RES_C_CT1 { { _("New Systems Turret Available for Design"), _("New battlefield computer system"), _("Commander leads groups acts as factory delivery point"), _("Body Points: High"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_com.rpl", .audioName = NULL, }; RES_C_SL1 { { _("Computer Technology Breakthrough"), _("Synaptic Link allows humans to interface directly with computers"), _("Cyborgs can now be researched"), _("New research options available"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_com.rpl", .audioName = NULL, }; RES_CYMET1 { { _("Cyborg Materials Improved"), _("Layered 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_MG1 { { _("New Cyborg Available"), _("Armed with Cyborg Machinegun"), _("Body Points: Medium"), _("Requires Cyborg factory to produce"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.rpl", .audioName = NULL, }; RES_CYW_CN1 { { _("New Cyborg Available"), _("Armed with Cyborg Cannon"), _("Body Points: Medium"), _("Requires Cyborg factory to produce"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.rpl", .audioName = NULL, }; RES_CYW_FL1 { { _("New Cyborg Available"), _("Armed with Cyborg Flamer"), _("Body Points: Medium"), _("Requires Cyborg factory to produce"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.rpl", .audioName = NULL, }; RES_CYW_RK1 { { _("New Cyborg Available"), _("Armed with Lance Anti-Tank rocket"), _("Body Points: Medium"), _("Requires Cyborg factory to produce"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.rpl", .audioName = NULL, }; RES_DF_WU1 { { _("Defenses Improved"), _("Improved Titanium-reinforced concrete"), _("Increases Armour and Body Points"), _("All defenses and walls upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.rpl", .audioName = NULL, }; RES_TOWER1 { { _("New Defensive Structure Available"), _("Steel tower with machinegun"), _("Automatically targets enemies within sensor range"), _("Defensive Strength: Low"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.rpl", .audioName = NULL, }; RES_EMP_PODTOW { { _("New Defensive Structure Available"), _("Armored guard tower with Mini-Pod Rocket"), _("Automatically targets enemies within sensor range"), _("Defensive Strength: Medium"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.rpl", .audioName = NULL, }; RES_DF_P1 { { _("New Defensive Structure Available"), _("Armored bunker with Machinegun"), _("Automatically targets enemies within sensor range"), _("Defensive Strength: High"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.rpl", .audioName = NULL, }; RES_PB_ATR { { _("New Defensive Structure Available"), _("Armored bunker with Lancer AT rocket"), _("Automatically targets enemies within sensor range"), _("Defensive Strength: High"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.rpl", .audioName = NULL, }; RES_PB_FL { { _("New Defensive Structure Available"), _("Armored bunker with Flamer"), _("Automatically targets enemies within sensor range"), _("Defensive Strength: High"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.rpl", .audioName = NULL, }; RES_PB_LC { { _("New Defensive Structure Available"), _("Armored bunker with Light Cannon"), _("Automatically targets enemies within sensor range"), _("Defensive Strength: High"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.rpl", .audioName = NULL, }; RES_WT2_LC { { _("New Defensive Structure Available"), _("Armored hardpoint with Light Cannon"), _("Automatically targets enemies within sensor range"), _("Defensive Strength: High"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.rpl", .audioName = NULL, }; RES_WT3_MC { { _("New Defensive Structure Available"), _("Armored hardpoint with Medium Cannon"), _("Automatically targets enemies within sensor range"), _("Defensive Strength: High"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.rpl", .audioName = NULL, }; RES_WT4_HC { { _("New Defensive Structure Available"), _("Armored hardpoint with Heavy Cannon"), _("Automatically targets enemies within sensor range"), _("Defensive Strength: High"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.rpl", .audioName = NULL, }; RES_TTRAP1 { { _("New Defensive Structure Available"), _("Reinforced concrete tank traps"), _("Prevents enemy movement"), _("Defensive Strength: Medium"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.rpl", .audioName = NULL, }; RES_REPAI1 { { _("New Base Structure Available"), _("New Repair Facility Repairs Damaged Units"), _("Use the Command Console to send units back for repair"), _("Or select the Repair Facility as a unit's target"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.rpl", .audioName = NULL, }; RES_ST_RFU1 { { _("Repair Facility Improved"), _("New automated repair techniques"), _("Increases Repair Speed"), _("All repair facilities upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.rpl", .audioName = NULL, }; RES_ST_CR1 { { _("New Base Structure Available"), _("Enables command turret research"), _("Directs and collates information for command turrets"), _("Controls up to five commanders"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.rpl", .audioName = NULL, }; RES_ST_FCY01 { { _("Cyborg Production Improved"), _("Automated Cyborg Production"), _("Increases Cyborg factory output"), _("All Cyborg factories upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.rpl", .audioName = NULL, }; RES_ST_FCY1 { { _("New Base Structure Available"), _("Cyborg Factory"), _("Produces Cyborgs"), _("Research makes additional Cyborgs available"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.rpl", .audioName = NULL, }; RES_ST_FM1 { { _("Production Improved"), _("Factory module enables medium and large bodies"), _("Increases factory output"), _("Use a truck to add modules to a factory"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.rpl", .audioName = NULL, }; RES_ST_FU1 { { _("Vehicle Production Improved"), _("Automated Factory Production"), _("Increases factory output"), _("All vehicle factories upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.rpl", .audioName = NULL, }; RES_POWMD1 { { _("Power Module Available"), _("Improved Power Generator Performance"), _("Burns oil more efficiently"), _("Use a truck to add the module to a power generator"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_pow.rpl", .audioName = NULL, }; RES_ST_RM1 { { _("Research Module Available"), _("Research module expands research facilities"), _("Increases research speed"), _("Use a truck to add the module to a research facility"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.rpl", .audioName = NULL, }; RES_ST_RU1 { { _("Research Improved"), _("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_MAT1 { { _("Increases Damage Resistance"), _("Reinforced 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_V_B01 { { _("Project Light Body"), _("Light body vulnerable to heavy weapons"), _("Good scout vehicle"), _("Low power cost and low production times"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.rpl", .audioName = NULL, }; RES_V_B04 { { _("New Paradigm Light Body"), _("Inferior armor and body points to Viper"), _("Faster than Viper"), _("Power cost and production time similar to Viper"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.rpl", .audioName = NULL, }; RES_V_B05 { { _("Project Medium Body"), _("Medium body increases armor and body points"), _("Good medium tank and support vehicle"), _("Average power costs and production times"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.rpl", .audioName = NULL, }; RES_V_B08 { { _("New Paradigm Medium body"), _("Inferior armor and body points to Cobra"), _("Faster than Cobra"), _("Power cost and production time similar to Cobra"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.rpl", .audioName = NULL, }; RES_V_B11 { { _("Project Heavy Body"), _("Heavy body increases armor and body points"), _("Good main battle tank and heavy artillery platform"), _("Very high power costs and very slow to produce"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.rpl", .audioName = NULL, }; RES_V_B12 { { _("New Paradigm Heavy Body"), _("Less armor and body points than Python"), _("Faster than Python"), _("Power cost and production time the same as Python"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.rpl", .audioName = NULL, }; RES_V_EN1 { { _("Vehicle Engine Upgrade"), _("Fuel Injection Engine"), _("Improves vehicle speed"), _("All vehicles upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.rpl", .audioName = NULL, }; RES_V_MET1 { { _("Vehicle Bodies Improved"), _("Layered 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_HALFT1 { { _("New Propulsion Available"), _("Armored Half-tracks"), _("Speed: Medium"), _("Body Points: Medium"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.rpl", .audioName = NULL, }; RES_V_P_H1 { { _("New Propulsion Available"), _("Amphibious hover propulsion"), _("Speed: Fast"), _("Body Points: Low"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.rpl", .audioName = NULL, }; RES_TRACK1 { { _("New Propulsion Available"), _("Armored Tracks"), _("Speed: Slow"), _("Body Points: High"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.rpl", .audioName = NULL, }; RES_V_P_W1 { { _("New Propulsion Available"), _("Wheeled Propulsion"), _("Speed: Fast"), _("Body Points: Low"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.rpl", .audioName = NULL, }; RES_CN1MK1 { { _("New Weapon Turret Available"), _("Light Cannon firing 40mm rounds"), _("Best Targets: Vehicles"), _("Body Points: Medium"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_weapons.rpl", .audioName = NULL, }; RES_CN2MK1 { { _("New Weapon Turret Available"), _("Medium Cannon firing 76mm rounds"), _("Best Targets: Vehicles"), _("Body Points: Medium"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_weapons.rpl", .audioName = NULL, }; RES_CN3MK1 { { _("New Weapon Turret Available"), _("Heavy Cannon firing 120 mm rounds"), _("Best Targets: Vehicles"), _("Body Points: High"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_weapons.rpl", .audioName = NULL, }; RES_W_CN_D1 { { _("Cannon Upgrade"), _("High Explosive Anti-Tank Cannon Shells"), _("Increases Cannon damage"), _("All cannons upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.rpl", .audioName = NULL, }; RES_FLAME1 { { _("New Weapon Turret Available"), _("Flame-thrower firing Propylene Oxide gel"), _("Best Targets: Bunkers, wheeled and hover vehicles"), _("Body Points: Very low"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_weapons.rpl", .audioName = NULL, }; RES_W_FL_D1 { { _("Flamer Upgrade"), _("Propylene Oxide gel treated to burn at higher temperatures"), _("Increases Flamer damage"), _("All flamers upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.rpl", .audioName = NULL, }; RES_MG1MK1 { { _("New Weapon Turret Available"), _("7.62mm machinegun"), _("Best Targets: Infantry, base structures, wheeled vehicles"), _("Body Points: Low"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_weapons.rpl", .audioName = NULL, }; RES_MG2MK1 { { _("New Weapon Turret Available"), _("Twin 7.62mm machineguns"), _("Best Targets: Infantry, base structures, wheeled vehicles"), _("Body Points: Low"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_weapons.rpl", .audioName = NULL, }; RES_W_MG_D1 { { _("Machinegun Upgrade"), _("Hardened case machinegun bullets"), _("Increases Machinegun damage"), _("All machineguns upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.rpl", .audioName = NULL, }; RES_W_MG_D2 { { _("Machinegun Upgrade"), _("Armor-Piercing Discard Sabot Bullets"), _("Increases Machinegun damage"), _("All machineguns upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.rpl", .audioName = NULL, }; RES_MORTA1 { { _("New Indirect Fire Weapon Available"), _("May be targeted directly or assigned to a sensor turret or tower"), _("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_D1 { { _("Mortar Upgrade"), _("Improved high explosive shells"), _("Increases Mortar damage"), _("All mortars upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.rpl", .audioName = NULL, }; RES_W_RK_MP1 { { _("New Rocket Available"), _("Fast firing light anti-vehicle rockets"), _("Best Targets: Wheeled and hover vehicles"), _("Body Points: Very Low"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.rpl", .audioName = NULL, }; RES_W_RK_AC1 { { _("Mini-Rocket Upgrade"), _("Fin-stabilization improves flight trajectory"), _("Increases Mini-Rocket accuracy"), _("All mini-rockets upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.rpl", .audioName = NULL, }; RES_W_RK_D1 { { _("Mini-Rocket Upgrade"), _("Improved shaped charge warhead"), _("Increases Mini-Rocket damage"), _("All mini-rockets upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.rpl", .audioName = NULL, }; RES_W_RK_ROF1 { { _("Mini-Rocket Upgrade"), _("Automated reload system"), _("Increases Mini-Rockets ROF"), _("All mini-rockets upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.rpl", .audioName = NULL, }; RES_W_SRK_AC1 { { _("Rocket Upgrade"), _("Tracks and directs in-flight rocket to target"), _("Increases Rocket accuracy"), _("All rockets upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.rpl", .audioName = NULL, }; RES_W_SRK_D1 { { _("Rocket Upgrade"), _("High Explosive Anti-Tank warhead"), _("Increases Rocket damage"), _("All rockets upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.rpl", .audioName = NULL, };