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, };