warzone2100/data/base/messages/resmessages1.rmsg

768 lines
16 KiB
Plaintext

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,
};