warzone2100/data/base/messages/resmessages3.rmsg

1275 lines
27 KiB
Plaintext

RES_CY_AH4
{
{
_("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_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.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.audioName = NULL,
};
RES_CYMET7
{
{
_("Cyborg Materials Improved"),
_("Superdense 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_CYMET10
{
{
_("Cyborg Materials Improved"),
_("Laminated alloys bonded with energy-deflecting optic bundles"),
_("Increases Kinetic Armor and Body Points"),
_("All Cyborgs upgraded automatically"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_droid.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.audioName = NULL,
};
RES_DF_WU7
{
{
_("Defenses Improved"),
_("High tensile concrete-plastic composite"),
_("Increases Armor and Body Points"),
_("All defenses and walls upgraded automatically"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_DF_WU10
{
{
_("Defenses Improved"),
_("Bonded metallic laminates formed into walls and defenses"),
_("Increases Armor and Body Points"),
_("All defenses and walls upgraded automatically"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.audioName = NULL,
};
RES_EMP_PulseLas
{
{
_("New Defensive Structure Available"),
_("Armored strongpoint with Pulse Laser"),
_("Automatically targets enemies in range"),
_("Defensive Strength: High"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.audioName = NULL,
};
RES_ST_RFU7
{
{
_("Repair Facility Improved"),
_("Advanced repair techniques"),
_("Increases Repair Speed"),
_("All repair facilities upgraded automatically"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_POWU2
{
{
_("Improved Power Generator Performance"),
_("New Power Generation Technology"),
_("Vapor Turbine boosts power output"),
_("All power generators upgraded automatically"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_pow.rpl",
.audioName = NULL,
};
RES_ST_RU7
{
{
_("Research Improved"),
_("Neural Synapse Research Brain"),
_("Increases research speed"),
_("All research facilities upgraded automatically"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_ST_MAT7
{
{
_("Increases Damage Resistance"),
_("Advanced 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_MAT10
{
{
_("Increases Damage Resistance"),
_("High Density 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_VFU4
{
{
_("Production Improved"),
_("Advanced VTOL Production"),
_("Increases VTOL factory output"),
_("All VTOL factories upgraded automatically"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_ST_VPU4
{
{
_("VTOL Rearming Times Reduced"),
_("Robotic VTOL Rearming"),
_("Reduces rearming time"),
_("All rearming pads upgraded automatically"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_struttech.rpl",
.audioName = NULL,
};
RES_ENGIN3
{
{
_("Research Breakthrough Improves Construction Rates"),
_("Advanced Engineering Techniques"),
_("Increases construction speed"),
_("All trucks upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_systech.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.audioName = NULL,
};
RES_V_EN7
{
{
_("Vehicle Engine Upgrade"),
_("Gas Turbine Engine"),
_("Improves vehicle speed"),
_("All vehicles upgraded automatically"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_droid.rpl",
.audioName = NULL,
};
RES_V_EN10
{
{
_("Vehicle Engine Upgrade"),
_("Ionizing Turbine Engine"),
_("Improves vehicle speed"),
_("All vehicles upgraded automatically"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_droid.rpl",
.audioName = NULL,
};
RES_V_MET7
{
{
_("Vehicle Bodies Improved"),
_("Superdense 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_MET10
{
{
_("Vehicle Bodies Improved"),
_("Laminated alloys bonded with energy-deflecting optic bundles"),
_("Increases kinetic armor and body points"),
_("All vehicles upgraded automatically"),
},
.imdName = "MICAPSUL.pie",
.imdName2 = NULL,
.sequenceName = "res_droid.rpl",
.audioName = NULL,
};
RES_V_AH4
{
{
_("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_HALFT3
{
{
_("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_H3
{
{
_("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_TRACK3
{
{
_("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_W3
{
{
_("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_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.rpl",
.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.rpl",
.audioName = NULL,
};
RES_W_AAAC3
{
{
_("AA Upgrade"),
_("Computer plots and guides shell to target's position"),
_("Increases AA accuracy"),
_("All AA weapons upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_AAD4
{
{
_("AA Flak Upgrade"),
_("High Explosive Armor Piercing Flak"),
_("Increases AA Flak damage"),
_("All AA flak weapons upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_AAROF4
{
{
_("AA Upgrade"),
_("Chainfeed loader eradicates jams and improves performance"),
_("Increases AA ROF"),
_("All AA weapons upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.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.rpl",
.audioName = NULL,
};
RES_W_BAC3
{
{
_("Bombsight Upgrade"),
_("Bombs lock on and guide themselves to the target"),
_("Increases Bombing accuracy"),
_("All bomb bays upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_CN_D7
{
{
_("Cannon Upgrade"),
_("High-Velocity Armor-Piercing Fin-Stabilised Discarding Sabot"),
_("Increases Cannon damage"),
_("All cannons upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_CN_ROF4
{
{
_("Cannon Upgrade"),
_("Robotic loading system feeds rounds into breech"),
_("Increases Cannon ROF"),
_("All cannons upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_HOWAC3
{
{
_("Howitzer Upgrade"),
_("Computer guided shells"),
_("Increases Howitzer accuracy"),
_("All howitzers upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_HOWD4
{
{
_("Howitzer Upgrade"),
_("High Explosive Armor Piercing Shells"),
_("Increases Howitzer damage"),
_("All howitzers upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_HOWRF4
{
{
_("Howitzer Upgrade"),
_("Robotic loading system feeds rounds into breech"),
_("Increases Howitzer ROF"),
_("All howitzers upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.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.rpl",
.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.rpl",
.audioName = NULL,
};
RES_LASAC1
{
{
_("Laser Upgrade"),
_("Improvement in laser optics reduces light dispersal"),
_("Increases Laser accuracy"),
_("All lasers upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_LASD1
{
{
_("Laser Upgrade"),
_("Improvement in laser emission density"),
_("Increases Laser damage"),
_("All lasers upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_LASROF1
{
{
_("Laser Upgrade"),
_("Improved Energizer reduces laser recharge time"),
_("Increases Laser ROF"),
_("All lasers upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_MG_D8
{
{
_("Machinegun Upgrade"),
_("Depleted uranium kinetic energy bullets"),
_("Increases Machinegun damage"),
_("All machineguns upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_MG_D10
{
{
_("Machinegun Upgrade"),
_("Collapsing Plutonium kinetic energy bullets"),
_("Increases Machinegun damage"),
_("All machineguns upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.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.rpl",
.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.rpl",
.audioName = NULL,
};
RES_W_MS_AC1
{
{
_("Missile Upgrade"),
_("On-board computer predicts target movement"),
_("Increases Missile accuracy"),
_("All missiles upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_MS_AC2
{
{
_("Missile Upgrade"),
_("Missile actively seeks and homes on targets"),
_("Increases Missile accuracy"),
_("All missiles upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_MS_D1
{
{
_("Missile Upgrade"),
_("Low yield thermonuclear warhead"),
_("Increases Missile damage"),
_("All missiles upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.audioName = NULL,
};
RES_W_MS_ROF1
{
{
_("Missile Upgrade"),
_("Missiles detect and lock-on to targets while loading"),
_("Increases Missile ROF"),
_("All missiles upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_SMS_ROF1
{
{
_("Missile Upgrade"),
_("Racked missile dispensers allow for fast reloading"),
_("Increases Missile ROF"),
_("All missiles upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_M_AC3
{
{
_("Mortar Upgrade"),
_("Self-guided rocket-powered shells"),
_("Increases Mortar accuracy"),
_("All mortars upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_M_ROF4
{
{
_("Mortar Upgrade"),
_("Robotic loading system feeds rounds into breech"),
_("Increases Mortar ROF"),
_("All mortars upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.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.rpl",
.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.rpl",
.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.rpl",
.audioName = NULL,
};
RES_W_RAIL_AC1
{
{
_("Rail Gun Upgrade"),
_("Computer predicts and compensates for target's movement"),
_("Increases Rail Gun accuracy"),
_("All rail guns upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_RAIL_D1
{
{
_("Rail Gun Upgrade"),
_("Improved armor-piercing dart"),
_("Increases Rail Gun damage"),
_("All rail guns upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};
RES_W_RAIL_ROF1
{
{
_("Rail Gun Upgrade"),
_("Increased gauss output speeds up reload time"),
_("Increases Rail Gun ROF"),
_("All rail guns upgraded automatically"),
},
.imdName = "MICAPSUL.PIE",
.imdName2 = NULL,
.sequenceName = "res_weapons.rpl",
.audioName = NULL,
};