warzone2100/data/base/messages/resmessages2.rmsg

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RES_CY_AH1
{
{
_("Cyborg Thermal Armor Improved"),
_("Heat resistant armored layers"),
_("Thermal Armor increased"),
_("All Cyborgs upgraded automatically"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_droid.rpl",
.audioName = NULL,
};
RES_CYMET4
{
{
_("Cyborg Materials Improved"),
_("Layered dense composite alloys and energy-absorbing fibres"),
_("Increases Kinetic Armor and Body Points"),
_("All Cyborgs upgraded automatically"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_droid.rpl",
.audioName = NULL,
};
RES_CYW_BB1
{
{
_("New Cyborg Available"),
_("Armed with Bunker Buster rocket"),
_("Body Points: Medium"),
_("Requires Cyborg factory to produce"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_droid.rpl",
.audioName = NULL,
};
RES_CYW_MG4
{
{
_("New Cyborg Available"),
_("Armed with Cyborg Assault Gun"),
_("Body Points: Medium"),
_("Requires Cyborg factory to produce"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_droid.rpl",
.audioName = NULL,
};
RES_DF_WU4
{
{
_("Defenses Improved"),
_("High-tensile concrete reinforced with boron"),
_("Increases Armor and Body Points"),
_("All defenses and walls upgraded automatically"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_EMP_AA1
{
{
_("New Defensive Structure Available"),
_("AA Site with Cyclone Flak Turret"),
_("Automatically targets VTOLs"),
_("Defensive Strength: Medium"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_EMP_AA2
{
{
_("New Defensive Structure Available"),
_("AA Site with Hurricane Gun Turret"),
_("Automatically targets VTOL"),
_("Defensive Strength: Medium"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_EMP_AA3
{
{
_("New Defensive Structure Available"),
_("AA Site with Whirlwind Gun Turret"),
_("Automatically targets VTOLs"),
_("Defensive Strength: Medium"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_EMP_AA4
{
{
_("New Defensive Structure Available"),
_("AA Site with Tornado Flak Turret"),
_("Automatically targets VTOLs"),
_("Defensive Strength: Medium"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_EMP_IDFR
{
{
_("New Defensive Structure Available"),
_("Indirect fire rocket battery"),
_("Assigned automatically to nearest sensor or CB tower"),
_("Defensive Strength: Medium"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_EMP_HvyMor
{
{
_("New Defensive Structure Available"),
_("Armored Bombard battery pit"),
_("Assigned automatically to nearest sensor or CB tower"),
_("Defensive Strength: Medium"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_EMP_HOW
{
{
_("New Defensive Structure Available"),
_("Armored howitzer emplacement"),
_("Assigned automatically to nearest sensor or CB tower"),
_("Defensive Strength: Medium"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_EMP_HvHOW
{
{
_("New Defensive Structure Available"),
_("Armored Ground Shaker howitzer emplacement"),
_("Assigned automatically to nearest sensor or CB tower"),
_("Defensive Strength: Medium"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_EMP_RotMor
{
{
_("New Defensive Structure Available"),
_("Armored Pepperpot mortar battery pit"),
_("Assigned automatically to nearest sensor or CB tower"),
_("Defensive Strength: Medium"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_EMP_RotHOW
{
{
_("New Defensive Structure Available"),
_("Armored Hellstorm howitzer emplacement"),
_("Assigned automatically to nearest sensor or CB tower"),
_("Defensive Strength: Medium"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_EMP_IncHOW
{
{
_("New Defensive Structure Available"),
_("Armored Hellstorm howitzer emplacement"),
_("Assigned automatically to nearest sensor or CB tower"),
_("Defensive Strength: Medium"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_EMP_HVATR
{
{
_("New Defensive Structure Available"),
_("Armored strongpoint with Tank Killer rocket"),
_("Automatically targets enemies in range"),
_("Defensive Strength: Medium"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_EMP_HPV
{
{
_("New Defensive Structure Available"),
_("Armored strongpoint with Hyper-Velocity Cannon"),
_("Automatically targets enemies in range"),
_("Defensive Strength: High"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_EMP_HVFL
{
{
_("New Defensive Structure Available"),
_("Armored strongpoint with Inferno Flamer"),
_("Automatically targets enemies in range"),
_("Defensive Strength: Medium"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_EMP_RotCan
{
{
_("New Defensive Structure Available"),
_("Armored strongpoint with Assault Cannon"),
_("Automatically targets enemies in range"),
_("Defensive Strength: High"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_DEF_RotMG
{
{
_("New Defensive Structure Available"),
_("Reinforced tower with Assault Gun"),
_("Automatically targets enemies in range"),
_("Defensive Strength: Medium"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_WT7_RMG
{
{
_("New Defensive Structure Available"),
_("Armored hardpoint with Assault Gun"),
_("Automatically targets enemies within sensor range"),
_("Defensive Strength: High"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_WT8_RC
{
{
_("New Defensive Structure Available"),
_("Armored hardpoint with Assault Cannon"),
_("Automatically targets enemies within sensor range"),
_("Defensive Strength: High"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_WT11_HFL
{
{
_("New Defensive Structure Available"),
_("Armored hardpoint with Inferno flamer"),
_("Automatically targets enemies within sensor range"),
_("Defensive Strength: High"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_WT12_HAT
{
{
_("New Defensive Structure Available"),
_("Armored hardpoint with Tank Killer AT missile"),
_("Automatically targets enemies within sensor range"),
_("Defensive Strength: High"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_ST_RFU4
{
{
_("Repair Facility Improved"),
_("New robotic repair techniques"),
_("Increases Repair Speed"),
_("All repair facilities upgraded automatically"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_ST_FCY4
{
{
_("Cyborg Production Improved"),
_("Robotic Cyborg Production"),
_("Increases Cyborg factory output"),
_("All Cyborg factories upgraded automatically"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_ST_FU4
{
{
_("Vehicle Production Improved"),
_("New Robotic Techniques improve factory production"),
_("Increases factory production rate"),
_("All vehicle factories upgraded automatically"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_ST_RU4
{
{
_("Research Improved"),
_("Dedicated Synaptic Link Data Analysis"),
_("Increases research speed"),
_("All research facilities upgraded automatically"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_ST_MAT4
{
{
_("Increases Damage Resistance"),
_("Hardened Base Structure Materials"),
_("Increases Armor and Body Points"),
_("All base structures upgraded automatically"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_ST_VFU1
{
{
_("Production Improved"),
_("Robotic VTOL Production"),
_("Increases VTOL factory output"),
_("All VTOL factories upgraded automatically"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_ST_VPU1
{
{
_("VTOL Rearming Times Reduced"),
_("Automated VTOL Rearming"),
_("Reduces rearming time"),
_("All rearming pads upgraded automatically"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_SY_STW2
{
{
_("Improved Sensor Tower Available"),
_("New construction techniques improve tower"),
_("Replaces existing sensor tower"),
_("May be assigned as spotter for indirect fire weapons"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_systech.rpl",
.audioName = NULL,
};
RES_SY_VCBSTU1
{
{
_("New Systems Turret Available"),
_("VTOL CB turret detects enemy indirect fire batteries"),
_("Orders assigned VTOLs to attack the enemy batteries"),
_("VTOLs attack until enemy battery is suppressed"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_systech.rpl",
.audioName = NULL,
};
RES_SY_VCBSU1
{
{
_("VTOL CB Improved"),
_("New fire detection systems"),
_("Extends VTOL CB Range"),
_("All VTOL CB sensors upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_systech.rpl",
.audioName = NULL,
};
RES_SY_VS1
{
{
_("VTOL Strike Improved"),
_("New target recognition systems"),
_("Extends VTOL Strike Range"),
_("All VTOL Strike sensors upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_systech.rpl",
.audioName = NULL,
};
RES_V_B02
{
{
_("Collective Light Body"),
_("Superior armor and body points to Viper"),
_("Slower than Viper"),
_("High power costs and slower to produce than Viper"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_droid.rpl",
.audioName = NULL,
};
RES_V_B06
{
{
_("Collective Medium Body"),
_("Superior armor and body points to Cobra"),
_("Slower than Cobra"),
_("High power costs and slower to produce than Cobra"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_droid.rpl",
.audioName = NULL,
};
RES_V_EN4
{
{
_("Vehicle Engine Upgrade"),
_("Turbo-Charged Engine"),
_("Improves vehicle speed"),
_("All vehicles upgraded automatically"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_droid.rpl",
.audioName = NULL,
};
RES_V_MET4
{
{
_("Vehicle Bodies Improved"),
_("Layered dense composite alloys and energy-absorbing fibres"),
_("Increases kinetic armor and body points"),
_("All vehicles upgraded automatically"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_droid.rpl",
.audioName = NULL,
};
RES_V_AH1
{
{
_("Vehicle Thermal Armor Improved"),
_("Heat-resistant armored layers"),
_("Increases Thermal Armor"),
_("All vehicles upgraded automatically"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_droid.rpl",
.audioName = NULL,
};
RES_HALFT2
{
{
_("Vehicle Propulsion Improved"),
_("New armored construction"),
_("Increases Body Points"),
_("All half-tracks upgraded automatically"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_droid.rpl",
.audioName = NULL,
};
RES_V_P_H2
{
{
_("Vehicle Propulsion Improved"),
_("New armored construction"),
_("Increases Body Points"),
_("All hovers upgraded automatically"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_droid.rpl",
.audioName = NULL,
};
RES_TRACK2
{
{
_("Vehicle Propulsion Improved"),
_("New armored construction"),
_("Increases Body Points"),
_("All tracks upgraded automatically"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_droid.rpl",
.audioName = NULL,
};
RES_V_P_W2
{
{
_("Vehicle Propulsion Improved"),
_("New armored construction"),
_("Increases Body Points"),
_("All wheels upgraded automatically"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_droid.rpl",
.audioName = NULL,
};
RES_W_AA1
{
{
_("New AA Turret Available"),
_("Twin 80mm flak weapon"),
_("Aerial targets only"),
_("Body Points: Medium"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_AA2
{
{
_("New AA Turret Available"),
_("Quad 80mm flak weapon"),
_("Aerial targets only"),
_("Body Points: Medium"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_AA3
{
{
_("New AA Turret Available"),
_("30mm Anti-Aircraft machinegun"),
_("Aerial targets only"),
_("Body Points: Medium"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_AA4
{
{
_("New AA Turret Available"),
_("Quad 30mm Anti-Aircraft machinegun"),
_("Aerial targets only"),
_("Body Points: Medium"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_AAAC1
{
{
_("AA Upgrade"),
_("Detects and locks-on to VTOL engine emissions"),
_("Increases AA accuracy"),
_("All AA weapons upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_AAD1
{
{
_("AA Flak Upgrade"),
_("High Explosive Flak shards"),
_("Increases AA Flak damage"),
_("All AA flak weapons upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_AAROF1
{
{
_("AA Upgrade"),
_("Recoil loaded AA ammunition hopper"),
_("Increases AA ROF"),
_("All AA weapons upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_PBMB1
{
{
_("New Proximity Bomb Turret Available"),
_("Bomb turret explodes in proximity to enemy"),
_("Best Targets: Base Structures and Defenses"),
_("Body Points: Medium"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_PBMB2
{
{
_("New Proximity Bomb Turret Available"),
_("Superbomb turret explodes in proximity to enemy"),
_("Best Targets: Base Structures and Defenses"),
_("Body Points: Medium"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_BMB1
{
{
_("New Bomb Bay Available"),
_("Drops High Explosive Cluster bombs"),
_("Best Targets: Base Structures"),
_("Body Points: Low"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_BMB2
{
{
_("New Bomb Bay Available"),
_("Drops High Explosive Armor Piercing bombs"),
_("Best Targets: Defenses"),
_("Body Points: Low"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_BAC1
{
{
_("Bombsight Upgrade"),
_("Locks on to thermal emissions"),
_("Increases Bombing accuracy"),
_("All bomb bays upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_CN_4A
{
{
_("New Weapon Turret Available"),
_("Hyper-velocity automatic-cannon firing 88mm rounds"),
_("Best Targets: Vehicles"),
_("Replaces Medium Cannon"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_CN5
{
{
_("New Weapon Turret Available"),
_("76mm hyper-velocity quad-barrel automatic-cannon"),
_("Best Targets: Vehicles"),
_("Body Points: High"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_FLAME2
{
{
_("New Weapon Turret Available"),
_("Heavy Flame-thrower firing Propylene Oxide gel"),
_("Best Targets: Bunkers, wheeled and hover vehicles"),
_("Body Points: Low"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_FL_D4
{
{
_("Flamer Upgrade"),
_("Propylene Oxide treated to burn at superhot temperatures"),
_("Increases Flamer damage"),
_("All flamers upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_HMK1
{
{
_("New Indirect Fire Weapon Available"),
_("105mm Howitzer may be assigned to a sensor"),
_("Best Targets: Base Structures, infantry, wheeled vehicles"),
_("Body Points: Low"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_HH1
{
{
_("New Indirect Fire Weapon Available"),
_("155mm Howitzer may be assigned to a sensor"),
_("Best Targets: Base Structures, infantry, wheeled vehicles"),
_("Body Points: Low"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_IHOW
{
{
_("New Indirect Fire Weapon Available"),
_("105m Howitzer firing incendiaries, may be assigned to a sensor"),
_("Best Targets: Base Structures, bunkers"),
_("Body Points: Low"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_HOWAC1
{
{
_("Howitzer Upgrade"),
_("Self-guided rocket powered shells"),
_("Increases Howitzer accuracy"),
_("All howitzers upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_HOWD1
{
{
_("Howitzer Upgrade"),
_("High Explosive shells"),
_("Increases Howitzer damage"),
_("All howitzers upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_HOWRF1
{
{
_("Howitzer Upgrade"),
_("Automatic loading mechanism replaces manual loader"),
_("Increases Howitzer ROF"),
_("All howitzers upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_MG_D5
{
{
_("Machinegun Upgrade"),
_("Tungsten-tipped armor-piercing bullets"),
_("Increases Machinegun damage"),
_("All machineguns upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_MG_ROF2
{
{
_("Machinegun Upgrade"),
_("Improved chaingun mechanism"),
_("Increases Machinegun ROF"),
_("All machineguns upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_M3
{
{
_("New Indirect Fire Weapon Available"),
_("May be assigned to a sensor"),
_("Best Targets: Base structures, infantry, wheeled vehicles"),
_("Body Points: Very Low"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_M_D4
{
{
_("Mortar Upgrade"),
_("High Explosive Armor-Piercing Shells"),
_("Increases Mortar damage"),
_("All mortars upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_RK_D4
{
{
_("Mini-Rocket Upgrade"),
_("High Explosive Armor-Piercing warheads"),
_("Increases Mini-Rocket damage"),
_("All mini-rockets upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_SRK_D4
{
{
_("Rocket Upgrade"),
_("High Explosive Squash Head warhead"),
_("Increases Rocket damage"),
_("All rockets upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};