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0 = Yes
1 = No
2 = OK
3 = Cancel
4 = Load Mission
5 = Save Mission
6 = Welcome User!
7 = Exit Mission
8 = Restart Mission
9 = Continue
10 = --- Drone Destroyed: Press Spacebar to Jump to Next Unit ---
11 = --- Host Station Destroyed ---
12 = Mission Continued
13 = Reset Defaults
14 = --- Game Paused: Press Any Key to Continue ---
15 = Dungeon,11,400,0
16 = Small Fonts,7,400,0
17 = FALSE
18 = Stoudson Bomb
19 = <OBSOLETE>
20 = Help
21 = Urban Assault
22 = <>
23 = <>
24 = <>
25 = <>
26 = <>
27 = <>
28 = <>
29 = <>
30 = <>
31 = >>> Vehicle Information Display Strings (Part Of HUD) <<<
32 = DMG
33 = RLD
34 = OK
35 = EGY
36 = AMR
37 = <>
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42 = <>
43 = <>
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45 = <>
46 = <>
47 = <>
48 = <>
49 = >>> Window Title Strings <<<
50 = Map
51 = Squadron Manager
52 = Information Log
53 = Exit Menu
54 = <OBSOLETE>
55 = <OBSOLETE>
56 = <OBSOLETE>
57 = <OBSOLETE
58 = <OBSOLETE>
59 = <OBSOLETE>
60 = We Made It!
61 = <OBSOLETE>
62 = <>
63 = <>
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78 = <>
79 = >>> New Shell Main Menu Buttons <<<
80 = Single-Player
81 = Multiplayer
82 = <OBSOLETE>
83 = Input Settings
84 = Options
85 = Save/Load
86 = Language
87 = Help
88 = Exit
89 = <>
90 = <>
91 = <>
92 = <>
93 = <>
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149 = >>> Mission Briefing Strings <<<
150 = Your Host Station
151 = Key Sectors
152 = Technology Upgrade Sector
153 = Enemy Host Station
154 = Enemy Forces
155 = Friendly Forces
156 = Beam Gate Location
157 = Key Sector
158 = Tech Upgrade
159 = Beam Gate
160 = Power Station
161 = <OBSOLETE>
162 = <>
163 = <>
164 = <>
165 = <>
166 = <>
167 = <>
168 = <>
169 = >>> Debriefing String <<<
170 = <OBSOLETE>
171 = <OBSOLETE>
172 = <OBSOLETE>
173 = <OBSOLETE>
174 = <OBSOLETE>
175 = <OBSOLETE>
176 = <OBSOLETE>
177 = <OBSOLETE>
178 = <>
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198 = <>
199 = <>
200 = >>> Feedback Messages <<<
201 = Awaiting Order
202 = Sector Captured
203 = Attacking Sector
204 = Target/Sector Aborted
205 = Enemy Squad Destroyed
206 = Enemy Host Station Sighted
207 = Enemy Squad Sighted
208 = Squad Destroyed
209 = Squad Sustaining Casualties
210 = Squad Awaiting Orders
211 = Enemy Host Station Destroyed
212 = Host Station Destroyed
213 = Host Station Under Attack
214 = Squad Created
215 = Move: Acknowledged
216 = Attack: Acknowledged
217 = Welcome on Board
218 = Squad Requests Support
219 = Enemy Squad Escapes!
220 = <OBSOLETE>
221 = Tech Upgrade Captured
222 = Enemy Sector Entered
223 = Beam Gate Open
224 = Beam Gate Closed
225 = Weapon Tech Upgrade Captured
226 = Armor Tech Upgrade Captured
227 = Vehicle Tech Upgrade Captured
228 = Building Tech Upgrade Captured
229 = Tech Upgrade Lost
230 = Power Station Destroyed
231 = Flak Station Destroyed
232 = Radar Station Destroyed
233 = Power Station Under Attack
234 = Flak Station Under Attack
235 = Radar Station Under Attack
236 = Power Station Deployed
237 = Flak Station Deployed
238 = Radar Station Deployed
239 = Welcome Back, User!
240 = Host Station Energy Level Critical
241 = Host Station Systems Online
242 = Host Station Systems Shutdown
243 = Situation Analyzer Available
244 = Situation Analyzer Working
245 = Power Station Captured
246 = Was Killed by
247 = Is Dead
248 = Victory Is Yours!!!
249 = You Are Terminated
250 = Stoudson Bomb Activated
251 = Stoudson Bomb Triggered
252 = Stoudson Bomb Frozen
253 = Stoudson Bomb Deactivated
254 = <OBSOLETE>
255 = <OBSOLETE>
256 = <OBSOLETE>
257 = <OBSOLETE>
258 = WARNING: Beam Gate Full
259 = Mission Saved
260 = Power Station Lost
261 = Flak Station Lost
262 = Radar Station Lost
263 = <>
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297 = <>
298 = <>
299 = >>> Input Dialog <<<
300 = <OBSOLETE>
301 = <OBSOLETE>
302 = <OBSOLETE>
303 = <OBSOLETE>
304 = <OBSOLETE>
305 = Enable Joystick
306 = Enable Force Feedback
307 = Delete
308 = ???
309 = Input Settings: Change Controls to Your Preference
310 = To change a key assignment, select an item in the list, press Enter, and then
311 = press the key you want to assign to that item. To reset all keyboard
312 = assignments to their original factory settings, click Reset Defaults.
313 = <>
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315 = <>
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317 = <>
318 = <>
319 = >>> Audio Dialog <<<
320 = <OBSOLETE>
321 = Sound Volume:
322 = <OBSOLETE>
323 = Stereo Reverse
324 = Music Volume:
325 = Enemy Indicators
326 = Music
327 = Options: Change Video and Audio Settings (Changes May Affect Performance)
328 = To change resolution or your Direct3D device, click the box and then select a
329 = new setting in the drop-down list. To turn an option on or off, select or clear
330 = its check box. For more information on each option, click Help.
331 = <>
332 = <>
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338 = <>
339 = >>> Display Dialog <<<
340 = Display Resolution:
341 = Not all resolutions listed support all video cards. In some
342 = instances, you may encounter a black screen.
343 = Explosion Effects:
344 = Horizon Depth
345 = Sky
346 = <OBSOLETE>
347 = <OBSOLETE>
348 = <OBSOLETE>
349 = <OBSOLETE>
350 = Software Cursor
351 = Texture Filtering
352 = Direct3D Device:
353 = <>
354 = <>
355 = <>
356 = <>
357 = <>
358 = <>
359 = >>> Savegame Dialog <<<
360 = Load
361 = Save
362 = Delete
363 = New
364 = <OBSOLETE>
365 = <OBSOLETE>
366 = Unnamed
367 = Save/Load
368 = To load a saved game, select it in the list, click Load, and then click OK.
369 = To save your current game progress, click Save, enter a name, and then
370 = click OK. For more information, click Help.
371 = <>
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395 = Language select
396 = To load a language, select it in the list, and then click OK.
397 =
398 =
399 = >>> Multiplayer Dialog <<<
400 = Next
401 = Change Level
402 = Create Session
403 = Cancel
404 = Start
405 = Send
406 = Join Session
407 = Start
408 = Stop!!!
409 = I'm Ready!
410 = Connection Type Selection
411 = Create or Join Session
412 = Level Selection
413 = Enter Call Sign
414 = Start Game
415 = Waiting for Players to Get Ready
416 = <OBSOLETE>
417 = <OBSOLETE>
418 = <OBSOLETE>
419 = <OBSOLETE>
420 = <OBSOLETE>
421 = Connect
422 = Send
423 = Enter Your Call Sign
424 = Select Your Faction:
425 = Select a connection type, and then click OK. For information about each
426 = connection type, click Help.
427 =
428 = To create a session, click Create Session. To join a session, select the
429 = session you want to join, click Join Session, and then click OK.
430 = <OBSOLETE>
431 = Select a level, and click OK. If you are playing over a modem, the Internet,
432 = or the Internet Gaming Zone, you must select a level with a telephone icon.
433 =
434 = Type a new name, and then click OK. To clear the current call sign, press
435 = the Backspace key repeatedly.
436 =
437 = Choose the faction you want to play by clicking its icon. An '!' next to a
438 = faction name indicates you will need to choose another faction.
439 = Wait for the Start button to appear, and then click Start to begin the game.
440 = Choose the faction you want to play by clicking its icon. An '!' next to a
441 = faction name indicates you will need to choose another faction.
442 = Click I'm Ready!
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499 = >>> Input Dialog Listview <<<
500 = Ground Unit Left/Right
501 = Ground Unit Back/Forward
502 = Aircraft Nose Down/Up
503 = Aircraft Decelerate/Accelerate
504 = Aircraft Left/Right
505 = Brake/Auto-Level Helicopter
506 = Fire Weapon
507 = Launch Missile Cam
508 = Fire Machine Gun
509 = Station: Look Down/Up
510 = Station: Look Left/Right
511 = Ground Unit Gun Down/Up
512 = <OBSOLETE>
513 = Give Order to Units
514 = Jump from Host Station Bridge to Gun Turret 1
515 = Create Vehicle or Building
516 = Add Vehicle to Current Squad
517 = Jump into Vehicle
518 = <OBSOLETE>
519 = <OBSOLETE>
520 = Beam Host Station
521 = Map On/Off
522 = Squadron Manager On/Off
523 = Map: Sector Detail
524 = Map: Sector Ownership
525 = Map: Vehicle Status
526 = <OBSOLETE>
527 = Map: Lock on Occupied Unit
528 = <OBSOLETE>
529 = Map: Zoom In
530 = Map: Zoom Out
531 = Map: Toggle Size
532 = Cycle Through Squad Leaders
533 = Jump to Host Station
534 = Cycle Through Units/Jump into Gun Turrets
535 = Jump to Current Squad Leader
536 = Abort/Quit/Escape
537 = <OBSOLETE>
538 = Information Log On/Off
539 = <OBSOLETE>
540 = <OBSOLETE>
541 = HUD On/Off
542 = <OBSOLETE>
543 = Jump to Last Message Sender
544 = Pause Game
545 = <OBSOLETE>
546 = <OBSOLETE>
547 = <OBSOLETE>
548 = <OBSOLETE>
549 = <OBSOLETE>
550 = <OBSOLETE>
551 = <OBSOLETE>
552 = Send Chat Message
553 = Aggressiveness Level 1
554 = Aggressiveness Level 2
555 = Aggressiveness Level 3
556 = Aggressiveness Level 4
557 = Aggressiveness Level 5
558 = Map: Set Waypoints
559 = Help (Not Available in Multiplayer)
560 = Jump to Last Occupied Unit
561 = Become Current Squad Leader
562 = Situation Analyzer
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599 = <>
600 = Selected Level:
601 = <OBSOLETE>
602 = <OBSOLETE>
603 = <OBSOLETE>
604 = <OBSOLETE>
605 = <OBSOLETE>
606 = <OBSOLETE>
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638 = <>
639 = >>> Levelselection, Briefing, Debriefing Buttons <<<
640 = Restart
641 = Next
642 = Last Saved
643 = Start Mission
644 = Main Menu
645 = <>
646 = <>
647 = <>
648 = <>
649 = --- Ingame Multiplayer ---
650 = Send Message to:
651 = Waiting for Player:
652 = All
653 = Removed Player:
654 = No Connection to:
655 = Victory Is Yours!
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698 = <>
699 = --- Situation Analyzer Messages ---
700 = ANALYSIS RESULT:\\Host Station under attack!\\Energy situation critical!\\ADVICE:\\Escape by beaming Host\\Station to operative power station.
701 = ANALYSIS RESULT:\\Host Station under attack!\\Energy situation critical!\\ADVICE:\\Situation hopeless.
702 = ANALYSIS RESULT:\\Host Station under attack!\\ADVICE:\\Defend Host Station by creating new vehicles.\\Jump to Host Station gun turrets\\and fight manually.
703 = ANALYSIS RESULT:\\Some units are in close combat\\with enemy forces.\\Situation serious.\\ADVICE:\\Create new vehicles and send as reinforcements.\\Jump into squad leader vehicle\\for optimal command position.
704 = ANALYSIS RESULT:\\Power station output is low because\\surrounding emission area is too small.\\ADVICE:\\Conquer sectors adjacent to power station.\\Create or reassign small squads for fast expansion.\\Aggressiveness Level 4 is recommended.
705 = ANALYSIS RESULT:\\Energy absorption rate nonoptimal.\\ADVICE:\\Beam Host Station to your strongest power station\\for faster energy absorption.
706 = ANALYSIS RESULT:\\Enemy power station discovered.\\ADVICE:\\Create or reassign vehicles and take it! Enemy\\energy system must be destroyed!
707 = ANALYSIS RESULT:\\Energy system should be established.\\ADVICE:\\Create new power station.
708 = ANALYSIS RESULT:\\Tech upgrade facility discovered.\\ADVICE:\\Create or reassign vehicles and take it!
709 = ANALYSIS RESULT:\\Beam gate discovered.\\ADVICE:\\Create or reassign vehicles and take it!\\Beam gate must be acquired to\\leave this level.
710 = ANALYSIS RESULT:\\Key sector discovered.\\ADVICE:\\Create or reassign vehicles and take it!\\All key sectors must be conquered\\to open beam gate.
711 = ANALYSIS RESULT:\\Enemy host station discovered!\\ADVICE:\\Order squads to destroy power stations\\around enemy host first.\\Jump into squad leader vehicle and assume direct command.
712 = ANALYSIS RESULT:\\Enemy host station discovered!\\ADVICE:\\Assemble squads for host station attack!\\Jump into squad leader vehicle and assume direct command.
713 = ANALYSIS RESULT:\\Not enough of surrounding area\\has been explored.\\ADVICE:\\Create scout vehicles and send them out.
714 = ANALYSIS RESULT:\\Not enough sectors have been conquered.\\ADVICE:\\Use small squads and fast vehicles\\to conquer sectors more efficiently.
715 = ANALYSIS RESULT:\\Ready to beam.\\ADVICE:\\Send your best vehicles into open beam gate\\and then beam Host Station into gate.
716 = ANALYSIS RESULT:\\No problems identified.\\ADVICE:\\Keep cool.
717 = <>
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748 = <>
749 = --- Online Help Files ---
750 = help:default.htm
751 = help:ui/d_lvlsel.htm
752 = help:l2.html
753 = help:started/d_multi.htm
754 = help:started/d_multi.htm
755 = help:started/d_multi.htm
756 = help:started/d_multi.htm
757 = help:started/d_multi.htm
758 = help:started/d_savlod.htm
759 = help:started/d_input.htm
760 = help:started/d_displa.htm
761 = <OBSOLETE>
762 = help:ui/d_missio.htm
763 = help:overvw/d_sscore.htm
764 = help:ui/d_map.htm
765 = help:ui/d_smovr.htm
766 = help:ui/d_exit.htm
767 = help:default.htm
768 = <>
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799 = --- Tooltips ---
800 =
801 = Give Orders to Selected Squad
802 = Jump into Gun Turrets
803 = Create Vehicle or Building
804 = Create New Vehicle
805 = Jump into Vehicle
806 = Create New Building
807 = Beam Host Station
808 = Map
809 = Squadron Manager
810 = Information Log
811 = Energy Manager
812 = Retreat to Host Station
813 = Proceed Directly to Target
814 = Destroy Enemies En Route
815 = Conquer All Sectors Along the Way
816 = Go Amok!
817 = Jump Back to Host Station
818 = Jump to Current Squad Leader
819 = Cycle Through Units in Squad
820 = Cycle Through Squad Leaders
821 = Exit Menu
822 = Sector Detail On/Off
823 = Sector Ownership On/Off
824 = Vehicle Status On/Off
825 = Unlock Map
826 = Lock Map on Occupied Unit
827 = Lock Map on Current Squad
828 = Zoom Out
829 = Zoom In
830 = Toggle Map Size
831 = Awaiting Orders
832 = Engaged in Combat
833 = Squad on the Way
834 = Retreating to Host Station
835 = Energy Absorption Rate
836 = Host Station Life Energy
837 = Creation Energy
838 = Creation Energy
839 = Beam Energy
840 = Select Another Action
841 = Select Gun Turret
842 = Select Vehicle Type
843 = Select Building Type
844 = Heads-Up Display
845 = Jump to Last Message Sender
846 = Number of Vehicles in Squad
847 = Situation Analyzer
848 = Help (Not Available in Multiplayer)
849 = <>
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864 = Select Squad
865 = Advance to This Location
866 = Attack This Sector
867 = Attack This Enemy Vehicle
868 = Create New Squad Leader
869 = Add New Unit to Selected Squad
870 = Jump into Vehicle
871 = Create New Building Here
872 = Beam Host Station to This Location
873 = Close Mission Debriefing Screen
874 = Go to Save/Load Screen
875 = Select a 3-D Device in the Drop-Down List
876 = Send Message to Other Players
877 = Use Throttle to Move Tank Forward/Back and Joystick to Move Reticle
878 = Use 16-Bit Textures (On May Resolve Display Artifacts with 3-D Cards)
879 = Use DrawPrimitive Calls (On May Improve Performance)
880 = Mouse Control Mode Activated: Click Right Mouse Button to Deactivate
881 = ERROR: Unit limit reached.
882 = <>
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896 = ERROR: No valid target given.
897 = ERROR: Not enough room. Move cursor to open space.
898 = ERROR: Not enough energy.
899 = ERROR: Sector must be conquered.
900 = ERROR: Location too far away.
901 = ERROR: Location too close to your Host Station.
902 = ERROR: Creation systems busy.
903 = ERROR: Target sector occupied.
904 = ERROR: Target location not optimal.
905 = ERROR: Location not in sensor area.
906 = Go to Level Select Screen
907 = Go to Training Mission Screen
908 = Apply Changes and Go to Main Menu
909 = Go to Main Menu Without Applying Changes
910 = Host a New Multiplayer Session
911 = Send a Chat Message
912 = Select The Resistance as Your Faction
913 = Select Ghorkovs as Your Faction
914 = Select Mykonians as Your Faction
915 = Select Taerkasten as Your Faction
916 = Click When Ready to Start
917 = Click When Not Ready to Start
918 = Load Game
919 = Save Game
920 = Go to Input Settings Screen
921 = Go to Options Screen
922 = Go to Options Screen
923 = Go to Save/Load Screen
924 = Language select
925 = <OBSOLETE>
926 = <OBSOLETE>
927 = Load Last Game You Saved In-Game
928 = <OBSOLETE>
929 = Restart Mission Debriefing
930 = Start Mission
931 = Exit Urban Assault
932 = <OBSOLETE>
933 = Press the key you want to assign.
934 = Sound Playing Left
935 = Sound Playing Right
936 = Go to Multiplayer Setup
937 = Go to Online Help
938 = Go to Main Menu
939 = Go to Level Select Screen
940 = Cancel Multiplayer Setup and Go to Main Menu
941 = <OBSOLETE>
942 = Select Connection Type and Proceed
943 = Enter Call Sign and Proceed
944 = Select Level and Proceed
945 = Connect to Selected Session
946 = Start Multiplayer Game
947 = Go Back to Connection Screen
948 = Go Back to Call Sign Screen
949 = Go Back to Level Selection Screen
950 = <OBSOLETE>
951 = <OBSOLETE>
952 = <OBSOLETE>
953 = <OBSOLETE>
954 = <OBSOLETE>
955 = <OBSOLETE>
956 = <OBSOLETE>
957 = <OBSOLETE>
958 = <OBSOLETE>
959 = <OBSOLETE>
960 = <OBSOLETE>
961 = <OBSOLETE>
962 = <OBSOLETE>
963 = <OBSOLETE>
964 = <OBSOLETE>
965 = <OBSOLETE>
966 = <OBSOLETE>
967 = <OBSOLETE>
968 = Delete Selected Game (You Cannot Delete Currently Loaded Game)
969 = Create New Game
970 = Load Selected Game
971 = Enter a Game Name and Click to Save
972 = Delete Selected Game
973 = Enter a Game Name and Click to Create
974 = Go to Previous Screen Without Applying Changes
975 = Cancel Without Loading Game
976 = Cancel Without Saving Game
977 = Cancel Deletion of Game
978 = Cancel Creation of Game
979 = Go to Main Menu Without Applying Changes
980 = Apply Changes and Go to Main Menu
981 = Change Display Resolution in the Drop-Down List
982 = Turn Sound Effects On/Off
983 = Invert Left and Right Stereo Speakers to Right and Left
984 = Turn Horizon On/Off (Off Improves Frame Rate)
985 = Turn Sky On/Off (Off Improves Frame Rate)
986 = Turn Texture Filtering On/Off (Direct3D Only)
987 = Turn Music On/Off
988 = Turn Software Cursor On/Off (On May Improve Cursor Flickering)
989 = Turn In-Game Enemy Indicator Arrows On/Off
990 = Change Sound Effects Audio Volume
991 = Change Music Volume
992 = Change Number of Explosion Effects (Lower Improves Frame Rate)
993 = Apply Changes and Go to Main Menu
994 = Go to Main Menu Without Applying Changes
995 = Reset All Key Assignments to Original Factory Settings
996 = Turn Joystick Support On/Off
997 = Turn Force Feedback Device Support On/Off
998 = Delete Key Assignment from Selected Action
999 = Exit to Level Select Screen
1000 = Nop
1001 = Esc
1002 = Spacebar
1003 = Up Arrow
1004 = Down Arrow
1005 = Left Arrow
1006 = Right Arrow
1007 = F1
1008 = F2
1009 = F3
1010 = F4
1011 = F5
1012 = F6
1013 = F7
1014 = F8
1015 = F9
1016 = F10
1017 = F11
1018 = F12
1019 = Backspace
1020 = Tab
1021 = Clear
1022 = Enter
1023 = Ctrl
1024 = Shift
1025 = Alt
1026 = Pause
1027 = Page Up
1028 = Page Down
1029 = End
1030 = Home
1031 = Select
1032 = Exec
1033 = Print Screen
1034 = Insert
1035 = Delete
1036 = Help
1037 = 1
1038 = 2
1039 = 3
1040 = 4
1041 = 5
1042 = 6
1043 = 7
1044 = 8
1045 = 9
1046 = 0
1047 = A
1048 = B
1049 = C
1050 = D
1051 = E
1052 = F
1053 = G
1054 = H
1055 = I
1056 = J
1057 = K
1058 = L
1059 = M
1060 = N
1061 = O
1062 = P
1063 = Q
1064 = R
1065 = S
1066 = T
1067 = U
1068 = V
1069 = W
1070 = X
1071 = Y
1072 = Z
1073 = Num 0
1074 = Num 1
1075 = Num 2
1076 = Num 3
1077 = Num 4
1078 = Num 5
1079 = Num 6
1080 = Num 7
1081 = Num 8
1082 = Num 9
1083 = Num Times Sign
1084 = Num Plus Sign
1085 = Num Period
1086 = Num Minus Sign
1087 = Num Enter
1088 = Num Divide Sign
1089 = Comma
1090 = Period
1091 = Hyphen
1092 = Less Than
1093 = Semicolon
1094 = Equal Sign
1095 = Grave Accent (`)
1096 = Apostrophe
1097 = Forward Slash
1098 = Right Bracket
1099 = Back Slash
1100 = Left Bracket
1101 = 1101 = EXTRA_13
1102 = Scroll Lock
1103 = Num Lock
1104 = 1104 = EXTRA_16
1105 = 1105 = EXTRA_17
1106 = 1106 = EXTRA_18
1107 = 1107 = EXTRA_19
1108 = 1108 = EXTRA_20
1109 = 1109 = EXTRA_21
1110 = 1110 = EXTRA_22
1111 = 1111 = EXTRA_23
1112 = 1112 = EXTRA_24
1113 = 1113 = EXTRA_25
1114 = 1114 = EXTRA_26
1115 = 1115 = EXTRA_27
1116 = 1116 = EXTRA_28
1117 = 1117 = EXTRA_29
1118 = 1118 = EXTRA_30
1119 = 1119 = EXTRA_31
1120 = Left Mouse Button
1121 = Middle Mouse Button
1122 = Right Mouse Button
1123 = Joystick Button 1
1124 = Joystick Button 2
1125 = Joystick Button 3
1126 = Joystick Button 4
1127 = Joystick Button 5
1128 = Joystick Button 6
1129 = Joystick Button 7
1130 = Joystick Button 8
1200 = --- Vehicle Names ---
1201 = Weasel
1202 = Jaguar
1203 = Tiger
1204 = Falcon
1205 = Marauder
1206 = Wasp
1207 = Warhammer
1208 = Phantom
1209 = Scout
1210 = Firefly
1211 = Rock Sled
1212 = Rhino
1213 = Evilfurz
1214 = Dragonfly
1215 = Hornet
1216 = Fox
1218 = <>
1219 = <>
1220 = <>
1221 = <>
1222 = Speedy
1223 = Ying
1224 = Ghargoil
1225 = Ghargoil 3
1226 = Tekh-Trak
1227 = Gigant
1228 = Ghargoil 2
1229 = Ghor-Scout
1230 = Gigant 2
1231 = Tien-Ying 7
1232 = Eisenhans
1233 = Hetzel
1234 = Bronsteijn
1235 = Ormu-Scout
1236 = Serp
1237 = Leonid
1238 = Mnosjetz
1239 = <>
1240 = <>
1241 = <>
1242 = <>
1243 = <>
1244 = <>
1245 = <>
1246 = <>
1247 = <>
1248 = <>
1249 = <>
1250 = <>
1251 = <>
1252 = <>
1253 = <>
1254 = <>
1255 = <>
1256 = Resistance Host Station
1257 = Turantul II
1258 = Myko Station
1259 = Turantul I
1260 = Taerkasten Flying Fortress
1261 = Sulgogar Queen
1262 = Black Sect Station
1263 = Hourglass
1264 = XO1 Quadda
1265 = 5P0 Air Prism
1266 = Static
1267 = Radar
1268 = Ground Cube
1269 = Air Stick
1270 = Bomber
1271 = Mean Green
1272 = Slime Lord
1273 = Blue Spore
1274 = Little Brother
1275 = Gun Turret
1276 = <>
1277 = <>
1278 = Gun Turret
1279 = <>
1280 = Gun Turret
1281 = <>
1282 = <>
1283 = <>
1284 = <>
1285 = <>
1286 = <>
1287 = <>
1288 = <>
1289 = <>
1290 = Gun Turret
1291 = Gun Turret
1292 = Gun Turret
1293 = Gun Turret
1294 = <>
1295 = <>
1296 = <>
1297 = <>
1298 = <>
1299 = <>
1300 = <>
1301 = <>
1302 = <>
1303 = <>
1304 = <>
1305 = <>
1306 = <>
1307 = <>
1308 = <>
1309 = <>
1310 = <>
1311 = <>
1312 = <>
1313 = <>
1314 = <>
1315 = <>
1316 = <>
1317 = <>
1318 = <>
1319 = <>
1320 = <>
1321 = <>
1322 = <>
1323 = <>
1324 = <>
1325 = <>
1326 = <>
1327 = <>
1328 = <>
1329 = <>
1330 = Yang
1331 = Zeppelin
1332 = Target Host Station
1333 = Gigant
1334 = Bronsteijn
1335 = <>
1336 = <>
1337 = <>
1338 = Target Drone
1339 = <>
1340 = <>
1341 = <>
1342 = Target Drone
1343 = <>
1344 = <>
1345 = <>
1346 = <>
1347 = <>
1348 = <>
1349 = <>
1350 = <>
1351 = <>
1352 = <>
1353 = <>
1354 = <>
1355 = <>
1356 = <>
1357 = <>
1358 = <>
1359 = <>
1360 = <>
1361 = <>
1362 = <>
1363 = <>
1364 = <>
1365 = <>
1366 = <>
1367 = <>
1368 = <>
1369 = <>
1370 = <>
1371 = <>
1372 = <>
1373 = <>
1374 = <>
1375 = <>
1376 = <>
1377 = <>
1378 = <>
1379 = <>
1380 = <>
1381 = <>
1382 = <>
1383 = <>
1384 = <>
1385 = <>
1386 = <>
1387 = <>
1388 = <>
1389 = <>
1390 = <>
1391 = <>
1392 = <>
1393 = <>
1394 = <>
1395 = <>
1396 = <>
1397 = <>
1398 = <>
1399 = <>
1400 = <>
1401 = <>
1402 = <>
1403 = <>
1404 = <>
1405 = <>
1406 = <>
1407 = <>
1408 = <>
1409 = <>
1410 = <>
1411 = <>
1412 = <>
1413 = <>
1414 = <>
1415 = <>
1416 = <>
1417 = <>
1418 = <>
1419 = <>
1420 = <>
1421 = <>
1422 = <>
1423 = <>
1424 = <>
1425 = <>
1426 = <>
1427 = <>
1428 = <>
1429 = <>
1430 = <>
1431 = <>
1432 = <>
1433 = <>
1434 = <>
1435 = <>
1436 = <>
1437 = <>
1438 = <>
1439 = <>
1440 = <>
1441 = <>
1442 = <>
1443 = <>
1444 = <>
1445 = <>
1446 = <>
1447 = <>
1448 = <>
1449 = <>
1450 = <>
1451 = <>
1452 = <>
1453 = <>
1454 = <>
1455 = <>
1456 = <>
1457 = <>
1458 = <>
1459 = <>
1500 = --- Single-Player Building Names ---
1501 = Power Station 1+
1502 = Flak Station 2
1503 = Radar Station 1
1504 = <>
1505 = <>
1506 = <>
1507 = <>
1508 = <>
1509 = <>
1510 = <>
1511 = Power Station 2
1512 = <>
1513 = <>
1514 = <>
1515 = <>
1516 = <>
1517 = <>
1518 = <>
1519 = <>
1520 = <>
1521 = <>
1522 = <>
1523 = <>
1524 = <>
1525 = <>
1526 = <>
1527 = <>
1528 = Flak Station 1
1529 = <>
1530 = <>
1531 = <>
1532 = <>
1533 = <>
1534 = <>
1535 = <>
1536 = <>
1537 = <>
1538 = <>
1539 = <>
1540 = <>
1541 = <>
1542 = <>
1543 = <>
1544 = <>
1545 = <>
1546 = <>
1547 = <>
1548 = <>
1549 = <>
1550 = <>
1551 = <>
1552 = <>
1553 = <>
1554 = Radar Station 2
1555 = <>
1556 = <>
1557 = <>
1558 = <>
1559 = <>
1560 = <>
1561 = <>
1562 = <>
1563 = Power Station 1
1564 = Power Station 2+
1565 = <>
1566 = <>
1567 = <>
1568 = <>
1569 = <>
1570 = <>
1571 = <>
1572 = <>
1573 = <>
1574 = <>
1575 = <>
1576 = <>
1577 = <>
1578 = <>
1579 = <>
1580 = <>
1581 = <>
1582 = <>
1583 = <>
1584 = <>
1585 = <>
1586 = <>
1587 = <>
1588 = <>
1589 = <>
1590 = <>
1591 = <>
1592 = <>
1593 = <>
1594 = <>
1595 = <>
1596 = <>
1597 = <>
1598 = <>
1599 = <>
1699 = --- Multiplayer Building Names ---
1700 = <>
1701 = Power Station 1
1702 = Flak Station
1703 = Radar Station
1704 = <>
1705 = <>
1706 = <>
1707 = <>
1708 = <>
1709 = <>
1710 = Power Station 1
1711 = <>
1712 = Power Station 1
1713 = <>
1714 = <>
1715 = <>
1716 = <>
1717 = Power Station 1
1718 = <>
1719 = <>
1720 = <>
1721 = <>
1722 = <>
1723 = <>
1724 = <>
1725 = Flak Station
1726 = Flak Station
1727 = Flak Station
1728 = Radar Station
1729 = Radar Station
1730 = Radar Station
1731 = <>
1732 = <>
1733 = <>
1734 = <>
1735 = <>
1736 = <>
1737 = <>
1738 = <>
1739 = <>
1740 = <>
1741 = <>
1742 = <>
1743 = <>
1744 = <>
1745 = <>
1746 = <>
1747 = <>
1748 = <>
1749 = <>
1750 = <>
1751 = <>
1752 = <>
1753 = <>
1754 = Power Station 2
1755 = Power Station 2
1756 = Power Station 2
1757 = Power Station 2
1758 = <>
1759 = <>
1760 = <>
1761 = Power Station 3
1762 = Power Station 3
1763 = Power Station 3
1764 = Power Station 3
1765 = <>
1766 = <>
1767 = <>
1768 = <>
1769 = <>
1770 = <>
1771 = <>
1772 = <>
1773 = <>
1774 = <>
1775 = <>
1776 = <>
1777 = <>
1778 = <>
1779 = <>
1780 = <>
1781 = <>
1782 = <>
1783 = <>
1784 = <>
1785 = <>
1786 = <>
1787 = <>
1788 = <>
1789 = <>
1790 = <>
1791 = <>
1792 = <>
1793 = <>
1794 = <>
1795 = <>
1796 = <>
1797 = <>
1798 = <>
1799 = <>
1800 = --- Level Names ---
1801 = Training Mission 3: Hyde Park
1802 = Virgin Steel
1803 = Skull Alley
1804 = Checker Board
1805 = Surprise!
1806 = <>
1807 = <>
1808 = <>
1809 = <>
1810 = Labyrinth
1811 = Dark Valley
1812 = Fort Grenada
1813 = <>
1814 = <>
1815 = Parasite City
1816 = <>
1817 = <>
1818 = <>
1819 = <>
1820 = Hard Thing
1821 = Drak
1822 = Pedestal Mountain
1823 = Taerkastik
1824 = <>
1825 = Training Mission 1: Vehicle Creation and Control
1826 = Training Mission 2: The Map and Squadron Manager
1827 = Training Mission 3: Game Objectives and Conquering Sectors
1828 = <>
1829 = <>
1830 = No-Man's-Land
1831 = Hurz
1832 = Great Confusion
1833 = New Stonehenge
1834 = Two Hills
1835 = <>
1836 = <>
1837 = <>
1838 = <>
1839 = <>
1840 = Moonlight City
1841 = Wide Field
1842 = Peacemaker
1843 = Command & Taerkast
1844 = Assi's Way
1845 = <>
1846 = <>
1847 = <>
1848 = <>
1849 = <>
1850 = Death Valley
1851 = Dark Zone
1852 = Hamburger Hill
1853 = Sulogs Rising
1854 = Sulog's Fine Thread
1855 = <>
1856 = <>
1857 = <>
1858 = <>
1859 = <>
1860 = Mykophobia
1861 = Sibuna
1862 = Maze Wayz
1863 = Blue Casbah
1864 = Taer on Black Wadi
1865 = <>
1866 = Gauntlet
1867 = <>
1868 = <>
1869 = <>
1870 = Desert of Madness
1871 = Smile
1872 = Industrial Centre
1873 = Slaughter Field
1874 = Mission Possible
1875 = The Loong Way
1876 = <>
1877 = <>
1878 = <>
1879 = <>
1880 = Net 4 2
1881 = The Net on Hill
1882 = Easy Net
1883 = Robot
1884 = Steamhammer
1885 = Kleine Netzigkeit
1886 = Get Out of My Way
1887 = The Race
1888 = Netropolis
1889 = Cross Over
1890 = North or South
1891 = There Can Only Be One
1892 = Powerplant
1893 = 13
1894 = Triangle
1895 = Lost and Found
1896 = Duo
1897 = <>
1898 = E3 Assimilated
1899 = Debug - Demo
1900 = The Artificial
1901 = Friedrich II
1902 = Two Sides
1903 = Pneumoconiosis
1904 = Devastators
1905 = Radial
1906 = Merry Christmas
1907 = Triplication
1908 = Funeral March
1909 = Interglacial
1910 = Templar Knights
1911 = Jauntier Threesome
1912 = Stars-n-Stripes
1913 = All Versus Me!
1914 = Accounting Equation
1915 = Babelsberg
1916 = Citykiller
1917 = Four Power Talks
1918 = Rushhour
1919 = Contradistinction
1920 = Salivation
1922 = Inferno
1923 = Airfight
1924 = Sectionalism
1925 = Swarthiness
1926 = Cryogenics
1927 = Encroachments
1928 = The Last Stand
1929 = Haywire
1930 = Run to the Hills
1931 = Shootout
1932 = Under the Gun
1933 = Terror
1934 = Blitzkrieg
1935 = Anarchy
1936 = Your Personal Amok
1937 = Insanity
1938 = Galgenberg
1939 = Break on Through
1940 = Kreuzberg
1941 = Smear the Mykonians
1942 = Clashing
1943 = Fort Bravo
1944 = Sarlacc Pit
1945 = Dogfight
1946 = Outback
1947 = Crybaby
1948 = Event Horizon
1949 = Jazz
1950 = R.A.G.
1951 = Scramble
1952 = Duck and Cover
1953 = Divine
1954 = Hell on Earth
1955 = Hit-n-Run
1956 = Sanssouci
1957 = Zwinger
1958 = Rock-n-Roll
1959 = Arzgebirg Warriors
2100 = --- Mission Texts ---
2101 = ... and finally tonight some bad news. \\The sixth Resistance Champion selected \\to engage in our multifront war has \\perished under Ghorkovian hands. Falcons \\in Missing Man formation will fly over \\Hyde Park tomorrow during the scheduled \\memorial. ... \\ --Resistance Nightly News, \\ 3/17/2071 \\ \\BOTTOM LINE: You are going to die. But \\read our mission briefings and we can \\help you live longer. And who are we? We \\are the stored memories of the best \\Host Station masters who came before \\you, went into battle and, upon death, \\were digitally linked into the network. \\We come bearing knowledge. \\ \\THE PLAN: This is your final training \\mission. This region is the foothold to \\the rest of the continent and contains a \\long-abandoned power station that, if \\reacquired, can be reactivated to supply \\power to our own Resistance forces \\once again. Create several Foxes and \\lead them 3 sectors SE to conquer the \\power station. Then increase its energy \\output by conquering as many \\surrounding sectors as possible. Central \\AI warns that Ghorkovian forces staged \\at outlying fringes may interdict with \\Ghargoil 1 attack helicopters. If so, \\terminate with extreme prejudice.
2102 = ... The Fox? Fast. Ground-to-air capable.\\Cheap. Hell yes--one of the best products\\from Stoudson Corp. Wish we had more in \\the early days. \\ --From interview with retired Defense \\ General Weissflog \\ \\BOTTOM LINE: The Ghorkovs zealously \\guard Virgin Steel, as it includes the \\area's only power station. You absolutely \\must capture this power station sector in \\the northwest corner. Central Encryption \\believes that it has broken the Ghorkovian \\power translation code, so you should be \\able to plug into its power. After \\capture, immediately beam your Host \\Station to this sector and conquer the \\surrounding sectors to maximize power \\flow to your Host Station. The risk in \\capturing versus destroying is that it \\can be taken back. Beware of the dreaded \\Ghorkovian fast-turbine landcraft: \\the Speedy! \\ \\BIG NEWS: Central AI reports that \\somewhere within this region is a \\technology upgrade sector for a powerful \\new tank, the Jaguar.
2103 = And the teacher asked, 'Who can tell me \\why the Moon has a dark side?' 'So it \\would never have to see what happened \\at Skull Alley,' the orphan replied. \\ --Resistance Reader Magazine \\ \\BOTTOM LINE: Skull Alley! The brutal \\Ghorkovs turned it into a penal colony \\and then a research center using our \\captured scientists. Energy is \\everything in this war. Capture the \\Ghorkovian power station sector to the \\northeast, and then regain the works \\of our scientists by capturing the \\technology upgrade sector to the \\west. Beware of an elite Ghargoil 2 \\squad, the Red Rain. \\ \\NOBODY LIKE YOU: No machine can fight \\with the skill and human heroics that \\you possess. Every chance you get, \\jump into a vehicle, lead the fight, and \\pick up valuable plasma residue for \\more energy. Your forces will enjoy an \\advantage.
2104 = ... We've been at stalemate here so long\\it's hard to tell who owns what \\anymore. If someone can just break \\through their flak line. ... \\ --Interview with Resistance \\ Med-Tech S. Priebus, staff #31767 \\ \\BOTTOM LINE: We're fighting at Check-\\Point Bordeaux, long known as \\Checker Board for the patchwork of \\Resistance and Ghorkovian sectors. Your\\primary mission is to knock out the \\enemy's line of gun stations on the \\northern perimeter. Intelligence \\reports that the Ghorkovs are test-\\deploying a ferocious new tank, called \\the Tekh-Trak. Also, this region's tech\\upgrade will yield our new Wasp fighter \\'copter. \\ \\YOUR PRESENCE REQUESTED: We'll beam\\into battle behind a line of our own \\existing flak stations. Jump onto one of\\the gun turrets to beat back advancing \\forces. Your presence on the battlefield\\will definitely be required for victory.\\So jump into a vehicle and beware of the\\Tekhs!
2105 = I freakin' told them but they didn't \\listen! Never, never enter battle \\at Twin Rocks--the 'Kov's have a special \\thing for that place. ... \\ --SDU 5 Post-Death Debrief \\ (restored 7/15/2016) \\ \\BOTTOM LINE: Sorry, but our entry \\coordinates are set for Twin Rocks: You \\will see action immediately. Another \\problem: Multiple Ghorkovian host \\stations have been detected, including \\the more powerful Turantul II, which can \\produce huge complements of \\Ghargoil 2s. Central AI reports that a \\Scout spy satellite can be captured in \\a technology upgrade sector. Look for \\a power source near you ASAP. \\ \\TAKING IT WITH YOU: As you know, the \\beam gate can take vehicles from one \\mission to the next when you drive them \\onto the beam gate platform before \\transporting your Host Station to it. \\We have recalibrated our Beam Gate \\Network so that room for one more \\vehicle is made each time you destroy \\an enemy host station.
2110 = By the time we heard about the Mykonian \\Labyrinth, the Ghorkovs were already \\there, trying to figure out just what \\the weird terraforming Mykonians had \\been up to. \\ --SDU 2 Post-Death Debrief \\ (restored 3/17/2014) \\ \\BOTTOM LINE: Clear the Ghorkovs from \\this giant maze so our scientists can \\analyze why the Mykonians have been \\digging labyrinths. Steeply walled terrain \\will require careful planning. \\Helicopters are advantageous if you \\have them. Launch Scout spy satellites to \\locate power stations and technology \\upgrade sectors, as we calculate their \\presence at a 92.7% probability. \\ \\TIP: When fighting in large battle \\arenas, effectively monitor the action \\by holding down the right mouse button \\on the map and dragging quickly to move \\the map around.
2111 = So, you're offering me life everlasting \\in the Host Station Memory Bank, \\right? It's a deal, if you'll just erase \\everything I saw in Dark Valley. \\ --Host Station Archives \\ 2231.44578.GSF.2-8-50 \\ \\BOTTOM LINE: Everyone on the home \\front is pulling for you. The Ghorkovs \\have turned this once-industrial area \\into a weapons manufacturing region. \\You must destroy the Ghorkovian power \\station sectors (north) to stop their \\production of new weapons. Also, a \\Stoudson Bomb, capable of destroying all \\enemies and buildings in the region \\with a single shockwave, has been \\activated somewhere in this region. It \\will detonate and destroy all of your \\forces unless you deactivate it. You \\must proceed north to find the \\Stoudson Trigger sector (black and \\yellow square) and then conquer it to \\stop the bomb's countdown. The \\probability is 89.2% that you will \\encounter Speedy platoons and the \\ferocious dual-prop Ghargoil 3 bomber \\'copter. Fortunately, we will beam into \\battle just south of two of our own \\power stations, although they still \\need to be captured. \\ \\TIP: Because transporting your \\Host Station to a conquered power \\station does not cost any beam \\energy, no matter how far, hop from \\one power station to another to \\quickly move and deploy your forces \\in this expansive region.
2112 = Is it magic? Some lost metaphysics? We all \\know the Taerkastens are tied to the past. \\But how do they float those fortresses? \\ --Sequential Thoughts for Nonsequential \\ Times \\ \\BOTTOM LINE: Hate to send you so deep \\into Taerkasten territory, but Central AI \\reports the existence of a significant \\technology upgrade that, if acquired, \\will allow you to achieve tactical superiority \\over Taerkasten armored divisions. You \\will be up against the well-shielded \\Leonid tanks, including some commanded \\by an especially fanatical cell of the cult. \\ \\SURVIVAL GUIDE: Among your predecessors \\here in the Memory Bank, there is a big \\aversion to taking on Taerkastens this close \\to their home. A prudent move would be to \\capture that technology upgrade sector \\and then head for the beam gate.
2113 = <OBSOLETE>
2114 = <OBSOLETE>
2115 = Now the real war begins. All that \\you've learned is put into practice. \\ --Central AI
2117 =
2118 =
2119 =
2120 = Everything about the Mykonians scared \\us--including their cubical ships all \\covered with organic tubing. We called \\them worm boxes, because that stuff \\moved and looked alive. \\ --From interview with retired pilot\\ D. Mansbart \\ \\BOTTOM LINE: This is a risky operation \\due to multiple enemies--both \\Ghorkovs AND Mykonians--but it is \\essential for opening the northern \\territories. Your mission is to seek \\out and destroy the Ghorkovian \\and Mykonian sources of power. Two \\recon helis have been predeployed in \\a northeastern sector near a \\Mykonian power station. Theoretically, \\we should be able to obtain this \\region's tech upgrades and weaken \\the enemy powerbase while the \\Ghorkovs and Mykonians are busy \\fighting each other. Central AI \\calculates that your success rate \\may be substantially higher if you \\enter this region possessing power \\station building technology. \\ \\THINKING OF YOU: You have impressed \\the core AI elements, as you have \\progressed farther than 53.9% of your \\SDU predecessors. Welcome to the \\A-List.
2121 = The Stoudson Bomb was certainly \\designed by committee! All those trigger \\points--and if someone gets there first, \\Goodbye!\\ --Bernd Beyreuther, former Stoudson \\ Corp. VP of Special Projects\\\\BOTTOM LINE: Drak contains the \\much-rumored Stoudson Bomb, capable \\of destroying all enemies and \\buildings in the region with a single\\shockwave. The bomb requires multiple\\trigger points (black/yellow key \\sectors) to be conquered in order to\\detonate. Unfortunately, a design \\error allows it to be triggered by \\enemies as well. Whoever owns all \\Stoudson Bomb key sectors and the \\bomb itself will annihilate the entire \\region. Prevent it from falling into \\enemy hands. \\ \\ENGINEERING REQUEST: Central AI reports \\a technology upgrade sector for creating\\power stations. This is your most critical\\acquisition to date. Marshal all resources\\to gain it.
2122 = Are they alive? No, but given the way \\they'll sometimes show up unannounced \\to help defend a host station, it makes \\you wonder. \\ --Substrate Zero: Artificial \\ Intelligence & Being \\ \\BOTTOM LINE: Another multifront battle: \\The Taerkastens have built a massive \\radar station on top of Pedestal \\Mountain, guarding it with their own \\version of the Stoudson Bomb. They \\have been using this Pedestal radar \\site to monitor your travails on this \\continent. Word has it the Ghorkovs \\want it for themselves. Destroy the \\radar completely so that it does not \\fall into any enemy hands, and then take \\out the Ghorkovian and Taerkasten power \\stations. \\ \\SURVIVAL GUIDE: We beam into the \\theater at Pillar Rocks. Capture the \\unclaimed power station to the east. \\Beware of the Taerkasten Hetzel, an \\ancient-looking but deadly plane usually \\deployed in large squads. The Ghorkovs \\have brought their Ghargoil 3s. A wise \\tactic is to delay the onslaught by \\destroying enemy scout satellites as \\soon as you see them, because your \\enemies cannot deploy units to \\sectors they cannot see..
2123 = The Taerkastens are a mystery. \\Supposedly they were the first humans \\to meet the Mykonians--a horrific \\encounter that sent them into a cultlike \\fervor to save Earth from the aliens. \\Cool! But why kill us, too? \\ --Teenage Manifesto: Thoughts on \\ Joining The Resistance \\ \\BOTTOM LINE: You have ventured as far \\as SDU 5 before we lost contact. Primary \\goal: Knock out the Taerkasten Flying \\Fortress and its power stations to the \\southwest. Central AI reports that \\SDU 5's abandoned power station to the \\northeast can be reclaimed and tapped \\for power as the launch pad of your \\major offensive here. \\ \\SCOUTING AROUND: To discover hidden \\power stations as well as enemy \\concentrations, create a Scout. Send it \\out on its own, or fly it yourself for a \\bird's-eye view.
2124 =
2125 = Downlink from The Resistance Training \\Command: \\ \\Welcome SDU 7! Your predecessors on \\the front have suffered grave losses, \\and Resistance Central AI needs you \\battle-ready ASAP. Learn to use your \\Host Station controls well. \\ \\Your first training mission is to destroy \\all airborne target drones located north \\of your entry point. \\ \\First, create a new squad of Fox light \\tanks by clicking the Create button \\(located on the lower left) and then \\clicking in the 3-D world. \\ \\Next, jump into a vehicle by clicking the \\Jump into Vehicle button (lower middle) \\and then clicking the desired vehicle. \\ \\Finally, lead your new squad north \\toward the target drones. Deploy newly \\fitted ground-to-air guided missiles at \\the target drones until all are destroyed. \\ \\Your sentient Host Station will guide \\you. Good luck.
2126 = Let him who desires peace, prepare for \\war. \\ --Vegetius \\ \\Soon you will be ready for frontline \\deployment SDU 7. Your next training \\mission is to defeat a larger group of \\target drones by deploying your units to \\multiple locations using the map. \\ \\To view where enemy target drones \\have been dispersed, display the map by \\clicking the Map button. \\ \\Then, to deploy your squads to multiple \\target positions, hold down the left \\mouse button, drag around the units \\you want, and then click a destination \\point. \\ \\At any time, jump into a vehicle by \\simply double-clicking the vehicle's \\icon on the map or by using the Jump \\into Vehicle button. \\ \\Your sentient Host Station will guide \\you. Good luck.
2127 =
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2129 =
2130 = The Mykonian flak station, that \\pulsating ring of blue, has a hypnotic \\beauty, and the desire to barbecue you. \\ --The Hexagon Papers \\ \\BOTTOM LINE: We beam into an existing \\standoff between the Ghorkovs and \\Mykonians to capture a crucial \\technology upgrade--the ability to \\create flak stations. Mission: Find and \\acquire this tech upgrade, and destroy \\both the Ghorkovian and Mykonian \\power sources. Be advised that both \\enemies are heavily fortified by their \\own high-density flak batteries. So \\invest in well-armored units when \\rushing enemy positions, and try to find \\weak penetration points. Lastly, the \\Ghorkovs have deployed a highly \\accurate squad of Ghargoil 3 bombers in \\this region, so protect your power \\stations with good anti-air units such \\as Foxes.\\ \\ENGINEERING REQUEST: The AI Engineering \\Module reminds you that each technology \\upgrade is vital for future missions. \\Try to acquire all of them.
2131 = Question: The Ghorkovs are human. The \\Taerkastens are human. The Resistance \\are human. Why can't they get along? \\Answer: Because they are human. \\ --Joke from a decoded Mykonian \\ textbook \\ \\BOTTOM LINE: The Clone Commanders, twin \\Ghorkovian generals who always fight \\side by side, are guarding two power \\stations with their twin Turantul IIs. \\Central AI believes that they are \\readying this plasma-rich region for a \\Gigant repair facility. We have lost \\two SDU champions here. If you can \\reclaim their power stations, we may \\have a chance. \\ \\DIPLOMATIC DISPATCH: Reports that the \\Ghorkovs hate The Resistance because we \\tried to sell them out to the Mykonians \\are categorically denied--but true.
2132 = Those Taerkasten crazies like \\their iron and stone, \\Make it float with their \\metaphysical tome. \\Want to kill all on Earth, \\and make it their own. \\ --The Dying Planet Blues \\ \\ BOTTOM LINE: This region is the most \\expansive to date, so dig in and plan \\on a protracted effort. Prior to losing \\SDU 2 here, it was noted that the \\Ghorkovs had begun a massive buildup \\in this region for unknown reasons. \\Your critical assignment is to \\ascertain who has the upper hand \\and to eliminate all sources of enemy \\power. Clearing this region will allow \\you to continue farther into the \\African continent and perhaps figure \\out what the Taerkastens and \\Ghorkovs are so afraid of. \\ \\TIP: Central AI believes that your \\success rate will be the highest if \\you can first orchestrate a plan to \\damage the Taerkasten powerbase by \\taking out their power station to the \\northwest.
2133 = The Standing Stones of New Stonehenge \\are additional evidence that the \\Taerkastens not only worship rock but \\have also found a way to draw power from \\it. Is this why the Mykonians came? \\ --Professor Uli Weinberg, quoted in\\ Resistance Quarterly \\ \\BOTTOM LINE: We beam into the heart of \\Taerkasten holy country to seek out and \\terminate key Taerkasten Druids within \\their military order. Central AI informs \\that their extermination will delay the \\execution of 17 captured Resistance \\POWs. The Druids are bunkered in Festung \\houses to the north. Level these houses \\to ensure no survivors, and extract \\immediately. \\ \\DARK TOMORROWS: The Mykonian Parasite \\continues to sap Earth's energy. Someday \\you will be asked to destroy it. Gather \\all the technology upgrades you can.
2134 = **Earth = Grade 7J battery** supports \\Parasite energy extraction for \\>=MykoCycle. Upon depletion, proper \\disposal is required. \\ --Translated from Intercepted \\ Mykonian Dispatches \\ \\CENTRAL AI REPORTS: Mykonian control \\of this sector jeopardizes all future \\northern offensives. \\ \\BOTTOM LINE: This city is one of the \\densest Mykonian-infested regions to \\date. The eastern half has already \\fallen to Myko-cabling and been rendered \\forever uninhabitable. Your mission is \\one of reconnaissance. Find out what \\the Myko host station is protecting-- \\and why. Our information on beam gate \\routing in this region is incomplete. \\ \\TIP: You may encounter a new enemy, \\the Myko XO1 Quadda. Beware of its \\rapid and relentless firing rate, and \\try not to engage one head-on.
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2140 = Yes Counselors, regarding the Dragonfly \\Project, the budget called for 35% \\allocation to armor development, 15% to \\improved controls, and 50% allocation \\to new rapid-pulse photon shells. But I \\assure you what we ended up with was \\100% pure heaven. ... \\ --Dr. E. Yuen, lead engineer at \\ Resistance Research \\ \\BOTTOM LINE: The original mission \\parameters for SDU 6 were routine: \\Destroy the Ghorkovian Ivory Tower \\embassy to the southeast and capture \\the Dragonfly tech upgrade. However, \\we have discovered that the Ghorkovs \\are already engaged in heavy melee with \\the Mykonians and will not hesitate \\to engage your forces immediately with \\battle-hardened battalions. If you \\survive their first attack wave (use \\already-deployed Falcons and Hornets \\transferred from SDU 6), regroup to \\dismantle the enemy's radar \\capabilities. Then move on to the \\Mykonians. \\ \\IF ALL ELSE FAILS: Although we would \\prefer to save the region's \\infrastructure, High Command authorizes \\you to activate all Stoudson triggers \\for complete region destruction if \\necessary.
2141 = The Rhino Gambit involves confusing the \\enemy by creating a large number of \\inexpensive weapons, such as the \\Firefly. While the enemy deals with the \\pesky attacks, you take command of the \\essentials--such as taking out a radar \\or power station, or a juicy mothership. \\ --SDU 5 Post-Death Debrief \\ (restored 7/15/2016) \\ \\BOTTOM LINE: The Taerkastens have \\gained control over a Stoudson Bomb. The \\Ghorkovs are trying to take it away. \\You'll need the technology upgrades \\here--should you live long enough to \\reach Parasite City. \\ \\SKY WARS: It's called the Falcon. Don't\\leave without it.
2142 = The Retreat-to-Meet Gambit works when \\fighting multiple factions. Fly over one \\enemy, then feign retreat, leading them \\into the territory of the other. As the \\two sides clash, work behind the scenes \\to capture or destroy their power \\stations. \\ --SDU 5 Post-Death Debrief \\ (restored 7/15/2016) \\ \\BOTTOM LINE: The Ghorkovs dared to \\invade Taerkasten territory. Both sides \\are entrenched and have formidable flak \\stations. As much as possible let them \\fight each other, as you attack power \\stations and motherships. \\ \\SPY IN THE SKY: Central AI requests \\deployment of Scout spy satellites to \\determine complete enemy positions.
2143 = For centuries humans pondered the \\mystery of the pyramids and the secret \\of the Sphinx, never knowing that the \\alchemy of the Taerkastens was behind \\it all. \\ --The Hexagon Papers \\ \\BOTTOM LINE: We beam into this \\Taerkasten stronghold to capture a \\prototype of their Bronsteijn flying ion \\cannon. Stealing this weapon will \\achieve tactical superiority. Once \\captured, make extras to carry with you \\through the beam gate--as Bronsteijn \\plasma formation will occur on only \\these ion-rich Taerkasten grounds. \\ \\ARCHEOLOGICAL NOTE: Finding where the \\Taerkastens hid the Bronsteijn is like \\solving the riddle of the Sphinx.
2144 = All of their writhing bionic duct work! \\And then we learned that, like an \\iceberg, most of it was beneath the \\surface, and all of it led back to \\Parasite City. So, where is hope? \\ --SDU 4 Post-Death Debrief \\ (restored 3/19/2015) \\ \\BOTTOM LINE: We have found a huge \\Mykonian conduit corridor--defended by \\three Mykonian host stations. This is \\big! Predeployed drones have already \\created a stand of flak stations to \\cover our entry, but the going will be \\tough. \\ \\ENGINEERING REQUEST: A crucial weapon \\upgrade has been developed--double-shot \\capacity for the Fox. Please obtain.
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2150 = Nightmares rip apart the sleep of anyone \\who's ever seen what Mykonians do to a \\city. The snaking cables that cover \\every surface are actually alive--and \\plenty able to seek out and find any \\survivors who try to hide. \\ --Beyond Human: A Study of \\ Mykonian Methods \\ \\BOTTOM LINE: No one has reached this \\far into Mykonian territory to date. \\There are no human survivors here. This \\entire region has been Mykonized so \\their data transfer and unit deployment \\will be very fast. Expect a rude \\welcome. Explore this region and \\eliminate ALL Mykonian presence. Your \\survival probability is calculated at \\7%. God Speed SDU 7.
2151 = Resistance covert ops has always been \\a cowboy operation. Their most \\outrageous hit was stealing a trio of \\Gigants right out from under the \\Ghorkov's noses! \\ --Substrate Zero: Artificial \\ Intelligence & Being \\ \\BOTTOM LINE: At huge risk, some \\Ghorkovian Gigants have been liberated \\for you and retooled to standard \\Resistance controls. You will be able \\to advance on the enemy here fighting \\fire with fire. How they are controlled \\is unknown, but we expect that your \\neuronet will adapt with 97% success. \\Be advised that same covert ops has \\detected a new class of Ghorkovian \\mothership--the Skorpio. \\ \\ENGINEERING REQUEST: If any of your \\Gigants survive, please take them to the \\beam gate before beaming out.
2152 = The power of rocks, soul of the Earth, \\Grant us thy power, alchemy, birth. \\ --Taerkasten High Priest Sylvius III, \\ from Taerkasten Alchemy and the \\ End of Gravity \\ \\BOTTOM LINE: The Taerkastens use this \\region as a staging area where their host \\stations are outfitted and recharged. \\It is believed that beneath the large \\heavily fortified hill is a giant \\Taerkasten hive community and supply \\lines. Fortunately, a Stoudson \\Bomb preactivated by SDU 4 is \\available to help you wipe out \\the Taerkastens. Goals: Defend the \\hill and hold the Stoudson Bomb \\and its key sectors for the \\duration of its countdown to \\destroy all. Also, find an essential piece \\of technology that we will need for the \\attack on Parasite City--the ability to \\terraform radar stations. Grab the radar \\technology, and then take the hill long \\enough to beam out to safety.
2153 = And then came the Sulgogars, those vast \\parasitic jellyfish aliens that float \\through the air looking for power \\stations to nest on ... and people to eat. \\ --The Hexagon Papers \\ \\BOTTOM LINE: The Taerkastens are locked \\in battle with the Sulgogars in an old \\industrial sector. A natural landbridge \\divides the two factions. Normally we \\wouldn't go near Sulgogars, and just let \\the Taerkastens do our work, but there \\is a critical technology upgrade we \\need--the Warhammer. \\ \\DISCRETION AND VALOR: Central AI \\suggests you get the Warhammer and \\beam to safety. But some of us in the \\battle network would sure like to see \\you blow apart the Sulgogars along \\the way.
2154 = Initially it was thought that \\Sulgogars weren't cruel, that they \\simply saw humans as food. Then we \\got a closer look at what they did to \\their food. \\ --Confessions to the Memory Bank \\ \\BOTTOM LINE: It's a trap, but still we \\must go. Sulgogars have created a \\fine thread of death, a long corridor \\just 1 sector wide guarding Rhino \\technology that Central AI feels is \\needed for the coming assault on \\Parasite City. \\ \\EATING ENGINEERS: Good News--Sulgogars \\cannot create power stations. If \\engineers ever emerged in Sulgogaran \\society, they'd be eaten.
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2160 = It was meant to be a projection of \\power, assurance to the people that The \\Resistance would always be there ... but \\when we lost the Ring of Power, we also \\gave our enemy the ranch. \\ --Central AI analyst Sean Kellogg \\ \\BOTTOM LINE: Ghorkovs and Taerkastens \\once battled here over the Ring of Power-- \\a constellation of eight class-A power \\stations originally built for Resistance \\ operations. Then the Mykonians came, \\destroyed everyone, and sent sentient \\snaking bionic extrusions out to prepare \\the sector for parasitic conversion. \\Reclaim all power stations in the region \\away from enemy hands. \\ \\THE TOMORROW MAKERS: No one has \\progressed as far as you. Our analysts \\are recalibrating your odds in our war \\models. Continue your assault on the \\Mykonians toward Parasite City.
2161 = The key to an effective multifront war \\is to eliminate the most uncertain \\element first. When the Black Sect \\enters battle, deal with them \\immediately--and deal with them \\completely. \\ --Retired SDU Mentor J. Mayo, \\ Hyde Park Archives \\ \\BOTTOM LINE: Prepare for a long and \\exhausting battle. The Anubis Canyons \\are huge and contain the heart of the \\dreaded Black Sect operations. Central \\AI believes that their nerve center may \\be within a deep canyon valley 0.8 \\kilometer below sea level. Air units are \\advised to avoid the maze terrain. \\ \\YOU HAVE COMPANY: In hopes of knocking \\off the Black Sect as well, the Ghorkovs \\have deployed their new host station--\\the Skorpio class--in this region. Your \\secondary objective is to take out their \\supply depot and power stations \\southwest of you. It's as if everyone is \\heading for Parasite City, yet everyone \\wants to arrive alone.
2162 = The Black Sect's origin could be traced \\back to the earliest European secret \\societies, with all the requisite \\branches into the royal families. But \\few would dare trace it back. \\ --Sequential Thoughts for \\ Nonsequential Times \\ \\BOTTOM LINE: This wasn't supposed to \\happen. The next generation Anvil-class \\host station created for you by\\Resistance Research has been stolen by \\the Black Sect. The source of the leak \\has been traced to SDU 1, whom we \\assume has defected due to her \\sudden and mysterious disappearance \\in this region. As equal-opportunity \\terrorists, the Black Sect has also \\stolen technology from other factions. \\The Ghorkovs and the Taerkastens have \\thus moved into the area as well. \\Central AI calculates that your \\survival rate will be higher if you \\focus on the Black Sect first. \\ \\WHAT YOU CAN'T SEE: The stolen \\Anvil-class host station has stealth \\projection, rendering it and all of its \\networked battle units invisible to your \\radar systems.
2163 = The Black Sect has fashioned history \\since before there was history, \\allowing deluded heads of state to \\believe they acted on their own. We \\should be flattered that upon stirring \\themselves to enter this war, they chose \\to steal their host station from our \\side. \\ --The Hexagon Papers \\ \\BOTTOM LINE: Central AI believes the\\Black Sect and Taerkastens had once \\entered into a technology share \\agreement. This deal was rudely severed \\when the Black Sect turned 'their' \\Bronsteijns against their makers. The \\Taerkastens now seek revenge. Covert Ops \\has reconverted a series of power \\stations for you, allowing you to beam \\without cost from one station to the \\next. Destroy the Black Sect.
2164 = What secrets are held in the stone of \\Earth? Taerkastens float cities with it. \\The Mykonian's Parasite City draws power \\from it. And now the Black Sect fights \\for the ancient Pyramids of Black \\Valley. The weirdness of stone! \\ --Teenage Manifesto: Thoughts on \\ Joining The Resistance \\ \\BOTTOM LINE: Resistance science has no \\explanation for the powers that the \\Taerkastens harvest from their rock \\formations. Our only knowledge is that \\destroying them weakens their ability \\to produce units. It seems the Black \\Sect wants to acquire them for their own \\dire purposes, so they have occupied a \\valley to the southeast. \\ \\ENGINEERING REQUEST: Destroy the \\Taerkasten Standing Stones shrine. Your \\likelihood of success will increase if \\you destroy the Black Sect first.
2165 =
2166 = Is there really a Parasite City? Are the \\Mykonians really sucking energy from \\the core of Earth? All I know is that \\the closer I got to the place, the more \\insane the fighting got. \\ --Lt. S. Karau, Covert Ops \\ \\BOTTOM LINE: The Ghorkovs do not want \\you to reach Parasite City and are \\attempting to seal off this next \\logical route in the beam gate network. \\To increase your odds, our analysts \\suggest taking the first sector and then \\immediately building flak stations and \\a power plant. \\ \\EYE ON THE SKY: Central AI predicts a \\high probability of a Ghorkovian air \\attack, heavy with the deadly Gigants.
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2170 = If we uploaded praise for the next one \\thousand years, it could not begin to \\express the gratitude humanity will have \\if you can defeat the Mykonians here and \\then beam into Parasite City to save the \\planet. \\ --Direct Input Message from \\ The Resistance President \\ \\BOTTOM LINE: Central AI has nothing to \\say, except that you have far exceeded \\our initial performance projections for \\you by reaching this stage. We will \\monitor your actions to learn. It is \\believed that two powerful Myko stations \\inhabit this region. Our records \\indicate possible Resistance power \\station technology somewhere north of \\insertion point. \\ \\NEXT STOP: Parasite City.
2171 = Back at the academy, we learned that \\the intangibles of leadership are far \\more important on the battlefield than \\material factors. I guess those old \\mentors were right. I'll take a decisive \\SDU with a wreck of a host station any \\day. \\ --Resistance High Council Member \\ G. Fjermedal \\ \\BOTTOM LINE: All we know for sure is \\that you will be up against Ghorkovs, \\Mykonians, and the Black Sect--that you \\will be grossly overwhelmed in numbers. \\Beyond that, you are the one with the \\knowledge. You are the first SDU to get \\this close to victory. \\ \\IF YOU WIN HERE: Prepare for \\Parasite City for the final battle to \\liberate Earth from the Mykonians.
2172 = This crazy theory amongst scientists \\that the earth itself is a gigantic \\organism capable of self-balancing its \\many life forms may not be so off base\\ ... Ha! Perhaps the Ghorkovs, \\Taerkastens, Black Sect, and Resistance \\arms race exists solely to send every \\damn one of us back into the stone age. \\ --Journal Entry of SDU 2 \\ \\BOTTOM LINE: All human factions have\\ martialed their remaining forces here \\for an imminent confrontation with the \\Mykonians. The High Council sees this as \\an opportunity to weaken all factions' \\powerbases prior to Parasite City. Seek \\out and destroy the cluster of enemy \\power stations toward the region's \\center. This way, you may have 34.7% \\fewer enemies to deal with on your final \\battle--Parasite City.
2173 = Diplomacy could have been our greatest \\weapon. If the Taerkastens, Ghorkovs, \\and Black Sect had united with The \\Resistance, it would have been a \\shorter war. But you cannot erase \\generations of institutionalized \\hatred. \\ --Resistance Historian \\ Prof. A. Flemming \\ \\BOTTOM LINE: This is one of a handful \\of entry points into Parasite City in \\the beam gate network. Your primary \\mission objective is to find either one \\of two beam gates in the region and \\extract your forces through and on to \\Parasite City. However, all human \\factions have marshaled their \\remaining forces here as well, so the \\High Council sees an opportunity to rid \\ourselves of our Terran enemies once \\and for all. \\ \\NOTE: The Black Sect has control of \\a Stoudson Bomb in this region. \\Adjust mission parameters with \\discretion. Many AI drones have been \\remotely redeployed to this region \\to support you.
2174 = You are making possible what was thought \\to be impossible. Perhaps you really \\can save the planet. We will do whatever\\ we can to help. \\ --Direct Input Message from \\ The Resistance High Council \\ \\BOTTOM LINE: Absolutely nothing is \\known of this region, as no Resistance \\forces have ever reached it until now. \\The probability is 98.2% that you \\will encounter the following combination \\of enemies: Taerkastens, the Black \\Sect, and Sulgogars. \\ \\NEARLY THERE: Victory here means that \\we can beam into Parasite City for the \\final battle. \\ \\Good luck.
2175 = << transmission incomplete: upload \\severed >> \\ --Direct Input Message from The \\ Resistance High Council \\ \\ BOTTOM LINE: ***** \\ \\ << transmission incomplete: upload \\severed >>
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2399 = --- Last Minute Newcomer Strings ---
2400 = Urban Assault
2401 = This session is no longer available.
2402 = To update the session list, press the Spacebar.
2403 = System Error
2404 = has game files different from yours.
2405 = Latency problems detected.
2406 = Latency problems detected.
2407 = Network Status
2408 = Unable to Solve This Problem
2409 = Problem Resolved
2410 = <>
2411 = The Resistance
2412 = Sulgogars
2413 = Mykonians
2414 = Taerkasten
2415 = Black Sect
2416 = Ghorkovs
2417 = Neutral
2418 = <>
2419 = <>
2420 = Close
2421 = Close Mission Debriefing Screen
2422 = Save/Load
2423 = Please wait.
2424 = Please wait.
2425 = You were removed by the host
2426 = because of network problems.
2427 = The following players have been removed
2428 = because of network problems:
2429 = No connection to the following players:
2430 = Exit Game If Problem Persists After a Few Minutes
2431 = 16-Bit Textures
2432 = DrawPrimitive
2433 = Alternate Joystick Tank Controls
2434 = Do you really want to load the game and
2435 = Do you really want to start the
2436 = Do you really want to overwrite
2437 = Your TCP/IP Address:
2438 = Back
2439 = discard your current level progress?
2440 =
2441 = the existing saved game?
2442 = multiplayer game alone?
2443 = < >
2444 = < >
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2449 = <>
2450 = Faction
2451 = Kills/Player
2452 = Kills/All
2453 = Score:
2454 = Playing Time This Mission:
2455 = Playing Time Overall:
2456 = Playing Time:
2457 = Score This Mission:
2458 = Score Overall:
2459 = Weapon Upgrade:
2460 = Armor Upgrade:
2461 = New Vehicle:
2462 = New Building:
2463 = Radar Upgrade:
2464 = Combined Upgrade:
2465 = Generic Upgrade:
2466 = Please insert the Urban Assault CD.
2467 = Downloading Mission Objectives ...
2468 = *** You Are Victorious ***
2469 = *** %s Has Been Defeated ***
2470 = Do you really want to exit the training mission?
2471 = Triggered
2472 = Software
2473 = Unit Limit:
2474 = Vs. Host Stations
2475 = Vs. Tanks
2476 = Vs. Planes/Bombers
2477 = Vs. Helicopters
2478 = Reconnaissance
2479 = Conquer Sectors
2480 = Do you really want to exit the mission?
2481 = Do you really want to save the mission?
2482 = Do you really want to load the mission?
2483 = Do you really want to restart the mission?
2484 = At least one player must have a CD.
2485 = You need two CDs to start this session.
2486 = Do you really want to launch online Help?
2487 = Parasite
2488 = <>
2489 = <>
2490 = Tip: Playing the first three training missions \\and watching the training videos are \\HIGHLY recommended.
2491 = Tip: The human factor is key to victory, \\so take first-person control of your \\vehicles as much as possible. No AI can \\match the Intangibles of Human \\Leadership.
2492 = Tip: Three keys to winning are: acquire \\power stations, expand your territory \\to increase your power stations' output, \\and take first-person control of your \\vehicles.
2493 = Tip: Jumping into a vehicle dramatically \\increases its firepower, firing rate, \\maneuverability, and shielding. Your \\direct first-person control makes a \\vast difference.
2494 = Tip: Energy is essential for survival. \\Conquer power stations and then acquire \\surrounding sectors to increase their \\output.
2495 = Tip: When you take direct control of \\a unit, you may press the L key to become \\the squad leader. Any target you \\shoot at will become your entire \\squad's target.
2496 = Tip: Pay attention to your energy \\absorption, shown in the upper-left \\corner of the screen. If the percentage \\is low, conquer more sectors to increase \\your power stations' output.
2497 = Tip: All power stations you own require \\a certain number of conquered \\sectors to support them before they \\are at optimal power output. \\For each white box on your power \\station, you must own 16 more \\sectors to become 100% efficient.
2498 = Tip: When flying a helicopter, raise the \\throttle to gain lift, and then move \\forward by tilting the helicopter slightly \\forward. Hit the brake to auto-level.
2499 = Tip: Capture as many sectors as \\possible to expand your territory and \\increase your power stations' output. \\As your enemy loses the territory \\you gain, his power stations' \\output will decrease.
2500 = Tip: Don't just wait in your Host Station \\for energy to reload. Use the time to \\fight or scout in the first person, as \\your enemy is sure to be building up \\his own forces.
2501 = Tip: If at first you are unable to complete \\a mission, you may need to acquire \\technology upgrades from another \\mission, from another game pathway, \\before coming back to the uncompleted \\mission.
2502 = Tip: Different mission levels require \\different strategies. Always assess \\the situation at the beginning, starting \\with the mission briefing, to develop \\a step-by-step strategy toward \\destroying the enemy.
2503 = Tip: You can absorb energy residue \\from destroyed vehicles if you take \\first-person control of a vehicle and \\drive through the enemy residue.
2504 = Tip: Setting the correct aggressiveness \\level for each squad at the correct \\time is crucial. Levels can be quickly \\set by pressing the numbers 1 to 5 \\after selecting your squad.
2505 = Tip: The more power you are absorbing \\from power stations and surrounding \\captured sectors, the quicker your \\creation, beam, and Host Station life \\energy reservoirs fill.
2506 = Tip: Power stations you conquer become \\free beam points. No matter how far \\away, you can transport your Host \\Station to them without expending any \\energy.
2507 = Tip: Systematically dismantle your \\enemy's power structure. First, \\destroy your enemy's power stations, \\and then go after his host station.
2508 = Tip: Each vehicle type has its own \\advantages and disadvantages. While \\creating vehicles, use the effectiveness \\list in the lower right of your screen \\to determine the right vehicle for \\the job.
2509 = Tip: Don't underestimate enemy scouts, as \\they are the eye of the enemy. Destroy \\enemy scouts at your first opportunity \\to mask your location and tactics.
2510 = Tip: In the Squadron Manager, \\dragging a unit with the right \\mouse button will also move \\all units to its right.
2511 = Tip: Press the Backspace key to jump \\back into the last vehicle you occupied. \\Press F8 to jump into the vehicle that \\last sent you a message (denoted \\by a blinking 'i').
2512 = Tip: When joining your squads in battle, \\try to jump into units just before they enter \\battle rather than after it has begun. \\This will give you the best field \\orientation and edge in any battle.
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