help.md
new file mode 100644
index 000000000..c141a8673
--- /dev/null
+++ b/docs/modders/Entities_Format/Faction_Help.md
@@ -0,0 +1,92 @@
+# Faction Help
+
+This page helps you to create from scratch a VCMI mod that adds a new faction. The faction mod structure is described [here](Faction_Format.md).
+
+## Questioning the faction creation
+Before creating a faction, be aware that creating a faction mod is lots of work. You can start [creating creatures](Creature_Help.md) in a creature mod that can be converted into a faction mod after. This way, you are sure to release something. The smallest contribution is a hero portrait that you can suggest on an existing mod. You can also restore the former version of the [Ruins faction](https://github.com/vcmi-mods/ruins-town/tree/1bea30a1d915770e2fd0f95d158030815ff462cd). You would only have to remake the similar parts to the new version.
+
+## Make a playable faction mod
+Before creating your content, retrieve the content of an existing faction mod like [Highlands town](https://github.com/vcmi-mods/highlands-town). To download the project, click on the _Code_ button and click on _Download ZIP_. The first thing to do is to change all the faction identifiers in the files following the [faction format](Faction_Format.md) and manage to play with the faction and the original without any conflict. To play to a faction, you have to add all the files in your _Mods_ folder. When it works, you will be able to modify the content step by step.
+
+Keep in mind that the most important part of a faction mod, above the animations, the graphisms and the musics, is the concept because if you have to change it, you have to change everything else. All the remaining content can be improved by the community.
+
+## Town screen
+### Background
+Beware to direct all the shadows to the same direction. The easiest way to create the background is to use a text-to-image AI. The free most powerful AI at the moment is _Flux_ available here: https://huggingface.co/spaces/multimodalart/FLUX.1-merged
+
+In the _Advanced Options_, set the width to 800px and set the height to 374px.
+
+### Buildings
+To render a building upon the background, I recommend to use an inpainting AI like _BRIA Inpaint_: https://huggingface.co/spaces/briaai/BRIA-2.3-Inpainting
+
+The idea is to select the area where you want to add the building. As a prompt, describe the new building. The advantage is a perfect match between the background and the building. Keep in mind that to correctly integrate a building image, it must contain the image of the background on its edges. It simulates the semi-transparency.
+
+You can also animate the building or the background using _Stable Video Diffusion_: https://huggingface.co/spaces/multimodalart/stable-video-diffusion
+
+## Map dwellings
+You may want to get the same render as in the town, so you have to change the angle and the shadows. If you handle a 3D model software, you can start with _Stable Fast 3D_: https://huggingface.co/spaces/stabilityai/stable-fast-3d
+
+The map dwellings are not rendered on the map with vanishing points but in isometric. You can [get an orthogonal render in Blender](https://blender.stackexchange.com/a/135384/2768).
+
+Without 3D, you can use _Zero 1-to-3_: https://huggingface.co/spaces/cvlab/zero123-live
+
+You can get higher resolution using this Video AI that can control the motion of the camera: https://huggingface.co/spaces/TencentARC/MotionCtrl_SVD
+
+The buildings on the map are more satured than on town screen. If you have to reduce the size of an image, do not use interpolation (LANCZOS, Bilinear...) to get more details, not a blurred image. If you need to increase the resolution or the quality of your template image, use _SUPIR_: https://huggingface.co/spaces/Fabrice-TIERCELIN/SUPIR
+
+## Map buildings
+The AIs badly understand the sun direction and the perspective angles. To generate the buildings on the adventure map:
+
+1. Open the HOMM3 map editor
+1. Put items all around a big empty area
+1. Make a screenshot
+1. Go on an AI like _BRIA Inpaint_: https://huggingface.co/spaces/briaai/BRIA-2.3-Inpainting
+1. Inpaint the (big) empty middle with the brush
+1. Use a prompt like: `A dark house, at the center of the image, map, isometric, parallel perspective, sunlight from the bottom right`
+
+## Music
+Here are unused available themes:
+
+* [Synthetic Horizon](https://github.com/Fabrice-TIERCELIN/forge/raw/theme/content/music/factions/theme.ogg)
+1. Prompt: `Dystopy, Cinematic classical, Science fiction, 160 bpm, Best quality, Futuristic`
+1. Initially created for: _Forge town_
+
+* [Quantum Overture](https://github.com/Fabrice-TIERCELIN/asylum-town/raw/theme/asylum-town/content/Music/factions/AsylumTown.ogg)
+1. Prompt: `Clef shifting, Fantasy, Mystical, Overworldly, Cinematic classical`
+1. Initially created for: _Asylum town_
+
+* [Warrior s March](https://github.com/vcmi-mods/ruins-town/assets/20668759/964f27de-6feb-4ef6-9d25-455f52938cef)
+1. Prompt: `Powerful percussions, Drums, Battle Anthem, Rythm, Warrior, 160 bpm, Celtic, New age, Instrumental, Accoustic, Medieval`
+1. Initially created for: _Ruins town_
+
+* [Clan of Echoes](https://github.com/Fabrice-TIERCELIN/ruins-town/raw/theme/ruins-town/content/music/ruins.ogg)
+1. Prompt: `new age, medieval, celtic, warrior, battle, soundtrack, accoustic, drums, rythm`
+1. Initially created for: _Ruins town_
+
+* [Enchanted Reverie](https://github.com/Fabrice-TIERCELIN/grove/raw/theme/Grove/content/Music/factions/GroveTown.ogg)
+1. Prompt: `Classical music, Soundtrack, Score, Instrumental, 160 bpm, ((((fantasy)))), mystic`
+1. Initially created for: _Grove town_
+
+* [World Discovery](https://github.com/vcmi-mods/asylum-town/assets/20668759/34438523-8a44-44ca-b493-127501b474a6)
+1. Prompt: `Clef shifting, fantasy, mystical, overworldly, Cinematic classical`
+1. Initially created for: _Asylum town_
+
+* [Enchanted Ballad](https://github.com/vcmi-mods/fairy-town/assets/20668759/619e6e33-d940-4899-8c76-9c1e8d3d20aa)
+1. Prompt: `Females vocalize, Cinematic classical, Harp, Fairy tale, Princess, 160 bpm`
+1. Initially created for: _Fairy town_
+
+* [Baroque Resurgence](https://github.com/Fabrice-TIERCELIN/courtyard_proposal/raw/theme/Courtyard/Content/music/factions/courtyard/CourtTown.ogg)
+1. Prompt: `Baroque, Instrumental, 160 bpm, Cinematic classical, Best quality`
+1. Initially created for: _Courtyard town_
+
+* [Harvest Parade](https://github.com/Fabrice-TIERCELIN/greenhouse-town/raw/theme/Greenhouse/content/Music/town.ogg)
+1. Prompt: `Marching band, Best quality, Happy, Vegetables`
+1. Initially created for: _Green town_
+
+Those themes have been generated using _[Udio](https://udio.com)_.
+
+## Screenshots
+Most of the time, the first screenshot is the townscreen because it's the most specific content.
+
+## Recycle
+Some mods contain neutral heroes or creatures. You can integrate them in your faction mod. Don't forget to remove the content from the original mod.
\ No newline at end of file
diff --git a/docs/modders/Readme.md b/docs/modders/Readme.md
index 1bf8c80ce..5fba25113 100644
--- a/docs/modders/Readme.md
+++ b/docs/modders/Readme.md
@@ -56,8 +56,10 @@ Random Map Generator:
Game Entities:
- [Artifact](Entities_Format/Artifact_Format.md)
-- [Creature](Entities_Format/Creature_Format.md)
-- [Faction](Entities_Format/Faction_Format.md)
+- [Creature Requirement](Entities_Format/Creature_Format.md)
+- [Creature Help](Entities_Format/Creature_Help.md)
+- [Faction Requirement](Entities_Format/Faction_Format.md)
+- [Faction Help](Entities_Format/Faction_Help.md)
- [Hero Class](Entities_Format/Hero_Class_Format.md)
- [Hero Type](Entities_Format/Hero_Type_Format.md)
- [Spell](Entities_Format/Spell_Format.md)
diff --git a/docs/modders/Translations.md b/docs/modders/Translations.md
index 3915986c5..bc3aa42e9 100644
--- a/docs/modders/Translations.md
+++ b/docs/modders/Translations.md
@@ -35,10 +35,16 @@ VCMI allows translating game data into languages other than English. In order to
- Copy existing translation, such as English translation from here: https://github.com/vcmi-mods/h3-for-vcmi-englisation (delete sound and video folders)
- Rename mod to indicate your language, preferred form is "(language)-translation"
- Update mod.json to match your mod
-- Translate all texts strings from game.json, campaigns.json and maps.json
+- Translate all texts strings from `game.json`, `campaigns.json` and `maps.json`
- Replace images in data and sprites with translated ones (or delete it if you don't want to translate them)
- If unicode characters needed for language: Create a submod with a free font like here: https://github.com/vcmi-mods/vietnamese-translation/tree/vcmi-1.4/vietnamese-translation/mods/VietnameseTrueTypeFonts
+If you can't produce some content on your own (like the images or the sounds):
+- Create a `README.md` file at the root of the mod
+- Write into the file the translations and the detailled location
+
+This way, a contributor that is not a native speaker can do it for you in the future.
+
If you have already existing Heroes III translation you can:
- Install VCMI and select your localized Heroes III data files for VCMI data files
@@ -75,7 +81,7 @@ After this, you can set language in Launcher to your language and start game. Al
VCMI Launcher and Map Editor use translation system provided by Qt framework so it requires slightly different approach than in-game translations:
- Install Qt Linguist. You can find find standalone version here: https://download.qt.io/linguist_releases/
-- Open `/launcher/translation/` directory, copy english.ts file and rename it to your language
+- Open `/launcher/translation/` directory, copy `english.ts` file and rename it to your language
- Launch Qt Linguist, select Open and navigate to your copied file
- Select any untranslated string, enter translation in field below, and click "Done and Next" (Ctrl+Return) to navigate to next untranslated string
- Once translation has been finished, save resulting file.
@@ -129,7 +135,7 @@ After that, start Launcher, switch to Help tab and open "log files directory". Y
If your mod also contains maps or campaigns that you want to translate, then use '/translate maps' command instead.
### Translating mod information
-In order to display information in Launcher in language selected by user add following block into your mod.json:
+In order to display information in Launcher in language selected by user add following block into your `mod.json`:
```
"" : {
"name" : "",
@@ -140,7 +146,7 @@ In order to display information in Launcher in language selected by user add fol
]
},
```
-However, normally you don't need to use block for English. Instead, English text should remain in root section of your mod.json file, to be used when game can not find translated version.
+However, normally you don't need to use block for English. Instead, English text should remain in root section of your `mod.json` file, to be used when game can not find translated version.
### Translating in-game strings
@@ -152,8 +158,8 @@ Use any text editor (Notepad++ is recommended for Windows) and translate all str
### Adding new languages
In order to add new language it needs to be added in multiple locations in source code:
-- Generate new .ts files for launcher and map editor, either by running `lupdate` with name of new .ts or by copying english.ts and editing language tag in the header.
-- Add new language into lib/Languages.h entry. This will trigger static_assert's in places that needs an update in code
+- Generate new .ts files for launcher and map editor, either by running `lupdate` with name of new .ts or by copying `english.ts` and editing language tag in the header.
+- Add new language into `lib/Languages.h` entry. This will trigger static_assert's in places that needs an update in code
- Add new language into json schemas validation list - settings schema and mod schema
- Add new language into mod json format - in order to allow translation into new language
@@ -161,14 +167,14 @@ Also, make full search for a name of an existing language to ensure that there a
### Updating translation of Launcher and Map Editor to include new strings
-At the moment, build system will generate binary translation files (.qs) that can be opened by Qt.
+At the moment, build system will generate binary translation files (`.qs`) that can be opened by Qt.
However, any new or changed lines will not be added into existing .ts files.
-In order to update .ts files manually, open command line shell in `mapeditor` or `launcher` source directories and execute command
+In order to update `.ts` files manually, open command line shell in `mapeditor` or `launcher` source directories and execute command
```
lupdate -no-obsolete * -ts translation/*.ts
```
-This will remove any no longer existing lines from translation and add any new lines for all translations. If you want to keep old lines, remove `-no-obsolete` key from the command
+This will remove any no longer existing lines from translation and add any new lines for all translations. If you want to keep old lines, remove `-no-obsolete` key from the command.
There *may* be a way to do the same via QtCreator UI or via CMake, if you find one feel free to update this information.
### Updating translation of Launcher and Map Editor using new .ts file from translators
diff --git a/launcher/translation/french.ts b/launcher/translation/french.ts
index c1ddec902..e3524de8b 100644
--- a/launcher/translation/french.ts
+++ b/launcher/translation/french.ts
@@ -74,7 +74,7 @@
-
+ Dossier de fichiers de configuration
@@ -234,7 +234,7 @@
-
+ Recharger les dossiers
@@ -452,7 +452,7 @@
- Remplacer le fichier de configuration?
+ Remplacer le fichier de configuration ?
@@ -462,7 +462,7 @@
-
+ Téléchargement %1. %p% (%v Mo sur %m Mo) terminé
@@ -656,162 +656,162 @@ Installer les téchargements réussis?
-
+ Port de la salle d'attente en ligne
-
+ IA de combat automatique dans les batailles
-
+ Sensibilité au batons
-
+ Automatique (Linéaire)
-
+ Retour Tactile
-
+ Curseur Logiciel
-
+ Automatique
-
+ Aucun
-
+ xBRZ x2
-
+ xBRZ x3
-
+ xBRZ x4
-
+ Adresse de la salle d'attente en ligne
-
+ Filtre d'Agrandissement
-
+ Utiliser le Mode de Pointeur Relatif
-
+ Le plus Proche
-
+ Linéaire
-
+ Entrée - Écran tactile
-
+ Réseau
-
+ Filtre de Rétrécissement
-
+ Remontrer le Didacticiel
-
+ Réinitialiser
-
+ Audio
-
+ Vitesse de Pointeur Relatif
-
+ Volume de la Musique
-
+ Ignorer les erreurs SSL
-
+ Entrée - Sourie
-
+ Durée de Touche Prolongée
-
+ %
-
+ Tolérance au Clic de Contrôleur
-
+ Tolérance à la Frappe de Touche
-
+ Entrée - Contrôleur
-
+ Volume du Son
@@ -913,12 +913,12 @@ Mode exclusif plein écran - le jeu couvrira l"intégralité de votre écra
-
+ Tolérance au Clic de Sourie
-
+ Accelération de Bâton
@@ -1059,12 +1059,12 @@ Mode exclusif plein écran - le jeu couvrira l"intégralité de votre écra
-
+ Utiliser l'installeur hors ligne depuis gog.com
-
+ Vous pouvez copier manuellement les dossiers de Maps, Data et Mp3 depuis le dossier de jeu d'origine vers le dossier data VCMI que vous pouvez voir en haut de cette page
@@ -1074,22 +1074,22 @@ Mode exclusif plein écran - le jeu couvrira l"intégralité de votre écra
-
+ Installation Manuelle
-
+ Installation... %p%
-
+ Si vous avez déjà les fichiers Heroes III sur votre appareil, vous pouvez sélectionner ce dossier et VCMI copiera automatiquement les données existantes.
-
+ Copier les fichiers existants
@@ -1100,7 +1100,8 @@ Mode exclusif plein écran - le jeu couvrira l"intégralité de votre écra
-
+ Si vous possédez Heroes III sur gog.com, vous pouvez télécharger le programme d'installation hors ligne de sauvegarde depuis gog.com, et VCMI importera les données de Heroes III à l'aide du programme d'installation hors ligne.
+Le programme d'installation hors ligne se compose de deux parties, .exe et .bin. Assurez-vous de les télécharger tous les deux.
@@ -1246,7 +1247,7 @@ Heroes® of Might and Magic® III HD n"est actuellement pas pris en charge
-
+ Le fichier ne peut pas être ouvert
@@ -1291,23 +1292,24 @@ Veuillez selectionner un dossier ou les données de Heroes III sont présentes.<
-
+ Vous avez fourni le programme d'installation de GOG Galaxy ! Ce fichier ne contient pas le jeu. Veuillez télécharger le programme d'installation de sauvegarde hors ligne du jeu !
-
+ Erreur de flux lors de l'extraction des fichiers !
+Raison de l'erreur :
-
+ Programme d’installation Inno Setup non pris en charge !
-
+ Erreur d'extraction !
@@ -1476,13 +1478,14 @@ Veuillez sélectionner un dossier contenant les données de Heroes III: Complete
-
+ Erreur lors du démarrage de l'exécutable
-
+ Échec de démarrage %1
+Raison : %2
diff --git a/launcher/translation/swedish.ts b/launcher/translation/swedish.ts
new file mode 100644
index 000000000..d265539e3
--- /dev/null
+++ b/launcher/translation/swedish.ts
@@ -0,0 +1,1514 @@
+
+
+
+
+ AboutProjectView
+
+
+
+ VCMI på Discord
+
+
+
+
+ Har du något som är svår att förstå? Har du hittat ett fel eller ett annat problem? Behöver du hjälp? Förena oss i samma grupp!
+
+
+
+
+ VCMI på Github
+
+
+
+
+ Vår gemenskap
+
+
+
+
+ Konstruktionsinformation
+
+
+
+
+ Användardatamapp
+
+
+
+
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+
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+
+
+
+
+ Sök efter uppdateringar
+
+
+
+
+ Spelversion
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+
+
+ Loggmapp
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+
+
+ Datafil
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+
+
+ Speldatamapp
+
+
+
+
+ Operativsystem
+
+
+
+
+ Mapp för konfigurationsfiler
+
+
+
+
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+
+
+
+
+ Rapportera ett fel
+
+
+
+ CModListModel
+
+
+
+ Översättning
+
+
+
+
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+
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+
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+
+
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+
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+
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+
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+
+
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+
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+
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+
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+
+
+
+
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+
+
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+
+
+
+
+
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+
+
+
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+
+
+
+
+ Varelser
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+
+
+
+ Kompatibilitet
+
+
+
+
+ Artefakter
+
+
+
+
+ AI
+
+
+
+ CModListView
+
+
+
+ Filter
+
+
+
+
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+
+
+
+
+ Nedladdningsbar
+
+
+
+
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+
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+
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+
+
+
+
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+
+
+
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+
+
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+
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+
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+
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+
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+
+ %p% (%v KB av %m KB)
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+
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+
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+
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+
+
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+
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+
+
+
+
+
+ Obligatorisk version av VCMI
+
+
+
+
+ Version av VCMI som stöds
+
+
+
+
+ vänligen uppdatera mod
+
+
+
+
+
+ Mod Repository Index
+
+
+
+
+ eller nyare
+
+
+
+
+ Versionerna av VCMI som stöds
+
+
+
+
+ Språk
+
+
+
+
+ Obligatoriska mods
+
+
+
+
+ Modskonflikt
+
+
+
+
+ Denna mod kan inte installeras eller aktiveras eftersom följande beroenden inte finns
+
+
+
+
+ Denna mod kan inte installeras eller aktiveras eftersom följande beroenden är inkompatibla med den
+
+
+
+
+ Denna mod kan inte inaktiveras eftersom den krävs för följande beroenden
+
+
+
+
+ Denna mod kan inte avinstalleras eller uppdateras eftersom den krävs för följande beroenden
+
+
+
+
+ Denna undermod kan inte installeras eller uppdateras separat från modermoden
+
+
+
+
+ Anteckningar
+
+
+
+
+ Alla filer som stöds
+
+
+
+
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+
+
+
+
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+
+
+
+
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+
+
+
+
+ Mods
+
+
+
+
+ Välj filer att installera (konfigurationer, mods, kartor, kampanjer)...
+
+
+
+
+ Byta ut konfigurationsfilen?
+
+
+
+
+ Vill du ersätta %1?
+
+
+
+
+ Ladda ner %1. %p% (%v MB av %m MB) slutfört
+
+
+
+
+ Nedladdning misslyckades
+
+
+
+
+ Det går inte att ladda ner alla filer.
+
+Fel påträffat:
+
+
+
+
+
+
+
+
+Installera lyckade nedladdningar?
+
+
+
+
+ Installera mod %1
+
+
+
+
+ Åtgärden misslyckades
+
+
+
+
+ Fel påträffade:
+
+
+
+
+
+ skärmdumpar
+
+
+
+
+ Skriv ut skärm %1
+
+
+
+
+ Denna mod är inkompatibel
+
+
+
+ CModManager
+
+
+
+ Det går inte att installera undermod
+
+
+
+
+ Mod är redan installerad
+
+
+
+
+ Det går inte att avinstallera submod
+
+
+
+
+ Mod är inte installerad
+
+
+
+
+ Mod redan aktiverad
+
+
+
+
+
+ Läget måste installeras först
+
+
+
+
+ Mod inte kompatibel, uppdatera VCMI och kontrollera den senaste versionen av moden
+
+
+
+
+ Obligatorisk mod %1 saknas
+
+
+
+
+ Obligatorisk mod %1 är inte aktiverad
+
+
+
+
+
+ Denna mod är i konflikt med %1
+
+
+
+
+ Mod redan inaktiverad
+
+
+
+
+ Modden krävs för att köra %1
+
+
+
+
+ Modarkiv saknas
+
+
+
+
+ En mod med samma namn är redan installerad
+
+
+
+
+ Modarkivet är ogiltigt eller korrupt
+
+
+
+
+ Det gick inte att extrahera data från mod
+
+
+
+
+ Data för denna mod hittades inte
+
+
+
+
+ Modden är placerad i en skyddad mapp, vänligen radera den manuellt:
+
+
+
+
+ CSettingsView
+
+
+
+ Inaktiverad
+
+
+
+
+ Artificiell intelligens
+
+
+
+
+ Aktiverad
+
+
+
+
+ Fiendens AI i strider
+
+
+
+
+ Standardförråd
+
+
+
+
+ Vertikal synkronisering
+
+
+
+
+ Port av väntrummet online
+
+
+
+
+ Automatisk strids-AI i strider
+
+
+
+
+ Känslighet för sticks
+
+
+
+
+ Automatisk (linjär)
+
+
+
+
+ Tryck på Tillbaka
+
+
+
+
+ Programvarumarkör
+
+
+
+
+ Automatisk
+
+
+
+
+ Ingen
+
+
+
+
+ xBRZ x2
+
+
+
+
+ xBRZ x3
+
+
+
+
+ xBRZ x4
+
+
+
+
+ Väntrumsadress online
+
+
+
+
+ Förstoringsfilter
+
+
+
+
+ Använda relativt pekarläge
+
+
+
+
+ Närmast
+
+
+
+
+ Linjär
+
+
+
+
+ Enter - Pekskärm
+
+
+
+
+ Nätverk
+
+
+
+
+ Skrympfilter
+
+
+
+
+ Titta om självstudien
+
+
+
+
+ Återställ
+
+
+
+
+ Ljud
+
+
+
+
+ Relativ pekarhastighet
+
+
+
+
+ Musikvolym
+
+
+
+
+ Ignorera SSL-fel
+
+
+
+
+ Enter - Smile
+
+
+
+
+ Utökad beröringslängd
+
+
+
+
+ %
+
+
+
+
+ Styrenhet Klicka på Tolerans
+
+
+
+
+ Tanslagstolerans
+
+
+
+
+ Ingång - Styrenhet
+
+
+
+
+ Ljudvolym
+
+
+
+
+ Välj visningsläge för spelet
+
+Windowed - spelet kommer att köras i ett fönster som täcker en del av din skärm
+
+Kantlöst fönsterläge - spelet körs i ett fönster som helt täcker din skärm, med samma upplösning som din skärm.
+
+Exklusivt helskärmsläge - spelet kommer att täcka hela skärmen och använda den valda upplösningen.
+
+
+
+
+ Fönster
+
+
+
+
+ Fönster utan kant
+
+
+
+
+ Exklusiv helskärm
+
+
+
+
+ Reserverat skärmområde
+
+
+
+
+ Neutral AI i strider
+
+
+
+
+ Gräns för automatisk lagring (0 = inaktiverad)
+
+
+
+
+ Äventyrskartfiender
+
+
+
+
+ Autospara prefix
+
+
+
+
+ tomt = kortnamnsprefix
+
+
+
+
+ Gränssnittsskalning
+
+
+
+
+ Gräns för bildhastighet
+
+
+
+
+ Renderingsmotor
+
+
+
+
+ Heroes III översättning
+
+
+
+
+ Adventure Map Allies
+
+
+
+
+ Ytterligare insättning
+
+
+
+
+ Kontrollera vid start
+
+
+
+
+ Musklickstolerans
+
+
+
+
+ Personalacceleration
+
+
+
+
+ Uppdatera nu
+
+
+
+
+ Helskärm
+
+
+
+
+ Allmänt
+
+
+
+
+ VCMI-språk
+
+
+
+
+ Upplösning
+
+
+
+
+ Autospara
+
+
+
+
+ Visa index
+
+
+
+
+ Nätverksport
+
+
+
+
+ Video
+
+
+
+
+ Visa intro
+
+
+
+
+ Aktiv
+
+
+
+
+ Inaktiverad
+
+
+
+
+ Aktiverad
+
+
+
+
+ Inte installerat
+
+
+
+
+ Installera
+
+
+
+ File size
+
+
+
+ %1 B
+
+
+
+
+ %1 KiB
+
+
+
+
+ %1 MiB
+
+
+
+
+ %1 GiB
+
+
+
+
+ %1 TiB
+
+
+
+ FirstLaunchView
+
+
+
+ Språk
+
+
+
+
+ Heroes III-data
+
+
+
+
+ Mod-förinställningar
+
+
+
+
+ Välj ditt språk
+
+
+
+
+ Har du en fråga? Hittade du en bugg? Behöver du hjälp? Gå med oss!
+
+
+
+
+ Hitta Heroes III-datafiler
+
+
+
+
+ Använd offlineinstallationsprogrammet från gog.com
+
+
+
+
+ Du kan manuellt kopiera mappar Maps, Data och Mp3 från den ursprungliga spelmappen till VCMI-datamappen som du kan se överst på den här sidan
+
+
+
+
+ Installera filer från GOG.com
+
+
+
+
+ Manuell installation
+
+
+
+
+ Facilitet... %p%
+
+
+
+
+ Om du redan har Heroes III-filerna på din enhet kan du välja den här mappen och VCMI kommer automatiskt att kopiera befintliga data.
+
+
+
+
+ Kopiera befintliga filer
+
+
+
+
+ Dina Heroes III-datafiler har hittats.
+
+
+
+
+ Om du äger Heroes III från gog.com kan du ladda ner backup offlineinstallationsprogrammet från gog.com, och VCMI kommer att importera Heroes III-data med offlineinstallationsprogrammet.
+Offlineinstallationsprogrammet består av två delar, .exe och .bin. Se till att ladda ner båda.
+
+
+
+
+ Installera en översättning av Heroes III på ditt föredragna språk
+
+
+
+
+ Slutför
+
+
+
+
+ VCMI på Github
+
+
+
+
+ VCMI på Discord
+
+
+
+
+ Tack för att du installerade VCMI!
+
+Innan du kan börja spela finns det några steg kvar att slutföra.
+
+Tänk på att för att använda VCMI måste du ha originaldatafilerna för Heroes® of Might and Magic® III: Complete eller The Shadow of Death.
+
+Heroes® of Might and Magic® III HD stöds för närvarande inte!
+
+
+
+
+
+ Nästa
+
+
+
+
+ Sök igen
+
+
+
+
+ Heroes III-datafiler
+
+
+
+
+ Kopiera befintliga data
+
+
+
+
+
+ Retur
+
+
+
+
+ Installera VCMI Mod Preset
+
+
+
+
+ Avgrundens horn
+
+
+
+
+ Heroes III översättning
+
+
+
+
+ Utvecklingsgränssnitt
+
+
+
+
+ In The Wake of Gods
+
+
+
+
+ Valfritt kan du installera ytterligare mods antingen nu eller när som helst senare med hjälp av VCMI Launcher
+
+
+
+
+ Installera moden som ger olika gränssnittsförbättringar, såsom ett bättre gränssnitt för slumpmässiga kartor och valbara åtgärder i strider
+
+
+
+
+ Installera en kompatibel version av "Horn of the Abyss", en fantillverkad Heroes III-expansion som stöds av VCMI-teamet
+
+
+
+
+ Installera en kompatibel version av "In The Wake of Gods", en fan-made Heroes III-expansion
+
+
+
+
+ Heroes III-installationen hittades!
+
+
+
+
+ Kopiera datamappen till VCMI-mappen?
+
+
+
+
+ param is file extension
+ Välj filen %1...
+
+
+
+
+ param is file extension
+ Du har valt filen %1!
+
+
+
+
+ GOG-fil (*.*)
+
+
+
+
+ Filval
+
+
+
+
+ Filen kan inte öppnas
+
+
+
+
+ Ogiltig vald fil
+
+
+
+
+ GOG installationsprogram
+
+
+
+
+ GOG-data
+
+
+
+
+ Inga Heroes III-data!
+
+
+
+
+ De valda filerna innehåller inte Heroes III-data!
+
+
+
+
+
+
+
+ Heroes III-data hittades inte!
+
+
+
+
+ Det går inte att upptäcka giltiga Heroes III-data i den valda katalogen,
+Välj en mapp där Heroes III-data finns.
+
+
+
+
+ Du har tillhandahållit installationsprogrammet för GOG Galaxy! Den här filen innehåller inte spelet. Ladda ner installationsprogrammet för spelet offline!
+
+
+
+
+ Strömfel vid extrahering av filer!
+Orsak till fel:
+
+
+
+
+ Inno Setup-installationsprogram stöds inte!
+
+
+
+
+ Extraktionsfel!
+
+
+
+
+ Heroes III HD Edition-filer stöds inte av VCMI.
+Välj en mapp som innehåller data från Heroes III: Complete Edition eller Heroes III: Shadow of Death.
+
+
+
+
+ Okänd eller ostödd version av Heroes III.
+Välj en mapp som innehåller data från Heroes III: Complete Edition eller Heroes III: Shadow of Death.
+
+
+
+ ImageViewer
+
+
+
+ Bildvisare
+
+
+
+ Language
+
+
+
+ Tjeckiska
+
+
+
+
+ kinesiska
+
+
+
+
+ Engelska
+
+
+
+
+ finska
+
+
+
+
+ Franska
+
+
+
+
+ Tyska
+
+
+
+
+ Ungerska
+
+
+
+
+ Italienska
+
+
+
+
+ Koreanska
+
+
+
+
+ Polska
+
+
+
+
+ Portugisiska
+
+
+
+
+ ryska
+
+
+
+
+ Spanska
+
+
+
+
+ Svenska
+
+
+
+
+ Turkiska
+
+
+
+
+ Ukrainska
+
+
+
+
+ Vietnamesiska
+
+
+
+
+ Auto (%1)
+
+
+
+ MainWindow
+
+
+
+ VCMI Launcher
+
+
+
+
+ Mods
+
+
+
+
+ Parametrar
+
+
+
+
+ Hjälp
+
+
+
+
+ Kartredigerare
+
+
+
+
+ Starta ett spel
+
+
+
+ ModFields
+
+
+
+ Namn
+
+
+
+
+ Typ
+
+
+
+ QObject
+
+
+
+ Fel vid start av körbar fil
+
+
+
+
+ Startfel %1
+Orsak: %2
+
+
+
+ UpdateDialog
+
+
+
+ Du har den senaste versionen
+
+
+
+
+ Stäng
+
+
+
+
+ Sök efter uppdateringar vid start
+
+
+
+
+ Nätverksfel
+
+
+
+
+ Det går inte att läsa JSON-data från URL eller fel JSON-data
+
+
+
diff --git a/mapeditor/translation/french.ts b/mapeditor/translation/french.ts
index 41d810f61..1fa1b653e 100644
--- a/mapeditor/translation/french.ts
+++ b/mapeditor/translation/french.ts
@@ -67,22 +67,22 @@
-
+ Auteur
-
+ Contact de l'auteur (e.g. email)
-
+ Temps de Création de la carte
-
+ Version de la carte
@@ -149,37 +149,37 @@
- Sorts
+ Sorts
-
+ Personnaliser les sorts
-
+ Niveau 1
-
+ Niveau 2
-
+ Niveau 3
-
+ Niveau 4
-
+ Niveau 5
@@ -581,12 +581,12 @@
-
+ Les modifications non sauvegardées seront perdues. Êtes-vous sûr ?
- Ouvrir la carte
+ Ouvrir une carte
@@ -947,17 +947,17 @@
- Impossible de placer l'objet
+ Impossible de placer l'objet
-
+ Il ne peut y avoir qu'un objet Graal sur la carte.
-
+ Le héro %1 ne peut pas être créé en tant que NEUTRE.
@@ -1473,37 +1473,37 @@
-
+ Construire tout
-
+ Détruire tout
-
+ Autoriser tout
-
+ Interdire tout
- Type
+ Type
-
+ Autorisé·e
-
+ Construit·e
@@ -1511,77 +1511,77 @@
-
+ Évènement de ville
- Général
+ Général
- Nom de l'évènement
+ Nom de l'évènement
- Taper le message d'évènement
+ Taper le message d'évènement
- Jour de la première occurrence
+ Jour de la première occurrence
- Récurrence (0 = pas de récurrence)
+ Réoéter après (0 = pas de répétition)
- Joueurs affectés
+ Joueurs affectés
- afttecte les joueurs
+ afttecte les joueurs
- affecte l'ordinateur
+ affecte l'ordinateur
- Resources
+ Ressources
- Bâtiments
+ Bâtiments
- Créatures
+ Créatures
-
+ OK
-
+ Créature niveau %1 / Créature niveau %1 Augmenté
-
+ Jour %1 - %2
@@ -1589,32 +1589,32 @@
-
+ Évènements de ville
- Evenements timés
+ Évènements temporels
- Ajouter
+ Ajouter
- Supprimer
+ Supprimer
-
+ Jour %1 - %2
- Nouvel évènement
+ Nouvel évènement
@@ -1622,17 +1622,17 @@
- Sorts
+ Sorts
-
+ Personnaliser les sorts
-
+ Niveau 1
@@ -1641,7 +1641,7 @@
-
+ Sort qui peut apparaitre dans la Guilde des Mages
@@ -1649,28 +1649,28 @@
-
-
+
+
-
+ Niveau 2
-
+ Niveau 3
-
+ Niveau 4
-
+ Niveau 5
@@ -1762,17 +1762,17 @@
-
+ Le défilement de sort %1 n'a pas d'instance assignée et doit être enlevé
-
+ L'artéfact %1 est interdit par la configuration de la carte
-
+ Le joueur %1 n'a pas de ville ni de héro assigné
@@ -1963,32 +1963,32 @@
-
+ S (36x36)
-
+ M (72x72)
-
+ L (108x108)
-
+ H (180x180)
-
+ XH (216x216)
-
+ G (252x252)