RES_CY_AH4 { { _("Cyborg Thermal Armor Improved"), _("Heat resistant armored layers"), _("Thermal Armor +35%"), _("All Cyborgs upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.ogg", .audioName = NULL, }; RES_SY_RESU1 { { _("Computer Technology Breakthrough"), _("NEXUS Intruder Program analyzed"), _("Intruder parasite isolated"), _("Reduced chance of NEXUS take-over"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_systech.ogg", .audioName = NULL, }; RES_SY_RESU2 { { _("Computer Technology Breakthrough"), _("Improved NEXUS resistance circuitry"), _("Computer systems can now be 'ring-fenced' from NEXUS"), _("Reduced chance of NEXUS take-over"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_systech.ogg", .audioName = NULL, }; RES_CY_JP1 { { _("New Cyborg Research Available"), _("Aerodynamic Jump Pack"), _("Gives Cyborg limited flight abilities"), _("Jump Cyborgs can now be researched"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.ogg", .audioName = NULL, }; RES_CY_LG3 { { _("Cyborg Propulsion Improved"), _("New armored construction"), _("Increases Body Points"), _("All Cyborgs upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.ogg", .audioName = NULL, }; RES_CYMET7 { { _("Cyborg Materials Improved"), _("Superdense composite alloys and energy-absorbing fibres"), _("Kinetic Armor +35%, Body Points +35%"), _("All Cyborgs upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.ogg", .audioName = NULL, }; RES_CYMET10 { { _("Cyborg Materials Improved"), _("Laminated alloys bonded with energy-deflecting optic bundles"), _("Kinetic Armor +35%, Body Points +35%"), _("All Cyborgs upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.ogg", .audioName = NULL, }; RES_CYW_MIS { { _("New Cyborg Available"), _("Armed with Revenger Surface-to-Air missile"), _("Body Points: Medium"), _("Requires Cyborg factory to produce"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.ogg", .audioName = NULL, }; RES_CYW_RL1 { { _("New Cyborg Available"), _("Armed with Needle Gun"), _("Body Points: Medium"), _("Requires Cyborg factory to produce"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.ogg", .audioName = NULL, }; RES_CYW_ATM { { _("New Cyborg Available"), _("Armed with Scourge anti-tank missile"), _("Body Points: Medium"), _("Requires Cyborg factory to produce"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.ogg", .audioName = NULL, }; RES_CYW_LS1 { { _("New Cyborg Available"), _("Armed with flashlight laser"), _("Body Points: Medium"), _("Requires Cyborg factory to produce"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.ogg", .audioName = NULL, }; RES_CYJ_RKT { { _("New Jump Cyborg Available"), _("Armed with Lancer anti-tank missile"), _("Body Points: Medium"), _("Requires Cyborg factory to produce"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.ogg", .audioName = NULL, }; RES_CYJ_MG4 { { _("New Jump Cyborg Available"), _("Armed with Cyborg assault gun"), _("Body Points: Medium"), _("Requires Cyborg factory to produce"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.ogg", .audioName = NULL, }; RES_CYJ_RL1 { { _("New Jump Cyborg Available"), _("Armed with Needle Gun"), _("Body Points: Medium"), _("Requires Cyborg factory to produce"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.ogg", .audioName = NULL, }; RES_CYJ_ATM { { _("New Jump Cyborg Available"), _("Armed with Scourge anti-tank missile"), _("Body Points: Medium"), _("Requires Cyborg factory to produce"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.ogg", .audioName = NULL, }; RES_CYJ_LS1 { { _("New Jump Cyborg Available"), _("Armed with Flashlight Laser"), _("Body Points: Medium"), _("Requires cyborg factory to produce"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.ogg", .audioName = NULL, }; RES_DF_WU7 { { _("Defenses Improved"), _("High tensile concrete-plastic composite"), _("Armor +35%, Body Points +30%"), _("All defenses and walls upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.ogg", .audioName = NULL, }; RES_DF_WU10 { { _("Defenses Improved"), _("Bonded metallic laminates formed into walls and defenses"), _("Armor +35%, Body Points +30%"), _("All defenses and walls upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.ogg", .audioName = NULL, }; RES_EMP_SAM1 { { _("New Defensive Structure Available"), _("SAM site with Avenger missiles"), _("Automatically targets VTOLs"), _("Defensive Strength: Medium"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.ogg", .audioName = NULL, }; RES_EMP_SAM2 { { _("New Defensive Structure Available"), _("SAM site with Vindicator missiles"), _("Automatically targets VTOLs"), _("Defensive Strength: Medium"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.ogg", .audioName = NULL, }; RES_EMP_MdAM { { _("New Defensive Structure Available"), _("Artillery battery firing Firestorm Missiles"), _("Assigned automatically to nearest sensor or CB tower"), _("Defensive Strength: Medium"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.ogg", .audioName = NULL, }; RES_EMP_HvAM { { _("New Defensive Structure Available"), _("Artillery battery firing Novastorm Missiles"), _("Assigned automatically to nearest sensor or CB tower"), _("Defensive Strength: Medium"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.ogg", .audioName = NULL, }; RES_EMP_PrisLas { { _("New Defensive Structure Available"), _("Armored strongpoint with Flashlight laser"), _("Automatically targets enemies in range"), _("Defensive Strength: High"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.ogg", .audioName = NULL, }; RES_EMP_PulseLas { { _("New Defensive Structure Available"), _("Armored guard tower with Pulse Laser"), _("Automatically targets enemies in range"), _("Defensive Strength: Medium"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.ogg", .audioName = NULL, }; RES_EMP_Rail2 { { _("New Defensive Structure Available"), _("Armored strongpoint with Rail Gun"), _("Automatically targets enemies in range"), _("Defensive Strength: High"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.ogg", .audioName = NULL, }; RES_EMP_Rail3 { { _("New Defensive Structure Available"), _("Armored strongpoint with Gauss Cannon"), _("Automatically targets enemies in range"), _("Defensive Strength: High"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.ogg", .audioName = NULL, }; RES_EMP_ATMTOW { { _("New Defensive Structure Available"), _("Armored guard tower with Scourge Missile"), _("Automatically targets enemies within sensor range"), _("Defensive Strength: Medium"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.ogg", .audioName = NULL, }; RES_EMP_RL1TOW { { _("New Defensive Structure Available"), _("Armored guard tower with Needle Gun"), _("Automatically targets enemies within sensor range"), _("Defensive Strength: High"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.ogg", .audioName = NULL, }; RES_WT9_ATM { { _("New Defensive Structure Available"), _("Armored hardpoint with Scourge AT Missile"), _("Automatically targets enemies within sensor range"), _("Defensive Strength: High"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.ogg", .audioName = NULL, }; RES_WT14_PLS { { _("New Defensive Structure Available"), _("Armored hardpoint with Flashlight laser"), _("Automatically targets enemies within sensor range"), _("Defensive Strength: High"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.ogg", .audioName = NULL, }; RES_WT15_RL2 { { _("New Defensive Structure Available"), _("Armored hardpoint with Rail Gun"), _("Automatically targets enemies within sensor range"), _("Defensive Strength: High"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.ogg", .audioName = NULL, }; RES_WT15_RL3 { { _("New Defensive Structure Available"), _("Armored hardpoint with Gauss Cannon"), _("Automatically targets enemies within sensor range"), _("Defensive Strength: High"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.ogg", .audioName = NULL, }; RES_ST_RFU7 { { _("Repair Facility Improved"), _("Advanced repair techniques"), _("Repair Speed +100%"), _("All repair facilities upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.ogg", .audioName = NULL, }; RES_POWU2 { { _("Improved Power Generator Performance"), _("Vapor Turbine boosts power output"), _("Power output +30%"), _("All power generators upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_pow.ogg", .audioName = NULL, }; RES_ST_RU7 { { _("Research Improved"), _("Neural Synapse Research Brain"), _("Research speed +30%"), _("All research facilities upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.ogg", .audioName = NULL, }; RES_ST_MAT7 { { _("Increases Damage Resistance"), _("Advanced Base Structure Materials"), _("Armor +35%, Body Points +30%"), _("All base structures upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.ogg", .audioName = NULL, }; RES_ST_MAT10 { { _("Increases Damage Resistance"), _("High Density Base Structure Materials"), _("Armor +35%, Body Points +30%"), _("All base structures upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.ogg", .audioName = NULL, }; RES_ST_VFU4 { { _("Production Improved"), _("Advanced VTOL Production"), _("Increases VTOL factory output"), _("All VTOL factories upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.ogg", .audioName = NULL, }; RES_ST_VPU4 { { _("VTOL Rearming Times Reduced"), _("Robotic VTOL Rearming"), _("Rearming speed +30%"), _("All rearming pads upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_struttech.ogg", .audioName = NULL, }; RES_ENGIN3 { { _("Research Breakthrough Improves Construction Rates"), _("Advanced Engineering Techniques"), _("Construction speed +20%"), _("All trucks upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_systech.ogg", .audioName = NULL, }; RES_SY_CBSU3 { { _("CB Sensor Improved"), _("Improved fire detection systems"), _("Extends CB Range"), _("All CB sensors upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_systech.ogg", .audioName = NULL, }; RES_SY_VCBSU3 { { _("VTOL CB Improved"), _("Advanced fire detection systems"), _("Extends VTOL CB Range"), _("All VTOL CB sensors upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_systech.ogg", .audioName = NULL, }; RES_SY_VS3 { { _("VTOL Strike Improved"), _("Advanced target recognition systems"), _("Extends VTOL Strike Range"), _("All VTOL Strike sensors upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_systech.ogg", .audioName = NULL, }; RES_SY_ST1 { { _("New Systems Turret Available"), _("Synaptic Link Scrambler technology"), _("Electronically attacks and disrupts enemy structures"), _("Steals technology from enemies"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_systech.ogg", .audioName = NULL, }; RES_SY_ACYB { { _("New Repair Technology Discovered"), _("Synaptic Link technology breakthrough"), _("On-board diagnostic and repair systems"), _("Enables self-repair in all Cyborgs"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_systech.ogg", .audioName = NULL, }; RES_SY_ASTRUC { { _("New Repair Technology Discovered"), _("Synaptic Link technology breakthrough"), _("Built-in diagnostic and repair systems"), _("Enables self-repair in all base structures"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_systech.ogg", .audioName = NULL, }; RES_SY_ADEF { { _("New Repair Technology Discovered"), _("Synaptic Link technology breakthrough"), _("Built-in diagnostic and repair systems"), _("Enables self-repair in all defenses"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_systech.ogg", .audioName = NULL, }; RES_SY_AVEH { { _("New Repair Technology Discovered"), _("Synaptic Link technology breakthrough"), _("On-board diagnostic and repair systems"), _("Enables self-repair in all vehicles"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_systech.ogg", .audioName = NULL, }; RES_V_B03 { { _("NEXUS Light Body"), _("Superior armor and body points to Viper"), _("Faster than Viper"), _("Expensive to produce"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.ogg", .audioName = NULL, }; RES_V_B07 { { _("NEXUS Medium Body"), _("Superior armor and body points to Cobra"), _("Faster than Cobra"), _("Expensive and slow to produce"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.ogg", .audioName = NULL, }; RES_V_B10 { { _("NEXUS Heavy Body"), _("More armor and body points than Python"), _("Faster than Python"), _("Very expensive to produce"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.ogg", .audioName = NULL, }; RES_V_EN7 { { _("Vehicle Engine Upgrade"), _("Gas Turbine Engine"), _("Vehicle speed +5%"), _("All vehicles upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.ogg", .audioName = NULL, }; RES_V_EN10 { { _("Vehicle Engine Upgrade"), _("Ionizing Turbine Engine"), _("Vehicle speed +5%"), _("All vehicles upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.ogg", .audioName = NULL, }; RES_V_MET7 { { _("Vehicle Bodies Improved"), _("Superdense composite alloys and energy-absorbing fibres"), _("Kinetic armor +30%, body points +30%"), _("All vehicles upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.ogg", .audioName = NULL, }; RES_V_MET10 { { _("Vehicle Bodies Improved"), _("Laminated alloys bonded with energy-deflecting optic bundles"), _("Kinetic armor +30%, body points +30%"), _("All vehicles upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.ogg", .audioName = NULL, }; RES_V_AH4 { { _("Vehicle Thermal Armor Improved"), _("Heat-resistant armored layers"), _("Thermal Armor +40%"), _("All vehicles upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.ogg", .audioName = NULL, }; RES_HALFT3 { { _("Vehicle Propulsion Improved"), _("New armored construction"), _("Increases Body Points"), _("All half-tracks upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.ogg", .audioName = NULL, }; RES_V_P_H3 { { _("Vehicle Propulsion Improved"), _("New armored construction"), _("Increases Body Points"), _("All hovers upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.ogg", .audioName = NULL, }; RES_TRACK3 { { _("Vehicle Propulsion Improved"), _("New armored construction"), _("Increases Body Points"), _("All tracks upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.ogg", .audioName = NULL, }; RES_V_P_W3 { { _("Vehicle Propulsion Improved"), _("New armored construction"), _("Increases Body Points"), _("All wheels upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.ogg", .audioName = NULL, }; RES_V_P_V2 { { _("Vehicle Propulsion Improved"), _("New power efficient propulsion"), _("Body Points and Speed Increased"), _("All VTOLs upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.ogg", .audioName = NULL, }; RES_V_P_V3 { { _("Vehicle Propulsion Improved"), _("New power efficient propulsion"), _("Body Points and Speed Increased"), _("All VTOLs upgraded automatically"), }, .imdName = "MICAPSUL.pie", .imdName2 = NULL, .sequenceName = "res_droid.ogg", .audioName = NULL, }; RES_W_AAAC3 { { _("AA Upgrade"), _("Computer plots and guides shell to target's position"), _("AA accuracy +10%"), _("All AA weapons upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_AAD4 { { _("AA Flak Upgrade"), _("High Explosive Armor Piercing Flak"), _("AA Flak damage +25%"), _("All AA flak weapons upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_AAROF4 { { _("AA Upgrade"), _("Chainfeed loader eradicates jams and improves performance"), _("AA reload time -15%"), _("All AA weapons upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_BMB4 { { _("New Bomb Bay Available"), _("Drops high intensity thermite bombs"), _("Best Targets: Bunkers and hardpoints"), _("Body Points: Low"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_BAC3 { { _("Bomb Upgrade"), _("Low yield thermonuclear warhead"), _("Bomb damage +25%"), _("All bomb bays upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_CN_D7 { { _("Cannon Upgrade"), _("High-Velocity Armor-Piercing Fin-Stabilised Discarding Sabot"), _("Cannon damage +25%"), _("All cannons upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_CN_ROF4 { { _("Cannon Upgrade"), _("Robotic loading system feeds rounds into breech"), _("Cannon reload time -10%"), _("All cannons upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_HOWAC3 { { _("Howitzer Upgrade"), _("Computer guided shells"), _("Howitzer accuracy +10%"), _("All howitzers upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_HOWD4 { { _("Howitzer Upgrade"), _("High Explosive Armor Piercing Shells"), _("Howitzer damage +25%"), _("All howitzers upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_HOWRF4 { { _("Howitzer Upgrade"), _("Robotic loading system feeds rounds into breech"), _("Howitzer reload time -10%"), _("All howitzers upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_LAS1 { { _("New Laser Weapon Available"), _("Generates and concentrates bursts of laser energy"), _("Best Targets: Cyborgs"), _("Body Points: Medium"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_LAS2 { { _("New Laser Weapon Available"), _("Fires pulses of laser light"), _("Best Targets: Cyborgs"), _("Body Points: Medium"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_LASAC1 { { _("Laser Upgrade"), _("Improvement in laser optics reduces light dispersal"), _("Laser accuracy +10%"), _("All lasers upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_LASD1 { { _("Laser Upgrade"), _("Improvement in laser emission density"), _("Laser damage +25%"), _("All lasers upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_LASROF1 { { _("Laser Upgrade"), _("Improved Energizer reduces laser recharge time"), _("Laser reload time -15%"), _("All lasers upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_MG_D8 { { _("Machinegun Upgrade"), _("Depleted uranium kinetic energy bullets"), _("Machinegun damage +25%"), _("All machineguns upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_MG_D10 { { _("Machinegun Upgrade"), _("Collapsing Plutonium kinetic energy bullets"), _("Machinegun damage +25%"), _("All machineguns upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_ASM_AT { { _("New Missile Turret Available"), _("Anti-tank missile"), _("Best Targets: Vehicles"), _("Body Points: Very Low"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_ASM_BB { { _("New Missile Turret Available"), _("Bunker buster missile"), _("Best Targets: Bunkers and hardpoints"), _("Body Points: Very Low"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_MS_AC1 { { _("Missile Upgrade"), _("On-board computer predicts target movement"), _("Missile accuracy +10%"), _("All missiles upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_MS_AC2 { { _("Missile Upgrade"), _("Missile actively seeks and homes on targets"), _("Missile accuracy +10%"), _("All missiles upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_MS_D1 { { _("Missile Upgrade"), _("Low yield thermonuclear warhead"), _("Missile damage +25%"), _("All missiles upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_MS_LtSAM1 { { _("New SAM Turret Available"), _("Surface-to-air missile"), _("Best Targets: Aerial targets only"), _("Body Points: Very Low"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_MS_HvSAM1 { { _("New SAM Turret Available"), _("Heavy surface-to-air missile"), _("Best Targets: Aerial targets only"), _("Body Points: Very Low"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_MS_MART { { _("New Artillery Missile Turret Available"), _("High explosive artillery missile"), _("Best Targets: Base structures and cyborgs"), _("Body Points: Very Low"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_MS_HART { { _("New Artillery Missile Turret Available"), _("High explosive heavy artillery missile"), _("Best Targets: Base structures and cyborgs"), _("Body Points: Very Low"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_MS_ROF1 { { _("Missile Upgrade"), _("Missiles detect and lock-on to targets while loading"), _("Missile reload time -15%"), _("All missiles upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_SMS_ROF1 { { _("Missile Upgrade"), _("Racked missile dispensers allow for fast reloading"), _("Missile reload time -15%"), _("All missiles upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_M_AC3 { { _("Mortar Upgrade"), _("Self-guided rocket-powered shells"), _("Mortar accuracy +10%"), _("All mortars upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_M_ROF4 { { _("Mortar Upgrade"), _("Robotic loading system feeds rounds into breech"), _("Mortar reload time -10%"), _("All mortars upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_RAIL1 { { _("New Rail Gun Available"), _("Rapid fire rail gun firing needle darts"), _("Best Targets: Vehicles"), _("Body Points: Medium"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_RAIL2 { { _("New Rail Gun Available"), _("Rail gun firing armor-piercing darts"), _("Best Targets: Vehicles"), _("Body Points: Medium"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_RAIL3 { { _("New Rail Gun Available"), _("Heavy rail gun firing large kinetic energy darts"), _("Best Targets: Vehicles"), _("Body Points: High"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_RAIL_AC1 { { _("Rail Gun Upgrade"), _("Computer predicts and compensates for target's movement"), _("Rail Gun accuracy +10%"), _("All rail guns upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_RAIL_D1 { { _("Rail Gun Upgrade"), _("Improved armor-piercing dart"), _("Rail Gun damage +25%"), _("All rail guns upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, }; RES_W_RAIL_ROF1 { { _("Rail Gun Upgrade"), _("Increased gauss output speeds up reload time"), _("Rail Gun reload time -15%"), _("All rail guns upgraded automatically"), }, .imdName = "MICAPSUL.PIE", .imdName2 = NULL, .sequenceName = "res_weapons.ogg", .audioName = NULL, };