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Star Citizen Alpha 3.8.1 Global.ini

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  1. 2019_Ann_Sale_Day1=Expo-hall Day 01
  2. 2019_Ann_Sale_Day2=Expo-hall Day 02
  3. 2019_Ann_Sale_Day3=Expo-hall Day 03
  4. 2019_Ann_Sale_Day4=Expo-hall Day 04
  5. 2019_Ann_Sale_Day5=Expo-hall Day 05
  6. 2019_Ann_Sale_Day6_01=Expo-hall Day 06_01
  7. 2019_Ann_Sale_Day6_02=Expo-hall Day 06_02
  8. 2019_Ann_Sale_Day7=Expo-hall Day 07
  9. 2019_Ann_Sale_Day8=Expo-hall Day 08
  10. 2019_Ann_Sale_Day9=Expo-hall Day 09 - Best of Show
  11. 890_J_Mission_Obj_01_Long=WIP - Locate the hack and disable it
  12. 890_J_Mission_Obj_01_Short=WIP - Disable the hack
  13. 890_J_Mission_Obj_02_Counter=WIP - Enemies remaining %ls
  14. 890_J_Mission_Obj_02_Long=WIP - Eliminate all remaining hostiles
  15. 890_J_Mission_Obj_02_Short=WIP - Eliminate hostiles 
  16. 890_J_Mission_Obj_VIP_Long=WIP - Protect the VIP
  17. 890_J_Mission_Obj_VIP_Short=WIP - Protect the VIP
  18. 890_J_Mission_ShortDescription=WIP - Disable the ongoing hack and eliminate all enemies 
  19. 890_J_Mission_Title=WIP - Rescue the hijacked 890
  20. 890_J_Mission_Waypoint_Marker1=WIP - Disable terminal
  21. 890_J_Mission_WaypointVIP=WIP - Defend VIP
  22. 890_J_MissionTest=WIP Disable the hack before it is complete %ls
  23. 890_J_Mobi_Desc=WIP - Go to Hijacked 890 and stop hijacking / hack
  24. 890_J_Mobi_Title=WIP - 890 Jump in danger
  25. 890_J_Screen=
  26. AaronHalo=Aaron Halo
  27. AbandonedOutpost_001=Abandoned Outpost
  28. AbandonedOutpost_001_desc=KEEP OUT. This structure is no longer in active service. Do not use, occupy or enter.
  29. ac_ui_test1=WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
  30. ac_ui_test2=wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
  31. Aciedo_CommArray_desc_shared=Owned and operated by Aciedo, this communication array provides comm coverage and ECN services to this sector of space.
  32. acquirepart_prevent_desc=Stop someone uploading ~mission(Item).
  33. acquirepart_prevent_dest_timer=~mission(Item) self destructs in %Is.
  34. acquirepart_prevent_destroy=Destroy ~mission(Item).
  35. acquirepart_prevent_marker_lastknown=Last Known Location
  36. acquirepart_prevent_marker_prototype=~mission(Item).
  37. acquirepart_prevent_marker_ugf=Facility
  38. acquirepart_prevent_obj1_long=Prevent ~mission(Item) Upload.
  39. acquirepart_prevent_obj1_short=Prevent Upload.
  40. acquirepart_prevent_obj2_long=~mission(Item) will self destruct.
  41. acquirepart_prevent_obj2_short=~mission(Item) Self Destructs In.
  42. acquirepart_prevent_subobj1_long=Visit the site of crash and investigate.
  43. acquirepart_prevent_subobj1_short=Visit Last Known Location.
  44. acquirepart_prevent_subobj2_long=Reboot Relay to locate ~mission(Item).
  45. acquirepart_prevent_subobj2_short=Reboot Relay.
  46. acquirepart_prevent_title=Prevent ~mission(Item) Upload.
  47. ad_welcome_to=Welcome To
  48. ad_when_duty_calls=WHEN DUTY CALLS
  49. ad_will_you_answer=WILL YOU ANSWER?
  50. ad_your_adventure_start_here=Your Adventure Starts Here
  51. Admin_Ask_Work=Have any work?
  52. Admin_Blackbox_Dropoff_Request=Drop off black box.
  53. Admin_Counter_Marker_01=Delivery Drop Off
  54. Admin_Deliver_Marker_01=Deliver
  55. Admin_Delivery_Dropoff_Request=Make a delivery.
  56. Admin_Delivery_Pickup_Request=Make a pickup.
  57. Admin_Goodbye=Goodbye.
  58. Admin_Help_Cargo=Sell some cargo.
  59. Admin_Pickup_Marker_01=Pickup
  60. Admin_Repair_Pickup_Request=Pick up a power core.
  61. Admin_Small_Talk=How's it going?
  62. airlock_CLOSE=CLOSE
  63. airlock_CYCLE=CYCLE
  64. airlock_CYCLING=CYCLING
  65. airlock_DEPRESSURIZED=DEPRESSURIZED
  66. airlock_LOCKED=LOCKED
  67. airlock_OPEN=OPEN
  68. airlock_PRESS=PRESS
  69. airlock_PRESSURIZED=PRESSURIZED
  70. ALB_HATS=DO NOT USE ------ (ALB) MALE HATS (add new hat items below here)
  71. ALEJO_BROTHERS_ITEMS=DO NOT USE ------ (ABL) ALEJO BROTHERS CLOTHING ITEMS -- MALE
  72. Alerts_BeingScanned=Remain Stationary, Scan In Progress
  73. annun_COOLFAIL=COOL FAIL
  74. annun_MISLWARN=MISL WARN
  75. annun_PROXWARN=PROX WARN
  76. annun_PWRHEAT=PWR HEAT
  77. annun_PWRLOW=PWR LOW
  78. annun_QTMFAIL=QTM FAIL
  79. annun_RDRLOCK=RDR LOCK
  80. annun_SHLDDOWN=SHLD DOWN
  81. annun_THRHEAT=THR HEAT
  82. annun_WPNHEAT=WPN HEAT
  83. ArcCorp_desc_shared=A mining facility owned and operated by ArcCorp.
  84. ARMOR_ITEMS_TEMPORARY=DO NOT USE ------ TEMPORARY SECTION FOR ARMOR ITEMS
  85. assassin_danger_0001=If even half the rumors about them are true, you're going to want to take them out long before they see you coming. 
  86. assassin_danger_0002=Apparently, this is supposed to be one of the more dangerous hitters in the sector. Do not make the mistake of underestimating them. 
  87. assassin_danger_0003=Make sure to bring your full arsenal when you go hunting. Something tells me you might need it to take them down. 
  88. assassin_danger_0004=Word of warning, no way someone like ~mission(TargetName|Last) is going down easy. You want to take them out? Do it hard and fast. 
  89. assassin_danger_0005=While you should be careful, cause you never know - my guess is that ~mission(TargetName|Last) is gonna drop easy. Poor sod chooses to fly solo and hardly ever bothers with anything more than a few escorts. 
  90. assassin_danger_0006=As for gearing up for this little job, you shouldn't need anything out of the ordinary. ~mission(TargetName|Last) prefers to fly alone. I mean, for a real special occasion they might travel with a friend or two, but I'd be surprised.  
  91. assassin_danger_0007=Apparently, there's a good chance this scav's not gonna be traveling alone either. Seems that their little multicrew ship hardly ever flies without at least one or two friends along for the trip.  
  92. assassin_danger_0008=Word is that the small multicrew ship ~mission(TargetName|Last) captains is being guarded by a few hired escorts. Can't say for sure if it's true, but good to be careful just in case.  
  93. assassin_danger_0009=Rumor has it that ~mission(TargetName|Last) typically travels with a full escort so be ready to hit hard. Even if you do get lucky and catch them alone, you'll still have their ship to deal with and supposedly they captain a bit of a beast. 
  94. assassin_danger_0010=Make sure to bring your full arsenal when you go hunting. Since ~mission(TargetName|Last) usually captains a bigger multicrew ship and springs the extra credits for escort, something tells me you might need the extra firepower. 
  95. assassin_desc=~mission(Contractor|AssassinationDescription)
  96. assassin_desc_0001=Looking for someone who doesn't mind getting their hands dirty. Not talking guild work or anything, just someone who's good enough to aim and squeeze. Got some good creds available to see ~mission(TargetName) permanently gone. \n\nStart looking at ~mission(Location). ~mission(MultiPlayer)~mission(Contractor|AssassinationTimed) ~mission(Danger)
  97. assassin_desc_0002=Got a mess that needs cleaning up. Paying solid credits for it too. The mess goes by the name of ~mission(TargetName). ~mission(Danger) \n\nBuddy of mine saw them around ~mission(Location), but the rest is up to you. ~mission(MultiPlayer) ~mission(Contractor|AssassinationTimed)
  98. assassin_desc_0003=There's a price on ~mission(TargetName)'s head. ~mission(MultiPlayer)Credits go to whoever bags the bastard first. ~mission(Contractor|AssassinationTimed) I'd recommend starting at ~mission(Location) but hey, don't let me tell you how to do your job. ~mission(Danger)
  99. assassin_desc_0004=Guess who just got themselves placed onto the 'no-breathe-list'? Some dragger named ~mission(TargetName). Yeah, I never heard of them either, but better them than us, right? \n\n~mission(Danger) ~mission(MultiPlayer)Word is they've been haunting ~mission(Location) lately, so you'll probably want to start there. ~mission(Contractor|AssassinationTimed)Good luck.
  100. assassin_desc_0005=I don't know what ~mission(TargetName) did, but they sure pissed off the wrong people. Credits go to whoever can give them a last lesson in manners straight through the head. ~mission(Danger) \n\nThere isn't much to go on, just some scattered sightings around ~mission(Location), so maybe start there. ~mission(Contractor|AssassinationTimed)~mission(MultiPlayer)One last thing, the client wants you to say '~mission(Phrase).' when the trigger's pulled. Don't ask. Just do it.
  101. assassin_desc_0006=~mission(TargetName) is breathing borrowed air. Time's come to punch their ticket for good. ~mission(Contractor|AssassinationTimed) I can give you ~mission(Location) but you have to provide your own transport and clean weapons. ~mission(Danger) ~mission(MultiPlayer)
  102. assassin_desc_0007=You know how they say the good die young? It's definitely true in this case. A hit's been put out on ~mission(TargetName), a local security thug that's hellbent on being a hero. ~mission(Contractor|AssassinationTimed) ~mission(Danger) ~mission(MultiPlayer)
  103. assassin_desc_0008=Why don't these security assholes ever learn to mind their own damn business? It's like they want to get murdered. Especially this one. Name's ~mission(TargetName). Been stirring up huge trouble lately, but you're gonna put a permanent end to that.\n\n~mission(Contractor|AssassinationTimed) ~mission(MultiPlayer) ~mission(Contractor|AssassinationDanger) Knowing these security types, don't be surprised if they call for back up.
  104. assassin_desc_0009=About time someone put ~mission(TargetName) in their place. This security hackjob's been taking bribes to look the other way, but the greedy little idiot decided to raise the rates. Big mistake! \n\nNow instead of those credits going to pay the smug bastard off, they're being used to pay you to murder their ass. That's some poetic justice right there. ~mission(Danger) ~mission(MultiPlayer) ~mission(Contractor|AssassinationTimed)
  105. assassin_desc_0010=This bounty hunter by the name of ~mission(TargetName) made the mistake of messing with the wrong crew. They're looking to even the score and are offering pretty decent creds to whoever does the deed. ~mission(Danger) ~mission(MultiPlayer) ~mission(Contractor|AssassinationTimed)
  106. assassin_desc_0011=I love it. This is one of those classic 'the hunter has become the hunted' scenarios you always see on the spec. \n\nA big bounty's been placed on the head of bounty hunter ~mission(TargetName). ~mission(Danger) It'll be interesting to see how they like it when they tables are turned. ~mission(MultiPlayer) ~mission(Contractor|AssassinationTimed)
  107. assassin_desc_easy=~mission(Contractor|AssassinationEasyDescription)
  108. assassin_desc_first=Listen, I know you don't know me, but that's kinda the point of this little experiment. We're just two complete strangers helping each other out. \n\nHere's how this works - I give you a name. ~mission(TargetName), for example. Then I'll tell you a place: ~mission(Location). Now, if by some complete and utter coincidence, they wind up shot to death a little while later, a bunch of credits will mystically appear in your account. Long story short, ~mission(TargetName|NickOrFirst) has some bad luck, you have some good luck. Everybody's happy.\n\nOf course, there are plenty of other people eager for the help of a dependable stranger and if you do a good job here, I'll make sure they know you're the stranger to talk to.\n\nGood luck out there.
  109. assassin_desc_hard=~mission(Contractor|AssassinationHardDescription)
  110. assassin_desc_medium=~mission(Contractor|AssassinationMediumDescription)
  111. assassin_from=~mission(Contractor)
  112. assassin_from_first=< / CONTACT BLOCKED / >
  113. assassin_location_0001=the coordinates where they were last spotted
  114. assassin_location_0002=their last known location
  115. assassin_location_0003=where they like to hang out
  116. assassin_location_0004=one of the spots they're known to frequent
  117. assassin_multiplayer_0001=Probably worth it to mention you might run in to some competition out there since this isn't an exclusive contract. 
  118. assassin_multiplayer_0002=This contract is non-exclusive. First-come, first-serve. 
  119. assassin_multiplayer_0003=And just so you know, you most likely won't be the only one on the hunt since the ~mission(Client) made this an open contract. 
  120. assassin_multiplayer_0004=You should expect there to be some stiff competition on this. A lot of people out there are eager to see this scum dead once and for all. 
  121. assassin_obj_long_01=Search for ~mission(TargetName) at ~mission(Location).
  122. assassin_obj_long_02=Eliminate ~mission(TargetName).
  123. assassin_obj_marker_01=~mission(TargetName)
  124. assassin_obj_marker_02=Target
  125. assassin_obj_short_01=Locate the Target
  126. assassin_obj_short_02=Eliminate the Target
  127. assassin_phrase_0001=The blue dancer says hello
  128. assassin_phrase_0002=Return to sender
  129. assassin_phrase_0003=Tio sends his regards
  130. assassin_phrase_0004=See you in hell
  131. assassin_phrase_0005=This is for Martha
  132. assassin_phrase_0006=Looks like your birthday came early this year
  133. assassin_phrase_0007=Surprise
  134. assassin_sync_desc=~mission(Contractor|AssassinSyncDescription)
  135. assassin_sync_from=~mission(Contractor|AssassinSyncFrom)
  136. assassin_sync_marker_01=~mission(TargetName)
  137. assassin_sync_marker_02=~mission(TargetName2)
  138. assassin_sync_marker_03=Eliminate
  139. assassin_sync_obj_display_01=Time Remaining: %ls
  140. assassin_sync_obj_long_01=Simultaneously eliminate ~mission(TargetName) and ~mission(TargetName2). As soon as one target is attacked you will have until time runs out to eliminate both targets.
  141. assassin_sync_obj_short_01=Eliminate All Targets
  142. assassin_sync_subobj_long_01a=Eliminate ~mission(TargetName).
  143. assassin_sync_subobj_long_01b=Eliminate ~mission(TargetName2).
  144. assassin_sync_title=~mission(Contractor|AssassinSyncTitle)
  145. assassin_timed_0001=You drag your feet on this, don't be surprised if they vanish.
  146. assassin_timed_0002=With a slippery bastard like this, you might only have a limited window of opportunity to hit them before they go to ground. 
  147. assassin_timed_0003=Need this taken care of yesterday. Drop everything and get it done now. 
  148. assassin_timed_0004=Urgent's an understatement on this one. Client's already comm'd me three times to ask if it's done yet. 
  149. assassin_title=~mission(Contractor|AssassinationTitle)
  150. assassin_title_0001=Neutralize Threat
  151. assassin_title_0002=Cleaning House
  152. assassin_title_0003=Hunting Party
  153. assassin_title_0004=Wet Work
  154. assassin_title_0005=Eliminate a Problem
  155. assassin_title_0006=Funeral Arrangements
  156. assassin_title_0007=Special Delivery for ~mission(TargetName)
  157. assassin_title_0008=Eliminate ~mission(TargetName)
  158. assassin_title_easy=~mission(Contractor|AssassinationEasyTitle)
  159. assassin_title_first=Helpful Stranger
  160. assassin_title_hard=~mission(Contractor|AssassinationHardTitle)
  161. assassin_title_medium=~mission(Contractor|AssassinationMediumTitle)
  162. assassination_desc=~mission(Contractor|AssassinationDescription)
  163. assassination_from=~mission(Contractor|AssassinationFrom)
  164. assassination_obj_long_01=Search for ~mission(TargetName) at the coordinates provided.
  165. assassination_obj_long_02=Eliminate ~mission(TargetName).
  166. assassination_obj_marker_01=~mission(TargetName)
  167. assassination_obj_marker_01a=Target's Last Location
  168. assassination_obj_marker_02=Target
  169. assassination_obj_short_01=Locate Target
  170. assassination_obj_short_02=Eliminate Target
  171. assassination_title=~mission(Contractor|AssassinationTitle)
  172. asteroidfield_desc_Shared=A registered asteroid cluster. All rights reserved. Unless otherwise indicated, all mined materials found here are the property of the claim holder.
  173. ATC_Area18=Area18 Landing Services
  174. ATC_Automated=Automated Landing Services
  175. ATC_CryAstro=Cry-Astro Vehicle Services
  176. ATC_GrimHEX=Green Imperial Landing Services
  177. ATC_Levski=Levski Landing Control
  178. ATC_Lorville=Lorville Landing Services
  179. ATC_Lorville_Gate01=Lorville Gate 01
  180. ATC_Lorville_Gate02=Lorville Gate 02
  181. ATC_Lorville_Gate03=Lorville Gate 03
  182. ATC_Lorville_Gate04=Lorville Gate 04
  183. ATC_Lorville_Gate05=Lorville Gate 05
  184. ATC_Lorville_Gate06=Lorville Gate 06
  185. ATC_OutpostArcCorp=ArcCorp Outpost Landing Service
  186. ATC_OutpostGeneric=Outpost Landing Control
  187. ATC_OutpostRayari=Rayari Outpost Landing Service
  188. ATC_OutpostShubin=Shubin Outpost Landing Control
  189. ATC_OutpostTerraMills=Terra Mills Outpost Landing Control
  190. ATC_PlatinumBay=Platinum Bay Landing Services
  191. ATC_PortOlisar=Port Olisar Landing Services
  192. ATC_RandR=R&R Landing Services
  193. Bacchus=Bacchus System
  194. Bacchus_AsteroidBelt1=Bacchus Belt Alpha
  195. Bacchus_AsteroidBelt1_Desc=Heavily mined by generations of Banu, this asteroid belt has become a junkyard over time.
  196. Bacchus_Desc=Many in the UEE believe that Bacchus, a binary star system, contains the Banu's homeworld, though, to date, the Banu themselves have not been able to or have chosen not to confirm one way or another. Like with most Banu systems, the trade lanes are always packed with travellers from Banu, Human and Xi'an space. A large permanent flotilla in the system's outer reaches is a popular destination for haulers and traders.\n
  197. Bacchus_Flotilla=Bacchus Flotilla
  198. Bacchus_Flotilla_Desc=A large cluster of ships that has become a permanent floating marketplace. Conveniently located near a jump point, it attracts a wide variety of travelers and traders entering and leaving the system.
  199. Bacchus_JumpPoint_Garron=Bacchus - Garron Jump Point
  200. Bacchus_JumpPoint_Garron_Desc=This jump point connects Bachhus to the UEE controlled Garron system.
  201. Bacchus_JumpPoint_Geddon=Bacchus - Geddon Jump Point
  202. Bacchus_JumpPoint_Geddon_Desc=This jump point connects Bachhus to the Geddon system.
  203. Bacchus_Star1=Bacchus A
  204. Bacchus_Star1_Desc=A class-G main sequence star that is part of a binary pairing with Bacchus B.
  205. Bacchus_Star2=Bacchus B
  206. Bacchus_Star2_Desc=A class-K main sequence star that is part of a binary pairing with Bacchus B.
  207. Bacchus1=Bacchus I
  208. Bacchus1_Desc=A Super-Earth located close to the system's binary stars resulting in its rocky surface boiling away and the formation of an incredibly hot and smoggy atmosphere.
  209. Bacchus2=Bacchus II
  210. Bacchus2_Desc=An ocean planet dotted by many populated islands and archipelagos featuring a wide variety of climates and biodiversity. Though the Banu have so far not confirmed if Bacchus II is their home-world like some in the UEE theorize, it is known that the planet hosts the 'Gathering'; a special event where Banu congregate to make species-wide decisions.
  211. Bacchus3=Bacchus III
  212. Bacchus3_Desc=A gas giant featuring dynamic swirling clouds and frequent electrical storms.
  213. BarMenu_beer_draft_01=Draft Beer 1
  214. BarMenu_beer_draft_02=Draft Beer 2
  215. BarMenu_beer_draft_03=Draft Beer 3
  216. BarMenu_beer_draft_04=Draft Beer 4
  217. BarMenu_beer_draft_05=Draft Beer 5
  218. BarMenu_beer_draft_06=Draft Beer 6
  219. BarMenu_Cognac=Cognac
  220. BarMenu_Gin=Gin
  221. BarMenu_Rum=Rum
  222. BarMenu_SubMenu_Beer=Beer
  223. BarMenu_SubMenu_Liquor=Liquor
  224. BarMenu_Tequila=Tequila
  225. BarMenu_Vodka=Vodka
  226. BarMenu_Whiskey=Whiskey
  227. Bartender_Convo_OrderBeer=Beer
  228. Bartender_Convo_OrderNothing=Nothing
  229. Bartender_Convo_OrderWhiskey=Whiskey
  230. Bartender_Greet=Hey, can I get a drink?
  231. basesweep_desc=~mission(Contractor|BaseSweepDescription)
  232. basesweep_from=~mission(Contractor|BaseSweepFrom)
  233. basesweep_obj_long_01=Clear the site of all hostiles.
  234. basesweep_obj_long_02=Go to ~mission(Location|Name).
  235. basesweep_obj_marker_01=Eliminate Hostiles
  236. basesweep_obj_short_01=Clear All Hostiles
  237. basesweep_obj_short_02=Go To ~mission(Location|Name)
  238. basesweep_obj_short_02a=Hostiles Remaining: ~mission(AI_Remaining)
  239. basesweep_obj_target=Target
  240. basesweep_title=~mission(Contractor|BaseSweepTitle)
  241. Battaglia_convo_followup_more_work=Got anything else for me?
  242. Battaglia_convo_shopping=Shopping.
  243. Battaglia_convo_visiting=Just visiting.
  244. Battaglia_convo_wanted_to_see_who_you_are=Just wanted to swing by and say hi.
  245. Battaglia_convo_will_come_back_later=Never mind, I'll come back later
  246. Battaglia_convo_work=Looking for work.
  247. BeaconDropoff_ObjectiveMarker=Beacon
  248. blacJac_bounty_desc_001=ATTN: Bounty Hunters\n\nGot a bounty that needs to be collected on ~mission(TargetName). \n~mission(Contractor|BountyTimed)~mission(Danger)\n\nGet out there, find the bastard, and lets make sure they can't cause any more trouble for ArcCorp.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
  249. blacJac_bounty_desc_002=ATTN: Bounty Hunters\n\nSeems ~mission(TargetName) has been up to no good and got a nasty ol' bounty placed on their head. Think you can find them and collect? \n~mission(Contractor|BountyTimed)~mission(Danger)\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
  250. blacJac_bounty_desc_003=ATTN: Bounty Hunters\n\nNew bounty just came in for one ~mission(TargetName). Need them located and apprehended.\n~mission(Contractor|BountyTimed)~mission(Danger)\n\nGood luck with this one,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
  251. blacJac_bounty_desc_intro=ATTN: Bounty Hunters\n\nAn individual know as ~mission(TargetName) has been causing trouble for the good people of ArcCorp. \n\nAll our regular staff is busy taking care of more serious issues, so BlacJac is looking to audition some new bounty talent.\n \nIf you're interested, go ahead and track down and apprehend ~mission(TargetName|Last). ~mission(Contractor|BountyTimed)~mission(Danger)\n\nPull this off and BlacJac will be very greatful.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
  252. blacJac_bounty_title_001=Wanted by ArcCorp: ~mission(TargetName)
  253. blacJac_bounty_title_E=Wanted by ArcCorp: ~mission(TargetName) (CS2)
  254. blacJac_bounty_title_H=Wanted by ArcCorp: ~mission(TargetName) (CS4)
  255. blacJac_bounty_title_M=Wanted by ArcCorp: ~mission(TargetName) (CS3)
  256. blacJac_bounty_title_VE=Wanted by ArcCorp: ~mission(TargetName) (CS1)
  257. blacJac_bounty_title_VH=Wanted by ArcCorp: ~mission(TargetName) (CS5)
  258. blacjac_danger_001=Be prepared to meet heavy resistance on this one. If they get wind of what you're doing, they're not going to take it sitting down. 
  259. blacjac_danger_002=Knowing this area and the kind of people we're dealing with, my gut says head in expecting a fight. 
  260. blacjac_danger_003=You'll be kicking a bit of a hornet's nest on this one, so be ready for heavy resistance. 
  261. blacjac_danger_004=This perp is a bit of lightweight. Only a few known associates and they typically fly solo crafts. Shouldn't be to hard to catch them. 
  262. blacjac_danger_005=The files on ~mission(TargetName|Last) show that they typically captain a mid-sized multicrew vessel and have been known to employ extra muscle on jobs. Might want to approach with a bit of caution. 
  263. blacjac_danger_006=Be sure that you're ready to face heavy resistance. ~mission(TargetName|Last) is known to captain larger ships and with their connections you can almost guarantee that they're not traveling alone. 
  264. blacjac_destroyprobe_desc_0001=ATTN: Mercenaries with Demo Experience\n\nWe have a problem over at ~mission(Location). Apparently someone set up PDC Monitors to illegally skim data. \n\nYou are being tasked with locating the ~mission(Contractor|DestroyProbeAmount) and destroying them. \n\nThere are a few possible complications:\n- These things are designed to operate passively with as low of an EM sig as possible. Finding them might take some effort and thorough scanning. \n- Monitors like these often have automatic security protocols so that if they are attacked, they begin to transmit any stored dated. It's vital you destroy them before the upload can finish.\n- ~mission(Contractor|DestroyProbeTimed)\n- ~mission(Contractor|DestroyProbeDanger)\n\nI'm hopeful you'll be able to resolve the issue before any more data is stolen.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
  265. blacjac_destroyprobe_desc_0002=ATTN: Mercenaries with Demo Experience\n\nReceived a report that some enterprising criminal has been skimming data from ~mission(Location) using PDC Monitors. \n\nYou are being tasked to locate the ~mission(Contractor|DestroyProbeAmount) and destroy them. I suspect it might take a bit of scanning to locate the monitors as they're designed to operate passively. Plus, as soon as you start attacking, their security countermeasures are going to kick in and attempt to upload their data-drives. You'll need to be fast enough to prevent the transfer. \n\n~mission(Contractor|DestroyProbeTimed)~mission(Contractor|DestroyProbeDanger)\n\nThanks for taking care of this,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
  266. blacjac_destroyprobe_desc_0003=ATTN: Mercenaries with Demo Experience\n\nI need a merc who can handle locating and destroying PDC monitors that have been illegally skimming data from ~mission(Location). This will take some doing as the ~mission(Contractor|DestroyProbeAmount) will be operating passively and difficult to find without performing a thorough scan of the area. Plus, you'll have to destroy the monitors before their emergency defense system uploads any more of the data they've stolen.\n\n~mission(Contractor|DestroyProbeTimed)~mission(Contractor|DestroyProbeDanger)\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
  267. blacjac_destroyprobe_title_0001=Data Theft
  268. blacjac_destroystash_desc_001=ATTN: Verified Mercenary Operators\n\nWe're looking for experienced professionals to participate in a raid on a suspected narcotics stash known as ~mission(UGFDestination). We need to clear them out before they have a chance to move the product to another site.\n\nWe need you to secure and destroy any and all narcotics found at the stash using whatever means necessary, so go nuts. ~mission(Contractor|Danger)\n\nYou'll be paid out for however much of the contraband you personally destroy. Basically, feel free to engage with any lowlifes you come across, but that's not what you're getting paid for - BlacJac's focus for this op is the drugs. \n\nGood luck,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
  269. blacjac_destroystash_desc_002=ATTN: Verified Mercenary Operators\n\nAn informant provided us with info on a narcotics stash known as ~mission(UGFDestination). We're organizing a raid to go in and destroy every last bit of contraband being stored there before they have a chance to move it.\n\nYou're tasked with destroying all narcotics found at the site using whatever means necessary... within reason. Basically, do what you can to keep most of the surrounding area intact. ~mission(Contractor|Danger)\n\nYou'll be paid based on how much of the drug stash you personally clear out. Getting this product off the streets is a huge win for BlacJac, and of course the people of ArcCorp.\n\nGood hunting,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
  270. blacjac_destroystash_desc_003=ATTN: Verified Mercenary Operators\n\nThe location of long suspected narcotics stash known as ~mission(UGFDestination) has finally been confirmed and we need to raid the site before they have a chance to migrate again. \n\nDestroy any and all drugs found at the site using whatever means you have. ~mission(Contractor|Danger)\n\nAnd remember, you'll be reimbursed based on how much of the narcotics you personally eliminate, not how many drug dealers you wipe out. Leadership's focus right now is the drugs, not the pushers because bodies are cheap. If we disrupt the supply chain enough, we can put the whole syndicate out of business. \n\nGood hunting,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
  271. blacjac_destroystash_title_001=Seize and Destroy Narcotics
  272. blacjac_from=BlacJac Security
  273. blacjac_hackprevent_desc_001=ATTN: Mercs Experienced in CompSec \n\nWe just got alerted of an illegal network infiltration attempt at ~mission(Location). We need you to rush over there and secure the system before they perpetrators are able to gain access.\n\nI would hate to think what damage they could do if not stopped in time.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
  274. blacjac_hackprevent_desc_002=ATTN: Mercs Experienced in CompSec \n\nThere's been an attempted data breach at ~mission(Location), but they haven't bypassed all the security protocols yet. If you hurry, there should be time to prevent them from gaining access to the system. \n\nRemember, don't get distracted by trying to chase down the cryptos, we can deal with them later. The important thing is not letting them into the network.\n\nAppreciate you taking care of this,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
  275. blacjac_hackprevent_desc_003=ATTN: Mercs Experienced in CompSec \n\nThe data network at ~mission(Location) is under attack, but so far the system's security measures have managed to fend off the infiltration. They won't last forever, though. We need you onsite ASAP to physically halt the network intrusion before they can crack through. \n\nThink you can handle that?\n\nCounting on you,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
  276. blacjac_hackprevent_title_001=Data Breach In Progress
  277. blacjac_recoverspace_desc_0001=ATTN: Mercs / Bounty Hunters with Cargo Handling Experience\n\nWe've managed to track down some stolen ~mission(Item) to cargo ship of one ~mission(TargetName). \n\nThis is another recovery op. Find ~mission(TargetName|Last) and retrieve the ~mission(Item) from them. ~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\nOnce safely in your possession, you can drop the recovered stuff off at ~mission(Destination).\n\nThanks for your help on this,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
  278. blacjac_recoverspace_desc_0002=ATTN: Mercs / Bounty Hunters with Cargo Handling Experience\n\n36 hours ago, a location under BlacJac's protection was hit. We've managed to apprehend the people responsible, but they sold off the stolen goods before we got to them. Thankfully, we've learned that a perp named ~mission(TargetName) is possession of the ~mission(Item). \n\nI would like you to recover the stolen property from ~mission(TargetName|Last) and deliver it to ~mission(Destination). ~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\n\nBest,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
  279. blacjac_recoverspace_desc_0003=ATTN: Mercs / Bounty Hunters with Cargo Handling Experience\n\nAn investigation into a string of robberies has led us to a suspect by the name of ~mission(TargetName). We have every reason to believe that they may still have the ~mission(Item) they recently stole in their possession. \n\nIf we strike quickly enough, we should be able to catch them before they fence it to the black market. That's where you come in - track down ~mission(TargetName|Last), reclaim the stolen property and fly it back to ~mission(Destination). ~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
  280. blacjac_recoverspace_desc_intro=ATTN: Mercs / Bounty Hunters with Cargo Handling Experience\n\nWe just got word that a thief by the name of ~mission(TargetName) is flying around with their most recent score aboard their ship.\n\nNormally, we'd have someone arrest the bastard and be done with it, but right now the most important thing is that the stolen goods are recovered. \n\nIf this sounds like your kind of thing, you will be authorized to track down ~mission(TargetName|Last), secure the stolen ~mission(Item) however you can, and deliver it to ~mission(Destination). ~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
  281. blacjac_recoverspace_title_0001=Recover Stolen Items
  282. blacjac_timed_001=Make sure to pay attention to the clock. This contract has a strict deadline. 
  283. blacjac_timed_002=I expect you to finish the job before the deadline. No exceptions. 
  284. blacjac_timed_003=Note the contract's deadline. I expect you to wrap everything up beforehand. 
  285. blackboxillegal_danger_0001=On a job like this, I wouldn't be surprised if you met some competition out there. Be ready. 
  286. blackboxillegal_danger_0002=Keep your eye's open when you're out there. There could be some unfriendly types around. 
  287. blackboxillegal_danger_0003=Might still be some trouble in the area, too. Make sure you stay sharp. 
  288. blackboxillegal_danger_0004=Probably wouldn't hurt if you brought some extra protection along. Nothing for sure, but you might run into some company out there. 
  289. blackboxillegal_desc=~mission(Description)
  290. blackboxillegal_desc_0001=A ~mission(Ship) got blasted and the word is that ~mission(Client) may have had something to do with it. They're shelling out some credits to have a cutter go to ~mission(Location), snag the ~mission(Item), and bring it to ~mission(Destination) to get wiped. ~mission(Timed)~mission(Danger)
  291. blackboxillegal_desc_0002=So here's the rub. Need someone to go to~mission(Location) and pull a ~mission(Item). ~mission(Client) is paying good credits to make this 'accident' disappear. All you gotta do is drop it off at ~mission(Destination) and get your money. Easy. ~mission(Timed)~mission(Danger)
  292. blackboxillegal_desc_0003=There's a ~mission(Ship) that went and got itself dead. Trouble is, the~mission(Item) recorded who did the deed. Now, ~mission(Client) need someone to go to ~mission(Location) and take the ~mission(Item) to ~mission(Destination). ~mission(Timed)~mission(Danger)
  293. blackboxillegal_desc_0004=People are starting to snoop around and try to figure out what happened to this ~mission(Ship). That's a problem for the ~mission(Client). They'd prefer it if the past stays buried. Which means they'd be super happy if someone were to grab the ~mission(Item), and take it to ~mission(Destination). The kind of happy that pays good credits. ~mission(Timed)~mission(Danger)
  294. blackboxillegal_desc_0005=Lookin' for a morally flexible type to go and pull a~mission(Item) from a ~mission(Ship) that got itself rumbled. We'll send ~mission(Location), so all you gotta do is go there, snag it and drop it off at ~mission(Destination). Easy. ~mission(Danger)~mission(Timed)
  295. blackboxillegal_desc_0006=We all do things we kinda regret, right? It seems that the ~mission(Client) went a little overboard and dropped a ~mission(Ship). Now, they want someone to go to ~mission(Location) and boost the ~mission(Item) before anyone finds it. Then, all you gotta do is take it to ~mission(Destination) and get paid. ~mission(Timed)~mission(Danger)
  296. blackboxillegal_desc_0007=a ~mission(Item) full of lies\nbetter for everyone if it dies\nit's at the wreck, waiting its turn \ntake it to ~mission(Destination) and let it burn\ncredits earned, favors made\n~mission(Client) will see you're paid
  297. blackboxillegal_from=~mission(Contractor)
  298. blackboxillegal_obj_long_01=Go to the ~mission(Location) to grab the ~mission(Item).
  299. blackboxillegal_obj_long_02=Grab the ~mission(Item) from the wreck.
  300. blackboxillegal_obj_long_03=Deliver the ~mission(Item) to ~mission(Destination).
  301. blackboxillegal_obj_long_03a=Black Box
  302. blackboxillegal_obj_marker_01=Wreck Site
  303. blackboxillegal_obj_marker_03=Delivery Site
  304. blackboxillegal_obj_short_01=Go To Wreck Site
  305. blackboxillegal_obj_short_02=Grab the Black Box
  306. blackboxillegal_obj_short_03=Deliver the Black Box
  307. blackboxillegal_timed_0001=Word is that there are legal types closing in, so you gotta move quick. 
  308. blackboxillegal_timed_0002=They're already starting to get some heat, so need you to move fast on this. 
  309. blackboxillegal_timed_0003=Oh, and the sooner the better, okay? 
  310. blackboxillegal_timed_0004=Gonna need this done on the quick, alright? 
  311. blackboxillegal_title=~mission(Title)
  312. blackboxillegal_title_0001=Black Box Recovery
  313. blackboxillegal_title_0002=~mission(Item) snag
  314. blackboxillegal_title_0003=Erase a Problem
  315. blackboxillegal_title_0004=Bye Bye Black Box
  316. blackboxlegal_danger_0001=Whatever happened to the ~mission(Ship) might still be lurking in the area. Be careful. 
  317. blackboxlegal_danger_0002=We don't know what or who caused this incident, so keep an eye out. 
  318. blackboxlegal_danger_0003=You will be entering a known hazardous area, and are expected to keep your wits about you. 
  319. blackboxlegal_danger_0004=Due to possible security concerns in the sector, caution during the retrieval process is advised. 
  320. blackboxlegal_desc=~mission(Description)
  321. blackboxlegal_desc_0001=A ~mission(Ship) has gone missing. As the insurer, ~mission(Contractor) needs a contractor to check out ~mission(Location) and locate the ~mission(Item). ~mission(Timed)~mission(Danger)Once recovered, the ~mission(Item) will need to be returned to ~mission(Destination).
  322. blackboxlegal_desc_0002=~mission(Contractor) is seeking a contractor to locate a crashed ~mission(Ship) and retrieve its ~mission(Item). ~mission(Timed)You will need to go to ~mission(Location), extract the ~mission(Item) and deliver it to ~mission(Destination). ~mission(Danger)
  323. blackboxlegal_desc_0003=Looking to hire an independent operator to recover a ~mission(Item) from a ~mission(Ship). ~mission(Timed)You will need to locate ~mission(Location) and extract the ~mission(Item) from the vessel in question. ~mission(Contractor) will pay upon delivery to ~mission(Destination). ~mission(Danger)
  324. blackboxlegal_desc_0004=~mission(Contractor) is looking for an independent contractor to retrieve a ~mission(Item) from a ~mission(Ship). Insurer will provide location details for ~mission(Location). ~mission(Timed)Payment will be issued once the black box is delivered to ~mission(Destination). ~mission(Danger)
  325. blackboxlegal_desc_0005=CONTRACT OPPORTUNITY: Retrieve ~mission(Item)\nINSURER: ~mission(Contractor) \nADDITIONAL INSTRUCTIONS: Location of ~mission(Location) will be provided. ~mission(Timed)~mission(Danger)Client requires contractor to deliver to ~mission(Destination).
  326. blackboxlegal_desc_0006=An unfortunate incident has rendered a ~mission(Ship) inoperable. We at ~mission(Contractor) need the ~mission(Item) recovered from ~mission(Location) and delivered to ~mission(Destination) for processing. ~mission(Timed)~mission(Danger)Capable applicants only, please. Payment is comparable to similar contracts.
  327. blackboxlegal_from=~mission(Contractor)
  328. blackboxlegal_location_0001=the remains
  329. blackboxlegal_location_0002=the last point of contact
  330. blackboxlegal_location_0003=the ~mission(Ship)'s last known position
  331. blackboxlegal_location_0004=the debris
  332. blackboxlegal_location_0005=the wreckage
  333. blackboxlegal_location_0006=the wreck site
  334. blackboxlegal_location_0007=the ~mission(Ship)'s debris
  335. blackboxlegal_location_0008=the ~mission(Ship)'s remains
  336. blackboxlegal_obj_long_01=Go to the ~mission(Ship) wreck to recover the ~mission(Item).
  337. blackboxlegal_obj_long_02=Recover the ~mission(Item) from the wreckage.
  338. blackboxlegal_obj_long_03=Deliver the ~mission(Item) to ~mission(Destination).
  339. blackboxlegal_obj_long_03a=Black Box
  340. blackboxlegal_obj_marker_01=Recovery Site
  341. blackboxlegal_obj_marker_03=Delivery Site
  342. blackboxlegal_obj_short_01=Go To Recovery Site
  343. blackboxlegal_obj_short_02=Recover the Black Box
  344. blackboxlegal_obj_short_03=Deliver the Black Box
  345. blackboxlegal_timed_0001=This was a very important client, and the company wants it handled quickly. 
  346. blackboxlegal_timed_0002=Apparently, this is part of a larger investigation. ~mission(Contractor) need the flight data retrieved quickly. 
  347. blackboxlegal_timed_0003=The client has paid for expedited service. 
  348. blackboxlegal_timed_0004=~mission(Contractor) is eager to settle this matter as soon as possible and is requesting an expedited retrieval. 
  349. blackboxlegal_title=~mission(Title)
  350. blackboxlegal_title_0001=Black Box Recovery
  351. blackboxlegal_title_0002=Recover ~mission(Item)
  352. blackboxlegal_title_0003=Retrieval Request (~mission(Item))
  353. blackboxlegal_title_0004=Retrieve Black Box
  354. boarders_890J_description=~mission(Contractor|Boarders890JDescription)
  355. boarders_890J_from=~mission(Contractor|Boarders890JFrom)
  356. boarders_890J_marker_02a=Hacking Terminal
  357. boarders_890J_obj_long_01=Travel to ~mission(Location) and locate the infiltrated 890 Jump. 
  358. boarders_890J_obj_long_02=Clear all hostiles near and aboard the ship.
  359. boarders_890J_obj_marker_01=Boarded Vessel
  360. boarders_890J_obj_security1=Avoid inflicting friendly fire casualties to the Security Personnel. 
  361. boarders_890J_obj_short_01=Travel to 890 Jump
  362. boarders_890J_obj_short_02=Clear All Hostiles: %ls
  363. boarders_890J_obj_short_security1=No Security Friendly Fire
  364. boarders_890J_subobj_long_02a=Access the outlaw's hacking terminals to stop them from decrypting the data cores and transmitting the data. 
  365. boarders_890J_subobj_short_02a=Halt Data Transmission: %ls
  366. boarders_890J_subobj_short_02b=Halt Data Transmission
  367. boarders_890J_title=~mission(Contractor|Boarders890JTitle)
  368. Boarding_Gate__Access_Denied=Access Denied
  369. Boarding_Gate_Access_Granted=Access Granted
  370. Boarding_Gate_Automatic_door=Automatic Door
  371. Boarding_Gate_Caution=Caution
  372. Boarding_Gate_Check_ID=please check your ID
  373. Boarding_Gate_Confidential=Confidential
  374. Boarding_Gate_Press_ID=Press ID To Screen
  375. Boarding_Gate_Proceed=Proceed through gate
  376. Boarding_Gate_Thank=Thank you
  377. Boarding_Gate_Title=Gate Screen
  378. Boarding_Gate_Try_Again=Try Again
  379. Boarding_Gate_Wait=wait for confirmation screen
  380. Boarding_Gate_Welcome=Welcome
  381. BoardingGate_Verifying=Verifying
  382. bounty_danger_0001=This is a high-class hitter, so expect a fight. 
  383. bounty_danger_0002=Suspect has a history of violence. Use caution when approaching. 
  384. bounty_danger_0003=This bounty has been flagged ultra, so exercise extreme caution. 
  385. bounty_danger_0004=This is a high-risk contract. 
  386. bounty_desc=~mission(Contractor|BountyDescription)
  387. bounty_desc_0001=Bounty Issued: ~mission(TargetName). Warning, a bounty has been issued by ~mission(Contractor) for the above named for violating Imperial law. Use of force has been authorized.
  388. bounty_desc_0002=~mission(Contractor) is looking for an independent operator to find and neutralize ~mission(TargetName). ~mission(Timed) ~mission(BountyDanger)
  389. bounty_desc_0003=WANTED: ~mission(TargetName). After multiple and unrepentant violations of Imperial law, a bounty has been certified and bonded by ~mission(Contractor) to neutralize the suspect by whatever means necessary.
  390. bounty_desc_0004=FOR IMMEDIATE CIRCULATION: Bounty issued for ~mission(TargetName). Warning, the target has been flagged as extremely dangerous, so operators should exercise extreme caution when engaging. This bounty has been certified and bonded by ~mission(Contractor). ~mission(Timed)
  391. bounty_desc_0005=~mission(Contractor) has issued a bounty for ~mission(TargetName). ~mission(Timed) ~mission(BountyDanger)
  392. bounty_desc_0006=Looks like someone's been getting a bit too rambunctious. Got a fresh bounty from ~mission(Contractor) to take down ~mission(TargetName). Feel free to pull out all the stops on this one. ~mission(Timed) ~mission(BountyDanger)
  393. bounty_desc_0007=Looking for an independent contractor to execute a bounty. Target's name is ~mission(TargetName). The bond is certified by ~mission(Contractor). ~mission(Timed) ~mission(BountyDanger)
  394. bounty_desc_Easy=~mission(Contractor|BountyEasyDescription)
  395. bounty_desc_first=In an effort to increase the safety of Crusader and its environs, Crusader Security is seeking qualified individuals to assist with the collection of bounties in the area. We have evaluated that you possess the skill set needed and as such, we would like to offer you a bounty contract. Upon the successful completion of this contract, you will be placed on Crusader's Authorized Operators list and be actively referred to the numerous security contractors in the area for any future bounty collection work as it becomes available.
  396. bounty_desc_first_Hurston=*DELETE THIS* In an effort to increase the safety of Crusader and its environs, Crusader Security is seeking qualified individuals to assist with the collection of bounties in the area. We have evaluated that you possess the skill set needed and as such, we would like to offer you a bounty contract. Upon the successful completion of this contract, you will be placed on Crusader's Authorized Operators list and be actively referred to the numerous security contractors in the area for any future bounty collection work as it becomes available.
  397. bounty_desc_Hard=~mission(Contractor|BountyHardDescription)
  398. bounty_desc_Medium=~mission(Contractor|BountyMediumDescription)
  399. bounty_from=~mission(Contractor|BountyFrom)
  400. bounty_from_first=Crusader Security
  401. bounty_from_first_Hurston=*DELETE THIS* Hurston Dynamics
  402. bounty_location_0001=Client will provide target's last known location.
  403. bounty_location_0002=If accepted, ~mission(Contractor) will provide relevant location data for ~mission(TargetName|Last).
  404. bounty_location_0003=Target was last seen at ~mission(Location).
  405. bounty_location_0004=All relevant location data will be provided upon acceptance of bounty.
  406. bounty_obj_long_01=Search for bounty’s current location. Targets hiding in unmonitored areas will need to be tracked down via scanning or reactivating comm arrays.
  407. bounty_obj_long_02=Find and neutralize ~mission(TargetName).
  408. bounty_obj_marker_01=~mission(TargetName)
  409. bounty_obj_marker_02=Neutralize
  410. bounty_obj_short_01=Locate Bounty
  411. bounty_obj_short_02=Neutralize the Bounty
  412. bounty_timed_0001=You will have a very specific window of opportunity. Take them down before they disappear again. 
  413. bounty_timed_0002=Target will be aware of bounty, so you'll have to move fast. 
  414. bounty_timed_0003=This contract comes with a timer clause. 
  415. bounty_title=~mission(Contractor|BountyTitle)
  416. bounty_title_0001=Bounty Target
  417. bounty_title_0002=Wanted: ~mission(TargetName)
  418. bounty_title_0003=Bounty: ~mission(TargetName)
  419. bounty_title_0004=Bounty Issued: ~mission(TargetName)
  420. bounty_title_E=CS2 Bounty: ~mission(TargetName)
  421. bounty_title_Easy=~mission(Contractor|BountyEasyTitle)
  422. bounty_title_first=Bounty Collection Authorization Assessment
  423. bounty_title_H=CS4 Bounty: ~mission(TargetName)
  424. bounty_title_Hard=~mission(Contractor|BountyHardTitle)
  425. bounty_title_M=CS3 Bounty: ~mission(TargetName)
  426. bounty_title_Medium=~mission(Contractor|BountyMediumTitle)
  427. bounty_title_VE=CS1 Bounty: ~mission(TargetName)
  428. bounty_title_VH=CS5 Bounty: ~mission(TargetName)
  429. Cano=Cano System
  430. Cano_AsteroidBelt1=Cano Belt Alpha
  431. Cano_AsteroidBelt1_Desc=An asteroid belt that saw a significant amount of mining activity while terraforming companies were active on Carteyna. \n
  432. Cano_Desc=Cano is a four-planet UEE star system discovered in 2463. The largest population in the system is located on the the planet Carteyna (Cano II), an ocean world that geoengineers were attempting to terraform until developing life was discovered in the deep oceans. Since then, protective laws have been put into place and the current inhabitants are restricted to living in arcologies under the northern ice cap.
  433. Cano_JumpPoint_Davien=Cano - Davien Jump Point
  434. Cano_JumpPoint_Davien_Desc=This jump point connects Cano to the Davien system.
  435. Cano_JumpPoint_Pyro=Cano - Pyro Jump Point
  436. Cano_JumpPoint_Pyro_Desc=This jump point connects Cano to the unclaimed Pyro system.
  437. Cano_Star=Cano
  438. Cano_Star_Desc=A class-G main sequence star.
  439. Cano1=Cano I
  440. Cano1_Desc=This tidally locked mesoplanet rapidly orbits the central star.\n
  441. Cano2=Carteyna
  442. Cano2_Desc=For centuries, geoengineers had tried to terraform this ocean planet with little success due to the difficulty in converting its relatively thick atmosphere, however all attempts were halted when microscopic organism were discovered deep in the water and Carteyna was placed under protective restrictions. Seeking to guard the developing indigenous life form, planetary settlements are strictly regulated.
  443. Cano3=Cano III
  444. Cano3_Desc=Home to a small research station looking into terraforming smog planets.\n
  445. Cano4=Cano IV
  446. Cano4_Desc=A large gas giant comprised of multiple bands of reds and browns. Surveys indicate that the planet suffers from massive storms, some as large as a thousand kilometers in diameter.
  447. Castra=Castra System
  448. Castra_Desc=Zoned as a staging area for Naval bombers, Castra was a key military position along the Perry Line during the Xi'an/Human tensions of 2530-2789. Once the Akari Treaty was recognized by Imperator Toi, the UEE military largely demilitarized the system and opened it for public habitation. Castra experienced a boom in population thanks to the inexpensive real estate that opened up in the wake of the military's departure.\n
  449. Castra_JumpPoint_Hadrian=Castra - Hadrian Jump Point
  450. Castra_JumpPoint_Hadrian_Desc=This jump point connects Castra to the Hadrian system.
  451. Castra_JumpPoint_Nyx=Castra - Nyx Jump Point
  452. Castra_JumpPoint_Nyx_Desc=This jump point connects Castra to the unclaimed Nyx system.
  453. Castra_JumpPoint_Oso=Castra - Oso Jump Point
  454. Castra_JumpPoint_Oso_Desc=This jump point connects Castra to the Oso system which is protected by the Fair Chance Act.
  455. Castra_JumpPoint_Oya=Castra - Oya Jump Point
  456. Castra_JumpPoint_Oya_Desc=This jump point connects Castra to the Oya system.
  457. Castra_JumpPoint_Pyro=Castra - Pyro Jump Point
  458. Castra_JumpPoint_Pyro_Desc=This jump point connects Castra to the unclaimed Pyro system.
  459. Castra_Star=Castra
  460. Castra_Star_Desc=Castra
  461. Castra1=Castra I
  462. Castra1_Desc=Castra's first planet lacks an atmosphere or any raw materials worth large-scale mining. The UEE Navy stationed in the system used the dead world for bombing runs, earning the nickname 'Bullseye.'
  463. Castra2=Cascom
  464. Castra2_Desc=Originally settled as a forward military base and training facility, Castra II was cleared for civilian habitation after the collapse of the Messer Era.
  465. CBD_HATS=DO NOT USE ------ (CBD) MALE HATS (Add new lines for hats below here)
  466. CBD_ITEMS=DO NOT USE ------ (CBD) CBD -- MALE ITEMS
  467. CBD_JACKETS=DO NOT USE ------ (CBD) MALE JACKETS (Add new lines for jackets below here)
  468. CBD_SHIRTS=DO NOT USE ------ (CBD) MALE SHIRTS (Add new lines for shirts below here)
  469. cc_apostrophe=Apostrophe
  470. cc_backslash=Backslash
  471. cc_colon=Colon
  472. cc_comma=Comma
  473. cc_ConfirmMessage=A character will not be saved, to enter the universe the character must first be created.
  474. cc_equals=Equals
  475. cc_lbracket=Left Bracket
  476. cc_LeaveMessage=Changes will not be saved. Exit character customization?
  477. cc_minus=Minus
  478. cc_period=Period
  479. cc_rbracket=Right Bracket
  480. cc_RevertMessage=Are you sure you want to discard any changes and revert your character back to default settings?
  481. cc_SaveMessage=Are you sure you want to save these changes to your character?
  482. cc_semicolon=Semicolon
  483. cc_slash=Slash
  484. cc_underline=Underscore
  485. ccdemo19_desc=Helluva job on that last gig. So good that when I was talking to a client of mine who works for some corp and was looking for a solid team. I instantly thought of you.\n\nTheir company heard that microTech is developing a cutting edge compression algorithm that could potentially put them out of business, so needless to say, they're very motivated in getting their hands on it and they're willing to pay handsomely. \n\nThe problem is that the program is being developed in one of microTech's off-site research facilities. Traffic into the base is heavily regulated, so you will need to steal an ID to make them think you are one of the workers. Security will be heavy, but I trust you will have ways to evade them.\n\nOnce you steal the code, I will provide you with a location for the drop away from prying eyes.
  486. ccdemo19_from=Tecia "Twitch" Pacheco
  487. ccdemo19_obj_long_01=To gain access to the base, you will need to obtain a worker ID badge and uniform in order to blend in with the microTech employees
  488. ccdemo19_obj_long_02=Use fake microTech ID to gain access to the supply shuttle headed for the research facility.
  489. ccdemo19_obj_long_03=Access the secure server to make a copy of the program code.
  490. ccdemo19_obj_long_04=The weather has become too severe to continue on without proper equipment. Fortunately, there's a stash with some environmental wear down the mountain.
  491. ccdemo19_obj_long_05=Lose any security forces that may be following you.
  492. ccdemo19_obj_long_06=Deliver the code to Ruin Station.
  493. ccdemo19_obj_long_07=Get uniform.
  494. ccdemo19_obj_marker_01=Fake ID
  495. ccdemo19_obj_marker_02=Shuttle
  496. ccdemo19_obj_marker_03=Secure Server
  497. ccdemo19_obj_marker_04=Stash
  498. ccdemo19_obj_marker_05=Escape
  499. ccdemo19_obj_marker_06=Ruin Station
  500. ccdemo19_obj_short_01=Obtain Fake ID
  501. ccdemo19_obj_short_02=Board Shuttle
  502. ccdemo19_obj_short_03=Download Information
  503. ccdemo19_obj_short_04=Acquire Suit
  504. ccdemo19_obj_short_05=Escape Security
  505. ccdemo19_obj_short_06=Deliver to Ruin Station
  506. ccdemo19_obj_short_07=Obtain Uniform
  507. ccdemo19_title=A Little Job
  508. cdf_from=Civilian Defense Force
  509. cdf_openbounty_desc_001=The Civilian Defense Force needs you!\n\nEveryday, the Stanton system sees more and more innocent civilians mercilessly attacked and preyed upon by vicious outlaws and heartless criminals.\n\nNO MORE.\n\nNow is your chance to help bring about a positive change for yourself and all other Stanton travelers.\n\nUnder the authority of the UEE and the Militia Mobilization Initiative, the CDF is deputizing all combat minded individuals in good legal standing* to engage and neutralize any individuals or vehicles that they verify to have an active CrimeStat.\n\nIn exchange for these selfless contributions to the general populaces safety, the CDF will financially compensate** those who successfully bring these criminals to justice. \n\nThe higher the CrimeStat, the higher the reward -\n* CrimeStat 1: ~mission(RewardValue_Wanted1) UEC\n* CrimeStat 2: ~mission(RewardValue_Wanted2) UEC\n* CrimeStat 3: ~mission(RewardValue_Wanted3) UEC\n* CrimeStat 4: ~mission(RewardValue_Wanted4) UEC\n* CrimeStat 5: ~mission(RewardValue_Wanted5) UEC\n\nSign up today and do your part!\n\n\n\n\n* Be aware, acquiring a CrimeStat will revoke CDF membership and cancel any outstanding contracts.\n** Criminals neutralized as a term of an active contract (such as often is the case with security or bounty hunting work) are not eligible for CDF compensation.
  510. cdf_openbounty_title_001=A Call to Arms
  511. chat_channel_not_found=The channel is currently unavailable.
  512. chat_channel_rename_channel=Rename
  513. chat_close_fail_command=You cannot close this tab.
  514. chat_comm_request_accepted=Request Accepted
  515. chat_comm_request_declined=Request Denied
  516. chat_command_action_invite=invite
  517. chat_command_action_kick=kick
  518. chat_command_action_leave=leave
  519. chat_command_action_me=me
  520. chat_command_contact_add=addcontact
  521. chat_command_contact_add_error=Error.
  522. chat_command_contact_add_not_found=Player not found.
  523. chat_command_contact_add_success=Player added to the contact list.
  524. chat_command_contact_add_usage=Usage: /addcontact (playername)
  525. chat_command_contact_remove=removecontact
  526. chat_command_contact_remove_error=Error.
  527. chat_command_contact_remove_not_found=Player not found.
  528. chat_command_contact_remove_success=Player removed from the contact list.
  529. chat_command_contact_remove_usage=Usage: /removecontact (playername)
  530. chat_command_help=help
  531. chat_command_help_emote_list=Emote List
  532. chat_command_ignore_add=addignore
  533. chat_command_ignore_add_error=Error.
  534. chat_command_ignore_add_not_found=Player not found.
  535. chat_command_ignore_add_success=Player added to the ignore list.
  536. chat_command_ignore_add_usage=Usage: /addignore (playername)
  537. chat_command_ignore_remove=removeignore
  538. chat_command_ignore_remove_error=Error.
  539. chat_command_ignore_remove_not_found=Player not found.
  540. chat_command_ignore_remove_success=Player removed from the ignore list.
  541. chat_command_ignore_remove_usage=Usage: /removeignore (playername)
  542. chat_command_ignore_show=showignore
  543. chat_command_ignore_show_output=Ignored players: 
  544. chat_command_lobby=lobby
  545. chat_command_local=local
  546. chat_command_org=%S
  547. chat_command_party=party
  548. chat_command_party_disband=partydisband
  549. chat_command_party_invite=partyinvite
  550. chat_command_party_invite_error=Error.
  551. chat_command_party_invite_not_found=Player not found.
  552. chat_command_party_invite_sent=Party Invite sent to
  553. chat_command_party_invite_usage=Usage: /partyinvite (playername)
  554. chat_command_party_launch=partylaunch
  555. chat_command_party_leave=partyleave
  556. chat_command_party_set_leader=partysetleader
  557. chat_command_private_message=msg
  558. chat_command_tell=tell
  559. chat_command_tell_error=Error.
  560. chat_command_tell_not_found=Player not found.
  561. chat_command_tell_usage=Usage: /tell (playername)
  562. chat_command_unknown_command=Unknown command
  563. chat_contact_search_bar=SEARCH CONTACTS
  564. chat_context_menu_channel_close_tab=Close Tab
  565. chat_context_menu_channel_hide_message_indicator=Hide Unread Message Indicator
  566. chat_context_menu_channel_leave_tab=Leave Channel
  567. chat_context_menu_contact_add=Add Contact
  568. chat_context_menu_contact_block=Block Contact
  569. chat_context_menu_contact_remove=Remove Contact
  570. chat_context_menu_contact_unblock=Unblock Contact
  571. chat_context_menu_member_invite=Invite to Channel
  572. chat_context_menu_member_kick=Kick
  573. chat_context_menu_member_suggest_invite=Suggest Channel Invite
  574. chat_conversation_contextual_channel_title=Channel Members
  575. chat_conversation_contextual_invite_title=Contacts
  576. chat_conversation_non_owner_invite_button=Suggest Invitation
  577. chat_conversation_owner_invite_button=Invite
  578. chat_conversation_owner_kick_button=Remove from Channel
  579. chat_create_conversation_tab_tooltip=Create Conversation
  580. chat_create_filtered_tab_tooltip=Create Filtered
  581. chat_cycle_visor_channels=Press [TAB] to cycle input through available channels.
  582. chat_default_conversation_channel_name=
  583. chat_default_filtered_channel_name=DEFAULT
  584. chat_emote_acknowledge=acknowledge
  585. chat_emote_acknowledge_text=You nod.
  586. chat_emote_acknowledge_text_viewer=[PH] Hey, what's up?
  587. chat_emote_acknowledge1=acknowledge1
  588. chat_emote_acknowledge2=acknowledge2
  589. chat_emote_acknowledge3=acknowledge3
  590. chat_emote_agree=agree
  591. chat_emote_agree_text=You agree.
  592. chat_emote_agree1=agree1
  593. chat_emote_agree2=agree2
  594. chat_emote_agree3=agree3
  595. chat_emote_angry=angry
  596. chat_emote_angry_text=You've had enough.
  597. chat_emote_angry1=angry1
  598. chat_emote_angry2=angry2
  599. chat_emote_angry3=angry3
  600. chat_emote_asl_angry=asl_angry
  601. chat_emote_asl_angry_text=I'm so angry!
  602. chat_emote_asl_angry1=asl_angry1
  603. chat_emote_asl_blah=asl_blah
  604. chat_emote_asl_blah_text=Blah, blah, blah.
  605. chat_emote_asl_blah_text2=Blah, blah, blah.
  606. chat_emote_asl_blah1=asl_blah1
  607. chat_emote_asl_blah2=asl_blah2
  608. chat_emote_asl_bored=asl_bored
  609. chat_emote_asl_bored_text=I'm bored.
  610. chat_emote_asl_bored1=asl_bored1
  611. chat_emote_asl_bullshit=asl_bullshit
  612. chat_emote_asl_bullshit_text=Bullshit!
  613. chat_emote_asl_bullshit1=asl_bullshit1
  614. chat_emote_asl_canthear=asl_canthear
  615. chat_emote_asl_canthear_text=I can't hear you.
  616. chat_emote_asl_canthear1=asl_canthear1
  617. chat_emote_asl_exhausted=asl_exhausted
  618. chat_emote_asl_exhausted_text=I'm so exhausted.
  619. chat_emote_asl_exhausted1=asl_exhausted1
  620. chat_emote_asl_goodbye=asl_goodbye
  621. chat_emote_asl_goodbye_text=Goodbye!
  622. chat_emote_asl_goodbye1=asl_goodbye1
  623. chat_emote_asl_hello=asl_hello
  624. chat_emote_asl_hello_text=Hello.
  625. chat_emote_asl_hello1=asl_hello1
  626. chat_emote_asl_loveyou=asl_loveyou
  627. chat_emote_asl_loveyou_text=I love you.
  628. chat_emote_asl_loveyou1=asl_loveyou1
  629. chat_emote_asl_meetyou=asl_meetyou
  630. chat_emote_asl_meetyou_text=Nice to meet you.
  631. chat_emote_asl_meetyou1=asl_meetyou1
  632. chat_emote_asl_no=asl_no
  633. chat_emote_asl_no_text=No.
  634. chat_emote_asl_no_text2=NO!
  635. chat_emote_asl_no1=asl_no1
  636. chat_emote_asl_no2=asl_no2
  637. chat_emote_asl_sad=asl_sad
  638. chat_emote_asl_sad_text=I'm sad.
  639. chat_emote_asl_sad1=asl_sad1
  640. chat_emote_asl_sit_down=asl_sitdown
  641. chat_emote_asl_sit_down_text=Have a seat.
  642. chat_emote_asl_sit_down_text2=Sit down right now!
  643. chat_emote_asl_sit_down1=asl_sitdown1
  644. chat_emote_asl_sit_down2=asl_sitdown2
  645. chat_emote_asl_thanks=asl_thanks
  646. chat_emote_asl_thanks_text=Thank you!
  647. chat_emote_asl_thanks_text2=Thanks.
  648. chat_emote_asl_thanks1=asl_thanks1
  649. chat_emote_asl_thanks2=asl_thanks2
  650. chat_emote_asl_upset=asl_upset
  651. chat_emote_asl_upset_text=I'm so upset that I lost!
  652. chat_emote_asl_upset1=asl_upset1
  653. chat_emote_asl_yes=asl_yes
  654. chat_emote_asl_yes_text=Yes.
  655. chat_emote_asl_yes_text2=Yes, please.
  656. chat_emote_asl_yes1=asl_yes1
  657. chat_emote_asl_yes2=asl_yes2
  658. chat_emote_atease=atease
  659. chat_emote_atease_text=You settle in place.
  660. chat_emote_atease1=atease1
  661. chat_emote_atease2=atease2
  662. chat_emote_atease3=atease3
  663. chat_emote_attention=attention
  664. chat_emote_attention_text=Officer on deck!
  665. chat_emote_attention1=attention1
  666. chat_emote_blah=blah
  667. chat_emote_blah_text=You know exactly where this is heading.
  668. chat_emote_blah1=blah1
  669. chat_emote_blah2=blah2
  670. chat_emote_blah3=blah3
  671. chat_emote_bored=bored
  672. chat_emote_bored_text=You're bored.
  673. chat_emote_bored1=bored1
  674. chat_emote_bored2=bored2
  675. chat_emote_bow=bow
  676. chat_emote_bow_text=You bow deeply.
  677. chat_emote_bow1=bow1
  678. chat_emote_bow2=bow2
  679. chat_emote_bow3=bow3
  680. chat_emote_bow4=bow4
  681. chat_emote_bow5=bow5
  682. chat_emote_bow6=bow6
  683. chat_emote_burp=burp
  684. chat_emote_burp_text=You burp.
  685. chat_emote_burp1=burp1
  686. chat_emote_cheer=cheer
  687. chat_emote_cheer_text=You are very excited.
  688. chat_emote_cheer1=cheer1
  689. chat_emote_cheer2=cheer2
  690. chat_emote_cheer3=cheer3
  691. chat_emote_cheer4=cheer4
  692. chat_emote_cheer5=cheer5
  693. chat_emote_cheer6=cheer6
  694. chat_emote_cheer7=cheer7
  695. chat_emote_cheer8=cheer8
  696. chat_emote_chicken=chicken
  697. chat_emote_chicken_text=You cluck like a chicken.
  698. chat_emote_chicken1=chicken1
  699. chat_emote_clap=clap
  700. chat_emote_clap_text=You clap.
  701. chat_emote_clap1=clap1
  702. chat_emote_clap2=clap2
  703. chat_emote_clap3=clap3
  704. chat_emote_clap4=clap4
  705. chat_emote_clap5=clap5
  706. chat_emote_clap6=clap6
  707. chat_emote_clap7=clap7
  708. chat_emote_come=come
  709. chat_emote_come_text=You wave them over.
  710. chat_emote_come1=come1
  711. chat_emote_come2=come2
  712. chat_emote_come3=come3
  713. chat_emote_come4=come4
  714. chat_emote_comm=comm
  715. chat_emote_comm_text=Your comms are down.
  716. chat_emote_comm1=comm1
  717. chat_emote_cry=cry
  718. chat_emote_cry_text=You break down in tears.
  719. chat_emote_cry1=cry1
  720. chat_emote_cs_forward=forward
  721. chat_emote_cs_forward_text=Move up.
  722. chat_emote_cs_left=left
  723. chat_emote_cs_left_text=Go left.
  724. chat_emote_cs_no=no
  725. chat_emote_cs_no_text=No.
  726. chat_emote_cs_right=right
  727. chat_emote_cs_right_text=Go right.
  728. chat_emote_cs_stop=stop
  729. chat_emote_cs_stop_text=Stop.
  730. chat_emote_cs_stoptest=stoptest
  731. chat_emote_cs_yes=yes
  732. chat_emote_cs_yes_text=Yes.
  733. chat_emote_dance=dance
  734. chat_emote_dance_text=You feel the music.
  735. chat_emote_dance1=dance1
  736. chat_emote_dance2=dance2
  737. chat_emote_dance3=dance3
  738. chat_emote_dance4=dance4
  739. chat_emote_dance5=dance5
  740. chat_emote_dance6=dance6
  741. chat_emote_dance7=dance7
  742. chat_emote_dance8=dance8
  743. chat_emote_direct=direct
  744. chat_emote_direct_text=<span style="background-color: rgb(255, 204, 51);">[PH] Hey, come over here!</span>
  745. chat_emote_direct1=direct1
  746. chat_emote_direct2=direct2
  747. chat_emote_direct3=direct3
  748. chat_emote_disagree=disagree
  749. chat_emote_disagree_text=You disagree.
  750. chat_emote_disagree1=disagree1
  751. chat_emote_disagree2=disagree2
  752. chat_emote_disagree3=disagree3
  753. chat_emote_disappoint=facepalm
  754. chat_emote_disappoint_text=You are disappointed.
  755. chat_emote_disappoint1=facepalm1
  756. chat_emote_disappoint2=facepalm2
  757. chat_emote_disappoint3=facepalm3
  758. chat_emote_disbelief=disbelief
  759. chat_emote_disbelief_text=You can't believe it.
  760. chat_emote_disbelief1=disbelief1
  761. chat_emote_disbelief2=disbelief2
  762. chat_emote_disbelief3=disbelief3
  763. chat_emote_exercise=shadowbox
  764. chat_emote_exercise_text=You show off your moves.
  765. chat_emote_exercise1=shadowbox1
  766. chat_emote_exercise2=shadowbox2
  767. chat_emote_failure=failure
  768. chat_emote_failure_text=You lose your temper.
  769. chat_emote_failure1=failure1
  770. chat_emote_failure2=failure2
  771. chat_emote_failure3=failure3
  772. chat_emote_flex=flex
  773. chat_emote_flex_text=You show off your physique.
  774. chat_emote_flex1=flex1
  775. chat_emote_flex2=flex2
  776. chat_emote_flex3=flex3
  777. chat_emote_flirt=flirt
  778. chat_emote_flirt_text=You blow a kiss.
  779. chat_emote_flirt1=flirt1
  780. chat_emote_friendly=friendly
  781. chat_emote_friendly_text=<span style="background-color: rgb(255, 204, 51);">[PH] Don't you look sexy...</span>
  782. chat_emote_friendly1=friendly1
  783. chat_emote_friendly2=friendly2
  784. chat_emote_friendly3=friendly3
  785. chat_emote_gasp=gasp
  786. chat_emote_gasp_text=You stare in disbelief.
  787. chat_emote_gasp1=gasp1
  788. chat_emote_gasp2=gasp2
  789. chat_emote_gasp3=gasp3
  790. chat_emote_gasp4=gasp4
  791. chat_emote_gasp5=gasp5
  792. chat_emote_gloat=gloat
  793. chat_emote_gloat_text=You soak in the attention.
  794. chat_emote_gloat1=gloat1
  795. chat_emote_gloat2=gloat2
  796. chat_emote_gloat3=gloat3
  797. chat_emote_gloat4=gloat4
  798. chat_emote_greet=greet
  799. chat_emote_greet_text=You greet everyone.
  800. chat_emote_greet1=greet1
  801. chat_emote_greet2=greet2
  802. chat_emote_impatient=impatient
  803. chat_emote_impatient_text=You're getting impatient.
  804. chat_emote_impatient1=impatient1
  805. chat_emote_impatient2=impatient2
  806. chat_emote_impatient3=impatient3
  807. chat_emote_indifferent=indifferent
  808. chat_emote_indifferent_text=You don't really care.
  809. chat_emote_indifferent1=indifferent1
  810. chat_emote_indifferent2=indifferent2
  811. chat_emote_indifferent3=indifferent3
  812. chat_emote_laugh=laugh
  813. chat_emote_laugh_text=You think it's hysterical.
  814. chat_emote_laugh1=laugh1
  815. chat_emote_laugh2=laugh2
  816. chat_emote_laugh3=laugh3
  817. chat_emote_launch=launch
  818. chat_emote_launch_text=You confirm the launch.
  819. chat_emote_money=payme
  820. chat_emote_money_text=You demand payment.
  821. chat_emote_money1=payme1
  822. chat_emote_money2=payme2
  823. chat_emote_playful=quickdraw
  824. chat_emote_playful_text=You show your dueling skills.
  825. chat_emote_playful1=quickdraw1
  826. chat_emote_playful2=quickdraw2
  827. chat_emote_point=point
  828. chat_emote_point_text=You point something out.
  829. chat_emote_point1=point1
  830. chat_emote_point2=point2
  831. chat_emote_point3=point3
  832. chat_emote_point4=point4
  833. chat_emote_react=shieldeyes
  834. chat_emote_react_text=You shield your eyes.
  835. chat_emote_react1=shieldeyes1
  836. chat_emote_ready=ready
  837. chat_emote_ready_text=Ready for takeoff.
  838. chat_emote_relief=phew
  839. chat_emote_relief_text=You are relieved.
  840. chat_emote_relief1=phew1
  841. chat_emote_rude=rude
  842. chat_emote_rude_text=You aren't making friends.
  843. chat_emote_rude1=rude1
  844. chat_emote_rude2=rude2
  845. chat_emote_rude3=rude3
  846. chat_emote_rude4=rude4
  847. chat_emote_rude5=rude5
  848. chat_emote_rude6=rude6
  849. chat_emote_salute=salute
  850. chat_emote_salute_text=You salute.
  851. chat_emote_salute1=salute1
  852. chat_emote_salute2=salute2
  853. chat_emote_salute3=salute3
  854. chat_emote_salute4=salute4
  855. chat_emote_sit=sit
  856. chat_emote_sit_text=You sit down.
  857. chat_emote_sit1=sit1
  858. chat_emote_sit2=sit2
  859. chat_emote_sleep=sleep
  860. chat_emote_sleep_text=You settle in and get comfortable.
  861. chat_emote_sleep1=sleep1
  862. chat_emote_smell=smell
  863. chat_emote_smell_text=You smell something foul in the air.
  864. chat_emote_smell1=smell1
  865. chat_emote_smell2=smell2
  866. chat_emote_smell3=smell3
  867. chat_emote_suicide=suicide
  868. chat_emote_suicide_text=You've given up all hope.
  869. chat_emote_suicide1=suicide1
  870. chat_emote_surrender=surrender
  871. chat_emote_surrender_text=You surrender.
  872. chat_emote_surrender1=surrender1
  873. chat_emote_surrender2=surrender2
  874. chat_emote_surrender3=surrender3
  875. chat_emote_surrender4=surrender4
  876. chat_emote_taunt=taunt
  877. chat_emote_taunt_text=You dare them to attack.
  878. chat_emote_taunt1=taunt1
  879. chat_emote_taunt2=taunt2
  880. chat_emote_taunt3=taunt3
  881. chat_emote_threaten=threaten
  882. chat_emote_threaten_text=You're ready to throw down.
  883. chat_emote_threaten1=threaten1
  884. chat_emote_threaten2=threaten2
  885. chat_emote_threaten3=threaten3
  886. chat_emote_wait=wait
  887. chat_emote_wait_text=You wait patiently.
  888. chat_emote_wait1=wait1
  889. chat_emote_wait2=wait2
  890. chat_emote_wave=wave
  891. chat_emote_wave_text=You wave.
  892. chat_emote_wave1=wave1
  893. chat_emote_wave2=wave2
  894. chat_emote_whistle=whistle
  895. chat_emote_whistle_text=You whistle a tune.
  896. chat_emote_whistle1=whistle1
  897. chat_emote_whistle2=whistle2
  898. chat_filter_display_combat_info=Combat info
  899. chat_filter_display_emotes=Emotes
  900. chat_filter_display_game_messages=Game messages
  901. chat_filter_display_local=/Local
  902. chat_filter_display_looking_for_group=Looking for Group
  903. chat_filter_display_msg=/Msg
  904. chat_filter_display_npcs=NPCs
  905. chat_filter_display_org=/ORG
  906. chat_filter_display_party=/Party
  907. chat_global_server=Global Chat
  908. chat_handle_not_found=%S does not exist.
  909. chat_handle_not_in_convo=You are not in this conversation anymore.
  910. chat_help_btn_tooltip=Help
  911. chat_incoming_declined=%S declined the conversation invite.
  912. chat_incoming_invite=** %S has invited you to a private conversation. %ls %ls
  913. chat_incoming_invite_accepted=%S have accept the conversation invite.
  914. chat_incoming_invite_declined=%S have decline the conversation invite.
  915. chat_incoming_invite_notification=%S has been invite to the conversation.
  916. chat_incoming_invite_token_accept=ACCEPT
  917. chat_incoming_invite_token_decline=DECLINE
  918. chat_incoming_joined=%S joined the conversation.
  919. chat_incoming_kick=%S has been kicked by %S.
  920. chat_incoming_leave=%S left the conversation.
  921. chat_info_slash_commands=EMOTES:\n/agree, /angry(1-3), /atease, /attention, /blah(1-2), /bored(1-2), /bow(1-6), /burp,  /cheer(1-8), /chicken, /clap(1-7), /come(1-4), /cry, /dance(1-6), /disagree(1-3), /failure, /flex(1-3), /flirt, /gasp(1-5), /gloat(1-4), /greet, /laugh(1-3), /point(1-4), /rude(1-3),/salute(1-2), /sit, /sleep, /smell(1-2), /threaten(1-2), /wait(1-2), /wave(1-2), /whistle(1-2)\n::Example: /clap5\nCHAT COMMANDS:\n/partyinvite (PlayerName)<player's name="">, /partyleave, /addignore (PlayerName)<player's name="">, /removeignore (PlayerName)<player's name="">, /showignore, /tell (PlayerName) (Message)\n::Example: /tell JohnSmith Hello, this is a private message.\n</player's></player's></player's>
  922. chat_label_commands=Commands
  923. chat_main_channel_name=MAIN
  924. chat_member_search_bar=SEARCH CHANNEL MEMBERS
  925. chat_message=%S
  926. chat_notification_btn_tooltip=Pending Invitations
  927. chat_option_btn_tooltip=Settings
  928. chat_option_display_unread_notification=Unread Messages Indicator
  929. chat_private_comm_list_empty=No Private Comm Request At The Moment
  930. chat_self_kick=You have been kicked from %ls by %S.
  931. chat_send=SEND
  932. chat_sender_handle=%S
  933. chat_settings_title=Settings
  934. chat_settings_title_filtered=Filtered Tab Settings
  935. chat_settings_title_general=Chat Settings
  936. chat_tab_new_convo_name=New Tab
  937. chat_unknown_command=The command (%S) is unknown.
  938. chat_unread_message_indicator=Display Unread Notification
  939. chat_user_from=From %S
  940. chat_user_offline=%S is offline.
  941. chat_user_to=To %S
  942. chat_yourself=You
  943. CitCon17_Lorville_QT=Lorville Gateway
  944. CitCon17_Lorville_QT_Desc=WIP
  945. citizencon16_homestead_stormwarning_constellation=ATMOSPHERIC CONDITIONS: UNSAFE
  946. CITY_LIGHTS_ITEMS=DO NOT USE ------ (CTL) CITY LIGHTS CLOTHING ITEMS -- MALE<font color="#660099"><i><b>\n</b></i></font>
  947. CITY_LIMITS_ITEMS=DO NOT USE ------ (CTL) CITY LIGHTS CLOTHING ITEMS -- FEMALE
  948. claimsweep_desc=~mission(Contractor|ClaimSweepDescription)
  949. claimsweep_from=~mission(Contractor|ClaimSweepFrom)
  950. claimsweep_obj_display_002=Sentries Destroyed: %ls
  951. claimsweep_obj_long_001=Go to ~mission(Location) and search the site.
  952. claimsweep_obj_long_002=Locate and destroy orbital sentries protecting ~mission(Location).
  953. claimsweep_obj_marker_001=~mission(Location)
  954. claimsweep_obj_marker_002=Orbital Sentry
  955. claimsweep_obj_marker_002a=Search Area
  956. claimsweep_obj_short_001=Go To ~mission(Location)
  957. claimsweep_obj_short_002=Locate & Destroy Sentries
  958. claimsweep_title=~mission(Contractor|ClaimSweepTitle)
  959. Clovis_Safe_WIP_Journal_Sub_Heading_Clue_01=Unable to open to safe door please send code
  960. Clovis_Safe_WIP_Journal_Sub_Heading_Clue_02=-FAILED TO SEND MESSAGE-\nThe code to open the safe is 459256
  961. Clovis_Safe_WIP_Journal_Title_Clue_01=Unable to Open Safe
  962. Clovis_Safe_WIP_Journal_Title_Clue_02=RE: Unable to Open Safe
  963. Clovis_Safe_WIP_Mission_Title_Text=Investigate Safe
  964. Clovis_Safe_WIP_Objective_001_Text_Short=Go to Safe Location
  965. Clovis_Safe_WIP_Objective_001a_Text_Short=Find Safe
  966. Clovis_Safe_WIP_Objective_002_Text_Short=Return Safe
  967. Clovis_Safe_WIP_Objective_003_Text_Long=Investigate the clues that could provide a code for unlocking the safe
  968. Clovis_Safe_WIP_Objective_003_Text_Short=Investigate Clues
  969. Clovis_Safe_WIP_Objective_003a_Text_Long=Find the second datapad for the safe's code
  970. Clovis_Safe_WIP_Objective_003a_Text_Short=Find the next datapad
  971. Clovis_Safe_WIP_Objective_004_Text_Long=Return to the safe and unlock the chest
  972. Clovis_Safe_WIP_Objective_004_Text_Short=Return to safe
  973. Clovis_Safe_WIP_Objective_005_Text_Long=Return the mission item to the admin
  974. Clovis_Safe_WIP_Objective_005_Text_Short=Return Mission Item
  975. Clovis_Safe_WIP_Objective-001_Text_Long=Go to the location of the missing safe
  976. Clovis_Safe_WIP_Objective-001a_Text_Long=Find and collect the safe
  977. Clovis_Safe_WIP_Objective-002_Text_Long=Return the safe to the admin
  978. Color_References=DO NOT USE ------ Adding Color Refs.  (Although should probably be in Separate Category by itself so it can be reused.)
  979. combatassist_desc=ATTENTION: An ECN relay in your sector has received an emergency signal broadcast from a ship in distress. Any available ships in the area capable of rendering assistance are requested to do so immediately.
  980. combatassist_from=Emergency Communication Network
  981. combatassist_obj_long_01=Travel to the emergency distress beacon and provide assistance.
  982. combatassist_obj_long_02=Protect civilian from hostiles.
  983. combatassist_obj_marker_01=ECN Alert
  984. combatassist_obj_marker_02=Protect
  985. combatassist_obj_short_01=Respond To ECN Alert
  986. combatassist_obj_short_02=Protect Civilian
  987. combatassist_obj_short_02a=Distress Beacon
  988. combatassist_title=ECN ALERT: Assistance Needed
  989. comm_ActivatingArray=Activating Array
  990. comm_ActivationBroadcast=Beginning ECN Broadcast
  991. comm_ActivationConnecting=Connecting Array to Hub
  992. comm_ActivationStatus=:: Activation Status ::
  993. comm_ActivationUplink=Establishing Uplink
  994. comm_array_array_window_title=Aciedo Comm Array
  995. comm_Array_ConnectionOffline=Uplink Offline
  996. comm_Array_ConnectionOnline=Uplink Online 
  997. comm_Array_Deactivate=Disconnect Uplink
  998. comm_array_DeactivateConfirmation_001=Disconnecting the Uplink will disrupt communication
  999. comm_array_DeactivateConfirmation_002=and ECN services in the area.
  1000. comm_array_DeactivateConfirmation_No=Cancel
  1001. comm_array_DeactivateConfirmation_title=Warning:
  1002. comm_array_DeactivateConfirmation_Yes=Proceed
  1003. comm_Array_Loading=Authenticating Passkey...
  1004. comm_Array_Login=Passkey Authorization
  1005. comm_Array_LoginFailed=No Authorized Passkey Detected
  1006. comm_Array_LoginSuccessful=Welcome Authorized Technician
  1007. comm_Array_Logout=Logout
  1008. comm_array_Reconnect=Reconnect Uplink
  1009. comm_array_ReconnectingUplink=Reconnecting...
  1010. comm_array_ReconnectSuccess=Uplink successfully reconnected. Services have been restored.
  1011. comm_array_Status=Current Status:
  1012. comm_array_status_window_title=Current Diagnostic Data
  1013. comm_array_Title=Maintenance Control Panel
  1014. comm_Array_Transition=Checking Comm Array Status...
  1015. comm_array_uplink_offline=Network Uplink Offline
  1016. comm_array_uplink_online=Network Uplink Online
  1017. comm_ArrayDeactivated=Array Deactivated
  1018. comm_ArrayNowOnline=Comm Array Is Now Online
  1019. comm_ArrayOnline=Comm Array Online
  1020. comm_ArrayStatus=:: Comm Array Status ::
  1021. comm_BtnActivate=Activate Array
  1022. comm_BtnCalibrate=Calibrate Array
  1023. comm_BtnDeactivate=Deactivate Array
  1024. comm_BtnDiagnostics=Diagnostics Report
  1025. comm_BtnLogIn=- Log In -
  1026. comm_BtnLogOff=Log Off
  1027. comm_BtnSecurity=Security Protocols
  1028. comm_BypassingPasskey=Bypassing Passkey
  1029. comm_channel_Global=Open Comm Channel: Global
  1030. comm_DeactivatingArray=Deactivating Array
  1031. comm_DeactivationComplete=Deactivation Complete
  1032. comm_DeactivationStatus=:: Deactivation Status ::
  1033. comm_HackedBroadcast=eCN Br04Dk4Zt
  1034. comm_HackedConnection=4RR4Y ]-[Ub c0nnekT|()]\[
  1035. comm_HackedPower=4RR4Y P()w3r LEVe1
  1036. comm_HackedStatus=:: Upl|nc ZT47us ::
  1037. comm_HackProgress=H4cC Ign pr()gR3Ss
  1038. comm_LabelBroadcast=ECN Broadcast
  1039. comm_LabelConnection=Array Hub Connection
  1040. comm_LabelDisconnecting=Disconnecting Array From Hub
  1041. comm_LabelPower=Array Power Level
  1042. comm_LabelPoweringDown=Powering Down Array
  1043. comm_LabelTerminating=Terminating ECN Broadcast
  1044. comm_MaintenanceTerminal=Maintenance Terminal
  1045. comm_NoPasskey=No Passkey Detected
  1046. comm_PasskeyAccepted=Passkey Accepted
  1047. comm_PasskeyAccess=/// Authorized Passkey Access Only ///
  1048. comm_PasskeyBypassed=Passkey Bypassed
  1049. comm_PasskeyRequired=An authorized Passkey is required to access this terminal
  1050. comm_UplinkHack=>\ vp11nk h4ck \<
  1051. comm_UplinkHacked=//\ uplYNC ]-[4ck \\/
  1052. comm_UplinkOffline=UPLINK OFFLINE
  1053. comm_UplinkOnline=UPLINK ONLINE
  1054. comm_UplinkStatus=:: Uplink Status ::
  1055. comm_WelcomeTechnician=Welcome Aciedo Technician!
  1056. CommArray_Activate=Activate
  1057. CommArray_Deactivate=Deactivate
  1058. CommArray_desc_001=Wip prevent the hack at ~mission(Location)
  1059. CommArray_Hack=Hack
  1060. commarray_hack_danger_0001=I wouldn't be surprised if some trouble showed up when all is said and done. 
  1061. commarray_hack_danger_0002=There are regular patrols of the area, so be ready just in case some unwanted visitors show up. 
  1062. commarray_hack_danger_0003=I'm not expecting touble, but knowing what security is like in that sector, it's not out of the question. 
  1063. commarray_hack_danger_0004=If I'm being honest, these ~mission(Client) had one of their own try to handle the array, and they got taken out. Just don't let the same thing happen to you. Go in prepared, you should come out fine. 
  1064. commarray_hack_desc=~mission(Description)
  1065. commarray_hack_desc_0001=A couple of ~mission(Client) are working on a big score and they need ~mission(MissionLocation|Address) shut down to make sure they get some privacy. Once it's offline, we'll need you to hang out there to make sure the commlink stays down long enough. ~mission(Danger)\n\nAnd DON'T forget, you'll need a CRYPTOKEY to access the array's controls. \nBring your own if you want, but you can head to ~mission(Location) and grab one there.\nHate for you to head all the way out to the array and not be able to do the damn job.
  1066. commarray_hack_desc_0002=~mission(MissionLocation|Address) being online's going to be a problem for some ~mission(Client) working the area. \nShut it down, keep it offline 'til the job's complete, and we'll make it worth your while. ~mission(Danger)\n\nOf course, you won't be able to access the array's controls unless you have a CRYPTOKEY with you. \nWe arranged for one to be waiting for you at ~mission(Location) if you don't already have one. 
  1067. commarray_hack_desc_0003=I don't want to get too specific, but let's just say it would be better for everyone if someone could make sure that ~mission(MissionLocation|Address) was taken out of commission and that it stayed that way for a while. ~mission(Danger)\n\nAnd I shouldn't have to mention this, but for the love of everything, bring a CRYPTOKEY with you. Last thing we need is you showing up unprepared. \nActually, you know what, if you don't already have one, there's a cryptokey at ~mission(Location) that you can use.
  1068. commarray_hack_desc_0004=Certain ~mission(Client) have a job in the works, but they can't do it as long as the ~mission(MissionLocation|Address) is still online. Need a systems-grok to disable the comm uplink, and stay onsite long enough to make sure there aren't any issues. ~mission(Danger) Credits on completion. No up-front. \n\n---> REMINDER: Bring a CRYPTOKEY with you to hack the array's controls. Either grab one from ~mission(Location) or bring your own.
  1069. commarray_hack_desc_0005=Here's the breakdown -  ~mission(MissionLocation|Address) needs to be taken offline, and ~mission(Client) are looking to hire a hacker to do it and guarantee the uplink's down for as long as needed. ~mission(Danger)That's about all you need to know.\n\n*** P.S. You'll need a CRYPTOKEY to access the control panel. We arranged one to be waiting for you at ~mission(Location), but if you prefer to use your own, that's fine too.
  1070. commarray_hack_from=~mission(Contractor)
  1071. commarray_hack_obj_display_02=Disable ~mission(MissionLocation)
  1072. commarray_hack_obj_display_03=Monitor Cryptokey's Progress
  1073. commarray_hack_obj_display_04=Ensure ~mission(MissionLocation) Stays Offline: %ls
  1074. commarray_hack_obj_long_01=If you don't already have one, acquire a Cryptokey by visiting ~mission(Location) or purchasing one elsewhere.
  1075. commarray_hack_obj_long_02=Disable uplink at ~mission(MissionLocation).
  1076. commarray_hack_obj_long_03=Monitor cryptokey's progress to ensure the hack is successful.
  1077. commarray_hack_obj_long_04=Ensure ~mission(MissionLocation) stays offline for the designated period.
  1078. commarray_hack_obj_marker_01=Hack Site
  1079. commarray_hack_obj_marker_02=Disable Uplink
  1080. commarray_hack_obj_marker_03=Disable Uplink
  1081. commarray_hack_obj_marker_04=Keep Array Offline
  1082. commarray_hack_obj_short_01=Acquire Cryptokey
  1083. commarray_hack_obj_short_02=Disable Comm Array Uplink
  1084. commarray_hack_obj_short_03=Ensure Hack's Success
  1085. commarray_hack_obj_short_04=Ensure ~mission(MissionLocation) Stays Offline
  1086. commarray_hack_title=~mission(Title)
  1087. commarray_hack_title_0001=Privacy Screen
  1088. commarray_hack_title_0002=Array Hack Job
  1089. commarray_hack_title_0003=Dis-Array
  1090. commarray_hack_title_0004=Cover Needed
  1091. commarray_hack_title_0005=Array Hack
  1092. commarray_hack_title_0006=~mission(MissionLocation) Problem
  1093. commarray_hack_title_0007=Lights Out
  1094. CommArray_Login=Login
  1095. CommArray_Logout=Logout
  1096. CommArray_Repair=Repair
  1097. commarray_repair_danger_0001=We've been getting reports that outlaws have been taking advantage of the outage, so be careful. 
  1098. commarray_repair_danger_0002=Proceed with caution as the sector will not have ECN until the connection is back online. 
  1099. commarray_repair_danger_0003=Take precautions when you head over to the site. With the array down we can't be sure what or who might be lurking out there. 
  1100. commarray_repair_danger_0004=Shouldn't have to say this, but use some common sense when you're out there and be ready just in case you run in to some trouble. 
  1101. commarray_repair_danger_0005=One thing to keep in mind is that you should probably make sure your security measures are up to snuff before going. We're not positive yet what caused the Array to go down, but we have had reported incidents in the past of outlaws purposefully taking them offline, and more importantly, trying to keep them offline. 
  1102. commarray_repair_desc=~mission(Description)
  1103. commarray_repair_desc_0001=There's an outage at ~mission(Location|Address) and we need a technician to repair any possible damage and re-establish the uplink. We will provide authorization  to access the maintenance terminal. ~mission(Danger)
  1104. commarray_repair_desc_0002=~mission(Client) lost it's connection to ~mission(Location|Address). We are looking for a qualified comm tech to do an on-site evaluation and ensure that the uplink is re-activated. The proper authorization will be provided to access the control panel.  ~mission(Danger)
  1105. commarray_repair_desc_0003=A technician is needed onsite to repair ~mission(Location|Address) and reconnect it to the comm network. Once contracted, we will transfer authorization to access the maintenance controls. ~mission(Danger)
  1106. commarray_repair_desc_0004=~mission(Location) is in urgent need of repair. Authorization to access the Comm Array's systems will be provided.  ~mission(Danger)
  1107. commarray_repair_desc_0005=~mission(Client) has been reporting issues with ~mission(Location|Address) and we're looking for a contractor to authorize to complete any necessary repairs. ~mission(Danger)
  1108. commarray_repair_desc_0006=Attention qualified comm technicians: ~mission(Location|Address) has lost its connection with ~mission(Client) and requires maintenance. ~mission(Danger)If you're interested, please let us know and we will provide you with the proper authorization needed.
  1109. commarray_repair_from=~mission(Contractor)
  1110. commarray_repair_obj_display_02=Restore Uplink at ~mission(Location)
  1111. commarray_repair_obj_display_03=%ls to Leave Restricted Area
  1112. commarray_repair_obj_long_01=Go to ~mission(Location) to repair uplink.
  1113. commarray_repair_obj_long_02=Restore uplink at ~mission(Location).
  1114. commarray_repair_obj_long_03=Once repairs are initiated, leave the Restricted Area or risk trespassing charges and forfeiting payment.
  1115. commarray_repair_obj_marker_01=Repair Site
  1116. commarray_repair_obj_marker_02=Restore Uplink
  1117. commarray_repair_obj_short_01=Go To Repair Site
  1118. commarray_repair_obj_short_02=Restore Comm Array Uplink
  1119. commarray_repair_obj_short_03=Leave Restricted Area
  1120. commarray_repair_title=~mission(Title)
  1121. commarray_repair_title_0001=Repair ~mission(Location)
  1122. commarray_repair_title_0002=Repair Technician Opportunity
  1123. commarray_repair_title_0003=Skilled Technician Wanted
  1124. commarray_repair_title_0004=Comm Repair
  1125. commarray_repair_title_0005=Qualified Comm Tech Needed
  1126. commarray_repair_title_0006=Comm Uplink Offline
  1127. commarray_repair_title_0007=Disconnected Comm Array
  1128. CommArray_title_001=Prevent hack at ~mission(Location)
  1129. Commissary_Collect_001=wip collect your item
  1130. Commissary_Dispense_001=wip dispense
  1131. Commissary_Dispensing_001=wip dispensing
  1132. Commissary_restocking_001=wip restocking
  1133. comms_channel_disconnected=Comms Channel Disconnected: %S
  1134. comms_channel_invited=Invited to Comms Channel: %S
  1135. comms_channel_joined=Comms Channel Joined: %S
  1136. comms_group_created=Created %s.
  1137. comms_group_disbanded=The %s has been disbanded.
  1138. comms_invite_accepted=%S has joined the %s.
  1139. comms_invite_declined=%S has declined invitation to %s.
  1140. comms_invite_received=%S has invited you to their %s.
  1141. comms_invite_sent=%S invited to %s.
  1142. comms_invite_sent_target=Target player invited to %s.
  1143. comms_invite_timeout=The invitation you sent to %S has timed out.
  1144. comms_leader_changed=%S is now %s leader.
  1145. comms_local_player_joined=You have joined %S's %s.
  1146. comms_local_player_joined_auto=You have joined %s.
  1147. comms_local_player_kicked=You have been kicked from the %s.
  1148. comms_local_player_left=You have left the %s.
  1149. comms_member_kicked=%S has been kicked from the %s.
  1150. comms_member_left=%S has left the %s.
  1151. comms_suffix_group=group '%S'
  1152. comms_suffix_party=party
  1153. comms_suffix_ship_channel=channel '%S'
  1154. comms_target_contact=Hail Target: %S
  1155. Community_Service_Desc=Remove all the trash from the area
  1156. Community_Service_Desc_Long=Trash removed %Is
  1157. Community_Service_Title=Clean up the streets
  1158. confirmkill_danger_0001=Of course, if the bastard is still alive then ... well, let's just say you should go in ready for anything. 
  1159. confirmkill_danger_0002=Watch your back when you're digging around. They say violence makes more violence. 
  1160. confirmkill_danger_0003=Make sure to keep an eye out for trouble while you're searching. Hate to hear that you joined ~mission(TargetName|NickOrFirst) cause you weren't careful. 
  1161. confirmkill_danger_0004=One piece of advice, there's likely to be vultures circling the area. Make sure you're prepared for anything. 
  1162. confirmkill_desc=~mission(Description)
  1163. confirmkill_desc_0001=There's a rumor floating around that this hatjob by the name of ~mission(TargetName) is finally kissing stardust. Talk about overdue. Problem is that it's just a rumor for now. The ~mission(Client) are willing to cough up some credits to find out if it's true. ~mission(Timed)If you head to ~mission(Location) and confirm, you'll get a nice little payout for your troubles. ~mission(Danger)
  1164. confirmkill_desc_0002=I keep telling people you gotta vet before you hire, but do they listen? Course not. Take the ~mission(Client) for example. They paid some alleyscag to off ~mission(TargetName), but now they're worried the job might not actually be done and they want someone to go out to ~mission(Location) and verify the hit. ~mission(Timed)~mission(Danger)Interested?
  1165. confirmkill_desc_0003=Another job of mine was supposed to be all wrapped up, but now the ~mission(Client) are worried that ~mission(TargetName) might still be upright. To ease their minds, I told them I'd send someone out to ~mission(Location) and make sure that people who are supposed to be dead stayed that way. ~mission(Timed)~mission(Danger)
  1166. confirmkill_desc_0004=Not sure if you heard yet, apparently ~mission(TargetName) is dead. Like dead, dead. Everyone is scrambling to find out if it's true or not, but I got a lead on where the body might be. ~mission(Timed)Head to ~mission(Location) and confirm for me, I'll make sure it's worth your while. ~mission(Danger)
  1167. confirmkill_desc_0005=The ~mission(Client) paid big credits to have this problem of theirs permanently solved, but I guess the proof of death didn't come through. Sucks for them, but works out for me and you. I can't go myself, but I can give you the location of ~mission(Location). Go and confirm that ~mission(TargetName) is toe up. ~mission(Danger)Simple enough job, don't even have to kill anyone yourself, and the credits are right. ~mission(Timed)
  1168. confirmkill_desc_0006=Hope you don't mind corpses, cause I need you to get up close and personal with one. Used to go by the name ~mission(TargetName). You should find what's left of them at ~mission(Location) and hopefully confirm that the bastard's really dead. ~mission(Timed)~mission(Danger)Anything else you find when you're out there is fair game.
  1169. confirmkill_desc_0007=Got word that ~mission(TargetName) might be dead. 'Might' ain't gonna cut it with me, so I want you to go to ~mission(Location) and make sure of it.~mission(Timed)~mission(Danger)If you have any other questions, just figure it out yourself. That's what I pay you for.
  1170. confirmkill_from=~mission(Contractor)
  1171. confirmkill_location_0001=the ship's remains
  1172. confirmkill_location_0002=the last point of contact
  1173. confirmkill_location_0003=~mission(TargetName|NickOrFirst)'s last known position
  1174. confirmkill_location_0004=the wreckage
  1175. confirmkill_location_0005=the wreck site
  1176. confirmkill_location_0006=the derelict
  1177. confirmkill_obj_long_01=Visit ~mission(Location) to locate ~mission(TargetName).
  1178. confirmkill_obj_long_02=Locate ~mission(Role) ~mission(TargetName|Last) and confirm they're dead.
  1179. confirmkill_obj_long_02a=Confirm
  1180. confirmkill_obj_marker_01=Wreck Site
  1181. confirmkill_obj_short_01=Go To Wreck Site
  1182. confirmkill_obj_short_02=Locate Corpse
  1183. confirmkill_timed_0001=Need you to hurry and get there fast. No telling what can happen to a corpse when it's just left sitting out there. 
  1184. confirmkill_timed_0002=And just cause they're dead doesn't mean you can take you're sweet time. The longer ~mission(TargetName|NickOrFirst) sits out there, the harder this job's gonna get. 
  1185. confirmkill_timed_0003=Everyone's real eager to have this settled as fast as possible, so see what you can do. 
  1186. confirmkill_timed_0004=Even the thought of ~mission(TargetName|Last) still breathing has everyone on edge. Take care of this ASAP. 
  1187. confirmkill_title=~mission(Title)
  1188. confirmkill_title_0001=Ghost Hunter
  1189. confirmkill_title_0002=Obituary
  1190. confirmkill_title_0003=True or False
  1191. confirmkill_title_0004=You See Dead People?
  1192. confirmkill_title_0005=Confirmation Needed
  1193. confirmkill_title_0006=Final Goodbye
  1194. confirmkill_title_0007=Last Steps
  1195. constantine_recoverysafe_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Safe Recovery\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: C. Hurston\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nThieves and deviants have broken into one of our facilities, ~mission(Location), and have been committing random acts of vandalism. Although Hurston Security has been tasked with eliminating them, Corporate needs a dedicated operator to retrieve one of our data vaults that was being stored there. Make sure it's safely delivered to ~mission(Destination).\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
  1196. constantine_recoverysafe_desc_002=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Safe Recovery\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: C. Hurston\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nOperator needed to travel to Hurston facility ~mission(Location) and retrieve a data safe before criminals destroy it. Once inside the facility, you are cleared to use whatever force is necessary in the execution of your mission. Once secured, deliver the safe to ~mission(Destination) for payment.\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
  1197. constantine_recoverysafe_desc_003=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Safe Recovery\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: C. Hurston\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nA Hurston facility, ~mission(Location), has been compromised and overrun by unauthorized elements bent on vandalism and thievery. Hurston Dynamics needs a contractor to access the facility and retrieve proprietary Hurston documents and data currently housed in a secure safe and deliver it to ~mission(Destination). Use force if necessary but the safe return of Hurston property is paramount.\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
  1198. constantine_recoverysafe_desc_004=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Safe Recovery\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: C. Hurston\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nCentral has recently been notified that ~mission(Location) has been overtaken by scavengers and thieves. Before Hurston Security can retake the facility, we want to make sure that a safe containing archives of the facility's data is safely removed and delivered to ~mission(Destination). You are cleared to use whatever force is necessary to secure the safe, but understand that the secure delivery is your primary objective. Payment will be issued upon successful completion of your task.\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
  1199. constantine_recoverysafe_title_001=Recovery Contract
  1200. constantine_recoverysafe_title_002=Secure Retrieval
  1201. constantine_recoverysafe_title_003=Vault Extraction
  1202. constantine_recoverysafe_title_004=Safe Retrieval
  1203. contract_desc=~mission(Description)
  1204. contract_from=~mission(Contractor)
  1205. contract_timed=~mission(Contractor|Timed)
  1206. contract_title=~mission(Title)
  1207. Covalex_Danger_001=One more thing, I'm seeing here that you'll be working in a heightened safety area. I'm sure you always follow best practices, but a little extra caution probably wouldn't be a bad idea. Better safe than sorry, right! 
  1208. Covalex_Danger_002=One last thing, it looks like some of our previous operators have reported outlaw activity in the area. Might be a good idea to plan for some extra security precautions. But if you do get into a situation (though you probably won't!), remember Covalex's policy of 'Flight, not fight.' 
  1209. Covalex_Danger_003=Also, unfortunately, it seems a security flag has been placed on this contract. Nothing to worry about too much... but that said, you should probably at least be extra careful during this job. Be ready for anything and you'll never be surprised! 
  1210. Covalex_Danger_004=One more little wrinkle. The system has flagged this contract as potentially hazardous. It might not mean anything, but don't be too surprised if you run into a bump or two or three while completing this one. 
  1211. Covalex_Danger_005=Last thing. This contract has been given a security flag. They add those when there is a higher risk involved. Sometimes it's hazardous routes, sometimes outlaw sightings, but you're going to want to be extra sharp on this one. 
  1212. covalex_delivery_desc_0001=Hi there!\n\n~mission(Contractor|Reaction)\n\nWe've got another shipment waiting to be picked up at ~mission(Location|Address) and delivered to ~mission(Destination|Address). ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
  1213. covalex_delivery_desc_0002=Hey!\n\nHope everything's going all right with you. ~mission(Contractor|Reaction) \n\nThere is a shipment at ~mission(Location|Address) that we need you to take over to ~mission(Destination|Address). ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
  1214. covalex_delivery_desc_0003=Hi again,\n\n~mission(Contractor|Reaction)\n\nHoping you're free, because I have a job to send your way. Got a pick up request at ~mission(Location|Address) for a shipment that is headed to ~mission(Destination|Address). That could wind up being an interesting route. ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
  1215. covalex_delivery_desc_0004=Hi!\n\nDon't know about you, but today has been a busy one over here. Barely been able to stop and catch my breath. ~mission(Contractor|Reaction)\n\nSo, the run we need taken care of will have you grabbing a shipment from ~mission(Location|Address) and bringing it to ~mission(Destination|Address). Should hopefully be pretty painless. ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff) \n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
  1216. covalex_delivery_desc_0005=Hello,\n\nChase is off today, so I am temporarily handling your contracts. \n\nThis current one is for a shipment pick up at ~mission(Location|Address) to be delivered to ~mission(Destination|Address). ~mission(Contractor|Timed)\n\nThanks,\n\nArleen Dokgo\nSr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
  1217. covalex_delivery_desc_0006=Hey there,\n\n~mission(Contractor|Reaction)\n\nFound the perfect shipment contract for you to tackle. There's a shipment waiting at ~mission(Location|Address) to be taken to ~mission(Destination|Address). Sounds good, right? ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
  1218. covalex_delivery_desc_intro=Hi!\n\nI've got some exciting news to share - Covalex Shipping is seeking to contract with additional independent operators in your area! \n\nEarning such accolades as 'Imperial Finances' Top 10 Shipping Companies' and 'Delivery Digest's 2945's Most Trusted Transport,' Covalex is busier than ever. And that means more cargo going to more places. That's where you come in! \n\nWe're looking for dependable and industrious pilots to join our expanding family. Do you have access to a ship that can hold cargo? Can you pass an Advocacy background check if required? Then a universe of opportunity is waiting for you. All you have to do is complete a simple 'Evaluation Trial' and pick up a shipment from ~mission(Location|Address) and take it safely to ~mission(Destination|Address). \n\nUpon satisfactory completion, you'll be eligible to become part of Covalex Shipping's vast network of independent transport specialists*.\n\nWe look forward to hearing from you,\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\n*Covalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
  1219. covalex_delivery_title_001=Delivery Pilot for Covalex
  1220. covalex_delivery_title_intro=Independent Cargo Pilot Needed
  1221. covalex_holiday_001=To tell the truth, we've got so many packages coming in that I haven't even had any time to do my own shopping! 
  1222. covalex_holiday_002=With all the stress at this time of year, I just try to remember how much happiness we're bringing to people with what we do. 
  1223. covalex_holiday_003=I think that if we all work together, we can help make this holiday one of the best! 
  1224. covalex_holiday_004=I don't know about you, but I can't wait for the rush to be over so I can get some quality time with loved ones. 
  1225. covalex_holiday_005=You know, even with how busy it gets, this is still my favorite time of the year! 
  1226. covalex_holidaydelivery_desc_0001=Happy Holidays!\n\nThe gift giving season has been crazier than ever for us at Covalex, and we need all the help we can get to make sure everything gets delivered on time. \n\nI'm hoping you can grab a special delivery from ~mission(Location) and deliver it to ~mission(Destination). \n\n~mission(Contractor|DeliveryHoliday) \n\nGood cheer to you and yours,\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor. 
  1227. covalex_holidaydelivery_title_001=Holiday Delivery
  1228. Covalex_LogIn=LOG_IN\nREQUIRED
  1229. Covalex_LogInText=PLACE FINGERS ON KEYPAD\nFOR VERIFICATION SCAN
  1230. Covalex_Messages=NEW\nMESSAGES\nPENDING
  1231. Covalex_Reaction_Bad_001=Hate to do this, but wanted to check in about that last contract. Seems like you had some problems. Now, while we all run into unavoidable obstacles from time to time, I'm going to encourage you to take a moment to think about what went wrong and three things that you can improve upon for your next contract. It's a little exercise that always helps me improve my performance, and isn't that what life is about? Self improvement? All right, back to the exciting new business at hand! 
  1232. Covalex_Reaction_Bad_002=To get a bit of business out of the way, I briefly wanted to mention your performance on the last contract. I have in my notes that it was less than satisfactory. Probably just an off day, and I sure know about those, but I would like to strongly encourage you to use this contract as an opportunity to show us just how good you really are. 
  1233. Covalex_Reaction_BadStreak_001=You haven't been having much luck out there have you? I don't want to get too overly dramatic, but your performance stats over the last few contracts have been falling well below average. However, your luck hasn't completely run out! Covalex believes firmly in cultivating talent and allowing people to learn from our mistakes ( Thankfully! I probably wouldn't be here otherwise :p ). So, let's put all that behind us as a learning experience and meet the future head on! 
  1234. Covalex_Reaction_BadStreak_002=This is part of my job that I do not look forward to. We have to talk about your recent string of contracts. Things have just not been going your way have they? I'm not gonna sugar coat it, your performance stats are not look so hot. But you know what they say, nothing makes up for the past like the present. Let's get you back out there, and see what you can really do. 
  1235. Covalex_Reaction_BadToGood_001=Got to say, you really turned it around with that last job! Awesome work! Now, let's just keep it up! 
  1236. Covalex_Reaction_BadToGood_002=Congrats on the flipping your performance status around! I was rooting for you, and sure enough, you really proved on that last job that when push comes to shove, you can get it done. Now we just got to keep that momentum going! 
  1237. Covalex_Reaction_Good_001=My records show that you did a great job with that last contract! I personally wanted to say well done. It's that kind of performance that Covalex really loves to see. 
  1238. Covalex_Reaction_Good_002=Wanted to take a second to say that you did a stellar job with that last contract and that your hard work is not going unnoticed! 
  1239. Covalex_Reaction_GoodStreak_001=I was looking back through my records and wow! You've been doing a fantastic job recently. I've talked about you to some of the other Jr. Logistics Operators, and you didn't hear it from me, but they're pretty jealous I'm working with such a stellar contractor. Keep this up and we'll both be Covalex stars! 
  1240. Covalex_Reaction_GoodStreak_002=First off, I want to let you know how much I, and everyone here at Covalex Shipping, really appreciate the hard work you've been putting in. You've consistently have been completing contracts above and beyond my expectations. Alright, that's probably enough stroking your ego! 
  1241. Covalex_Reaction_GoodToBad_001=I'm going to confess, I was a little surprised seeing that report come in from your last contract. You had been doing so well! For now, let's just call it a fluke and focus on the next job, okay? 
  1242. Covalex_Reaction_GoodToBad_002=I have to ask - were you as disappointed about that last contract as I was? You had such a good record going! But don't worry. Everyone makes mistakes. It's what we do with those mistakes that matter. It's like that saying - "I'd rather try and fail, than fail to try." 
  1243. Covalex_Reaction_LastWarning_001=So, with your recent performance issues, I'm afraid that if you don't turn things around, Covalex will be putting you on a probationary disciplinary period and remove you from active contractor status. But don't worry, this contract is you're chance show us how dedicated you are to meeting Covalex Shipping's high standards. I'm sure you'll do great. 
  1244. Covalex_Reaction_LastWarning_002=There's a bit of bad news. I've received notice that your time with Covalex may be transitioning to a less 'active' role. Seems that your track record hasn't been all that satisfactory. Good news is that it's not too late for you to change people's minds! You knock this next contract into the goal, and it'll show you still have some tricks up your sleeves. 
  1245. Covalex_Reaction_Renew_001=I know it's been a little while since we last spoke, but I'm happy to report that my manager has agreed to allow you to do another 'Evaluation Trial' to regain active status as a Covalex Independent Contractor. I'm a firm believer in giving people another chance to prove themselves, and this is yours! 
  1246. Covalex_Reaction_Renew_002=I've got some good news. We were directed to go through our probationary contractors list and see if there were candidates who we felt deserved to be reconsidered. You immediately came to mind! What do you say? You ready to wipe the slate clean and give it another try? 
  1247. Covalex_SignOff_001=Thanks in advance for ensuring prompt service,
  1248. Covalex_SignOff_002=Good luck out there!
  1249. Covalex_SignOff_003=Talk to you soon,
  1250. Covalex_SignOff_004=And as the poster on my wall says, 'Bee Safe, Honey!'
  1251. Covalex_SignOff_005=Can't wait to hear how everything goes,
  1252. Covalex_SignOff_006=Have a good one,
  1253. Covalex_SignOff_007=Happy travels and fly safe!
  1254. Covalex_SignOff_008=I'm rooting for you. Make me proud!
  1255. Covalex_Timed_001=The order has been flagged as a 'Rush Priority' job, so you will be expected to complete the contract within the designated window. Hope that won't be a problem. 
  1256. Covalex_Timed_002=There is a tight deadline on this contract, so be sure to keep an eye on the clock. 
  1257. Covalex_Timed_003=Plus, we need everything wrapped up by a specific deadline. Got to keep the customers happy! 
  1258. Covalex_Timed_004=This will be a 'Rush Priority' job. That means that we can't afford any delays. 
  1259. Covalex_Timed_005=The customer requested 'Rush Priority' so you will have to keep a close eye on the time while you're working. 
  1260. covalexrand_desc=~mission(Description)
  1261. covalexrand_desc_0001=Been waiting forever for Covalex to get their act together after the accident they had, but I just don't think it's going to happen at this point. Hoping you could go out to Gundo and grab my order for me. ~mission(Reference)~mission(Timed)I don't need you to take it all the way to me either. I arranged for shipment from ~mission(Destination) so all you'd have to do is leave it there at the front desk for me.\n\nThanks,\n~mission(Owner)
  1262. covalexrand_desc_0002=I had an important shipment with Covalex and apparently it was waiting at Gundo when they had that big accident there. They said the delivery was going to be delayed, but it's been months now and they're still telling me the same exact thing. No new information or anything. I'm losing a ton of money on this and the best they can offer me is an apology. Not good enough. Figure if they can't finish the delivery, I'll find someone who can. ~mission(Reference)Need it delivered to ~mission(Destination). ~mission(Timed)
  1263. covalexrand_desc_0003=Hey, a gift I ordered is stuck out on that Covalex station that exploded or whatever and now they say they can't deliver it. I'm really sorry about what happened there, but I already missed our anniversary and if I miss their birthday too, I'm gonna be dead. Basically, I need that box to be at ~mission(Destination) by any means necessary. ~mission(Reference)~mission(Timed)
  1264. covalexrand_desc_0004=Look, we can all agree it was a real tragedy what happened out there at Gundo, and I'm sorry people lost their lives, but that doesn't mean I don't need my package delivered, right? And if Covalex isn't willing or able to do it, then I have every right to go and get delivered on my own. That only seems fair. ~mission(Reference)If you're interested, I'll need it taken to ~mission(Destination). ~mission(Timed)\n\nGood luck,\n~mission(Owner)
  1265. covalexrand_desc_0005=I'm in a bit of a bind. A delivery I've been expecting was rerouted through Covalex's Gundo station out near Crusader, but an accident there stopped all shipments. I tried getting a refund, but the company I ordered from says it's Covalex's fault, and Covalex says that their terms of service covers a delay like this. ~mission(Timed)I guess at this point I just want my package and I don't really care how I get it. Even to the point where I'm willing to pay the extra shipping to have someone just take it to ~mission(Destination) for me. ~mission(Reference)
  1266. covalexrand_desc_0006=I need someone with access to a ship to fly out to Covalex's Gundo station and take a box there to ~mission(Destination). ~mission(Reference)And before you get the wrong idea or anything, I'm not talking about stealing or anything, because it's my package. Covelex is just dragging their feet delivering it because of the investigation or safety or whatever excuse they're using. ~mission(Timed)
  1267. covalexrand_desc_0007=A package I ordered is stuck because of the accident that happened at Gundo. I paid good creds for this and now it's just sitting there gathering dust. Seems to me that if Covalex isn't gonna do anything about it, then I might as well pay someone to find it and take it to ~mission(Destination) for me. ~mission(Reference)~mission(Timed)
  1268. covalexrand_desc_0008=I am going crazy. Covalex keeps telling me that they delivered my package, but I didn't get it. The last routing information I have places it at their Gundo center, so I'm thinking that it got misplaced when they had the big accident there. ~mission(Reference)If you could go check it out, I bet you anything that it's just sitting there. ~mission(Timed)If it is there, I'll pay to have you bring it to ~mission(Destination).
  1269. covalexrand_from=~mission(Owner)
  1270. covalexrand_MissionUI_LocateCrate=Locate ~mission(Owner)'s Package
  1271. covalexrand_obj_long_01=Go to Covalex Station Gundo.
  1272. covalexrand_obj_long_02=Find and pick up package.
  1273. covalexrand_obj_long_03=Deliver package to ~mission(Destination).
  1274. covalexrand_obj_short_01=Go To Covalex
  1275. covalexrand_obj_short_02=Collect Package
  1276. covalexrand_obj_short_03=Deliver Package
  1277. covalexrand_obj_short_03a=Package
  1278. covalexrand_reference_0001=A friend of a friend said you'd be up to doing something like this, so figured it couldn't hurt to ask. 
  1279. covalexrand_reference_0002=I heard that you may have been out to the station once already, so you'd be perfect to help me with this. 
  1280. covalexrand_reference_0003=Elaine Ward mentioned that you might be a good person to help with this. 
  1281. covalexrand_reference_0004=I heard about the investigation work you did at the station, and figured since you know the lay of the land already you'd be the perfect person to hit up. 
  1282. covalexrand_reference_0005=You've been to Gundo before, right? Makes sense that going back shouldn't be that big of an issue for you. 
  1283. covalexrand_timed_0001=This whole thing has been taking so long, it'd be great to get this wrapped up as fast as possible. 
  1284. covalexrand_timed_0002=I've pretty much run out of patience at this point. Anything you can do to get the package to me as quickly as possible would be great. 
  1285. covalexrand_timed_0003=This delivery was urgent before the delay and now it's more so. Need it delivered yesterday. 
  1286. covalexrand_timed_0004=Not sure if there is anything you can do to save some time, but the faster you get the package to me the better. 
  1287. covalexrand_title=~mission(Title)
  1288. covalexrand_title_0001=Frustrated with Covalex
  1289. covalexrand_title_0002=Complete Delivery Order
  1290. covalexrand_title_0003=Finish Covalex Delivery
  1291. covalexrand_title_0004=Need My Package Found
  1292. covalexrand_title_0005=Waiting On My Package
  1293. covalexspec_015=
  1294. covalexspec_contractor_0001=Anya Sugari
  1295. covalexspec_contractor_0002=Ed Biollo
  1296. covalexspec_contractor_0003=Thrace Pinter
  1297. covalexspec_contractor_0004=Gloria Theolone
  1298. covalexspec_contractor_0005=Sam Besser
  1299. covalexspec_contractor_0006=Baylor Ward
  1300. covalexspec_desc=~mission(Description)
  1301. covalexspec_description_0001=Hi,\n\nI'll totally understand if you don't want to help with this, but if you can it would be amazing.\n\nSee, my boyfriend passed away during the Covalex Gundo tragedy. They said I would get all of Scott's stuff back once the investigation was complete, but as far as I know, it's been done for a while now and they still haven't given any indication of when I can get his property. It's been hard enough dealing with all this, and knowing that a package is going to show up in a month or two and rip open all these wounds, it's just too much. I would prefer to deal with it now and get it over with. If you could find a way to get his personal effects (Employee ID# 104) and drop them off at ~mission(Destination), I'd be very grateful.\n\nThanks for your help,\nAnya
  1302. covalexspec_description_0002=My brother was one of those people who died when that Covalex station near Crusader blew. Even worse, he was borrowing something of mine when it happened. Now some red tape asshole is trying to tell me that I have to wait to get my stuff back. Yeah right. First you kill my brother and now you want me to be patient? The nerve of these corporate jillos. Forget that. Instead, I figured I'd hire someone to go to Gundo to get my stuff and take it to ~mission(Destination) for me. I mean, what the hell are they gonna do about it? Anyway, it's what my brother would have wanted. It's gonna be the box marked 156.\n\n- Ed
  1303. covalexspec_description_0003=Hey,\n\nSo this is a little awkward for me to talk about, but it turns out that one of the people who passed away on that Covalex station disaster, Kyomi Santos, actually bequeathed me something in her will. I was surprised to hear it, but apparantly I'm now the proud owner of everything stored in box #173. The people at Covalex say I'll be able to get it when the station opens back up but ... this is the awkward part ... I kind of really need it right now. Normally I'd just wait, but I'm trying to start my own business (I make cakes in the shape of people's homeworlds) and the credits I get from selling it will really be a huge help. I've got a little bit stashed away now that I can use to pay for someone to deliver it from Gundo to ~mission(Destination) for me. I know the whole things a little bit irregular, but if there was any other way I wouldn't be asking.\n\nThanks for the help,\nThrace
  1304. covalexspec_description_0004=My son Nico was sadly among the victims of the tragic accident at Covelex's Gundo station and they still haven't returned all of his personal possessions to me. I understand that they have to do things according to regulations, but it seems unconscionable that they wouldn't make some allowances for the grieving family members. To that end, I'm seeking someone who will be able to go to the station for me. To be clear, Gundo is currently considered off limits, meaning that this would not be above board, but I feel my situation warrants special consideration. My sister says that the rate I am offering is the correct amount for retrieving the crate with Nico's belongings (#964) and bringing them to ~mission(Destination), so hopefully I can find a competent individual to settle this matter quickly.\n\nSincerely,\nGloria Theolone
  1305. covalexspec_description_0005=They said that I could find someone here to go to Gundo for me and grab a crate that belonged to my wife. If the name didn't ring a bell, that's the station where they had that big accident. My wife worked for Covalex and I know it's not really going to make losing her any easier, but I really just want Claudia's stuff back. I think about her photo collection or the necklace I gave her just sitting there in that cold dead station in some box marked 249 and it's not right. She deserves better. So how about it? You willing to go to Gundo and haul her crate back to ~mission(Destination)?
  1306. covalexspec_description_0006=Hi,\n\nI'm looking for someone to head to the Covalex Gundo station near Crusader and grab some items. I know this may sound like stealing, but it's my dad's stuff. You see, he was on Gundo station when it had its accident. My mom says that we need to wait until Covalex says so, but I don't think that's fair because I miss him so much. I would like something to remember him by and I don't want to wait any longer because I might start forgetting things. I'll pay you to get box 510 for me and take to ~mission(Destination) so I can have it.\n\nThank you very much,\nBaylor Ward
  1307. covalexspec_from=~mission(Contractor)
  1308. covalexspec_MissionUI_BoxNumber_104=Box #104
  1309. covalexspec_MissionUI_BoxNumber_156=Box #156
  1310. covalexspec_MissionUI_BoxNumber_173=Box #173
  1311. covalexspec_MissionUI_BoxNumber_249=Box #249
  1312. covalexspec_MissionUI_BoxNumber_510=Box #510
  1313. covalexspec_MissionUI_BoxNumber_964=Box #964
  1314. covalexspec_MissionUI_LocateCrate=Locate ~mission(Owner)'s Personal Effects (~mission(BoxNumber))
  1315. covalexspec_MissionUI_TravelTo=Travel to Covalex
  1316. covalexspec_obj_long_01=Locate ~mission(Owner)'s personal effects at Covalex Station Gundo.
  1317. covalexspec_obj_long_02=Deliver personal effects to ~mission(Destination).
  1318. covalexspec_obj_short_01=Locate Personal Effects
  1319. covalexspec_obj_short_02=Deliver Personal Effects
  1320. covalexspec_obj_short_02a=Personal Effects
  1321. covalexspec_owner_0001=Scott Hammell
  1322. covalexspec_owner_0002=Ross Biollo
  1323. covalexspec_owner_0003=Kyomi Santos
  1324. covalexspec_owner_0004=Nico Theolone
  1325. covalexspec_owner_0005=Claudia Besser
  1326. covalexspec_owner_0006=Darnell Ward
  1327. covalexspec_title=~mission(Title)
  1328. covalexspec_title_0001=Personal Effects
  1329. covalexspec_title_0002=Help Me Get My Stuff Back
  1330. covalexspec_title_0003=Unexpected Inheritance
  1331. covalexspec_title_0004=A Mother's Plea
  1332. covalexspec_title_0005=Looking for Closure
  1333. covalexspec_title_0006=My Dad's Stuff
  1334. criminal_assassination_Danger_Hard_001=Criminal Danger Hard placeholder text
  1335. criminal_assassination_desc_Hard_001=Criminal Title Intro Description placeholder ~mission(Danger) (Contractor|AssassinationHardTimed)
  1336. criminal_assassination_Timed_Hard_001=Criminal Timed Hard placeholder text
  1337. criminal_assassination_title_Hard_001=Criminal Title Intro placeholder
  1338. criminal_database_accessrecords=Access Records
  1339. criminal_database_Confim=Are you sure you want to dismiss all current criminal charges? 
  1340. criminal_database_crime=Temp Infraction
  1341. criminal_database_Expunging=Processing Request...
  1342. criminal_database_expungment=Reason for Charge Dismissal
  1343. criminal_database_filesadjusted=Updating CrimeStat...
  1344. criminal_database_infraction_date_001=Received
  1345. criminal_database_infraction_jurisdiction=Jurisdiction
  1346. criminal_database_infraction_name_001=Charge
  1347. criminal_database_loading=Authenticating Passkey...
  1348. criminal_database_locatingfiles=Locating Requested Records...
  1349. criminal_database_login=Passkey Authorization
  1350. criminal_database_loginFailed=No Authorized Passkey Detected
  1351. criminal_database_loginsuccessful=Welcome Security Personnel
  1352. criminal_database_logout=Logout
  1353. criminal_database_playername=temp player name
  1354. criminal_database_purgeall=Dismiss All Charges
  1355. criminal_database_purgerecord=Dismiss
  1356. criminal_database_reason_001=Diplomatic Immunity
  1357. criminal_database_reason_002=Extenuating Circumstances
  1358. criminal_database_reason_003=Mental Incompetence / Medical Exemption
  1359. criminal_database_reason_004=Procedural Issues / Wrongful Arrest
  1360. criminal_database_reason_005=Prosecutorial Discretion
  1361. criminal_database_reason_006=Settlement Reached / Plea Bargain
  1362. criminal_database_Record_001=Record Holder ID:
  1363. criminal_database_record_002=View Record
  1364. criminal_database_revoked_desc=An unusually high volume of database changes has been detected. For security reasons, your passkey has been locked. \nTo regain access, please reauthorize your passkey again or contact technology services.
  1365. criminal_database_revoked_name=Attention: Access Revoked
  1366. criminal_database_Title=Imperial Criminal Database
  1367. criminal_database_updatesuccess=Database Update Complete
  1368. Criminal_Steal_Danger_Easy_001=Criminal Easy Danger Placeholder text
  1369. Criminal_Steal_Danger_Medium_001=Criminal Medium Danger Placeholder text
  1370. Criminal_Steal_Easy_Desc_001=Criminal Easy Description Placeholder text ~mission(Danger) (Contractor|StealEasyTimed)
  1371. Criminal_Steal_Easy_Title_001=Criminal Easy Title Placeholder text
  1372. Criminal_Steal_Medium_Desc_001=Criminal Medium Description Placeholder text ~mission(Danger) (Contractor|StealMediumTimed)
  1373. Criminal_Steal_Medium_Title_001=Criminal Medium Title Placeholder text
  1374. Criminal_Steal_Timed_Easy_001=Criminal Easy Timed Placeholder text
  1375. Criminal_Steal_Timed_Medium_001=Criminal Medium Timed Placeholder text
  1376. cruind_bounty_danger_0001=*DELETE THIS* This is a high-class hitter, so expect a fight. 
  1377. cruind_bounty_danger_0002=*DELETE THIS* Suspect has a history of violence. Use caution when approaching. 
  1378. cruind_bounty_danger_0003=*DELETE THIS* This bounty has been flagged ultra, so exercise extreme caution. 
  1379. cruind_bounty_danger_0004=*DELETE THIS* This is a high-risk contract. 
  1380. cruind_bounty_desc=*DELETE THIS* ~mission(Description)
  1381. cruind_bounty_desc_0001=*DELETE THIS* Bounty Issued: ~mission(TargetName). Warning, a bounty has been issued by ~mission(Contractor) for the above named for violating Imperial law. Use of force has been authorized.
  1382. cruind_bounty_desc_0003=*DELETE THIS* WANTED: ~mission(TargetName). After multiple and unrepentant violations of Imperial law, a bounty has been certified and bonded by ~mission(Contractor) to neutralize the suspect by whatever means necessary.
  1383. cruind_bounty_from=*DELETE THIS* ~mission(Contractor)
  1384. cruind_bounty_from_first=*DELETE THIS* Crusader Security
  1385. cruind_bounty_location_0001=*DELETE THIS* Client will provide target's last known location.
  1386. cruind_bounty_location_0002=*DELETE THIS* If accepted, ~mission(Contractor) will provide relevant location data for ~mission(TargetName|Last).
  1387. cruind_bounty_location_0003=*DELETE THIS* Target was last seen at Grim HEX.
  1388. cruind_bounty_location_0004=*DELETE THIS* All relevant location data will be provided upon acceptance of bounty.
  1389. cruind_bounty_timed_0001=*DELETE THIS* You will have a very specific window of opportunity. Take them down before they disappear again. 
  1390. cruind_bounty_timed_0002=*DELETE THIS* Target will be aware of bounty, so you'll have to move fast. 
  1391. cruind_bounty_timed_0003=*DELETE THIS* This contract comes with a timer clause. 
  1392. cruind_bounty_title=*DELETE THIS* ~mission(Title)
  1393. cruind_bounty_title_0001=*DELETE THIS* Bounty Target
  1394. cruind_bounty_title_0002=*DELETE THIS* Wanted: ~mission(TargetName)
  1395. cruind_bounty_title_0003=*DELETE THIS* Bounty: ~mission(TargetName)
  1396. cruind_bounty_title_0004=*DELETE THIS* Bounty Issued: ~mission(TargetName)
  1397. Crus_HistMarker_From=Crusader Historical Society
  1398. Crus_HistMarker_Text_01=Famed musician Carolyn 'Vortex' Thorson was born here on January 8, 2915. Her family's ship was en route to a nearby outpost when it set down to facilitate her birth. As a teenager, Thorson earned the nickname 'Vortex' for the impressive speed and dexterity she displayed behind the drums. As a founding member of Firmament, she helped redefine popular music, making her the most famous and mimicked drummer in the UEE for over a decade.
  1399. Crus_HistMarker_Text_02=Rayari scientists working here at the Hickes Research Outpost created a revolutionary nonsteroidal anti-inflammatory (NSAID) in 2938. The drug, known commonly as Ceprozin, has become widely used during cybernetic replacement surgeries, providing pain relief and curbing inflammation without any of the side effects common with other NSAIDs.
  1400. Crus_HistMarker_Text_03=Here, in 2941, Terra Mills researchers combined Cellin's unique soil composition with genetic augmentation to create a new fruit hybrid named the Terraberry. This uniquely tart, purple berry stays ripe longer than most other berries, making it ideal for interstellar shipping.
  1401. Crus_HistMarker_Text_04=Here sits the shelter that saved Bastien Nemitz. In 2930, Crusader Industries hired the noted adventurer to promote the beauty and diversity of their moons by hiking around each one and providing daily updates. Following successful journeys around Cellin and Yela, Nemitz failed to upload a daily diary from Yela on June 24th. A search party was organized but failed to find him. Days later, Nemitz contacted Crusader authorities from this shelter. He'd limped here on a shattered ankle suffering during a terrible fall that also destroyed his mobi. After he was rescued, Nemitz recovered and returned to the Talarine Divide shelter to complete his journey around Yela.
  1402. Crus_HistMarker_Text_05=This shelter was erected in part due to the generous contributions of Ethan Halton's friends and families. The large boulders and rocks that dot the Nakamura Valley have made it a popular destination for unregulated open canopy racers. Sadly, in 2917, amateur racer Ethan Halton, unable to handle the track's successive tight turns, died from injuries sustained during a racing crash. To help ensure that other racers would not share Ethan's fate, in 2918, this emergency shelter was erected.
  1403. Crus_HistMarker_Text_06=Mario Kosso was the first head of Crusader's emergency response unit. Established to provide support and rescue services to those who found themselves in need on Crusader's moons, Kosso lead the response to the team's first distress beacon, which came from this basin. It was named in his honor upon his retirement in 2938.
  1404. Crus_HistMarker_Text_07=The famous picture of Yela's ring illuminated against the darkened sky was taken here by noted photographer Juliana Aston in 2918. The vista became so connected to her artwork that in 2928 it was officially named 'Aston Ridge' in her honor.
  1405. Crus_HistMarker_Text_08=Situated above a junction of multiple canyons, Wolf Point earned its name thanks to Crusader surveyor Cally Stroble who had noted excitedly in her initial report that "Against all odds, it seems a family of wolf-like creatures somehow has found a way to settle the area. Their cries can be heard for kilometers around." However, when further investigation proved that the wolves were merely a prank by a fellow surveyor, the name stuck.
  1406. Crus_HistMarker_Text_09=This ridge was named for Crusader's former CEO August Dunlow. Many credit Dunlow's vision as instrumental into transforming Crusader Industries into the company it is today. With that in mind, Dunlow Ridge, with its expansive view of the Daymar landscape, was named in his honor.
  1407. Crus_HistMarker_Text_10=This section of Daymar became known as Eager Flats after an eccentric artist who called it home. Norman Eager gained notoriety in the 2920s for constructing a series of art installations so massive they could be seen by ships flying above the flats. Deemed 'ephemeral art' by Eager, the pieces were not meant to be permanent. Instead, they were slowly degraded and buried by the moon's constantly swirling sands.
  1408. Crus_HistMarker_Text_11=The Tamdon Plains were named in honor of Advocacy agent Crista Tamdon, who in 2912 was killed in the line of duty after being ambushed while crossing these plains in pursuit of a suspect.
  1409. Crus_HistMarker_Text_12=From 2923 to 2927, a mysterious benefactor took it upon themselves to see that this emergency shelter was stocked with jars of homemade marmalade. First reported by a stranded pilot, as word spread many other travelers would visit the shelter to try the jam for themselves. In 2927, when a reporter attempted to learn who was leaving the sweet treat, the marmalade supply stopped as mysteriously as it began. However, the tradition has been kept alive to this day by the many visitors who continue to leave preserves at the site.
  1410. Crus_HistMarker_Text_13=Crusader's former lead ship designer, Shelly Ashburn, became enamored with this location for its picturesque angle of Crusader on the horizon. She often visited the spot to channel her creative energy, earning it the nickname, Ashburn Channel, among her team. Following her retirement in 2940, the site officially adopted the title.
  1411. Crus_HistMarker_Text_14=In 2936, Crusader Industries sponsored a competition to find the best travelogue focused on one of their moons. Donnell Flanagan's account of his exciting experiences took top prize and this location, which featured heavily in his adventures, was named in his honor.
  1412. Crus_HistMarker_Text_15=Crusader CEO Kelly Caplan loved the landscape on this part of Cellin and requested that this ravine be named for her dog, Julep.
  1413. Crus_HistMarker_Text_16=Here on August 25th, 2912, Lakedra Walsh organized and won the first ground vehicle race on Yela. The track became famous among ground vehicle racing enthusiasts and subsequently the site of the first official race track on the moon.
  1414. Crus_HistMarker_Text_17=On this site in 2906, Darnell Ajay built the first permanent homestead on Daymar.
  1415. Crus_HistMarker_Text_18=On this site in 2906, Phillip Xu built the first permanent homestead on Cellin.
  1416. Crus_HistMarker_Text_19=On this site in 2907, Wilma Ivery built the first permanent homestead on Yela.
  1417. Crus_HistMarker_Text_20=Advocacy agents, alongside Hurston and Crusader Security forces, pursued Amir Tremaine after he crash-landed into this canyon on Oct. 23, 2929. The wanted fugitive used pieces of his ship to hastily construct a makeshift fortification. Thus began a dramatic, three-day standoff against law enforcement officers which garnered non-stop spectrum coverage up until the final, bloody moments when the Advocacy tried but failed, to take Tremaine alive.
  1418. Crus_HistMarker_Text_21=Here on October 2nd, 2904, Chad Fawley ended the first successful solo, circumnavigation of Cellin in a ground vehicle.
  1419. Crus_HistMarker_Text_22=In 2934, Esther Hurston was kidnapped and put into a stasis pod by outlaws looking to extract a hefty ransom from her family. The ship holding the twelve-year-old's cryo-pod hid here after its reg-tags were compromised. While one outlaw attempted to procure clean reg-tags, salvager Mac Petrosky discovered the ship. He reported its location and even hid nearby to keep an eye on the ship until authorities arrived on the scene. Petrosky was awarded a Commendation from Crusader Security upon the reunion of Esther and her family.
  1420. Crus_HistMarker_Text_23=The infamous Beringer Brothers nicknamed this the "Goodbye Geyser" after repeatedly using it to dispose of those opposed to their criminal enterprises during the early 2920s. It's believed to be the final resting place for at least 14 individuals including famed bounty hunter, Bree Kuznetsov. Attempts to recover remains from the site have proven unsuccessful.
  1421. Crus_HistMarker_Text_24=Here in 2909, famed botanist Bryan Shakir began his work cataloguing the diverse flora of Daymar. Published as "Daymar in Bloom: A Flora Field Guide to Stanton 2b," it is still considered by many to be the definitive source on the subject.
  1422. Crus_HistMarker_Text_25=Erma Triolo was born on this site in 2909, making her the first person to be born on Yela. Her parents, Albert and Nora Triolo, had traveled to the moon to participate in a race when Nora went into labor. Unable to fly to the nearest medical facilitate for the birth, Albert landed their Constellation at this location and successfully served as midwife.
  1423. Crus_HistMarker_Text_26=Prior to Crusader's purchase of the gas giant and its moons, the UEE Navy controlled this part of the system. Here, in 2904, the UEE Navy established a military installation to support and watch over the shipyards perched in Crusader's upper atmosphere. The facilities were retired and relocated in 2908.
  1424. Crus_HistMarker_Text_27=Strained relations between Hurston and their workforce in late 2927-2929 resulted in a series of riots. In response, Hurston severely limited traffic to and from the planet for nearly 15 standard months. Many workers wished to escape the dangerous situation, but few had the means. One bright spot was the Hurston Hotline, a comm channel that constantly shifted frequency. Those looking to flee the unrest, and lucky enough to know the current channel frequency, could request help leaving the planet. Specific instructions were delivered in person to volunteer pilots and had to be followed exactly. The network of labor activists responsible for the Hurston Hotline during this tumultuous time used this location to shelter fleeing workers prior to moving them out of the system.
  1425. Crus_HistMarker_Text_28=Cellin was named after the youngest sibling in the classic children's story A Gift for Baba,the moon's many dormant volcanoes embodying the character's simmering anger. This dormant volcano, named Cellin's Peak by volcanologists, is carefully watched and monitored as it is believed to have a high chance of one day becoming active.
  1426. Crus_HistMarker_Text_29=Daymar was named after the middle brother in A Gift for Baba. Known for his tendency to get lost, the character's name was also given to this twisting canyon by early explorers.
  1427. Crus_HistMarker_Text_30=Yela was named after the eldest sibling in A Gift for Baba, who is known for her cool and calculated demeanor. This expansive plain produced the coldest temperature recorded by the first scientific expedition to the moon, earning it the name Yela's Plain.
  1428. Crus_HistMarker_Text_31=The study of Cellin's geysers began with an observation station constructed on this location in 2908. Geologist Randell Engler spent nearly a decade investigating these natural wonders. He was first to hypothesize that the moon's geyser played an important role in dispersing vital nutrients and minerals into the soil.
  1429. Crus_HistMarker_Text_32=During Imperator Costigan's 2944 trip to the Stanton System, he shared a meal here at Gallete Family Farms. Imperator Costigan hoped his visit would draw attention to the hardworking, independent farmers across the Empire that would benefit from the agricultural subsidies legislation being debated by the Senate at the time.
  1430. Crus_HistMarker_Text_33=In 2927, Fakih Borisov introduced a herd of large, genetically modified land crabs to Daymar. Breed to withstand the moon's dry conditions, the crabs roamed this part of Daymar for nearly a decade, but Borisov's dream of turning the moon into a rancher's paradise never came to fruition. A key component to Borisov's plan was for the crab to graze on the moon's limited natural vegetation, yet doing so imbued the animals with an off-putting odor that clung to any products derived from them.
  1431. Crus_HistMarker_Text_34=On August 22, 2924, amateur archaeologist Sonny Pak revealed a fossil that he claimed belonged to a new sentient species that inhabited this moon. News of the discovery spread across the spectrum and excited the scientific community. However, instead of allowing scientists to examine the specimen, Sonny took the remains on a publicity tour and even sold tickets to those who wished to view them. His actions were condemned by the scientific community and, after the intervention of the UEE government, the fossil was proven to be a fake.
  1432. Crus_HistMarker_Text_35=Romantics believe that lovers who profess their affection for each other on this ledge will be together forever. This legend has its origin in the macabre tale of notorious outlaw couple Akiko 'Jackal' Bazin and Rick 'Shady' Milligan. In 2913, mere moments away from capture, the pair decided to avoid imprisonment and instead leapt to their death while holding hands.
  1433. Crus_HistMarker_Text_36=On December 31, 2940, the Stanton Knights sataball team landed here so their ship could undergo emergency repairs. While waiting, the team strategized for their championship match against the Kiel Guardians scheduled for the following day. According to team members, it was here that the Knights conceived of the now famous 'Franklin Flip' play that would propel the team to victory and the first SBPL championship in the club's history.
  1434. Crus_HistMarker_Text_37=On March 17, 2904, Meiko Norwood collapsed here while loading soil samples into her ship. She passed away later that day due to complications with an artificial heart valve, making her the first person to die on Daymar.
  1435. Crus_HistMarker_Text_38=In 2939, Crusader Security apprehended a fugitive here who was wanted in connection with a massive theft of credit chits. The money wasn't recovered during the arrest, but rumors swirled that the outlaw was in possession of digging implements. Ever since, treasure hunters have flocked here in search of the lost fortune, even though repeated scans have failed to show any sign of it. \n\nCrusader Industries discourages people from digging up the area and asks that any displaced ground be placed back where it came from to preserve the moon's natural beauty.
  1436. Crus_HistMarker_Text_39=The long lost Greg Caldwell painting "The Starman's Farewell" was discovered buried underneath a stone cairn on this site in 2908. Stolen from the Terra Museum of Contemporary Art in 2731, it remains a mystery as to how the work of art ended up here. The painting was returned to Terra.
  1437. Crus_HistMarker_Text_40=In 2945, independent miner Bruce Amodeo discovered a large serendibite gemstone near this outpost. Its sale at auction to an anonymous buyer broke records for the most credits per carat spent on a serendibite. Ever since, miners have flocked to the region in search of further serendibite deposits.
  1438. Crus_HistMarker_Text_41=Tragedy struck the Cuadrado outpost on May 15, 2941, due to a malfunctioning life support system. An excess of oxygen leaking into the outpost was sparked, resulting in an explosion that took nine lives. The catastrophe drove Crusader Industries to tighten regulations on outposts and mandate more frequent maintenance checks on all facilities.
  1439. Crus_HistMarker_Text_42=Crusader Industries commends Bountiful Harvest Hydroponics for their extraordinary response to those in need on Vega. Following the horrific Vanduul attacks on October 5, 2945, Bountiful Harvest produced and donated more emergency food supplies for the Vega relief effort than any other outpost on Crusader's moons. This outpost's extraordinary sacrifice serves as a reminder that the UEE will always stand behind those who come face-to-face with the Vanduul threat.
  1440. Crus_HistMarker_Text_43=Famed actress and noted naturist, Millicent Silverton, would often come to this remote area to camp in the wilderness. She was so fond of the site that she petitioned for its inclusion in the 2941 film "Onto the Break."
  1441. Crus_HistMarker_Text_44=The geysers here feature a unique set of small fissures, that when the pressure builds up to a specific amount, make a sound similar to moaning. It is this phenomenon that has lead to the erroneous rumors that the site is haunted.
  1442. Crus_HistMarker_Text_45=In 2932, this site hosted the infamous Slim Chance Rally. This gathering of Greycat buggy enthusiasts come together once a year in a remote location to compete in an illicit destruction derby.
  1443. Crus_HistMarker_Text_46=Crusader Industries often uses this location and its irregular terrain to field test their new ship designs' landing systems. It was here on March 25th, 2934, that the first and only landing of the failed Juno ship design occurred.
  1444. Crus_HistMarker_Title_01=Birthplace of Vortex Thorson
  1445. Crus_HistMarker_Title_02=Creation of Ceprozin
  1446. Crus_HistMarker_Title_03=The First Terraberry
  1447. Crus_HistMarker_Title_04=The Rescue of Bastien Nemitz
  1448. Crus_HistMarker_Title_05=Nakamura Valley Shelter
  1449. Crus_HistMarker_Title_06=Kosso Basin
  1450. Crus_HistMarker_Title_07=Aston Ridge
  1451. Crus_HistMarker_Title_08=Wolf Point
  1452. Crus_HistMarker_Title_09=Dunlow Ridge
  1453. Crus_HistMarker_Title_10=Eager Flats
  1454. Crus_HistMarker_Title_11=Tamdon Plains
  1455. Crus_HistMarker_Title_12=Mogote Marmalade
  1456. Crus_HistMarker_Title_13=Ashburn Channel
  1457. Crus_HistMarker_Title_14=Flanagan's Pass
  1458. Crus_HistMarker_Title_15=Julep Ravine
  1459. Crus_HistMarker_Title_16=Lakedra's Lap
  1460. Crus_HistMarker_Title_17=Darnell Ajay Homestead
  1461. Crus_HistMarker_Title_18=Phillip Xu Homestead
  1462. Crus_HistMarker_Title_19=Wilma Ivery Homestead
  1463. Crus_HistMarker_Title_20=Tremaine's Last Stand
  1464. Crus_HistMarker_Title_21=Fawley's Journey
  1465. Crus_HistMarker_Title_22=Rescue of Esther Hurston
  1466. Crus_HistMarker_Title_23=Goodbye Geyser
  1467. Crus_HistMarker_Title_24=Daymar in Bloom
  1468. Crus_HistMarker_Title_25=Erma Triolo Birthplace
  1469. Crus_HistMarker_Title_26=Alatorres Forward Operating Base
  1470. Crus_HistMarker_Title_27=Hurston Hotline
  1471. Crus_HistMarker_Title_28=Cellin's Peak
  1472. Crus_HistMarker_Title_29=Daymar's Run
  1473. Crus_HistMarker_Title_30=Yela's Plain
  1474. Crus_HistMarker_Title_31=Engler Observation Station
  1475. Crus_HistMarker_Title_32=Imperator Costigan on Cellin
  1476. Crus_HistMarker_Title_33=Borisov's Herd
  1477. Crus_HistMarker_Title_34=Sonny's Sham
  1478. Crus_HistMarker_Title_35=Lover's Ledge
  1479. Crus_HistMarker_Title_36=The Franklin Flip
  1480. Crus_HistMarker_Title_37=Meiko Norwood Memorial
  1481. Crus_HistMarker_Title_38=Looking for Lost Treasure
  1482. Crus_HistMarker_Title_39=The Starman's Farewell
  1483. Crus_HistMarker_Title_40=Bruce's Bounty
  1484. Crus_HistMarker_Title_41=Cuadrado Tragedy
  1485. Crus_HistMarker_Title_42=Bountiful Harvest
  1486. Crus_HistMarker_Title_43=Silverton Campsite
  1487. Crus_HistMarker_Title_44=Ghost Rocks
  1488. Crus_HistMarker_Title_45=Slim Chance Rally
  1489. Crus_HistMarker_Title_46=Crusader Landing Test Site
  1490. crus_markerhunt_desc=Did you know that famed drummer Carolyn 'Vortex' Thorson was born on Daymar? Or that scientists on Cellin created a life saving medicine that is used across the Empire? Or that one of the most valuable gemstones ever found was unearthed on Yela? And that's just scratching the surface. The moons of Crusader are the home of dozens of incredible, memorable and unique locations. To celebrate, the Crusader Historical Society, in conjunction with Crusader Industries, is hosting a "Vistas Worth Visiting" contest. To participate, simply visit all three moons' officially designated scenic landmarks and interact with the information kiosk. Explorers who are lucky enough to discover all forty-seven locations will be rewarded with a special prize!
  1491. crus_markerhunt_from=Crusader Historical Society
  1492. crus_markerhunt_obj_long_01=Find all the Historical Markers on Cellin.
  1493. crus_markerhunt_obj_long_02=Find all the Historical Markers on Daymar.
  1494. crus_markerhunt_obj_long_03=Find all the Historical Markers on Yela.
  1495. crus_markerhunt_obj_short_01=Historical Marker Found
  1496. crus_markerhunt_title=Vistas Worth Visiting Contest!
  1497. crus_scavhunt_desc=The team at Incredifun Adventures is excited to announce their all new interactive scavenger hunt challenge! Using a series of clues sent directly to your journal, follow along on an adventure to some of Crusader's moons most notable and historical locations! \n\nFinish the challenge before time runs out and you'll be awarded an exclusive prize.
  1498. crus_scavhunt_from=Incredifun Adventures
  1499. crus_scavhunt_obj_long_01=Solve all ten scavenger hunt clues and visit the appropriate Crusader Historical Society markers before time runs out.
  1500. crus_scavhunt_obj_short_01=Scavenger Hunt Clue Solved
  1501. crus_scavhunt_title=Crusader Moons Scavenger Hunt
  1502. crusader_bounty_desc_001=Crusader is continuing its effort to make our little sector of Stanton as safe possible and we need your help.\n\nA suspect by the name of ~mission(TargetName) has been a real thorn in our side and it'd be great if you could settle the outstanding bounty on them once and for all. \n\n~mission(Danger) ~mission(Contractor|BountyTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
  1503. crusader_bounty_desc_002=Got a bounty that we need found and apprehended - ~mission(TargetName). Pretty decent price on them too which never hurts.\n\n~mission(Danger) ~mission(Contractor|BountyTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
  1504. crusader_bounty_desc_003=Crusader, in accordance with UEE Law, has issued a bounty for ~mission(TargetName). You are charged with locating and apprehending this criminal in exchange for the stated payment.\n\n~mission(Danger) ~mission(Contractor|BountyTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
  1505. crusader_bounty_desc_004=Some low level skav who goes by the name ~mission(TargetName) has been making a real nuisance of themselves. Finally got the authorization to put a bounty on their head. Find them and take care of it. We get ~mission(TargetName|Last) off the streets and you get a nice little payday. Win-win. \n\n~mission(Danger) ~mission(Contractor|BountyTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
  1506. crusader_bounty_desc_005=This might end up being a bit like sending a sheep after a wolf, but I'm hoping you can collect the bounty on ~mission(TargetName) for me. Tracking them down shouldn't be that hard since they've been making quite a name for themselves lately. \n\n~mission(Danger) ~mission(Contractor|BountyTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
  1507. crusader_bounty_desc_006=Crusader, in accordance with UEE Law, has issued a bounty for ~mission(TargetName). You are charged with locating and apprehending this criminal in exchange for the stated payment.\n\n~mission(Danger) ~mission(Contractor|BountyTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
  1508. crusader_bounty_desc_first=In an effort to increase the safety of Crusader and its environs, Crusader Security is seeking qualified individuals to assist with the collection of bounties in the area. \n\nWe have evaluated that you possess the skill set needed and as such, we would like to offer you an initial trial bounty contract for ~mission(TargetName). \n\nUpon the successful completion of this contract, you will be placed on Crusader's Authorized Operators list as well as be actively referred to the numerous security contractors in the area for any future bounty collection work as it becomes available.\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
  1509. crusader_bounty_title_001=Bounty Issued For ~mission(TargetName)
  1510. crusader_bounty_title_E=Bounty Issued For ~mission(TargetName) (CS2)
  1511. crusader_bounty_title_first=Bounty Collection Authorization Assessment
  1512. crusader_bounty_title_H=Bounty Issued For ~mission(TargetName) (CS4)
  1513. crusader_bounty_title_M=Bounty Issued For ~mission(TargetName) (CS3)
  1514. crusader_bounty_title_VE=Bounty Issued For ~mission(TargetName) (CS1)
  1515. crusader_bounty_title_VH=Bounty Issued For ~mission(TargetName) (CS5)
  1516. crusader_danger_001=Our best intel indicates that you should expect to encounter extreme hostilities while completing this contract. Plan accordingly. 
  1517. crusader_danger_002=Having dealt with similar contracts in the past, I would advise bringing along as much firepower as you can muster. Hopefully you won't need it, but it never hurts to be prepared. 
  1518. crusader_danger_003=I should warn you that it is very likely that you will face armed resistance. Be ready. 
  1519. crusader_danger_004=Having dealt with similar contracts in the past, I'm suspecting that you'll meet only light resistance. A solo pilot at best, a single-seater with maybe an escort or two at worst. 
  1520. crusader_danger_005=Our best intel indicates that you should expect to encounter moderate hostile forces on this one. We're looking at possibly a small multicrew craft supported by a light to moderate escort wing. Plan accordingly. 
  1521. crusader_danger_006=I should warn you that it is very likely you will face heavy resistance - a large multicrew ship with heavy escort support. Be ready.
  1522. crusader_danger_high_001=We're expecting them to put up significant resistance and do not recommend attempting this contract alone. \n\nCREW NOTE: You are expected to staff your own combat team before embarking on this contract.\n\n
  1523. crusader_danger_high_002=Be mindful that these aren't some low tier operators you're going to be facing. They have considerable offensive capabilities at their disposal and a willingness to use them. \n\nCREW NOTE: You will likely need additional manpower if you're going to be successful.\n\n 
  1524. crusader_danger_high_003=Know that this won't be an easy assignment. Intel shows that ~mission(Client) have been greatly expanding their arsenal and they will throw just about all of it at you once they get wind of why you're there. \n\nCREW NOTE: I recommend bringing whatever backup you can muster.\n\n  
  1525. crusader_destroyprobe_desc_0001=Recent intel reports indicate that local criminal elements are operating the ~mission(Contractor|DestroyProbeAmount) around ~mission(Location) to case potential targets. \n\nSince monitors like this are designed to be unobtrusive, it makes finding them a real pain. You're going to have to sweep the area to identify the exact location of the ~mission(Contractor|DestroyProbeAmount). Once they are located, destroy them.\n\n~mission(Contractor|DestroyProbeDanger)~mission(Contractor|DestroyProbeTimed)\n\nBe aware that, outlaws tend to rig these PDC Monitors with defensive protocols to automatically back-up the data when attacked, so once you start shooting, you'll need to finish the job quickly before the transfer's completed.\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
  1526. crusader_destroyprobe_desc_0002=A recent routine maintenance around ~mission(Location) revealed the presence of unauthorized surveillance monitors, so you are being contracted to destroy them before any more sensitive information can be gathered. The exact placement of the ~mission(Contractor|DestroyProbeAmount) will needed to be figured out on site, as tracking them is difficult with their low EM signatures. ~mission(Contractor|DestroyProbeTimed)\n\nThese 'skimmers' are outfitted with security protocols that will trigger data transfers if they are directly attacked. Make sure that you destroy them before the upload can complete. \n\n~mission(Contractor|DestroyProbeDanger)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
  1527. crusader_destroyprobe_desc_0003=After seizing some stolen data obtained during a raid, our tech team was able to track the source down to unauthorized surveillance monitors illegally installed around ~mission(Location). \n\nYou will need to find the ~mission(Contractor|DestroyProbeAmount) location and destroy them before any more data can be illicitly gathered. Passive 'Skimmers' like these typically are hard to find so be thorough. ~mission(Contractor|DestroyProbeTimed) \n\nOnce engaged, their security protocols will cause them to begin transmitting the contents of their drives. Make sure you stop the upload before it can complete. ~mission(Contractor|DestroyProbeDanger)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
  1528. crusader_destroyprobe_desc_0004=I shouldn't be surprised, but it seems like these criminals keep showing more ingenuity every day. Makes you wonder what they could do if they put their mind to something worthwhile, right? \n\nThis time we caught them setting up illegal 'data skimmers' over at ~mission(Location). Who knows what kind of sensitive info they could be accessing? You will need to scan the area to locate the ~mission(Contractor|DestroyProbeAmount) which will be tricky because of their low EM and destroy them before their security override kicks in and uploads their datastores. \n\n~mission(Contractor|DestroyProbeDanger)~mission(Contractor|DestroyProbeTimed)\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
  1529. crusader_destroyprobe_desc_0005=Bad news. We got reports of illegal 'skimmers' over by ~mission(Location). With the data collected on those things, it could lead to all sorts of trouble, so we need the ~mission(Contractor|DestroyProbeAmount) located and destroyed. \n\nEasier said than done, though.\n\nPDC monitors like this are designed to be unobtrusive, so spotting them won't be straightforward. But once you scan the area and locate them, as soon as you start attacking, it will trigger an emergency data transfer. It's important that you take them out before the upload can finish. \n\n~mission(Contractor|DestroyProbeDanger)~mission(Contractor|DestroyProbeTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
  1530. crusader_destroyprobe_desc_0006=An intel report came in that some outlaws have placed 'data skimmers' around ~mission(Location) hoping to steal sensitive data. We need you to search the area locate the ~mission(Contractor|DestroyProbeAmount) and destroy them. They use a passive form of data collection so they're going to be pretty hard to spot. Make sure that you scan the area carefully to find them. On the bright side though, once you attack one, they'll light up into emergency data transfer mode. Should be real easy to see once they start transmitting. \n\nOf course, it's pretty vital that you destroy them before any data can successfully transfer. ~mission(Contractor|DestroyProbeDanger)~mission(Contractor|DestroyProbeTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
  1531. crusader_destroyprobe_title_0001=Unauthorized Surveillance Detected
  1532. Crusader_from=Crusader Security
  1533. crusader_hackprevent_desc_001=Crusader Security has detected an intrusion on the data network at ~mission(Location) and we need at operative onsite to manually prevent the computer's protection software from being bypassed. \n\nThere is a strong chance that the hacker(s) will still be there. Do not get distracted with "shooting up the bad guys" or whatever other so-called heroics you contractors get tangled in. \n\nSecuring the network is your prime focus.\n\n\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
  1534. crusader_hackprevent_desc_002=The data network at ~mission(Location) is the active target of malicious hackers who are attempting to bypass the system's security protocols right now. \n\nThat can't happen. Get there as soon as you can and find a way to stop the network incursion.\n\n\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
  1535. crusader_hackprevent_desc_003=Well, this is not good. The data network over at ~mission(Location) just fired off a big ol' call for help thanks to some cryptos trying to gain access to a secure terminal.\n\nWe're going to need you to head there and put a stop to the hack before they can successfully access the system. \n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
  1536. crusader_hackprevent_desc_004=Crusader Security needs someone who's good with computers to hurry over to ~mission(Location) to deal with an attempted data network incursion.\n\nYou get there in time and hopefully we can stop what ever awful criminal thing they're hoping to do once the access the system.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
  1537. crusader_hackprevent_title_001=Secure Data Network
  1538. crusader_recover_Danger_Easy_001=Crusader Security Danger Recover Easy placeholder
  1539. crusader_recover_Danger_Hard_001=Crusader Security Danger Recover Hard placeholder
  1540. crusader_recover_Danger_Intro_001=Crusader Security Danger Recover Intro placeholder
  1541. crusader_recover_Danger_Medium_001=Crusader Security Danger Recover Medium placeholder
  1542. crusader_recover_desc_Easy_001=Crusader Security Steal Easy Description placeholder ~mission(Danger) ~mission(Contractor|RecoverIntroTimed)
  1543. crusader_recover_desc_Hard_001=Crusader Security Steal Hard Description placeholder ~mission(Danger) ~mission(Contractor|RecoverIntroTimed)
  1544. crusader_recover_desc_intro_001=Crusader Security Steal Intro Description placeholder ~mission(Danger) ~mission(Contractor|RecoverIntroTimed)
  1545. crusader_recover_desc_Medium_001=Crusader Security Steal Medium Description placeholder ~mission(Danger) ~mission(Contractor|RecoverIntroTimed)
  1546. crusader_recover_Timed_Easy_001=Crusader Security Timed Recover Easy placeholder
  1547. crusader_recover_Timed_Hard_001=Crusader Security Timed Recover Hard placeholder
  1548. crusader_recover_Timed_Intro_001=Crusader Security Timed Recover Intro placeholder
  1549. crusader_recover_Timed_Medium_001=Crusader Security Timed Recover Medium placeholder
  1550. crusader_recover_title_Easy_001=Crusader Security Danger Recover Easy placeholder
  1551. crusader_recover_title_Hard_001=Crusader Security Danger Recover Hard placeholder
  1552. crusader_recover_title_intro_001=Crusader Security Danger Recover Intro placeholder
  1553. crusader_recover_title_Medium_001=Crusader Security Danger Recover Medium placeholder
  1554. crusader_recoverspace_desc_0001=Recently, a ~mission(Item) that had been reported stolen turned up in a routine checkpoint scan aboard the ship of a suspected thief, ~mission(TargetName).\n\nWe are contracting you to hunt down ~mission(TargetName|Last), recover the lost property, and deliver it safely to ~mission(Destination) so it can be returned to its rightful owners.\n\n~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
  1555. crusader_recoverspace_desc_0002=Crusader Security is in need of a security operative to locate one ~mission(TargetName). They are in possession of a stolen ~mission(Item) that we need recovered and delivered to ~mission(Destination).\n\n~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
  1556. crusader_recoverspace_desc_0003=Great news. We got word on a stolen ~mission(Item) that everyone assumed was gone forever. Can you believe the luck?\n\nIf we act fast enough, Crusader Security is hoping to recover the property and return it. The stolen goods in question are aboard the ship of ~mission(TargetName). I'm sure with a little "persuasion" you can get the ~mission(Item) back and deliver it to ~mission(Destination).\n\n~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
  1557. crusader_recoverspace_desc_0004=I wish this happened more often, but we've actually been able to track down a stolen ~mission(Item)! Now we can return it to the good people who lost it in the first place. \n\nTurns out this real piece of work that goes by ~mission(TargetName) has the ~mission(Item) aboard their ship right now. A skilled operator should be able to hunt their ship down and return the property to ~mission(Destination).\n\n~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
  1558. crusader_recoverspace_title_0001=Larceny Restitution
  1559. crusader_sectorsweep_desc_001=The ~mission(Client) have been aggressively operating in ~mission(Location) and after their most recent attack, management authorized us to contract extra operators to head out and clear any hostiles they come across in the sector. \n\n~mission(Danger)~mission(Timed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
  1560. crusader_sectorsweep_desc_002=The incident list for ~mission(Location) has been growing as the ~mission(Client) have increased hostile activity in the sector. \n\nIn order to stem this unfortunate trend, Crusader is seeking operators to launch an immediate counter action ASAP. Hopefully we can remove any and all threats from the area before there's any further loss of life. \n\n~mission(Danger)~mission(Timed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
  1561. crusader_sectorsweep_desc_003=Crusader is seeking contractors to eliminate a hostile group that have been attacking ships near ~mission(Location). \n\nInitial intelligence reports indicate that the group's comprised of ~mission(Client). Wouldn't be the first time we've had problems with them either. It'll be good to have them finally cleared out from the sector.\n\n~mission(Danger)~mission(Timed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
  1562. crusader_sectorsweep_desc_004=Trouble in ~mission(Location) has been escalating and we want it stopped before it boils over. Operators are needed to assist in clearing the ~mission(Client) out of the designated sectors. Be ready to roll out as soon as you can. \n\n~mission(Danger)~mission(Timed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
  1563. crusader_sectorsweep_desc_005=We've been having problems with the ~mission(Client) out near ~mission(Location). They've been acting like they own the place. You're gonna show them that they don't. \n\nHead over and clear them from the sector. \n\n~mission(Danger)~mission(Timed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
  1564. crusader_sectorsweep_desc_006=One of our patrol sectors at ~mission(Location) is crawling with ~mission(Client). No idea where they keep coming from, but it will be your job to shut them down. \n\nSweep through the area and neutralize any hostile threats you encounter. \n\n~mission(Danger)~mission(Timed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
  1565. crusader_sectorsweep_title_001=Eliminate ~mission(Client) Nest
  1566. crusader_sectorsweep_title_danger_high_001=Mercenary Force To Retake Territory 
  1567. crusader_timed_001=Please note as well that there is a strict deadline for completing your work. 
  1568. crusader_timed_002=Also, be mindful of the given deadline. We need everything wrapped up by then. 
  1569. crusader_timed_003=There is a strict deadline on this one. Try and see that you get the job done before then, okay? 
  1570. CThing_logofstuff=This is the log of stuff
  1571. CThing_Mission_Desc=WIP go to the C and do the thing
  1572. CThing_Mission_Obj_1=WIP goto C
  1573. CThing_Mission_Obj_2=WIP pew pew %Is
  1574. CThing_Mission_Obj_3=WIP peeps %Is
  1575. CThing_Mission_Title=WIP leak no no
  1576. CTL_GLOVES=DO NOT USE ------ (CTL) GLOVES (Add new lines for gloves below here)
  1577. CTL_HATS=DO NOT USE ------ (CTL) HATS (Add new lines for hats below here)
  1578. CTL_JACKETS=DO NOT USE ------ (CTL) JACKETS (Add new lines for jackets below here)
  1579. CTL_PANTS=DO NOT USE ------ (CTL) PANTS (Add new lines for pants below here)
  1580. CTL_SHIRTS=DO NOT USE ------  (CTL) SHIRTS (Add new lines for shirts below here)
  1581. CTL_SHOES=DO NOT USE ------ (CTL) SHOES (Add new lines for shoes below here)
  1582. CuriousMonument=Curious Monument
  1583. CurrentLoadout=Current Loadout
  1584. Darneely_Convo_Mission=I'm looking for work.
  1585. Darneely_Convo_Scrap=I've got some scrap to sell.
  1586. DataDownload_From=~mission(Contractor)
  1587. DataDownload_Mission_Waypoint=WIP Counterfeit Stations.
  1588. DataDownload_Mobi_Description=WIP I have heard you are the right person for this job, so I will cut to the chase. We have located a UEC counterfeiting station at an old wreck site. If you get to the counterfeiting station quickly, you will be able to download the UEC for yourself. They have got some guards defending the wreck site, but I'm sure you'll be able to handle it. Oh and a final heads up. I am not the only person with this information, so expect a fight.
  1589. DataDownload_Mobi_Title=WIP Counterfeit Stations.
  1590. DataDownload_Obj_LongDescription=Defeat the guards and steal from the counterfeit stations.
  1591. DataDownload_Obj_Pool=29900 / 29900
  1592. DataDownload_Obj_ShortDescription=Steal from the counterfeit stations.
  1593. DataDownload_Screen_Shutdown=Shutdown
  1594. DataDownload_Screen_Status_01=Generating
  1595. DataDownload_Screen_Status_02=Downloading 
  1596. DataDownload_Screen_Withdraw=Withdraw
  1597. Debug_Text_Bounty_Intro_Desc=*WIP* Bounty Intro Description
  1598. Debug_Text_Bounty_Intro_Title=*WIP* Bounty Intro Title
  1599. Debug_Text_Collect=*WIP* Collect
  1600. Debug_Text_Destroy=*WIP* Destroy
  1601. Debug_Text_DestroyCargo_Description=*WIP* Destroy Cargo Description
  1602. Debug_Text_DestroyCargo_Objective_01_Long=*WIP* Go to the location where the communication device was spotted
  1603. Debug_Text_DestroyCargo_Objective_01_Short=*WIP* Go to Location
  1604. Debug_Text_DestroyCargo_Objective_02_Long=*WIP* Destroy the communication device to prevent any more encoded messages to pass through
  1605. Debug_Text_DestroyCargo_Objective_02_Marker=*WIP* Communication Device
  1606. Debug_Text_DestroyCargo_Objective_02_Short=*WIP* Destroy the device
  1607. Debug_Text_DestroyCargo_Title=*WIP* Destroy Cargo Title
  1608. Debug_Text_DropOff=*WIP* Drop off
  1609. Debug_Text_EnterVehicle=*WIP* Enter Vehicle
  1610. Debug_Text_GoTo=*WIP* Go to
  1611. Debug_Text_Interact=*WIP* Interact
  1612. Debug_Text_Investigate=*WIP* Investigate
  1613. Debug_Text_Mission_Title_001=*WIP* Retrieve Stolen Cargo
  1614. Debug_Text_Mission_Title_002=*WIP* Find Missing Rover
  1615. Debug_Text_PickUp=*WIP* Pick up
  1616. Debug_Text_PlantExplosives_Desc=*WIP* Plant Explosives Description
  1617. Debug_Text_PlantExplosives_Obj_01_Long=*WIP* Head over to the outpost and collect the explosive devices
  1618. Debug_Text_PlantExplosives_Obj_01_Marker=*WIP* Collect Explosive
  1619. Debug_Text_PlantExplosives_Obj_01_Short=*WIP* Head to Outpost
  1620. Debug_Text_PlantExplosives_Obj_02_Long=*WIP* Take the explosives to Covalex Shipping Hub to plant them inside.
  1621. Debug_Text_PlantExplosives_Obj_02_Short=*WIP* Go To Covalex
  1622. Debug_Text_PlantExplosives_Obj_03_Long=*WIP* Place the explosive at the location marked in the station
  1623. Debug_Text_PlantExplosives_Obj_03_Short=*WIP* Place Explosive
  1624. Debug_Text_PlantExplosives_Title=*WIP* Plant Explosives Title
  1625. Debug_Text_Protect=*WIP* Protect
  1626. Debug_Text_RemoveExplosives_Desc=*WIP* Remove Explosives Description
  1627. Debug_Text_RemoveExplosives_Obj_01_Long=*WIP* Head over to Covalex where there has been reports of explosives planted within the cargo
  1628. Debug_Text_RemoveExplosives_Obj_01_Short=*WIP* Head to Covalex
  1629. Debug_Text_RemoveExplosives_Obj_02_Long=*WIP* Locate and remove all cargo that appears to be explosive. Listen out for anything different when inspecting the cargo
  1630. Debug_Text_RemoveExplosives_Obj_02_Short=*WIP* Locate and remove explosive cargo
  1631. Debug_Text_RemoveExplosives_Title=*WIP* Remove Explosives Title
  1632. Debug_Text_Talk=*WIP* Talk
  1633. Delamar=Delamar
  1634. Delamar_Desc=A moon-sized asteroid hidden deep within a thick cluster. Anti-UEE activists, political radicals and criminals now occupy Levski, a deserted mining facility built inside this asteroid.
  1635. Delamar_Levski=Levski
  1636. Delamar_Levski_Desc=This mining facility was abandoned for years before UEE refugees took up residence. Dedicated to creating an egalitarian society, this group of activists wanted to build the kind of community that the Messers had taken away. Levski has evolved into a self-sustaining port of political activists and those wishing to escape the eye of the Empire.
  1637. DelantyWIP_024=~mission(TitleDescription|Title)
  1638. DelantyWIP_025=~mission(TitleDescription|Description)
  1639. delivery_description=~mission(Contractor|DeliveryDescription)
  1640. delivery_from=~mission(Contractor|DeliveryFrom)
  1641. delivery_generic_dropoff_obj_display_01=Deliver ~mission(Item) to ~mission(Destination)
  1642. delivery_generic_dropoff_obj_long_01=Deliver ~mission(Item) to ~mission(Destination).
  1643. delivery_generic_dropoff_obj_marker_01=Delivery Drop Off
  1644. delivery_generic_dropoff_obj_short_01=Deliver To ~mission(Destination).
  1645. delivery_generic_pickup_obj_display_01=Pick Up ~mission(Item) From ~mission(Location)
  1646. delivery_generic_pickup_obj_long_01=Pick up the ~mission(Item) from ~mission(Location).
  1647. delivery_generic_pickup_obj_marker_01=Pick Up
  1648. delivery_generic_pickup_obj_marker_03=~mission(Item)
  1649. delivery_generic_pickup_obj_short_01=Pick Up ~mission(Item)
  1650. delivery_holiday_description=~mission(Contractor|DeliveryHolidayDescription)
  1651. delivery_holiday_title=~mission(Contractor|DeliveryHolidayTitle)
  1652. delivery_obj_long_01=Go to ~mission(Location) to pick up shipment.
  1653. delivery_obj_long_02=Pick up the shipment.
  1654. delivery_obj_long_03=Deliver shipment to ~mission(Destination).
  1655. delivery_obj_marker_01=Pickup Site
  1656. delivery_obj_marker_02=Shipment
  1657. delivery_obj_marker_03=Delivery Drop Off
  1658. delivery_obj_short_01=Go To Pickup Site
  1659. delivery_obj_short_02=Pick Up Shipment
  1660. delivery_obj_short_03=Deliver Shipment
  1661. delivery_title=~mission(Contractor|DeliveryTitle)
  1662. deploypiggyback_danger_0001=There's a lot of people who won't be happy if they found out about this. Some of them might even try to stop you. Don't let them. 
  1663. deploypiggyback_danger_0002=And, if I'm gonna be honest, wouldn't be surprised at all if you caught some heat on this. Be ready for it. 
  1664. deploypiggyback_danger_0003=Make sure you stay sharpish. People might be gunning for you if they figure out what you are up to. 
  1665. deploypiggyback_danger_0004=Now I don't know if it's true, but word is there might be some trouble on the gig. Take that for what it's worth. 
  1666. deploypiggyback_danger_0005=Definitely bring some guns too. 
  1667. deploypiggyback_desc=~mission(Description)
  1668. deploypiggyback_desc_0001=Need to get ears up over at ~mission(Destination). If you grab the ~mission(Item) from ~mission(Location), ~mission(Client) will pay you to set it up nearby the target. ~mission(Danger)
  1669. deploypiggyback_desc_0002=Been hearing some rumblings from ~mission(Destination) that the ~mission(Client) aren't too happy about. They're looking to confirm with a ~mission(Item). Luckily, there's one ready to be dropped at ~mission(Location). Grab the ~mission(Item), set it up in range, and the credits are yours. ~mission(Danger)
  1670. deploypiggyback_desc_0003=Gonna need a ~mission(Item) dropped by ~mission(Destination) if someone's got the time. This is a ~mission(Client) gig, so no messing about, okay? Oh, one more thing. ~mission(Danger)Have fun.
  1671. deploypiggyback_desc_0004=Here's the job. Pick up a ~mission(Item) from ~mission(Location). Drop it off at ~mission(Destination). Pay on completion. No questions.
  1672. deploypiggyback_desc_0005=So, here's the deal. ~mission(Client) need a bit of work done and are willing to pay for it to get done right. Regs are simple. Go to ~mission(Location) and snag a ~mission(Item). Take it over to ~mission(Destination) and drop it off. The ~mission(Item)'ll do the rest and you get paid. Simple, right? ~mission(Danger)
  1673. deploypiggyback_desc_0006=The ~mission(Client) are cookin' up something juicy, but need a little extra intel, i.e. they need a ~mission(Item) placed at ~mission(Destination). As far as supplies go, the ~mission(Item) will be waiting for you to grab at ~mission(Location). You just need to provide transport. ~mission(Danger)
  1674. deploypiggyback_from=~mission(Contractor)
  1675. deploypiggyback_obj_long_01=Go to ~mission(Location) to pick up ~mission(Item).
  1676. deploypiggyback_obj_long_02=Pick up the ~mission(Item).
  1677. deploypiggyback_obj_long_03=Go to ~mission(Destination) to deploy the ~mission(Item).
  1678. deploypiggyback_obj_long_04=Deploy and active the ~mission(Item).
  1679. deploypiggyback_obj_marker_01=Pickup Site
  1680. deploypiggyback_obj_marker_03=Deploy Site
  1681. deploypiggyback_obj_short_01=Go to Pickup Site
  1682. deploypiggyback_obj_short_02=Pick Up the Piggyback
  1683. deploypiggyback_obj_short_03=Go To Deploy Site
  1684. deploypiggyback_obj_short_04=Deploy the Piggyback
  1685. deploypiggyback_obj_short_04a=Piggyback
  1686. deploypiggyback_title=~mission(Title)
  1687. deploypiggyback_title_0001=Lend Me An Ear
  1688. deploypiggyback_title_0002=Intel Gathering
  1689. deploypiggyback_title_0003=Piggyback Ride
  1690. deploypiggyback_title_0004=Dropping Some Eaves
  1691. deploypiggyback_title_0005=Whispers
  1692. deploypiggyback_title_0006=Deploy Piggyback
  1693. deployprobe_danger_0001=Please note, the ~mission(Contractor) is not liable for any hostile contacts you may encounter during the duration of this contract. 
  1694. deployprobe_danger_0002=Unfortunately, the deployment area has been known to be frequented by hostiles. Extreme caution is advised. 
  1695. deployprobe_danger_0003=In the interest of full disclosure, some of our past contractors have run into outlaws and the like during similar operations, but there's no reason to expect such difficulties here. 
  1696. deployprobe_danger_0004=We have been advised by local security that outlaws have been known to operate in the vicinity. Please use caution. 
  1697. deployprobe_desc=~mission(Contractor|DeployProbeDescription)
  1698. deployprobe_desc_0001=The ~mission(Contractor) is looking to gather more data from ~mission(Destination). To assist in this endeavor, we are seeking a contractor to deploy a ~mission(Item) there. ~mission(Contractor|DeployProbeDanger)
  1699. deployprobe_desc_0002=To further the ~mission(Contractor)'s understanding of the system, we are hoping to have a ~mission(Item) deployed to help gather information. After picking the ~mission(Item) up from ~mission(Location), you will be responsible for transporting it to ~mission(Destination|Address) and activating it. ~mission(Contractor|DeployProbeDanger)
  1700. deployprobe_desc_0003=We have a ~mission(Item) waiting at ~mission(Location) to be collected. You will then transport and deploy the ~mission(Item) at ~mission(Destination|Address). ~mission(Contractor|DeployProbeDanger) Any contractors interested in assisting us with this task should let the ~mission(Contractor) know at your earliest convenience.
  1701. deployprobe_desc_0004=Recently, our long-range sensors picked up some anomalous readings from ~mission(Destination|Address). To better understand them, the ~mission(Contractor) is hiring a contractor to deploy a ~mission(Item) on site. ~mission(Contractor|DeployProbeDanger)
  1702. deployprobe_from=~mission(Contractor)
  1703. deployprobe_obj_long_01=Go to ~mission(Location) to pick up ~mission(Item).
  1704. deployprobe_obj_long_02=Pick up the ~mission(Item).
  1705. deployprobe_obj_long_03=Go to ~mission(Destination) to deploy the ~mission(Item).
  1706. deployprobe_obj_long_04=Deploy and activate the ~mission(Item).
  1707. deployprobe_obj_long_05=Defend the ~mission(Item) and prevent the enemies from destroying it - WIP
  1708. deployprobe_obj_marker_01=Pickup Site
  1709. deployprobe_obj_marker_01a=Speak to Admin Clerk - WIP
  1710. deployprobe_obj_marker_01b=Collect - WIP
  1711. deployprobe_obj_marker_03=Deploy Site
  1712. deployprobe_obj_short_01=Go To Pick Up Site
  1713. deployprobe_obj_short_02=Pick Up the Probe
  1714. deployprobe_obj_short_03=Go To Deploy Site
  1715. deployprobe_obj_short_04=Deploy the Probe
  1716. deployprobe_obj_short_04a=Probe
  1717. deployprobe_obj_short_05=Defend the ~mission(Item)
  1718. deployprobe_title=~mission(Contractor|DeployProbeTitle)
  1719. deployprobe_title_0001=Research Assistance
  1720. deployprobe_title_0002=Probe Deployment
  1721. deployprobe_title_0003=Research Scan Help
  1722. deployprobe_title_0004=Collect and Deploy Probe
  1723. Derelict_CleanUp_desc=Our company offers authentic scavenger experiences for the whole family to feel like a genuine scavenger. \nHowever, one of our derelicts seems to have been taken over by _actual_ scavengers and needs to be cleaned up before our next tour. \nCare to have a look at it? 
  1724. Derelict_CleanUp_from=Stanton Experience Tours, Ltd.
  1725. Derelict_CleanUp_Marker=Derelict
  1726. Derelict_CleanUp_Objective_01=Get to the derelict
  1727. Derelict_CleanUp_Objective_02=Neutralize threats
  1728. Derelict_CleanUp_title=Derelict "preparation" required
  1729. destroyblade_desc=~mission(Contractor|DestroyBladeDescription)
  1730. destroyblade_from=~mission(Contractor|DestroyBladeFrom)
  1731. destroyblade_marker_01=~mission(Item)
  1732. destroyblade_marker_obj_01=Potential Decryption Site
  1733. destroyblade_marker_subobj_01=Last Known Location
  1734. destroyblade_obj_long_01=Destroy the ~mission(Item) to prevent it from being decrypted.
  1735. destroyblade_obj_short_01=Destroy Prototype
  1736. destroyblade_obj_time=Upload Time Remaining: %ls
  1737. destroyblade_obj_time_dest=Self Destruct Time Remaining: %ls
  1738. destroyblade_subobj_long_01=Travel to ~mission(Location) and attempt to locate the Prototype.
  1739. destroyblade_subobj_long_02=Restart the satellite's internal control system to track the ~mission(Item).
  1740. destroyblade_subobj_long_03=Stop the ~mission(Item) from being decrypted.
  1741. destroyblade_subobj_marker_01=~mission(Location)
  1742. destroyblade_subobj_marker_02=Restart Satellite
  1743. destroyblade_subobj_marker_03=Destroy Prototype
  1744. destroyblade_subobj_short_01=Travel to ~mission(Location)
  1745. destroyblade_subobj_short_02=Restart Satellite's Internal System
  1746. destroyblade_subobj_short_03=Stop Decryption
  1747. destroyblade_title=~mission(Contractor|DestroyBladeTitle)
  1748. DestroyDebris_Desc_001=Reports of a satellite are falling to the planet's surface! We need you to break this satellite up into smaller debris pieces to lower the amount of damage
  1749. DestroyDebris_From_001=Some Guy
  1750. DestroyDebris_Objective_Long_001=Go to the known location of the satellite falling to the planet
  1751. DestroyDebris_Objective_Long_002=Destroy the satellite before it hits the surface
  1752. DestroyDebris_Objective_Short_001=Go to Satellite location
  1753. DestroyDebris_Objective_Short_002=Destroy Satellite
  1754. DestroyDebris_Title_001=Destroy Satellite Debris
  1755. DestroyObj_Text_Long=Go and Rendevous at Port Olisar Station
  1756. DestroyObj_Text_Marker=Rendevouz
  1757. DestroyObj_Text_Short=Rendezvous At Olisar
  1758. destroyprobe_desc=~mission(Contractor|DestroyProbeDescription)
  1759. destroyprobe_from=~mission(Contractor|DestroyProbeFrom)
  1760. destroyprobe_illegal_UI=Skimmers Destroyed %ls
  1761. destroyprobe_illegal_UI_Timer=Upload in %ls
  1762. destroyprobe_legal_UI=Monitors Destroyed %ls
  1763. destroyprobe_obj_long_01=Go to where the ~mission(Contractor|DestroyProbeAmount) gather data at ~mission(Location).
  1764. destroyprobe_obj_long_02=Scan the area and destroy the ~mission(Contractor|DestroyProbeAmount) before any data finishes transferring.
  1765. destroyprobe_obj_marker_01=Monitor
  1766. destroyprobe_obj_marker_01a=Destroy
  1767. destroyprobe_obj_marker_02=Uploading Data
  1768. destroyprobe_obj_short_01=Go To ~mission(Location)
  1769. destroyprobe_obj_short_02=Destroy All Monitors Before Upload
  1770. destroyprobe_probe_0001=PDC Monitor
  1771. destroyprobe_probe_0002=two monitors
  1772. destroyprobe_probe_0003=three monitors
  1773. destroyprobe_probe_0004=four monitors
  1774. destroyprobe_probe_0005=five monitors
  1775. destroyprobe_probe_0006=six monitors
  1776. destroyprobe_probe_0007=seven monitors
  1777. destroyprobe_probe_0008=eight monitors
  1778. destroyprobe_probe_0009=nine monitors
  1779. destroyprobe_probe_0010=ten monitors
  1780. destroyprobe_title=~mission(Contractor|DestroyProbeTitle)
  1781. destroyprobeillegal_danger_0001=You might run into resistance on this. Security really don't like these things taken offline. 
  1782. destroyprobeillegal_danger_0002=If I were you, I'd approach cautiously. You never know who else might be out there. 
  1783. destroyprobeillegal_danger_0003=Just a head's up, sometimes they post up some security to guard these things. So bring a gun... or five. 
  1784. destroyprobeillegal_danger_0004=There's a chance you'll run into trouble, but that's part of the fun, right? 
  1785. destroyprobeillegal_danger_0005=Watch your back, though. Security gets all worked up when these things get messed with. 
  1786. destroyprobeillegal_desc=~mission(Contractor|DestroyProbeDescription)
  1787. destroyprobeillegal_desc_0001=The ~mission(Contractor|Name) are fed up with their ops getting busted near ~mission(Location|Address). Turns out, there's ~mission(Contractor|DestroyProbeAmount) in the area listening in on everything we do. No wonder they keep getting busted. Take care of the problem for them and there's a nice little payday waiting. \n\nJust know that you'll need to scan the area since PDC Monitors like this are a pain in the ass to find and they're programmed to package up their data once they're hit, so knock 'em out quick. ~mission(Contractor|DestroyProbeTimed)~mission(Contractor|DestroyProbeDanger)
  1788. destroyprobeillegal_desc_0002=The area around ~mission(Location|Address) has become a huge headache for some associates of mine since security's listening in on anything said or done out there. The ~mission(Contractor|Name) found ~mission(Contractor|DestroyProbeAmount) nearby and need someone special to go hunt down these sneaky little PDC Monitors. They're a real pain in the ass to find, but having to scan the area for them's only half the problem. \n\nOnce you take a shot, boom, they're programmed to shut down and upload their data back to Cru-Sec Central. You gotta blast them to bits before they finish. ~mission(Contractor|DestroyProbeTimed)~mission(Contractor|DestroyProbeDanger)
  1789. destroyprobeillegal_desc_0003=Interested in a little target practice? Head over to ~mission(Location|Address) and turn security's bloody annoying spy monitors into scrap. There's ~mission(Contractor|DestroyProbeAmount) out there and nobody's been able to find the stupid things either since they barely put out a sig while they're collecting data. \n\nAnyway, the entire situation has been particularly frustrating for the ~mission(Contractor|Name), which is why they're paying for someone to scan the area and eliminate the threat. ~mission(Contractor|DestroyProbeTimed)~mission(Contractor|DestroyProbeDanger)One last thing, they're rigged to dump their data when they're shot, so kill 'em quick.
  1790. destroyprobeillegal_desc_0004=Not sure if you've heard the rumors but arrests have spiked around ~mission(Location|Address). security's showing up at jobs and sweeping everybody to the clink. Weren't dumb luck either. Cru-Sec was waiting for them. So, I did a little recon and discovered ~mission(Contractor|DestroyProbeAmount) surveilling the area. Plenty of people, including the ~mission(Contractor|Name), want this inconvenience eliminated. ~mission(Contractor|DestroyProbeTimed)\n\nI can guarantee good creds and my eternal gratitude if you do it. Hunt down the PDC Monitors by scanning for wherever they're hiding, and attack hard and fast before they get a chance to upload any data they've collected. Once they're gone, we can all get back to good, ol' fashioned criminalizing. ~mission(Contractor|DestroyProbeDanger)
  1791. destroyprobeillegal_desc_0005=You been by ~mission(Location|Address) recently? ~mission(Contractor|Name) told me that security set up ~mission(Contractor|DestroyProbeAmount) to spy on anyone passing by. I'm not against a little law and order, that's what makes the game the game, but this goes too far. Let's just say that I'm not the only one who shares this sentiment. ~mission(Contractor|Name) are even paying to restore the balance. \n\nThese PDC Monitors are a pain to find so you'll need to scan the area. Plus, when you engage, you'll need to destroy them before they finish uploading all the dirt they've scraped up. ~mission(Contractor|DestroyProbeDanger)~mission(Contractor|DestroyProbeTimed)
  1792. destroyprobeillegal_desc_0006=Security thinks they're so smart. They set up ~mission(Contractor|DestroyProbeAmount) near ~mission(Location|Address) to gather intel on the ~mission(Contractor|Name). Didn't take long before someone figured it out. So, feel like getting paid to literally blow up their stupid scheme? All you got to do is be the one to actually scan the area to find where the PDC Monitors are hiding and take 'em out. \n\n~mission(Contractor|DestroyProbeTimed)~mission(Contractor|DestroyProbeDanger)Another thing to keep in mind, these things are wired to protect the info they're pulling, so once you shoot, you gotta destroy them all before they can dump all their data back to Crusader.
  1793. destroyprobeillegal_from=~mission(Contractor)
  1794. destroyprobeillegal_marker_02a=Skimmer
  1795. destroyprobeillegal_obj_long_01=Go to ~mission(Location) where ~mission(Contractor|DestroyProbeAmount) are gathering data.
  1796. destroyprobeillegal_obj_long_02=Scan the area to locate and destroy the ~mission(Contractor|DestroyProbeAmount) before they can transfer their data.
  1797. destroyprobeillegal_obj_long_02a=Destroy the data skimmer.
  1798. destroyprobeillegal_obj_marker_01=Destroy Skimmers
  1799. destroyprobeillegal_obj_short_01=Go To ~mission(Location)
  1800. destroyprobeillegal_obj_short_02=Scan To Locate & Destroy Skimmers
  1801. destroyprobeillegal_obj_short_02a=Destroy Skimmer
  1802. destroyprobeillegal_probe_0001=a data skimmer
  1803. destroyprobeillegal_probe_0002=two data skimmers
  1804. destroyprobeillegal_probe_0003=three data skimmers
  1805. destroyprobeillegal_probe_0004=four data skimmers
  1806. destroyprobeillegal_probe_0005=five data skimmers
  1807. destroyprobeillegal_probe_0006=six data skimmers
  1808. destroyprobeillegal_probe_0007=seven data skimmers
  1809. destroyprobeillegal_probe_0008=eight data skimmers
  1810. destroyprobeillegal_probe_0009=nine data skimmers
  1811. destroyprobeillegal_probe_0010=ten data skimmers
  1812. destroyprobeillegal_timed_0001=No one's pulling any other jobs until you complete this gig, so get it done as soon as possible. 
  1813. destroyprobeillegal_timed_0002=The clock's ticking on this one. 
  1814. destroyprobeillegal_timed_0003=Finish this fast, but don't be dumb about it. Got it? 
  1815. destroyprobeillegal_timed_0004=Really need someone to do this. Like now. 
  1816. destroyprobeillegal_timed_0005=This one can't wait. Bump it to the top of your list. 
  1817. destroyprobeillegal_title=~mission(Contractor|DestroyProbeTitle)
  1818. destroyprobeillegal_title_0001=Sound of Silence
  1819. destroyprobeillegal_title_0002=Wire Cutter
  1820. destroyprobeillegal_title_0003=Peeping Toms
  1821. destroyprobeillegal_title_0004=Deaf & Dumb
  1822. destroyprobeillegal_title_0005=Blackout
  1823. destroyprobelegal_danger_0001=There's a good chance that whoever's responsible might be in the area, so be careful. 
  1824. destroyprobelegal_danger_0002=Intel suggests that the outlaws will come after anyone who messes with their property, so be prepared. 
  1825. destroyprobelegal_danger_0003=This contract has a high risk of combat, so plan accordingly. 
  1826. destroyprobelegal_danger_0004=Chance of hostile contact is very high. 
  1827. destroyprobelegal_danger_0005=You should expect hostile resistance when you're out there. 
  1828. destroyprobelegal_desc=~mission(Contractor|DestroyProbeDescription)
  1829. destroyprobelegal_desc_0001=We've received intel from ~mission(Contractor|DestroyProbeInformant) that local criminal elements are operating ~mission(Contractor|DestroyProbeAmount) around ~mission(Location|Address) to eavesdrop on security forces. As such, authorization has been given to enlist private contractors to help eliminate these devices.  You'll need to carefully scan the area once you arrive to identify the exact location of the ~mission(Contractor|DestroyProbeAmount). Since they passively skim information, they can be tricky to find.\n\n~mission(Contractor|DestroyProbeTimed)~mission(Contractor|DestroyProbeDanger)\n\nWord of warning, outlaws tend to rig these PDC Monitors with defensive protocols to automatically back up the data when attacked, so once you start shooting, you'll need to destroy them all quickly before the transfer can finish.
  1830. destroyprobelegal_desc_0002=Independent combat operators are needed to eliminate unauthorized surveillance monitors placed around ~mission(Location|Address). According to the initial report, ~mission(Contractor|DestroyProbeInformant) has identified ~mission(Contractor|DestroyProbeAmount) intercepting data. Scanning the area for their location might be difficult since they have such low EM signatures, but they must be found and destroyed before sensitive intel is leaked. \n\n~mission(Contractor|DestroyProbeTimed)These 'skimmers' are outfitted with data security protocols. They will begin transferring the data they've gathered when threatened, so operators will need to destroy them before the upload is allowed to complete. ~mission(Contractor|DestroyProbeDanger)
  1831. destroyprobelegal_desc_0003=We've received reports that criminal elements have installed ~mission(Contractor|DestroyProbeAmount) around ~mission(Location|Address) to spy on the area. Thankfully, we've finally been given the green light to hire combat operators to attack and destroy these systems. That's where you come in. \n\nYou will need to scan the area to find the PDC Monitors' location before the data illicitly gathered can be uploaded. The 'skimmers' will be in their passive data collection mode when you arrive making the search for them difficult, but know that once attacked, they will begin transmitting the contents of their drives. ~mission(Contractor|DestroyProbeDanger)~mission(Contractor|DestroyProbeTimed)
  1832. destroyprobelegal_desc_0004=We are looking for experienced combat pilots to assist in the destruction of illegal surveillance systems that have been appearing in the sector. ~mission(Contractor|DestroyProbeTimed)These outlaw 'skimmers' have contributed to the deaths of security personnel as well as civilians by providing local criminals with intel about security movements and deployments. \n\nYou will be tasked with scanning the area around ~mission(Location|Address) where ~mission(Contractor|DestroyProbeInformant) has indicated that you'll find ~mission(Contractor|DestroyProbeAmount) in operation. They will be well hidden thanks to their minimal power output. However, once engaged, these monitors will cease being covert and begin to upload their contents. You must destroy them before they complete the transfer otherwise highly sensitive data may be lost. ~mission(Contractor|DestroyProbeDanger)
  1833. destroyprobelegal_desc_0005=Outlaw groups have been using ~mission(Contractor|DestroyProbeAmount) to spy on security forces by skimming data transmitted to and from ~mission(Location|Address). We are now actively seeking combat pilots to find and destroy these unauthorized 'skimmers.' ~mission(Contractor|DestroyProbeTimed)Know that it'll be difficult to hunt for their exact location since the monitors are design to only emit the barest of signatures and you may need to preform a thorough scan of the area. \n\nYou are to travel to the area, locate and then destroy all outlaw devices before any more innocent lives are lost. These PDC Monitors are outfitted with a failsafe program that will upload all data when attacked, so you will need to act before this process can complete. ~mission(Contractor|DestroyProbeDanger)
  1834. destroyprobelegal_desc_0006=Combat pilots wanted to track and destroy unauthorized surveillance monitors. ~mission(Contractor|DestroyProbeTimed)These outlaw PDC monitors are a threat to public safety and must be eliminated. You will find ~mission(Contractor|DestroyProbeAmount) near ~mission(Location|Address), but the exact placement remains unknown at this time. Only a careful on-site scan will be able to reveal exactly where these monitors are gathering intel. \n\nOur Security Officers have noted that the devices will start uploading their contents when attacked. We cannot let this data fall into criminal hands, so make sure you destroy them quickly. ~mission(Contractor|DestroyProbeDanger)
  1835. destroyprobelegal_from=~mission(Contractor)
  1836. destroyprobelegal_informant_0001=a good citizen
  1837. destroyprobelegal_informant_0002=an anonymous source
  1838. destroyprobelegal_informant_0003=a local informant
  1839. destroyprobelegal_informant_0004=one of our CI's
  1840. destroyprobelegal_marker_02a=Monitor
  1841. destroyprobelegal_obj_long_01=Go to ~mission(Location) where outlaws are gathering data with ~mission(Contractor|DestroyProbeAmount).
  1842. destroyprobelegal_obj_long_02=Scan the area to locate and destroy ~mission(Contractor|DestroyProbeAmount) before they can transfer their data.
  1843. destroyprobelegal_obj_long_02_Timer=Destroy before data upload %ls
  1844. destroyprobelegal_obj_long_02a=Destroy the PDC Monitor.
  1845. destroyprobelegal_obj_marker_01=Destroy Monitors
  1846. destroyprobelegal_obj_short_01=Go To ~mission(Location)
  1847. destroyprobelegal_obj_short_02=Destroy All Monitors Before Upload
  1848. destroyprobelegal_obj_short_02a=Destroy Monitor
  1849. destroyprobelegal_probe_0001=a PDC Monitor
  1850. destroyprobelegal_probe_0002=two monitors
  1851. destroyprobelegal_probe_0003=three monitors
  1852. destroyprobelegal_probe_0004=four monitors
  1853. destroyprobelegal_probe_0005=five monitors
  1854. destroyprobelegal_probe_0006=six monitors
  1855. destroyprobelegal_probe_0007=seven monitors
  1856. destroyprobelegal_probe_0008=eight monitors
  1857. destroyprobelegal_probe_0009=nine monitors
  1858. destroyprobelegal_probe_0010=ten monitors
  1859. destroyprobelegal_timed_0001=This is priority contract so you'll need to resolve this quickly. 
  1860. destroyprobelegal_timed_0002=The higher-ups are desperate to get this problem resolved. You'll need to move quickly on this. 
  1861. destroyprobelegal_timed_0003=Every second these things are active it puts people in danger, so if accepted, you'll be working on a clock. 
  1862. destroyprobelegal_timed_0004=Make sure you're schedule's free. This has to be handled now. 
  1863. destroyprobelegal_timed_0005=Time is of the essence, so move quickly. 
  1864. destroyprobelegal_title=~mission(Contractor|DestroyProbeTitle)
  1865. destroyprobelegal_title_0001=Security Threat
  1866. destroyprobelegal_title_0002=Unauthorized Surveillance
  1867. destroyprobelegal_title_0003=Combat Pilots Needed
  1868. destroyprobelegal_title_0004=Search and Destroy
  1869. destroyprobelegal_title_0005=Local Security Threat
  1870. destroystash_desc=~mission(Contractor|DestroyStashDescription)
  1871. destroystash_from=~mission(Contractor|DestroyStashFrom)
  1872. destroystash_obj_long_01=Destroy entirity of the llegal narcotics stash stored at ~mission(UGFDestination).
  1873. destroystash_obj_marker_01=Narcotics
  1874. destroystash_obj_short_01=Destroy Narcotics
  1875. destroystash_remaining_objective=Remaining Narcotics: %ls
  1876. destroystash_subobj_long_01=Travel to ~mission(UGFDestination) and locate narcotics stash.
  1877. destroystash_subobj_marker_01=Stash
  1878. destroystash_subobj_short_01=Go To Stash
  1879. destroystash_title=~mission(Contractor|DestroyStashTitle)
  1880. dfm_ac_ctc_EnemyBase=Enemy Base
  1881. dfm_ac_ctc_EnemyCore=Enemy Core
  1882. dfm_ac_ctc_HomeBase=Home Base
  1883. dfm_ac_ctc_HomeCore=Home Core
  1884. dfm_ac_tut_button00=[DEBUG] When on foot push [~action(player|xi_movey)] in the direction you wish to walk.<b></b>
  1885. dfm_ac_tut_message00=[DEBUG] Hello [~action(spaceship_hud|v_hud_confirm,?)]  capers ~image(Joypad_A.png|64|64)] world [~action(spaceship_hud|v_hud_confirm)]
  1886. dfm_ac_ui_AutoJoinWarning_param_param=Automatically joining the match in %i %s
  1887. dfm_ac_ui_BusyButton=NOT READY
  1888. dfm_ac_ui_BusyTooltip=You are READY
  1889. dfm_ac_ui_ButtonBack=RETURN
  1890. dfm_ac_ui_ButtonQuit=EXIT MENU
  1891. dfm_ac_ui_canceled_by_host_message=Match canceled by host
  1892. dfm_ac_ui_canceled_by_service_message=Match canceled by service
  1893. dfm_ac_ui_ChatMessageHost= is now the host
  1894. dfm_ac_ui_ChatMessageJoin= has joined the lobby.
  1895. dfm_ac_ui_ChatMessageKick= has been kicked from the lobby.
  1896. dfm_ac_ui_ChatMessageLeft= has left the lobby.
  1897. dfm_ac_ui_ConnectionPopUpButtonBackward=CANCEL
  1898. dfm_ac_ui_ConnectionPopUpButtonForward=JOIN
  1899. dfm_ac_ui_DomainMatchTypeButtonBack=RETURN
  1900. dfm_ac_ui_DomainMatchTypeButtonDesc1=Fly a custom mission with your friends or with thousands of potential friends and foes connected via Aciedo CommRelay.
  1901. dfm_ac_ui_DomainMatchTypeButtonDesc2=Hone your skills versus cutting-edge drone programs.
  1902. dfm_ac_ui_DomainMatchTypeButtonDesc3=Report for Flight Training in this Original Systems training module
  1903. dfm_ac_ui_DomainMatchTypeButtonExit=EXIT SIM
  1904. dfm_ac_ui_DomainMatchTypeButtonText1=SPECTRUM MATCH
  1905. dfm_ac_ui_DomainMatchTypeButtonText2=DRONE SIM
  1906. dfm_ac_ui_DomainMatchTypeButtonText3=BASIC FLIGHT TRAINING
  1907. dfm_ac_ui_DomainMatchTypeScreenDesc=Welcome to Arena Commander. Choose below to connect with other pilots or battle drone opponents.
  1908. dfm_ac_ui_DomainMatchTypescreenDescription=Choose below to connect with other pilots or battle drone opponents.
  1909. dfm_ac_ui_DomainMatchTypeScreenName=ARENA COMMANDER
  1910. dfm_ac_ui_DroneSimMatchSetupButtonBack=RETURN
  1911. dfm_ac_ui_DroneSimMatchSetupButtonStart=LAUNCH
  1912. dfm_ac_ui_DroneSimMatchSetupScreenDesc=Set your mission parameters and get fighting, pilot.
  1913. dfm_ac_ui_DroneSimMatchSetupScreenName=DRONE SIM MAIN MENU
  1914. dfm_ac_ui_DroneSimMatchSetupSettingsLabel=Game Settings
  1915. dfm_ac_ui_EALoadingAnimName=_ARENACMDR.EAP
  1916. dfm_ac_ui_ExitPopUpButtonBack=CANCEL
  1917. dfm_ac_ui_ExitPopUpButtonForward=YES
  1918. dfm_ac_ui_ExitPopUpDesc=ARE YOU SURE YOU WANT TO EXIT?
  1919. dfm_ac_ui_GameModeDesc_Multiplayer=Various online game modes with up to 16 pilots.
  1920. dfm_ac_ui_GameModeDesc_Private=Custom and private unranked matches.
  1921. dfm_ac_ui_GameModeDesc_Singleplayer=Offline play to practice your dogfighting and racing skills.
  1922. dfm_ac_ui_GameSelectionButtonDesc1=Play Arena Commander
  1923. dfm_ac_ui_GameSelectionButtonDesc2=Play Star Marine
  1924. dfm_ac_ui_GameSelectionButtonText1=ARENA COMMANDER
  1925. dfm_ac_ui_GameSelectionButtonText2=STAR MARINE
  1926. dfm_ac_ui_GameSelectionScreenDesc=Select a game
  1927. dfm_ac_ui_GameSelectionScreenName=GAME SELECTION
  1928. dfm_ac_ui_JoinPopUpButtonBack=CANCEL
  1929. dfm_ac_ui_JoinPopUpButtonForward=JOIN
  1930. dfm_ac_ui_JoinPopUpDesc0=Enter match ID
  1931. dfm_ac_ui_JoinPopUpDesc1=Enter lobby ID
  1932. dfm_ac_ui_JoinPopUpStatusInvalid=Lobby ID invalid, try again
  1933. dfm_ac_ui_JoinPopUpStatusValid=Lobby ID valid
  1934. dfm_ac_ui_JoinPopUpStatusValidating=Validating the entered lobby ID
  1935. dfm_ac_ui_JoinPopUpText0=MATCH ID
  1936. dfm_ac_ui_JoinPopUpText1=LOBBY ID
  1937. dfm_ac_ui_LoadingScreenMatchId=MATCH ID
  1938. dfm_ac_ui_loadoutButtonText=Customize
  1939. dfm_ac_ui_loadoutWarningPopUpText=A dogfighting mission type is selected and a loadout is no longer required. The match cannot begin until you exit this screen. Do you wish to exit this screen?
  1940. dfm_ac_ui_lobby_error_ClientInvalidShip=You do not have a valid ship selected
  1941. dfm_ac_ui_lobby_error_FailedPartyAuthorization=Party token was not recognized
  1942. dfm_ac_ui_lobby_error_FailedPartyCreate=Failed to create a party
  1943. dfm_ac_ui_lobby_error_FailedPlayerCreate=Failed to create the client player
  1944. dfm_ac_ui_lobby_error_FailedToCreateParty=Failed to create a party
  1945. dfm_ac_ui_lobby_error_FailedToJoinParty=Failed to join party
  1946. dfm_ac_ui_lobby_error_format=LOBBY ERROR - %s (CODE %i)\n%s
  1947. dfm_ac_ui_lobby_error_InvalidGameServerSettings=Invalid game server settings
  1948. dfm_ac_ui_lobby_error_InvalidPlayerHandle=Invalid player handle
  1949. dfm_ac_ui_lobby_error_NoShipAvailable=No flyable ship is available
  1950. dfm_ac_ui_lobby_error_PartyDoesNotExist=The party does not exist
  1951. dfm_ac_ui_lobby_error_PlayerCountTooHigh=Your lobby contains too many players to enter a ranked match. Reduce to 4 or fewer.
  1952. dfm_ac_ui_lobby_error_PlayerCountTooLow=There are not enough players in the lobby
  1953. dfm_ac_ui_lobby_error_PlayerInvalidShip=Player %S does not have a valid ship selected
  1954. dfm_ac_ui_lobby_error_PlayerInvalidShips=Some players do not have a valid ship selected
  1955. dfm_ac_ui_lobby_error_PlayerLacksMapPermission=Player %S does not have the required map permission
  1956. dfm_ac_ui_lobby_error_PlayerLacksMissionTypePermission=Player %S does not have the required mission type permission
  1957. dfm_ac_ui_lobby_error_PlayerLacksPermission=Player %S does not have the permissions to participate in this mode & map combination
  1958. dfm_ac_ui_lobby_error_PlayerMissingShip=Player %S does not have a ship selected
  1959. dfm_ac_ui_lobby_error_PlayerMissingShips=Some players do not have a ship selected
  1960. dfm_ac_ui_lobby_error_PlayerNotReady=Player %S is not ready
  1961. dfm_ac_ui_lobby_error_PlayersLackMapPermission=Some players do not have the required map permission
  1962. dfm_ac_ui_lobby_error_PlayersLackMissionTypePermission=Some players do not have the required mission type permission
  1963. dfm_ac_ui_lobby_error_PlayersLackPermission=Some players do not have the permissions to participate in this mode & map combination
  1964. dfm_ac_ui_lobby_error_PlayersNotReady=Some players are not ready
  1965. dfm_ac_ui_lobby_error_sub_type=Service Response
  1966. dfm_ac_ui_lobby_error_TeamEmpty=Team %i is empty
  1967. dfm_ac_ui_lobby_error_timeout=A response was never received from the host
  1968. dfm_ac_ui_lobby_error_UnknownRequest=Unknown request received
  1969. dfm_ac_ui_LobbyInvite=INVITE
  1970. dfm_ac_ui_LobbyKickPlayer=KICK PLAYER
  1971. dfm_ac_ui_LobbyTeamChange=SWITCH TEAM
  1972. dfm_ac_ui_MapDescBrokenMoon=Formerly part of Kellar's Run, Taranis system is one of the more notorious and dangerous places in the known systems. The vast fields of asteroids offer plenty of hiding places for assassins and bushwhackers.
  1973. dfm_ac_ui_MapDescCrusader=Crusader
  1974. dfm_ac_ui_MapDescDyingStar=Pyro system didn't get its name by accident. The central star is in the middle of the prolonged nova phase, burning out the planets in the system. While dangerous, it's a morbid kind of beauty.
  1975. dfm_ac_ui_MapDescDyingStar1=Learn how to perform a fully-manual vertical take-off in hangar, the most challenging type there is.
  1976. dfm_ac_ui_MapDescDyingStar2=Learn how to perform some basic maneuvers.
  1977. dfm_ac_ui_MapDescDyingStar3=Gain the basic knowledge needed to survive a dogfight.
  1978. dfm_ac_ui_MapDescDyingStar4=Learn how to land your ship manually as well as how to interact with your ship's systems.
  1979. dfm_ac_ui_MapDescDyingStar5=Learn more advanced flight maneuvers in this high speed race through an asteroid field.
  1980. dfm_ac_ui_MapDescDyingStar6=You'll need to use all your training to survive this surprise encounter.
  1981. dfm_ac_ui_MapDescNewHorizonSpeedway=Built on the planet Green in Ellis system, New Horizon is home to the Empire's most expensive hotels and extravagant casinos and has just recently been cleared to host both Classic and Blitz races.
  1982. dfm_ac_ui_MapDescNewHorizonSpeedway0=One of the oldest active courses in racing. It's no longer considered an eligible race track, so any race here is considered Clean (a term which can encapsulate any amateur, non-pro or underground race). Most pilots have cut their teeth on Old Van so it's one of the more beloved tracks in the Empire.
  1983. dfm_ac_ui_MapDescNewHorizonSpeedway1=A standard fixture in Murray Cup qualifiers, Rikkord Memorial has always been a great separator between the amateurs and the professionals.
  1984. dfm_ac_ui_MapDescNewHorizonSpeedway2=A dangerous course that has claimed many aspiring pilots' ships. The Crucible isn't always in the Murray Cup's rotation of tracks. Many feel that it's too difficult and unnecessarily risks pilots for better spec broadcasting.
  1985. dfm_ac_ui_MapNameBrokenMoon=Broken Moon
  1986. dfm_ac_ui_MapNameCrusader=Crusader
  1987. dfm_ac_ui_MapNameDeffordLink=Defford Link
  1988. dfm_ac_ui_MapNameDyingStar=Dying Star
  1989. dfm_ac_ui_MapNameDyingStar0=First-Person Movement
  1990. dfm_ac_ui_MapNameDyingStar1=Take-Off
  1991. dfm_ac_ui_MapNameDyingStar2=Basic Maneuvers
  1992. dfm_ac_ui_MapNameDyingStar3=Basic Combat
  1993. dfm_ac_ui_MapNameDyingStar4=Landing
  1994. dfm_ac_ui_MapNameDyingStar5=Advanced Maneuvers
  1995. dfm_ac_ui_MapNameDyingStar6=Advanced Combat
  1996. dfm_ac_ui_MapNameNewHorizonSpeedway=New Horizon Speedway
  1997. dfm_ac_ui_MapNameNewHorizonSpeedway0=Old Vanderval (New Horizon Speedway)
  1998. dfm_ac_ui_MapNameNewHorizonSpeedway1=Rikkord Memorial Raceway (New Horizon Speedway)
  1999. dfm_ac_ui_MapNameNewHorizonSpeedway2=Defford Link (New Horizon Speedway)
  2000. dfm_ac_ui_MapNameOldVanderval=Old Vanderval
  2001. dfm_ac_ui_MapNameRikkordMemorial=Rikkord Memorial Raceway
  2002. dfm_ac_ui_match_not_found_message=No match found
  2003. dfm_ac_ui_MatchId_param=: Match ID %S
  2004. dfm_ac_ui_MessageConnecting=Trying to connect to the game host
  2005. dfm_ac_ui_MessageConnectionFail=Could not connect to the game host
  2006. dfm_ac_ui_MessageInvalid=Invalid
  2007. dfm_ac_ui_MessageJoinFail=Private join failed, check match ID
  2008. dfm_ac_ui_MessageMatchFound=Match found
  2009. dfm_ac_ui_MessageMatchJoin=Attempting to find match
  2010. dfm_ac_ui_MessageNoMatchFound=No match found
  2011. dfm_ac_ui_MessageNoServer=No host found
  2012. dfm_ac_ui_MessagePrivateCreate=Requesting private host
  2013. dfm_ac_ui_MessagePublic=Searching for match
  2014. dfm_ac_ui_MessageTimeout=Host timed out, try again
  2015. dfm_ac_ui_MessageWaiting=Waiting for available game host. Your position in the queue is
  2016. dfm_ac_ui_MissionTypeDescDFM_BattleRoyale=Pilots must reach the target score before they can win with a final kill.
  2017. dfm_ac_ui_MissionTypeDescDFM_CaptureTheCore=Teams must steal the opposition's core whilst defending their own in order to combine the two and score.
  2018. dfm_ac_ui_MissionTypeDescDFM_Conquest=<todo>&lt;TODO&gt;</todo>
  2019. dfm_ac_ui_MissionTypeDescDFM_DeathRace=Combining speed and combat, Blitz races contain hot zones which activate your weapons for fleeting, but furious battles. Winners are the first to cross the finish line. Champions are the ONLY ones to cross the finish line.
  2020. dfm_ac_ui_MissionTypeDescDFM_FreeFlight=Explore without the need to kill.
  2021. dfm_ac_ui_MissionTypeDescDFM_FreeFlight_MP=Explore without the need to kill. Meet with fellow pilots on landing pads. Inspect and even exchange ships. But beware: not all pilots are certain to be friendly.
  2022. dfm_ac_ui_MissionTypeDescDFM_Pirate_Swarm=Hold off an onslaught by the infamous NovaRider gang and some of their most notorious members. Your ships are limited, so excessive casualties will result in defeat. 1-4 players.
  2023. dfm_ac_ui_MissionTypeDescDFM_Race=Pure racing. Push your ship to its limit and be the first to cross the finish line.
  2024. dfm_ac_ui_MissionTypeDescDFM_SquadronBattle=Teams must reduce the opposition's tickets to zero before scoring a final kill to win.
  2025. dfm_ac_ui_MissionTypeDescDFM_Survival=Hold off an overwhelming Vanduul onslaught led by several infamous ace pilots. UEE ships are in limited supply so excessive casualties will result in defeat. 1-4 players.
  2026. dfm_ac_ui_MissionTypeDescDFM_Survival_Coop=Hold off an overwhelming Vanduul onslaught led by several infamous ace pilots. UEE ships are in limited supply so excessive casualties will result in defeat. 1-4 players.
  2027. dfm_ac_ui_MissionTypeDescDFM_Tutorial=Report to veteran flight instructor Lieutenant Lucas “Gilly” Baramsco for Basic Flight Training in this Original Systems training module.
  2028. dfm_ac_ui_MissionTypeDescFPS_Control=Battle for dominance as you and your team fight to hold the Control Points before time runs out.
  2029. dfm_ac_ui_MissionTypeDescFPS_Elimination=Fight for your life in this free-for-all, where every kill brings you one point closer to victory.
  2030. dfm_ac_ui_MissionTypeDescFPS_Practice=Training
  2031. dfm_ac_ui_MissionTypeDescFPS_TeamDeathmatch=Fight for your life in this free-for-all, where every kill brings you one point closer to victory.
  2032. dfm_ac_ui_MissionTypeNameDFM_BattleRoyale=Battle Royale
  2033. dfm_ac_ui_MissionTypeNameDFM_CaptureTheCore=Capture the Core
  2034. dfm_ac_ui_MissionTypeNameDFM_Conquest=Conquest
  2035. dfm_ac_ui_MissionTypeNameDFM_DeathRace=Blitz Race
  2036. dfm_ac_ui_MissionTypeNameDFM_FreeFlight=Free Flight
  2037. dfm_ac_ui_MissionTypeNameDFM_Pirate_Swarm=Pirate Swarm
  2038. dfm_ac_ui_MissionTypeNameDFM_Race=Classic Race
  2039. dfm_ac_ui_MissionTypeNameDFM_SquadronBattle=Squadron Battle
  2040. dfm_ac_ui_MissionTypeNameDFM_Survival=Vanduul Swarm
  2041. dfm_ac_ui_MissionTypeNameDFM_Survival_Coop=Vanduul Swarm
  2042. dfm_ac_ui_MissionTypeNameDFM_Tutorial=Basic Flight Training
  2043. dfm_ac_ui_MissionTypeNameEA_Conquest=Last Stand
  2044. dfm_ac_ui_MissionTypeNameEA_Rush=Theatres of War
  2045. dfm_ac_ui_MissionTypeNameFPS_Control=Last Stand
  2046. dfm_ac_ui_MissionTypeNameFPS_Elimination=Elimination
  2047. dfm_ac_ui_MissionTypeNameFPS_Practice=Familiarize yourself with map layouts, practice maneuvers and hone your combat skills in this live fire exercise.
  2048. dfm_ac_ui_MissionTypeNameFPS_TeamDeathmatch=Team Elimination
  2049. dfm_ac_ui_MurrayCup=Murray Cup
  2050. dfm_ac_ui_MurrayCupDescription=Murray Cup Description
  2051. dfm_ac_ui_NotificationPartyInvite=Party Invite
  2052. dfm_ac_ui_NotificationPartyInviteDirect=Invite from %S
  2053. dfm_ac_ui_NotificationPartyInviteMessage=%S has invited you to join a game. Press ~action(ui_notification|ui_notification_accept) to join or ~action(ui_notification|ui_notification_decline) to decline.
  2054. dfm_ac_ui_param_Of_param=%i of %i
  2055. dfm_ac_ui_PlayerAlreadyInGroup= is already in a game
  2056. dfm_ac_ui_PrivateMatchSetupButtonBack=RETURN
  2057. dfm_ac_ui_PrivateMatchSetupButtonStart=LAUNCH
  2058. dfm_ac_ui_PrivateMatchSetupScreenDesc=Choose your mission type and map name to launch your battle experience.
  2059. dfm_ac_ui_PrivateMatchSetupScreenName=SPECTRUM / PRIVATE MATCH
  2060. dfm_ac_ui_PrivateMatchTypeButtonBack=BACK
  2061. dfm_ac_ui_PrivateMatchTypeButtonDesc1=Set your parameters and location for you and your friends.
  2062. dfm_ac_ui_PrivateMatchTypeButtonDesc2=Enter a match ID to find your friend's match.
  2063. dfm_ac_ui_PrivateMatchTypeButtonText1=CREATE
  2064. dfm_ac_ui_PrivateMatchTypeButtonText2=JOIN
  2065. dfm_ac_ui_PrivateMatchTypeScreenDesc=Join your friends in their own personal battlefield or create your own.
  2066. dfm_ac_ui_PrivateMatchTypeScreenName=PRIVATE MATCH
  2067. dfm_ac_ui_PublicMatchSetupButtonBack=RETURN
  2068. dfm_ac_ui_PublicMatchSetupButtonStart=LAUNCH
  2069. dfm_ac_ui_PublicMatchSetupScreenDesc= Choose your mission type and map name to launch your battle experience.
  2070. dfm_ac_ui_PublicMatchSetupScreenName=SPECTRUM / PUBLIC MATCH
  2071. dfm_ac_ui_ReadyButton=READY
  2072. dfm_ac_ui_ReadyButtonRobust=I'M READY
  2073. dfm_ac_ui_ReadyTooltip=You are NOT READY
  2074. dfm_ac_ui_RulesCockpitView=Cockpit View Enabled
  2075. dfm_ac_ui_RulesFriendlyFire=Friendly Fire Enabled
  2076. dfm_ac_ui_RulesLapCount=Lap Count
  2077. dfm_ac_ui_RulesMaxPlayers=Maximum Number of Players
  2078. dfm_ac_ui_RulesStartingTickets=Starting Tickets
  2079. dfm_ac_ui_RulesTargetScore=Target Score
  2080. dfm_ac_ui_RulesTimeLimit=Time Limit
  2081. dfm_ac_ui_Second=second
  2082. dfm_ac_ui_Seconds=seconds
  2083. dfm_ac_ui_SelectedLoadout=Selected Loadout
  2084. dfm_ac_ui_ServerMessagePopUpButtonBack=RETURN
  2085. dfm_ac_ui_ServiceError_Generic=Lobby service error (%S)
  2086. dfm_ac_ui_ShipSelectionButtonBack=EXIT MENU
  2087. dfm_ac_ui_ShipSelectionScreenDesc=Choose your ship
  2088. dfm_ac_ui_ShipSelectionScreenName=SHIP SELECTION
  2089. dfm_ac_ui_SpectrumMatchButtonBack=BACK
  2090. dfm_ac_ui_SpectrumMatchButtonDesc1=Test your skills against other Civilians and Citizens.
  2091. dfm_ac_ui_SpectrumMatchButtonDesc2=Create your own match and invite your friends.
  2092. dfm_ac_ui_SpectrumMatchButtonDesc3=Enter a match ID to find your friend's match.
  2093. dfm_ac_ui_SpectrumMatchButtonText1=PUBLIC MATCH
  2094. dfm_ac_ui_SpectrumMatchButtonText2=PRIVATE MATCH
  2095. dfm_ac_ui_SpectrumMatchButtonText3=ENTER FRIEND CODE
  2096. dfm_ac_ui_SpectrumMatchScreenDesc=Choose whether you'd like to find fellow combatants over the Spectrum or join a private game.
  2097. dfm_ac_ui_SpectrumMatchScreenName=SPECTRUM MATCH
  2098. dfm_ac_ui_StarMarineMatchTypeButtonDesc1=Test your skills in a ranked Spectrum match
  2099. dfm_ac_ui_StarMarineMatchTypeButtonDesc2=Battle in a Private match with your friends
  2100. dfm_ac_ui_StarMarineMatchTypeButtonText1=RANKED MATCH
  2101. dfm_ac_ui_StarMarineMatchTypeButtonText2=PRIVATE MATCH
  2102. dfm_ac_ui_StarMarineMatchTypeScreenDesc=Test your skills in a ranked Spectrum match or battle in a Private match with your friends.
  2103. dfm_ac_ui_StarMarineMatchTypeScreenName=STAR MARINE
  2104. dfm_ac_ui_Team1=TEAM 1
  2105. dfm_ac_ui_Team2=TEAM 2
  2106. dfm_ac_ui_ToolTipNextGameMode=Next Mission Type
  2107. dfm_ac_ui_ToolTipNextMap=Next Map
  2108. dfm_ac_ui_ToolTipPrevGameMode=Previous Mission Type
  2109. dfm_ac_ui_ToolTipPrevMap=Previous Map
  2110. dfm_ac_ui_TutorialMatchSetupScreenDesc=Report to veteran flight instructor Lieutenant Lucas “Gilly” Baramsco for Basic Flight Training in this Original Systems training module.
  2111. dfm_ac_ui_TutorialMatchSetupScreenName=BASIC FLIGHT TRAINING
  2112. dfm_ac_ui_VictoryTimeLimitDesc=Time limit for the match in minutes
  2113. dfm_ac_ui_VictoryTimeLimitToolTip=Match duration
  2114. dfm_crusader_AlphaStation=Port Olisar
  2115. dfm_crusader_cellin=Cellin
  2116. dfm_crusader_CharlieStation=Covalex Shipping Hub
  2117. dfm_crusader_CharlieStation_smuggler_base=The Stash
  2118. dfm_crusader_CharlieStation_smuggler_drop=Dead Drop
  2119. dfm_crusader_covalex_shipping_hub=Covalex Shipping Hub
  2120. dfm_crusader_crusader=Stanton System
  2121. dfm_crusader_daymar=Daymar
  2122. dfm_crusader_gainey=Gainey Asteroid
  2123. dfm_crusader_port_olisar=Port Olisar
  2124. dfm_crusader_yela=Yela
  2125. dfm_RaceNewBestLap=New best lap
  2126. dfm_sm_ui_Begin=BEGIN
  2127. dfm_sm_ui_ChangeLoadout=(L) CHANGE LOADOUT
  2128. dfm_sm_ui_EALoadingAnimName=_STARMRN.EAP
  2129. dfm_sm_ui_GameModeDesc_Multiplayer=Join up to 24 players for unique and immersive multiplayer battles.
  2130. dfm_sm_ui_GameModeDesc_Private=Custom and private unranked matches.
  2131. dfm_sm_ui_LoadoutSaveMessage=Loadout Saved
  2132. dfm_sm_ui_MapDescFPS_Demien=Originally built by the Hathor Group for the workers attempting to terraform Nexus II, OP Station Demien has earned a much darker reputation as the site of the infamous Walzer Massacre of 2935.
  2133. dfm_sm_ui_MapDescFPS_Echo11=A former extraction facility, Echo Eleven was abandoned when the Hathor Group left the Nexus system and has since become a vile den of squatters and outlaws.
  2134. dfm_sm_ui_MapNameFPS_Demien=OP Station Demien
  2135. dfm_sm_ui_MapNameFPS_Echo11=Echo Eleven
  2136. dfm_sm_ui_StarMarineLobbyPrivateScreenDesc=Play a private match with friends.
  2137. dfm_sm_ui_StarMarineLobbyPrivateScreenName=PRIVATE MATCH
  2138. dfm_sm_ui_StarMarineLobbyRankedScreenDesc=Choose your mission type and map to launch your ranked battle experience.
  2139. dfm_sm_ui_StarMarineLobbyRankedScreenName=RANKED MATCH
  2140. dfm_ui_AceAward=Ace Award
  2141. dfm_ui_AceKill=Ace Kill
  2142. dfm_ui_AceKillStreak=Ace Spree
  2143. dfm_ui_Active=Tracked
  2144. dfm_ui_AdvMissileLocking=Dumb-fire missiles need no lock and fire instantly but have no tracking capability.\nHeat-seeking missiles require the target to remain in front of the ship for an amount of time dictated by several factors including your distance from the target and their infra-red emissions. Cross-section missiles (like the type your ship is armed with) focuses its tracking on the ships size and geometry. So the further away you are from the enemy, the harder it is for the missile to track.
  2145. dfm_ui_AdvMissileLocking_Title=Missile Locking (2/2)
  2146. dfm_ui_Afterburner=Afterburner increases the output of your main thrusters at the cost of boost fuel. Use it to rapidly close the distance to your target.\nBoost and Afterburner are not available in Precision mode.\n[~action(spaceship_movement|v_afterburner)] and hold to activate afterburner.<boost key=""></boost>
  2147. dfm_ui_Afterburner_Title=Afterburner
  2148. dfm_ui_AlertShieldsDown=ALERT: SHIELDS DOWN
  2149. dfm_ui_AssistedKillOn_param=Assisted kill on %S
  2150. dfm_ui_Attack=Attack
  2151. dfm_ui_Ballistic=ballistic
  2152. dfm_ui_Boosting=To overpower your ship's maneuvering thrusters hold [~action(spaceship_movement|v_boost)]. This will increase your acceleration, but once your ship reaches its top speed the effect of Boost will be negligible.\nBoosting also helps you perform sharp turns by overpowering your maneuvering thrusters to help you achieve a tighter turn.\nYour ship can store a limited amount of the fuel which is used up while Boosting though this does replenish as gases are collected during normal flight.\nIt is important that you bear this in mind and use Boost only in the situations it will make most difference.
  2153. dfm_ui_Boosting_Title=Boosting
  2154. dfm_ui_BountyHunter=Bounty Hunter
  2155. dfm_ui_CarrierDefender=Carrier Defender
  2156. dfm_ui_CheapShot=Cheap Shot
  2157. dfm_ui_Civilian=Civilian
  2158. dfm_ui_Collectible_NoReward=%s %s
  2159. dfm_ui_Collectible_Reward=%s %s, reward %i
  2160. dfm_ui_CombatHealButtonPrompt=Tap [~action(player|combatheal)] to heal!
  2161. dfm_ui_CombatHealTeamMateButtonPrompt=Hold [~action(player|combatheal)] to heal teammate
  2162. dfm_ui_Completed=Completed
  2163. dfm_ui_Comstab=COMSTAB is a system which manages your ship’s inertia in turns, tightening your turning circle and keeping your nose pointed where you expect it by use of maneuvering thrusters.\nWithout COMSTAB enabled during a turn your ship would continue to drift along its previous trajectory carrying you wide of your intended destination and requiring the use of other advanced maneuvers such as decoupling and Boost to maintain a good line.\nThe downside of COMSTAB is that your ship will be slowed during turns more than others using these advanced maneuvers.\nYou can cycle the various safeties on and off by pressing [~action(spaceship_movement|v_ifcs_toggle_safeties)].
  2164. dfm_ui_Comstab_Pad=COMSTAB is a system which manages your ship’s inertia in turns, tightening your turning circle and keeping your nose pointed where you expect it by use of maneuvering thrusters.\nWithout COMSTAB enabled during a turn your ship would continue to drift along its previous trajectory carrying you wide of your intended destination and requiring the use of other advanced maneuvers such as decoupling and Boost to maintain a good line.\nThe downside of COMSTAB is that your ship will be slowed during turns more than others using these advanced maneuvers.\nYou can toggle COMSTAB by pressing [~action(spaceship_movement|v_ifcs_toggle_comstab)].
  2165. dfm_ui_Comstab_Title=Comstab
  2166. dfm_ui_Control_Frame=The control frame reticle (CFR) shows the goal attitude that your ship is trying to attain. When torque/thruster error or other outside forces prevent the ship from attaining the goal the control frame reticle will deviate from the nose reticle. In these circumstances you should rely on the control frame reticle to pilot the ship as the forward velocity vector will always be in that direction. IFCS will then drive the nose reticle toward the CFR as it corrects the error.
  2167. dfm_ui_Control_Frame_Title=Control Frame Title
  2168. dfm_ui_ControlTerminalDefended=Terminal Defender
  2169. dfm_ui_ControlTerminalHackerKilled=Hacker Kill
  2170. dfm_ui_CoreDefender=Core Defender
  2171. dfm_ui_Countermeasures=When a missile is locked on your ship or an enemy is trying to achieve missile lock, you can attempt to break lock by using a countermeasure.\nTo fire a countermeasure hold [~action(spaceship_defensive|v_weapon_launch_countermeasure)].
  2172. dfm_ui_Countermeasures_Cont=\nCountermeasures are designed to disrupt specific types of missiles lock.\n~icon(Flare|22|22) The flare produces an intense burst of heat in an attempt to lure any pursuing heat-seeking missiles away from your ship. Flares burn out quickly so missiles may reacquire lock-on if you fire on too early.\n~icon(Chaff|22|22) The chaff explodes into an expanding cloud of tiny filaments designed to confuse radar systems and break the lock of missiles with an electromagnetic lock-on system.\nYou can cycle the type of countermeasure armed by pressing [~action(spaceship_defensive|v_weapon_cycle_countermeasure_fwd)].
  2173. dfm_ui_Countermeasures_Reminder=To fire a countermeasure hold [~action(spaceship_defensive|v_weapon_launch_countermeasure)].
  2174. dfm_ui_Countermeasures_Title=Countermeasures (1/2)
  2175. dfm_ui_Countermeasures_Title_Cont=Countermeasures (2/2)
  2176. dfm_ui_Critical_AmmoFull=BALLISTICS FULL
  2177. dfm_ui_Critical_AmmoReplenished=%dx BALLISTICS REPLENISHED
  2178. dfm_ui_Critical_BecameAce=BECAME AN ACE
  2179. dfm_ui_Critical_ClaimedFirstBlood=CLAIMED FIRST BLOOD
  2180. dfm_ui_Critical_EnemyTeam_OnFinalKill=ENEMY TEAM ON FINAL KILL
  2181. dfm_ui_Critical_FriendlyTeam_OnFinalKill=YOUR TEAM REQUIRES A FINAL KILL
  2182. dfm_ui_Critical_FuelFull=FUEL FULL
  2183. dfm_ui_Critical_FuelReplenished=%d%% FUEL REPLENISHED
  2184. dfm_ui_Critical_HealthFull=HEALTH FULL
  2185. dfm_ui_Critical_Local_Ace=YOU BECAME AN ACE
  2186. dfm_ui_Critical_Local_FirstBlood=YOU CLAIMED FIRST BLOOD
  2187. dfm_ui_Critical_Local_KillingSpree=YOU ARE ON A KILLING SPREE
  2188. dfm_ui_Critical_Local_OnFinalKill=YOU REQUIRE A FINAL KILL
  2189. dfm_ui_Critical_Local_TeamDamage_Caution=FRIENDLY FIRE IS UNACCEPTABLE
  2190. dfm_ui_Critical_Local_TeamDamage_Dismissal=FRIENDLY FIRE IS NOT TOLERATED
  2191. dfm_ui_Critical_Local_TeamDamage_Warning=FRIENDLY FIRE IS UNACCEPTABLE
  2192. dfm_ui_Critical_MissilesFull=MISSILES FULL
  2193. dfm_ui_Critical_MissilesReplenished=%dx MISSILES REPLENISHED
  2194. dfm_ui_Critical_OnFinalKill=ON FINAL KILL
  2195. dfm_ui_Critical_OnKillingSpree=IS ON A KILLING SPREE
  2196. dfm_ui_Critical_RespawnsReplenished=%dx RESPAWNS REPLENISHED
  2197. dfm_ui_Critical_VehicleRepaired=REPAIRED BY %d%%
  2198. dfm_ui_Crusader_Security=Crusader Security
  2199. dfm_ui_CryAstro_FuelShip=Cry-Astro Fuel Tanker
  2200. dfm_ui_CryAstroDelivery=Cry-Astro Delivery
  2201. dfm_ui_Current_Wanted_Level=%i
  2202. dfm_ui_CutterVillas=Cutter Villas
  2203. dfm_ui_Deactive=Untracked
  2204. dfm_ui_DecoupledMode=Pressing [~action(spaceship_movement|v_ifcs_toggle_vector_decoupling)] will disable your main thruster allowing your ship to rotate freely with maneuvering thrusters whilst maintaining its current momentum and trajectory.\nYou can employ this technique if you have an enemy on your tail and wish to engage them without having to outmaneuver them first, but be aware that travelling through space facing the opposite direction is a dangerous tactic.
  2205. dfm_ui_DecoupledMode_Title=Decoupled Mode
  2206. dfm_ui_Defend=Defend
  2207. dfm_ui_Delivery=Delivery
  2208. dfm_ui_Drone=Training Drone
  2209. dfm_ui_Eject=EJECT
  2210. dfm_ui_Ejection=In the event of your ship taking critical damage it may be necessary to eject in order to save your life. You can do this by pressing [~action(spaceship_general|v_eject)].\nAlthough you may have cheated death in the short term, you will be left to contend with the dangers of space itself.
  2211. dfm_ui_ejection_penalty_msg=Premature ejection respawn penalty +%1.f seconds
  2212. dfm_ui_Ejection_Title=Ejection
  2213. dfm_ui_EMP_CHARGE=EMP Charge:
  2214. dfm_ui_EMPOffline=EMP System Offline
  2215. dfm_ui_EmpWarning=WARNING: EMP DETECTED
  2216. dfm_ui_EnemyTeamRequiresAFinalKillForVictory=Enemy team requires a final kill for victory!
  2217. dfm_ui_Event_param_param_ReadyGameStartsIn_param_Seconds=%i / %i ready, game starts in %i seconds
  2218. dfm_ui_EventCheckpoint_param_param=Checkpoint %i/%i
  2219. dfm_ui_EventEnemyCoreReturned=Enemy core returned
  2220. dfm_ui_EventEveryoneIsReadyGameStarting=Everyone is ready, game starting...
  2221. dfm_ui_EventGameIsFull=Game is full, game starts in %i seconds
  2222. dfm_ui_EventWeaponsOffline=Weapons offline
  2223. dfm_ui_EventWeaponsOnline=Weapons online
  2224. dfm_ui_EventYourCoreReturned=Your core returned
  2225. dfm_ui_Failed=Failed
  2226. dfm_ui_FiringWeapons=To fire weapon group 1 hold [~action(spaceship_weapons|v_attack1_group1)], to fire weapon group 2 hold [~action(spaceship_weapons|v_attack1_group2)].\nOn your training ship group 1 is a ballistic weapon and group 2 is a pair of energy weapons.
  2227. dfm_ui_FiringWeapons_Title=Firing Weapons
  2228. dfm_ui_FirstBlood=First Blood
  2229. dfm_ui_FlightInstructor=Gilly
  2230. dfm_ui_FlightMode=Your ship is capable of various flight modes. It is currently operating in Precision mode which is used for take-off and landing and flying in situations where fine control is required. \nIn precision your velocity is limited to 50 m/s.
  2231. dfm_ui_FlightMode_Advanced=Changing flight modes is context sensitive.\nWhen in Precision pressing [~action(spaceship_movement|v_ifcs_mode_shift)] will change the mode up to SCM.\nIn SCM pressing [~action(spaceship_movement|v_ifcs_mode_shift)] while travelling less than 50 m/s will change the mode down to Precision, while pressing when over 50m/s will change the mode up to Cruise.\nFinally, while in Cruise pressing [~action(spaceship_movement|v_ifcs_mode_shift)] will change the mode down to SCM.\n<flight mode="" button=""></flight>
  2232. dfm_ui_FlightMode_Advanced_Reminder=Change your flight mode up from Precision to SCM by pressing [~action(spaceship_movement|v_ifcs_mode_shift)].
  2233. dfm_ui_FlightMode_Advanced_Title=Flight Modes (4/4)
  2234. dfm_ui_FlightMode_Advanced_Title_Reminder=Flight Modes Reminder
  2235. dfm_ui_FlightMode_Cruise_Mode=The mode above SCM is Cruise.\nThis is a high velocity mode that sacrifices control for speed. Use it to travel more quickly through the local area. It can take some time to reach maximum cruise velocity and even longer to stop with your retro thrusters so be sure to plan your decelerations accordingly.\nCruise is disabled during Basic Training.
  2236. dfm_ui_FlightMode_Cruise_Mode_Title=Flight Modes (3/4)
  2237. dfm_ui_FlightMode_Precision=The mode above Precision is Space Combat Maneuvering (SCM).\nThis is the typical mode used in combat and non-combat flight. Most of your flight time will be spent in this mode. Select this mode any time you wish to have the optimal balance of velocity and drift control.
  2238. dfm_ui_FlightMode_Precision_Title=Flight Modes (2/4)
  2239. dfm_ui_FlightMode_Title=Flight Modes (1/4)
  2240. dfm_ui_FlightMode_Title_Reminder=Changing Flight Modes Reminder
  2241. dfm_ui_FreeLook_Mouse=When using a mouse your view will be locked as this controls the steering of your ship. You can toggle Freelook by holding [~action(spaceship_view|v_view_freelook_mode)] to look around your cockpit.\nBe aware, whilst Freelook is active you will be unable to steer your ship.
  2242. dfm_ui_FreeLook_Mouse_Reminder=Freelook can be toggled by holding [~action(spaceship_view|v_view_freelook_mode)]. While Freelook is enabled you will not be able to steer your ship.
  2243. dfm_ui_FreeLook_Other=To look around your cockpit, push [~action(spaceship_targeting|v_aim_yaw)] in the direction you want to look. After a short time without input, your view will be reset to the center.
  2244. dfm_ui_FreeLook_Pad=When using the Game Pad's right stick your view will be locked as the right stick primarily controls the steering of your ship. You can toggle Freelook by holding [~action(spaceship_view|v_view_freelook_mode)] to allow the right stick to look around your cockpit.\nBe aware, whilst Freelook is active you will be unable to steer your ship.
  2245. dfm_ui_FreeLook_Pad_Reminder=Freelook can be toggled by holding [~action(spaceship_view|v_view_freelook_mode)]. While Freelook is enabled you will not be able to steer your ship.
  2246. dfm_ui_FreeLook_Title=Free Look
  2247. dfm_ui_GoodNight=Good Night
  2248. dfm_ui_G-safe=G-safe is a safety feature which prevents you from performing maneuvers which would put your body through dangerous amounts of g-force by limiting the turn rate of your ship at high velocities.\nCaution, Boosting will override G-safe for the duration.\nWith G-safe disabled you will be able to pull off much tighter turns, but these put more stress on your body and possibly lead to loss of consciousness.\nYou can cycle the various safeties on and off by pressing [~action(spaceship_movement|v_ifcs_toggle_safeties)].
  2249. dfm_ui_G-safe_Pad=G-safe is a safety feature which prevents you from performing maneuvers which would put your body through dangerous amounts of g-force by limiting the turn rate of your ship at high velocities.\nCaution, Boosting will override G-safe for the duration.\nWith G-safe disabled you will be able to pull off much tighter turns, but these put more stress on your body and possibly lead to loss of consciousness.\nYou can toggle G-safe by pressing [~action(spaceship_movement|v_ifcs_toggle_gforce_safety)].
  2250. dfm_ui_G-safe_Title=G-safe
  2251. dfm_ui_Headshot=Headshot
  2252. dfm_ui_ifcsCruise=Cruise
  2253. dfm_ui_ifcsPrecision=Precision
  2254. dfm_ui_ifcsQuantum=Quantum
  2255. dfm_ui_ifcsSCM=SCM
  2256. dfm_ui_Info=Info
  2257. dfm_ui_Interaction=When you are within range and looking in the direction of an interactable object a prompt will appear on screen.\nTo interact with the object press [~action(player|use)] while the prompt is on screen.
  2258. dfm_ui_Interaction_Title=Interaction
  2259. dfm_ui_ItemFieldDivider=/
  2260. dfm_ui_ItemFieldMultipleParam= x%d
  2261. dfm_ui_ITTS=With a target focused, your ship's targeting system will try to predict where you need to fire to hit the target with each of your weapons.\nIt does so by extending PIPs (Predicted Impact Point) from your Line of Sight reticule. Each PIP corresponds to a weapon and indicates where its projectiles will intercept given the distance and velocity of the target.\nPIPs are only predicted so if your target is far away it may alter its velocity and avoid the projectile. As a general rule, ballistic projectiles will take longer to reach a target than an energy projectile, therefore their PIPs will be projected further ahead.
  2262. dfm_ui_ITTS_Title=Intelligent Target Tracking System
  2263. dfm_ui_KillAssist=Kill Assist
  2264. dfm_ui_KilledCoreCarrier=Carrier Kill
  2265. dfm_ui_KillingSpreeAward=Killing Spree Award
  2266. dfm_ui_KillingSpreeKill=Killing Spree Killer
  2267. dfm_ui_KillingSpreeKillStreak=Kill Streak
  2268. dfm_ui_Label_CriminalLevel=CRIMESTAT RATING
  2269. dfm_ui_Label_KilledBy=KILLED BY:
  2270. dfm_ui_Label_RespawnPenalty=RESPAWN PENALTY
  2271. dfm_ui_Label_Ship=SHIP:
  2272. dfm_ui_Label_Weapon=WEAPON
  2273. dfm_ui_Landing=To toggle your ship's Landing System on and off press [~action(spaceship_movement|v_toggle_landing_system)]. Once engaged, any available landing zones within radar range will display as radar contacts with the nearest automatically becoming focused.\nBe aware that engaging the Landing System disables your combat targeting systems meaning you will lose the ability to lock and fire missiles.
  2274. dfm_ui_Landing_Cont=To cycle through the available landing zones press [~action(spaceship_targeting|v_target_cycle_friendly_fwd)] or to focus on the nearest press [~action(spaceship_targeting|v_target_nearest_hostile)].
  2275. dfm_ui_Landing_Title=Landing (1/4)
  2276. dfm_ui_Landing_Title_Cont=Landing (2/4)
  2277. dfm_ui_LandingModes=With the Landing System enabled there are two modes in which you can land.\nYou will begin in Manual Mode. To automate the landing procedure, engage the Automated Mode with [~action(spaceship_movement|v_cycle_landing_mode)] and fly over the landing zone. This will catch you and set you down safely, though not as quickly as if you were to master a manual landing.
  2278. dfm_ui_LandingModes_Title=Landing (4/4)
  2279. dfm_ui_LightsOut=Lights Out
  2280. dfm_ui_LoadoutCustomizationClassSelectionDesc=Customize loadouts based on the game modes they will be used in.
  2281. dfm_ui_MartyrKill=Martyr Kill
  2282. dfm_ui_MatchSpeed=When behind a target you can match their speed by pressing [~action(spaceship_movement|v_target_match_vel)].\nThis allows you to pursue a target without worrying about overshooting or collision if it decelerates suddenly.
  2283. dfm_ui_MatchSpeed_Title=Match Speed
  2284. dfm_ui_Message=Message
  2285. dfm_ui_Minutes_Seconds_To_Respawn=%i:%i
  2286. dfm_ui_Minutes_unit_Seconds_To_Respawn=%i:0%i
  2287. dfm_ui_MissileEmpty=EMPTY
  2288. dfm_ui_MissileFiring=Once you have achieved missile lock, hold [~action(spaceship_missiles|v_weapon_launch_missile)] to fire all of the missiles locked.
  2289. dfm_ui_MissileFiring_Reminder=To lock a missile press [~action(spaceship_targeting|v_target_missile_lock_focused)].\n To fire locked missiles hold [~action(spaceship_missiles|v_weapon_launch_missile)].
  2290. dfm_ui_MissileFiring_Title=Launching Missiles
  2291. dfm_ui_MissileLocking=You can only lock missiles on the focus of your targeting system. Different missiles have different lock-on times and requirements, but as a general rule with the target in front of your ship press [~action(spaceship_targeting|v_target_missile_lock_focused)] to begin acquiring lock-on. The enemy ship will receive a warning tone to signal that a ship is attempting to lock on.\nIt is possible to lock multiple missiles onto a single target. You can do this by pressing [~action(spaceship_targeting|v_target_missile_lock_focused)] multiple times. The type and amount of missiles stacked will be shown beside the targeted ship.
  2292. dfm_ui_MissileLocking_Title=Missile Locking (1/2)
  2293. dfm_ui_MissileUnarmed=UNARMED
  2294. dfm_ui_Movement_Mouse=When on foot hold [~action(player|moveforward)] to walk forward, [~action(player|moveback)] to walk backward, [~action(player|moveleft)] to walk left and [~action(player|moveright)] to walk right.
  2295. dfm_ui_Movement_Pad=When on foot push [~action(player|xi_movey)] in the direction you want to walk.
  2296. dfm_ui_Movement_Title=Movement
  2297. dfm_ui_NearRestrictedArea=WARNING: Near Restricted Area
  2298. dfm_ui_NemesisAward=Nemesis Award
  2299. dfm_ui_NotificationCapturedTheCore=captured the core
  2300. dfm_ui_NotificationDroppedTheCore=dropped the core
  2301. dfm_ui_NotificationHasDrawnFirstBlood=has drawn first blood
  2302. dfm_ui_NotificationIsOnAnAceKillStreak=is on an Ace Spree
  2303. dfm_ui_NotificationPickedUpTheCore=picked up the core
  2304. dfm_ui_NotificationReturnedTheCore=returned the core
  2305. dfm_ui_ObstructingLandingArea=WARNING: Obstructing Landing Area
  2306. dfm_ui_Off=OFF
  2307. dfm_ui_On=ON
  2308. dfm_ui_Out=out
  2309. dfm_ui_OverviewPane=The OVR pane gives you a general overview of the status of the items attached to your ship's hardpoints. You can quickly toggle items on and off in this view.\nThis is the default information pane displayed, but can be accessed by pressing [~action(spaceship_hud|v_hud_open_tab1)].
  2310. dfm_ui_OverviewPane_Pad=The OVR pane gives you a general overview of the status of the items attached to your ship's hardpoints. You can quickly toggle items on and off in this view.\nThis is the default information pane displayed.
  2311. dfm_ui_OverviewPane_Title=Overview Pane
  2312. dfm_ui_OwnerReclaimedShip=Self-destruct initiated by ship owner
  2313. dfm_ui_param_alpha_uec=%d aUEC
  2314. dfm_ui_param_aUEC=aUEC
  2315. dfm_ui_param_award_rec=%d REC
  2316. dfm_ui_param_FracKilometres=%.*f  km
  2317. dfm_ui_param_FracMetre=%.*f m
  2318. dfm_ui_param_Kilometres=%s km
  2319. dfm_ui_param_Metre=%i m
  2320. dfm_ui_param_Mps=%0.0f m/s
  2321. dfm_ui_param_PointOneKilometres=%0.1f km
  2322. dfm_ui_param_RequiresAFinalKillForVictory=%S requires a final kill for victory!
  2323. dfm_ui_param_UEC=UEC
  2324. dfm_ui_Pirate=Pirate
  2325. dfm_ui_Pirate350R=NovaRider 350R
  2326. dfm_ui_PirateAuroraLN=NovaRider Aurora
  2327. dfm_ui_PirateBuccaneer=NovaRider Buccaneer
  2328. dfm_ui_PirateCaptain01=A-Burn
  2329. dfm_ui_PirateCaptain02=Singer
  2330. dfm_ui_PirateCaptain03=Ringo
  2331. dfm_ui_PirateCaptain04=Boom Boom
  2332. dfm_ui_PirateCaptain05=Fluster
  2333. dfm_ui_PirateCaptain06=Headcase
  2334. dfm_ui_PirateConstellation=NovaRider Connie
  2335. dfm_ui_PirateCutlass=NovaRider Cutlass
  2336. dfm_ui_PirateGladiator=NovaRider Gladiator
  2337. dfm_ui_PirateGladius=NovaRider Gladius
  2338. dfm_ui_PirateM50=NovaRider M50
  2339. dfm_ui_PirateRaider=Pirate Raider
  2340. dfm_ui_PirateRaiderCaptain=Pirate Raider Captain
  2341. dfm_ui_PirateSabre=NovaRider Sabre
  2342. dfm_ui_PirateVanguard=NovaRider Vanguard
  2343. dfm_ui_PlanetProximityWarning=WARNING: Approaching planet gravitational field!
  2344. dfm_ui_PlayerCommittedSuicide= committed suicide!
  2345. dfm_ui_PlayersIdleEndingGameIn=Players idle. Ending game in...
  2346. dfm_ui_PlayerUnknown=Unknown
  2347. dfm_ui_PowerPane=The PWR pane gives you the ability to alter your ship's total power distribution as well as distribution to individual components and groups.\nReducing your Power Throttle will reduce power to all components at the same time, shutting them down as their power allocation falls below the minimum necessary to function. Reducing overall power usage will drastically reduce your electromagnetic signature, but leave you vulnerable.\nThe power allocation triangle allows you to quickly distribute power to specific groups on your ship (generally these are set to G1 for weapons, G2 for shields and G3 for engines, but can be user-defined). To reset the power allocation triangle you will need to hold down [~action(spaceship_power|v_power_reset_focus)].\nThis pane can be accessed by pressing [~action(spaceship_hud|v_hud_open_tab3)].
  2348. dfm_ui_PowerPane_Pad=The PWR pane gives you the ability to alter your ship's total power distribution as well as distribution to individual components and groups.\nReducing your Power Throttle will reduce power to all components at the same time, shutting them down as their power allocation falls below the minimum necessary to function. Reducing overall power usage will drastically reduce your electromagnetic signature, but leave you vulnerable.\nThe power allocation triangle allows you to quickly distribute power to specific groups on your ship (generally these are set to G1 for weapons, G2 for shields and G3 for engines, but can be user-defined).
  2349. dfm_ui_PowerPane_Title=Power Pane
  2350. dfm_ui_PreGameTimingOutEndingGameIn=
  2351. dfm_ui_Press_X_ToReclaim=Press X to remote self-destruct
  2352. dfm_ui_Press_X_ToRespawn=Press X to respawn
  2353. dfm_ui_Press_x_ToRetry=Press X to retry
  2354. dfm_ui_PrimaryScoreMsg_Accident=Accident
  2355. dfm_ui_PrimaryScoreMsg_CaptureAssist=Capture Assist
  2356. dfm_ui_PrimaryScoreMsg_CapturedEnemyCore=Captured enemy core
  2357. dfm_ui_PrimaryScoreMsg_ControlTerminalCaptureAssist=Terminal Hack Assist
  2358. dfm_ui_PrimaryScoreMsg_ControlTerminalCaptured=Terminal Captured
  2359. dfm_ui_PrimaryScoreMsg_CrashRoberts=Crash Roberts
  2360. dfm_ui_PrimaryScoreMsg_ForcedEject=Forced Ejection
  2361. dfm_ui_PrimaryScoreMsg_ForcedError=Forced Error
  2362. dfm_ui_PrimaryScoreMsg_Haemorrhage=Hemorrhage
  2363. dfm_ui_PrimaryScoreMsg_Kill=Kill
  2364. dfm_ui_PrimaryScoreMsg_PickedUpEnemyCore=Picked up enemy core
  2365. dfm_ui_PrimaryScoreMsg_PlayerBledOut=Bleed Out Kill
  2366. dfm_ui_PrimaryScoreMsg_ReturnedCore=Returned core
  2367. dfm_ui_PrimaryScoreMsg_StealAssist=Steal Assist
  2368. dfm_ui_PrimaryScoreMsg_Suicide=Suicide
  2369. dfm_ui_PrimaryScoreMsg_TeamKill=Team Kill
  2370. dfm_ui_PrimaryScoreMsg_TeamVehicleDamage=Team Vehicle Damage
  2371. dfm_ui_PrimaryScoreMsg_TeamVehicleDestruction=Team Vehicle Destruction
  2372. dfm_ui_PrimaryScoreMsg_VehicleDamage=Vehicle Damage
  2373. dfm_ui_PrimaryScoreMsg_VehicleDestruction=Vehicle Destruction
  2374. dfm_ui_QtAlignNotification=WARNING: Quantum Travel Align Notification
  2375. dfm_ui_QuantumInterdictionAlert=WARNING: Quantum Interdiction Alert
  2376. dfm_ui_RaceNoLapCount=-
  2377. dfm_ui_RaceResettingLap=Resetting Lap
  2378. dfm_ui_RearViewCamera=To access your ship's rear view camera hold [~action(spaceship_view|v_view_look_behind)].
  2379. dfm_ui_RearViewCamera_Title=Rear View Camera
  2380. dfm_ui_REC_Earned=REC EARNED
  2381. dfm_ui_RedemptionAward=Nemesis Kill
  2382. dfm_ui_ReloadButtonPrompt=Tap [~action(player|reload)] to reload your weapon
  2383. dfm_ui_Reminder_Title=Reminder
  2384. dfm_ui_RequestingPermission=Some landing zones require you to request permission to land. To request permission on the selected zone, press [~action(spaceship_movement|v_landing_target_lock)]. If permission is granted, that zone will be assigned to you, preventing other ships requesting the same landing zone and your radar will be replaced with the landing helper which will guide you to the zone and provide feedback on your progress.
  2385. dfm_ui_RequestingPermission_Title=Landing (3/4)
  2386. dfm_ui_Rescue=Rescue
  2387. dfm_ui_Respawning=Respawning...
  2388. dfm_ui_Respawns=RESPAWNS
  2389. dfm_ui_RestrictedAreaAbove=WARNING: Restricted Area Above
  2390. dfm_ui_RestrictedAreaAhead=WARNING: Restricted Area Ahead
  2391. dfm_ui_RestrictedAreaAutopilot=WARNING: Autopilot Override Engaged
  2392. dfm_ui_RestrictedAreaBehind=WARNING: Restricted Area Behind
  2393. dfm_ui_RestrictedAreaBelow=WARNING: Restricted Area Below
  2394. dfm_ui_RestrictedAreaLeft=WARNING: Restricted Area Left
  2395. dfm_ui_RestrictedAreaRight=WARNING: Restricted Area Right
  2396. dfm_ui_Result_param_ndPlace=%ind PLACE
  2397. dfm_ui_Result_param_rdPlace=%ird PLACE
  2398. dfm_ui_Result_param_stPlace=%ist PLACE
  2399. dfm_ui_Result_param_thPlace=%ith PLACE
  2400. dfm_ui_Result_Race=%S HAS WON THE RACE
  2401. dfm_ui_Result_SingleTeam_Match=%S IS THE WINNER
  2402. dfm_ui_ResultDefeat=DEFEAT
  2403. dfm_ui_ResultDidNotFinish=DID NOT FINISH
  2404. dfm_ui_ResultDraw=DRAW
  2405. dfm_ui_ResultVictory=VICTORY
  2406. dfm_ui_ResultWinners=WINNERS
  2407. dfm_ui_ResurgenceAward=Resurgence
  2408. dfm_ui_RevengeKill=Revenge Kill
  2409. dfm_ui_Rolling_Mouse=You are able to roll your ship left by holding [~action(spaceship_movement|v_roll_left)] and right by holding [~action(spaceship_movement|v_roll_right)].
  2410. dfm_ui_Rolling_Mouse_Reminder=To perform an axial roll hold [~action(spaceship_movement|v_roll_left)] or [~action(spaceship_movement|v_roll_right)] until you have rotated your ship through 360 degrees.
  2411. dfm_ui_Rolling_Other=You are able to roll your ship by holding [~action(spaceship_movement|v_roll)].
  2412. dfm_ui_Rolling_Other_Reminder=To perform an axial roll hold [~action(spaceship_movement|v_roll)] until you have rotated your ship through 360 degrees.
  2413. dfm_ui_Rolling_Title=Rolling
  2414. dfm_ui_RoundCounter=%d/%d
  2415. dfm_ui_RoundCounterVerbose=Round %d of %d
  2416. dfm_ui_RoundDuration=ROUND DURATION
  2417. dfm_ui_RoundStandings=ROUND STANDINGS
  2418. dfm_ui_RoundWinner=%S Win Round
  2419. dfm_ui_Salvager=Salvager
  2420. dfm_ui_Savior=Savior
  2421. dfm_ui_SCM_Mode=Space Combat Maneuvering mode is the normal mode for combat and non-combat flight. Most of your flight time will be spent in this mode. Select this mode any time you wish to have the optimal balance of velocity and drift control.
  2422. dfm_ui_SCM_Mode_Title=SCM Mode
  2423. dfm_ui_self_destruct_penalty_msg=Suicide respawn penalty +%1.f seconds
  2424. dfm_ui_Self-destruct=Initiating your ship's Self-destruct sequence should be a final resort. Once this has been activated you will have a short time to exit the ship before its power plant overloads causing a devastating explosion.\nThe sequence can be toggled on and off by pressing [~action(spaceship_general|v_self_destruct)].
  2425. dfm_ui_SelfDestruct=SELF DESTRUCT INITIALISED
  2426. dfm_ui_Self-destruct_Reminder=Initiate the Self-destruct sequence by pressing [~action(spaceship_general|v_self_destruct)].
  2427. dfm_ui_Self-destruct_Title=Self-destruct
  2428. dfm_ui_SharpTurns=There are several techniques for improving cornering.\nThe easiest method is to hold down Boost and overpower your maneuvering thrusters to tighten your turn.\nAnother method is to hold down Space Brake to reduce the throttle then release when your ship is turning in the right direction at which point your previous throttle will quickly and automatically be reapplied.\nThe most difficult technique to perform well is to engage Decoupled Mode, turn your ship sharply in the direction you want to go, before disabling Decoupled Mode to engage your main thrusters once more.
  2429. dfm_ui_SharpTurns_Title=Performing Sharp Turns
  2430. dfm_ui_ShieldFace_Back=Back
  2431. dfm_ui_ShieldFace_Bottom=Bottom
  2432. dfm_ui_ShieldFace_Front=Front
  2433. dfm_ui_ShieldFace_Left=Left
  2434. dfm_ui_ShieldFace_Right=Right
  2435. dfm_ui_ShieldFace_Top=Top
  2436. dfm_ui_ShieldPane=The SHLD pane gives you the ability to allocate more power to specific shields (your training ship has 4 shields: fore, aft, port and starboard) at the expense of the other shields.\nThis pane can be accessed by pressing [~action(spaceship_hud|v_hud_open_tab4)].
  2437. dfm_ui_ShieldPane_Pad=The SHLD pane gives you the ability to allocate more power to specific shields (your training ship has 4 shields: fore, aft, port and starboard) at the expense of the other shields.
  2438. dfm_ui_ShieldPane_Title=Shield Pane
  2439. dfm_ui_Shields=Your shields will protect the hull of your ship from damage from energy projectiles and absorb some of the energy from ballistic projectiles.\nIf they absorb more energy than they can dissipate they will overload and go down for a short time leaving your ship exposed.\nIt is important you monitor the status of your shields (your training ship has 4 shields: fore, aft, port and starboard) and if certain shields are taking more hits than others consider rotating your ship so that a different shield takes the hits.
  2440. dfm_ui_Shields_Title=Shields
  2441. dfm_ui_ShipPane=Pressing [~action(spaceship_hud|v_hud_interact_toggle)] will allow you to interact with the HUD by bringing up a cursor allowing you to select specific components, you can navigate the HUD using [~action(spaceship_hud|v_hud_left_panel_up)] and select with [~action(spaceship_hud|v_hud_confirm)].\nThere are 4 different information panes available to access: OVR (overview) [~action(spaceship_hud|v_hud_open_tab1)], WEAP (weapons) [~action(spaceship_hud|v_hud_open_tab2)], PWR (power) [~action(spaceship_hud|v_hud_open_tab3)] and SHLD (shields)[~action(spaceship_hud|v_hud_open_tab4)]. \nEach pane can be cycled using forward using [~action(spaceship_hud|v_hud_focused_cycle_mode_fwd)] and back using [~action(spaceship_hud|v_hud_focused_cycle_mode_back)]. \nPress [~action(spaceship_hud|v_hud_interact_toggle)] when you want to exit the HUD interaction mode.
  2442. dfm_ui_ShipPane_Pad=Pressing [~action(spaceship_hud|v_hud_interact_toggle)] will allow you to interact with the HUD by bringing up a cursor allowing you to select specific components, you can navigate the HUD using [~action(spaceship_hud|v_hud_left_panel_up)] and select with [~action(spaceship_hud|v_hud_confirm)].\nThere are 4 different information panes available to access: OVR (overview), WEAP (weapons), PWR (power) and SHLD (shields). \nEach pane can be cycled using forward using [~action(spaceship_hud|v_hud_focused_cycle_mode_fwd)] and back using [~action(spaceship_hud|v_hud_focused_cycle_mode_back)]. \nPress [~action(spaceship_hud|v_hud_interact_toggle)] when you want to exit the HUD interaction mode.
  2443. dfm_ui_ShipPane_Title=Ship Pane
  2444. dfm_ui_SpaceBrake=Space Brake is used to slow your ship without the need to decrease the ship's throttle or counter its momentum. The moment Space Brake is released, the ship will throttle quickly back to the speed it was previously set.\nTo use the Space Brake hold [~action(spaceship_movement|v_brake)].
  2445. dfm_ui_SpaceBrake_Title=Space Brake
  2446. dfm_ui_Sprint=When on foot you must hold [~action(player|sprint)] to sprint whilst moving forward.
  2447. dfm_ui_Sprint_Title=Sprint
  2448. dfm_ui_SquadronRevengeKill=Team Revenge Kill
  2449. dfm_ui_StateGameStartsIn=Game starts in...
  2450. dfm_ui_StatePlayersNotReady=Players not ready
  2451. dfm_ui_StateRaceEndingIn=Race ending in...
  2452. dfm_ui_StateSkipIntro=Press X to skip intro
  2453. dfm_ui_StateTooFewPlayers=Too few players
  2454. dfm_ui_StateWaitingForPlayers=Waiting for players
  2455. dfm_ui_Strafing_Other=Strafing is moving your ship using only your maneuvering thrusters. To strafe up hold [~action(spaceship_movement|v_strafe_up)], down [~action(spaceship_movement|v_strafe_down)], left [~action(spaceship_movement|v_strafe_left)] and right [~action(spaceship_movement|v_strafe_right)].\nTo strafe forward hold [~action(spaceship_movement|v_strafe_forward)] and backward [~action(spaceship_movement|v_strafe_back)].\nStrafing is used mainly at slow speeds to make the precise adjustments necessary when moving in the tight confines of hangars or landing zones, but expert pilots can also use it to avoid incoming fire or dodge oncoming obstacles.
  2456. dfm_ui_Strafing_Other_Reminder=To strafe up hold [~action(spaceship_movement|v_strafe_up)], down [~action(spaceship_movement|v_strafe_down)], left [~action(spaceship_movement|v_strafe_left)] and right [~action(spaceship_movement|v_strafe_right)].\nTo strafe forward hold [~action(spaceship_movement|v_strafe_forward)] and backward [~action(spaceship_movement|v_strafe_back)].
  2457. dfm_ui_Strafing_Pad=Strafing is moving your ship using only your maneuvering thrusters. There are six directions in which all ships can strafe. \nTo strafe up or down use [~action(spaceship_movement|v_strafe_vertical)]. \nTo strafe forward or back use [~action(spaceship_movement|v_strafe_longitudinal)]. \nAnd to strafe left or right use [~action(spaceship_movement|v_strafe_lateral)].\nStrafing is used mainly at slow speeds to make the precise adjustments necessary when moving in the tight confines of hangars or landing zones, but expert pilots can also use it to avoid incoming fire or dodge oncoming obstacles.
  2458. dfm_ui_Strafing_Pad_Reminder=To strafe up or down use [~action(spaceship_movement|v_strafe_vertical)]. \nTo strafe forward or back use [~action(spaceship_movement|v_strafe_longitudinal)]. \nAnd to strafe left or right use [~action(spaceship_movement|v_strafe_lateral)].
  2459. dfm_ui_Strafing_Title=Strafing
  2460. dfm_ui_SymbolPercentage=%
  2461. dfm_ui_TakeOff=When taking off from a governed landing zone you should request permission by pressing [~action(spaceship_movement|v_landing_target_lock)].\nYou can take-off without permission by simply strafing up, but you may incur penalties.\n
  2462. dfm_ui_TakeOff_Cont=There are two take-off modes. You will begin in Manual Mode. To automate the entire take-off procedure, engage the Automated Mode with [~action(spaceship_movement|v_cycle_landing_mode)] (this is disabled for Basic Training).\nOnce clear of the landing zone and hangar, the Landing System will disengage and you will regain full control of your ship.
  2463. dfm_ui_TakeOff_Cont_Title=Take-off (2/2)
  2464. dfm_ui_TakeOff_Title=Take-off (1/2)
  2465. dfm_ui_target=Target
  2466. dfm_ui_TargetCycling=Pressing [~action(spaceship_targeting|v_target_cycle_hostile_fwd)] will allow you to cycle the focus of your targeting system through all enemy radar contacts. To cycle through all contacts, enemy or otherwise, press [~action(spaceship_targeting|v_target_cycle_all_fwd)].
  2467. dfm_ui_TargetCycling_Pad=Pressing [~action(spaceship_targeting|v_target_cycle_hostile_fwd)] will allow you to cycle the focus of your targeting system through all enemy radar contacts.
  2468. dfm_ui_TargetCycling_Title=Target Cycling
  2469. dfm_ui_TargetFriendly=To cycle the focus of your targeting system through friendly radar contacts press [~action(spaceship_targeting|v_target_cycle_friendly_fwd)].\nTargeted ships appear in the top right of your combat HUD and display the name, distance from and a holographic projection of the ship displaying shield status and damage state.
  2470. dfm_ui_TargetFriendly_Title=Target Friendly
  2471. dfm_ui_TargetNearestEnemy=To focus your targeting system on the nearest enemy radar contact press [~action(spaceship_targeting|v_target_nearest_hostile)].
  2472. dfm_ui_TargetNearestEnemy_Pad=To focus your targeting system on the nearest enemy radar contact double tap [~action(spaceship_targeting|v_target_nearest_hostile)].
  2473. dfm_ui_TargetNearestEnemy_Title=Target Nearest Enemy
  2474. dfm_ui_Throttle_Mouse=To increase the power to the main thrusters you can throttle up by holding [~action(spaceship_movement|v_throttle_up)].\nThrottling down [~action(spaceship_movement|v_throttle_down)] will reduce the power to the main thrusters and your maneuvering thrusters will fight the momentum of the ship to slow it down.\nYou can also quickly toggle between 0 and 100% throttle by pressing [~action(spaceship_movement|v_throttle_toggle_minmax)] or with [~action(spaceship_movement|v_throttle_zero)] and [~action(spaceship_movement|v_throttle_100)].
  2475. dfm_ui_Throttle_Other=To increase the power to the main thrusters you can throttle up by holding [~action(spaceship_movement|v_throttle_abs)].\nThrottling down [~action(spaceship_movement|v_throttle_abs)] will reduce the power to the main thrusters and your maneuvering thrusters will fight the momentum of the ship to slow it down.
  2476. dfm_ui_Throttle_Pad=To increase the power to the main thrusters you can throttle up by pushing up on [~action(spaceship_movement|v_throttle_rel)].\nPushing down on [~action(spaceship_movement|v_throttle_rel)] will reduce the power to the main thrusters and your maneuvering thrusters will fight the momentum of the ship to slow it down. \nYou can also quickly toggle between 0 and 100% throttle by double tapping up or down on [~action(spaceship_movement|v_throttle_rel)].
  2477. dfm_ui_Throttle_Title=Throttle
  2478. dfm_ui_Time_To_Respawn_msg=Respawn allowed in %i seconds
  2479. dfm_ui_TimeRemainingInMatch=TIME REMAINING IN MATCH
  2480. dfm_ui_TimeToCruiseMax=Time to Cruise Max:
  2481. dfm_ui_TookTheEasyWay= took the easy way out!
  2482. dfm_ui_Trader=Trader
  2483. dfm_ui_TutorialBoss=Tank
  2484. dfm_ui_TutorialHintContinue=[~action(default|ui_hide_hint)] to continue
  2485. dfm_ui_TutorialLeaving=Return to training area
  2486. dfm_ui_TutorialPlayerTooFar=Reduce distance from Instructor
  2487. dfm_ui_UEEPatrol=UEE Patrol
  2488. dfm_ui_UnaidedKill=Unaided Kill
  2489. dfm_ui_UnderdogKill=Underdog Award
  2490. dfm_ui_UnknownWeapon=Unknown Weapon
  2491. dfm_ui_UntouchableKill=Untouchable
  2492. dfm_ui_Up=up
  2493. dfm_ui_Vanduul=Vanduul
  2494. dfm_ui_VanduulAlpha=Vanduul Alpha
  2495. dfm_ui_VanduulHunter=Vanduul Hunter
  2496. dfm_ui_VanduulPrime01=Little King
  2497. dfm_ui_VanduulPrime02=The Priest
  2498. dfm_ui_VanduulPrime03=Bloodhound
  2499. dfm_ui_VanduulPrime04=Payday
  2500. dfm_ui_VanduulPrime05=Reaper
  2501. dfm_ui_VanduulPrime06=Voodoo
  2502. dfm_ui_VanduulPrime07=Deathwish
  2503. dfm_ui_VanduulPrime08=Leech
  2504. dfm_ui_VanduulPrime09=Double E
  2505. dfm_ui_VanduulPrime10=Wraith
  2506. dfm_ui_VanduulPrime11=Blindside
  2507. dfm_ui_VanduulPrime12=Rook
  2508. dfm_ui_VanduulPrime13=Baron Von Duul
  2509. dfm_ui_VanduulScavenger=Vanduul Scavenger
  2510. dfm_ui_wanted_level_respawn=You are being processed by Crusader Security for criminal activity
  2511. dfm_ui_WarningAlertShieldsCritical=WARNING: Shields Critical
  2512. dfm_ui_WarningApproachingSimulationBoundary=WARNING: Approaching Simulation Boundary
  2513. dfm_ui_WarningCollisionAlert=WARNING: Collision alert
  2514. dfm_ui_WarningFuel0=WARNING: Hydrogen Fuel Depleted
  2515. dfm_ui_WarningFuel25=WARNING: Hydrogen Fuel 25%
  2516. dfm_ui_WarningFuel50=WARNING: Hydrogen Fuel 50%
  2517. dfm_ui_WarningFuel75=WARNING: Hydrogen Fuel 75%
  2518. dfm_ui_WarningFuelLow=WARNING: Hydrogen Fuel Low
  2519. dfm_ui_WarningLowPowerGeneric=WARNING: Systems Low Power
  2520. dfm_ui_WarningLowPowerPowerPlant=WARNING: Power Plant Low Power
  2521. dfm_ui_WarningLowPowerShields=WARNING: Shields Low Power
  2522. dfm_ui_WarningLowPowerThrusters=WARNING: Flight Systems Low Power
  2523. dfm_ui_WarningLowPowerWeapons=WARNING: Weapons Low Power
  2524. dfm_ui_WarningOfflinePowerPlant=WARNING: Power Plant Offline
  2525. dfm_ui_WarningOfflineShields=WARNING: Shields Offline
  2526. dfm_ui_WarningOfflineThrusters=WARNING: Flight Systems Offline 
  2527. dfm_ui_WarningOfflineWeapons=WARNING: Weapons Offline 
  2528. dfm_ui_WarningOverheatedGeneric=WARNING: System Overheated
  2529. dfm_ui_WarningOverheatedPowerPlant=WARNING: Power Plant Overheated
  2530. dfm_ui_WarningOverheatedQDrive=WARNING: Quantum Drive Overheated
  2531. dfm_ui_WarningOverheatedShields=WARNING: Shields Overheated
  2532. dfm_ui_WarningOverheatedThrusters=WARNING: Flight Systems Overheated
  2533. dfm_ui_WarningOverheatedWeapons=WARNING: Weapons Overheated
  2534. dfm_ui_WarningOverheatingGeneric=WARNING: System Overheating
  2535. dfm_ui_WarningOverheatingPowerPlant=WARNING: Power Plant Overheating
  2536. dfm_ui_WarningOverheatingQDrive=WARNING: Quantum Drive Overheating
  2537. dfm_ui_WarningOverheatingShields=WARNING: Shields Overheating
  2538. dfm_ui_WarningOverheatingThrusters=WARNING: Flight Systems Overheating
  2539. dfm_ui_WarningOverheatingWeapons=WARNING: Weapons Overheating
  2540. dfm_ui_WarningWrongCheckpoint=WARNING: Wrong Checkpoint.
  2541. dfm_ui_Wave=WAVE
  2542. dfm_ui_Wave_param_Incoming=Wave %d incoming...
  2543. dfm_ui_WeaponsPane=The WEAP pane gives you the ability to assign weapons in to groups.\nTo do this select the group you want (1,2 or 3) and select the weapons you wish to add/remove from the group.\nThis pane can be accessed by pressing [~action(spaceship_hud|v_hud_open_tab2)].
  2544. dfm_ui_WeaponsPane_Pad=The WEAP pane gives you the ability to assign weapons in to groups.\nTo do this select the group you want (1,2 or 3) and select the weapons you wish to add/remove from the group.
  2545. dfm_ui_WeaponsPane_Title=Weapons Pane
  2546. dfm_ui_WingmanAward=Savior
  2547. dfm_ui_WingmanVixen=Vixen
  2548. dfm_ui_WingmanWarlord=Warlord
  2549. dfm_ui_WorldBoundaryWarning=WARNING: Approaching edge of the known universe!
  2550. dfm_ui_YouRequireAFinalKillForVictory=You require a final kill for victory!
  2551. dfm_ui_YourShipWillBeReclaimed=You initiated remote self-destruct
  2552. dfm_ui_YourTeamRequiresAFinalKillForVictory=Your team requires a final kill for victory!
  2553. dfmcrusader_playerbounty_mission=Bounty
  2554. dfmcrusader_playerbounty_mission_desc=[Criminal Activity Reported] Eliminate the Outlaw 
  2555. dfmcrusader_playerbounty_objective01=Locate the Outlaw
  2556. dfmcrusader_playerbounty_objective01_desc=Scan ships to locate the criminal
  2557. dfmcrusader_playerbounty_objective02=Eliminate the Outlaw
  2558. dfmcrusader_playerbounty_objective02_desc=Eliminate the Outlaw
  2559. dfmcrusader_playerbounty_objective03=Claim Bounty
  2560. dfmcrusader_playerbounty_objective03_desc=Return to Alpha Station to claim Bounty
  2561. dfmcrusader_playerlosebounty_mission=Lose Bounty
  2562. dfmcrusader_playerlosebounty_mission_desc=Control Bravo Station to wipe Criminal Record
  2563. dfmcrusader_playerlosebounty_objective01=Remove Criminal Record
  2564. dfmcrusader_playerlosebounty_objective01_desc=Control Bravo Station to wipe Criminal Record
  2565. diff_notification_ui_msg_sample=Refuel stranded ship? Press [ to accept or ] to decline.
  2566. diff_notification_ui_title_sample=Contract
  2567. distraction_desc=~mission(Description)
  2568. distraction_desc_0001=Put down whatever you're doing and pay attention. This is a big one.\n\nThe ~mission(Client) got a massive score cooking, but in order to pull it off, they need an equally massive distraction. \n\nThat's you.\n \nYou're gonna head over to a ~mission(Location) and start nuking everything and everyone you can. ~mission(Wanted)You'll be making so much noise, no one will even care what the ~mission(Client) are up to.
  2569. distraction_desc_0002=You ever dream about flying out to some remote ~mission(Location) and shooting everything that moves? Well, guess what? I'm here to make your dreams come true. And not only that, I'm gonna pay you for it.\n\nI can't tell you all the specifics, but the upshot is that the ~mission(Client) are eager to make sure all the security in sector are kept as busy as possible.\n\nNow, it seemed to me that sending someone to rampage at the ~mission(Location) would be a damn good start. ~mission(Wanted)Shouldn't be too hard to keep everyone's attention after that.
  2570. distraction_desc_0003=The ~mission(Client) are looking to pay good credits for someone to create a distraction for them. And since I can't figure out how to lure a Vanduul fleet to the sector, a cutthroat like you flying to a ~mission(Location) and unleashing hell might be the next best thing. ~mission(Wanted)\n\nCan you believe some people choose to work in an office for a living?
  2571. distraction_desc_0004=Hey. Did you ever hear about the system-wide hunt in Ellis for that slicer a little while back? Advocacy were running in circles for days trying to take them down. Got me thinking. The ~mission(Client) are going after a huge score soon and then I thought, why not just arrange for something similar to happen here? Get all the security in the area chasing after a target so that they're blind to whatever else is going on. It would make the ~mission(Client) job a billion times easier. \n\nHere's how it'll work. You fly to a ~mission(Location) and unleash some major chaos and destruction. They already patrol places like that pretty heavily so you should have company in no time flat. ~mission(Wanted)To be honest, I'm starting to wonder if that thing in Ellis wasn't just a distraction, too.
  2572. distraction_from=~mission(Contractor)
  2573. distraction_obj_long_01=Achieve a level five crimestat.
  2574. distraction_obj_long_01a=Maintain your level five crimestat.
  2575. distraction_obj_long_02=Go to this local ~mission(Location) and wait for security to show up.
  2576. distraction_obj_long_03=Do everything you can to keep security forces distracted.
  2577. distraction_obj_marker_02=~mission(Location)
  2578. distraction_obj_marker_03=Distract
  2579. distraction_obj_short_01=Raise Crimestat to 5
  2580. distraction_obj_short_01a=Maintain Crimestat
  2581. distraction_obj_short_02=Go To ~mission(Location)
  2582. distraction_obj_short_03=Create Distraction
  2583. distraction_title=~mission(Title)
  2584. distraction_title_0001=moths to a flame
  2585. distraction_title_0002=running wild
  2586. distraction_title_0003=organized chaos
  2587. distraction_title_0004=bring the heat
  2588. distraction_wanted_0001=And to be clear, the only way this is going to work is if you can keep a level 5 crimestat on your head the whole time. Anything less and it won't draw the kind of heat we need. 
  2589. distraction_wanted_0002=There's a caveat to this whole thing, though. With the amount of attention I want on you, your crimestat needs to stay at a level 5 minimum. It's the only way to guarantee that all eyes are on you. 
  2590. distraction_wanted_0003=Of course, an ordinary two-bit criminal won't be enough to get the whole sector engaged. No, you gonna need to rock a level 5 crimestat to create the chaos I'm after. 
  2591. distraction_wanted_0004=But the way I figure it, just showing up won't be enough. We need you to maintain a level 5 crimestat the whole time. That way we make sure every do-gooder in the sector will be racing to take you down. 
  2592. distractionkill_amountreq_001=eight
  2593. distractionkill_desc=~mission(Contractor|DistractionKillDescription)
  2594. distractionkill_desc_0001=I heard that you're big time now with your level 5. Normally, I'd be telling you to keep your head down and till the heat blows over, but it just so happens that I got a better use for you.\n\nI've been working on something big that's ready to go down, but in order to make it happen I need someone to create a distraction that's even bigger. That's where you come in. \n\nThe way I figure it, if you take out ~mission(KillCount) Navy humps, just about every screw in the entire Empire will be focused on dragging your ass down. \n\nCan't be lower sec either. Needs to be Navy to really pull this off. That's fine though, any security gets wind of a level 5 and they'll comm the Navy to come deal with you.\n\nAnd you have to do it fast enough so that the timing works out. As soon as you open fire on the first one, the clock starts.\n\nThink you can handle that?
  2595. distractionkill_desc_0002=I'll be honest with you, I usually don't like to deal with your kind of crazy, but a mad dog is exactly what I need right now. \n\nMy crew and I need all the security in the system kept busy for a while and the only way I see that happening is if you bring down enough Navy that they don't have a choice but to stop everything and focus on you. I think about ~mission(KillCount) starmen should do it. \n\nLucky thing is, with your level 5, they should be chasing you anyway. Security stops to scan you and the Navy's gonna come straight to you. Just make sure that once you start shooting that you finish the job. As soon as you engage with the first one, the clock starts and if you don't raise the stakes high enough, me and my crew are gonna be left hanging.\n\nOf course, feel free to kill even more of the bastards if the mood takes you.
  2596. distractionkill_desc_0003=Word on the wire is that every flattop with a badge is out there scanning the system for your level 5 wanted ass. What do you say to making some credits off all that hassle?\n\nI can't tell you exactly what's going down, but it's enough for you to know that I need a cataclysmic level distraction. The kind that can only be created by a dangerous and deranged criminal going on a shooting spree and taking out ~mission(KillCount) Navy starmen. \n\nOnce you start shooting, my crew will move into place, so you'll have to finish the job quick. And Navy only. Popping off some Advos or local security won't cut it. Fortunately, with your crimestat anytime you run into security, Navy shouldn't be far behind.\n\nGet this done for me, and I'll see that you get your fair cut.
  2597. distractionkill_desc_004=~mission(DistractionTitleDescription|Description)
  2598. distractionkill_from=~mission(DistractionKillFrom)
  2599. distractionkill_obj_display_01=Navy Starmen Killed: %ls
  2600. distractionkill_obj_display_02=Time Remaining: %ls
  2601. distractionkill_obj_long_01=Eliminate ~mission(KillCount) Navy starmen in the alloted time.
  2602. distractionkill_obj_short_01=Eliminate ~mission(KillCount) Navy Starmen
  2603. distractionkill_title=~mission(Contractor|DistractionKillTitle)
  2604. distractionkill_title_0001=Art of Distraction
  2605. distractionkill_title_0002=Make Yourself Useful
  2606. distractionkill_title_0003=Take It To The Next Level
  2607. distractionkill_title_004=~mission(DistractionTitleDescription|Title)
  2608. Dlg_SC_ac_bludgeon_conquest_in_contested_zone_call_for_assistance_0550=My zone is contested
  2609. Dlg_SC_ac_bludgeon_conquest_in_contested_zone_call_for_assistance_0551=I need help over here
  2610. Dlg_SC_ac_bludgeon_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=My zone is contested
  2611. Dlg_SC_ac_bludgeon_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=I need help over here
  2612. Dlg_SC_ac_bludgeon_conquest_lost_control_of_a_zone_0570=Lost the zone
  2613. Dlg_SC_ac_bludgeon_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Lost the zone
  2614. Dlg_SC_ac_bludgeon_conquest_taken_control_of_a_zone_0560=Zone taken
  2615. Dlg_SC_ac_bludgeon_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
  2616. Dlg_SC_ac_bludgeon_ctc_allies_score_point_0540=Point to us
  2617. Dlg_SC_ac_bludgeon_ctc_allies_score_point_0541=Good job everyone.
  2618. Dlg_SC_ac_bludgeon_ctc_allies_score_pointCTC_Allies_Score_Point_01=Point to us
  2619. Dlg_SC_ac_bludgeon_ctc_allies_score_pointCTC_Allies_Score_Point_02=Good job everyone.
  2620. Dlg_SC_ac_bludgeon_ctc_enemy_has_core_0510=They have the core
  2621. Dlg_SC_ac_bludgeon_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
  2622. Dlg_SC_ac_bludgeon_ctc_enemy_scores_point_0530=Point to them
  2623. Dlg_SC_ac_bludgeon_ctc_enemy_scores_point_0531=I can do better.
  2624. Dlg_SC_ac_bludgeon_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Point to them
  2625. Dlg_SC_ac_bludgeon_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=I can do better.
  2626. Dlg_SC_ac_bludgeon_ctc_player_has_core_0500=Nice one. Get the core back
  2627. Dlg_SC_ac_bludgeon_ctc_player_has_coreCTC_Player_Has_Core=Nice one. Get the core back
  2628. Dlg_SC_ac_bludgeon_ctc_this_ai_has_core_0520=I have the core
  2629. Dlg_SC_ac_bludgeon_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core
  2630. Dlg_SC_ac_bludgeon_generic_response_no_0310=No, sir.
  2631. Dlg_SC_ac_bludgeon_generic_response_no_0311=Negative.
  2632. Dlg_SC_ac_bludgeon_generic_response_noGeneric_Response_No_01=No, sir.
  2633. Dlg_SC_ac_bludgeon_generic_response_noGeneric_Response_No_02=Negative.
  2634. Dlg_SC_ac_bludgeon_generic_response_yes_0300=Copy
  2635. Dlg_SC_ac_bludgeon_generic_response_yes_0301=Roger that
  2636. Dlg_SC_ac_bludgeon_generic_response_yesGeneric_Response_Yes_01=Copy
  2637. Dlg_SC_ac_bludgeon_generic_response_yesGeneric_Response_Yes_02=Roger that
  2638. Dlg_SC_ac_bludgeon_player_order_assistance_required_0120=I'll cover you
  2639. Dlg_SC_ac_bludgeon_player_order_assistance_required_0121=Stand by. Flying in.
  2640. Dlg_SC_ac_bludgeon_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'll cover you
  2641. Dlg_SC_ac_bludgeon_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Standby, Flying in.
  2642. Dlg_SC_ac_bludgeon_player_order_attack_my_target_0100=Target confirmed
  2643. Dlg_SC_ac_bludgeon_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Target confirmed
  2644. Dlg_SC_ac_bludgeon_player_order_bomb_my_target_0230=Bombing run initiated
  2645. Dlg_SC_ac_bludgeon_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run initiated
  2646. Dlg_SC_ac_bludgeon_player_order_break_and_engage_0210=Breaking and engaging
  2647. Dlg_SC_ac_bludgeon_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking and engaging
  2648. Dlg_SC_ac_bludgeon_player_order_defend_my_target_0110=Understood, Defending target
  2649. Dlg_SC_ac_bludgeon_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Understood, Defending target
  2650. Dlg_SC_ac_bludgeon_player_order_escort_my_target_0220=Escorting your target
  2651. Dlg_SC_ac_bludgeon_player_order_escort_my_target_0221=Copy. Moving to escort.
  2652. Dlg_SC_ac_bludgeon_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting your target
  2653. Dlg_SC_ac_bludgeon_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Copy. Moving to escort.
  2654. Dlg_SC_ac_bludgeon_player_order_evasive_manoeuvers_0200=Copy. Instituting 'don't get shot' parameters.
  2655. Dlg_SC_ac_bludgeon_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Copy. Instituting 'don't get shot' parameters.
  2656. Dlg_SC_ac_bludgeon_player_order_form_up_on_me_0130=Falling in on your position.
  2657. Dlg_SC_ac_bludgeon_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Falling in on your position.
  2658. Dlg_SC_ac_bludgeon_player_order_return_to_base_0240=Heading home
  2659. Dlg_SC_ac_bludgeon_player_order_return_to_base_0241=Heading back
  2660. Dlg_SC_ac_bludgeon_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading home
  2661. Dlg_SC_ac_bludgeon_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back
  2662. Dlg_SC_ac_bludgeon_player_order_witch_to_formation_0251=Formation 1 confirmed
  2663. Dlg_SC_ac_bludgeon_player_order_witch_to_formation_0252=Formation 2 confirmed
  2664. Dlg_SC_ac_bludgeon_player_order_witch_to_formation_0253=Formation 3 confirmed
  2665. Dlg_SC_ac_bludgeon_player_order_witch_to_formation_0254=Formation 4 confirmed
  2666. Dlg_SC_ac_bludgeon_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=Formation 1 confirmed
  2667. Dlg_SC_ac_bludgeon_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=Formation 2 confirmed
  2668. Dlg_SC_ac_bludgeon_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=Formation 3 confirmed
  2669. Dlg_SC_ac_bludgeon_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=Formation 4 confirmed
  2670. Dlg_SC_ac_bludgeon_reaction_being_hit_by_friendly_fire_0480=Check your targets
  2671. Dlg_SC_ac_bludgeon_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check your targets
  2672. Dlg_SC_ac_bludgeon_reaction_commiting_friendly_fire_0490=My fault. Rookie mistake.
  2673. Dlg_SC_ac_bludgeon_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=My fault. Rookie mistake.
  2674. Dlg_SC_ac_bludgeon_reaction_eject_0470=I'm sorry, it won't happen again.
  2675. Dlg_SC_ac_bludgeon_reaction_ejectReaction_Eject=I'm sorry, it won't happen again.
  2676. Dlg_SC_ac_bludgeon_reaction_friendly_gets_killed_0450=Friendly unit lost
  2677. Dlg_SC_ac_bludgeon_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly unit lost
  2678. Dlg_SC_ac_bludgeon_reaction_Gets_a_kill_0400=Bogey's down
  2679. Dlg_SC_ac_bludgeon_reaction_Gets_a_kill_0401=Hostile destroyed
  2680. Dlg_SC_ac_bludgeon_reaction_Gets_a_killReaction_Gets_A_Kill_01=Bogey's down
  2681. Dlg_SC_ac_bludgeon_reaction_Gets_a_killReaction_Gets_A_Kill_02=Hostile destroyed
  2682. Dlg_SC_ac_bludgeon_reaction_incoming_enemies_0420=Hostiles inbound
  2683. Dlg_SC_ac_bludgeon_reaction_incoming_enemies_0421=Hostiles approaching
  2684. Dlg_SC_ac_bludgeon_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Hostiles inbound
  2685. Dlg_SC_ac_bludgeon_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Hostiles approaching
  2686. Dlg_SC_ac_bludgeon_reaction_leaving_battle_retreating_0440=Falling back. I'm sorry.
  2687. Dlg_SC_ac_bludgeon_reaction_leaving_battle_retreating_0441=Sorry, I'm too damaged.
  2688. Dlg_SC_ac_bludgeon_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Falling back. I'm sorry.
  2689. Dlg_SC_ac_bludgeon_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Sorry, I'm too damaged.
  2690. Dlg_SC_ac_bludgeon_reaction_player_gets_a_kill_0410=Nice kill
  2691. Dlg_SC_ac_bludgeon_reaction_player_gets_a_kill_0411=Good shot
  2692. Dlg_SC_ac_bludgeon_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice kill
  2693. Dlg_SC_ac_bludgeon_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Good shot
  2694. Dlg_SC_ac_bludgeon_reaction_rejoining_battle_0430=Back on the line.
  2695. Dlg_SC_ac_bludgeon_reaction_rejoining_battleReaction_Rejoining_Battle=Back on the line.
  2696. Dlg_SC_ac_bludgeon_reaction_taking_damage_0460=Need support.
  2697. Dlg_SC_ac_bludgeon_reaction_taking_damage_0461=Maybe my callsign should be Bullet Sponge.
  2698. Dlg_SC_ac_bludgeon_reaction_taking_damageReaction_Taking_Damage_01=Need support.
  2699. Dlg_SC_ac_bludgeon_reaction_taking_damageReaction_Taking_Damage_02=Maybe my callsign should be Bullet Sponge.
  2700. Dlg_SC_ac_bullseye_conquest_in_contested_zone_call_for_assistance_0550=Ral chawin, bring alls. (People are messing with us. Bring everybody)
  2701. Dlg_SC_ac_bullseye_conquest_in_contested_zone_call_for_assistance_0551=Come ons, alls, where bein (Come on, people, where are you?)
  2702. Dlg_SC_ac_bullseye_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Ral chawin, bring alls. (People are messing with us. Bring everybody)
  2703. Dlg_SC_ac_bullseye_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Come ons, alls, where bein (Come on, people, where are you?)
  2704. Dlg_SC_ac_bullseye_conquest_lost_control_of_a_zone_0570=All slick, is loss (Nice job, [we] lost it)
  2705. Dlg_SC_ac_bullseye_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=All slick, is loss (Nice job, [we] lost it)
  2706. Dlg_SC_ac_bullseye_conquest_taken_control_of_a_zone_0560=Gras it. (Grabbed it)
  2707. Dlg_SC_ac_bullseye_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Gras it. (Grabbed it)
  2708. Dlg_SC_ac_bullseye_ctc_allies_score_point_0540=Shan, peeps. (Shiny, people)
  2709. Dlg_SC_ac_bullseye_ctc_allies_score_pointCTC_Allies_Score_Point=Shan, peeps. (Shiny, people)
  2710. Dlg_SC_ac_bullseye_ctc_enemy_has_core_0510=Skrum bassad willin billaball (Scum bastards took the core)
  2711. Dlg_SC_ac_bullseye_ctc_enemy_has_coreCTC_Enemy_Has_Core=Skrum bassad willin billaball (Scum bastards took the core)
  2712. Dlg_SC_ac_bullseye_ctc_enemy_scores_point_0530=Kuiza, man. Dez winn. (%$*&, man. They're winning)
  2713. Dlg_SC_ac_bullseye_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Kuiza, man. Dez winn. (%$*&, man. They're winning)
  2714. Dlg_SC_ac_bullseye_ctc_player_has_core_0500=You wit billaball (You have the core)
  2715. Dlg_SC_ac_bullseye_ctc_player_has_coreCTC_Player_Has_Core=You wit billaball (You have the core)
  2716. Dlg_SC_ac_bullseye_ctc_this_ai_has_core_0520=I wit billaball (I have the core)
  2717. Dlg_SC_ac_bullseye_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I wit billaball (I have the core)
  2718. Dlg_SC_ac_bullseye_generic_response_no_0310=Nah
  2719. Dlg_SC_ac_bullseye_generic_response_noGeneric_Response_No_01=Nah
  2720. Dlg_SC_ac_bullseye_generic_response_yes_0300=Yeah
  2721. Dlg_SC_ac_bullseye_generic_response_yes_0301=Keen
  2722. Dlg_SC_ac_bullseye_generic_response_yesGeneric_Response_Yes_01=Yeah
  2723. Dlg_SC_ac_bullseye_generic_response_yesGeneric_Response_Yes_02=Keen
  2724. Dlg_SC_ac_bullseye_player_order_assistance_required_0120=On 'em.
  2725. Dlg_SC_ac_bullseye_player_order_assistance_required_0121=Yeah.
  2726. Dlg_SC_ac_bullseye_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=On 'em.
  2727. Dlg_SC_ac_bullseye_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Yeah.
  2728. Dlg_SC_ac_bullseye_player_order_attack_my_target_0100=I's on 'em (I'm on them)
  2729. Dlg_SC_ac_bullseye_player_order_attack_my_target_0101=Skrum's mah. (Scum's mine)
  2730. Dlg_SC_ac_bullseye_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=I's on 'em (I'm on them)
  2731. Dlg_SC_ac_bullseye_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Skrum's mah. (Scum's mine)
  2732. Dlg_SC_ac_bullseye_player_order_bomb_my_target_0230=Leverin' the bi kill. (Delivering the big kill)
  2733. Dlg_SC_ac_bullseye_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Leverin' the bi kill. (Delivering the big kill)
  2734. Dlg_SC_ac_bullseye_player_order_break_and_engage_0210=Lesen all dem to beddewan. (Leave them to us)
  2735. Dlg_SC_ac_bullseye_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Lesen all dem to beddewan. (Leave them to us)
  2736. Dlg_SC_ac_bullseye_player_order_escort_my_target_0220=Em laz is mah laz. (Their lasers are my lasers)
  2737. Dlg_SC_ac_bullseye_player_order_escort_my_target_0221=Scoddi don' wa. (Covering them)
  2738. Dlg_SC_ac_bullseye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Em laz is mah laz. (Their lasers are my lasers)
  2739. Dlg_SC_ac_bullseye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Scoddi don' wa. (Covering them)
  2740. Dlg_SC_ac_bullseye_player_order_evasive_manoeuvers_0200=Tazen on them waggle. (Taking them on a ride)
  2741. Dlg_SC_ac_bullseye_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Tazen on them waggle. (Taking them on a ride)
  2742. Dlg_SC_ac_bullseye_player_order_form_up_on_me_0130=Flyin on.
  2743. Dlg_SC_ac_bullseye_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Flyin on.
  2744. Dlg_SC_ac_bullseye_player_order_return_to_base_0240=Seatin' offa the collapsin (Heading back to crash)
  2745. Dlg_SC_ac_bullseye_player_order_return_to_base_0241=Hearin' an' backin (Copy. Heading back)
  2746. Dlg_SC_ac_bullseye_player_order_return_to_basePlayer_Order_Return_To_Base_01=Seatin' offa the collapsin (Heading back to crash)
  2747. Dlg_SC_ac_bullseye_player_order_return_to_basePlayer_Order_Return_To_Base_02=Hearin' an' backin (Copy. Heading back)
  2748. Dlg_SC_ac_bullseye_player_order_witch_to_formation_0251=<Formation 1> confirmed
  2749. Dlg_SC_ac_bullseye_player_order_witch_to_formation_0252=<Formation 2> confirmed
  2750. Dlg_SC_ac_bullseye_player_order_witch_to_formation_0253=<Formation 3> confirmed
  2751. Dlg_SC_ac_bullseye_player_order_witch_to_formation_0254=<Formation 4> confirmed
  2752. Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
  2753. Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
  2754. Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
  2755. Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
  2756. Dlg_SC_ac_bullseye_reaction_being_hit_by_friendly_fire_0480=Ay! Seem wan keesher (Hey! Watch yourself)
  2757. Dlg_SC_ac_bullseye_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Ay! Seem wan keesher (Hey! Watch yourself)
  2758. Dlg_SC_ac_bullseye_reaction_commiting_friendly_fire_0490=Haha. Don ge agro (Don't get mad)
  2759. Dlg_SC_ac_bullseye_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Haha. Don ge agro (Don't get mad)
  2760. Dlg_SC_ac_bullseye_reaction_eject_0470=Fallin ou' (Bailing out)
  2761. Dlg_SC_ac_bullseye_reaction_ejectReaction_Eject=Fallin ou' (Bailing out)
  2762. Dlg_SC_ac_bullseye_reaction_friendly_gets_killed_0450=Loss em (Lost one)
  2763. Dlg_SC_ac_bullseye_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Loss em (Lost one)
  2764. Dlg_SC_ac_bullseye_reaction_Gets_a_kill_0400=Got yas! (Got you)
  2765. Dlg_SC_ac_bullseye_reaction_Gets_a_kill_0401=Spattered 'em.
  2766. Dlg_SC_ac_bullseye_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got yas! (Got you)
  2767. Dlg_SC_ac_bullseye_reaction_Gets_a_killReaction_Gets_A_Kill_02=Spattered 'em.
  2768. Dlg_SC_ac_bullseye_reaction_incoming_enemies_0420=Blots on scren (Contacts on my screen)
  2769. Dlg_SC_ac_bullseye_reaction_incoming_enemies_0421=Whole buncha comin nah (Whole lot [of people] coming in.)
  2770. Dlg_SC_ac_bullseye_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Blots on scren (Contacts on my screen)
  2771. Dlg_SC_ac_bullseye_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Whole buncha comin nah (Whole lot [of people] coming in.
  2772. Dlg_SC_ac_bullseye_reaction_leaving_battle_retreating_0440=Outta (I'm out of here)
  2773. Dlg_SC_ac_bullseye_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Outta (I'm out of here)
  2774. Dlg_SC_ac_bullseye_reaction_player_gets_a_kill_0410=Real devil. (A phrase of endearment)
  2775. Dlg_SC_ac_bullseye_reaction_player_gets_a_kill_0411=Frizza nice (Exploded real nice)
  2776. Dlg_SC_ac_bullseye_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Real devil. (A phrase of endearment)
  2777. Dlg_SC_ac_bullseye_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Frizza nice (Exploded real nice)
  2778. Dlg_SC_ac_bullseye_reaction_rejoining_battle_0430=YAAAAAAA. (Battle Charge)
  2779. Dlg_SC_ac_bullseye_reaction_rejoining_battleReaction_Rejoining_Battle=YAAAAAAA. (Battle Charge)
  2780. Dlg_SC_ac_bullseye_reaction_taking_damage_0460=Skrums follin' mah dingo. (Scumbags right on my ass)
  2781. Dlg_SC_ac_bullseye_reaction_taking_damage_0461=Bucho mat (Son of a bitch)
  2782. Dlg_SC_ac_bullseye_reaction_taking_damageReaction_Taking_Damage_01=Skrums follin' mah dingo. (Scumbags right on my ass)
  2783. Dlg_SC_ac_bullseye_reaction_taking_damageReaction_Taking_Damage_02=Bucho mat (Son of a bitch)
  2784. Dlg_SC_ac_deadeye_conquest_in_contested_zone_call_for_assistance_0550=Zone critical.
  2785. Dlg_SC_ac_deadeye_conquest_in_contested_zone_call_for_assistance_0551=Need help
  2786. Dlg_SC_ac_deadeye_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Zone critical.
  2787. Dlg_SC_ac_deadeye_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Need help
  2788. Dlg_SC_ac_deadeye_conquest_lost_control_of_a_zone_0570=Zone lost
  2789. Dlg_SC_ac_deadeye_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
  2790. Dlg_SC_ac_deadeye_conquest_taken_control_of_a_zone_0560=Zone is ours
  2791. Dlg_SC_ac_deadeye_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours
  2792. Dlg_SC_ac_deadeye_ctc_allies_score_point_0540=Point to us
  2793. Dlg_SC_ac_deadeye_ctc_allies_score_pointCTC_Allies_Score_Point=Point to us
  2794. Dlg_SC_ac_deadeye_ctc_enemy_has_core_0510=They got the core
  2795. Dlg_SC_ac_deadeye_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got the core
  2796. Dlg_SC_ac_deadeye_ctc_enemy_scores_point_0530=They score
  2797. Dlg_SC_ac_deadeye_ctc_enemy_scores_point_0531=Point to them
  2798. Dlg_SC_ac_deadeye_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=They score
  2799. Dlg_SC_ac_deadeye_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Point to them
  2800. Dlg_SC_ac_deadeye_ctc_player_has_core_0500=You have the core
  2801. Dlg_SC_ac_deadeye_ctc_player_has_coreCTC_Player_Has_Core=You have the core
  2802. Dlg_SC_ac_deadeye_ctc_this_ai_has_core_0520=Core acquired, on me.
  2803. Dlg_SC_ac_deadeye_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core acquired, on me.
  2804. Dlg_SC_ac_deadeye_generic_response_no_0310=No
  2805. Dlg_SC_ac_deadeye_generic_response_no_0311=Nyet
  2806. Dlg_SC_ac_deadeye_generic_response_noGeneric_Response_No_01=No
  2807. Dlg_SC_ac_deadeye_generic_response_noGeneric_Response_No_02=Nyet
  2808. Dlg_SC_ac_deadeye_generic_response_yes_0300=Yes….sir
  2809. Dlg_SC_ac_deadeye_generic_response_yes_0301=Da
  2810. Dlg_SC_ac_deadeye_generic_response_yesGeneric_Response_Yes_01=Yes….sir
  2811. Dlg_SC_ac_deadeye_generic_response_yesGeneric_Response_Yes_02=Da
  2812. Dlg_SC_ac_deadeye_player_order_assistance_required_0120=On my way.
  2813. Dlg_SC_ac_deadeye_player_order_assistance_required_0121=I will help you
  2814. Dlg_SC_ac_deadeye_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=On my way.
  2815. Dlg_SC_ac_deadeye_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I will help you
  2816. Dlg_SC_ac_deadeye_player_order_attack_my_target_0100=With pleasure.
  2817. Dlg_SC_ac_deadeye_player_order_attack_my_target_0101=I have them in sight
  2818. Dlg_SC_ac_deadeye_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=With pleasure.
  2819. Dlg_SC_ac_deadeye_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=I have them in sight
  2820. Dlg_SC_ac_deadeye_player_order_bomb_my_target_0230=Heavy weapons cleared.
  2821. Dlg_SC_ac_deadeye_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Heavy weapons cleared.
  2822. Dlg_SC_ac_deadeye_player_order_break_and_engage_0210=Heavy weapons cleared.
  2823. Dlg_SC_ac_deadeye_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Heavy weapons cleared.
  2824. Dlg_SC_ac_deadeye_player_order_defend_my_target_0110=I'll think about it.
  2825. Dlg_SC_ac_deadeye_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=I'll think about it.
  2826. Dlg_SC_ac_deadeye_player_order_escort_my_target_0220=…copy that.
  2827. Dlg_SC_ac_deadeye_player_order_escort_my_target_0221=Escorting target now
  2828. Dlg_SC_ac_deadeye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=…copy that.
  2829. Dlg_SC_ac_deadeye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
  2830. Dlg_SC_ac_deadeye_player_order_evasive_manoeuvers_0200=Evading now
  2831. Dlg_SC_ac_deadeye_player_order_evasive_manoeuvers_0201=Evasive action
  2832. Dlg_SC_ac_deadeye_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading now
  2833. Dlg_SC_ac_deadeye_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evasive action
  2834. Dlg_SC_ac_deadeye_player_order_form_up_on_me_0130=Moving to formation now
  2835. Dlg_SC_ac_deadeye_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving to formation now
  2836. Dlg_SC_ac_deadeye_player_order_return_to_base_0240=Scope's clear. Return to base
  2837. Dlg_SC_ac_deadeye_player_order_return_to_base_0241=Heading back
  2838. Dlg_SC_ac_deadeye_player_order_return_to_basePlayer_Order_Return_To_Base_01=Scope's clear. Return to base
  2839. Dlg_SC_ac_deadeye_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back
  2840. Dlg_SC_ac_deadeye_player_order_witch_to_formation_0251=<Formation 1> confirmed
  2841. Dlg_SC_ac_deadeye_player_order_witch_to_formation_0252=<Formation 2> confirmed
  2842. Dlg_SC_ac_deadeye_player_order_witch_to_formation_0253=<Formation 3> confirmed
  2843. Dlg_SC_ac_deadeye_player_order_witch_to_formation_0254=<Formation 4> confirmed
  2844. Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
  2845. Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
  2846. Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
  2847. Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
  2848. Dlg_SC_ac_deadeye_reaction_being_hit_by_friendly_fire_0480=I am a friendly! Idiots
  2849. Dlg_SC_ac_deadeye_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=I am a friendly! Idiots
  2850. Dlg_SC_ac_deadeye_reaction_commiting_friendly_fire_0490=I apologise
  2851. Dlg_SC_ac_deadeye_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=I apologise
  2852. Dlg_SC_ac_deadeye_reaction_eject_0470=Going down.
  2853. Dlg_SC_ac_deadeye_reaction_ejectReaction_Eject=Going down.
  2854. Dlg_SC_ac_deadeye_reaction_friendly_gets_killed_0450=Ally destroyed
  2855. Dlg_SC_ac_deadeye_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Ally destroyed
  2856. Dlg_SC_ac_deadeye_reaction_Gets_a_kill_0400=Dead.
  2857. Dlg_SC_ac_deadeye_reaction_Gets_a_kill_0401=Ghosted
  2858. Dlg_SC_ac_deadeye_reaction_Gets_a_killReaction_Gets_A_Kill_01=Dead.
  2859. Dlg_SC_ac_deadeye_reaction_Gets_a_killReaction_Gets_A_Kill_02=Ghosted
  2860. Dlg_SC_ac_deadeye_reaction_incoming_enemies_0420=Target inbound
  2861. Dlg_SC_ac_deadeye_reaction_incoming_enemies_0421=Hostile approaching
  2862. Dlg_SC_ac_deadeye_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Target inbound
  2863. Dlg_SC_ac_deadeye_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Hostile approaching
  2864. Dlg_SC_ac_deadeye_reaction_leaving_battle_retreating_0440=Regrouping.
  2865. Dlg_SC_ac_deadeye_reaction_leaving_battle_retreating_0441=Sustained too much damage.
  2866. Dlg_SC_ac_deadeye_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Regrouping.
  2867. Dlg_SC_ac_deadeye_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Sustained too much damage.
  2868. Dlg_SC_ac_deadeye_reaction_player_gets_a_kill_0410=Good kill
  2869. Dlg_SC_ac_deadeye_reaction_player_gets_a_kill_0411=Nice killing
  2870. Dlg_SC_ac_deadeye_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Good kill
  2871. Dlg_SC_ac_deadeye_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice killing
  2872. Dlg_SC_ac_deadeye_reaction_rejoining_battle_0430=I'm back
  2873. Dlg_SC_ac_deadeye_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back
  2874. Dlg_SC_ac_deadeye_reaction_taking_damage_0460=Taking fire.
  2875. Dlg_SC_ac_deadeye_reaction_taking_damage_0461=Getting chewed up.
  2876. Dlg_SC_ac_deadeye_reaction_taking_damageReaction_Taking_Damage_01=Taking fire.
  2877. Dlg_SC_ac_deadeye_reaction_taking_damageReaction_Taking_Damage_02=Getting chewed up.
  2878. Dlg_SC_ac_dodger_conquest_in_contested_zone_call_for_assistance_0550=You gonna help me take this zone or what?
  2879. Dlg_SC_ac_dodger_conquest_in_contested_zone_call_for_assistance_0551=Pull your finger out you lot, help me!
  2880. Dlg_SC_ac_dodger_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=You gonna help me take this zone or what?
  2881. Dlg_SC_ac_dodger_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Pull your finger out you lot, help me!
  2882. Dlg_SC_ac_dodger_conquest_lost_control_of_a_zone_0570=Lost the zone
  2883. Dlg_SC_ac_dodger_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Lost the zone
  2884. Dlg_SC_ac_dodger_conquest_taken_control_of_a_zone_0560=Got the zone
  2885. Dlg_SC_ac_dodger_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Got the zone
  2886. Dlg_SC_ac_dodger_ctc_allies_score_point_0540=Up yours! We scored!
  2887. Dlg_SC_ac_dodger_ctc_allies_score_pointCTC_Allies_Score_Point=Up yours! We scored!
  2888. Dlg_SC_ac_dodger_ctc_enemy_has_core_0510=They got our sodding core!
  2889. Dlg_SC_ac_dodger_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our sodding core!
  2890. Dlg_SC_ac_dodger_ctc_enemy_scores_point_0530=Bugger. They scored
  2891. Dlg_SC_ac_dodger_ctc_enemy_scores_point_0531=Point to them
  2892. Dlg_SC_ac_dodger_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Bugger. They scored
  2893. Dlg_SC_ac_dodger_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Point to them
  2894. Dlg_SC_ac_dodger_ctc_player_has_core_0500=Core is yours, take her home
  2895. Dlg_SC_ac_dodger_ctc_player_has_coreCTC_Player_Has_Core=Core is yours, take her home
  2896. Dlg_SC_ac_dodger_ctc_this_ai_has_core_0520=I got the core. Watch me back fellas
  2897. Dlg_SC_ac_dodger_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I got the core. Watch me back fellas
  2898. Dlg_SC_ac_dodger_generic_response_no_0310=No
  2899. Dlg_SC_ac_dodger_generic_response_no_0311=Are you kidding? Nah
  2900. Dlg_SC_ac_dodger_generic_response_noGeneric_Response_No_01=No
  2901. Dlg_SC_ac_dodger_generic_response_noGeneric_Response_No_02=Are you kidding? Nah
  2902. Dlg_SC_ac_dodger_generic_response_yes_0300=Roger
  2903. Dlg_SC_ac_dodger_generic_response_yes_0301=Yeah, Yeah
  2904. Dlg_SC_ac_dodger_generic_response_yesGeneric_Response_Yes_01=Roger
  2905. Dlg_SC_ac_dodger_generic_response_yesGeneric_Response_Yes_02=Yeah, Yeah
  2906. Dlg_SC_ac_dodger_player_order_assistance_required_0120=Here to save your arse
  2907. Dlg_SC_ac_dodger_player_order_assistance_required_0121=I'll help ya
  2908. Dlg_SC_ac_dodger_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Here to save your arse
  2909. Dlg_SC_ac_dodger_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I'll help ya
  2910. Dlg_SC_ac_dodger_player_order_attack_my_target_0100=He's mine.
  2911. Dlg_SC_ac_dodger_player_order_attack_my_target_0101=Coming in loud and proud
  2912. Dlg_SC_ac_dodger_player_order_attack_my_target_0102=Target locked in,
  2913. Dlg_SC_ac_dodger_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=He's mine.
  2914. Dlg_SC_ac_dodger_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Coming in loud and proud
  2915. Dlg_SC_ac_dodger_player_order_attack_my_targetPlayer_Order_Attack_My_Target_03=Target locked in,
  2916. Dlg_SC_ac_dodger_player_order_bomb_my_target_0230=Bombing run
  2917. Dlg_SC_ac_dodger_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run
  2918. Dlg_SC_ac_dodger_player_order_break_and_engage_0210=Breaking formation to engage
  2919. Dlg_SC_ac_dodger_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking formation to engage
  2920. Dlg_SC_ac_dodger_player_order_defend_my_target_0110=I'm a nanny, good job mate
  2921. Dlg_SC_ac_dodger_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=I'm a nanny, good job mate
  2922. Dlg_SC_ac_dodger_player_order_escort_my_target_0220=Escorting
  2923. Dlg_SC_ac_dodger_player_order_escort_my_target_0221=I'll get them where they're going.
  2924. Dlg_SC_ac_dodger_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
  2925. Dlg_SC_ac_dodger_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=I'll get them where they're going.
  2926. Dlg_SC_ac_dodger_player_order_evasive_manoeuvers_0200=Consider 'em lost.
  2927. Dlg_SC_ac_dodger_player_order_evasive_manoeuvers_0201=Evasive maneouvers
  2928. Dlg_SC_ac_dodger_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Consider 'em lost.
  2929. Dlg_SC_ac_dodger_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evasive maneouvers
  2930. Dlg_SC_ac_dodger_player_order_form_up_on_me_0130=On my way.
  2931. Dlg_SC_ac_dodger_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=On my way.
  2932. Dlg_SC_ac_dodger_player_order_return_to_base_0240=I'll head back and repair
  2933. Dlg_SC_ac_dodger_player_order_return_to_base_0241=Going back to base
  2934. Dlg_SC_ac_dodger_player_order_return_to_basePlayer_Order_Return_To_Base_01=I'll head back and repair
  2935. Dlg_SC_ac_dodger_player_order_return_to_basePlayer_Order_Return_To_Base_02=Going back to base
  2936. Dlg_SC_ac_dodger_player_order_witch_to_formation_0251=<Formation 1> confirmed
  2937. Dlg_SC_ac_dodger_player_order_witch_to_formation_0252=<Formation 2> confirmed
  2938. Dlg_SC_ac_dodger_player_order_witch_to_formation_0253=<Formation 3> confirmed
  2939. Dlg_SC_ac_dodger_player_order_witch_to_formation_0254=<Formation 4> confirmed
  2940. Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
  2941. Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
  2942. Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
  2943. Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
  2944. Dlg_SC_ac_dodger_reaction_being_hit_by_friendly_fire_0480=Bloody hell, you muppet.
  2945. Dlg_SC_ac_dodger_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Bloody hell, you muppet.
  2946. Dlg_SC_ac_dodger_reaction_commiting_friendly_fire_0490=Damn it, sorry
  2947. Dlg_SC_ac_dodger_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Damn it, sorry
  2948. Dlg_SC_ac_dodger_reaction_eject_0470=Spent up. Ejecting.
  2949. Dlg_SC_ac_dodger_reaction_ejectReaction_Eject=Spent up. Ejecting.
  2950. Dlg_SC_ac_dodger_reaction_friendly_gets_killed_0450=Friendly in smoke
  2951. Dlg_SC_ac_dodger_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly in smoke
  2952. Dlg_SC_ac_dodger_reaction_Gets_a_kill_0400=Ghosted.
  2953. Dlg_SC_ac_dodger_reaction_Gets_a_kill_0401=Merked 'em, boss.
  2954. Dlg_SC_ac_dodger_reaction_Gets_a_killReaction_Gets_A_Kill_01=Ghosted.
  2955. Dlg_SC_ac_dodger_reaction_Gets_a_killReaction_Gets_A_Kill_02=Merked 'em, boss.
  2956. Dlg_SC_ac_dodger_reaction_incoming_enemies_0420=Multiple contacts, coming in fast
  2957. Dlg_SC_ac_dodger_reaction_incoming_enemies_0421=Bogeys inbound
  2958. Dlg_SC_ac_dodger_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Multiple contacts, coming in fast
  2959. Dlg_SC_ac_dodger_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Bogeys inbound
  2960. Dlg_SC_ac_dodger_reaction_leaving_battle_retreating_0440=Gotta bug out a minute
  2961. Dlg_SC_ac_dodger_reaction_leaving_battle_retreating_0441=Keep the fight warm. I'll be back.
  2962. Dlg_SC_ac_dodger_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Gotta bug out a minute
  2963. Dlg_SC_ac_dodger_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Keep the fight warm. I'll be back.
  2964. Dlg_SC_ac_dodger_reaction_player_gets_a_kill_0410=Good shooting.
  2965. Dlg_SC_ac_dodger_reaction_player_gets_a_kill_0411=Nice one.
  2966. Dlg_SC_ac_dodger_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Good shooting.
  2967. Dlg_SC_ac_dodger_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice one.
  2968. Dlg_SC_ac_dodger_reaction_rejoining_battle_0430=Dodger's here, don't worry
  2969. Dlg_SC_ac_dodger_reaction_rejoining_battleReaction_Rejoining_Battle=Dodger's here, don't worry
  2970. Dlg_SC_ac_dodger_reaction_taking_damage_0460=They're smacking the shit outta me here!
  2971. Dlg_SC_ac_dodger_reaction_taking_damage_0461=How 'bout lending a hand?!
  2972. Dlg_SC_ac_dodger_reaction_taking_damageReaction_Taking_Damage_01=They're smacking the shit outta me here!
  2973. Dlg_SC_ac_dodger_reaction_taking_damageReaction_Taking_Damage_02=How 'bout lending a hand?!
  2974. Dlg_SC_ac_grudge_conquest_in_contested_zone_call_for_assistance_0550=Enemies in my zone, need immediate assistance
  2975. Dlg_SC_ac_grudge_conquest_in_contested_zone_call_for_assistance_0551=Zone contested, help please.
  2976. Dlg_SC_ac_grudge_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Enemies in my zone, need immediate assistance
  2977. Dlg_SC_ac_grudge_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Zone contested, help please.
  2978. Dlg_SC_ac_grudge_conquest_lost_control_of_a_zone_0570=We lost the zone.
  2979. Dlg_SC_ac_grudge_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone.
  2980. Dlg_SC_ac_grudge_conquest_taken_control_of_a_zone_0560=We took the zone
  2981. Dlg_SC_ac_grudge_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We took the zone
  2982. Dlg_SC_ac_grudge_ctc_allies_score_point_0540=Scored!
  2983. Dlg_SC_ac_grudge_ctc_allies_score_pointCTC_Allies_Score_Point=Scored!
  2984. Dlg_SC_ac_grudge_ctc_enemy_has_core_0510=They got our core
  2985. Dlg_SC_ac_grudge_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core
  2986. Dlg_SC_ac_grudge_ctc_enemy_scores_point_0530=Surprise, surprise.
  2987. Dlg_SC_ac_grudge_ctc_enemy_scores_point_0531=Whatever, they got a point
  2988. Dlg_SC_ac_grudge_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Surprise, surprise.
  2989. Dlg_SC_ac_grudge_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Whatever, they got a point
  2990. Dlg_SC_ac_grudge_ctc_player_has_core_0500=Nice snag, sir, get the core back
  2991. Dlg_SC_ac_grudge_ctc_player_has_coreCTC_Player_Has_Core=Nice snag, sir, get the core back
  2992. Dlg_SC_ac_grudge_ctc_this_ai_has_core_0520=Help! Help! I got the core!
  2993. Dlg_SC_ac_grudge_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Help! Help! I got the core!
  2994. Dlg_SC_ac_grudge_generic_response_no_0310=Nah, sorry
  2995. Dlg_SC_ac_grudge_generic_response_no_0311=There's no point doing that
  2996. Dlg_SC_ac_grudge_generic_response_noGeneric_Response_No_01=Nah, sorry
  2997. Dlg_SC_ac_grudge_generic_response_noGeneric_Response_No_02=There's no point doing that
  2998. Dlg_SC_ac_grudge_generic_response_yes_0300=Copy
  2999. Dlg_SC_ac_grudge_generic_response_yes_0301=I guess.
  3000. Dlg_SC_ac_grudge_generic_response_yesGeneric_Response_Yes_01=Copy
  3001. Dlg_SC_ac_grudge_generic_response_yesGeneric_Response_Yes_02=I guess.
  3002. Dlg_SC_ac_grudge_player_order_assistance_required_0120=I'm coming
  3003. Dlg_SC_ac_grudge_player_order_assistance_required_0121=Moving to assist you
  3004. Dlg_SC_ac_grudge_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'm coming
  3005. Dlg_SC_ac_grudge_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Moving to assist you
  3006. Dlg_SC_ac_grudge_player_order_attack_my_target_0100=I see them.
  3007. Dlg_SC_ac_grudge_player_order_attack_my_target_0101=Engaging.
  3008. Dlg_SC_ac_grudge_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=I see them.
  3009. Dlg_SC_ac_grudge_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Engaging.
  3010. Dlg_SC_ac_grudge_player_order_bomb_my_target_0230=Stand by. Bomb run initialised
  3011. Dlg_SC_ac_grudge_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Stand by. Bomb run initialised
  3012. Dlg_SC_ac_grudge_player_order_break_and_engage_0210=Breaking to engage
  3013. Dlg_SC_ac_grudge_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking to engage
  3014. Dlg_SC_ac_grudge_player_order_defend_my_target_0110=Sure.
  3015. Dlg_SC_ac_grudge_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Sure.
  3016. Dlg_SC_ac_grudge_player_order_escort_my_target_0220=Escort confirmed
  3017. Dlg_SC_ac_grudge_player_order_escort_my_target_0221=Escorting target now
  3018. Dlg_SC_ac_grudge_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escort confirmed
  3019. Dlg_SC_ac_grudge_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
  3020. Dlg_SC_ac_grudge_player_order_evasive_manoeuvers_0200=I can't shake them.
  3021. Dlg_SC_ac_grudge_player_order_evasive_manoeuvers_0201=Evading now
  3022. Dlg_SC_ac_grudge_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I can't shake them.
  3023. Dlg_SC_ac_grudge_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evading now
  3024. Dlg_SC_ac_grudge_player_order_form_up_on_me_0130=Falling in line.
  3025. Dlg_SC_ac_grudge_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01_01=Falling in line.
  3026. Dlg_SC_ac_grudge_player_order_return_to_base_0240=Heading back to base
  3027. Dlg_SC_ac_grudge_player_order_return_to_base_0241=I'm out.
  3028. Dlg_SC_ac_grudge_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back to base
  3029. Dlg_SC_ac_grudge_player_order_return_to_basePlayer_Order_Return_To_Base_02=I'm out.
  3030. Dlg_SC_ac_grudge_player_order_witch_to_formation_0251=<Formation 1> confirmed
  3031. Dlg_SC_ac_grudge_player_order_witch_to_formation_0252=<Formation 2> confirmed
  3032. Dlg_SC_ac_grudge_player_order_witch_to_formation_0253=<Formation 3> confirmed
  3033. Dlg_SC_ac_grudge_player_order_witch_to_formation_0254=<Formation 4> confirmed
  3034. Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
  3035. Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
  3036. Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
  3037. Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
  3038. Dlg_SC_ac_grudge_reaction_being_hit_by_friendly_fire_0480=Alright, which one of you idiots hit me?
  3039. Dlg_SC_ac_grudge_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Alright, which one of you idiots hit me?
  3040. Dlg_SC_ac_grudge_reaction_commiting_friendly_fire_0490=Whoops, sorry.
  3041. Dlg_SC_ac_grudge_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Whoops, sorry.
  3042. Dlg_SC_ac_grudge_reaction_eject_0470=Ejecting
  3043. Dlg_SC_ac_grudge_reaction_eject_0471=Bailing out.
  3044. Dlg_SC_ac_grudge_reaction_ejectReaction_Eject_01=Ejecting
  3045. Dlg_SC_ac_grudge_reaction_ejectReaction_Eject_02=Bailing out.
  3046. Dlg_SC_ac_grudge_reaction_friendly_gets_killed_0450=Friendly down
  3047. Dlg_SC_ac_grudge_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly down
  3048. Dlg_SC_ac_grudge_reaction_Gets_a_kill_0400=Splash one bogey
  3049. Dlg_SC_ac_grudge_reaction_Gets_a_kill_0401=Got one.
  3050. Dlg_SC_ac_grudge_reaction_Gets_a_killReaction_Gets_A_Kill_01=Splash one bogey
  3051. Dlg_SC_ac_grudge_reaction_Gets_a_killReaction_Gets_A_Kill_02=Got one.
  3052. Dlg_SC_ac_grudge_reaction_incoming_enemies_0420=We got company
  3053. Dlg_SC_ac_grudge_reaction_incoming_enemies_0421=Scope's full.
  3054. Dlg_SC_ac_grudge_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got company
  3055. Dlg_SC_ac_grudge_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Scope's full.
  3056. Dlg_SC_ac_grudge_reaction_leaving_battle_retreating_0440=Retreating
  3057. Dlg_SC_ac_grudge_reaction_leaving_battle_retreating_0441=Copy that. Falling back.
  3058. Dlg_SC_ac_grudge_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Retreating
  3059. Dlg_SC_ac_grudge_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Copy that. Falling back.
  3060. Dlg_SC_ac_grudge_reaction_player_gets_a_kill_0410=Not a bad kill
  3061. Dlg_SC_ac_grudge_reaction_player_gets_a_kill_0411=Nice
  3062. Dlg_SC_ac_grudge_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Not a bad kill
  3063. Dlg_SC_ac_grudge_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice
  3064. Dlg_SC_ac_grudge_reaction_rejoining_battle_0430=I'm back
  3065. Dlg_SC_ac_grudge_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back
  3066. Dlg_SC_ac_grudge_reaction_taking_damage_0460=Where's my back-up?
  3067. Dlg_SC_ac_grudge_reaction_taking_damage_0461=Shields holding, but I'm taking fire
  3068. Dlg_SC_ac_grudge_reaction_taking_damageReaction_Taking_Damage_01=Where's my back-up?
  3069. Dlg_SC_ac_grudge_reaction_taking_damageReaction_Taking_Damage_02=Shields holding, but I'm taking fire
  3070. Dlg_SC_ac_hitman_conquest_in_contested_zone_call_for_assistance_0550=Zone contested. All ships converge.
  3071. Dlg_SC_ac_hitman_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist=Zone contested. All ships converge.
  3072. Dlg_SC_ac_hitman_conquest_lost_control_of_a_zone_0570=Zone lost
  3073. Dlg_SC_ac_hitman_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
  3074. Dlg_SC_ac_hitman_conquest_taken_control_of_a_zone_0560=Zone taken
  3075. Dlg_SC_ac_hitman_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
  3076. Dlg_SC_ac_hitman_ctc_allies_score_point_0540=Point to us
  3077. Dlg_SC_ac_hitman_ctc_allies_score_pointCTC_Allies_Score_Point=Point to us
  3078. Dlg_SC_ac_hitman_ctc_enemy_has_core_0510=They got our core. Get it back
  3079. Dlg_SC_ac_hitman_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core. Get it back
  3080. Dlg_SC_ac_hitman_ctc_enemy_scores_point_0530=Point to them
  3081. Dlg_SC_ac_hitman_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Point to them
  3082. Dlg_SC_ac_hitman_ctc_player_has_core_0500=Get the core back to base
  3083. Dlg_SC_ac_hitman_ctc_player_has_coreCTC_Player_Has_Core=Get the core back to base
  3084. Dlg_SC_ac_hitman_ctc_this_ai_has_core_0520=I have the core. Assist me
  3085. Dlg_SC_ac_hitman_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core. Assist me
  3086. Dlg_SC_ac_hitman_generic_response_no_0310=Negative
  3087. Dlg_SC_ac_hitman_generic_response_noGeneric_Response_No_01=Negative
  3088. Dlg_SC_ac_hitman_generic_response_yes_0300=Copy
  3089. Dlg_SC_ac_hitman_generic_response_yesGeneric_Response_Yes_01=Copy
  3090. Dlg_SC_ac_hitman_player_order_assistance_required_0120=Hang tight
  3091. Dlg_SC_ac_hitman_player_order_assistance_required_0121=Incoming.
  3092. Dlg_SC_ac_hitman_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Hang tight
  3093. Dlg_SC_ac_hitman_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Incoming.
  3094. Dlg_SC_ac_hitman_player_order_attack_my_target_0100=Attack. Right
  3095. Dlg_SC_ac_hitman_player_order_attack_my_target_0101=You got it.
  3096. Dlg_SC_ac_hitman_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Attack. Right
  3097. Dlg_SC_ac_hitman_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=You got it.
  3098. Dlg_SC_ac_hitman_player_order_bomb_my_target_0230=Bomb run locked in
  3099. Dlg_SC_ac_hitman_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bomb run locked in
  3100. Dlg_SC_ac_hitman_player_order_break_and_engage_0210=Breaking now.
  3101. Dlg_SC_ac_hitman_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking now.
  3102. Dlg_SC_ac_hitman_player_order_defend_my_target_0110=Defending
  3103. Dlg_SC_ac_hitman_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending
  3104. Dlg_SC_ac_hitman_player_order_escort_my_target_0220=Escorting
  3105. Dlg_SC_ac_hitman_player_order_escort_my_target_0221=Escorting target
  3106. Dlg_SC_ac_hitman_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
  3107. Dlg_SC_ac_hitman_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target
  3108. Dlg_SC_ac_hitman_player_order_evasive_manoeuvers_0200=Evading
  3109. Dlg_SC_ac_hitman_player_order_evasive_manoeuvers_0201=Evasive maneouvers
  3110. Dlg_SC_ac_hitman_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading
  3111. Dlg_SC_ac_hitman_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evasive maneouvers
  3112. Dlg_SC_ac_hitman_player_order_form_up_on_me_0130=Copy that. En route to you.
  3113. Dlg_SC_ac_hitman_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Copy that. En route to you.
  3114. Dlg_SC_ac_hitman_player_order_return_to_base_0240=Going back
  3115. Dlg_SC_ac_hitman_player_order_return_to_base_0241=Heading back
  3116. Dlg_SC_ac_hitman_player_order_return_to_basePlayer_Order_Return_To_Base_01=Going back
  3117. Dlg_SC_ac_hitman_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back
  3118. Dlg_SC_ac_hitman_player_order_witch_to_formation_0251=<Formation 1> confirmed
  3119. Dlg_SC_ac_hitman_player_order_witch_to_formation_0252=<Formation 2> confirmed
  3120. Dlg_SC_ac_hitman_player_order_witch_to_formation_0253=<Formation 3> confirmed
  3121. Dlg_SC_ac_hitman_player_order_witch_to_formation_0254=<Formation 4> confirmed
  3122. Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
  3123. Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
  3124. Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
  3125. Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
  3126. Dlg_SC_ac_hitman_reaction_being_hit_by_friendly_fire_0480=Check your fire. Friendly.
  3127. Dlg_SC_ac_hitman_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check your fire. Friendly.
  3128. Dlg_SC_ac_hitman_reaction_commiting_friendly_fire_0490=Sorry. My fault.
  3129. Dlg_SC_ac_hitman_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Sorry. My fault.
  3130. Dlg_SC_ac_hitman_reaction_eject_0470=Ejecting, good luck
  3131. Dlg_SC_ac_hitman_reaction_ejectReaction_Eject=Ejecting, good luck
  3132. Dlg_SC_ac_hitman_reaction_friendly_gets_killed_0450=Friendly down
  3133. Dlg_SC_ac_hitman_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly down
  3134. Dlg_SC_ac_hitman_reaction_Gets_a_kill_0400=Hostile destroyed
  3135. Dlg_SC_ac_hitman_reaction_Gets_a_killReaction_Gets_A_Kill=Hostile destroyed
  3136. Dlg_SC_ac_hitman_reaction_incoming_enemies_0420=Hostiles inbound
  3137. Dlg_SC_ac_hitman_reaction_incoming_enemiesReaction_Incoming_Enemies=Hostiles inbound
  3138. Dlg_SC_ac_hitman_reaction_leaving_battle_retreating_0440=Retreating
  3139. Dlg_SC_ac_hitman_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Retreating
  3140. Dlg_SC_ac_hitman_reaction_player_gets_a_kill_0410=Good kill
  3141. Dlg_SC_ac_hitman_reaction_player_gets_a_killReaction_Player_Gets_A_Kill=Good kill
  3142. Dlg_SC_ac_hitman_reaction_rejoining_battle_0430=Hitman, back in the battle
  3143. Dlg_SC_ac_hitman_reaction_rejoining_battleReaction_Rejoining_Battle=Hitman, back in the battle
  3144. Dlg_SC_ac_hitman_reaction_taking_damage_0460=Under fire. Repeat. Under fire.
  3145. Dlg_SC_ac_hitman_reaction_taking_damageReaction_Taking_Damage=Under fire. Repeat. Under fire.
  3146. Dlg_SC_ac_outback_conquest_in_contested_zone_call_for_assistance_0550=We're getting swarmed here.
  3147. Dlg_SC_ac_outback_conquest_in_contested_zone_call_for_assistance_0551=Converge on zone. Now!
  3148. Dlg_SC_ac_outback_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=We're getting swarmed here.
  3149. Dlg_SC_ac_outback_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Converge on zone. Now!
  3150. Dlg_SC_ac_outback_conquest_lost_control_of_a_zone_0570=We lost the zone
  3151. Dlg_SC_ac_outback_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone
  3152. Dlg_SC_ac_outback_conquest_taken_control_of_a_zone_0560=We took the zone
  3153. Dlg_SC_ac_outback_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We took the zone
  3154. Dlg_SC_ac_outback_ctc_allies_score_point_0540=Hell yeah, people.
  3155. Dlg_SC_ac_outback_ctc_allies_score_pointCTC_Allies_Score_Point=Hell yeah, people.
  3156. Dlg_SC_ac_outback_ctc_enemy_has_core_0510=Enemy has the core!
  3157. Dlg_SC_ac_outback_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy has the core!
  3158. Dlg_SC_ac_outback_ctc_enemy_scores_point_0510=Enemy have a point.
  3159. Dlg_SC_ac_outback_ctc_enemy_scores_point_0511=Come on, people, they scored.
  3160. Dlg_SC_ac_outback_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Come on, people, they scored.
  3161. Dlg_SC_ac_outback_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Enemy have a point.
  3162. Dlg_SC_ac_outback_ctc_player_has_core_0500=Take the core back to base
  3163. Dlg_SC_ac_outback_ctc_player_has_coreCTC_Player_Has_Core=Take the core back to base
  3164. Dlg_SC_ac_outback_ctc_this_ai_has_core_0520=I've got the core, sir
  3165. Dlg_SC_ac_outback_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I've got the core, sir
  3166. Dlg_SC_ac_outback_generic_response_no_0310=No
  3167. Dlg_SC_ac_outback_generic_response_no_0311=Think I'll pass.
  3168. Dlg_SC_ac_outback_generic_response_noGeneric_Response_No_01=No
  3169. Dlg_SC_ac_outback_generic_response_noGeneric_Response_No_02=Think I'll pass.
  3170. Dlg_SC_ac_outback_generic_response_yes_0300=Yeah. No problem.
  3171. Dlg_SC_ac_outback_generic_response_yes_0301=All right
  3172. Dlg_SC_ac_outback_generic_response_yesGeneric_Response_Yes_01=Yeah. No problem.
  3173. Dlg_SC_ac_outback_generic_response_yesGeneric_Response_Yes_02=All right
  3174. Dlg_SC_ac_outback_player_order_assistance_required_0120=Since you asked so nice...
  3175. Dlg_SC_ac_outback_player_order_assistance_required_0121=Alright. Stop whining.
  3176. Dlg_SC_ac_outback_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Since you asked so nice...
  3177. Dlg_SC_ac_outback_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Alright. Stop whining.
  3178. Dlg_SC_ac_outback_player_order_attack_my_target_0100=Not yet.
  3179. Dlg_SC_ac_outback_player_order_attack_my_target_0101=Target acquired.
  3180. Dlg_SC_ac_outback_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Not yet.
  3181. Dlg_SC_ac_outback_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Target acquired.
  3182. Dlg_SC_ac_outback_player_order_bomb_my_target_0230=Crunching firing solution, sir
  3183. Dlg_SC_ac_outback_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Crunching firing solution, sir
  3184. Dlg_SC_ac_outback_player_order_break_and_engage_0210=I got this.
  3185. Dlg_SC_ac_outback_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=I got this.
  3186. Dlg_SC_ac_outback_player_order_defend_my_target_0110=Defending your target
  3187. Dlg_SC_ac_outback_player_order_defend_my_target_0111=I got 'em covered.
  3188. Dlg_SC_ac_outback_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target
  3189. Dlg_SC_ac_outback_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=I got 'em covered.
  3190. Dlg_SC_ac_outback_player_order_escort_my_target_0220=Escorting
  3191. Dlg_SC_ac_outback_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
  3192. Dlg_SC_ac_outback_player_order_evasive_manoeuvers_0200=Evading now
  3193. Dlg_SC_ac_outback_player_order_evasive_manoeuvers_0201=I'll dump 'em easy.
  3194. Dlg_SC_ac_outback_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading now
  3195. Dlg_SC_ac_outback_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=I'll dump 'em easy.
  3196. Dlg_SC_ac_outback_player_order_form_up_on_me_0130=Usually I'm in the lead.
  3197. Dlg_SC_ac_outback_player_order_form_up_on_me_0131=Moving into formation.
  3198. Dlg_SC_ac_outback_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Usually I'm in the lead.
  3199. Dlg_SC_ac_outback_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving into formation.
  3200. Dlg_SC_ac_outback_player_order_return_to_base_0240=Copy. Zeroing home.
  3201. Dlg_SC_ac_outback_player_order_return_to_base_0241=I'm out.
  3202. Dlg_SC_ac_outback_player_order_return_to_basePlayer_Order_Return_To_Base_01=Copy. Zeroing home.
  3203. Dlg_SC_ac_outback_player_order_return_to_basePlayer_Order_Return_To_Base_02=I'm out.
  3204. Dlg_SC_ac_outback_player_order_witch_to_formation_0251=<Formation 1> confirmed
  3205. Dlg_SC_ac_outback_player_order_witch_to_formation_0252=<Formation 2> confirmed
  3206. Dlg_SC_ac_outback_player_order_witch_to_formation_0253=<Formation 3> confirmed
  3207. Dlg_SC_ac_outback_player_order_witch_to_formation_0254=<Formation 4> confirmed
  3208. Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
  3209. Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
  3210. Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
  3211. Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
  3212. Dlg_SC_ac_outback_reaction_being_hit_by_friendly_fire_0480=Hey, ya bloody idiot, watch your aim
  3213. Dlg_SC_ac_outback_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey, ya bloody idiot, watch your aim
  3214. Dlg_SC_ac_outback_reaction_commiting_friendly_fire_0490=Clear my line of fire.
  3215. Dlg_SC_ac_outback_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Clear my line of fire.
  3216. Dlg_SC_ac_outback_reaction_eject_0470=I gotta bail
  3217. Dlg_SC_ac_outback_reaction_eject_0471=Ejecting!
  3218. Dlg_SC_ac_outback_reaction_ejectReaction_Eject_01=I gotta bail
  3219. Dlg_SC_ac_outback_reaction_ejectReaction_Eject_02=Ejecting!
  3220. Dlg_SC_ac_outback_reaction_friendly_gets_killed_0450=We're down one.
  3221. Dlg_SC_ac_outback_reaction_friendly_gets_killed_0451=That's on you.
  3222. Dlg_SC_ac_outback_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We're down one.
  3223. Dlg_SC_ac_outback_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=That's on you.
  3224. Dlg_SC_ac_outback_reaction_Gets_a_kill_0400=Target eliminated.
  3225. Dlg_SC_ac_outback_reaction_Gets_a_kill_0401=I got one.
  3226. Dlg_SC_ac_outback_reaction_Gets_a_killReaction_Gets_A_Kill_01=Target eliminated.
  3227. Dlg_SC_ac_outback_reaction_Gets_a_killReaction_Gets_A_Kill_02=I got one.
  3228. Dlg_SC_ac_outback_reaction_incoming_enemies_0420=We got company!
  3229. Dlg_SC_ac_outback_reaction_incoming_enemies_0421=Incoming!
  3230. Dlg_SC_ac_outback_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got company!
  3231. Dlg_SC_ac_outback_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Incoming!
  3232. Dlg_SC_ac_outback_reaction_leaving_battle_retreating_0440=I'm pulling out
  3233. Dlg_SC_ac_outback_reaction_leaving_battle_retreating_0441=Bugging out.
  3234. Dlg_SC_ac_outback_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=I'm pulling out
  3235. Dlg_SC_ac_outback_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Bugging out.
  3236. Dlg_SC_ac_outback_reaction_player_gets_a_kill_0410=Beaut. Good kill
  3237. Dlg_SC_ac_outback_reaction_player_gets_a_kill_0411=Nice one mate.
  3238. Dlg_SC_ac_outback_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Beaut. Good kill
  3239. Dlg_SC_ac_outback_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice one mate.
  3240. Dlg_SC_ac_outback_reaction_rejoining_battle_0430=Re-engaging,
  3241. Dlg_SC_ac_outback_reaction_rejoining_battleReaction_Rejoining_Battle=Re-engaging,
  3242. Dlg_SC_ac_outback_reaction_taking_damage_0460=Taking fire
  3243. Dlg_SC_ac_outback_reaction_taking_damage_0461=Shit, I'm taking damage.
  3244. Dlg_SC_ac_outback_reaction_taking_damageReaction_Taking_Damage_01=Taking fire
  3245. Dlg_SC_ac_outback_reaction_taking_damageReaction_Taking_Damage_02=Shit, I'm taking damage.
  3246. Dlg_SC_ac_powpow_conquest_in_contested_zone_call_for_assistance_0550=I need help over here!
  3247. Dlg_SC_ac_powpow_conquest_in_contested_zone_call_for_assistance_0551=Assistance required in this zone!
  3248. Dlg_SC_ac_powpow_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=I need help over here!
  3249. Dlg_SC_ac_powpow_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Assistance required in this zone!
  3250. Dlg_SC_ac_powpow_conquest_lost_control_of_a_zone_0570=We lost the zone, sir!
  3251. Dlg_SC_ac_powpow_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone, sir!
  3252. Dlg_SC_ac_powpow_conquest_taken_control_of_a_zone_0560=Zone secured, sir
  3253. Dlg_SC_ac_powpow_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone secured, sir
  3254. Dlg_SC_ac_powpow_ctc_allies_score_point_0540=Yeah! Way to go guys. One point to us!
  3255. Dlg_SC_ac_powpow_ctc_allies_score_point_0541=Score one for us…
  3256. Dlg_SC_ac_powpow_ctc_allies_score_pointCTC_Allies_Score_Point_01=Yeah! Way to go guys. One point to us!
  3257. Dlg_SC_ac_powpow_ctc_allies_score_pointCTC_Allies_Score_Point_02=Score one for us…
  3258. Dlg_SC_ac_powpow_ctc_enemy_has_core_0510=Enemy have the core, sir!
  3259. Dlg_SC_ac_powpow_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy have the core, sir!
  3260. Dlg_SC_ac_powpow_ctc_enemy_scores_point_0530=Damn, they got the core home
  3261. Dlg_SC_ac_powpow_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Damn, they got the core home
  3262. Dlg_SC_ac_powpow_ctc_player_has_core_0500=Take her home, sir
  3263. Dlg_SC_ac_powpow_ctc_player_has_core_0501=You got it. Go!
  3264. Dlg_SC_ac_powpow_ctc_player_has_coreCTC_Player_Has_Core_01=Take her home, sir
  3265. Dlg_SC_ac_powpow_ctc_player_has_coreCTC_Player_Has_Core_02=You got it. Go!
  3266. Dlg_SC_ac_powpow_ctc_this_ai_has_core_0520=I…I…got the core, protect me!
  3267. Dlg_SC_ac_powpow_ctc_this_ai_has_core_0521=Core retreived, help me
  3268. Dlg_SC_ac_powpow_ctc_this_ai_has_coreCTC_This_Ai_Has_Core_01=I…I…got the core, protect me!
  3269. Dlg_SC_ac_powpow_ctc_this_ai_has_coreCTC_This_Ai_Has_Core_02=Core retreived, help me
  3270. Dlg_SC_ac_powpow_generic_response_no_0310=Sorry sir, I can't
  3271. Dlg_SC_ac_powpow_generic_response_no_0311=I can't do that right now, sir
  3272. Dlg_SC_ac_powpow_generic_response_no_0312=Really sorry sir, no can do!
  3273. Dlg_SC_ac_powpow_generic_response_noGeneric_Response_No_01=Sorry sir, I can't
  3274. Dlg_SC_ac_powpow_generic_response_noGeneric_Response_No_02=I can't do that right now, sir
  3275. Dlg_SC_ac_powpow_generic_response_noGeneric_Response_No_03=Really sorry sir, no can do!
  3276. Dlg_SC_ac_powpow_generic_response_yes_0300=Yes, sir!
  3277. Dlg_SC_ac_powpow_generic_response_yes_0301=Will do.
  3278. Dlg_SC_ac_powpow_generic_response_yesGeneric_Response_Yes_01=Yes, sir!
  3279. Dlg_SC_ac_powpow_generic_response_yesGeneric_Response_Yes_02=Will do.
  3280. Dlg_SC_ac_powpow_generic_response_yesGeneric_Response_Yes_03=All copy.
  3281. Dlg_SC_ac_powpow_player_order_assistance_required_0120=I’ll try and help out, sir
  3282. Dlg_SC_ac_powpow_player_order_assistance_required_0121=Hang in there sir, I’m coming!
  3283. Dlg_SC_ac_powpow_player_order_assistance_required_0122=Copy. Copy! On my way!
  3284. Dlg_SC_ac_powpow_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I’ll try and help out, sir
  3285. Dlg_SC_ac_powpow_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hang in there sir, I’m coming!
  3286. Dlg_SC_ac_powpow_player_order_assistance_requiredPlayer_Order_Assistance_Required_03=Copy. Copy! On my way!
  3287. Dlg_SC_ac_powpow_player_order_attack_my_target_0100=Copy. Acquiring target, sir...
  3288. Dlg_SC_ac_powpow_player_order_attack_my_target_0101=Yes, sir
  3289. Dlg_SC_ac_powpow_player_order_attack_my_target_0102=I'll…I'll engage, sir
  3290. Dlg_SC_ac_powpow_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Copy. Acquiring target, sir...
  3291. Dlg_SC_ac_powpow_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Yes, sir
  3292. Dlg_SC_ac_powpow_player_order_attack_my_targetPlayer_Order_Attack_My_Target_03=I'll…I'll engage, sir
  3293. Dlg_SC_ac_powpow_player_order_bomb_my_target_0230=Prepping bomb run on your target, sir
  3294. Dlg_SC_ac_powpow_player_order_bomb_my_target_0231=Bombing run engaged on your target, sir
  3295. Dlg_SC_ac_powpow_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Prepping bomb run on your target, sir
  3296. Dlg_SC_ac_powpow_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_02=Bombing run engaged on your target, sir
  3297. Dlg_SC_ac_powpow_player_order_break_and_engage_0210=Breaking now, sir
  3298. Dlg_SC_ac_powpow_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking now, sir
  3299. Dlg_SC_ac_powpow_player_order_defend_my_target_0110=Defending your target, sir
  3300. Dlg_SC_ac_powpow_player_order_defend_my_target_0111=Course locked for defend, sir
  3301. Dlg_SC_ac_powpow_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target, sir
  3302. Dlg_SC_ac_powpow_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=Course locked for defend, sir
  3303. Dlg_SC_ac_powpow_player_order_escort_my_target_0220=Moving to escort your target, sir
  3304. Dlg_SC_ac_powpow_player_order_escort_my_target_0221=Confirmed escort to your target, sir
  3305. Dlg_SC_ac_powpow_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Moving to escort your target, sir
  3306. Dlg_SC_ac_powpow_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Confirmed escort to your target, sir
  3307. Dlg_SC_ac_powpow_player_order_evasive_manoeuvers_0200=Copy that. Evasive manoeuvres, sir
  3308. Dlg_SC_ac_powpow_player_order_evasive_manoeuvers_0201=Evasive manoeuvres confirmed, sir
  3309. Dlg_SC_ac_powpow_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Copy that. Evasive manoeuvres, sir
  3310. Dlg_SC_ac_powpow_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evasion pattern... Delta... initialised, sir
  3311. Dlg_SC_ac_powpow_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_03=Evasive manoeuvres confirmed, sir
  3312. Dlg_SC_ac_powpow_player_order_form_up_on_me_0130=Forming up on you, sir
  3313. Dlg_SC_ac_powpow_player_order_form_up_on_me_0131=Moving into formation, sir
  3314. Dlg_SC_ac_powpow_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up on you, sir
  3315. Dlg_SC_ac_powpow_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving into formation, sir
  3316. Dlg_SC_ac_powpow_player_order_return_to_base_0240=Return and Repair confirmed, sir
  3317. Dlg_SC_ac_powpow_player_order_return_to_base_0241=Heading back for Repair, sir
  3318. Dlg_SC_ac_powpow_player_order_return_to_basePlayer_Order_Return_To_Base_01=Return and Repair confirmed, sir
  3319. Dlg_SC_ac_powpow_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back for Repair, sir
  3320. Dlg_SC_ac_powpow_player_order_witch_to_formation_0251=<Formation 1> confirmed
  3321. Dlg_SC_ac_powpow_player_order_witch_to_formation_0252=<Formation 2> confirmed
  3322. Dlg_SC_ac_powpow_player_order_witch_to_formation_0253=<Formation 3> confirmed
  3323. Dlg_SC_ac_powpow_player_order_witch_to_formation_0254=<Formation 4> confirmed
  3324. Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
  3325. Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
  3326. Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
  3327. Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
  3328. Dlg_SC_ac_powpow_reaction_being_hit_by_friendly_fire_0480=Hey! Watch your aim
  3329. Dlg_SC_ac_powpow_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey! Watch your aim
  3330. Dlg_SC_ac_powpow_reaction_commiting_friendly_fire_0490=Shit. Sorry. It won't happen again.
  3331. Dlg_SC_ac_powpow_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Shit. Sorry. It won't happen again.
  3332. Dlg_SC_ac_powpow_reaction_eject_0470=Help!
  3333. Dlg_SC_ac_powpow_reaction_eject_0471=I'm bailing out, sir!
  3334. Dlg_SC_ac_powpow_reaction_ejectReaction_Eject_01=Help!
  3335. Dlg_SC_ac_powpow_reaction_ejectReaction_Eject_02=I'm bailing out, sir!
  3336. Dlg_SC_ac_powpow_reaction_friendly_gets_killed_0450=NO!
  3337. Dlg_SC_ac_powpow_reaction_friendly_gets_killed_0451=Damn it, we're losing people
  3338. Dlg_SC_ac_powpow_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=NO!
  3339. Dlg_SC_ac_powpow_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Damn it, we're losing people
  3340. Dlg_SC_ac_powpow_reaction_Gets_a_kill_0400=Got one!
  3341. Dlg_SC_ac_powpow_reaction_Gets_a_kill_0401=Yeah!
  3342. Dlg_SC_ac_powpow_reaction_Gets_a_kill_0402=Scratch one bogie!
  3343. Dlg_SC_ac_powpow_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got one!
  3344. Dlg_SC_ac_powpow_reaction_Gets_a_killReaction_Gets_A_Kill_02=Yeah!
  3345. Dlg_SC_ac_powpow_reaction_Gets_a_killReaction_Gets_A_Kill_03=Scratch one bogie!
  3346. Dlg_SC_ac_powpow_reaction_incoming_enemies_0420=Enemies inbound, sir
  3347. Dlg_SC_ac_powpow_reaction_incoming_enemies_0421=Multiple contacts!
  3348. Dlg_SC_ac_powpow_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Enemies inbound, sir
  3349. Dlg_SC_ac_powpow_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Multiple contacts!
  3350. Dlg_SC_ac_powpow_reaction_leaving_battle_retreating_0440=Combat ineffective, sir.
  3351. Dlg_SC_ac_powpow_reaction_leaving_battle_retreating_0441=Retreating, sir
  3352. Dlg_SC_ac_powpow_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Combat ineffective, sir.
  3353. Dlg_SC_ac_powpow_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating, sir
  3354. Dlg_SC_ac_powpow_reaction_player_gets_a_kill_0410=Nice shooting, sir
  3355. Dlg_SC_ac_powpow_reaction_player_gets_a_kill_0411=Wooh! You got him, sir
  3356. Dlg_SC_ac_powpow_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice shooting, sir
  3357. Dlg_SC_ac_powpow_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Wooh! You got him, sir
  3358. Dlg_SC_ac_powpow_reaction_rejoining_battle_0430=Re-engaging, sir
  3359. Dlg_SC_ac_powpow_reaction_rejoining_battleReaction_Rejoining_Battle=Re-engaging, sir
  3360. Dlg_SC_ac_powpow_reaction_taking_damage_0460=I'm under fire, sir!
  3361. Dlg_SC_ac_powpow_reaction_taking_damage_0461=Getting hit, sir
  3362. Dlg_SC_ac_powpow_reaction_taking_damageReaction_Taking_Damage_01=I'm under fire, sir!
  3363. Dlg_SC_ac_powpow_reaction_taking_damageReaction_Taking_Damage_02=Getting hit, sir
  3364. Dlg_SC_ac_pro_conquest_in_contested_zone_call_for_assistance_0550=Requesting help securing zone
  3365. Dlg_SC_ac_pro_conquest_in_contested_zone_call_for_assistance_0551=Assistance needed over here
  3366. Dlg_SC_ac_pro_conquest_lost_control_of_a_zone_0570=Zone lost, sir.!
  3367. Dlg_SC_ac_pro_conquest_taken_control_of_a_zone_0560=Zone taken, sir
  3368. Dlg_SC_ac_pro_ctc_allies_score_point_0540=Well done people, we scored.
  3369. Dlg_SC_ac_pro_ctc_allies_score_point_0541=One point to us.
  3370. Dlg_SC_ac_pro_ctc_enemy_has_core_0510=Hostile has the mark.
  3371. Dlg_SC_ac_pro_ctc_enemy_scores_point_0530=Damn it, they got it back
  3372. Dlg_SC_ac_pro_ctc_player_has_core_0500=Get it back safely, sir
  3373. Dlg_SC_ac_pro_ctc_this_ai_has_core_0520=I have the mark, sir
  3374. Dlg_SC_ac_pro_ctc_this_ai_has_core_0521=Mark retrieved. On me.
  3375. Dlg_SC_ac_pro_generic_response_no_0310=Cannot comply, sir.
  3376. Dlg_SC_ac_pro_generic_response_no_0311=No, sir.
  3377. Dlg_SC_ac_pro_generic_response_yes_0300=Roger that
  3378. Dlg_SC_ac_pro_generic_response_yes_0301=Copy
  3379. Dlg_SC_ac_pro_generic_response_yes_0302=Copy that.
  3380. Dlg_SC_ac_pro_player_order_assistance_required_0120=On my way.
  3381. Dlg_SC_ac_pro_player_order_assistance_required_0121=Hold tight, I'll help out.
  3382. Dlg_SC_ac_pro_player_order_attack_my_target_0100=Yeah, on it.
  3383. Dlg_SC_ac_pro_player_order_attack_my_target_0101=Target engaged.
  3384. Dlg_SC_ac_pro_player_order_bomb_my_target_0230=Bombing run locked in.
  3385. Dlg_SC_ac_pro_player_order_break_and_engage_0210=Breaking formation.
  3386. Dlg_SC_ac_pro_player_order_break_and_engage_0211=Break, break.
  3387. Dlg_SC_ac_pro_player_order_defend_my_target_0110=Defending the target
  3388. Dlg_SC_ac_pro_player_order_defend_my_target_0111=I'll keep him safe
  3389. Dlg_SC_ac_pro_player_order_escort_my_target_0220=Escorting, sir
  3390. Dlg_SC_ac_pro_player_order_escort_my_target_0221=I'll protect it
  3391. Dlg_SC_ac_pro_player_order_evasive_manoeuvers_0200=Evasive manoeuvres...
  3392. Dlg_SC_ac_pro_player_order_evasive_manoeuvers_0201=Confirm evasive action, sir
  3393. Dlg_SC_ac_pro_player_order_form_up_on_me_0130=Moving to formation.
  3394. Dlg_SC_ac_pro_player_order_form_up_on_me_0131=Moving to your wing.
  3395. Dlg_SC_ac_pro_player_order_return_to_base_0240=Returning to base
  3396. Dlg_SC_ac_pro_player_order_return_to_base_0241=Heading back to base
  3397. Dlg_SC_ac_pro_player_order_witch_to_formation_0251=<Formation 1> confirmed
  3398. Dlg_SC_ac_pro_player_order_witch_to_formation_0252=<Formation 2> confirmed
  3399. Dlg_SC_ac_pro_player_order_witch_to_formation_0253=<Formation 3> confirmed
  3400. Dlg_SC_ac_pro_player_order_witch_to_formation_0254=<Formation 4> confirmed
  3401. Dlg_SC_ac_pro_reaction_being_hit_by_friendly_fire_0480=Oy. Watch your fire
  3402. Dlg_SC_ac_pro_reaction_commiting_friendly_fire_0490=Damn it. Sorry.
  3403. Dlg_SC_ac_pro_reaction_eject_0470=What the hell?!.
  3404. Dlg_SC_ac_pro_reaction_eject_0471=Ejecting!
  3405. Dlg_SC_ac_pro_reaction_friendly_gets_killed_0450=Damn it.
  3406. Dlg_SC_ac_pro_reaction_friendly_gets_killed_0451=Friendly down, sir!
  3407. Dlg_SC_ac_pro_reaction_Gets_a_kill_0400=Contact eliminated.
  3408. Dlg_SC_ac_pro_reaction_Gets_a_kill_0401=Enemy down
  3409. Dlg_SC_ac_pro_reaction_Gets_a_kill_0402=Threat neutralised.
  3410. Dlg_SC_ac_pro_reaction_incoming_enemies_0420=Threat sighted, sir
  3411. Dlg_SC_ac_pro_reaction_incoming_enemies_0421=Enemies incoming
  3412. Dlg_SC_ac_pro_reaction_leaving_battle_retreating_0440=Moving to safe distance, sir
  3413. Dlg_SC_ac_pro_reaction_leaving_battle_retreating_0441=Retreating, sir
  3414. Dlg_SC_ac_pro_reaction_player_gets_a_kill_0410=Nice move, sir
  3415. Dlg_SC_ac_pro_reaction_player_gets_a_kill_0411=Good shooting, sir
  3416. Dlg_SC_ac_pro_reaction_rejoining_battle_0430=Back in it, sir.
  3417. Dlg_SC_ac_pro_reaction_taking_damage_0460=Help! Help!
  3418. Dlg_SC_ac_pro_reaction_taking_damage_0461=Hostile on my six.
  3419. Dlg_SC_ac_rocksteady_conquest_in_contested_zone_call_for_assistance_0550=I need help over here guys
  3420. Dlg_SC_ac_rocksteady_conquest_in_contested_zone_call_for_assistance_0551=Help. Zone contested
  3421. Dlg_SC_ac_rocksteady_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=I need help over here guys
  3422. Dlg_SC_ac_rocksteady_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Help. Zone contested
  3423. Dlg_SC_ac_rocksteady_conquest_lost_control_of_a_zone_0570=Zone lost
  3424. Dlg_SC_ac_rocksteady_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
  3425. Dlg_SC_ac_rocksteady_conquest_taken_control_of_a_zone_0560=We took this zone
  3426. Dlg_SC_ac_rocksteady_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We took this zone
  3427. Dlg_SC_ac_rocksteady_ctc_allies_score_point_0540=Yeah! We got a point!
  3428. Dlg_SC_ac_rocksteady_ctc_allies_score_pointCTC_Allies_Score_Point=Yeah! We got a point!
  3429. Dlg_SC_ac_rocksteady_ctc_enemy_has_core_0510=They have the core
  3430. Dlg_SC_ac_rocksteady_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
  3431. Dlg_SC_ac_rocksteady_ctc_enemy_scores_point_0530=They scored
  3432. Dlg_SC_ac_rocksteady_ctc_enemy_scores_point_0531=Point to them
  3433. Dlg_SC_ac_rocksteady_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=They scored
  3434. Dlg_SC_ac_rocksteady_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Point to them
  3435. Dlg_SC_ac_rocksteady_ctc_player_has_core_0500=You have the core
  3436. Dlg_SC_ac_rocksteady_ctc_player_has_coreCTC_Player_Has_Core=You have the core
  3437. Dlg_SC_ac_rocksteady_ctc_this_ai_has_core_0520=Core retreived
  3438. Dlg_SC_ac_rocksteady_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core retreived
  3439. Dlg_SC_ac_rocksteady_generic_response_no_0310=No, sir.
  3440. Dlg_SC_ac_rocksteady_generic_response_no_0311=I can't do that, sir.
  3441. Dlg_SC_ac_rocksteady_generic_response_noGeneric_Response_No_01=No, sir.
  3442. Dlg_SC_ac_rocksteady_generic_response_noGeneric_Response_No_02=I can't do that, sir.
  3443. Dlg_SC_ac_rocksteady_generic_response_yes_0300=Copy that
  3444. Dlg_SC_ac_rocksteady_generic_response_yes_0301=You got it.
  3445. Dlg_SC_ac_rocksteady_generic_response_yesGeneric_Response_Yes_01=Copy that
  3446. Dlg_SC_ac_rocksteady_generic_response_yesGeneric_Response_Yes_02=You got it.
  3447. Dlg_SC_ac_rocksteady_player_order_assistance_required_0120=Keep twisting. I'm on my way.
  3448. Dlg_SC_ac_rocksteady_player_order_assistance_required_0121=I'll help you out
  3449. Dlg_SC_ac_rocksteady_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Keep twisting. I'm on my way.
  3450. Dlg_SC_ac_rocksteady_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I'll help you out
  3451. Dlg_SC_ac_rocksteady_player_order_attack_my_target_0100=Stand by. Confirming attack.
  3452. Dlg_SC_ac_rocksteady_player_order_attack_my_target_0101=Engaging your mark
  3453. Dlg_SC_ac_rocksteady_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Stand by. Confirming attack.
  3454. Dlg_SC_ac_rocksteady_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Engaging your mark
  3455. Dlg_SC_ac_rocksteady_player_order_bomb_my_target_0230=Bombing run initiated
  3456. Dlg_SC_ac_rocksteady_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run initiated
  3457. Dlg_SC_ac_rocksteady_player_order_break_and_engage_0210=B&E, confirm.
  3458. Dlg_SC_ac_rocksteady_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=B&E, confirm.
  3459. Dlg_SC_ac_rocksteady_player_order_defend_my_target_0110=Defending your target
  3460. Dlg_SC_ac_rocksteady_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target
  3461. Dlg_SC_ac_rocksteady_player_order_escort_my_target_0220=I got 'em, sir.
  3462. Dlg_SC_ac_rocksteady_player_order_escort_my_target_0221=Copy, moving to escort.
  3463. Dlg_SC_ac_rocksteady_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=I got 'em, sir.
  3464. Dlg_SC_ac_rocksteady_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Copy, moving to escort.
  3465. Dlg_SC_ac_rocksteady_player_order_evasive_manoeuvers_0200=Evading
  3466. Dlg_SC_ac_rocksteady_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading
  3467. Dlg_SC_ac_rocksteady_player_order_form_up_on_me_0130=Moving into formation
  3468. Dlg_SC_ac_rocksteady_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving into formation
  3469. Dlg_SC_ac_rocksteady_player_order_return_to_base_0240=Copy, RTB.
  3470. Dlg_SC_ac_rocksteady_player_order_return_to_base_0241=Heading back, sir.
  3471. Dlg_SC_ac_rocksteady_player_order_return_to_basePlayer_Order_Return_To_Base_01=Copy, RTB.
  3472. Dlg_SC_ac_rocksteady_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back, sir.
  3473. Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0251=<Formation 1> confirmed
  3474. Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0252=<Formation 2> confirmed
  3475. Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0253=<Formation 3> confirmed
  3476. Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0254=<Formation 4> confirmed
  3477. Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
  3478. Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
  3479. Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
  3480. Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
  3481. Dlg_SC_ac_rocksteady_pro_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Requesting help securing zone
  3482. Dlg_SC_ac_rocksteady_pro_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Assistance needed over here
  3483. Dlg_SC_ac_rocksteady_pro_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost, sir.!
  3484. Dlg_SC_ac_rocksteady_pro_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken, sir
  3485. Dlg_SC_ac_rocksteady_pro_ctc_allies_score_pointCTC_Allies_Score_Point_01=Well done people, we scored.
  3486. Dlg_SC_ac_rocksteady_pro_ctc_allies_score_pointCTC_Allies_Score_Point_02=One point to us.
  3487. Dlg_SC_ac_rocksteady_pro_ctc_enemy_has_coreCTC_Enemy_Has_Core=Hostile has the mark.
  3488. Dlg_SC_ac_rocksteady_pro_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Damn it, they got it back
  3489. Dlg_SC_ac_rocksteady_pro_ctc_player_has_coreCTC_Player_Has_Core=Get it back safely, sir
  3490. Dlg_SC_ac_rocksteady_pro_ctc_this_ai_has_coreCTC_This_Ai_Has_Core_01=I have the mark, sir
  3491. Dlg_SC_ac_rocksteady_pro_ctc_this_ai_has_coreCTC_This_Ai_Has_Core_02=Mark retrieved. On me.
  3492. Dlg_SC_ac_rocksteady_pro_generic_response_noGeneric_Response_No_01=Cannot comply, sir.
  3493. Dlg_SC_ac_rocksteady_pro_generic_response_noGeneric_Response_No_02=No, sir.
  3494. Dlg_SC_ac_rocksteady_pro_generic_response_yesGeneric_Response_Yes_01=Roger that
  3495. Dlg_SC_ac_rocksteady_pro_generic_response_yesGeneric_Response_Yes_02=Copy
  3496. Dlg_SC_ac_rocksteady_pro_generic_response_yesGeneric_Response_Yes_03=Copy that.
  3497. Dlg_SC_ac_rocksteady_pro_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=On my way.
  3498. Dlg_SC_ac_rocksteady_pro_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hold tight, I'll help out.
  3499. Dlg_SC_ac_rocksteady_pro_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Yeah, on it.
  3500. Dlg_SC_ac_rocksteady_pro_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Target engaged.
  3501. Dlg_SC_ac_rocksteady_pro_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run locked in.
  3502. Dlg_SC_ac_rocksteady_pro_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking formation.
  3503. Dlg_SC_ac_rocksteady_pro_player_order_break_and_engagePlayer_Order_Break_And_Engage_02=Break, break.
  3504. Dlg_SC_ac_rocksteady_pro_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending the target
  3505. Dlg_SC_ac_rocksteady_pro_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=I'll keep him safe
  3506. Dlg_SC_ac_rocksteady_pro_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting, sir
  3507. Dlg_SC_ac_rocksteady_pro_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=I'll protect it
  3508. Dlg_SC_ac_rocksteady_pro_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive manoeuvres...
  3509. Dlg_SC_ac_rocksteady_pro_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Confirm evasive action, sir
  3510. Dlg_SC_ac_rocksteady_pro_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving to formation.
  3511. Dlg_SC_ac_rocksteady_pro_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving to your wing.
  3512. Dlg_SC_ac_rocksteady_pro_player_order_return_to_basePlayer_Order_Return_To_Base_01=Returning to base
  3513. Dlg_SC_ac_rocksteady_pro_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back to base
  3514. Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
  3515. Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
  3516. Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
  3517. Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
  3518. Dlg_SC_ac_rocksteady_pro_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Oy. Watch your fire
  3519. Dlg_SC_ac_rocksteady_pro_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Damn it. Sorry.
  3520. Dlg_SC_ac_rocksteady_pro_reaction_ejectReaction_Eject_01=What the hell?!.
  3521. Dlg_SC_ac_rocksteady_pro_reaction_ejectReaction_Eject_02=Ejecting!
  3522. Dlg_SC_ac_rocksteady_pro_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=Damn it.
  3523. Dlg_SC_ac_rocksteady_pro_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Friendly down, sir!
  3524. Dlg_SC_ac_rocksteady_pro_reaction_Gets_a_killReaction_Gets_A_Kill_01=Contact eliminated.
  3525. Dlg_SC_ac_rocksteady_pro_reaction_Gets_a_killReaction_Gets_A_Kill_02=Enemy down
  3526. Dlg_SC_ac_rocksteady_pro_reaction_Gets_a_killReaction_Gets_A_Kill_03=Threat neutralised.
  3527. Dlg_SC_ac_rocksteady_pro_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Threat sighted, sir
  3528. Dlg_SC_ac_rocksteady_pro_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Enemies incoming
  3529. Dlg_SC_ac_rocksteady_pro_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Moving to safe distance, sir
  3530. Dlg_SC_ac_rocksteady_pro_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating, sir
  3531. Dlg_SC_ac_rocksteady_pro_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice move, sir
  3532. Dlg_SC_ac_rocksteady_pro_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Good shooting, sir
  3533. Dlg_SC_ac_rocksteady_pro_reaction_rejoining_battleReaction_Rejoining_Battle=Back in it, sir.
  3534. Dlg_SC_ac_rocksteady_pro_reaction_taking_damageReaction_Taking_Damage_01=Help! Help!
  3535. Dlg_SC_ac_rocksteady_pro_reaction_taking_damageReaction_Taking_Damage_02=Hostile on my six.
  3536. Dlg_SC_ac_rocksteady_reaction_being_hit_by_friendly_fire_0480=Stop shooting at me
  3537. Dlg_SC_ac_rocksteady_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Stop shooting at me
  3538. Dlg_SC_ac_rocksteady_reaction_commiting_friendly_fire_0490=Damn, sorry.
  3539. Dlg_SC_ac_rocksteady_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Damn, sorry.
  3540. Dlg_SC_ac_rocksteady_reaction_eject_0470=Ejecting!
  3541. Dlg_SC_ac_rocksteady_reaction_ejectReaction_Eject=Ejecting!
  3542. Dlg_SC_ac_rocksteady_reaction_friendly_gets_killed_0450=Dammit! Friendly down!
  3543. Dlg_SC_ac_rocksteady_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Dammit! Friendly down!
  3544. Dlg_SC_ac_rocksteady_reaction_Gets_a_kill_0400=Bagged one
  3545. Dlg_SC_ac_rocksteady_reaction_Gets_a_kill_0401=Enemy down
  3546. Dlg_SC_ac_rocksteady_reaction_Gets_a_killReaction_Gets_A_Kill_01=Bagged one
  3547. Dlg_SC_ac_rocksteady_reaction_Gets_a_killReaction_Gets_A_Kill_02=Enemy down
  3548. Dlg_SC_ac_rocksteady_reaction_incoming_enemies_0420=Enemies inbound
  3549. Dlg_SC_ac_rocksteady_reaction_incoming_enemies_0421=Multiple contacts approaching
  3550. Dlg_SC_ac_rocksteady_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Enemies inbound
  3551. Dlg_SC_ac_rocksteady_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Multiple contacts approaching
  3552. Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreating_0440=Retreating
  3553. Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreating_0441=Need to fall back.
  3554. Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Retreating
  3555. Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Need to fall back.
  3556. Dlg_SC_ac_rocksteady_reaction_player_gets_a_kill_0410=Kill confirmed.
  3557. Dlg_SC_ac_rocksteady_reaction_player_gets_a_kill_0411=Cool. You got one
  3558. Dlg_SC_ac_rocksteady_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Kill confirmed.
  3559. Dlg_SC_ac_rocksteady_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Cool. You got one
  3560. Dlg_SC_ac_rocksteady_reaction_rejoining_battle_0430=Back in it, sir.
  3561. Dlg_SC_ac_rocksteady_reaction_rejoining_battleReaction_Rejoining_Battle=Back in it, sir.
  3562. Dlg_SC_ac_rocksteady_reaction_taking_damage_0460=Under fire!
  3563. Dlg_SC_ac_rocksteady_reaction_taking_damage_0461=On me. Need help.
  3564. Dlg_SC_ac_rocksteady_reaction_taking_damageReaction_Taking_Damage_01=Under fire!
  3565. Dlg_SC_ac_rocksteady_reaction_taking_damageReaction_Taking_Damage_02=On me. Need help.
  3566. Dlg_SC_ac_sarc_conquest_in_contested_zone_call_for_assistance_0550=Could do with some help in this zone
  3567. Dlg_SC_ac_sarc_conquest_in_contested_zone_call_for_assistance_0551=On me! Zone's being contested.
  3568. Dlg_SC_ac_sarc_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Could do with some help in this zone
  3569. Dlg_SC_ac_sarc_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=On me! Zone's being contested.
  3570. Dlg_SC_ac_sarc_conquest_lost_control_of_a_zone_0570=Lost the zone.
  3571. Dlg_SC_ac_sarc_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Lost the zone.
  3572. Dlg_SC_ac_sarc_conquest_taken_control_of_a_zone_0560=Zone is ours
  3573. Dlg_SC_ac_sarc_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours
  3574. Dlg_SC_ac_sarc_ctc_allies_score_point_0540=Get in there! Point to us.
  3575. Dlg_SC_ac_sarc_ctc_allies_score_pointCTC_Allies_Score_Point=Get in there! Point to us.
  3576. Dlg_SC_ac_sarc_ctc_enemy_has_core_0510=They have our core
  3577. Dlg_SC_ac_sarc_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have our core
  3578. Dlg_SC_ac_sarc_ctc_enemy_scores_point_0530=Lucky bastards scored
  3579. Dlg_SC_ac_sarc_ctc_enemy_scores_point_0531=They got a point
  3580. Dlg_SC_ac_sarc_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Lucky bastards scored
  3581. Dlg_SC_ac_sarc_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=They got a point
  3582. Dlg_SC_ac_sarc_ctc_player_has_core_0500=Get the core home, now
  3583. Dlg_SC_ac_sarc_ctc_player_has_coreCTC_Player_Has_Core=Get the core home, now
  3584. Dlg_SC_ac_sarc_ctc_this_ai_has_core_0520=Got the core. Cover me.
  3585. Dlg_SC_ac_sarc_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Got the core. Cover me.
  3586. Dlg_SC_ac_sarc_generic_response_no_0310=Piss off
  3587. Dlg_SC_ac_sarc_generic_response_no_0311=I think that's ill-advised, sir.
  3588. Dlg_SC_ac_sarc_generic_response_noGeneric_Response_No_01=Piss off
  3589. Dlg_SC_ac_sarc_generic_response_noGeneric_Response_No_02=I think that's ill-advised, sir.
  3590. Dlg_SC_ac_sarc_generic_response_yes_0300=Aye
  3591. Dlg_SC_ac_sarc_generic_response_yes_0301=Copy that.
  3592. Dlg_SC_ac_sarc_generic_response_yesGeneric_Response_Yes_01=Aye
  3593. Dlg_SC_ac_sarc_generic_response_yesGeneric_Response_Yes_02=Copy that.
  3594. Dlg_SC_ac_sarc_player_order_assistance_required_0120=Need help eh? I'm on my way
  3595. Dlg_SC_ac_sarc_player_order_assistance_required_0121=There in a flash.
  3596. Dlg_SC_ac_sarc_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Need help eh? I'm on my way
  3597. Dlg_SC_ac_sarc_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=There in a flash.
  3598. Dlg_SC_ac_sarc_player_order_attack_my_target_0100=Target acquired.
  3599. Dlg_SC_ac_sarc_player_order_attack_my_target_0101=He'll be a goner.
  3600. Dlg_SC_ac_sarc_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Target acquired.
  3601. Dlg_SC_ac_sarc_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=He'll be a goner.
  3602. Dlg_SC_ac_sarc_player_order_bomb_my_target_0230=Bombing maneouver
  3603. Dlg_SC_ac_sarc_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing maneouver
  3604. Dlg_SC_ac_sarc_player_order_break_and_engage_0210=I'm breaking off now
  3605. Dlg_SC_ac_sarc_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=I'm breaking off now
  3606. Dlg_SC_ac_sarc_player_order_defend_my_target_0110=Defending
  3607. Dlg_SC_ac_sarc_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending
  3608. Dlg_SC_ac_sarc_player_order_escort_my_target_0220=Escorting
  3609. Dlg_SC_ac_sarc_player_order_escort_my_target_0221=Escorting target now
  3610. Dlg_SC_ac_sarc_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
  3611. Dlg_SC_ac_sarc_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
  3612. Dlg_SC_ac_sarc_player_order_evasive_manoeuvers_0200=I'll lose this little shit
  3613. Dlg_SC_ac_sarc_player_order_evasive_manoeuvers_0201=Happily.
  3614. Dlg_SC_ac_sarc_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I'll lose this little shit
  3615. Dlg_SC_ac_sarc_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Happily.
  3616. Dlg_SC_ac_sarc_player_order_form_up_on_me_0130=Getting into formation now
  3617. Dlg_SC_ac_sarc_player_order_form_up_on_me_0131=Moving to formation
  3618. Dlg_SC_ac_sarc_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Getting into formation now
  3619. Dlg_SC_ac_sarc_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving to formation
  3620. Dlg_SC_ac_sarc_player_order_return_to_base_0240=Copy that. Heading home.
  3621. Dlg_SC_ac_sarc_player_order_return_to_base_0241=Gladly, sir.
  3622. Dlg_SC_ac_sarc_player_order_return_to_basePlayer_Order_Return_To_Base_01=Copy that. Heading home.
  3623. Dlg_SC_ac_sarc_player_order_return_to_basePlayer_Order_Return_To_Base_02=Gladly, sir.
  3624. Dlg_SC_ac_sarc_player_order_witch_to_formation_0251=<Formation 1> confirmed
  3625. Dlg_SC_ac_sarc_player_order_witch_to_formation_0252=<Formation 2> confirmed
  3626. Dlg_SC_ac_sarc_player_order_witch_to_formation_0253=<Formation 3> confirmed
  3627. Dlg_SC_ac_sarc_player_order_witch_to_formation_0254=<Formation 4> confirmed
  3628. Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
  3629. Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
  3630. Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
  3631. Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
  3632. Dlg_SC_ac_sarc_reaction_being_hit_by_friendly_fire_0480=Adjust fire, you bloody idiot
  3633. Dlg_SC_ac_sarc_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Adjust fire, you bloody idiot
  3634. Dlg_SC_ac_sarc_reaction_commiting_friendly_fire_0490=You're in my way!
  3635. Dlg_SC_ac_sarc_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=You're in my way!
  3636. Dlg_SC_ac_sarc_reaction_eject_0470=Ejecting
  3637. Dlg_SC_ac_sarc_reaction_eject_0471=Ship's lost!
  3638. Dlg_SC_ac_sarc_reaction_ejectReaction_Eject_01=Ejecting
  3639. Dlg_SC_ac_sarc_reaction_ejectReaction_Eject_02=Ship's lost!
  3640. Dlg_SC_ac_sarc_reaction_friendly_gets_killed_0450=We lost a friendly
  3641. Dlg_SC_ac_sarc_reaction_friendly_gets_killed_0451=Friendly down
  3642. Dlg_SC_ac_sarc_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We lost a friendly
  3643. Dlg_SC_ac_sarc_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Friendly down
  3644. Dlg_SC_ac_sarc_reaction_Gets_a_kill_0400=Crash and burn, ya bastard!
  3645. Dlg_SC_ac_sarc_reaction_Gets_a_kill_0401=Blasted.
  3646. Dlg_SC_ac_sarc_reaction_Gets_a_killReaction_Gets_A_Kill_01=Crash and burn, ya bastard!
  3647. Dlg_SC_ac_sarc_reaction_Gets_a_killReaction_Gets_A_Kill_02=Blasted.
  3648. Dlg_SC_ac_sarc_reaction_incoming_enemies_0420=Incoming!
  3649. Dlg_SC_ac_sarc_reaction_incoming_enemies_0421=More enemies inbound
  3650. Dlg_SC_ac_sarc_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Incoming!
  3651. Dlg_SC_ac_sarc_reaction_incoming_enemiesReaction_Incoming_Enemies_02=More enemies inbound
  3652. Dlg_SC_ac_sarc_reaction_leaving_battle_retreating_0440=Gotta go
  3653. Dlg_SC_ac_sarc_reaction_leaving_battle_retreating_0441=Retreating.
  3654. Dlg_SC_ac_sarc_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Gotta go
  3655. Dlg_SC_ac_sarc_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating.
  3656. Dlg_SC_ac_sarc_reaction_player_gets_a_kill_0410=Nice kill, sunshine
  3657. Dlg_SC_ac_sarc_reaction_player_gets_a_kill_0411=Good kill
  3658. Dlg_SC_ac_sarc_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice kill, sunshine
  3659. Dlg_SC_ac_sarc_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Good kill
  3660. Dlg_SC_ac_sarc_reaction_rejoining_battle_0430=I'm back in the fray
  3661. Dlg_SC_ac_sarc_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back in the fray
  3662. Dlg_SC_ac_sarc_reaction_taking_damage_0460=Bastards got a line on me!
  3663. Dlg_SC_ac_sarc_reaction_taking_damage_0461=Taking hits
  3664. Dlg_SC_ac_sarc_reaction_taking_damageReaction_Taking_Damage_01=Bastards got a line on me!
  3665. Dlg_SC_ac_sarc_reaction_taking_damageReaction_Taking_Damage_02=Taking hits
  3666. Dlg_SC_ac_showboat_conquest_in_contested_zone_call_for_assistance_0550=Could do with a hand in this zone
  3667. Dlg_SC_ac_showboat_conquest_in_contested_zone_call_for_assistance_0551=Zone's getting overrun.
  3668. Dlg_SC_ac_showboat_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Could do with a hand in this zone
  3669. Dlg_SC_ac_showboat_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Zone's getting overrun.
  3670. Dlg_SC_ac_showboat_conquest_lost_control_of_a_zone_0570=Zone lost
  3671. Dlg_SC_ac_showboat_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
  3672. Dlg_SC_ac_showboat_conquest_taken_control_of_a_zone_0560=Zone taken
  3673. Dlg_SC_ac_showboat_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
  3674. Dlg_SC_ac_showboat_ctc_allies_score_point_0540=We scored. That's cos of me you know...
  3675. Dlg_SC_ac_showboat_ctc_allies_score_pointCTC_Allies_Score_Point=We scored. That's cos of me you know...
  3676. Dlg_SC_ac_showboat_ctc_enemy_has_core_0510=They got our core. Get them.
  3677. Dlg_SC_ac_showboat_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core. Get them.
  3678. Dlg_SC_ac_showboat_ctc_enemy_scores_point_0530=Hey newbies, you're letting them score!
  3679. Dlg_SC_ac_showboat_ctc_enemy_scores_point_0531=This is bullshit
  3680. Dlg_SC_ac_showboat_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Hey newbies, you're letting them score!
  3681. Dlg_SC_ac_showboat_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=This is bullshit
  3682. Dlg_SC_ac_showboat_ctc_player_has_core_0500=You got the core, go! Go!
  3683. Dlg_SC_ac_showboat_ctc_player_has_coreCTC_Player_Has_Core=You got the core, go! Go!
  3684. Dlg_SC_ac_showboat_ctc_this_ai_has_core_0520=I have the core, watch me fly.
  3685. Dlg_SC_ac_showboat_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core, watch me fly.
  3686. Dlg_SC_ac_showboat_generic_response_no_0310=Negative
  3687. Dlg_SC_ac_showboat_generic_response_no_0311=Waste of my talents.
  3688. Dlg_SC_ac_showboat_generic_response_noGeneric_Response_No_01=Negative
  3689. Dlg_SC_ac_showboat_generic_response_noGeneric_Response_No_02=Waste of my talents.
  3690. Dlg_SC_ac_showboat_generic_response_yes_0300=Copy
  3691. Dlg_SC_ac_showboat_generic_response_yes_0301=Yuuup!
  3692. Dlg_SC_ac_showboat_generic_response_yesGeneric_Response_Yes_01=Copy
  3693. Dlg_SC_ac_showboat_generic_response_yesGeneric_Response_Yes_02=Yuuup!
  3694. Dlg_SC_ac_showboat_player_order_assistance_required_0120=Don't worry, I'll save you!
  3695. Dlg_SC_ac_showboat_player_order_assistance_required_0121=You owe me for this one.
  3696. Dlg_SC_ac_showboat_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Don't worry, I'll save you!
  3697. Dlg_SC_ac_showboat_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=You owe me for this one.
  3698. Dlg_SC_ac_showboat_player_order_attack_my_target_0100=Leave it to me.
  3699. Dlg_SC_ac_showboat_player_order_attack_my_target_0101=Doesn't stand a chance.
  3700. Dlg_SC_ac_showboat_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Leave it to me.
  3701. Dlg_SC_ac_showboat_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Doesn't stand a chance.
  3702. Dlg_SC_ac_showboat_player_order_bomb_my_target_0230=Lighting 'em up
  3703. Dlg_SC_ac_showboat_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Lighting 'em up
  3704. Dlg_SC_ac_showboat_player_order_break_and_engage_0210=Break and Bake!
  3705. Dlg_SC_ac_showboat_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Break and Bake!
  3706. Dlg_SC_ac_showboat_player_order_defend_my_target_0110=I got 'em. Don't worry.
  3707. Dlg_SC_ac_showboat_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=I got 'em. Don't worry.
  3708. Dlg_SC_ac_showboat_player_order_escort_my_target_0220=Escorting
  3709. Dlg_SC_ac_showboat_player_order_escort_my_target_0221=Escorting target now
  3710. Dlg_SC_ac_showboat_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
  3711. Dlg_SC_ac_showboat_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
  3712. Dlg_SC_ac_showboat_player_order_evasive_manoeuvers_0200=I can dodge this guy in my sleep
  3713. Dlg_SC_ac_showboat_player_order_evasive_manoeuvers_0201=Shaking him off
  3714. Dlg_SC_ac_showboat_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I can dodge this guy in my sleep
  3715. Dlg_SC_ac_showboat_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Shaking him off
  3716. Dlg_SC_ac_showboat_player_order_form_up_on_me_0130=Engaging formation
  3717. Dlg_SC_ac_showboat_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Engaging formation
  3718. Dlg_SC_ac_showboat_player_order_return_to_base_0240=Returning to LZ
  3719. Dlg_SC_ac_showboat_player_order_return_to_basePlayer_Order_Return_To_Base_01=Returning to LZ
  3720. Dlg_SC_ac_showboat_player_order_witch_to_formation_0251=<Formation 1> confirmed
  3721. Dlg_SC_ac_showboat_player_order_witch_to_formation_0252=<Formation 2> confirmed
  3722. Dlg_SC_ac_showboat_player_order_witch_to_formation_0253=<Formation 3> confirmed
  3723. Dlg_SC_ac_showboat_player_order_witch_to_formation_0254=<Formation 4> confirmed
  3724. Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
  3725. Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
  3726. Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
  3727. Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
  3728. Dlg_SC_ac_showboat_reaction_being_hit_by_friendly_fire_0480=You rookies. Stop shooting me!
  3729. Dlg_SC_ac_showboat_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=You rookies. Stop shooting me!
  3730. Dlg_SC_ac_showboat_reaction_commiting_friendly_fire_0490=Who shot you?
  3731. Dlg_SC_ac_showboat_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Who shot you?
  3732. Dlg_SC_ac_showboat_reaction_eject_0470=Punching out
  3733. Dlg_SC_ac_showboat_reaction_eject_0471=Cheats! I have to bail
  3734. Dlg_SC_ac_showboat_reaction_ejectReaction_Eject_01=Punching out
  3735. Dlg_SC_ac_showboat_reaction_ejectReaction_Eject_02=Cheats! I have to bail
  3736. Dlg_SC_ac_showboat_reaction_friendly_gets_killed_0450=I knew they'd be next.
  3737. Dlg_SC_ac_showboat_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=I knew they'd be next.
  3738. Dlg_SC_ac_showboat_reaction_Gets_a_kill_0400=Did you see that!? Woooooh!
  3739. Dlg_SC_ac_showboat_reaction_Gets_a_kill_0401=Suck it, losers.
  3740. Dlg_SC_ac_showboat_reaction_Gets_a_killReaction_Gets_A_Kill_01=Did you see that!? Woooooh!
  3741. Dlg_SC_ac_showboat_reaction_Gets_a_killReaction_Gets_A_Kill_02=Suck it, losers.
  3742. Dlg_SC_ac_showboat_reaction_incoming_enemies_0420=Hostiles approaching
  3743. Dlg_SC_ac_showboat_reaction_incoming_enemies_0421=Bunch of notches for the kill list incoming.
  3744. Dlg_SC_ac_showboat_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Hostiles approaching
  3745. Dlg_SC_ac_showboat_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Bunch of notches for the kill list incoming.
  3746. Dlg_SC_ac_showboat_reaction_leaving_battle_retreating_0440=They got lucky, need repairs
  3747. Dlg_SC_ac_showboat_reaction_leaving_battle_retreating_0441=Back soon, gotta repair
  3748. Dlg_SC_ac_showboat_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=They got lucky, need repairs
  3749. Dlg_SC_ac_showboat_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Back soon, gotta repair
  3750. Dlg_SC_ac_showboat_reaction_player_gets_a_kill_0410=You're nearly as good as me
  3751. Dlg_SC_ac_showboat_reaction_player_gets_a_kill_0411=Well that took you long enough!
  3752. Dlg_SC_ac_showboat_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=You're nearly as good as me
  3753. Dlg_SC_ac_showboat_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Well that took you long enough!
  3754. Dlg_SC_ac_showboat_reaction_rejoining_battle_0430=Rejoining the battle
  3755. Dlg_SC_ac_showboat_reaction_rejoining_battleReaction_Rejoining_Battle=Rejoining the battle
  3756. Dlg_SC_ac_showboat_reaction_taking_damage_0460=They're getting some lucky shots in here
  3757. Dlg_SC_ac_showboat_reaction_taking_damage_0461=Took a bit of damage here
  3758. Dlg_SC_ac_showboat_reaction_taking_damageReaction_Taking_Damage_01=They're getting some lucky shots in here
  3759. Dlg_SC_ac_showboat_reaction_taking_damageReaction_Taking_Damage_02=Took a bit of damage here
  3760. Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistance_0550=Some help in this zone please?
  3761. Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistance_0551=Assistance in my zone please.
  3762. Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistance_0552=Ich bitte um Entschuldigung, etwas Hilfe?
  3763. Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Some help in this zone please?
  3764. Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Assistance in my zone please.
  3765. Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_03=Ich bitte um Entschuldigung, etwas Hilfe?
  3766. Dlg_SC_ac_sidearm_conquest_lost_control_of_a_zone_0570=Zone lost.
  3767. Dlg_SC_ac_sidearm_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost.
  3768. Dlg_SC_ac_sidearm_conquest_taken_control_of_a_zone_0560=Zone taken
  3769. Dlg_SC_ac_sidearm_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
  3770. Dlg_SC_ac_sidearm_ctc_allies_score_point_0540=Yes! We got a point
  3771. Dlg_SC_ac_sidearm_ctc_allies_score_pointCTC_Allies_Score_Point=Yes! We got a point
  3772. Dlg_SC_ac_sidearm_ctc_enemy_has_core_0510=They have the core
  3773. Dlg_SC_ac_sidearm_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
  3774. Dlg_SC_ac_sidearm_ctc_enemy_scores_point_0530=Enemy have scored.
  3775. Dlg_SC_ac_sidearm_ctc_enemy_scores_point_0531=Not acceptable. They scored
  3776. Dlg_SC_ac_sidearm_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Enemy have scored.
  3777. Dlg_SC_ac_sidearm_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Not acceptable. They scored
  3778. Dlg_SC_ac_sidearm_ctc_player_has_core_0500=You have the core
  3779. Dlg_SC_ac_sidearm_ctc_player_has_coreCTC_Player_Has_Core=You have the core
  3780. Dlg_SC_ac_sidearm_ctc_this_ai_has_core_0520=The core is on me
  3781. Dlg_SC_ac_sidearm_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=The core is on me
  3782. Dlg_SC_ac_sidearm_generic_response_no_0310=Negative, sir
  3783. Dlg_SC_ac_sidearm_generic_response_no_0311=I'm afraid not.
  3784. Dlg_SC_ac_sidearm_generic_response_noGeneric_Response_No_01=Negative, sir
  3785. Dlg_SC_ac_sidearm_generic_response_noGeneric_Response_No_02=I'm afraid not.
  3786. Dlg_SC_ac_sidearm_generic_response_yes_0300=Copy, sir
  3787. Dlg_SC_ac_sidearm_generic_response_yes_0301=Natürlich
  3788. Dlg_SC_ac_sidearm_generic_response_yesGeneric_Response_Yes_01=Copy, sir
  3789. Dlg_SC_ac_sidearm_generic_response_yesGeneric_Response_Yes_02=Natürlich
  3790. Dlg_SC_ac_sidearm_player_order_assistance_required_0120=I'll be right there
  3791. Dlg_SC_ac_sidearm_player_order_assistance_required_0121=Assistance incoming.
  3792. Dlg_SC_ac_sidearm_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'll be right there
  3793. Dlg_SC_ac_sidearm_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Assistance incoming.
  3794. Dlg_SC_ac_sidearm_player_order_attack_my_target_0100=Engaging enemy
  3795. Dlg_SC_ac_sidearm_player_order_attack_my_target_0101=Um… copy. Engaging...
  3796. Dlg_SC_ac_sidearm_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Engaging enemy
  3797. Dlg_SC_ac_sidearm_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Um… copy. Engaging...
  3798. Dlg_SC_ac_sidearm_player_order_bomb_my_target_0230=Bombing run locked in
  3799. Dlg_SC_ac_sidearm_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run locked in
  3800. Dlg_SC_ac_sidearm_player_order_break_and_engage_0210=Understood. Will find a good approach.
  3801. Dlg_SC_ac_sidearm_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Understood. Will find a good approach.
  3802. Dlg_SC_ac_sidearm_player_order_defend_my_target_0110=Defending
  3803. Dlg_SC_ac_sidearm_player_order_defend_my_target_0111=Moving to defensive position.
  3804. Dlg_SC_ac_sidearm_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending
  3805. Dlg_SC_ac_sidearm_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=Moving to defensive position.
  3806. Dlg_SC_ac_sidearm_player_order_escort_my_target_0220=Sticking close to target
  3807. Dlg_SC_ac_sidearm_player_order_escort_my_target_0221=Escorting target now
  3808. Dlg_SC_ac_sidearm_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Sticking close to target
  3809. Dlg_SC_ac_sidearm_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
  3810. Dlg_SC_ac_sidearm_player_order_evasive_manoeuvers_0200=Evasive maneouvers engaged
  3811. Dlg_SC_ac_sidearm_player_order_evasive_manoeuvers_0201=Ducking them, sir.
  3812. Dlg_SC_ac_sidearm_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive maneouvers engaged
  3813. Dlg_SC_ac_sidearm_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Ducking them, sir.
  3814. Dlg_SC_ac_sidearm_player_order_form_up_on_me_0130=Forming up on you
  3815. Dlg_SC_ac_sidearm_player_order_form_up_on_me_0131=Lead the way.
  3816. Dlg_SC_ac_sidearm_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up on you
  3817. Dlg_SC_ac_sidearm_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Lead the way.
  3818. Dlg_SC_ac_sidearm_player_order_return_to_base_0240=Returning to base
  3819. Dlg_SC_ac_sidearm_player_order_return_to_base_0241=Heading home
  3820. Dlg_SC_ac_sidearm_player_order_return_to_basePlayer_Order_Return_To_Base_01=Returning to base
  3821. Dlg_SC_ac_sidearm_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading home
  3822. Dlg_SC_ac_sidearm_player_order_witch_to_formation_0251=<Formation 1> confirmed
  3823. Dlg_SC_ac_sidearm_player_order_witch_to_formation_0252=<Formation 2> confirmed
  3824. Dlg_SC_ac_sidearm_player_order_witch_to_formation_0253=<Formation 3> confirmed
  3825. Dlg_SC_ac_sidearm_player_order_witch_to_formation_0254=<Formation 4> confirmed
  3826. Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
  3827. Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
  3828. Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
  3829. Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
  3830. Dlg_SC_ac_sidearm_reaction_being_hit_by_friendly_fire_0480=Stop shooting me.
  3831. Dlg_SC_ac_sidearm_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Stop shooting me.
  3832. Dlg_SC_ac_sidearm_reaction_commiting_friendly_fire_0490=Verdammt nochmal!
  3833. Dlg_SC_ac_sidearm_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Verdammt nochmal!
  3834. Dlg_SC_ac_sidearm_reaction_eject_0470=Ejecting
  3835. Dlg_SC_ac_sidearm_reaction_eject_0471=Auswerfen!
  3836. Dlg_SC_ac_sidearm_reaction_ejectReaction_Eject_01=Ejecting
  3837. Dlg_SC_ac_sidearm_reaction_ejectReaction_Eject_02=Auswerfen!
  3838. Dlg_SC_ac_sidearm_reaction_friendly_gets_killed_0450=We lost one.
  3839. Dlg_SC_ac_sidearm_reaction_friendly_gets_killed_0451=Scheiße! Ally destroyed
  3840. Dlg_SC_ac_sidearm_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We lost one.
  3841. Dlg_SC_ac_sidearm_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Scheiße! Ally destroyed
  3842. Dlg_SC_ac_sidearm_reaction_Gets_a_kill_0400=Enemy destroyed.
  3843. Dlg_SC_ac_sidearm_reaction_Gets_a_kill_0401=Target eliminated.
  3844. Dlg_SC_ac_sidearm_reaction_Gets_a_killReaction_Gets_A_Kill_01=Enemy destroyed.
  3845. Dlg_SC_ac_sidearm_reaction_Gets_a_killReaction_Gets_A_Kill_02=Target eliminated.
  3846. Dlg_SC_ac_sidearm_reaction_incoming_enemies_0420=Incoming enemies
  3847. Dlg_SC_ac_sidearm_reaction_incoming_enemies_0421=We have contact. Multiple contacts.
  3848. Dlg_SC_ac_sidearm_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Incoming enemies
  3849. Dlg_SC_ac_sidearm_reaction_incoming_enemiesReaction_Incoming_Enemies_02=We have contact. Multiple contacts.
  3850. Dlg_SC_ac_sidearm_reaction_leaving_battle_retreating_0440=Falling back, sir.
  3851. Dlg_SC_ac_sidearm_reaction_leaving_battle_retreating_0441=Retreating.
  3852. Dlg_SC_ac_sidearm_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Falling back, sir.
  3853. Dlg_SC_ac_sidearm_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating.
  3854. Dlg_SC_ac_sidearm_reaction_player_gets_a_kill_0410=Great shot sir
  3855. Dlg_SC_ac_sidearm_reaction_player_gets_a_kill_0411=Good kill.
  3856. Dlg_SC_ac_sidearm_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Great shot sir
  3857. Dlg_SC_ac_sidearm_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Good kill.
  3858. Dlg_SC_ac_sidearm_reaction_rejoining_battle_0430=Rearmed, sir
  3859. Dlg_SC_ac_sidearm_reaction_rejoining_battleReaction_Rejoining_Battle=Rearmed, sir
  3860. Dlg_SC_ac_sidearm_reaction_taking_damage_0460=Get this Scheiße-Kopf away from me!
  3861. Dlg_SC_ac_sidearm_reaction_taking_damage_0461=I am hit!
  3862. Dlg_SC_ac_sidearm_reaction_taking_damageReaction_Taking_Damage_01=Get this Scheiße-Kopf away from me!
  3863. Dlg_SC_ac_sidearm_reaction_taking_damageReaction_Taking_Damage_02=I am hit!
  3864. Dlg_SC_ac_simulator_afterburners_offline_2170=Afterburners Offline
  3865. Dlg_SC_ac_simulator_afterburners_offlineRace_Afterburners_Offline=Afterburners Offline
  3866. Dlg_SC_ac_simulator_afterburners_online_2160=Afterburners Online
  3867. Dlg_SC_ac_simulator_afterburners_onlineRace_Afterburners_Online=Afterburners Online
  3868. Dlg_SC_ac_simulator_ally_team_scores_1380=You have seized the enemy core
  3869. Dlg_SC_ac_simulator_assist_kill_1290=Assist
  3870. Dlg_SC_ac_simulator_assist_killSim_Game_Player_Assist_Kill=Assist
  3871. Dlg_SC_ac_simulator_blue_core_dropped_1400=Blue Core abandoned
  3872. Dlg_SC_ac_simulator_blue_core_returned_1360=Blue Core restored
  3873. Dlg_SC_ac_simulator_blue_losing_1440=Blue Team has fallen behind
  3874. Dlg_SC_ac_simulator_blue_losingConquest_Blue_Losing=Blue Team has fallen behind
  3875. Dlg_SC_ac_simulator_checkpoint_1900=Checkpoint
  3876. Dlg_SC_ac_simulator_checkpointRace_Checkpoint=Checkpoint
  3877. Dlg_SC_ac_simulator_competitor_destroyed_1980=Competitor destroyed
  3878. Dlg_SC_ac_simulator_competitor_destroyedRace_Competitor_Destroyed=Competitor destroyed
  3879. Dlg_SC_ac_simulator_confirmed_kill_1280=Hostile destroyed
  3880. Dlg_SC_ac_simulator_confirmed_killSim_Game_Player_Has_Confirmed_Kill=Hostile destroyed
  3881. Dlg_SC_ac_simulator_death_in_space_1510=Session restarting. Please hold
  3882. Dlg_SC_ac_simulator_death_in_spaceSim_Player_Death_In_Space=Session restarting. Please hold
  3883. Dlg_SC_ac_simulator_drill_captured_1620=…captured.
  3884. Dlg_SC_ac_simulator_drill_captured_1640=Drill…
  3885. Dlg_SC_ac_simulator_drill_capturedConquest_Item_Captured=…captured.
  3886. Dlg_SC_ac_simulator_drill_capturedConquest_Item_Drill=Drill…
  3887. Dlg_SC_ac_simulator_drill_contested_1610=…contested.
  3888. Dlg_SC_ac_simulator_drill_contested_1640=Drill…
  3889. Dlg_SC_ac_simulator_drill_contestedConquest_Item_Contested=…contested.
  3890. Dlg_SC_ac_simulator_drill_contestedConquest_Item_Drill=Drill…
  3891. Dlg_SC_ac_simulator_drill_lost_1620=…lost.
  3892. Dlg_SC_ac_simulator_drill_lost_1640=Drill…
  3893. Dlg_SC_ac_simulator_drill_lostConquest_Item_Drill=Drill…
  3894. Dlg_SC_ac_simulator_drill_lostConquest_Item_Lost=…lost.
  3895. Dlg_SC_ac_simulator_eighth_place_2070=8th Place
  3896. Dlg_SC_ac_simulator_eighth_placeRace_Eighth_Place=8th Place
  3897. Dlg_SC_ac_simulator_enemy_core_capturedCTC_Enemy_Core_Captured=Core Captured
  3898. Dlg_SC_ac_simulator_enemy_core_droppedCTC_Player_Lost_Enemy_Core=The core has been dropped
  3899. Dlg_SC_ac_simulator_enemy_core_returnedCTC_Enemy_Core_Returned=The core has been returned
  3900. Dlg_SC_ac_simulator_enemy_final_killBattleRoyale_Enemy_Final_Kill=An enemy requires a final kill
  3901. Dlg_SC_ac_simulator_enemy_final_killSquadronBattle_Enemy_Team_Final_Kill=Enemy team requires a final kill
  3902. Dlg_SC_ac_simulator_enemy_has_coreCTC_Enemy_Has_Core=The enemy has your core
  3903. Dlg_SC_ac_simulator_enemy_team_scores_1370=Hostile forces have acquired your core
  3904. Dlg_SC_ac_simulator_enemy_team_wonSquadronBattle_Enemy_Team_Won=Your team lost
  3905. Dlg_SC_ac_simulator_entering_hotzone_1920=Entering Hot-Zone…
  3906. Dlg_SC_ac_simulator_entering_hotzoneRace_Entering_Hotzone=Entering Hot-Zone…
  3907. Dlg_SC_ac_simulator_fifth_place_2040=5th Place
  3908. Dlg_SC_ac_simulator_fifth_placeRace_Fifth_Place=5th Place
  3909. Dlg_SC_ac_simulator_final_lap_1850=Final Lap
  3910. Dlg_SC_ac_simulator_final_lapRace_Final_Lap=Final Lap
  3911. Dlg_SC_ac_simulator_finish_lap_1830=Lap Complete
  3912. Dlg_SC_ac_simulator_finish_lapRace_Finish_Lap=Lap Complete
  3913. Dlg_SC_ac_simulator_first_killSim_Game_Player_Makes_First_Kill=First Blood
  3914. Dlg_SC_ac_simulator_five_killsSim_Game_Player_Makes_Five_Kills=You have achieved Ace status
  3915. Dlg_SC_ac_simulator_fourth_place_2030=4th Place
  3916. Dlg_SC_ac_simulator_fourth_placeRace_Fourth_Place=4th Place
  3917. Dlg_SC_ac_simulator_friendly_core_capturedCTC_Friendly_Core_Captured=The enemy captured your core
  3918. Dlg_SC_ac_simulator_friendly_core_droppedCTC_Friendly_Core_Dropped=The enemy dropped your core
  3919. Dlg_SC_ac_simulator_friendly_core_returnedCTC_Friendly_Core_Returned=Your core has been returned
  3920. Dlg_SC_ac_simulator_friendly_final_killSquadronBattle_Friendly_Final_Kill=Your team requires a final kill
  3921. Dlg_SC_ac_simulator_friendly_team_wonSquadronBattle_Friendly_Team_Won=Your team won
  3922. Dlg_SC_ac_simulator_game_over_1270=Simulation deactivated
  3923. Dlg_SC_ac_simulator_game_overSim_Game_Over=Simulation deactivated
  3924. Dlg_SC_ac_simulator_game_start_1260=Simulation activated
  3925. Dlg_SC_ac_simulator_game_startSim_Game_Start=Simulation activated
  3926. Dlg_SC_ac_simulator_game_type_initiated_1000=Squadron Battle initiated
  3927. Dlg_SC_ac_simulator_game_type_initiated_1010=Battle Royale initiated
  3928. Dlg_SC_ac_simulator_game_type_initiated_1020=Capture the Core initiated
  3929. Dlg_SC_ac_simulator_game_type_initiated_1030=Conquest initiated
  3930. Dlg_SC_ac_simulator_game_type_initiated_1040=Free-Flight Mode initiated
  3931. Dlg_SC_ac_simulator_game_type_initiated_1050=Vanduul Swarm Engaged
  3932. Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Battle_Royale=Battle Royale initiated
  3933. Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Capture_The_Core=Capture the Core initiated
  3934. Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Conquest=Conquest initiated
  3935. Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Free_Flight=Free-Flight Mode initiated
  3936. Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Squadron_Battle=Squadron Battle initiated
  3937. Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Vanduul_Swarm=Vanduul Swarm initiated
  3938. Dlg_SC_ac_simulator_got_enemy_core_1340=You have obtained the enemy core
  3939. Dlg_SC_ac_simulator_got_enemy_coreCTC_Player_Got_Enemy_Core=You have obtained the enemy core
  3940. Dlg_SC_ac_simulator_hazard_1890=Hazard
  3941. Dlg_SC_ac_simulator_hazardRace_Hazard=Hazard
  3942. Dlg_SC_ac_simulator_init_blitz_mode_1790=Initiating Murray Cup Race Simulator: Blitz mode
  3943. Dlg_SC_ac_simulator_init_blitz_modeRace_Blitz_Mode=Initiating Murray Cup Race Simulator: Blitz mode
  3944. Dlg_SC_ac_simulator_init_rush_mode_1780=Initiating Murray Cup Race Simulator: Rush mode
  3945. Dlg_SC_ac_simulator_init_rush_modeRace_Rush_Mode=Initiating Murray Cup Race Simulator: Rush mode
  3946. Dlg_SC_ac_simulator_iris_closing_2190=Warning: Checkpoint iris closing
  3947. Dlg_SC_ac_simulator_iris_closingRace_Iris_Closing=Warning: Checkpoint iris closing
  3948. Dlg_SC_ac_simulator_lap_record_1840=New personal lap record
  3949. Dlg_SC_ac_simulator_lap_recordRace_Lap_Record=New personal lap record
  3950. Dlg_SC_ac_simulator_laps_remaining_2180=Laps remaining
  3951. Dlg_SC_ac_simulator_laps_remaining_2181=Lap remaining
  3952. Dlg_SC_ac_simulator_laps_remaining_2200=One
  3953. Dlg_SC_ac_simulator_laps_remaining_2210=Two
  3954. Dlg_SC_ac_simulator_laps_remaining_2220=Three
  3955. Dlg_SC_ac_simulator_laps_remaining_2230=Four
  3956. Dlg_SC_ac_simulator_laps_remaining_2240=Five
  3957. Dlg_SC_ac_simulator_laps_remaining_2250=Six
  3958. Dlg_SC_ac_simulator_laps_remaining_2260=Seven
  3959. Dlg_SC_ac_simulator_laps_remaining_2270=Eight
  3960. Dlg_SC_ac_simulator_laps_remaining_2280=Nine
  3961. Dlg_SC_ac_simulator_laps_remaining_2290=Ten
  3962. Dlg_SC_ac_simulator_laps_remainingRace_Lap_Remaining=Laps remaining
  3963. Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_01=One
  3964. Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_02=Two
  3965. Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_03=Three
  3966. Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_04=Four
  3967. Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_05=Five
  3968. Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_06=Six
  3969. Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_07=Seven
  3970. Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_08=Eight
  3971. Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_09=Nine
  3972. Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_10=Ten
  3973. Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remaining=Lap remaining
  3974. Dlg_SC_ac_simulator_leading_race_1860=You are leading the race
  3975. Dlg_SC_ac_simulator_leading_raceRace_Leading_Race=You are leading the race
  3976. Dlg_SC_ac_simulator_leaving_hotzone_1930=Leaving Hot-Zone…
  3977. Dlg_SC_ac_simulator_leaving_hotzoneRace_Leaving_Hotzone=Leaving Hot-Zone…
  3978. Dlg_SC_ac_simulator_leaving_map_1480=Warning. You are approaching simulation boundary
  3979. Dlg_SC_ac_simulator_leaving_mapSim_Player_Leaving_Map=Warning. You are approaching simulation boundary
  3980. Dlg_SC_ac_simulator_lose_whitewash_1460=Hostiles have captured all zones. This simulation will fail in...
  3981. Dlg_SC_ac_simulator_lose_whitewashConquest_Lose_Whitewash=Hostiles have captured all zones. This simulation will fail in...
  3982. Dlg_SC_ac_simulator_lost_ally_core_1330=Your team has lost the core
  3983. Dlg_SC_ac_simulator_lost_lead_1870=You have lost the lead
  3984. Dlg_SC_ac_simulator_lost_leadRace_Lost_Lead=You have lost the lead
  3985. Dlg_SC_ac_simulator_lost_race_2080=You lost the race
  3986. Dlg_SC_ac_simulator_lost_raceRace_Lost_Race=You lost the race
  3987. Dlg_SC_ac_simulator_multiplayer_introductionRace_Blitz_Mode=Initiating Murray Cup Race Simulation
  3988. Dlg_SC_ac_simulator_new_lap_record_2110=New lap record
  3989. Dlg_SC_ac_simulator_new_lap_recordRace_New_Lap_Record=New lap record
  3990. Dlg_SC_ac_simulator_new_personal_race_recordRace_New_Race_Record_02=New race record
  3991. Dlg_SC_ac_simulator_player_ace_killedSim_Game_Player_Is_Ace_Killed=Your Ace status has been revoked
  3992. Dlg_SC_ac_simulator_player_final_killBattleRoyale_Player_Final_Kill=You require a final kill
  3993. Dlg_SC_ac_simulator_player_kills_aceSim_Game_Player_Kills_Ace=Ace Killed
  3994. Dlg_SC_ac_simulator_player_losesBattleRoyale_Player_Loses=You Lost!
  3995. Dlg_SC_ac_simulator_player_winsBattleRoyale_Player_Wins=You are Victorious
  3996. Dlg_SC_ac_simulator_pylon_captured_1600=Pylon…
  3997. Dlg_SC_ac_simulator_pylon_captured_1620=…captured.
  3998. Dlg_SC_ac_simulator_pylon_capturedConquest_Item_Captured=…captured.
  3999. Dlg_SC_ac_simulator_pylon_capturedConquest_Item_Pylon=Pylon…
  4000. Dlg_SC_ac_simulator_pylon_contested_1600=Pylon…
  4001. Dlg_SC_ac_simulator_pylon_contested_1610=…contested.
  4002. Dlg_SC_ac_simulator_pylon_contestedConquest_Item_Contested=…contested.
  4003. Dlg_SC_ac_simulator_pylon_contestedConquest_Item_Pylon=Pylon…
  4004. Dlg_SC_ac_simulator_pylon_lost_1600=Pylon…
  4005. Dlg_SC_ac_simulator_pylon_lost_1620=…lost.
  4006. Dlg_SC_ac_simulator_pylon_lostConquest_Item_Lost=…lost.
  4007. Dlg_SC_ac_simulator_pylon_lostConquest_Item_Pylon=Pylon…
  4008. Dlg_SC_ac_simulator_race_abandoned_1950=Race Abandoned
  4009. Dlg_SC_ac_simulator_race_abandonedRace_Abandoned=Race Abandoned
  4010. Dlg_SC_ac_simulator_race_complete_1880=Race Complete
  4011. Dlg_SC_ac_simulator_race_completeRace_Complete=Race Complete
  4012. Dlg_SC_ac_simulator_race_mode_initialise_1810=Initiating Murray Cup Race Simulator
  4013. Dlg_SC_ac_simulator_race_mode_initialiseRace_Mode_Initialise=Initiating Murray Cup Race Simulator
  4014. Dlg_SC_ac_simulator_race_start_1820=3,2,1... Start
  4015. Dlg_SC_ac_simulator_race_startRace_Start=3,2,1... Start
  4016. Dlg_SC_ac_simulator_racer_quit_1960=Competitor has left the race
  4017. Dlg_SC_ac_simulator_racer_quitRace_Racer_Quit=Competitor has left the race
  4018. Dlg_SC_ac_simulator_rearming_ship_2100=Re-arming Ship
  4019. Dlg_SC_ac_simulator_rearming_shipRace_Rearming_Ship=Re-arming Ship
  4020. Dlg_SC_ac_simulator_red_core_dropped_1390=Red Core abandoned
  4021. Dlg_SC_ac_simulator_red_core_returned_1350=Red Core restored
  4022. Dlg_SC_ac_simulator_red_losing_1450=Red Team has fallen behind
  4023. Dlg_SC_ac_simulator_red_losingConquest_Red_Losing=Red Team has fallen behind
  4024. Dlg_SC_ac_simulator_repairs_initiated_2090=Repairs Initiated
  4025. Dlg_SC_ac_simulator_repairs_initiatedRace_Repairs_Initiated=Repairs Initiated
  4026. Dlg_SC_ac_simulator_respawn_1500=Stand by for reintegration
  4027. Dlg_SC_ac_simulator_respawnSim_Player_Respawn=Standbv for reintegration
  4028. Dlg_SC_ac_simulator_second_place_2010=2nd Place
  4029. Dlg_SC_ac_simulator_second_placeRace_Second_Place=2nd Place
  4030. Dlg_SC_ac_simulator_seventh_place_2060=7th Place
  4031. Dlg_SC_ac_simulator_seventh_placeRace_Seventh_Place=7th Place
  4032. Dlg_SC_ac_simulator_shields_offline_2150=Shields Offline
  4033. Dlg_SC_ac_simulator_shields_offlineRace_Shields_Offline=Shields Offline
  4034. Dlg_SC_ac_simulator_shields_online_2140=Shields Online
  4035. Dlg_SC_ac_simulator_shields_onlineRace_Shields_Online=Shields Online
  4036. Dlg_SC_ac_simulator_single_player_introductionRace_Rush_Mode=Initiating Murray Cup Practice Simulation
  4037. Dlg_SC_ac_simulator_sixth_place_2050=6th Place
  4038. Dlg_SC_ac_simulator_sixth_placeRace_Sixth_Place=6th Place
  4039. Dlg_SC_ac_simulator_survival_all_allies_lost_1100=All allies lost
  4040. Dlg_SC_ac_simulator_survival_all_allies_lostSurvival_All_Allies_Lost=All allies lost
  4041. Dlg_SC_ac_simulator_survival_ally_lost_1110=Ally eliminated
  4042. Dlg_SC_ac_simulator_survival_ally_lostSurvival_Ally_Lost=Ally eliminated
  4043. Dlg_SC_ac_simulator_survival_boss_wave_defeated_1140=Elite units eliminated.
  4044. Dlg_SC_ac_simulator_survival_boss_wave_defeatedSurvival_Boss_Wave_Defeated=Elite units eliminated.
  4045. Dlg_SC_ac_simulator_survival_boss_wave_incoming_1130=Contact: Elite units en-route.
  4046. Dlg_SC_ac_simulator_survival_boss_wave_incomingSurvival_Boss_Wave_Incoming=Contact: Elite units en-route.
  4047. Dlg_SC_ac_simulator_survival_destroyed_wave_1080=Zero hostile contacts remaining
  4048. Dlg_SC_ac_simulator_survival_destroyed_waveSurvival_Destroyed_Wave=Zero hostile contacts remaining
  4049. Dlg_SC_ac_simulator_survival_game_over_1120=Simulation Over
  4050. Dlg_SC_ac_simulator_survival_game_overSurvival_Game_Over=Simulation Over
  4051. Dlg_SC_ac_simulator_survival_player_defeat_1090=Objective not achieved
  4052. Dlg_SC_ac_simulator_survival_player_defeatSurvival_Player_Defeat=Objective not achieved
  4053. Dlg_SC_ac_simulator_survival_repairs_commence_1150=Hold for automated repairs.
  4054. Dlg_SC_ac_simulator_survival_repairs_commenceSurvival_Repairs_Commence=Hold for automated repairs.
  4055. Dlg_SC_ac_simulator_survival_wave_incoming_1060=
  4056. Dlg_SC_ac_simulator_survival_wave_incomingSurvival_Wave_Incoming=Warning: There are multiple hostiles inbound
  4057. Dlg_SC_ac_simulator_team_join_1300=Red Team
  4058. Dlg_SC_ac_simulator_team_join_1310=Blue Team
  4059. Dlg_SC_ac_simulator_team_join_1490=Linked to...
  4060. Dlg_SC_ac_simulator_team_joinTeam_Join_01=Blue Team
  4061. Dlg_SC_ac_simulator_team_joinTeam_Join_02=Linked to...
  4062. Dlg_SC_ac_simulator_team_joinTeam_Win_01=Red Team
  4063. Dlg_SC_ac_simulator_team_win_1300=Red Team
  4064. Dlg_SC_ac_simulator_team_win_1310=Blue Team
  4065. Dlg_SC_ac_simulator_team_win_1320=is victorious
  4066. Dlg_SC_ac_simulator_team_winTeam_Join_01=Blue Team
  4067. Dlg_SC_ac_simulator_team_winTeam_Win_01=Red Team
  4068. Dlg_SC_ac_simulator_team_winTeam_Win_03=is victorious
  4069. Dlg_SC_ac_simulator_third_place_2020=3rd Place
  4070. Dlg_SC_ac_simulator_third_placeRace_Third_Place=3rd Place
  4071. Dlg_SC_ac_simulator_time_extension_1990=Time extension
  4072. Dlg_SC_ac_simulator_time_extensionRace_Time_Extension=Time extension
  4073. Dlg_SC_ac_simulator_weapons_disabled_2130=Weapons Disabled
  4074. Dlg_SC_ac_simulator_weapons_disabledRace_Weapons_Disabled=Weapons Disabled
  4075. Dlg_SC_ac_simulator_weapons_enabled_2120=Weapons Enabled
  4076. Dlg_SC_ac_simulator_weapons_enabledRace_Weapons_Enabled=Weapons Enabled
  4077. Dlg_SC_ac_simulator_weapons_locked_1800=Race Mode Initiated: Weapon safeties enabled
  4078. Dlg_SC_ac_simulator_weapons_lockedRace_Weapons_Locked=Race Mode Initiated: Weapon safeties enabled
  4079. Dlg_SC_ac_simulator_win_race_2000=You have won the race!
  4080. Dlg_SC_ac_simulator_win_raceRace_Win_Race=You have won the race!
  4081. Dlg_SC_ac_simulator_win_whitewash_1470=Friendlies have captured all zones. This simulation will succeed in…
  4082. Dlg_SC_ac_simulator_win_whitewashConquest_Win_Whitewash=Friendlies have captured all zones. This simulation will succeed in…
  4083. Dlg_SC_ac_simulator_wrong_direction_1910=Wrong Direction
  4084. Dlg_SC_ac_simulator_wrong_directionRace_Wrong_Direction=Wrong Direction
  4085. Dlg_SC_ac_simulator_zone_number_contested_1160=Ten
  4086. Dlg_SC_ac_simulator_zone_number_contested_1170=Nine
  4087. Dlg_SC_ac_simulator_zone_number_contested_1180=Eight
  4088. Dlg_SC_ac_simulator_zone_number_contested_1190=Seven
  4089. Dlg_SC_ac_simulator_zone_number_contested_1200=Six
  4090. Dlg_SC_ac_simulator_zone_number_contested_1210=Five
  4091. Dlg_SC_ac_simulator_zone_number_contested_1220=Four
  4092. Dlg_SC_ac_simulator_zone_number_contested_1230=Three
  4093. Dlg_SC_ac_simulator_zone_number_contested_1240=Two
  4094. Dlg_SC_ac_simulator_zone_number_contested_1250=One
  4095. Dlg_SC_ac_simulator_zone_number_contested_1251=Zero
  4096. Dlg_SC_ac_simulator_zone_number_contested_1410=Hostiles attacking zone
  4097. Dlg_SC_ac_simulator_zone_number_contestedCount_00=Zero
  4098. Dlg_SC_ac_simulator_zone_number_contestedCount_01=One
  4099. Dlg_SC_ac_simulator_zone_number_contestedCount_02=Two
  4100. Dlg_SC_ac_simulator_zone_number_contestedCount_03=Three
  4101. Dlg_SC_ac_simulator_zone_number_contestedCount_04=Four
  4102. Dlg_SC_ac_simulator_zone_number_contestedCount_05=Five
  4103. Dlg_SC_ac_simulator_zone_number_contestedCount_06=Six
  4104. Dlg_SC_ac_simulator_zone_number_contestedCount_07=Seven
  4105. Dlg_SC_ac_simulator_zone_number_contestedCount_08=Eight
  4106. Dlg_SC_ac_simulator_zone_number_contestedCount_09=Nine
  4107. Dlg_SC_ac_simulator_zone_number_contestedCount_10=Ten
  4108. Dlg_SC_ac_simulator_zone_number_contestedZone_Number_Contested=Hostiles attacking zone
  4109. Dlg_SC_ac_simulator_zone_number_lost_1160=Ten
  4110. Dlg_SC_ac_simulator_zone_number_lost_1170=Nine
  4111. Dlg_SC_ac_simulator_zone_number_lost_1180=Eight
  4112. Dlg_SC_ac_simulator_zone_number_lost_1190=Seven
  4113. Dlg_SC_ac_simulator_zone_number_lost_1200=Six
  4114. Dlg_SC_ac_simulator_zone_number_lost_1210=Five
  4115. Dlg_SC_ac_simulator_zone_number_lost_1220=Four
  4116. Dlg_SC_ac_simulator_zone_number_lost_1230=Three
  4117. Dlg_SC_ac_simulator_zone_number_lost_1240=Two
  4118. Dlg_SC_ac_simulator_zone_number_lost_1250=One
  4119. Dlg_SC_ac_simulator_zone_number_lost_1251=Zero
  4120. Dlg_SC_ac_simulator_zone_number_lost_1420=Hostile elements have seized zone
  4121. Dlg_SC_ac_simulator_zone_number_lostCount_00=Zero
  4122. Dlg_SC_ac_simulator_zone_number_lostCount_01=One
  4123. Dlg_SC_ac_simulator_zone_number_lostCount_02=Two
  4124. Dlg_SC_ac_simulator_zone_number_lostCount_03=Three
  4125. Dlg_SC_ac_simulator_zone_number_lostCount_04=Four
  4126. Dlg_SC_ac_simulator_zone_number_lostCount_05=Five
  4127. Dlg_SC_ac_simulator_zone_number_lostCount_06=Six
  4128. Dlg_SC_ac_simulator_zone_number_lostCount_07=Seven
  4129. Dlg_SC_ac_simulator_zone_number_lostCount_08=Eight
  4130. Dlg_SC_ac_simulator_zone_number_lostCount_09=Nine
  4131. Dlg_SC_ac_simulator_zone_number_lostCount_10=Ten
  4132. Dlg_SC_ac_simulator_zone_number_lostZone_Number_Lost=Hostile element have seized zone
  4133. Dlg_SC_ac_simulator_zone_number_taken_1160=Ten
  4134. Dlg_SC_ac_simulator_zone_number_taken_1170=Nine
  4135. Dlg_SC_ac_simulator_zone_number_taken_1180=Eight
  4136. Dlg_SC_ac_simulator_zone_number_taken_1190=Seven
  4137. Dlg_SC_ac_simulator_zone_number_taken_1200=Six
  4138. Dlg_SC_ac_simulator_zone_number_taken_1210=Five
  4139. Dlg_SC_ac_simulator_zone_number_taken_1220=Four
  4140. Dlg_SC_ac_simulator_zone_number_taken_1230=Three
  4141. Dlg_SC_ac_simulator_zone_number_taken_1240=Two
  4142. Dlg_SC_ac_simulator_zone_number_taken_1250=One
  4143. Dlg_SC_ac_simulator_zone_number_taken_1251=Zero
  4144. Dlg_SC_ac_simulator_zone_number_taken_1300=Red Team
  4145. Dlg_SC_ac_simulator_zone_number_taken_1310=Blue Team
  4146. Dlg_SC_ac_simulator_zone_number_taken_1430=have captured zone
  4147. Dlg_SC_ac_simulator_zone_number_takenCount_00=Zero
  4148. Dlg_SC_ac_simulator_zone_number_takenCount_01=One
  4149. Dlg_SC_ac_simulator_zone_number_takenCount_02=Two
  4150. Dlg_SC_ac_simulator_zone_number_takenCount_03=Three
  4151. Dlg_SC_ac_simulator_zone_number_takenCount_04=Four
  4152. Dlg_SC_ac_simulator_zone_number_takenCount_05=Five
  4153. Dlg_SC_ac_simulator_zone_number_takenCount_06=Six
  4154. Dlg_SC_ac_simulator_zone_number_takenCount_07=Seven
  4155. Dlg_SC_ac_simulator_zone_number_takenCount_08=Eight
  4156. Dlg_SC_ac_simulator_zone_number_takenCount_09=Nine
  4157. Dlg_SC_ac_simulator_zone_number_takenCount_10=Ten
  4158. Dlg_SC_ac_simulator_zone_number_takenTeam_Join_01=Blue Team
  4159. Dlg_SC_ac_simulator_zone_number_takenTeam_Win_01=Red Team
  4160. Dlg_SC_ac_simulator_zone_number_takenZone_Number_Taken=have captured zone
  4161. Dlg_SC_ac_slingshot_conquest_in_contested_zone_call_for_assistance_0550=Need some help in this zone please.
  4162. Dlg_SC_ac_slingshot_conquest_in_contested_zone_call_for_assistance_0551=They're trying to take this zone. Some help guys?
  4163. Dlg_SC_ac_slingshot_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Need some help in this zone please.
  4164. Dlg_SC_ac_slingshot_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=They're trying to take this zone. Some help guys?
  4165. Dlg_SC_ac_slingshot_conquest_lost_control_of_a_zone_0570=We lost the zone.
  4166. Dlg_SC_ac_slingshot_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone.
  4167. Dlg_SC_ac_slingshot_conquest_taken_control_of_a_zone_0560=Zone is ours
  4168. Dlg_SC_ac_slingshot_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours
  4169. Dlg_SC_ac_slingshot_ctc_allies_score_point_0540=Great job, people!
  4170. Dlg_SC_ac_slingshot_ctc_allies_score_point_0541=Kick ass!
  4171. Dlg_SC_ac_slingshot_ctc_allies_score_pointCTC_Allies_Score_Point_01=Great job, people!
  4172. Dlg_SC_ac_slingshot_ctc_allies_score_pointCTC_Allies_Score_Point_02=Kick ass!
  4173. Dlg_SC_ac_slingshot_ctc_enemy_has_core_0510=They have the core
  4174. Dlg_SC_ac_slingshot_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
  4175. Dlg_SC_ac_slingshot_ctc_enemy_scores_point_0530=Opposition scored.
  4176. Dlg_SC_ac_slingshot_ctc_enemy_scores_point_0531=We're letting them score!
  4177. Dlg_SC_ac_slingshot_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Opposition scored.
  4178. Dlg_SC_ac_slingshot_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=We're letting them score!
  4179. Dlg_SC_ac_slingshot_ctc_player_has_core_0500=You got the core, sir
  4180. Dlg_SC_ac_slingshot_ctc_player_has_coreCTC_Player_Has_Core=You got the core, sir
  4181. Dlg_SC_ac_slingshot_ctc_this_ai_has_core_0520=I've got the core, sir
  4182. Dlg_SC_ac_slingshot_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I've got the core, sir
  4183. Dlg_SC_ac_slingshot_generic_response_no_0310=Errr…That's a negative
  4184. Dlg_SC_ac_slingshot_generic_response_no_0311=I can't follow that order, sir.
  4185. Dlg_SC_ac_slingshot_generic_response_noGeneric_Response_No_01=Errr…That's a negative
  4186. Dlg_SC_ac_slingshot_generic_response_noGeneric_Response_No_02=I can't follow that order, sir.
  4187. Dlg_SC_ac_slingshot_generic_response_yes_0300=Roger that
  4188. Dlg_SC_ac_slingshot_generic_response_yes_0301=Yes, sir
  4189. Dlg_SC_ac_slingshot_generic_response_yesGeneric_Response_Yes_01=Roger that
  4190. Dlg_SC_ac_slingshot_generic_response_yesGeneric_Response_Yes_02=Yes, sir
  4191. Dlg_SC_ac_slingshot_player_order_assistance_required_0120=Copy. Inbound.
  4192. Dlg_SC_ac_slingshot_player_order_assistance_required_0121=Hang tight. Assistance incoming.
  4193. Dlg_SC_ac_slingshot_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Copy. Inbound.
  4194. Dlg_SC_ac_slingshot_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hang tight. Assistance incoming.
  4195. Dlg_SC_ac_slingshot_player_order_attack_my_target_0100=Attacking target
  4196. Dlg_SC_ac_slingshot_player_order_attack_my_target_0101=Moving in
  4197. Dlg_SC_ac_slingshot_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Attacking target
  4198. Dlg_SC_ac_slingshot_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Moving in
  4199. Dlg_SC_ac_slingshot_player_order_bomb_my_target_0230=Bombing run initiated
  4200. Dlg_SC_ac_slingshot_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run initiated
  4201. Dlg_SC_ac_slingshot_player_order_break_and_engage_0210=Leaving formation, commencing attack
  4202. Dlg_SC_ac_slingshot_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Leaving formation, commencing attack
  4203. Dlg_SC_ac_slingshot_player_order_defend_my_target_0110=Defending your target
  4204. Dlg_SC_ac_slingshot_player_order_defend_my_target_0111=You got it. I'll make sure they're safe.
  4205. Dlg_SC_ac_slingshot_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Definding your target
  4206. Dlg_SC_ac_slingshot_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=You got it. I'll make sure they're safe.
  4207. Dlg_SC_ac_slingshot_player_order_escort_my_target_0220=Taking up escort.
  4208. Dlg_SC_ac_slingshot_player_order_escort_my_target_0221=Escorting target now
  4209. Dlg_SC_ac_slingshot_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Taking up escort.
  4210. Dlg_SC_ac_slingshot_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
  4211. Dlg_SC_ac_slingshot_player_order_evasive_manoeuvers_0200=Copy. Slip and clip.
  4212. Dlg_SC_ac_slingshot_player_order_evasive_manoeuvers_0201=Hope they're ready for this.
  4213. Dlg_SC_ac_slingshot_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Copy. Slip and clip.
  4214. Dlg_SC_ac_slingshot_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Hope they're ready for this.
  4215. Dlg_SC_ac_slingshot_player_order_form_up_on_me_0130=Forming up
  4216. Dlg_SC_ac_slingshot_player_order_form_up_on_me_0131=Moving into formation
  4217. Dlg_SC_ac_slingshot_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up
  4218. Dlg_SC_ac_slingshot_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving into formation
  4219. Dlg_SC_ac_slingshot_player_order_return_to_base_0240=Copy that. See you back at the base.
  4220. Dlg_SC_ac_slingshot_player_order_return_to_base_0241=Affirmative. Heading back
  4221. Dlg_SC_ac_slingshot_player_order_return_to_basePlayer_Order_Return_To_Base_01=Copy that. See you back at the base.
  4222. Dlg_SC_ac_slingshot_player_order_return_to_basePlayer_Order_Return_To_Base_02=Affirmative. Heading back
  4223. Dlg_SC_ac_slingshot_player_order_witch_to_formation_0251=<Formation 1> confirmed
  4224. Dlg_SC_ac_slingshot_player_order_witch_to_formation_0252=<Formation 2> confirmed
  4225. Dlg_SC_ac_slingshot_player_order_witch_to_formation_0253=<Formation 3> confirmed
  4226. Dlg_SC_ac_slingshot_player_order_witch_to_formation_0254=<Formation 4> confirmed
  4227. Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
  4228. Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
  4229. Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
  4230. Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
  4231. Dlg_SC_ac_slingshot_reaction_being_hit_by_friendly_fire_0480=Argh! Watch it!
  4232. Dlg_SC_ac_slingshot_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Argh! Watch it!
  4233. Dlg_SC_ac_slingshot_reaction_commiting_friendly_fire_0490=Sorry, sorry
  4234. Dlg_SC_ac_slingshot_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Sorry, sorry
  4235. Dlg_SC_ac_slingshot_reaction_eject_0470=Ejecting now
  4236. Dlg_SC_ac_slingshot_reaction_eject_0471=Ship's FUBAR. Gotta bounce.
  4237. Dlg_SC_ac_slingshot_reaction_ejectReaction_Eject_01=Ejecting now
  4238. Dlg_SC_ac_slingshot_reaction_ejectReaction_Eject_02=Ship's FUBAR. Gotta bounce.
  4239. Dlg_SC_ac_slingshot_reaction_friendly_gets_killed_0450=We lost someone
  4240. Dlg_SC_ac_slingshot_reaction_friendly_gets_killed_0451=Shit, pilot down
  4241. Dlg_SC_ac_slingshot_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We lost someone
  4242. Dlg_SC_ac_slingshot_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Shit, pilot down
  4243. Dlg_SC_ac_slingshot_reaction_Gets_a_kill_0400=Target's been handled.
  4244. Dlg_SC_ac_slingshot_reaction_Gets_a_kill_0401=One Bogey Pk.
  4245. Dlg_SC_ac_slingshot_reaction_Gets_a_killReaction_Gets_A_Kill_01=Target's been handled.
  4246. Dlg_SC_ac_slingshot_reaction_Gets_a_killReaction_Gets_A_Kill_02=One Bogey Pk.
  4247. Dlg_SC_ac_slingshot_reaction_incoming_enemies_0420=We have incoming
  4248. Dlg_SC_ac_slingshot_reaction_incoming_enemies_0421=Enemies Inbound
  4249. Dlg_SC_ac_slingshot_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We have incoming
  4250. Dlg_SC_ac_slingshot_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Enemies Inbound
  4251. Dlg_SC_ac_slingshot_reaction_leaving_battle_retreating_0440=I'm bugging out
  4252. Dlg_SC_ac_slingshot_reaction_leaving_battle_retreating_0441=Retreating. I'll be back
  4253. Dlg_SC_ac_slingshot_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=I'm bugging out
  4254. Dlg_SC_ac_slingshot_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating. I'll be back
  4255. Dlg_SC_ac_slingshot_reaction_player_gets_a_kill_0410=(no line)
  4256. Dlg_SC_ac_slingshot_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=(no line)
  4257. Dlg_SC_ac_slingshot_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=(no line)
  4258. Dlg_SC_ac_slingshot_reaction_rejoining_battle_0430=Back in it, sir.
  4259. Dlg_SC_ac_slingshot_reaction_rejoining_battleReaction_Rejoining_Battle=Back in it, sir.
  4260. Dlg_SC_ac_slingshot_reaction_taking_damage_0460=Getting hit here.
  4261. Dlg_SC_ac_slingshot_reaction_taking_damage_0461=Taking enemy fire!
  4262. Dlg_SC_ac_slingshot_reaction_taking_damageReaction_Taking_Damage_01=Getting hit here.
  4263. Dlg_SC_ac_slingshot_reaction_taking_damageReaction_Taking_Damage_02=Taking enemy fire!
  4264. Dlg_SC_ac_spitfire_conquest_in_contested_zone_call_for_assistance_0550=I need help securing this shit
  4265. Dlg_SC_ac_spitfire_conquest_in_contested_zone_call_for_assistance_0551=Little help?
  4266. Dlg_SC_ac_spitfire_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=I need help securing this shit
  4267. Dlg_SC_ac_spitfire_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Little help?
  4268. Dlg_SC_ac_spitfire_conquest_lost_control_of_a_zone_0570=We lost the zone, sir
  4269. Dlg_SC_ac_spitfire_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone, sir
  4270. Dlg_SC_ac_spitfire_conquest_taken_control_of_a_zone_0560=Zone is ours!
  4271. Dlg_SC_ac_spitfire_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours!
  4272. Dlg_SC_ac_spitfire_ctc_allies_score_point_0540=Woooh! Way to go
  4273. Dlg_SC_ac_spitfire_ctc_allies_score_point_0541=Point to us.
  4274. Dlg_SC_ac_spitfire_ctc_allies_score_pointCTC_Allies_Score_Point_01=Woooh! Way to go
  4275. Dlg_SC_ac_spitfire_ctc_allies_score_pointCTC_Allies_Score_Point_02=Point to us.
  4276. Dlg_SC_ac_spitfire_ctc_enemy_has_core_0510=Enemy has the core!
  4277. Dlg_SC_ac_spitfire_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy has the core!
  4278. Dlg_SC_ac_spitfire_ctc_enemy_scores_point_0530=Mierda!
  4279. Dlg_SC_ac_spitfire_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Mierda!
  4280. Dlg_SC_ac_spitfire_ctc_player_has_core_0500=You got the core!
  4281. Dlg_SC_ac_spitfire_ctc_player_has_coreCTC_Player_Has_Core=You got the core!
  4282. Dlg_SC_ac_spitfire_ctc_this_ai_has_core_0520=I have the core, sir
  4283. Dlg_SC_ac_spitfire_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core, sir
  4284. Dlg_SC_ac_spitfire_generic_response_no_0310=Negativo
  4285. Dlg_SC_ac_spitfire_generic_response_no_0311=Não posso
  4286. Dlg_SC_ac_spitfire_generic_response_noGeneric_Response_No_01=Negativo
  4287. Dlg_SC_ac_spitfire_generic_response_noGeneric_Response_No_02=Não posso
  4288. Dlg_SC_ac_spitfire_generic_response_yes_0300=Yes, sir.
  4289. Dlg_SC_ac_spitfire_generic_response_yes_0301=Roger
  4290. Dlg_SC_ac_spitfire_generic_response_yesGeneric_Response_Yes_01=Yes, sir.
  4291. Dlg_SC_ac_spitfire_generic_response_yesGeneric_Response_Yes_02=Roger
  4292. Dlg_SC_ac_spitfire_player_order_assistance_required_0120=Responding.
  4293. Dlg_SC_ac_spitfire_player_order_assistance_required_0121=I got you.
  4294. Dlg_SC_ac_spitfire_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Responding.
  4295. Dlg_SC_ac_spitfire_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I got you.
  4296. Dlg_SC_ac_spitfire_player_order_attack_my_target_0100=Attacking.
  4297. Dlg_SC_ac_spitfire_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Attacking.
  4298. Dlg_SC_ac_spitfire_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Weapons hot, sir.
  4299. Dlg_SC_ac_spitfire_player_order_bomb_my_target_0230=Bringing the thunder.
  4300. Dlg_SC_ac_spitfire_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bringing the thunder.
  4301. Dlg_SC_ac_spitfire_player_order_break_and_engage_0210=Hunting now, sir.
  4302. Dlg_SC_ac_spitfire_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Hunting now, sir.
  4303. Dlg_SC_ac_spitfire_player_order_defend_my_target_0110=Nobody's gonna get near them, sir
  4304. Dlg_SC_ac_spitfire_player_order_defend_my_target_0111=I got their back, sir.
  4305. Dlg_SC_ac_spitfire_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Nobody's gonna get near them, sir
  4306. Dlg_SC_ac_spitfire_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=I got their back, sir.
  4307. Dlg_SC_ac_spitfire_player_order_escort_my_target_0220=Taking them in, sir.
  4308. Dlg_SC_ac_spitfire_player_order_escort_my_target_0221=Escorting target now, sir
  4309. Dlg_SC_ac_spitfire_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Taking them in, sir.
  4310. Dlg_SC_ac_spitfire_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now, sir
  4311. Dlg_SC_ac_spitfire_player_order_evasive_manoeuvers_0200=I'll shake 'em off
  4312. Dlg_SC_ac_spitfire_player_order_evasive_manoeuvers_0201=Confirm evasive action, sir
  4313. Dlg_SC_ac_spitfire_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I'll shake 'em off
  4314. Dlg_SC_ac_spitfire_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Confirm evasive action, sir
  4315. Dlg_SC_ac_spitfire_player_order_form_up_on_me_0130=Forming up.
  4316. Dlg_SC_ac_spitfire_player_order_form_up_on_me_0131=Formation set, sir.
  4317. Dlg_SC_ac_spitfire_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up.
  4318. Dlg_SC_ac_spitfire_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Formation set, sir.
  4319. Dlg_SC_ac_spitfire_player_order_return_to_base_0240=Heading back to base, sir
  4320. Dlg_SC_ac_spitfire_player_order_return_to_base_0241=Heading back, sir
  4321. Dlg_SC_ac_spitfire_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back to base, sir
  4322. Dlg_SC_ac_spitfire_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back, sir
  4323. Dlg_SC_ac_spitfire_player_order_witch_to_formation_0251=<Formation 1> confirmed
  4324. Dlg_SC_ac_spitfire_player_order_witch_to_formation_0252=<Formation 2> confirmed
  4325. Dlg_SC_ac_spitfire_player_order_witch_to_formation_0253=<Formation 3> confirmed
  4326. Dlg_SC_ac_spitfire_player_order_witch_to_formation_0254=<Formation 4> confirmed
  4327. Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
  4328. Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
  4329. Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
  4330. Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
  4331. Dlg_SC_ac_spitfire_reaction_being_hit_by_friendly_fire_0480=Hey, watch it!
  4332. Dlg_SC_ac_spitfire_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey, watch it!
  4333. Dlg_SC_ac_spitfire_reaction_commiting_friendly_fire_0490=Shit! That was a stupid shot. Sorry.
  4334. Dlg_SC_ac_spitfire_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Shit! That was a stupid shot. Sorry.
  4335. Dlg_SC_ac_spitfire_reaction_eject_0470=Mierda! I'm out...
  4336. Dlg_SC_ac_spitfire_reaction_eject_0471=Bailing out!
  4337. Dlg_SC_ac_spitfire_reaction_ejectReaction_Eject_01=Mierda! I'm out...
  4338. Dlg_SC_ac_spitfire_reaction_ejectReaction_Eject_02=Bailing out!
  4339. Dlg_SC_ac_spitfire_reaction_friendly_gets_killed_0450=Man down.
  4340. Dlg_SC_ac_spitfire_reaction_friendly_gets_killed_0451=Friendly down, sir!
  4341. Dlg_SC_ac_spitfire_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=Man down.
  4342. Dlg_SC_ac_spitfire_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Friendly down, sir!
  4343. Dlg_SC_ac_spitfire_reaction_Gets_a_kill_0400=I… I got one.
  4344. Dlg_SC_ac_spitfire_reaction_Gets_a_kill_0401=Inimigo destruído
  4345. Dlg_SC_ac_spitfire_reaction_Gets_a_killReaction_Gets_A_Kill_01=I… I got one.
  4346. Dlg_SC_ac_spitfire_reaction_Gets_a_killReaction_Gets_A_Kill_02=Inimigo destruído
  4347. Dlg_SC_ac_spitfire_reaction_incoming_enemies_0420=We got hostiles.
  4348. Dlg_SC_ac_spitfire_reaction_incoming_enemies_0421=Bogeys incoming!
  4349. Dlg_SC_ac_spitfire_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got hostiles.
  4350. Dlg_SC_ac_spitfire_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Bogeys incoming!
  4351. Dlg_SC_ac_spitfire_reaction_leaving_battle_retreating_0440=Disengaging combat, sir
  4352. Dlg_SC_ac_spitfire_reaction_leaving_battle_retreating_0441=I'm out of here.
  4353. Dlg_SC_ac_spitfire_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Disengaging combat, sir
  4354. Dlg_SC_ac_spitfire_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=I'm out of here.
  4355. Dlg_SC_ac_spitfire_reaction_player_gets_a_kill_0410=Nice going, sir
  4356. Dlg_SC_ac_spitfire_reaction_player_gets_a_kill_0411=Get some!
  4357. Dlg_SC_ac_spitfire_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice going, sir
  4358. Dlg_SC_ac_spitfire_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Get some!
  4359. Dlg_SC_ac_spitfire_reaction_rejoining_battle_0430=Re-engaging, sir
  4360. Dlg_SC_ac_spitfire_reaction_rejoining_battleReaction_Rejoining_Battle=Re-engaging, sir
  4361. Dlg_SC_ac_spitfire_reaction_taking_damage_0460=Help!
  4362. Dlg_SC_ac_spitfire_reaction_taking_damage_0461=Filho da puta!
  4363. Dlg_SC_ac_spitfire_reaction_taking_damageReaction_Taking_Damage_01=Help!
  4364. Dlg_SC_ac_spitfire_reaction_taking_damageReaction_Taking_Damage_02=Filho da puta!
  4365. Dlg_SC_ac_tanto_conquest_in_contested_zone_call_for_assistance_0550=Need help in this zone!
  4366. Dlg_SC_ac_tanto_conquest_in_contested_zone_call_for_assistance_0551=Help me out in this zone, anyone?
  4367. Dlg_SC_ac_tanto_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Need help in this zone!
  4368. Dlg_SC_ac_tanto_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Help me out in this zone, anyone?
  4369. Dlg_SC_ac_tanto_conquest_lost_control_of_a_zone_0570=We lost the zone
  4370. Dlg_SC_ac_tanto_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone
  4371. Dlg_SC_ac_tanto_conquest_taken_control_of_a_zone_0560=The zone is ours
  4372. Dlg_SC_ac_tanto_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=The zone is ours
  4373. Dlg_SC_ac_tanto_ctc_allies_score_point_0540=Great job!
  4374. Dlg_SC_ac_tanto_ctc_allies_score_pointCTC_Allies_Score_Point=Great job!
  4375. Dlg_SC_ac_tanto_ctc_enemy_has_core_0510=They have our core
  4376. Dlg_SC_ac_tanto_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have our core
  4377. Dlg_SC_ac_tanto_ctc_enemy_scores_point_0530=Good effort, all
  4378. Dlg_SC_ac_tanto_ctc_enemy_scores_point_0531=They got a point
  4379. Dlg_SC_ac_tanto_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Good effort, all
  4380. Dlg_SC_ac_tanto_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=They got a point
  4381. Dlg_SC_ac_tanto_ctc_player_has_core_0500=You got the core. Go for it.
  4382. Dlg_SC_ac_tanto_ctc_player_has_coreCTC_Player_Has_Core=You got the core. Go for it.
  4383. Dlg_SC_ac_tanto_ctc_this_ai_has_core_0520=I have the core. On me!
  4384. Dlg_SC_ac_tanto_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core. On me!
  4385. Dlg_SC_ac_tanto_generic_response_no_0310=Are you sure?
  4386. Dlg_SC_ac_tanto_generic_response_noGeneric_Response_No_01=Are you sure?
  4387. Dlg_SC_ac_tanto_generic_response_yes_0300=Aye, sir.
  4388. Dlg_SC_ac_tanto_generic_response_yes_0301=You got it.
  4389. Dlg_SC_ac_tanto_generic_response_yesGeneric_Response_Yes_01=Aye, sir.
  4390. Dlg_SC_ac_tanto_generic_response_yesGeneric_Response_Yes_02=You got it.
  4391. Dlg_SC_ac_tanto_player_order_assistance_required_0120=Be right there!
  4392. Dlg_SC_ac_tanto_player_order_assistance_required_0121=Hold on, sir.
  4393. Dlg_SC_ac_tanto_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Be right there!
  4394. Dlg_SC_ac_tanto_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hold on, sir.
  4395. Dlg_SC_ac_tanto_player_order_attack_my_target_0100=Copy. Target acquired.
  4396. Dlg_SC_ac_tanto_player_order_attack_my_target_0101=Attacking your mark
  4397. Dlg_SC_ac_tanto_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Copy. Target acquired.
  4398. Dlg_SC_ac_tanto_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Attacking your mark
  4399. Dlg_SC_ac_tanto_player_order_bomb_my_target_0230=Bombing run starting
  4400. Dlg_SC_ac_tanto_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run starting
  4401. Dlg_SC_ac_tanto_player_order_break_and_engage_0210=10-4, breaking.
  4402. Dlg_SC_ac_tanto_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=10-4, breaking.
  4403. Dlg_SC_ac_tanto_player_order_defend_my_target_0110=Defending your target
  4404. Dlg_SC_ac_tanto_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target
  4405. Dlg_SC_ac_tanto_player_order_escort_my_target_0220=Copy. Moving to escort.
  4406. Dlg_SC_ac_tanto_player_order_escort_my_target_0221=Escorting target now
  4407. Dlg_SC_ac_tanto_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Copy. Moving to escort.
  4408. Dlg_SC_ac_tanto_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
  4409. Dlg_SC_ac_tanto_player_order_evasive_manoeuvers_0200=Evasive maneouvers
  4410. Dlg_SC_ac_tanto_player_order_evasive_manoeuvers_0221=Let's go for a ride.
  4411. Dlg_SC_ac_tanto_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive maneouvers
  4412. Dlg_SC_ac_tanto_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Let's go for a ride.
  4413. Dlg_SC_ac_tanto_player_order_form_up_on_me_0130=Moving into formation, sir
  4414. Dlg_SC_ac_tanto_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving into formation, sir
  4415. Dlg_SC_ac_tanto_player_order_return_to_base_0240=Back to base
  4416. Dlg_SC_ac_tanto_player_order_return_to_base_0241=Heading home
  4417. Dlg_SC_ac_tanto_player_order_return_to_basePlayer_Order_Return_To_Base_01=Back to base
  4418. Dlg_SC_ac_tanto_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading home
  4419. Dlg_SC_ac_tanto_player_order_witch_to_formation_0251=<Formation 1> confirmed
  4420. Dlg_SC_ac_tanto_player_order_witch_to_formation_0252=<Formation 2> confirmed
  4421. Dlg_SC_ac_tanto_player_order_witch_to_formation_0253=<Formation 3> confirmed
  4422. Dlg_SC_ac_tanto_player_order_witch_to_formation_0254=<Formation 4> confirmed
  4423. Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
  4424. Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
  4425. Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
  4426. Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
  4427. Dlg_SC_ac_tanto_reaction_being_hit_by_friendly_fire_0480=Careful. You hit me just then
  4428. Dlg_SC_ac_tanto_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Careful. You hit me just then
  4429. Dlg_SC_ac_tanto_reaction_commiting_friendly_fire_0490=Apologies, sir. That was me.
  4430. Dlg_SC_ac_tanto_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Apologies, sir. That was me.
  4431. Dlg_SC_ac_tanto_reaction_eject_0470=Ejecting
  4432. Dlg_SC_ac_tanto_reaction_eject_0471=Going for a space-walk.
  4433. Dlg_SC_ac_tanto_reaction_ejectReaction_Eject_01=Ejecting
  4434. Dlg_SC_ac_tanto_reaction_ejectReaction_Eject_02=Going for a space-walk.
  4435. Dlg_SC_ac_tanto_reaction_friendly_gets_killed_0450=We lost a friendly!
  4436. Dlg_SC_ac_tanto_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=We lost a friendly!
  4437. Dlg_SC_ac_tanto_reaction_Gets_a_kill_0400=One down, sir
  4438. Dlg_SC_ac_tanto_reaction_Gets_a_kill_0401=Enemy neutralised, sir
  4439. Dlg_SC_ac_tanto_reaction_Gets_a_killReaction_Gets_A_Kill_01=One down, sir
  4440. Dlg_SC_ac_tanto_reaction_Gets_a_killReaction_Gets_A_Kill_02=Enemy neutralised, sir
  4441. Dlg_SC_ac_tanto_reaction_incoming_enemies_0420=We got contacts.
  4442. Dlg_SC_ac_tanto_reaction_incoming_enemies_0421=Incoming!
  4443. Dlg_SC_ac_tanto_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got contacts.
  4444. Dlg_SC_ac_tanto_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Incoming!
  4445. Dlg_SC_ac_tanto_reaction_leaving_battle_retreating_0440=Gotta bounce, I'm pretty tore up.
  4446. Dlg_SC_ac_tanto_reaction_leaving_battle_retreating_0441=Falling back.
  4447. Dlg_SC_ac_tanto_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Gotta bounce, I'm pretty tore up.
  4448. Dlg_SC_ac_tanto_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Falling back.
  4449. Dlg_SC_ac_tanto_reaction_player_gets_a_kill_0410=Threat neutralized.
  4450. Dlg_SC_ac_tanto_reaction_player_gets_a_kill_0411=Clean shot, sir.
  4451. Dlg_SC_ac_tanto_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Threat neutralized.
  4452. Dlg_SC_ac_tanto_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Clean shot, sir.
  4453. Dlg_SC_ac_tanto_reaction_rejoining_battle_0430=Don't worry, I'm back!
  4454. Dlg_SC_ac_tanto_reaction_rejoining_battleReaction_Rejoining_Battle=Don't worry, I'm back!
  4455. Dlg_SC_ac_tanto_reaction_taking_damage_0460=Taking fire, sir
  4456. Dlg_SC_ac_tanto_reaction_taking_damage_0461=I'm hit!
  4457. Dlg_SC_ac_tanto_reaction_taking_damageReaction_Taking_Damage_01=Taking fire, sir
  4458. Dlg_SC_ac_tanto_reaction_taking_damageReaction_Taking_Damage_02=I'm hit!
  4459. Dlg_SC_ac_thunder_conquest_in_contested_zone_call_for_assistance_0550=Zone contested. Help if you can
  4460. Dlg_SC_ac_thunder_conquest_in_contested_zone_call_for_assistance_0551=Need some backup, now!
  4461. Dlg_SC_ac_thunder_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Zone contested. Help if you can
  4462. Dlg_SC_ac_thunder_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Need some backup, now!
  4463. Dlg_SC_ac_thunder_conquest_lost_control_of_a_zone_0570=Zone lost
  4464. Dlg_SC_ac_thunder_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
  4465. Dlg_SC_ac_thunder_conquest_taken_control_of_a_zone_0560=Zone taken
  4466. Dlg_SC_ac_thunder_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
  4467. Dlg_SC_ac_thunder_ctc_allies_score_point_0540=Oh, shit! That's one.
  4468. Dlg_SC_ac_thunder_ctc_allies_score_pointCTC_Allies_Score_Point=Oh, shit! That's one.
  4469. Dlg_SC_ac_thunder_ctc_enemy_has_core_0510=Enemy has our core!
  4470. Dlg_SC_ac_thunder_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy has our core!
  4471. Dlg_SC_ac_thunder_ctc_enemy_scores_point_0530=They scored a point
  4472. Dlg_SC_ac_thunder_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=They scored a point
  4473. Dlg_SC_ac_thunder_ctc_player_has_core_0500=You got the core
  4474. Dlg_SC_ac_thunder_ctc_player_has_coreCTC_Player_Has_Core=You got the core
  4475. Dlg_SC_ac_thunder_ctc_this_ai_has_core_0520=Core is on me.
  4476. Dlg_SC_ac_thunder_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core is on me.
  4477. Dlg_SC_ac_thunder_generic_response_no_0310=No can do
  4478. Dlg_SC_ac_thunder_generic_response_no_0311=Negative
  4479. Dlg_SC_ac_thunder_generic_response_noGeneric_Response_No_01=No can do
  4480. Dlg_SC_ac_thunder_generic_response_noGeneric_Response_No_02=Negative
  4481. Dlg_SC_ac_thunder_generic_response_yes_0300=Roger that
  4482. Dlg_SC_ac_thunder_generic_response_yes_0301=Copy that
  4483. Dlg_SC_ac_thunder_generic_response_yesGeneric_Response_Yes_01=Roger that
  4484. Dlg_SC_ac_thunder_generic_response_yesGeneric_Response_Yes_02=Copy that
  4485. Dlg_SC_ac_thunder_player_order_assistance_required_0120=I'm all over it
  4486. Dlg_SC_ac_thunder_player_order_assistance_required_0121=I got your back.
  4487. Dlg_SC_ac_thunder_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'm all over it
  4488. Dlg_SC_ac_thunder_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I got your back.
  4489. Dlg_SC_ac_thunder_player_order_attack_my_target_0100=Attacking target.
  4490. Dlg_SC_ac_thunder_player_order_attack_my_target_0101=Gonna drop that pain.
  4491. Dlg_SC_ac_thunder_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Attacking target.
  4492. Dlg_SC_ac_thunder_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Gonna drop that pain.
  4493. Dlg_SC_ac_thunder_player_order_bomb_my_target_0230=Target confirmed.
  4494. Dlg_SC_ac_thunder_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Target confirmed.
  4495. Dlg_SC_ac_thunder_player_order_break_and_engage_0210=Breaking and engaging
  4496. Dlg_SC_ac_thunder_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking and engaging
  4497. Dlg_SC_ac_thunder_player_order_defend_my_target_0110=Copy that. On my way.
  4498. Dlg_SC_ac_thunder_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Copy that. On my way.
  4499. Dlg_SC_ac_thunder_player_order_escort_my_target_0220=Escorting
  4500. Dlg_SC_ac_thunder_player_order_escort_my_target_0221=Falling in pattern, sir.
  4501. Dlg_SC_ac_thunder_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
  4502. Dlg_SC_ac_thunder_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Falling in pattern, sir.
  4503. Dlg_SC_ac_thunder_player_order_evasive_manoeuvers_0200=Evasive maneouvers
  4504. Dlg_SC_ac_thunder_player_order_evasive_manoeuvers_0201=Losing 'em.
  4505. Dlg_SC_ac_thunder_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive maneouvers
  4506. Dlg_SC_ac_thunder_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Losing 'em.
  4507. Dlg_SC_ac_thunder_player_order_form_up_on_me_0130=Forming up
  4508. Dlg_SC_ac_thunder_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up
  4509. Dlg_SC_ac_thunder_player_order_return_to_base_0240=Heading back
  4510. Dlg_SC_ac_thunder_player_order_return_to_base_0241=Confirm, returning to base
  4511. Dlg_SC_ac_thunder_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back
  4512. Dlg_SC_ac_thunder_player_order_return_to_basePlayer_Order_Return_To_Base_02=Confirm, returning to base
  4513. Dlg_SC_ac_thunder_player_order_witch_to_formation_0251=<Formation 1> confirmed
  4514. Dlg_SC_ac_thunder_player_order_witch_to_formation_0252=<Formation 2> confirmed
  4515. Dlg_SC_ac_thunder_player_order_witch_to_formation_0253=<Formation 3> confirmed
  4516. Dlg_SC_ac_thunder_player_order_witch_to_formation_0254=<Formation 4> confirmed
  4517. Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
  4518. Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
  4519. Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
  4520. Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
  4521. Dlg_SC_ac_thunder_reaction_being_hit_by_friendly_fire_0480=Check fire! I’m a friendly, dammit
  4522. Dlg_SC_ac_thunder_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check fire! I’m a friendly, dammit
  4523. Dlg_SC_ac_thunder_reaction_commiting_friendly_fire_0490=Ah, get out my way man
  4524. Dlg_SC_ac_thunder_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Ah, get out my way man
  4525. Dlg_SC_ac_thunder_reaction_eject_0470=Ejecting
  4526. Dlg_SC_ac_thunder_reaction_ejectReaction_Eject=Ejecting
  4527. Dlg_SC_ac_thunder_reaction_friendly_gets_killed_0450=Friendly down.
  4528. Dlg_SC_ac_thunder_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly down.
  4529. Dlg_SC_ac_thunder_reaction_Gets_a_kill_0400=Got one!
  4530. Dlg_SC_ac_thunder_reaction_Gets_a_kill_0401=Enemy down
  4531. Dlg_SC_ac_thunder_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got one!
  4532. Dlg_SC_ac_thunder_reaction_Gets_a_killReaction_Gets_A_Kill_02=Enemy down
  4533. Dlg_SC_ac_thunder_reaction_incoming_enemies_0420=Multiple contacts!
  4534. Dlg_SC_ac_thunder_reaction_incoming_enemies_0421=Incoming hostiles
  4535. Dlg_SC_ac_thunder_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Multiple contacts!
  4536. Dlg_SC_ac_thunder_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Incoming hostiles
  4537. Dlg_SC_ac_thunder_reaction_leaving_battle_retreating_0440=Retreating now
  4538. Dlg_SC_ac_thunder_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Retreating now
  4539. Dlg_SC_ac_thunder_reaction_player_gets_a_kill_0410=Good kill!
  4540. Dlg_SC_ac_thunder_reaction_player_gets_a_kill_0411=Get some.
  4541. Dlg_SC_ac_thunder_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Good kill!
  4542. Dlg_SC_ac_thunder_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Get some.
  4543. Dlg_SC_ac_thunder_reaction_rejoining_battle_0430=Miss me?
  4544. Dlg_SC_ac_thunder_reaction_rejoining_battleReaction_Rejoining_Battle=Miss me?
  4545. Dlg_SC_ac_thunder_reaction_taking_damage_0460=I can't shake 'em.
  4546. Dlg_SC_ac_thunder_reaction_taking_damage_0461=Enemy is locked on me
  4547. Dlg_SC_ac_thunder_reaction_taking_damageReaction_Taking_Damage_01=I can't shake 'em.
  4548. Dlg_SC_ac_thunder_reaction_taking_damageReaction_Taking_Damage_02=Enemy is locked on me
  4549. Dlg_SC_ac_vixen_conquest_in_contested_zone_call_for_assistance_0550=Help me fight for this zone, will ya?
  4550. Dlg_SC_ac_vixen_conquest_in_contested_zone_call_for_assistance_0551=Zone contested. Help me take it!
  4551. Dlg_SC_ac_vixen_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Help me fight for this zone, will ya?
  4552. Dlg_SC_ac_vixen_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Zone contested. Help me take it!
  4553. Dlg_SC_ac_vixen_conquest_lost_control_of_a_zone_0570=We've lost the zone
  4554. Dlg_SC_ac_vixen_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We've lost the zone
  4555. Dlg_SC_ac_vixen_conquest_taken_control_of_a_zone_0560=We've taken the zone
  4556. Dlg_SC_ac_vixen_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We've taken the zone
  4557. Dlg_SC_ac_vixen_ctc_allies_score_point_0540=We got a point
  4558. Dlg_SC_ac_vixen_ctc_allies_score_pointCTC_Allies_Score_Point=We got a point
  4559. Dlg_SC_ac_vixen_ctc_enemy_has_core_0510=They have our core. Waste them.
  4560. Dlg_SC_ac_vixen_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have our core. Waste them.
  4561. Dlg_SC_ac_vixen_ctc_enemy_scores_point_0530=Enemy scored
  4562. Dlg_SC_ac_vixen_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Enemy scored
  4563. Dlg_SC_ac_vixen_ctc_player_has_core_0500=You have the core
  4564. Dlg_SC_ac_vixen_ctc_player_has_coreCTC_Player_Has_Core=You have the core
  4565. Dlg_SC_ac_vixen_ctc_this_ai_has_core_0520=I have the core. Cut me a path.
  4566. Dlg_SC_ac_vixen_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core. Cut me a path.
  4567. Dlg_SC_ac_vixen_generic_response_no_0310=No can do
  4568. Dlg_SC_ac_vixen_generic_response_no_0311=Negative
  4569. Dlg_SC_ac_vixen_generic_response_noGeneric_Response_No_01=No can do
  4570. Dlg_SC_ac_vixen_generic_response_noGeneric_Response_No_02=Negative
  4571. Dlg_SC_ac_vixen_generic_response_yes_0300=Copy
  4572. Dlg_SC_ac_vixen_generic_response_yesGeneric_Response_Yes_01=Copy
  4573. Dlg_SC_ac_vixen_player_order_assistance_required_0120=I'll get them.
  4574. Dlg_SC_ac_vixen_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'll get them.
  4575. Dlg_SC_ac_vixen_player_order_attack_my_target_0100=On it.
  4576. Dlg_SC_ac_vixen_player_order_attack_my_target_0101=They're mine.
  4577. Dlg_SC_ac_vixen_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=On it.
  4578. Dlg_SC_ac_vixen_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=They're mine.
  4579. Dlg_SC_ac_vixen_player_order_bomb_my_target_0230=Bombing run confirmed
  4580. Dlg_SC_ac_vixen_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run confirmed
  4581. Dlg_SC_ac_vixen_player_order_break_and_engage_0210=About time.
  4582. Dlg_SC_ac_vixen_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=About time.
  4583. Dlg_SC_ac_vixen_player_order_defend_my_target_0110=…… fine.
  4584. Dlg_SC_ac_vixen_player_order_defend_my_target_0111=Easy there, chief.
  4585. Dlg_SC_ac_vixen_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=…… fine.
  4586. Dlg_SC_ac_vixen_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=Easy there, chief.
  4587. Dlg_SC_ac_vixen_player_order_escort_my_target_0220=You're kidding, right?
  4588. Dlg_SC_ac_vixen_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=You're kidding, right?
  4589. Dlg_SC_ac_vixen_player_order_evasive_manoeuvers_0200=Rolling.
  4590. Dlg_SC_ac_vixen_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Rolling.
  4591. Dlg_SC_ac_vixen_player_order_form_up_on_me_0130=Moving into formation
  4592. Dlg_SC_ac_vixen_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving into formation
  4593. Dlg_SC_ac_vixen_player_order_return_to_base_0240=Heading back
  4594. Dlg_SC_ac_vixen_player_order_return_to_base_0241=Confirming return to base
  4595. Dlg_SC_ac_vixen_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back
  4596. Dlg_SC_ac_vixen_player_order_return_to_basePlayer_Order_Return_To_Base_02=Confirming return to base
  4597. Dlg_SC_ac_vixen_player_order_witch_to_formation_0251=<Formation 1> confirmed
  4598. Dlg_SC_ac_vixen_player_order_witch_to_formation_0252=<Formation 2> confirmed
  4599. Dlg_SC_ac_vixen_player_order_witch_to_formation_0253=<Formation 3> confirmed
  4600. Dlg_SC_ac_vixen_player_order_witch_to_formation_0254=<Formation 4> confirmed
  4601. Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
  4602. Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
  4603. Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
  4604. Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
  4605. Dlg_SC_ac_vixen_reaction_being_hit_by_friendly_fire_0480=Hey moron, I'm on your team.
  4606. Dlg_SC_ac_vixen_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey moron, I'm on your team.
  4607. Dlg_SC_ac_vixen_reaction_commiting_friendly_fire_0490=Whoops.
  4608. Dlg_SC_ac_vixen_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Whoops.
  4609. Dlg_SC_ac_vixen_reaction_death_0600=AAaaarrrghhhhhhhh!!
  4610. Dlg_SC_ac_vixen_reaction_death_0601=Noo! NooooOOOOO!
  4611. Dlg_SC_ac_vixen_reaction_death_0602=Ahh AHHHHHH!
  4612. Dlg_SC_ac_vixen_reaction_death_0603=AAaaaaaAAAaaaarrrghhhhhhhh!!
  4613. Dlg_SC_ac_vixen_reaction_deathReaction_Death_01=AAaaarrrghhhhhhhh!!
  4614. Dlg_SC_ac_vixen_reaction_deathReaction_Death_02=Noo! NooooOOOOO!
  4615. Dlg_SC_ac_vixen_reaction_deathReaction_Death_03=Ahh AHHHHHH!
  4616. Dlg_SC_ac_vixen_reaction_deathReaction_Death_04=AAaaaaaAAAaaaarrrghhhhhhhh!!
  4617. Dlg_SC_ac_vixen_reaction_eject_0470=Bailing
  4618. Dlg_SC_ac_vixen_reaction_eject_0471=Ejecting
  4619. Dlg_SC_ac_vixen_reaction_ejectReaction_Eject_01=Bailing
  4620. Dlg_SC_ac_vixen_reaction_ejectReaction_Eject_02=Ejecting
  4621. Dlg_SC_ac_vixen_reaction_friendly_gets_killed_0450=Uh! We lost a friendly.
  4622. Dlg_SC_ac_vixen_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Uh! We lost a friendly.
  4623. Dlg_SC_ac_vixen_reaction_Gets_a_kill_0400=Got one
  4624. Dlg_SC_ac_vixen_reaction_Gets_a_kill_0401=Hostile down
  4625. Dlg_SC_ac_vixen_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got one
  4626. Dlg_SC_ac_vixen_reaction_Gets_a_killReaction_Gets_A_Kill_02=Hostile down
  4627. Dlg_SC_ac_vixen_reaction_incoming_enemies_0420=Incoming Enemy
  4628. Dlg_SC_ac_vixen_reaction_incoming_enemies_0421=Hostiles inbound
  4629. Dlg_SC_ac_vixen_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Incoming Enemy
  4630. Dlg_SC_ac_vixen_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Hostiles inbound
  4631. Dlg_SC_ac_vixen_reaction_leaving_battle_retreating_0440=I need to rearm.
  4632. Dlg_SC_ac_vixen_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=I need to rearm.
  4633. Dlg_SC_ac_vixen_reaction_player_gets_a_kill_0410=Nice.
  4634. Dlg_SC_ac_vixen_reaction_player_gets_a_kill_0411=Yeah!
  4635. Dlg_SC_ac_vixen_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice.
  4636. Dlg_SC_ac_vixen_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Yeah!
  4637. Dlg_SC_ac_vixen_reaction_rejoining_battle_0430=I'm back
  4638. Dlg_SC_ac_vixen_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back
  4639. Dlg_SC_ac_vixen_reaction_taking_damage_0460=Taking fire
  4640. Dlg_SC_ac_vixen_reaction_taking_damage_0461=I've got one on me
  4641. Dlg_SC_ac_vixen_reaction_taking_damageReaction_Taking_Damage_01=Taking fire
  4642. Dlg_SC_ac_vixen_reaction_taking_damageReaction_Taking_Damage_02=I've got one on me
  4643. Dlg_SC_ac_warlord_conquest_in_contested_zone_call_for_assistance_0550=I'm in contested zone. Help appreciated
  4644. Dlg_SC_ac_warlord_conquest_in_contested_zone_call_for_assistance_0551=Zone contested. Assistance required
  4645. Dlg_SC_ac_warlord_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=I'm in contested zone. Help appreciated
  4646. Dlg_SC_ac_warlord_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Zone contested. Assistance required
  4647. Dlg_SC_ac_warlord_conquest_lost_control_of_a_zone_0570=Zone lost
  4648. Dlg_SC_ac_warlord_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
  4649. Dlg_SC_ac_warlord_conquest_taken_control_of_a_zone_0560=Zone taken
  4650. Dlg_SC_ac_warlord_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
  4651. Dlg_SC_ac_warlord_ctc_allies_score_point_0540=Nice. We scored
  4652. Dlg_SC_ac_warlord_ctc_allies_score_pointCTC_Allies_Score_Point=Nice. We scored
  4653. Dlg_SC_ac_warlord_ctc_enemy_has_core_0510=They got our core!
  4654. Dlg_SC_ac_warlord_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core!
  4655. Dlg_SC_ac_warlord_ctc_enemy_scores_point_0530=One point to them
  4656. Dlg_SC_ac_warlord_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=One point to them
  4657. Dlg_SC_ac_warlord_ctc_player_has_core_0500=You have the core
  4658. Dlg_SC_ac_warlord_ctc_player_has_coreCTC_Player_Has_Core=You have the core
  4659. Dlg_SC_ac_warlord_ctc_this_ai_has_core_0520=Core retreived.
  4660. Dlg_SC_ac_warlord_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core retreived.
  4661. Dlg_SC_ac_warlord_generic_response_no_0310=Negative
  4662. Dlg_SC_ac_warlord_generic_response_no_0311=Will not comply, sir
  4663. Dlg_SC_ac_warlord_generic_response_noGeneric_Response_No_01=Negative
  4664. Dlg_SC_ac_warlord_generic_response_noGeneric_Response_No_02=Will not comply, sir
  4665. Dlg_SC_ac_warlord_generic_response_yes_0300=Copy that
  4666. Dlg_SC_ac_warlord_generic_response_yes_0301=You got it.
  4667. Dlg_SC_ac_warlord_generic_response_yesGeneric_Response_Yes_01=Copy that
  4668. Dlg_SC_ac_warlord_generic_response_yesGeneric_Response_Yes_02=You got it.
  4669. Dlg_SC_ac_warlord_player_order_assistance_required_0120=Warlord inbound.
  4670. Dlg_SC_ac_warlord_player_order_assistance_required_0121=Assistance request, confirmed
  4671. Dlg_SC_ac_warlord_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Assistance request, confirmed
  4672. Dlg_SC_ac_warlord_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Warlord inbound.
  4673. Dlg_SC_ac_warlord_player_order_attack_my_target_0100=Copy, sir. On it.
  4674. Dlg_SC_ac_warlord_player_order_attack_my_target_0101=I have them in sight
  4675. Dlg_SC_ac_warlord_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Copy, sir. On it.
  4676. Dlg_SC_ac_warlord_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=I have them in sight
  4677. Dlg_SC_ac_warlord_player_order_bomb_my_target_0230=Ordinance set.
  4678. Dlg_SC_ac_warlord_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Ordinance set.
  4679. Dlg_SC_ac_warlord_player_order_break_and_engage_0210=Breaking to intercept
  4680. Dlg_SC_ac_warlord_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking to intercept
  4681. Dlg_SC_ac_warlord_player_order_defend_my_target_0110=Understood. Defending
  4682. Dlg_SC_ac_warlord_player_order_defend_my_target_0111=……yes, sir.
  4683. Dlg_SC_ac_warlord_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Understood. Defending
  4684. Dlg_SC_ac_warlord_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=……yes, sir.
  4685. Dlg_SC_ac_warlord_player_order_escort_my_target_0220=Escorting
  4686. Dlg_SC_ac_warlord_player_order_escort_my_target_0221=Escorting target now
  4687. Dlg_SC_ac_warlord_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
  4688. Dlg_SC_ac_warlord_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
  4689. Dlg_SC_ac_warlord_player_order_evasive_manoeuvers_0200=Evasive maneouvers
  4690. Dlg_SC_ac_warlord_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive maneouvers
  4691. Dlg_SC_ac_warlord_player_order_form_up_on_me_0130=Copy, folding in.
  4692. Dlg_SC_ac_warlord_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Copy, folding in.
  4693. Dlg_SC_ac_warlord_player_order_return_to_base_0240=Confirm, returning to base
  4694. Dlg_SC_ac_warlord_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading home
  4695. Dlg_SC_ac_warlord_player_order_return_to_basePlayer_Order_Return_To_Base_02=Confirm, returning to base
  4696. Dlg_SC_ac_warlord_player_order_witch_to_formation_0251=<Formation 1> confirmed
  4697. Dlg_SC_ac_warlord_player_order_witch_to_formation_0252=<Formation 2> confirmed
  4698. Dlg_SC_ac_warlord_player_order_witch_to_formation_0253=<Formation 3> confirmed
  4699. Dlg_SC_ac_warlord_player_order_witch_to_formation_0254=<Formation 4> confirmed
  4700. Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
  4701. Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
  4702. Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
  4703. Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
  4704. Dlg_SC_ac_warlord_reaction_being_hit_by_friendly_fire_0480=Blue on blue!
  4705. Dlg_SC_ac_warlord_reaction_being_hit_by_friendly_fire_0481=Stop shooting me, you idiot.
  4706. Dlg_SC_ac_warlord_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Stop shooting me, you idiot.
  4707. Dlg_SC_ac_warlord_reaction_commiting_friendly_fire_0490=My mistake. Sorry
  4708. Dlg_SC_ac_warlord_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=My mistake. Sorry
  4709. Dlg_SC_ac_warlord_reaction_death_0600=AAaaarrrghhhhhhhh!!
  4710. Dlg_SC_ac_warlord_reaction_death_0601=Noo! NooooOOOOO!
  4711. Dlg_SC_ac_warlord_reaction_death_0602=Ahh AHHHHHH!
  4712. Dlg_SC_ac_warlord_reaction_death_0603=AAaaaaaAAAaaaarrrghhhhhhhh!!
  4713. Dlg_SC_ac_warlord_reaction_deathReaction_Death_01=AAaaarrrghhhhhhhh!!
  4714. Dlg_SC_ac_warlord_reaction_deathReaction_Death_02=Noo! NooooOOOOO!
  4715. Dlg_SC_ac_warlord_reaction_deathReaction_Death_03=Ahh AHHHHHH!
  4716. Dlg_SC_ac_warlord_reaction_deathReaction_Death_04=AAaaaaaAAAaaaarrrghhhhhhhh!!
  4717. Dlg_SC_ac_warlord_reaction_eject_0470=Bailing out.
  4718. Dlg_SC_ac_warlord_reaction_ejectReaction_Eject=Bailing out.
  4719. Dlg_SC_ac_warlord_reaction_friendly_gets_killed_0450=Friendly down
  4720. Dlg_SC_ac_warlord_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly down
  4721. Dlg_SC_ac_warlord_reaction_Gets_a_kill_0400=Hostile eliminated
  4722. Dlg_SC_ac_warlord_reaction_Gets_a_kill_0401=Hostile down
  4723. Dlg_SC_ac_warlord_reaction_Gets_a_killReaction_Gets_A_Kill_01=Hostile eliminated
  4724. Dlg_SC_ac_warlord_reaction_Gets_a_killReaction_Gets_A_Kill_02=Hostile down
  4725. Dlg_SC_ac_warlord_reaction_incoming_enemies_0420=Hostiles inbound
  4726. Dlg_SC_ac_warlord_reaction_incoming_enemies_0421=Incoming hostiles
  4727. Dlg_SC_ac_warlord_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Hostiles inbound
  4728. Dlg_SC_ac_warlord_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Incoming hostiles
  4729. Dlg_SC_ac_warlord_reaction_leaving_battle_retreating_0440=Bugging out
  4730. Dlg_SC_ac_warlord_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Bugging out
  4731. Dlg_SC_ac_warlord_reaction_player_gets_a_kill_0410=Nice kill
  4732. Dlg_SC_ac_warlord_reaction_player_gets_a_kill_0411=Nice shooting
  4733. Dlg_SC_ac_warlord_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice kill
  4734. Dlg_SC_ac_warlord_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice shooting
  4735. Dlg_SC_ac_warlord_reaction_rejoining_battle_0430=I'm back in the mix
  4736. Dlg_SC_ac_warlord_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back in the mix
  4737. Dlg_SC_ac_warlord_reaction_taking_damage_0460=Need support.
  4738. Dlg_SC_ac_warlord_reaction_taking_damage_0461=Taking fire!
  4739. Dlg_SC_ac_warlord_reaction_taking_damageReaction_Taking_Damage_01=Taking fire!
  4740. Dlg_SC_ac_warlord_reaction_taking_damageReaction_Taking_Damage_02=Need support.
  4741. Dlg_SC_ac_wreckingball_conquest_in_contested_zone_call_for_assistance_0550=Hold the zone, people.
  4742. Dlg_SC_ac_wreckingball_conquest_in_contested_zone_call_for_assistance_0551=Hey! Zone contested on my position.
  4743. Dlg_SC_ac_wreckingball_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Hold the zone, people.
  4744. Dlg_SC_ac_wreckingball_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Hey! Zone contested on my position.
  4745. Dlg_SC_ac_wreckingball_conquest_lost_control_of_a_zone_0570=Zone lost.
  4746. Dlg_SC_ac_wreckingball_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost.
  4747. Dlg_SC_ac_wreckingball_conquest_taken_control_of_a_zone_0560=We got the zone
  4748. Dlg_SC_ac_wreckingball_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We got the zone
  4749. Dlg_SC_ac_wreckingball_ctc_allies_score_point_0540=One for the home team!
  4750. Dlg_SC_ac_wreckingball_ctc_allies_score_pointCTC_Allies_Score_Point=One for the home team!
  4751. Dlg_SC_ac_wreckingball_ctc_enemy_has_core_0510=They got the core
  4752. Dlg_SC_ac_wreckingball_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got the core
  4753. Dlg_SC_ac_wreckingball_ctc_enemy_scores_point_0530=Damn it people, they scored
  4754. Dlg_SC_ac_wreckingball_ctc_enemy_scores_point_0531=Awww dammit man.
  4755. Dlg_SC_ac_wreckingball_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Damn it people, they scored
  4756. Dlg_SC_ac_wreckingball_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Awww dammit man.
  4757. Dlg_SC_ac_wreckingball_ctc_player_has_core_0500=You fly. I'll cover.
  4758. Dlg_SC_ac_wreckingball_ctc_player_has_coreCTC_Player_Has_Core=You fly. I'll cover.
  4759. Dlg_SC_ac_wreckingball_ctc_this_ai_has_core_0520=Core is mine. Need a hand here.
  4760. Dlg_SC_ac_wreckingball_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core is mine. Need a hand here.
  4761. Dlg_SC_ac_wreckingball_generic_response_no_0310=Nope! That's stupid
  4762. Dlg_SC_ac_wreckingball_generic_response_no_0311=No way
  4763. Dlg_SC_ac_wreckingball_generic_response_noGeneric_Response_No_01=Nope! That's stupid
  4764. Dlg_SC_ac_wreckingball_generic_response_noGeneric_Response_No_02=No way
  4765. Dlg_SC_ac_wreckingball_generic_response_yes_0300=All copy, sir.
  4766. Dlg_SC_ac_wreckingball_generic_response_yes_0301=Sir
  4767. Dlg_SC_ac_wreckingball_generic_response_yesGeneric_Response_Yes_01=All copy, sir.
  4768. Dlg_SC_ac_wreckingball_generic_response_yesGeneric_Response_Yes_02=Sir
  4769. Dlg_SC_ac_wreckingball_player_order_assistance_required_0120=Help's on the way
  4770. Dlg_SC_ac_wreckingball_player_order_assistance_required_0121=I got you.
  4771. Dlg_SC_ac_wreckingball_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Help's on the way
  4772. Dlg_SC_ac_wreckingball_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I got you.
  4773. Dlg_SC_ac_wreckingball_player_order_attack_my_target_0100=One corpse, coming up.
  4774. Dlg_SC_ac_wreckingball_player_order_attack_my_target_0101=Weapons hot.
  4775. Dlg_SC_ac_wreckingball_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=One corpse, coming up.
  4776. Dlg_SC_ac_wreckingball_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Weapons hot.
  4777. Dlg_SC_ac_wreckingball_player_order_bomb_my_target_0230=Bomb run initiated
  4778. Dlg_SC_ac_wreckingball_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bomb run initiated
  4779. Dlg_SC_ac_wreckingball_player_order_break_and_engage_0210=Breaking formation
  4780. Dlg_SC_ac_wreckingball_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking formation
  4781. Dlg_SC_ac_wreckingball_player_order_defend_my_target_0110=Yeah, fine, guess I'll babysit
  4782. Dlg_SC_ac_wreckingball_player_order_defend_my_target_0111=I got 'em. Don't sweat it.
  4783. Dlg_SC_ac_wreckingball_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Yeah, fine, guess I'll babysit
  4784. Dlg_SC_ac_wreckingball_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=I got 'em. Don't sweat it.
  4785. Dlg_SC_ac_wreckingball_player_order_escort_my_target_0220=Sticking close to target
  4786. Dlg_SC_ac_wreckingball_player_order_escort_my_target_0221=They are now under my protection.
  4787. Dlg_SC_ac_wreckingball_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Sticking close to target
  4788. Dlg_SC_ac_wreckingball_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=They are now under my protection.
  4789. Dlg_SC_ac_wreckingball_player_order_evasive_manoeuvers_0200=Evading
  4790. Dlg_SC_ac_wreckingball_player_order_evasive_manoeuvers_0201=Class is in session.
  4791. Dlg_SC_ac_wreckingball_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading
  4792. Dlg_SC_ac_wreckingball_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Class is in session.
  4793. Dlg_SC_ac_wreckingball_player_order_form_up_on_me_0130=On you
  4794. Dlg_SC_ac_wreckingball_player_order_form_up_on_me_0131=Forming up.
  4795. Dlg_SC_ac_wreckingball_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=On you
  4796. Dlg_SC_ac_wreckingball_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Forming up.
  4797. Dlg_SC_ac_wreckingball_player_order_return_to_base_0240=Wrapping up.
  4798. Dlg_SC_ac_wreckingball_player_order_return_to_base_0241=Heading home I guess
  4799. Dlg_SC_ac_wreckingball_player_order_return_to_basePlayer_Order_Return_To_Base_01=Wrapping up.
  4800. Dlg_SC_ac_wreckingball_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading home I guess
  4801. Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0251=<Formation 1> confirmed
  4802. Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0252=<Formation 2> confirmed
  4803. Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0253=<Formation 3> confirmed
  4804. Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0254=<Formation 4> confirmed
  4805. Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
  4806. Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
  4807. Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
  4808. Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
  4809. Dlg_SC_ac_wreckingball_reaction_being_hit_by_friendly_fire_0480=Check your damn targets.
  4810. Dlg_SC_ac_wreckingball_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check your damn targets.
  4811. Dlg_SC_ac_wreckingball_reaction_commiting_friendly_fire_0490=Stay outta my line of fire!
  4812. Dlg_SC_ac_wreckingball_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Stay outta my line of fire!
  4813. Dlg_SC_ac_wreckingball_reaction_eject_0470=Punching out
  4814. Dlg_SC_ac_wreckingball_reaction_eject_0471=Shit! I gotta bail.
  4815. Dlg_SC_ac_wreckingball_reaction_ejectReaction_Eject_01=Punching out
  4816. Dlg_SC_ac_wreckingball_reaction_ejectReaction_Eject_02=Shit! I gotta bail.
  4817. Dlg_SC_ac_wreckingball_reaction_friendly_gets_killed_0450=They wasted one of ours
  4818. Dlg_SC_ac_wreckingball_reaction_friendly_gets_killed_0451=Screw you! We lost one of our own
  4819. Dlg_SC_ac_wreckingball_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=They wasted one of ours
  4820. Dlg_SC_ac_wreckingball_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Screw you! We lost one of our own
  4821. Dlg_SC_ac_wreckingball_reaction_Gets_a_kill_0400=That's what happens!
  4822. Dlg_SC_ac_wreckingball_reaction_Gets_a_kill_0401=I just can't be stopped.
  4823. Dlg_SC_ac_wreckingball_reaction_Gets_a_killReaction_Gets_A_Kill_01=That's what happens!
  4824. Dlg_SC_ac_wreckingball_reaction_Gets_a_killReaction_Gets_A_Kill_02=I just can't be stopped.
  4825. Dlg_SC_ac_wreckingball_reaction_incoming_enemies_0420=Enemies spotted
  4826. Dlg_SC_ac_wreckingball_reaction_incoming_enemies_0421=It's on now.
  4827. Dlg_SC_ac_wreckingball_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Enemies spotted
  4828. Dlg_SC_ac_wreckingball_reaction_incoming_enemiesReaction_Incoming_Enemies_02=It's on now.
  4829. Dlg_SC_ac_wreckingball_reaction_leaving_battle_retreating_0440=I'm off.
  4830. Dlg_SC_ac_wreckingball_reaction_leaving_battle_retreating_0441=Retreating.
  4831. Dlg_SC_ac_wreckingball_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=I'm off.
  4832. Dlg_SC_ac_wreckingball_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating.
  4833. Dlg_SC_ac_wreckingball_reaction_player_gets_a_kill_0410=Not a bad kill, but no class. Haha!
  4834. Dlg_SC_ac_wreckingball_reaction_player_gets_a_kill_0411=Alright, okay, that wasn't bad.
  4835. Dlg_SC_ac_wreckingball_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Not a bad kill, but no class. Haha!
  4836. Dlg_SC_ac_wreckingball_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Alright, okay, that wasn't bad.
  4837. Dlg_SC_ac_wreckingball_reaction_rejoining_battle_0430=Don't panic, people. I'm back...
  4838. Dlg_SC_ac_wreckingball_reaction_rejoining_battleReaction_Rejoining_Battle=Don't panic, people. I'm back...
  4839. Dlg_SC_ac_wreckingball_reaction_taking_damage_0460=That all you got?!
  4840. Dlg_SC_ac_wreckingball_reaction_taking_damage_0461=Oh, I'm gonna take my time with you!
  4841. Dlg_SC_ac_wreckingball_reaction_taking_damageReaction_Taking_Damage_01=That all you got?!
  4842. Dlg_SC_ac_wreckingball_reaction_taking_damageReaction_Taking_Damage_02=Oh, I'm gonna take my time with you!
  4843. Dlg_SC_bb_bb_factory_ANVL_confirmed_enemy_target_0110=
  4844. Dlg_SC_bb_bb_factory_ANVL_critical_hit_0500=Critical systems damage
  4845. Dlg_SC_bb_bb_factory_ANVL_scanners_being_scanned_0210=Warning, incoming scan
  4846. Dlg_SC_bb_bb_factory_ANVL_scanners_scanning_0200=Scanning
  4847. Dlg_SC_bb_bb_factory_ANVL_sensor_incoming_ramming_0120=Hostile proximity warning
  4848. Dlg_SC_bb_bb_factory_ANVL_sensor_nearby_acquisition_0100=Bogey
  4849. Dlg_SC_bb_bb_factory_ANVL_shields_back_0_0580=Alert: Aft Shields down
  4850. Dlg_SC_bb_bb_factory_ANVL_shields_back_25_0570=Warning, Aft Shields 25%
  4851. Dlg_SC_bb_bb_factory_ANVL_shields_back_50_0560=Aft Shields 50%
  4852. Dlg_SC_bb_bb_factory_ANVL_shields_back_75_0550=Aft Shields 75%
  4853. Dlg_SC_bb_bb_factory_ANVL_shields_bottom_0_0740=Alert: Deck Shields down
  4854. Dlg_SC_bb_bb_factory_ANVL_shields_bottom_25_0730=Warning, Deck Shields 25%
  4855. Dlg_SC_bb_bb_factory_ANVL_shields_bottom_50_0720=Deck Shields 50%
  4856. Dlg_SC_bb_bb_factory_ANVL_shields_bottom_75_0710=Deck Shields 75%
  4857. Dlg_SC_bb_bb_factory_ANVL_shields_charging_0507=Shields Charging
  4858. Dlg_SC_bb_bb_factory_ANVL_shields_collision_alert_0760=Collision
  4859. Dlg_SC_bb_bb_factory_ANVL_shields_front_0_0540=Alert: Forward Shields down
  4860. Dlg_SC_bb_bb_factory_ANVL_shields_front_25_0530=Warning, Forward Shields 25%
  4861. Dlg_SC_bb_bb_factory_ANVL_shields_front_50_0520=Forward Shields 50%
  4862. Dlg_SC_bb_bb_factory_ANVL_shields_front_75_0510=Forward Shields 75%
  4863. Dlg_SC_bb_bb_factory_ANVL_shields_left_0_0620=Alert: Port Shields down
  4864. Dlg_SC_bb_bb_factory_ANVL_shields_left_25_0610=Warning, Port Shields 25%
  4865. Dlg_SC_bb_bb_factory_ANVL_shields_left_50_0600=Port Shields 50%
  4866. Dlg_SC_bb_bb_factory_ANVL_shields_left_75_0590=Port Shields 75%
  4867. Dlg_SC_bb_bb_factory_ANVL_shields_right_0_0660=Alert: Starboard Shields down
  4868. Dlg_SC_bb_bb_factory_ANVL_shields_right_25_0650=Warning, Starboard Shields 25%
  4869. Dlg_SC_bb_bb_factory_ANVL_shields_right_50_0640=Starboard Shields 50%
  4870. Dlg_SC_bb_bb_factory_ANVL_shields_right_75_0630=Starboard Shields 75%
  4871. Dlg_SC_bb_bb_factory_ANVL_shields_system_activated_0750=activated
  4872. Dlg_SC_bb_bb_factory_ANVL_shields_top_0_0700=Alert: Overhead Shields down
  4873. Dlg_SC_bb_bb_factory_ANVL_shields_top_25_0690=Warning, Overhead Shields 25%
  4874. Dlg_SC_bb_bb_factory_ANVL_shields_top_50_0680=Overhead Shields 50%
  4875. Dlg_SC_bb_bb_factory_ANVL_shields_top_75_0670=Overhead Shields 75%
  4876. Dlg_SC_bb_bb_factory_ANVL_systems_autopilot_disengaged_0930=Autopilot Disengaged
  4877. Dlg_SC_bb_bb_factory_ANVL_systems_autopilot_engaged_0920=Autopilot Engaged
  4878. Dlg_SC_bb_bb_factory_ANVL_systems_bitchingbetty_0840=BZZZzzzzzzuuuuppp
  4879. Dlg_SC_bb_bb_factory_ANVL_systems_bootup_0971=Anvil Aerospace
  4880. Dlg_SC_bb_bb_factory_ANVL_systems_comms_jammed_0960=Warning: Communications system is being jammed
  4881. Dlg_SC_bb_bb_factory_ANVL_systems_communications_0800=Comms
  4882. Dlg_SC_bb_bb_factory_ANVL_systems_coolant_0890=Cooling System
  4883. Dlg_SC_bb_bb_factory_ANVL_systems_destruction_imminent_0900=Eject
  4884. Dlg_SC_bb_bb_factory_ANVL_systems_engines_0820=Propulsion
  4885. Dlg_SC_bb_bb_factory_ANVL_systems_flightcontrol_0850=Avionics
  4886. Dlg_SC_bb_bb_factory_ANVL_systems_is_offline_0505=...is offline.
  4887. Dlg_SC_bb_bb_factory_ANVL_systems_lifesupport_0810=Life Support
  4888. Dlg_SC_bb_bb_factory_ANVL_systems_objective_received_0910=Data
  4889. Dlg_SC_bb_bb_factory_ANVL_systems_offline_0780=...offline
  4890. Dlg_SC_bb_bb_factory_ANVL_systems_radar_0870=Radar
  4891. Dlg_SC_bb_bb_factory_ANVL_systems_sensors_0860=Sensors
  4892. Dlg_SC_bb_bb_factory_ANVL_systems_shieldgen_0830=Shield Generator
  4893. Dlg_SC_bb_bb_factory_ANVL_systems_systems_online_0970=All systems are online
  4894. Dlg_SC_bb_bb_factory_ANVL_systems_systems_overheating_0950=Warning: Systems Overheating
  4895. Dlg_SC_bb_bb_factory_ANVL_systems_weapons_0880=Weapons Systems
  4896. Dlg_SC_bb_bb_factory_ANVL_warning_0770=Warning:
  4897. Dlg_SC_bb_bb_factory_ANVL_weapons_ammunition_depleted_0320=Ballistics Dry
  4898. Dlg_SC_bb_bb_factory_ANVL_weapons_ammunition_low_0310=Ballistics Low
  4899. Dlg_SC_bb_bb_factory_ANVL_weapons_chaff_depleted_0400=Chaff Out
  4900. Dlg_SC_bb_bb_factory_ANVL_weapons_chaff_launched_0350=Chaff
  4901. Dlg_SC_bb_bb_factory_ANVL_weapons_chaff_low_0380=Chaff Low
  4902. Dlg_SC_bb_bb_factory_ANVL_weapons_charging_0330=Charging Energy Weapons
  4903. Dlg_SC_bb_bb_factory_ANVL_weapons_fired_at_friendly_0405=Check Fire.
  4904. Dlg_SC_bb_bb_factory_ANVL_weapons_flare_depleted_0390=Flares Out
  4905. Dlg_SC_bb_bb_factory_ANVL_weapons_flare_launched_0360=Flare
  4906. Dlg_SC_bb_bb_factory_ANVL_weapons_flare_low_0370=Flares Low
  4907. Dlg_SC_bb_bb_factory_ANVL_weapons_missile_lock_succeeds_0300=Lock
  4908. Dlg_SC_bb_bb_factory_ANVL_weapons_missiles_depleted_0420=Missiles Dry.
  4909. Dlg_SC_bb_bb_factory_ANVL_weapons_missiles_low_0410=Missiles Low.
  4910. Dlg_SC_bb_bb_factory_ANVL_weapons_target_destroyed_0340=Target Destroyed
  4911. Dlg_SC_bb_bb_factory_ORIG_confirmed_enemy_target_0110=Hostile Identified
  4912. Dlg_SC_bb_bb_factory_ORIG_scanners_being_scanned_0210=Ship has been scanned.
  4913. Dlg_SC_bb_bb_factory_ORIG_scanners_scanning_0200=Scan Initiated
  4914. Dlg_SC_bb_bb_factory_ORIG_sensor_incoming_ramming_0120=Evasive manuevers, hostile inbound.
  4915. Dlg_SC_bb_bb_factory_ORIG_sensor_nearby_acquisition_0100=Contact
  4916. Dlg_SC_bb_bb_factory_ORIG_shields_back_0_0580=Stern shielding depleted.
  4917. Dlg_SC_bb_bb_factory_ORIG_shields_back_25_0570=Stern shielding at a quarter strength.
  4918. Dlg_SC_bb_bb_factory_ORIG_shields_back_50_0560=Stern shielding at half strength.
  4919. Dlg_SC_bb_bb_factory_ORIG_shields_back_75_0550=Stern shielding at 75%.
  4920. Dlg_SC_bb_bb_factory_ORIG_shields_bottom_0_0740=Nadir shielding depleted.
  4921. Dlg_SC_bb_bb_factory_ORIG_shields_bottom_25_0730=Nadir shielding at a quarter strength.
  4922. Dlg_SC_bb_bb_factory_ORIG_shields_bottom_50_0720=Nadir shielding at half strength.
  4923. Dlg_SC_bb_bb_factory_ORIG_shields_bottom_75_0710=Nadir shielding at 75%.
  4924. Dlg_SC_bb_bb_factory_ORIG_shields_charging_0507=Refreshing Shields
  4925. Dlg_SC_bb_bb_factory_ORIG_shields_collision_alert_0760=PROXIMITY ALERT
  4926. Dlg_SC_bb_bb_factory_ORIG_shields_front_0_0540=Fore-shield depleted.
  4927. Dlg_SC_bb_bb_factory_ORIG_shields_front_25_0530=Fore-shield at a quarter strength.
  4928. Dlg_SC_bb_bb_factory_ORIG_shields_front_50_0520=Fore-shield at half strength
  4929. Dlg_SC_bb_bb_factory_ORIG_shields_front_75_0510=Fore-shield at 75% strength
  4930. Dlg_SC_bb_bb_factory_ORIG_shields_left_0_0620=Port shielding depleted.
  4931. Dlg_SC_bb_bb_factory_ORIG_shields_left_25_0610=Port shielding at a quarter strength.
  4932. Dlg_SC_bb_bb_factory_ORIG_shields_left_50_0600=Port shielding at half strength.
  4933. Dlg_SC_bb_bb_factory_ORIG_shields_left_75_0590=Port shielding at 75%.
  4934. Dlg_SC_bb_bb_factory_ORIG_shields_right_0_0660=Starboard shielding depleted.
  4935. Dlg_SC_bb_bb_factory_ORIG_shields_right_25_0650=Starboard shielding at a quarter strength.
  4936. Dlg_SC_bb_bb_factory_ORIG_shields_right_50_0640=Starboard shielding at half strength.
  4937. Dlg_SC_bb_bb_factory_ORIG_shields_right_75_0630=Starboard shielding at 75%.
  4938. Dlg_SC_bb_bb_factory_ORIG_shields_system_activated_0750=operational.
  4939. Dlg_SC_bb_bb_factory_ORIG_shields_top_0_0700=Zenith shielding depleted.
  4940. Dlg_SC_bb_bb_factory_ORIG_shields_top_25_0690=Zenith shielding at a quarter strength.
  4941. Dlg_SC_bb_bb_factory_ORIG_shields_top_50_0680=Zenith shielding at half strength.
  4942. Dlg_SC_bb_bb_factory_ORIG_shields_top_75_0670=Zenith shielding at 75%.
  4943. Dlg_SC_bb_bb_factory_ORIG_systems_autopilot_disengaged_0930=Resuming pilot control.
  4944. Dlg_SC_bb_bb_factory_ORIG_systems_autopilot_engaged_0920=Pilot Assist on.
  4945. Dlg_SC_bb_bb_factory_ORIG_systems_bitchingbetty_0840=Welcome to ... Origin… I…assist…
  4946. Dlg_SC_bb_bb_factory_ORIG_systems_bootup_0971=Origin Jumpworks at your service.
  4947. Dlg_SC_bb_bb_factory_ORIG_systems_comms_jammed_0960=Cannot establish communication
  4948. Dlg_SC_bb_bb_factory_ORIG_systems_communications_0800=Communications
  4949. Dlg_SC_bb_bb_factory_ORIG_systems_coolant_0890=Cooling System
  4950. Dlg_SC_bb_bb_factory_ORIG_systems_destruction_imminent_0900=Catastrophic failure imminent.
  4951. Dlg_SC_bb_bb_factory_ORIG_systems_engines_0820=Thrusters
  4952. Dlg_SC_bb_bb_factory_ORIG_systems_flightcontrol_0850=Avionics
  4953. Dlg_SC_bb_bb_factory_ORIG_systems_is_offline_0505=...have received catastrophic damage.
  4954. Dlg_SC_bb_bb_factory_ORIG_systems_lifesupport_0810=ECLSS
  4955. Dlg_SC_bb_bb_factory_ORIG_systems_objective_received_0910=MARKER PLACED
  4956. Dlg_SC_bb_bb_factory_ORIG_systems_offline_0780=...disabled.
  4957. Dlg_SC_bb_bb_factory_ORIG_systems_radar_0870=Radar
  4958. Dlg_SC_bb_bb_factory_ORIG_systems_sensors_0860=Sensors
  4959. Dlg_SC_bb_bb_factory_ORIG_systems_shieldgen_0830=Shield System
  4960. Dlg_SC_bb_bb_factory_ORIG_systems_systems_online_0970=Core systems operational
  4961. Dlg_SC_bb_bb_factory_ORIG_systems_systems_overheating_0950=Coolant malfunction. Core system reaching unsafe temperature
  4962. Dlg_SC_bb_bb_factory_ORIG_systems_weapons_0880=Weapons Systems
  4963. Dlg_SC_bb_bb_factory_ORIG_weapons_ammunition_depleted_0320=Ballistics requires reload
  4964. Dlg_SC_bb_bb_factory_ORIG_weapons_ammunition_low_0310=Ballistics depleting rapidly
  4965. Dlg_SC_bb_bb_factory_ORIG_weapons_chaff_depleted_0400=CHAFF DEPLETED
  4966. Dlg_SC_bb_bb_factory_ORIG_weapons_chaff_launched_0350=CHAFF Launched
  4967. Dlg_SC_bb_bb_factory_ORIG_weapons_chaff_low_0380=RELOAD CHAFF
  4968. Dlg_SC_bb_bb_factory_ORIG_weapons_charging_0330=Refreshing Energy Weapons
  4969. Dlg_SC_bb_bb_factory_ORIG_weapons_fired_at_friendly_0405=Check Fire.
  4970. Dlg_SC_bb_bb_factory_ORIG_weapons_flare_depleted_0390=FLARES DEPLETED
  4971. Dlg_SC_bb_bb_factory_ORIG_weapons_flare_launched_0360=FLARE Launched
  4972. Dlg_SC_bb_bb_factory_ORIG_weapons_flare_low_0370=RELOAD FLARE
  4973. Dlg_SC_bb_bb_factory_ORIG_weapons_missile_lock_succeeds_0300=ACHIEVED MISSILE LOCK
  4974. Dlg_SC_bb_bb_factory_ORIG_weapons_missiles_depleted_0420=Missiles Depleted.
  4975. Dlg_SC_bb_bb_factory_ORIG_weapons_missiles_low_0410=Reload Missiles.
  4976. Dlg_SC_bb_bb_factory_ORIG_weapons_target_destroyed_0340=Hostile eliminated
  4977. Dlg_SC_bb_bb_factory_RSI_confirmed_enemy_target_0110=Enemy Target
  4978. Dlg_SC_bb_bb_factory_RSI_critical_hit_0500=Critical strike:
  4979. Dlg_SC_bb_bb_factory_RSI_scanners_being_scanned_0210=We are being scanned
  4980. Dlg_SC_bb_bb_factory_RSI_scanners_scanning_0200=Standby, scanning
  4981. Dlg_SC_bb_bb_factory_RSI_sensor_incoming_ramming_0120=Hostile on collision course
  4982. Dlg_SC_bb_bb_factory_RSI_sensor_nearby_acquisition_0100=Radar contact
  4983. Dlg_SC_bb_bb_factory_RSI_shields_back_0_0580=Rear shield is down
  4984. Dlg_SC_bb_bb_factory_RSI_shields_back_25_0570=Alert: Rear shield at 25%
  4985. Dlg_SC_bb_bb_factory_RSI_shields_back_50_0560=Rear shield at 50%
  4986. Dlg_SC_bb_bb_factory_RSI_shields_back_75_0550=Rear shield at 75%
  4987. Dlg_SC_bb_bb_factory_RSI_shields_bottom_0_0740=Low shield is down
  4988. Dlg_SC_bb_bb_factory_RSI_shields_bottom_25_0730=Alert: Low Shield at 25%
  4989. Dlg_SC_bb_bb_factory_RSI_shields_bottom_50_0720=Low Shield at 50%
  4990. Dlg_SC_bb_bb_factory_RSI_shields_bottom_75_0710=Low Shield at 75%
  4991. Dlg_SC_bb_bb_factory_RSI_shields_charging_0507=Standby shields
  4992. Dlg_SC_bb_bb_factory_RSI_shields_collision_alert_0760=IMPACT
  4993. Dlg_SC_bb_bb_factory_RSI_shields_front_0_0540=Front shield is down
  4994. Dlg_SC_bb_bb_factory_RSI_shields_front_25_0530=Alert: Front Shields at 25%.
  4995. Dlg_SC_bb_bb_factory_RSI_shields_front_50_0520=Front shield at 50%
  4996. Dlg_SC_bb_bb_factory_RSI_shields_front_75_0510=Front shield at 75%
  4997. Dlg_SC_bb_bb_factory_RSI_shields_left_0_0620=Port Shield is down
  4998. Dlg_SC_bb_bb_factory_RSI_shields_left_25_0610=Alert: Port Shield at 25%
  4999. Dlg_SC_bb_bb_factory_RSI_shields_left_50_0600=Port Shield at 50%
  5000. Dlg_SC_bb_bb_factory_RSI_shields_left_75_0590=Port Shield at 75%
  5001. Dlg_SC_bb_bb_factory_RSI_shields_right_0_0660=Starboard Shield is down.
  5002. Dlg_SC_bb_bb_factory_RSI_shields_right_25_0650=Alert: Starboard Shield at 25%
  5003. Dlg_SC_bb_bb_factory_RSI_shields_right_50_0640=Starboard Shield at 50%
  5004. Dlg_SC_bb_bb_factory_RSI_shields_right_75_0630=Starboard Shield at 75%
  5005. Dlg_SC_bb_bb_factory_RSI_shields_system_activated_0750=online.
  5006. Dlg_SC_bb_bb_factory_RSI_shields_top_0_0700=High shield is down
  5007. Dlg_SC_bb_bb_factory_RSI_shields_top_25_0690=Alert: High Shield at 25%
  5008. Dlg_SC_bb_bb_factory_RSI_shields_top_50_0680=Overhead Shield at 50%
  5009. Dlg_SC_bb_bb_factory_RSI_shields_top_75_0670=Overhead Shield at 75%
  5010. Dlg_SC_bb_bb_factory_RSI_systems_autopilot_disengaged_0930=Disengaging Autopilot
  5011. Dlg_SC_bb_bb_factory_RSI_systems_autopilot_engaged_0920=Engaging Autopilot
  5012. Dlg_SC_bb_bb_factory_RSI_systems_bitchingbetty_0840=<<<hum>>>
  5013. Dlg_SC_bb_bb_factory_RSI_systems_bootup_0971=Welcome to Roberts Space Industries. Enjoy the ride.
  5014. Dlg_SC_bb_bb_factory_RSI_systems_comms_jammed_0960=Comm failure
  5015. Dlg_SC_bb_bb_factory_RSI_systems_communications_0800=Communications
  5016. Dlg_SC_bb_bb_factory_RSI_systems_coolant_0890=Cooling System
  5017. Dlg_SC_bb_bb_factory_RSI_systems_destruction_imminent_0900=Please evacuate ship.
  5018. Dlg_SC_bb_bb_factory_RSI_systems_engines_0820=Engines
  5019. Dlg_SC_bb_bb_factory_RSI_systems_flightcontrol_0850=Avionics
  5020. Dlg_SC_bb_bb_factory_RSI_systems_is_offline_0505=...damaged.
  5021. Dlg_SC_bb_bb_factory_RSI_systems_lifesupport_0810=Life Support
  5022. Dlg_SC_bb_bb_factory_RSI_systems_objective_received_0910=OBJECTIVE MARKED
  5023. Dlg_SC_bb_bb_factory_RSI_systems_offline_0780=...deactivated
  5024. Dlg_SC_bb_bb_factory_RSI_systems_radar_0870=Radar
  5025. Dlg_SC_bb_bb_factory_RSI_systems_sensors_0860=Sensors
  5026. Dlg_SC_bb_bb_factory_RSI_systems_shieldgen_0830=Shields
  5027. Dlg_SC_bb_bb_factory_RSI_systems_systems_online_0970=System check.
  5028. Dlg_SC_bb_bb_factory_RSI_systems_systems_overheating_0950=System Critical.
  5029. Dlg_SC_bb_bb_factory_RSI_systems_weapons_0880=Weapons Systems
  5030. Dlg_SC_bb_bb_factory_RSI_weapons_ammunition_depleted_0320=Ballistics out of ammo
  5031. Dlg_SC_bb_bb_factory_RSI_weapons_ammunition_low_0310=Ballistics ammo low
  5032. Dlg_SC_bb_bb_factory_RSI_weapons_chaff_depleted_0400=Chaff empty
  5033. Dlg_SC_bb_bb_factory_RSI_weapons_chaff_launched_0350=Chaff away
  5034. Dlg_SC_bb_bb_factory_RSI_weapons_chaff_low_0380=Low chaff
  5035. Dlg_SC_bb_bb_factory_RSI_weapons_charging_0330=Standby for Energy Weapons
  5036. Dlg_SC_bb_bb_factory_RSI_weapons_fired_at_friendly_0405=Check Fire.
  5037. Dlg_SC_bb_bb_factory_RSI_weapons_flare_depleted_0390=Flares Empty
  5038. Dlg_SC_bb_bb_factory_RSI_weapons_flare_launched_0360=Flare away
  5039. Dlg_SC_bb_bb_factory_RSI_weapons_flare_low_0370=Low flares
  5040. Dlg_SC_bb_bb_factory_RSI_weapons_missile_lock_succeeds_0300=TARGET ACQUIRED
  5041. Dlg_SC_bb_bb_factory_RSI_weapons_missiles_depleted_0420=Missiles Empty.
  5042. Dlg_SC_bb_bb_factory_RSI_weapons_missiles_low_0410=Low Missiles.
  5043. Dlg_SC_bb_bb_factory_RSI_weapons_target_destroyed_0340=Enemy down
  5044. Dlg_SC_mc_collision_1101=These pilots are not holding back.
  5045. Dlg_SC_mc_collision_1102=While crashing into the other pilots may stop them from winning, it often has the adverse affect of causing you to lose as well.
  5046. Dlg_SC_mc_collision_1103=They clipped! Hopefully they can maintain control.
  5047. Dlg_SC_mc_collision_1104=I don't know the exact maths, but I am fairly certain that two objects hitting at these speeds is equal to about a metric ton of uh-oh.
  5048. Dlg_SC_mc_collision_1105=They're bumping each other like they're at a club on Terra Prime.
  5049. Dlg_SC_mc_collision_1106=I don't know how many more hits like that they can take.
  5050. Dlg_SC_mc_collision_1107=Ouch! Someone's going to need some medgel after this race.
  5051. Dlg_SC_mc_collision_1108=And that's why in racing we have the saying, "ships don't win pretty."
  5052. Dlg_SC_mc_collision_1109=Now that's what I call a bang up job.
  5053. Dlg_SC_mc_collision_1110=After a crash like that, these pilots have got to be asking, "Did I remember to give my welder a gift last Citizen Day?"
  5054. Dlg_SC_mc_collisionCollision_01=These pilots are not holding back.
  5055. Dlg_SC_mc_collisionCollision_02=While crashing into the other pilots may stop them from winning, it often has the adverse affect of causing you to lose as well.
  5056. Dlg_SC_mc_collisionCollision_03=They clipped! Hopefully they can maintain control.
  5057. Dlg_SC_mc_collisionCollision_04=I don't know the exact maths, but I am fairly certain that two objects hitting at these speeds is equal to about a metric ton of uh-oh.
  5058. Dlg_SC_mc_collisionCollision_05=They're bumping each other like they're at a club on Terra Prime.
  5059. Dlg_SC_mc_collisionCollision_06=I don't know how many more hits like that they can take.
  5060. Dlg_SC_mc_collisionCollision_07=Ouch! Someone's going to need some medgel after this race.
  5061. Dlg_SC_mc_collisionCollision_08=And that's why in racing we have the saying, "ships don't win pretty."
  5062. Dlg_SC_mc_collisionCollision_09=Now that's what I call a bang up job.
  5063. Dlg_SC_mc_collisionCollision_10=After a crash like that, these pilots have got to be asking, "Did I remember to give my welder a gift last Citizen Day?"
  5064. Dlg_SC_mc_entering_weaponsfree_zone_2501=Get ready. Things are about to get lethal.
  5065. Dlg_SC_mc_entering_weaponsfree_zoneEntering_WeaponsFree_Zone=Get ready. Things are about to get lethal.
  5066. Dlg_SC_mc_final_lap_begins_1501=Final lap. Time for things to get interesting.
  5067. Dlg_SC_mc_final_lap_begins_1502=It all comes down to this last lap.
  5068. Dlg_SC_mc_final_lap_begins_1503=Racers are entering the final lap.
  5069. Dlg_SC_mc_final_lap_begins_1504=Last lap and time to use whatever they got left in the tank.
  5070. Dlg_SC_mc_final_lap_begins_1505=This is the beginning of the end! The Last lap! The final bow! The ultimate circle. The big... okay I ran out of things but you get the idea. The race is almost over.
  5071. Dlg_SC_mc_final_lap_begins_1506=We got one lap remaining, and one last chance for these pilots to prove themselves.
  5072. Dlg_SC_mc_final_lap_begins_1507=Heading into the final stretch and it still could be anybody's race. Well not anybody's. Some of these pilots are not very good.
  5073. Dlg_SC_mc_final_lap_begins_1508=It's the final lap, and here is where you start to see just how good these pilots' engineering crews are, as the ships have been taking a beating.
  5074. Dlg_SC_mc_final_lap_begins_1509=The qualifier is winding down as we start the last lap.
  5075. Dlg_SC_mc_final_lap_begins_1510=And with that lap, the end draws near.
  5076. Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_01=Final lap. Time for things to get interesting.
  5077. Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_02=It all comes down to this last lap.
  5078. Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_03=Racers are entering the final lap.
  5079. Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_04=Last lap and time to use whatever they got left in the tank.
  5080. Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_05=This is the beginning of the end! The Last lap! The final bow! The ultimate circle. The big... okay I ran out of things but you get the idea. The race is almost over.
  5081. Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_06=We got one lap remaining, and one last chance for these pilots to prove themselves.
  5082. Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_07=Heading into the final stretch and it still could be anybody's race. Well not anybody's. Some of these pilots are not very good.
  5083. Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_08=It's the final lap, and here is where you start to see just how good these pilot's engineering crews are, as the ships have been taking a beating.
  5084. Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_09=The qualifier is winding down as we start the last lap.
  5085. Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_10=And with that lap, the end draws near.
  5086. Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2301=New Horizon is really proving itself to be a thinking man's racetrack.
  5087. Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2302=My understanding is that Consolidated Outlands owner, Silas Koerner, is enjoying the race today from his luxury box. Let me just say, Silas, if you are on the market for a new best friend, I am available.
  5088. Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2303=The MCRs recently implemented enhanced safety protocols are on full display. Sure it makes the race a little less exciting, but I guess some people would argue that's worth the price of saving some lives. Not me per se, but some people.
  5089. Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2304=With the season rapidly approaching, it'll be interesting to see who, if anyone, really establishes themselves as a racer to watch.
  5090. Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2305=With Kale Sonora's qualifier win at Issigon last week, everyone's asking if any of today's competition will knock her out of the top slot.
  5091. Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2306=Couldn't argue for better conditions to race in, I suppose. Call me old-fashioned, but I follow the Waylon Vickers mantra: "I love it when the weather's an opponent."
  5092. Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_01=New Horizon is really proving itself to be a thinking man's racetrack.
  5093. Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_02=My understanding is that Consolidate Outlands owner, Silas Koerner, is enjoying the race today from his luxury box. Let me just say, Silas, if you are on the market for a new best friend, I am available.
  5094. Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_03=The MCRs recently implemented enhanced saftey protocals are on full display. Sure it makes the race a little less exciting, but I guess some people would argue that's worth the price of saving some lives. Not me persay, but some people.
  5095. Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_04=With the season rapidly approaching, it'll be interesting to see who, if anyone, really establishes themselves as a racer to watch.
  5096. Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_05=With Kale Sonora's qualifier win at Issigon last week, everyone's asking if any of today's competition will knock her out of the top slot.
  5097. Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_06=Couldn't argue for better conditions to race in, I suppose. Call me old-fashioned, but I follow the Waylon Vickers mantra: "I love it when the weather's an opponent."
  5098. Dlg_SC_mc_gen_chat_exclamations_negative_2007=No!
  5099. Dlg_SC_mc_gen_chat_exclamations_negative_2008=Oof!
  5100. Dlg_SC_mc_gen_chat_exclamations_negative_2009=Come on!
  5101. Dlg_SC_mc_gen_chat_exclamations_negative_2012=What the hell?!
  5102. Dlg_SC_mc_gen_chat_exclamations_negative_2015=I can't believe I'm watching this!
  5103. Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_01=No!
  5104. Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_02=Oof!
  5105. Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_03=Come on!
  5106. Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_04=What the hell?!
  5107. Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_05=I can't believe I'm watching this!
  5108. Dlg_SC_mc_gen_chat_exclamations_positive_2001=Well I'll be damned.
  5109. Dlg_SC_mc_gen_chat_exclamations_positive_2002=Yes!
  5110. Dlg_SC_mc_gen_chat_exclamations_positive_2003=There we go!
  5111. Dlg_SC_mc_gen_chat_exclamations_positive_2004=Now it's a race!
  5112. Dlg_SC_mc_gen_chat_exclamations_positive_2005=Excellent!
  5113. Dlg_SC_mc_gen_chat_exclamations_positive_2006=That was hot.
  5114. Dlg_SC_mc_gen_chat_exclamations_positive_2010=Absolutely Incredible.
  5115. Dlg_SC_mc_gen_chat_exclamations_positive_2011=Nicely done.
  5116. Dlg_SC_mc_gen_chat_exclamations_positive_2013=Look at it.
  5117. Dlg_SC_mc_gen_chat_exclamations_positive_2014=That's a great sight.
  5118. Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_01=Well I'll be damned.
  5119. Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_02=Yes!
  5120. Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_03=There we go!
  5121. Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_04=Now it's a race!
  5122. Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_05=Excellent!
  5123. Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_06=That was hot.
  5124. Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_07=Absolutely Incredible.
  5125. Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_08=Nicely done.
  5126. Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_09=Look at it.
  5127. Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_10=That's a great sight.
  5128. Dlg_SC_mc_gen_chat_murray_cup_lore_2101=One of the great things about Murray racing is how the debate over speed vs. agility vs. firepower vs defense still rages to this day.
  5129. Dlg_SC_mc_gen_chat_murray_cup_lore_2102=It really is austounding how there seems to be no one way to win this race. Having the fastest ship means nothing if you're going to get your ass blown off.
  5130. Dlg_SC_mc_gen_chat_murray_cup_lore_2103=I'm reminded of a similar race in 2938 where all the ships also went around a track very fast.
  5131. Dlg_SC_mc_gen_chat_murray_cup_lore_2104=Hard to believe that there was a time when the Murray Cup was just a cup owned by a guy named Murray.
  5132. Dlg_SC_mc_gen_chat_murray_cup_lore_2105=New Horizon, a recent edition to the Cup, has been divisive amongst pilots as they strive to master all its nuances.
  5133. Dlg_SC_mc_gen_chat_murray_cup_lore_2106=It's hard to imagine what those original Murray Cup racers, using planets to mark the course, would think of today's track innovations.
  5134. Dlg_SC_mc_gen_chat_murray_cup_lore_2107=For those of you watching who are interested in getting involved with Murray Cup racing, it really comes down to two things: practice, and a ton of credits to buy a ship.
  5135. Dlg_SC_mc_gen_chat_murray_cup_lore_2108=Dealing with the sheer difficulty of this New Horizon course is a common theme in these Murray Cup qualifiers.
  5136. Dlg_SC_mc_gen_chat_murray_cup_lore_2109=Dealing with stress and fatigue may almost be as important in a race like this as is the ship you fly.
  5137. Dlg_SC_mc_gen_chat_murray_cup_lore_2110=This course is not one you want to fight against. The best bet is to close your eyes and just go along for the ride.
  5138. Dlg_SC_mc_gen_chat_murray_cup_lore_2111=Little known fact, this raceway was designed from the ground up to make these pilots gently weep to themselves as they fly.
  5139. Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_01=One of the great things about Murray racing is how the debate over speed vs. agility vs. firepower vs defense still rages to this day.
  5140. Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_02=It really is austounding how there seems to be no one way to win this race. Having the fastest ship means nothing if you're going to get your ass blown off.
  5141. Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_03=I'm reminded of a similar race in 2938 where all the ships also went around a track very fast.
  5142. Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_04=Hard to believe that there was a time when the Murray Cup was just a cup owned by a guy named Murray.
  5143. Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_05=New Horizon, a recent edition to the Cup, has been devisive amongst pilots as they strive to master all its nuances.
  5144. Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_06=It's hard to imagine what those original Murray Cup racers, using planets to mark the course, would think of today's track innovations.
  5145. Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_07=For those of you watching who are interested in getting involved with Murray Cup racing, it really comes down to two things, practice, and a ton of credits to buy a ship.
  5146. Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_08=Dealing with the sheer difficulty of this New Horizon course is a common theme in these Murray Cup qualifiers.
  5147. Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_09=Dealing with stress and fatigue may almost be as important in a race like this as is the ship you fly.
  5148. Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_10=This course is not one you want to fight against. The best bet is to close your eyes and just go along for the ride.
  5149. Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_11=Little known fact, this raceway was designed from the ground up to make these pilots gently weep to themselves as they fly.
  5150. Dlg_SC_mc_gen_chat_race_banter_1901=Another ring cleared.
  5151. Dlg_SC_mc_gen_chat_race_banter_1902=To the pilots in this race I ask, can you go faster? And if yes, then please, go faster.
  5152. Dlg_SC_mc_gen_chat_race_banter_1903=New Horizon Raceway is known throughout the circuit for its tricky turns and of course its new horizons.
  5153. Dlg_SC_mc_gen_chat_race_banter_1904=As an announcer it is important that I remain impartial, however as a race fan I got to say, I hope someone crashes soon.
  5154. Dlg_SC_mc_gen_chat_race_banter_1905=With a race track this huge, it can sometimes be difficult for pilots to get a full handle on the pacing they need to set for themselves.
  5155. Dlg_SC_mc_gen_chat_race_banter_1906=That's when you know the ships are really handling well, when they can pull a ring like that and manage to hold the line.
  5156. Dlg_SC_mc_gen_chat_race_banter_1907=Today's race is turning out to be a real stick breaker.
  5157. Dlg_SC_mc_gen_chat_race_banter_1908=You'll often hear people grunting over max engine output, but give me precise maneuvering thrusters any day.
  5158. Dlg_SC_mc_gen_chat_race_banter_1909=Many of the pilots have switched from drinking water during the race to a hydrating gel, just to shave off those few precious grams from their ship's weight.
  5159. Dlg_SC_mc_gen_chat_race_banter_1910=Big risk there. We'll have to see if they made their move a little too early.
  5160. Dlg_SC_mc_gen_chat_race_banter_1911=With barely meters to spare, these rings pose a significant risk to ships at these intense speeds.
  5161. Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_01=Another ring cleared.
  5162. Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_02=To the pilots in this race I ask, can you go faster? And if yes, then please, go faster.
  5163. Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_03=New Horizon Raceway known throughout the circuit for its tricky turns and of course its new horizons.
  5164. Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_04=As an announcer it is important that I remain impartial, however as a race fan I got to say, I hope someone crashes soon.
  5165. Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_05=With a race track this huge, it can sometimes be difficult for pilots to get a full handle on the pacing they need to set for themselves.
  5166. Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_06=That's when you know the ships are really handling well, when they can pull a ring like that and manage to hold the line.
  5167. Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_07=Today's race is turning out to be a real stick breaker.
  5168. Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_08=You'll often hear people grunting over max engine output, but give me precise maneuvering thrusters any day.
  5169. Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_09=Many of the pilots have switched from drinking water during the race to a hydrating gel, just to shave off those few precious grams from their ships weight.
  5170. Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_10=Big risk there. We'll have to see if they made their move a little too early.
  5171. Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_11=With barely meters to spare, these rings pose a significant risk to ships at these intense speeds.
  5172. Dlg_SC_mc_going_wrong_way_0601=And... now there is a pilot flying in the wrong direction.
  5173. Dlg_SC_mc_going_wrong_way_0602=We have one pilot going the wrong way round the track, so it may be worth specifying that the direction in which you cross the finish line does in fact matter.
  5174. Dlg_SC_mc_going_wrong_way_0603=Attention to the pilot going the wrong way, you are going the wrong way.
  5175. Dlg_SC_mc_going_wrong_way_0604=Watching this ship fly the wrong way, you have to ask, are they pre-screening these pilots?
  5176. Dlg_SC_mc_going_wrong_way_0605=You're going the wrong way!
  5177. Dlg_SC_mc_going_wrong_way_0606=As a pilot heads in the wrong direction, we are once again reminded that drug screening has still yet to be perfected.
  5178. Dlg_SC_mc_going_wrong_way_0607=Race fans, we may be moments away from a crash, as a pilot with no regard for their own life or the lives of others flies in the wrong direction.
  5179. Dlg_SC_mc_going_wrong_way_0608=Seems we have a contrarian in the race.
  5180. Dlg_SC_mc_going_wrong_way_0609=This is so incredibly dangerous, but I will not turn away.
  5181. Dlg_SC_mc_going_wrong_way_0610=Someone's helmet must be too tight because they are flying backwards.
  5182. Dlg_SC_mc_going_wrong_way_0611=What are you doing?
  5183. Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_01=And... now there is a pilot flying in the wrong direction.
  5184. Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_02=We have one pilot going the wrong way round the track, so it may be worth specifying that the direction in which you cross the finish line does in fact matter.
  5185. Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_03=Attention to the pilot going the wrong way, you are going the wrong way.
  5186. Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_04=Watching this ship fly the wrong way, you have to ask, are they pre-screening these pilots?
  5187. Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_05=You're going the wrong way!
  5188. Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_06=As a pilot heads in the wrong direction, we are once again reminded that drug screening has still yet to be perfected.
  5189. Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_07=Race fans, we may be moments away from a crash, as a pilot with no regards for their own life or the lives of others, flies in the wrong direction.
  5190. Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_08=Seems we have a contrarian in the race.
  5191. Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_09=This is so incredibly dangerous but I will not turn away.
  5192. Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_10=Someone's helmet must be too tight because they are flying backwards.
  5193. Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_11=What are you doing!
  5194. Dlg_SC_mc_introduction_starting_0201=Racers are lined up and ready to go.
  5195. Dlg_SC_mc_introduction_starting_0202=Pilots are in place, and the ships are set.
  5196. Dlg_SC_mc_introduction_starting_0203=Mechanics are making the final adjustments before we get underway.
  5197. Dlg_SC_mc_introduction_starting_0204=Engines hum and thrusters burn as they wait for that final count.
  5198. Dlg_SC_mc_introduction_starting_0205=Ships are at the line, and you can feel the excitement.
  5199. Dlg_SC_mc_introduction_starting_0206=Ships are at their start positions.
  5200. Dlg_SC_mc_introduction_starting_0207=Pilots are ready at the gates.
  5201. Dlg_SC_mc_introduction_starting_0208=Pilots getting ready to launch. Can't say enough how important a good start is to a racer.
  5202. Dlg_SC_mc_introduction_starting_0209=Last chance to make final adjustments as we are near the start.
  5203. Dlg_SC_mc_introduction_starting_0210=The wait is almost over as the ships are primed.
  5204. Dlg_SC_mc_introduction_startingIntroduction_Starting_01=Racers are lined up and ready to go.
  5205. Dlg_SC_mc_introduction_startingIntroduction_Starting_02=Pilots are in place, and the ships are set.
  5206. Dlg_SC_mc_introduction_startingIntroduction_Starting_03=Mechanics are making the final adjustments before we get underway.
  5207. Dlg_SC_mc_introduction_startingIntroduction_Starting_04=Engines hum and thrusters burn as they wait for that final count.
  5208. Dlg_SC_mc_introduction_startingIntroduction_Starting_05=Ships are at the line, and you can feel the excitement.
  5209. Dlg_SC_mc_introduction_startingIntroduction_Starting_06=Ships are at their start positions.
  5210. Dlg_SC_mc_introduction_startingIntroduction_Starting_07=Pilots are ready at the gates.
  5211. Dlg_SC_mc_introduction_startingIntroduction_Starting_08=Pilots getting ready to launch. Can't say enough how important a good start is to a racer.
  5212. Dlg_SC_mc_introduction_startingIntroduction_Starting_09=Last chance to make final adjustments as we are near the start.
  5213. Dlg_SC_mc_introduction_startingIntroduction_Starting_10=The wait is almost over as the ships are primed.
  5214. Dlg_SC_mc_introduction_welcome_0101=Welcome to the Murray Cup Qualifier, my name's Trevor Basque.
  5215. Dlg_SC_mc_introduction_welcome_0102=Hello everyone, this is Trevor Basque, got another surefire heartstopper about to get underway.
  5216. Dlg_SC_mc_introduction_welcome_0103=Hello racers and gearheads, this is Trevor Basque casting live from the New Horizon Raceway.
  5217. Dlg_SC_mc_introduction_welcome_0104=Welcome back to Murray Cup racing. Hello, I'm Trevor Basque and let's go straight away to today's qualifier.
  5218. Dlg_SC_mc_introduction_welcome_0105=If you've got Murray Cup fever, then you've come to the right place. I'll be your doctor, Trevor Basque, but instead of a cure, I'll be dosing out just more racing fever, or something. I am not a real doctor. On to the race!
  5219. Dlg_SC_mc_introduction_welcome_0106=
  5220. Dlg_SC_mc_introduction_welcome_0107=We are back and racing in New Horizon. I'm Shawn Walker for GSN Murray Cup coverage.
  5221. Dlg_SC_mc_introduction_welcome_0108=Faster, harder, and better than ever. Whether you're describing this Murray Cup's season, or me, your host Trevor Basque, you'd be right. Welcome to the New Horizon Qualifiers.
  5222. Dlg_SC_mc_introduction_welcome_0109=You can feel the excitment here at New Horizon as we gear up for another Murray Cup race. I'm Shawn Walker, and welcome to the Qualifiers.
  5223. Dlg_SC_mc_introduction_welcome_0110=Do you feel that? That need to feel g-forces pull blood from your brain? Well, look no further. Racing season is back.
  5224. Dlg_SC_mc_introduction_welcome_0111=Hello ladies and gentlmen, welcome to the New Horizon Speedway in lovely Ellis System for another Murray Cup Qualifier.
  5225. Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_01=Welcome to the Murray Cup Qualifier, my name's Trevor Basque.
  5226. Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_02=Hello everyone, this is Trevor Basque, got another surefire heartstopper about to get underway.
  5227. Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_03=Hello racers and gearheads, this is Trevor Basque casting live from the New Horizon Raceway.
  5228. Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_04=Welcome back to Murray Cup racing. Hello, I'm Trevor Basque and let's go straight away to today's qualifier.
  5229. Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_05=If you've got Murray Cup fever, then you've come to the right place. I'll be your doctor, Trevor Basque, but instead of a cure, I'll be dosing out just more racing fever, or something. I am not a real doctor. On to the race!
  5230. Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_06=This is Trevor Basque for Murray Cup racing. Let's go now to today's qualifier.
  5231. Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_07=We are back and racing in New Horizon. Im Shawn Walker for GSN Murray Cup coverage.
  5232. Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_08=Faster, harder, and better than ever. Whether you're describing this Murray Cup's season, or me, your host Trevor Basque, you'd be right. Welcome to the New Horizon Qualifiers.
  5233. Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_09=You can feel the excitment here at New Horizon as we gear up for another Murray Cup race. I'm Shawn Walker, and welcome to the Qualifiers.
  5234. Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_10=Do you feel that? That need to feel g-forces pull blood from your brain? Well, look no further. Racing season is back.
  5235. Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_11=Hello ladies and gentlmen, welcome to the New Horizon Speedway in lovely Ellis System for another Murray Cup Qualifier.
  5236. Dlg_SC_mc_lap_complete_0801=One down.
  5237. Dlg_SC_mc_lap_complete_0802=Another lap in the log.
  5238. Dlg_SC_mc_lap_complete_0803=Mark that lap done.
  5239. Dlg_SC_mc_lap_complete_0804=With that lap done, this is where strategy is really going to start coming into play.
  5240. Dlg_SC_mc_lap_complete_0805=Clearing a lap, you've got to wonder if this is the point where racers will begin to make their move.
  5241. Dlg_SC_mc_lap_complete_0806=And that circuit's complete.
  5242. Dlg_SC_mc_lap_complete_0807=Lets see if the pilots will be making adjustments as they head into the next lap.
  5243. Dlg_SC_mc_lap_complete_0808=And around we go for another lap.
  5244. Dlg_SC_mc_lap_complete_0809=And the ships clear a lap.
  5245. Dlg_SC_mc_lap_complete_0810=Unlike Synthworld, that lap is done.
  5246. Dlg_SC_mc_lap_completeLap_Complete_01=One down.
  5247. Dlg_SC_mc_lap_completeLap_Complete_02=Another lap in the log.
  5248. Dlg_SC_mc_lap_completeLap_Complete_03=Mark that lap done.
  5249. Dlg_SC_mc_lap_completeLap_Complete_04=With that lap done, this is where strategy is really going to start coming into play.
  5250. Dlg_SC_mc_lap_completeLap_Complete_05=Clearing a lap, you've got to wonder if this is the point where racers will begin to make their move.
  5251. Dlg_SC_mc_lap_completeLap_Complete_06=And that circuit's complete.
  5252. Dlg_SC_mc_lap_completeLap_Complete_07=Lets see if the pilots will be making adjustments as they head into the next lap.
  5253. Dlg_SC_mc_lap_completeLap_Complete_08=And around we go for another lap.
  5254. Dlg_SC_mc_lap_completeLap_Complete_09=And the ships clear a lap.
  5255. Dlg_SC_mc_lap_completeLap_Complete_10=Unlike Synthworld, that lap is done.
  5256. Dlg_SC_mc_launch_0301=They're off!
  5257. Dlg_SC_mc_launch_0302=And another race, underway.
  5258. Dlg_SC_mc_launch_0303=And a clean launch out of the gate.
  5259. Dlg_SC_mc_launch_0304=Gates open, throttles down.
  5260. Dlg_SC_mc_launch_0305=And there's the start.
  5261. Dlg_SC_mc_launch_0306=And away we go.
  5262. Dlg_SC_mc_launch_0307=And here they come.
  5263. Dlg_SC_mc_launch_0308=And the Qualifier is kicked off.
  5264. Dlg_SC_mc_launch_0309=And an aggressive start.
  5265. Dlg_SC_mc_launch_0310=And here we go, now.
  5266. Dlg_SC_mc_launchLaunch_01=They're off!
  5267. Dlg_SC_mc_launchLaunch_02=And another race, underway.
  5268. Dlg_SC_mc_launchLaunch_03=And a clean launch out of the gate.
  5269. Dlg_SC_mc_launchLaunch_04=Gates open, throttles down.
  5270. Dlg_SC_mc_launchLaunch_05=And there's the start.
  5271. Dlg_SC_mc_launchLaunch_06=And away we go.
  5272. Dlg_SC_mc_launchLaunch_07=And here they come.
  5273. Dlg_SC_mc_launchLaunch_08=And the Qualifier is kicked off.
  5274. Dlg_SC_mc_launchLaunch_09=And an aggressive start.
  5275. Dlg_SC_mc_launchLaunch_10=And here we go, now.
  5276. Dlg_SC_mc_leaving_track_0701=Can someone please make sure the pilots know how racing is supposed to work?
  5277. Dlg_SC_mc_leaving_track_0702=Those racing guides are there for a reason, you know.
  5278. Dlg_SC_mc_leaving_track_0703=They're flying like a Jumpers fan after a match. Incapable of going in a straight line.
  5279. Dlg_SC_mc_leaving_track_0704=Anyone want to nudge them back on course?
  5280. Dlg_SC_mc_leaving_track_0705=With the trouble these pilots are having staying on the course, you might suspect that they don't actually want to be in the race.
  5281. Dlg_SC_mc_leaving_track_0706=Controlling these ships at speeds this high is no easy task, as another pilot slips outside the track.
  5282. Dlg_SC_mc_leaving_track_0707=Careful. Careful!
  5283. Dlg_SC_mc_leaving_track_0708=What is going on here? They're off the track!
  5284. Dlg_SC_mc_leaving_track_0709=That racer went wide... real wide... off the track wide.
  5285. Dlg_SC_mc_leaving_track_0710=Looks like we have a rebel, who's not going to be penned in by your racing lines.
  5286. Dlg_SC_mc_leaving_trackLeaving_Track_01=Can someone please make sure the pilots know how racing is supposed to work?
  5287. Dlg_SC_mc_leaving_trackLeaving_Track_02=Those racing guides are there for a reason, you know.
  5288. Dlg_SC_mc_leaving_trackLeaving_Track_03=They're flying like a Jumpers fan after a match. Incapable of going in a straight line.
  5289. Dlg_SC_mc_leaving_trackLeaving_Track_04=Anyone want to nudge them back on course?
  5290. Dlg_SC_mc_leaving_trackLeaving_Track_05=With the trouble these pilots are having staying on the course, you might suspect that they don't actually want to be in the race.
  5291. Dlg_SC_mc_leaving_trackLeaving_Track_06=Controlling these ships at speeds this high is no easy task, as another pilot slips outside the track.
  5292. Dlg_SC_mc_leaving_trackLeaving_Track_07=Careful. Careful!
  5293. Dlg_SC_mc_leaving_trackLeaving_Track_08=What is going on here? They're off the track!
  5294. Dlg_SC_mc_leaving_trackLeaving_Track_09=That racer went wide... real wide... off the track wide.
  5295. Dlg_SC_mc_leaving_trackLeaving_Track_10=Looks like we have a rebel, who's not going to be penned in by your racing lines.
  5296. Dlg_SC_mc_leaving_weaponsfree_zone_2401=Safeties enabled.
  5297. Dlg_SC_mc_leaving_weaponsfree_zone_2402=Out of the danger zone, looks like there's still a handful of competitors.
  5298. Dlg_SC_mc_leaving_weaponsfree_zoneLeaving_Weaponsfree_Zone_01=Safeties enabled.
  5299. Dlg_SC_mc_leaving_weaponsfree_zoneLeaving_Weaponsfree_Zone_02=Out of the danger zone, looks like there's still a handful of competitors.
  5300. Dlg_SC_mc_lose_position_1401=That pilot's got some work to do to make up for lost ground.
  5301. Dlg_SC_mc_lose_position_1402=Use it or lose it, and that pilot clearly chose lose it.
  5302. Dlg_SC_mc_lose_position_1403=There you go, lose focus for even a second, and another pilot is there to pick up the slack.
  5303. Dlg_SC_mc_lose_position_1404=You've got to ask how a pilot could just give up their position like that.
  5304. Dlg_SC_mc_lose_position_1405=That is going to be a costly mistake.
  5305. Dlg_SC_mc_lose_position_1406=Falling behind. Not something you want to do in races or in taxes for that matter.
  5306. Dlg_SC_mc_lose_position_1407=That's either a rough bit of luck, or a great bit of luck, dependant, of course, on who you are cheering for.
  5307. Dlg_SC_mc_lose_position_1408=As pilots are eclipsed by their competitors, you can really tell who's got what it takes, and who's got to get their resume into shape.
  5308. Dlg_SC_mc_lose_position_1409=It's make or break time, and some of these pilots are just plain broken.
  5309. Dlg_SC_mc_lose_position_1410=A qualifier as important as this, it's so important to keep your head in the game.
  5310. Dlg_SC_mc_lose_position_1411=That could be it, that could be the decisive turn of this race.
  5311. Dlg_SC_mc_lose_positionLose_Position_01=That pilot's got some work to do to make up for lost ground.
  5312. Dlg_SC_mc_lose_positionLose_Position_02=Use it or lose it, and that pilot clearly chose lose it.
  5313. Dlg_SC_mc_lose_positionLose_Position_03=There you go, lose focus for even a second, and another pilot is there to pick up the slack.
  5314. Dlg_SC_mc_lose_positionLose_Position_04=You've got to ask how a pilot could just give up their position like that.
  5315. Dlg_SC_mc_lose_positionLose_Position_05=That is going to be a costly mistake.
  5316. Dlg_SC_mc_lose_positionLose_Position_06=Falling behind. Not something you want to do in races or in taxes for that matter.
  5317. Dlg_SC_mc_lose_positionLose_Position_07=That's either a rough bit of luck, or a great bit of luck, dependant, of course, on who you are cheering for.
  5318. Dlg_SC_mc_lose_positionLose_Position_08=As pilots are eclipsed by their competitors, you can really tell who's got what it takes, and who's got to get their resume into shape.
  5319. Dlg_SC_mc_lose_positionLose_Position_09=It's make or break time, and some of these pilots are just plain broken.
  5320. Dlg_SC_mc_lose_positionLose_Position_10=A qualifier as important as this, it's so important to keep your head in the game.
  5321. Dlg_SC_mc_lose_positionLose_Position_11=That could be it, that could be the decisive turn of this race.
  5322. Dlg_SC_mc_moving_up_position_1201=A pilot overtakes the competition, and gamblers everywhere sweat a little bit more.
  5323. Dlg_SC_mc_moving_up_position_1202=We've got a change in position and a reminder that nothing is certain till they cross that final line.
  5324. Dlg_SC_mc_moving_up_position_1203=We've got a pilot making their move.
  5325. Dlg_SC_mc_moving_up_position_1204=Aggressive flying on full display at New Horizon today.
  5326. Dlg_SC_mc_moving_up_position_1205=Some expert handling as a pilot advances.
  5327. Dlg_SC_mc_moving_up_position_1206=We've got movement in the pack as a racer slips ahead.
  5328. Dlg_SC_mc_moving_up_position_1207=That is one pilot who's got to be pleased with themselves.
  5329. Dlg_SC_mc_moving_up_position_1208=Some clear gains being made as racers settle in.
  5330. Dlg_SC_mc_moving_up_position_1209=And that racefans, is why nothing's settled till the finish line is crossed.
  5331. Dlg_SC_mc_moving_up_position_1210=Cutting in line, rude at the souk, perfectly acceptable on the raceway.
  5332. Dlg_SC_mc_moving_up_position_1211=That was a surgical move right there to slip past their competition.
  5333. Dlg_SC_mc_moving_up_positionMoving_Up_Position_01=A pilot overtakes the competition, and gamblers everywhere sweat a little bit more.
  5334. Dlg_SC_mc_moving_up_positionMoving_Up_Position_02=We've got a change in position and a reminder that nothing is certain till they cross that final line.
  5335. Dlg_SC_mc_moving_up_positionMoving_Up_Position_03=We've got a pilot making their move.
  5336. Dlg_SC_mc_moving_up_positionMoving_Up_Position_04=Aggressive flying on full display at New Horizon today.
  5337. Dlg_SC_mc_moving_up_positionMoving_Up_Position_05=Some expert handling as a pilot advances.
  5338. Dlg_SC_mc_moving_up_positionMoving_Up_Position_06=We've got movement in the pack as a racer slips ahead.
  5339. Dlg_SC_mc_moving_up_positionMoving_Up_Position_07=That is one pilot who's got to be pleased with themselves.
  5340. Dlg_SC_mc_moving_up_positionMoving_Up_Position_08=Some clear gains being made as racers settle in.
  5341. Dlg_SC_mc_moving_up_positionMoving_Up_Position_09=And that racefans, is why nothing's settled till the finish line is crossed.
  5342. Dlg_SC_mc_moving_up_positionMoving_Up_Position_10=Cutting in line, rude at the souk, perfectly acceptable on the raceway.
  5343. Dlg_SC_mc_moving_up_positionMoving_Up_Position_11=That was a surgical move right there to slip past their competition.
  5344. Dlg_SC_mc_neck_and_neck_1301=It's a battle for the ages.
  5345. Dlg_SC_mc_neck_and_neck_1302=This is unbelievable. These two competitors are absolutely refusing to give up that edge.
  5346. Dlg_SC_mc_neck_and_neck_1303=They are really jockeying for position.
  5347. Dlg_SC_mc_neck_and_neck_1304=These racers seemed determined to not give each other any breathing room.
  5348. Dlg_SC_mc_neck_and_neck_1305=This is looking like it's going to be too close to call.
  5349. Dlg_SC_mc_neck_and_neck_1306=Neither of these pilots seems ready to let go of the lead.
  5350. Dlg_SC_mc_neck_and_neck_1307=We are nosecone to nosecone as these pilots try desperately to find some more speed.
  5351. Dlg_SC_mc_neck_and_neck_1308=This is one tight race.
  5352. Dlg_SC_mc_neck_and_neck_1309=With a race this close, I bet these pilots are regretting not removing that bobblehead from the dash.
  5353. Dlg_SC_mc_neck_and_neck_1310=Who's it gonna be? Who's it gonna be?!?
  5354. Dlg_SC_mc_neck_and_neckNeck_And_Neck_01=It's a battle for the ages.
  5355. Dlg_SC_mc_neck_and_neckNeck_And_Neck_02=This is unbelievable. These two competitors are absolutely refusing to give up that edge.
  5356. Dlg_SC_mc_neck_and_neckNeck_And_Neck_03=They are really jockeying for position.
  5357. Dlg_SC_mc_neck_and_neckNeck_And_Neck_04=These racers seemed determined to not give each other any breathing room.
  5358. Dlg_SC_mc_neck_and_neckNeck_And_Neck_05=This is looking like it's going to be too close to call.
  5359. Dlg_SC_mc_neck_and_neckNeck_And_Neck_06=Neither of these pilots seems ready to let go of the lead.
  5360. Dlg_SC_mc_neck_and_neckNeck_And_Neck_07=We are nosecone to nosecone as these pilots try desperately to find some more speed.
  5361. Dlg_SC_mc_neck_and_neckNeck_And_Neck_08=This is one tight race.
  5362. Dlg_SC_mc_neck_and_neckNeck_And_Neck_09=With a race this close, I bet these pilots are regretting not removing that bobblehead from the dash.
  5363. Dlg_SC_mc_neck_and_neckNeck_And_Neck_10=Who's it gonna be? Who's it gonna be?!?
  5364. Dlg_SC_mc_new_personal_race_recordRace_New_Race_Record_01=New Personal Race Record
  5365. Dlg_SC_mc_open_fire_ship_destroyed_0901=Have I said recently how grateful I am they added guns to this sport?
  5366. Dlg_SC_mc_open_fire_ship_destroyed_0902=A warning shot fired across the bow, or rather, straight into it.
  5367. Dlg_SC_mc_open_fire_ship_destroyed_0903=The real trick here is maintaing target lock, while not letting up on the throttle.
  5368. Dlg_SC_mc_open_fire_ship_destroyed_0904=Pick your shots. Everyone hates spray and pray. So undignified.
  5369. Dlg_SC_mc_open_fire_ship_destroyed_0905=We're seeing some real offensive flying. No love lost here.
  5370. Dlg_SC_mc_open_fire_ship_destroyed_0906=YES! Yes! That was a marvelous shot. If the race continues like this, not sure how much longer my voice will last.
  5371. Dlg_SC_mc_open_fire_ship_destroyed_0907=In Murray Cup racing, the ships are fast, but the guns are often faster.
  5372. Dlg_SC_mc_open_fire_ship_destroyed_0908=Shots are fired and the competition is thinned.
  5373. Dlg_SC_mc_open_fire_ship_destroyed_0909=Another competitor falls.
  5374. Dlg_SC_mc_open_fire_ship_destroyed_0910=It was a battle for the ages, but someone had to go down in flames.
  5375. Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_01=Have I said recently how grateful I am they added guns to this sport?
  5376. Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_02=A warning shot fired across the bow, or rather, straight into it.
  5377. Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_03=The real trick here is maintaing target lock, while not letting up on the throttle.
  5378. Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_04=Pick your shots. Everyone hates spray and pray. So undignified.
  5379. Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_05=We're seeing some real offensive flying. No love lost here.
  5380. Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_06=YES! Yes! That was a marvelous shot. If the race continues like this, not sure how much longer my voice will last.
  5381. Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_07=In Murray Cup racing, the ships are fast, but the guns are often faster.
  5382. Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_08=Shots are fired and the competition is thinned.
  5383. Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_09=Another competitor falls.
  5384. Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_10=It was a battle for the ages, but someone had to go down in flames.
  5385. Dlg_SC_mc_player_doing_badly_0501=This... this is just dreadful flying.
  5386. Dlg_SC_mc_player_doing_badly_0502=Some pilots try to win through pure speed, others with precision, and by the looks of it, we have a few pilots out there trying to win through a new strategy I'm going to dub, "being awful."
  5387. Dlg_SC_mc_player_doing_badly_0503=The pack is really starting to separate.
  5388. Dlg_SC_mc_player_doing_badly_0504=There are so many drivers in the rear of this pack who have just not had the opportunity yet to show what they can do.
  5389. Dlg_SC_mc_player_doing_badly_0505=Looks like some of the pilots have chosen to hang back and avoid the whole 'struggling to win' altogether.
  5390. Dlg_SC_mc_player_doing_badly_0506=We are seeing lots of ships struggling to get a hold of this track today.
  5391. Dlg_SC_mc_player_doing_badly_0507=Some pilots, really having an off race. They may want to rethink any plans to buy a lottery ticket today.
  5392. Dlg_SC_mc_player_doing_badly_0508=As the race goes on, pilots are really beginning to fade.
  5393. Dlg_SC_mc_player_doing_badly_0509=At this level of competition, seeing flying this shoddy is almost a rare treat.
  5394. Dlg_SC_mc_player_doing_badly_0510=To those of you thinking of becoming pilots, this race should be considered a prime example of how not to win races.
  5395. Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_01=This... this is just dreadful flying.
  5396. Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_02=Some pilots try to win through pure speed, others with percision, and by the looks of it, we have a few pilots out there trying to win through a new strategy I'm going to dub, "being awful."
  5397. Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_03=The pack is really starting to seperate.
  5398. Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_04=There are so many drivers in the rear of this pack who have just not had opportunity yet to show what they can do.
  5399. Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_05=Looks like some of the pilots have chosen to hang back and avoid the whole 'struggling to win' all together.
  5400. Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_06=We are seeing lots of ships struggling to get a hold of this track today.
  5401. Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_07=Some pilots, really having an off race. They may want to rethink any plans to buy a lottery ticket today.
  5402. Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_08=As the race goes on, pilots are really beginning to fade.
  5403. Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_09=At this level of competition, seeing flying this shoddy is almost a rare treat.
  5404. Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_10=To those of you thinking of becoming pilots, this race should be considered a prime example of how not to win races.
  5405. Dlg_SC_mc_player_doing_well_0401=The competition is being absolutely dominated right now.
  5406. Dlg_SC_mc_player_doing_well_0402=I have never seen anything like this. This is a clinic of precision and skill.
  5407. Dlg_SC_mc_player_doing_well_0403=The leader is simply outmatching everyone. It's like they're on a whole other level.
  5408. Dlg_SC_mc_player_doing_well_0404=If I've said once, I've said it a hundred times. Perfecting the foundations of racing will always dominate tech.
  5409. Dlg_SC_mc_player_doing_well_0405=There are no guarantees in Murray Cup, but this race is starting to look like a sure thing.
  5410. Dlg_SC_mc_player_doing_well_0406=It is astounding that these pilots have been able to maintain this pace.
  5411. Dlg_SC_mc_player_doing_well_0407=The pilots leading this race have to be wondering, is this the time to play it cautious, or is it the time to really go for it?
  5412. Dlg_SC_mc_player_doing_well_0408=There is some exemplary flying happening here today. A real treat.
  5413. Dlg_SC_mc_player_doing_well_0409=Everything is looking neat and tidy as these pilots show off why they are the best in the empire.
  5414. Dlg_SC_mc_player_doing_well_0410=Look at that precision flying.
  5415. Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_01=The competition is being absolutely dominated right now.
  5416. Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_02=I have never seen anything like this. This is a clinic of precision and skill.
  5417. Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_03=The leader is simply outmatching everyone. It's like they're on a whole other level.
  5418. Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_04=If I've said once, I've said it a hundred times. Perfecting the foundations of racing will always dominate tech.
  5419. Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_05=There are no guarantees in Murray Cup, but this race is starting to look like a sure thing.
  5420. Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_06=It is astounding that these pilots have been able maintain this pace.
  5421. Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_07=The pilots leading this race have to be wondering, is this the time to play it cautious, or is it the time to really go for it?
  5422. Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_08=There is some exemplary flying happening here today. A real treat.
  5423. Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_09=Everything is looking neat and tidy as these pilots show off why they are the best in the empire.
  5424. Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_10=Look at that precision flying.
  5425. Dlg_SC_mc_player_got_any_position_1801=With over 500 years of Murray Cup racing history, I can firmly say that this race was most certainly, pretty inconsequential.
  5426. Dlg_SC_mc_player_got_any_position_1802=Congratulations to the winners. Condolences to the losers. And to those in the middle... I got nothing.
  5427. Dlg_SC_mc_player_got_any_position_1803=There you have it, another mediocre race comes to a bland conclusion, and I die a little inside.
  5428. Dlg_SC_mc_player_got_any_position_1804="What an exciting finish!" is something I wish I could say. Instead I am forced to go with, "That race was certainly something that happened."
  5429. Dlg_SC_mc_player_got_any_position_1805=(Yawns). Hmm? Oh, it's finished? Someone's supposed to wake me before the end of the boring ones.
  5430. Dlg_SC_mc_player_got_any_position_1806=With results like these... there's always next year, I suppose.
  5431. Dlg_SC_mc_player_got_any_position_1807=I encourage these pilots to use today's results as an opportunity for some serious soul searching. Is racing really what I am meant to do?
  5432. Dlg_SC_mc_player_got_any_position_1808=Well, the one thing you can say about that race is at least it's finally over.
  5433. Dlg_SC_mc_player_got_any_position_1809=The sound and the fury has come to an end, and all we are left with is a lot of depressed pilots.
  5434. Dlg_SC_mc_player_got_any_position_1810=That race may be best described by my old Equivalency instructor when she said, "there's room for improvement."
  5435. Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_01=With over 500 years of Murray Cup racing history, I can firmly say that this race was most certainly, pretty inconsequential.
  5436. Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_02=Congratulations to the winners. Condolences to the losers. And to those in the middle... I got nothing.
  5437. Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_03=There you have it, another mediocre race comes to a bland conclusion, and I die a little inside.
  5438. Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_04="What an exciting finish!" is something I wish I could say. Instead I am forced to go with, "That race was certainly something that happened."
  5439. Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_05=(Yawns). Hmm? Oh, it's finished? Someone's supposed to wake me before the end of the boring ones.
  5440. Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_06=With results like these... there's always next year, I suppose.
  5441. Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_07=I encourage these pilots to use today's results as an opportunity for some serious soul searching. Is racing really what I am meant to do?
  5442. Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_08=Well, the one thing you get say about that race is at least it's finally over.
  5443. Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_09=The sound and the fury has come to an end, and all we are left with is a lot of depressed pilots.
  5444. Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_10=That race may be best described by my old Equivalency instructor when she said, "there's room for improvement."
  5445. Dlg_SC_mc_player_got_first_place_1601=That race, ladies and gentleman, will be the new thing I picture while making love to my wife.
  5446. Dlg_SC_mc_player_got_first_place_1602=What a finish! I think we may have just witnessed the making of a legend.
  5447. Dlg_SC_mc_player_got_first_place_1603=Remember where you were this day, race fans. Your grandkids are going to be asking about it.
  5448. Dlg_SC_mc_player_got_first_place_1604=People ask how we're ever going to make peace with the Vanduul and I say make them watch a race like that. I'll be damned if seeing flying that good doesn't make everyone just want to hug it out.
  5449. Dlg_SC_mc_player_got_first_place_1605=Done! I'm calling it! It's over! Not just this race! But all racing ever! That's how good that finish was. They didn't just win a race, they won racing itself.
  5450. Dlg_SC_mc_player_got_first_place_1606=Did everyone just see that?!? And people wonder why I constantly scream, "I love racing!"
  5451. Dlg_SC_mc_player_got_first_place_1607=If ever there was a time for the death threats against me to come to fruition, let it be now, 'cause racing does not get much better than that my friends.
  5452. Dlg_SC_mc_player_got_first_place_1608=Start to finish, that was a well executed race.
  5453. Dlg_SC_mc_player_got_first_place_1609=And across the line! That has got to be one pilot who is pleased with themselves.
  5454. Dlg_SC_mc_player_got_first_place_1610=After watching that performance, it may be safe to say that we could be looking at our next Murray Cup champion.
  5455. Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_01=That race, ladies and gentleman, will be the new thing I picture while making love to my wife.
  5456. Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_02=What a finish! I think we may have just witnessed the making of a legend.
  5457. Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_03=Remember where you were this day race fans. You're grandkids are going to be asking about it.
  5458. Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_04=People ask how we're ever going to make peace with the Vanduul and I say make them watch a race like that. I'll be damned if seeing flying that good doesn't make everyone just want to hug it out.
  5459. Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_05=Done! I'm calling it! It's over! Not just this race! But all racing ever! That's how good that finish was. They didn't just win a race, they won racing itself.
  5460. Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_06=Did everyone just see that?!? And people wonder why I constantly scream, "I love racing!"
  5461. Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_07=If ever there was a time for the death threats against me to come to fruition, let it be now, 'cause racing does not get much better than that my friends.
  5462. Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_08=Start to finish, that was a well executed race.
  5463. Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_09=And across the line! That has got to be one pilot who is pleased with themselves.
  5464. Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_10=After watching that performance, it may be safe to say that we could be looking at our next Murray Cup champion.
  5465. Dlg_SC_mc_player_got_last_place_1701=We can't all be racers I guess.
  5466. Dlg_SC_mc_player_got_last_place_1702=I haven't witnessed a finish that disappointing since my first date with Rashida Collins.
  5467. Dlg_SC_mc_player_got_last_place_1703=Maybe do a hard reset before it saves.
  5468. Dlg_SC_mc_player_got_last_place_1704=And an abysmal race comes to an abysmal end, absolutely ruining all of our lives.
  5469. Dlg_SC_mc_player_got_last_place_1705=They call it a qualifier, but after watching that disappointing performance it is looking like almost none of these pilots are in fact qualified.
  5470. Dlg_SC_mc_player_got_last_place_1706=You know you love a sport when you see a race that bad and you're still willing to watch it ever again.
  5471. Dlg_SC_mc_player_got_last_place_1707=Is it over?
  5472. Dlg_SC_mc_player_got_last_place_1708=And it's over. If you need to cry, please, go ahead. It's not a reasonable reaction, but I'm afraid it's a natural one after a race like that.
  5473. Dlg_SC_mc_player_got_last_place_1709=A heartfelt congratulations to the winner, and a scornful shake of the head for the loser.
  5474. Dlg_SC_mc_player_got_last_place_1710=That race is finally over, and the healing process can finally begin.
  5475. Dlg_SC_mc_player_got_last_place_1711=It is rare to see a beating this bad outside of an Advocacy crime scene.
  5476. Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_01=We can't all be racers I guess.
  5477. Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_02=I haven't witnessed a finish that dissapointing since my first date with Rashida Collins.
  5478. Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_03=Maybe do a hard reset before it saves.
  5479. Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_04=And an abyssmal race comes to an abyssmal end, absolutely ruining all of our lives.
  5480. Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_05=The call it a qualifier, but after watching that dissapointing performance it is looking like almost none of these pilots are in fact qualified.
  5481. Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_06=You know you love a sport when you see a race that bad and you're still willing to watch it ever again.
  5482. Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_07=Is it over?
  5483. Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_08=And it's over. If you need to cry, please, go ahead. It's not a reasonable reaction, but I'm afraid it's a natural one after a race like that.
  5484. Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_09=A heartfelt congratulations to the winner, and a scornful shake of the head for the loser.
  5485. Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_10=That race is finally over, and the healing process can finally begin.
  5486. Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_11=It is rare to see a beating this bad outside of an Advocacy crime scene.
  5487. Dlg_SC_mc_sendoff_lines_conclusion_2201=That will do it for me, Trevor Basque. See you next time.
  5488. Dlg_SC_mc_sendoff_lines_conclusion_2202=And so we conclude another step in the immortal journey of man and machine. Another display of technical prowess and raw instinct. Another chance to watch stuff blow up. Good night.
  5489. Dlg_SC_mc_sendoff_lines_conclusion_2203=Thanks for joining me at New Horizon. I'm Trevor Basque. Keep flying.
  5490. Dlg_SC_mc_sendoff_lines_conclusion_2204=And with that, today's qualifier comes to a close. I've been Trevor Basque. See you next time.
  5491. Dlg_SC_mc_sendoff_lines_conclusion_2205=Another race over, and another paycheck for me, your announcer Trevor Basque. Keep flying and good night.
  5492. Dlg_SC_mc_sendoff_lines_conclusion_2206=A pleasure as always race fans. Goodbye and keep flying.
  5493. Dlg_SC_mc_sendoff_lines_conclusion_2207=As another race day winds down, I hope you all had as much fun as I did. See you soon, racefans.
  5494. Dlg_SC_mc_sendoff_lines_conclusion_2208=And that's all we have for today. Trevor Basque from New Horizon raceway signing off.
  5495. Dlg_SC_mc_sendoff_lines_conclusion_2209=All kidding aside, thanks for watching. This is Trevor Basque. Take care racers.
  5496. Dlg_SC_mc_sendoff_lines_conclusion_2210=With that, ladies, gentlemen, but mostly the ladies, this is Trevor Basque. Bidding you a fond adieu.
  5497. Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_01=That will do it for me, Trevor Basque. See you next time.
  5498. Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_02=And so we conclude another step in the immortal journey of man and machine. Another display of technical prowess and raw instinct. Another chance to watch stuff blow up. Good night.
  5499. Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_03=Thanks for joining me at New Horizon. I'm Trevor Basque. Keep flying.
  5500. Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_04=And with that, today's qualifier comes to a close. I've been Trevor Basque. See you next time.
  5501. Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_05=Another race over, and another paycheck for me, your announcer Trevor Basque. Keep flying and good night.
  5502. Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_06=A pleasure as always race fans. Goodbye and keep flying.
  5503. Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_07=As another race day winds down, I hope you all had as much fun as I did. See you soon, racefans.
  5504. Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_08=And that's all we have for today. Trevor Basque from New Horizon raceway signing off.
  5505. Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_09=All kidding aside, thanks for watching. This is Trevor Basque. Take care racers.
  5506. Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_10=With that, ladies, gentlemen, but mostly the ladies, this is Trevor Basque. Bidding you a fond adieu.
  5507. Dlg_SC_mc_taking_fire_1001=Careful.
  5508. Dlg_SC_mc_taking_fire_1002=Advice to the pilots getting shot at, stop getting shot at.
  5509. Dlg_SC_mc_taking_fire_1003=They are really getting torn up out there.
  5510. Dlg_SC_mc_taking_fire_1004=Maybe start avoiding the incoming fire? Just an idea.
  5511. Dlg_SC_mc_taking_fire_1005=Many people focus on hull integrity while getting shot, but they shouldn't forget each impact is like applying a little tiny brake.
  5512. Dlg_SC_mc_taking_fire_1006=Nothing motivates a pilot to go a little faster better than getting shot at.
  5513. Dlg_SC_mc_taking_fire_1007=Shields are lighting up as some serious damage is dealt.
  5514. Dlg_SC_mc_taking_fire_1008=And a pilot getting completely edged out of this fight. They may not have the muscle for it.
  5515. Dlg_SC_mc_taking_fire_1009=Taking damage like this is not something any pilot can afford.
  5516. Dlg_SC_mc_taking_fire_1010=I can say from experience, when you're getting shot like that, the main thing running through your head is, "Please don't hit my thrusters."
  5517. Dlg_SC_mc_taking_fireTaking_Fire_01=Careful.
  5518. Dlg_SC_mc_taking_fireTaking_Fire_02=Advice to the pilots getting shot at, stop getting shot at.
  5519. Dlg_SC_mc_taking_fireTaking_Fire_03=They are really getting torn up out there.
  5520. Dlg_SC_mc_taking_fireTaking_Fire_04=Maybe start avoiding the incoming fire? Just an idea.
  5521. Dlg_SC_mc_taking_fireTaking_Fire_05=Many people focus on hull integrity while getting shot, but they shouldn't forget each impact is like applying a little tiny brake.
  5522. Dlg_SC_mc_taking_fireTaking_Fire_06=Nothing motivates a pilot to go a little faster better than getting shot at.
  5523. Dlg_SC_mc_taking_fireTaking_Fire_07=Shields are lighting up as some serious damage is dealt.
  5524. Dlg_SC_mc_taking_fireTaking_Fire_08=And a pilot getting completely edged out of this fight. They may not have the muscle for it.
  5525. Dlg_SC_mc_taking_fireTaking_Fire_09=Taking damage like this is not something any pilot can afford.
  5526. Dlg_SC_mc_taking_fireTaking_Fire_10=I can say from experience, when you're getting shot like that, the main thing running through your head is, "Please don't hit my thrusters."
  5527. Dlg_SC_Tutorial_2nd_half_introTraining_1050_2nd_Half_Intro=Topped off. Let's get back out there.
  5528. Dlg_SC_Tutorial_2nd_half_launchTraining_1060_2nd_Half_Launch=Take off when you're ready.
  5529. Dlg_SC_Tutorial_adjust_backTraining_0250_Take_Off_Player_Adjust_Back=Back a bit.
  5530. Dlg_SC_Tutorial_adjust_forwardTraining_0240_Take_Off_Player_Adjust_Forward=A little forward.
  5531. Dlg_SC_Tutorial_adjust_leftTraining_0260_Take_Off_Player_Adjust_Left=Left a bit.
  5532. Dlg_SC_Tutorial_adjust_rightTraining_0270_Take_Off_Player_Adjust_Right=Right a touch.
  5533. Dlg_SC_Tutorial_approach_landing_padTraining_0850_Landing_Gentle_Encouragement=Set her down gently.
  5534. Dlg_SC_Tutorial_auto_or_manualTraining_0960_Landing_Auto_Or_Manual_Landing=You can use the automatic EDL landing procedure or do the whole thing manually.
  5535. Dlg_SC_Tutorial_average_landingTraining_1000_Landing_Average_Landing=Not bad. You'll get the hang of it.
  5536. Dlg_SC_Tutorial_back_to_baseTraining_1460_Training_Complete_Return_To_Base=Let's get you back to base. First round's on me.
  5537. Dlg_SC_Tutorial_bad_landingTraining_1010_Landing_Bad_Landing=<sigh> That needs a lot of work.
  5538. Dlg_SC_Tutorial_barrel_roll_executedTraining_0440_Flight_Barrel_Roll_Gilly_Executed=Ah... so much fun.
  5539. Dlg_SC_Tutorial_barrel_roll_explanationTraining_0450_Flight_Barrel_Roll_Explanation=Rolling is a great way to orient your ship to fit through tight gaps or evade incoming fire. Now you give it a go.
  5540. Dlg_SC_Tutorial_barrel_roll_introTraining_0430_Flight_Barrel_Roll_Intro=Moving on. Now this is my favorite part of training: the barrel roll.
  5541. Dlg_SC_Tutorial_beckoning_playerTraining_0010_Player_Report_To_Leader=Hey there. Hustle on over.
  5542. Dlg_SC_Tutorial_boost_alt_useTraining_1090_Flight_Boost_Alt_Use=You can also use it to overpower you manoeuvring thrusters in order to take tighter corners.
  5543. Dlg_SC_Tutorial_boost_introTraining_1080_Flight_Boost_Explanation=If you need to get up to top speed in a hurry, try boosting.
  5544. Dlg_SC_Tutorial_boost_rechargeTraining_1100_Flight_Boost_Recharge=You do have a limited amount that takes time to replenish, so don't go nuts with it.
  5545. Dlg_SC_Tutorial_chaff_difficultyTraining_0800_Combat_CM_Chaff_Difficulty=Deploying chaff takes more skill than flares. To be successful, you need to put it between you and the missile.
  5546. Dlg_SC_Tutorial_chaff_explanationTraining_0790_Combat_CM_Chaff_Explanation=Good. Now, a chaff creates a cloud of electromagnetic interference to mask your signature from the missile.
  5547. Dlg_SC_Tutorial_chase_player_dawdles_1Training_0580_Combat_Chase_Player_Dawdles_01=What are you waiting for? Go finish it off.
  5548. Dlg_SC_Tutorial_chase_player_dawdles_2Training_0580_Combat_Chase_Player_Dawdles_02=Let's go. You're on the clock, rookie.
  5549. Dlg_SC_Tutorial_chase_player_dawdles_3Training_0580_Combat_Chase_Player_Dawdles_03=Get a move on.
  5550. Dlg_SC_Tutorial_complete_barrel_rollTraining_0460_Flight_Player_Compliment_01=Nice one.
  5551. Dlg_SC_Tutorial_comstab_explanationTraining_1170_Flight_Comstab_Explanation=You also have COMSTAB which adjusts your forward velocity so you can make controlled turns. Disabling COMSTAB will allow you maintain your velocity in turns, but you will drift wider..
  5552. Dlg_SC_Tutorial_cycleTraining_0780_Combat_CM_Cycle_Countermeasure=He's switched to EM tracking missiles. Cycle to chaff.
  5553. Dlg_SC_Tutorial_decoupled_autoTraining_0150_Landing_Mode_Auto_Engage_Decoupled=Activating landing mode restricts you to decoupled mode, meaning only your manoeuvring thrusters fire, which is handy for precise movement in tight areas.
  5554. Dlg_SC_Tutorial_decoupled_manualTraining_0150_Landing_Mode_Manual_Engage_Decoupled=I've gone ahead and restricted you to decoupled mode, which makes it much easier to position yourself for a launch. In Decoupled Mode, your main engine is disengaged, allowing you to move more precisely using your manoeuvring thrusters.
  5555. Dlg_SC_Tutorial_decoupled_modeTraining_0820_Combat_Decoupled_Mode_Intro_01=Remember Decoupled Mode from taking off? If the Drone gets behind you, enter Decoupled mode to disengage your main engines and allow you to spin your ship around while retaining your original vector.
  5556. Dlg_SC_Tutorial_decoupled_player_tryTraining_0820_Combat_Decoupled_Mode_Intro_03=Give it a try, just remember to disengage it when you're done.
  5557. Dlg_SC_Tutorial_decoupled_reminder_autoTraining_0880_Landing_Mode_Auto_Engage_Decoupled=Remember, entering Landing Mode will automatically Decouple your ship, so don't activate it too far away from the landing pad as it cuts down your speed.
  5558. Dlg_SC_Tutorial_decoupled_reminder_manualTraining_0890_Landing_Mode_Manual_Engage_Decoupled=The flight system automatically cuts down on your speed when you deploy the landing gear, so don't activate it too far away from the landing pad.
  5559. Dlg_SC_Tutorial_decoupled_warningTraining_0820_Combat_Decoupled_Mode_Intro_02=It's a great way to dissuade a pursuer, but make sure you've checked your path ahead first.
  5560. Dlg_SC_Tutorial_deviate_from_landingTraining_0950_Landing_Deviate_From_Landing=If you raise you landing gear or stray too far from the pad, you'll have to request it again.
  5561. Dlg_SC_Tutorial_disabled_controlsTraining_0070_Cockpit_Intro_02=You'll notice the majority of your systems are disabled. I'll be controlling when they are on and offline to simulate potential scenarios in combat situations.
  5562. Dlg_SC_Tutorial_doors_openTraining_0110_Take_Off_Doors_Open=Once you're aligned, the tower will open the doors.
  5563. Dlg_SC_Tutorial_drone_1_introTraining_0470_Combat_Intro_03=Don't worry - it's just a training drone. It handles just like the real thing, but it's weapons are less lethal. Saying that - they still pack a punch so try not to take any hits you don't have to.
  5564. Dlg_SC_Tutorial_drone_2_killedTraining_0840_Combat_Decoupled_Mode_Player_Kill_Drone=Good kill. We're heading back to the landing pad to restock and refuel for the final part of your training.
  5565. Dlg_SC_Tutorial_drone_deadTraining_0700_Combat_Drone_Dead=Good kill.
  5566. Dlg_SC_Tutorial_drone_fleesTraining_0570_Combat_Fire_Drone_Flees=Yeah, it didn't like that.
  5567. Dlg_SC_Tutorial_drone_missileTraining_0720_Combat_Missiles_Incoming=He's got lock. Missiles incoming.
  5568. Dlg_SC_Tutorial_drone_shields_downTraining_0650_Combat_Drone_Shields_Down=Its shields are down. Finish it off with a missile.
  5569. Dlg_SC_Tutorial_eject_player_dawdles_1Training_1450_Self-Destruct_Eject_Player_Dawdles_01=Come on, bail out.
  5570. Dlg_SC_Tutorial_eject_player_dawdles_2Training_1450_Self-Destruct_Eject_Player_Dawdles_02=Get out of there!
  5571. Dlg_SC_Tutorial_ejects_before_warning_1Training_1410_Self-Destruct_Player_Hit_Eject_Before_Warning=I can't let you eject without initiating self-destruct.
  5572. Dlg_SC_Tutorial_ejects_before_warning_2Training_1420_Self-Destruct_Player_Eject_Prompt_01=It's the only thing I can't do it remotely, kid. You have to initiate. Hurry.
  5573. Dlg_SC_Tutorial_ejects_before_warning_3Training_1420_Self-Destruct_Player_Eject_Prompt_02=Your plant's leaking radiation. You need to self-destruct now.
  5574. Dlg_SC_Tutorial_ejects_before_warning_4Training_1420_Self-Destruct_Player_Eject_Prompt_03=Hit self-destruct, now!
  5575. Dlg_SC_Tutorial_engines_checkTraining_0070_Cockpit_Intro_05=Engines, check.
  5576. Dlg_SC_Tutorial_enter_landing_modeTraining_0870_Landing_Entering_Landing_Mode=To enter landing mode you need to lower your landing gear.
  5577. Dlg_SC_Tutorial_fails_to_mark_targetTraining_1270_Combat_Player_Did_Not_Mark_Target=You gotta mark a target, kid.
  5578. Dlg_SC_Tutorial_fire_player_dawdles_1Training_0550_Combat_Fire_Player_Dawdles_01=This kind of hesitation can get you killed. Fire.
  5579. Dlg_SC_Tutorial_fire_player_dawdles_2Training_0550_Combat_Fire_Player_Dawdles_02=Shoot the drone.
  5580. Dlg_SC_Tutorial_fire_player_dawdles_3Training_0550_Combat_Fire_Player_Dawdles_03=Let's go. Fire
  5581. Dlg_SC_Tutorial_fire_player_doesnt_fireTraining_0540_Combat_Target_Fire_When_Ready_02=Go ahead, shoot. The drone isn't going to mind.
  5582. Dlg_SC_Tutorial_flare_durationTraining_0760_Combat_CM_Flare_Duration=Flares have a short lifetime, don't be too quick to fire them.
  5583. Dlg_SC_Tutorial_flare_explanationTraining_0740_Combat_CM_Flare_Explanation=Last missile was heat-seeking so equip your flares. Helpful tip, don't boost after dropping a flare. Boosted thrusters are much hotter than a flare.
  5584. Dlg_SC_Tutorial_flare_launch_successTraining_0770_Combat_CM_Flare_Launch_Good=Good.
  5585. Dlg_SC_Tutorial_free_lookTraining_0070_Cockpit_Intro_01=Alright. First thing's first, take a look around your cockpit and familiarise yourself with the layout. It's imperative to quickly find and access specific controls. Last thing you want to be doing in a scrap is bringing up the instructions.
  5586. Dlg_SC_Tutorial_glaive_defeatedTraining_1360_Combat_Vanduul_Glaive_Defeated=Good kill. Glaive's down.
  5587. Dlg_SC_Tutorial_glaive_id_short_0001=We got more hostiles inbound. Looks like there's a a recognised Ace in the mix.
  5588. Dlg_SC_Tutorial_glaive_idTraining_1330_Combat_Vanduul_Id_Glaive=That Glaive's a recognised Ace, enemy designation is Tank. We're gonna have to work together to take it down.
  5589. Dlg_SC_Tutorial_good_alignment_1Training_0230_Take_Off_Player_Good_Alignment_01=Alignment's looking solid.
  5590. Dlg_SC_Tutorial_good_alignment_2Training_0230_Take_Off_Player_Good_Alignment_02=That's a good line, pilot.
  5591. Dlg_SC_Tutorial_good_distanceTraining_0900_Landing_Good_Deploy_Distance=This should be close enough. Deploy your landing gear.
  5592. Dlg_SC_Tutorial_good_landingTraining_0990_Landing_Good_Landing=Touchdown. Great work.
  5593. Dlg_SC_Tutorial_gsafe_explanation_2Training_1130_Flight_G-Safe_Explanation_02=That last sharp turn you probably felt your ship clamp down on the turn. That's your G-Safe system kicking in, making sure that you aren't taking too many G-forces and blacking out.
  5594. Dlg_SC_Tutorial_gsafe_explanation_3Training_1130_Flight_G-Safe_Explanation_03=If you need to get that extra edge in turning, you can disable G-Safe, but be warned. An unconscious pilot turns into a dead one pretty quick.
  5595. Dlg_SC_Tutorial_gsafe_explanationTraining_1130_Flight_G-Safe_Explanation_01=Still with me, kid? Good job. Now one thing you need to understand, every ship's outfitted with systems to look out for you.
  5596. Dlg_SC_Tutorial_guns_backTraining_0810_Combat_Guns_Up_Missles_Later=You got your guns back, but I'll need more time to get your missiles up.
  5597. Dlg_SC_Tutorial_heavy_damageTraining_0300_Take_Off_Heavy_Damage=Ah, don't sweat it, everybody tags their ship the first time. Your ship is still spaceworthy so I we'll just press on.
  5598. Dlg_SC_Tutorial_hudTraining_0140_Take_Off_Hud_Mode_Active=Take note that you're in take-off and landing mode..
  5599. Dlg_SC_Tutorial_initiate_self_destructTraining_1430_Self-Destruct_Player_Finally_Initiates=Cutting it close there, kid.
  5600. Dlg_SC_Tutorial_introductionTraining_0030_Introduction_01=I'm Lucas Baramsco, but everyone knows me as Gilly. I've served in six squadrons and qualified on almost a dozen ships, so if you put in the time, I'll get you on the path to dogfighting with the best of them.
  5601. Dlg_SC_Tutorial_introductionTraining_0030_Introduction_03=Let's get started.
  5602. Dlg_SC_Tutorial_introductionTraining_0040_Player_Report_To_Pod=We're gonna set you up in the F7C on the landing pad over there. Hustle over and let's get going.
  5603. Dlg_SC_Tutorial_keep_shootingTraining_0630_Combat_Chase_Keep_Shooting=There you go. Keep on the pressure.
  5604. Dlg_SC_Tutorial_landing_mode_infoTraining_0910_Landing_Hud_Landing_Specific_Info=Once Landing Mode's active, your HUD's going to swap out your combat systems for landing specific functionality..
  5605. Dlg_SC_Tutorial_landing_pad_idTraining_0860_Landing_Id_Landing_Pad=Free landing pads will appear on your HUD.
  5606. Dlg_SC_Tutorial_landing_radar_helpTraining_0980_Landing_Landing_Radar_Help=Make sure your ship stays within the bounds of the pad and keep your eye on your pitch and roll.
  5607. Dlg_SC_Tutorial_landing_radarTraining_0970_Landing_Landing_Radar=Now that you're on approach, your radar is replaced by the landing system. It'll guide you to your landing pad and help you perform a safe landing.
  5608. Dlg_SC_Tutorial_lead_targetTraining_0600_Combat_Hud_Pip_Lead_Target=Okay, try targetting the ship with the PIPs.
  5609. Dlg_SC_Tutorial_leader_exitsTraining_0120_Take_Off_Gilly_Exits=That's it. Once I clear out, it'll be your turn.
  5610. Dlg_SC_Tutorial_leader_player_dawdles_1Training_0050_Player_Dawdles_01=What are you, on break? Let's move it, rook.
  5611. Dlg_SC_Tutorial_leader_player_dawdles_2Training_0050_Player_Dawdles_02=Let's go.
  5612. Dlg_SC_Tutorial_leader_player_dawdles_3Training_0050_Player_Dawdles_03=Move it, move it, move it.
  5613. Dlg_SC_Tutorial_leader_targetedTraining_0320_Targeting_Intro_02=Good
  5614. Dlg_SC_Tutorial_mark_targetTraining_1260_Combat_Player_Mark_Target=Mark your target.
  5615. Dlg_SC_Tutorial_marks_targetTraining_1280_Combat_Player_Did_Mark_Target=Copy that. I got the other. Good luck.
  5616. Dlg_SC_Tutorial_match_speed_explainTraining_0320_Targeting_Intro_03=When pursuing a target, you'll want to keep your speed as close to their as possible. Give it a shot. Make sure I’m targeted and hit Match Speed.
  5617. Dlg_SC_Tutorial_match_speed_fast_brakeTraining_0420_Flight_Match_Speed_Fast_Brake=Or stop fast.
  5618. Dlg_SC_Tutorial_match_speed_target_speedTraining_0410_Flight_Match_Speed_Target_Speed_Change=Remember, this isn't autopilot, so you still have to steer, but you'll notice that once you're locked, your computer will continue to monitor my speed and adjust. It doesn't matter if I speed up slowly…
  5619. Dlg_SC_Tutorial_missile_launchTraining_0680_Combat_Missile_Fire=Launch. Launch.
  5620. Dlg_SC_Tutorial_missile_lock_explanationTraining_0660_Combat_Missile_Lock_Explanation=Missile locking sensors are on the nose so keep your target in front of you long enough to lock on.
  5621. Dlg_SC_Tutorial_missile_lock_holdTraining_0670_Combat_Missile_Hold_For_Lock=Hold… hold…
  5622. Dlg_SC_Tutorial_missile_player_dawdles_1Training_0690_Combat_Missile_Player_Dawdles_01=You have lock. Fire.
  5623. Dlg_SC_Tutorial_missiles_backTraining_0830_Combat_Decoupled_Mode_Player_Rotates=Great. You got your missiles back. Take it out.
  5624. Dlg_SC_Tutorial_move_it_rookieTraining_0020_Player_Dawdles_06=Let's move it, rookie. You aren't getting paid by the hour.
  5625. Dlg_SC_Tutorial_multiple_missilesTraining_1310_Combat_Multiple_Missile=You can lock multiple missiles at once, just don't get too trigger happy.
  5626. Dlg_SC_Tutorial_multiple_pipTraining_0590_Combat_Hud_Pip_Multiple_Reticles=Notice you have multiple PIPs with varying lag? Each of those indicates a weapon on your ship. The computer's trying to compensate for the varying speeds between your ballistic and energy projectiles.
  5627. Dlg_SC_Tutorial_new_drone_targetTraining_0710_Combat_New_Drone_Target=Let's move on - uh-oh! Looks like he had a friend. Take a look in your rear-view camera.
  5628. Dlg_SC_Tutorial_on_the_clockTraining_0020_Player_Dawdles_05=We're on a clock here, let's go.
  5629. Dlg_SC_Tutorial_outroTraining_0470_Combat_Intro_01=Well, you seem to be able handle your ship, so let's see if you can handle a bit of combat.
  5630. Dlg_SC_Tutorial_performance_averageTraining_1030_1st_Half_Performance_Average=You could use some extra hours in the sim, but you weren't too bad back there.
  5631. Dlg_SC_Tutorial_performance_goodTraining_1020_1st_Half_Performance_Good=You did good back there, kid. Let me guess - you're an Arena Commander fan?
  5632. Dlg_SC_Tutorial_performance_poorTraining_1040_1st_Half_Performance_Poor=I know it's your first time out there, but you're going to have to try harder if you want your wings.
  5633. Dlg_SC_Tutorial_permission_for_launchTraining_0070_Cockpit_Intro_06=Tower, permission for launch
  5634. Dlg_SC_Tutorial_permissionTraining_0940_Landing_Call_For_Permission=Once you've targeted a landing pad, request permission to land.
  5635. Dlg_SC_Tutorial_pip_explanationTraining_0530_Combat_Target_Pip_Intro=Now you have a target, you will have extra aim reticules. Those are Predicted-Impact-Points or PIPs. They'll show you where to shoot to hit a moving target.
  5636. Dlg_SC_Tutorial_pitch_rollTraining_0160_Take_Off_Pitch_Roll_Warning=Make sure you don't pitch or roll. It'll be tough to get back into proper alignment.
  5637. Dlg_SC_Tutorial_player_alignedTraining_0210_Take_Off_Player_Aligned_Doors_Open=The tower will open the doors once you're lined up.
  5638. Dlg_SC_Tutorial_player_boards_gilly_ship_1Training_0060_Player_Wrong_Pod_01=Easy there, rookie. That's my ride.
  5639. Dlg_SC_Tutorial_player_boards_gilly_ship_2Training_0060_Player_Wrong_Pod_02=What are you doing? You're over there.
  5640. Dlg_SC_Tutorial_player_causes_damage_1Training_0390_Flight_Player_Causes_Damage_01=Watch it, rookie.
  5641. Dlg_SC_Tutorial_player_causes_damage_2Training_0390_Flight_Player_Causes_Damage_02=Careful! These ships aren't cheap.
  5642. Dlg_SC_Tutorial_player_causes_damage_3Training_0390_Flight_Player_Causes_Damage_03=What the hell's wrong with you?
  5643. Dlg_SC_Tutorial_player_completes_1Training_1160_Race_Player_Completes_01=Nice job.
  5644. Dlg_SC_Tutorial_player_completes_2Training_1210_Race_Player_Completes_02=Still with me? Alright, I'm a little impressed.
  5645. Dlg_SC_Tutorial_player_damageTraining_0290_Take_Off_No_Damage=Great job. I haven't seen many pull one off on the first try.
  5646. Dlg_SC_Tutorial_player_dawdles_1Training_0020_Player_Dawdles_01=I'm waiting, rook.
  5647. Dlg_SC_Tutorial_player_dawdles_2Training_0020_Player_Dawdles_02=On me. Let's go.
  5648. Dlg_SC_Tutorial_player_dawdles_3Training_0020_Player_Dawdles_03=Still waiting…
  5649. Dlg_SC_Tutorial_player_dawdlesTraining_1350_Combat_Vanduul_Player_Dawdles_Target_Glaive=Stop screwing around and target the Glaive.
  5650. Dlg_SC_Tutorial_player_fail_line_1Training_0360_Flight_Player_Fail_Line_01=Playtime's over, kid.
  5651. Dlg_SC_Tutorial_player_fail_line_2Training_0360_Flight_Player_Fail_Line_02=Shut it down. You're done.
  5652. Dlg_SC_Tutorial_player_fail_line_3Training_0360_Flight_Player_Fail_Line_03=I don't have time for this.
  5653. Dlg_SC_Tutorial_player_failsTraining_1200_Race_Player_Fails=Okay, that's enough. I don't think you're ready yet.
  5654. Dlg_SC_Tutorial_player_falls_behind_1Training_1150_Race_Player_Falls_Behind_01=Come on. You can do better than that.
  5655. Dlg_SC_Tutorial_player_falls_behind_2Training_1180_Race_Player_Falls_Behind_02=Let's go, let's go. I'm falling asleep up here.
  5656. Dlg_SC_Tutorial_player_falls_behind_warning_1Training_1190_Race_Player_Falls_Behind_Warning_01=Keep up, kid, you're blowing it.
  5657. Dlg_SC_Tutorial_player_falls_behind_warning_2Training_1190_Race_Player_Falls_Behind_Warning_02=You gonna give up now? Come on, push yourself.
  5658. Dlg_SC_Tutorial_player_falls_off_trailTraining_0620_Combat_Chase_Player_Falls_Off_Trail=Don't lose it. Stay on its tail.
  5659. Dlg_SC_Tutorial_player_final_warningTraining_0380_Flight_Player_Final_Warning_01=Last chance.
  5660. Dlg_SC_Tutorial_player_flies_away_1Training_0340_Flight_Player_Flies_Away_01=Where are you going?
  5661. Dlg_SC_Tutorial_player_flies_away_2Training_0340_Flight_Player_Flies_Away_02=On me, rookie.
  5662. Dlg_SC_Tutorial_player_flies_away_3Training_0340_Flight_Player_Flies_Away_03=Get back here.
  5663. Dlg_SC_Tutorial_player_flies_away_last_warning_Training_0350_Flight_Player_Flies_Away_Last_Warning=Turn around. I won't say it again.
  5664. Dlg_SC_Tutorial_player_general_warning_1Training_0370_Flight_Player_General_Warning_01=Stay focused. Let's get through this.
  5665. Dlg_SC_Tutorial_player_general_warning_2Training_0370_Flight_Player_General_Warning_02=Let's get back on track. We got a lot to cover.
  5666. Dlg_SC_Tutorial_player_general_warning_3Training_0370_Flight_Player_General_Warning_03=Just so we're clear, kid: you will follow orders or you will fail this training exercise.
  5667. Dlg_SC_Tutorial_player_general_warning_4Training_0370_Flight_Player_General_Warning_04=Stay on track, kid.
  5668. Dlg_SC_Tutorial_player_general_warning_5Training_0370_Flight_Player_General_Warning_05=Sharpen up, rookie. This isn't going to cut it.
  5669. Dlg_SC_Tutorial_player_gets_hitTraining_0640_Combat_Drone_Player_Gets_Hit=You're taking hits. Check your HUD for shield and damage status.
  5670. Dlg_SC_Tutorial_player_hits_droneTraining_0560_Combat_Fire_Player_Hits_Shields=Good shot. See its shields weakening on your HUD?
  5671. Dlg_SC_Tutorial_player_lags_1Training_0330_Flight_Player_Lags_01=Come on. Keep up
  5672. Dlg_SC_Tutorial_player_lags_2Training_0330_Flight_Player_Lags_02=You're lagging, kid. Hurry up.
  5673. Dlg_SC_Tutorial_player_lags_3Training_0330_Flight_Player_Lags_03=You reading me? What the hell's wrong with you?
  5674. Dlg_SC_Tutorial_player_lags_4Training_0330_Flight_Player_Lags_04=Waiting on you, kid.
  5675. Dlg_SC_Tutorial_player_lags_5Training_0330_Flight_Player_Lags_05=Any time.
  5676. Dlg_SC_Tutorial_player_lags_6Training_0330_Flight_Player_Lags_06=Stop wasting my time, rook.
  5677. Dlg_SC_Tutorial_player_lined_upTraining_0220_Take_Off_Player_In_Correct_Position=You're lined up.
  5678. Dlg_SC_Tutorial_player_match_speedTraining_0400_Flight_Player_Has_Matched_Speed=Great, you're locked on.
  5679. Dlg_SC_Tutorial_player_no_weaponsTraining_0730_Combat_No_Weapons=That hit took out your weapons. You'll have to hold out until they come back online. Countermeasures are still online. Use them.
  5680. Dlg_SC_Tutorial_player_off_centreTraining_0200_Take_Off_Player_Off-Centre=Don't align yourself with the middle of the doors. You'd be surprised how many 'cruits forget that the cockpit is not the centre of the ship.
  5681. Dlg_SC_Tutorial_player_strafe_forwardTraining_0180_Take_Off_Player_Move_Forward=Okay. Now strafe forward onto the taxiway. If you need it, the tower should have lit up your path.
  5682. Dlg_SC_Tutorial_player_take_offTraining_0170_Take_Off_Player_Dust_Off=Nice, you're clear of the pad.
  5683. Dlg_SC_Tutorial_player_testTraining_1120_Race_Challenge_01=Think you can put all this together? Let's see.
  5684. Dlg_SC_Tutorial_player_turningTraining_0190_Take_Off_Player_Turning=Don't turn too much. You don't want to fall out of alignment.
  5685. Dlg_SC_Tutorial_players_turnTraining_0130_Take_Off_Players_Turn=Ready? I'm enabling your systems and will monitor your progress from up here.
  5686. Dlg_SC_Tutorial_power_plant_warningTraining_1390_Power_Plant_Warning=I'm getting erratic power spikes from your ship. They must have hit your power plant!
  5687. Dlg_SC_Tutorial_race_intro_2Training_1070_Race_Intro=Think you can stay on my tail?
  5688. Dlg_SC_Tutorial_race_introTraining_1220_Race_Challenge_02=Race you to the Spire.
  5689. Dlg_SC_Tutorial_radar_checkTraining_0470_Combat_Intro_02=Check your radar. You should have a contact.
  5690. Dlg_SC_Tutorial_select_landing_padTraining_0930_Landing_Select_Landing_Pad=Go ahead and pick a landing pad.
  5691. Dlg_SC_Tutorial_selecting_landing_padTraining_0920_Landing_Hud_Selecting_Landing_Pad=You can cycle through available landing pads the same as cycling through targets.
  5692. Dlg_SC_Tutorial_self_destruct_introTraining_1400_Self-Destruct_Intro=Your ship's loaded with military intel, so we can't let it fall into enemy hands. You'll have to initiate self-destruct before you eject.
  5693. Dlg_SC_Tutorial_ship_checkTraining_0070_Cockpit_Intro_03=Let's get ready for takeoff. I'll do this step by step to show you how it's done. Systems, check. Engines, check. Tower, permission for launch.
  5694. Dlg_SC_Tutorial_ship_menu_groupsTraining_1490_Ship_Config_Menu_Intro_02=In there you'll see your weapon groups, shield configuration and power distribution.
  5695. Dlg_SC_Tutorial_ship_menu_introTraining_1480_Ship_Config_Menu_Intro_01=While we're waiting, feel free to take a look at your ship's setup.
  5696. Dlg_SC_Tutorial_ship_menu_warningsTraining_1500_Ship_Config_Menu_Intro_03=I wouldn't mess around with them during training.
  5697. Dlg_SC_Tutorial_ship_positionTraining_0750_Combat_CM_Ship_Position=Another pro tip: countermeasures are fired backward so never fly at a missile head-on, launch a countermeasure and expect it to work.
  5698. Dlg_SC_Tutorial_shortcutTraining_1140_Race_Shortcut=Think fast.
  5699. Dlg_SC_Tutorial_somedamageTraining_0280_Take_Off_Some_Damage=A little shaky, but vertical take-offs take some practice.
  5700. Dlg_SC_Tutorial_space_brake_introTraining_1110_Flight_Space_Brake_Explanation=If you need to cut speed in a hurry, use your space brake - it's much quicker than dialing back your engines and the moment you let go of it you'll automatically accelerate back up to your previous speed.
  5701. Dlg_SC_Tutorial_spire_fillerTraining_1470_Filler_And_Foreshadow_The_Spire=That, my friend, is the Spire. Isn't she a beauty?
  5702. Dlg_SC_Tutorial_strafe_forwardTraining_0090_Take_Off_Move_Forward=Now that I'm clear I can strafe forward onto the taxiway.
  5703. Dlg_SC_Tutorial_strafe_sidewaysTraining_0100_Take_Off_Center_Under_Doors=Now I square my ship up with the ceiling doors ready for a vertical take-off.
  5704. Dlg_SC_Tutorial_successful_targetTraining_0520_Combat_Target_Weapons_Online=Good. Now your weapons are online.
  5705. Dlg_SC_Tutorial_system_checkTraining_0070_Cockpit_Intro_04=Systems, check.
  5706. Dlg_SC_Tutorial_takes_damageTraining_1290_Combat_Player_Hull_Damage=You're taking a lot of hull damage. Try and keep a shield between you and the enemy.
  5707. Dlg_SC_Tutorial_target_closestTraining_0480_Combat_Target_Enemy_01=Use your targeting system to quickly target the closest enemy.
  5708. Dlg_SC_Tutorial_target_glaiveTraining_1340_Combat_Vanduul_Target_Glaive=Target the Glaive.
  5709. Dlg_SC_Tutorial_target_hitTraining_0610_Combat_Hud_Pip_Fire_On_Target=Good hit. Keep firing.
  5710. Dlg_SC_Tutorial_target_hud_explanation_2Training_0490_Combat_Target_Enemy_Hud_Explanation_02=Shields are drawn as panels floating around the ship. They'll shrink as they weaken until they disappear completely. At that point, your shots will hit the hull and cause lasting damage.
  5711. Dlg_SC_Tutorial_target_hud_explanationTraining_0490_Combat_Target_Enemy_Hud_Explanation_01=Okay, now look at the top right of your HUD. You should see you target displayed. This will show realtime damage, shield status and a few other things.
  5712. Dlg_SC_Tutorial_target_hudTraining_0480_Combat_Target_Enemy_02=Use your targeting system to target the closest enemy.
  5713. Dlg_SC_Tutorial_target_leaderTraining_0320_Targeting_Intro_01=I've just enabled your targeting system. Use it to target me.
  5714. Dlg_SC_Tutorial_target_lines_upTraining_0540_Combat_Target_Fire_When_Ready_01=Line up your target and fire when you're ready.
  5715. Dlg_SC_Tutorial_target_player_dawdles_1Training_0500_Combat_Target_Player_Dawdles_01=Come on, select nearest target.
  5716. Dlg_SC_Tutorial_target_player_dawdles_2Training_0500_Combat_Target_Player_Dawdles_02=Target the drone.
  5717. Dlg_SC_Tutorial_target_player_failTraining_0510_Combat_Target_Player_Fail_01=Let's head back. Guess you need more time in the sims.
  5718. Dlg_SC_Tutorial_told_to_eject_0001=Eject!
  5719. Dlg_SC_Tutorial_too_much_damageTraining_0310_Take_Off_Too_Much_Damage=Yeah, I don't think your ship can take any more. I think we'll need to get it patched up and try again.
  5720. Dlg_SC_Tutorial_tower_permissionTraining_0070_Cockpit_Intro_07=Copy that, tower.
  5721. Dlg_SC_Tutorial_vanduul_all_deadTraining_1380_Combat_Vanduul_All_Dead=We're clear. Hell of a training session, huh.
  5722. Dlg_SC_Tutorial_vanduul_freefireTraining_1370_Combat_Vanduul_Freefire=You're cleared to engage the rest. Good luck.
  5723. Dlg_SC_Tutorial_vanduul_intro_1Training_1230_Combat_Intro=Hold on, I've got contacts inbound…
  5724. Dlg_SC_Tutorial_vanduul_intro_2Training_1240_Combat_Vanduul_Contact=Contact! Vanduul fighter, dead ahead.
  5725. Dlg_SC_Tutorial_vanduul_intro_3Training_1250_Combat_All_Weapon_Systems_Active=This is not a drill. I repeat, this is not a drill. All your systems are active. This is a live-fire encounter.
  5726. Dlg_SC_Tutorial_vanduul_wave_2Training_1320_Combat_Vanduul_Wave_Two=Stay sharp. We got more hostiles inbound. Looks like there's a Glaive in the mix.
  5727. Dlg_SC_Tutorial_vertical_lift_offTraining_0080_Take_Off_Dust_Off=Alright, first I want to lift vertically until I'm just clear of the landing pad.
  5728. Dlg_SC_Tutorial_waitingTraining_0020_Player_Dawdles_04=What are you waiting for?
  5729. Dlg_SC_Tutorial_warningTraining_0030_Introduction_02=Don't think you can slink your way through this. You need to focus and execute my commands because there is zero room for error in the black. We clear?
  5730. Dlg_SC_Tutorial_weapons_hotTraining_1300_Combat_Player_Weapons_Overheating_01=Ease up. Your weapons are getting hot.
  5731. Dlg_SC_Tutorial_weapons_overheat_adviceTraining_1300_Combat_Player_Weapons_Overheating_02=Fire in controlled bursts and give your weapons time to cool or they'll overheat.
  5732. DMC_GLOVES=DO NOT USE ------ (DMC) GLOVES (Add new lines for gloves below here)
  5733. DMC_HATS=DO NOT USE ------ (DMC) HATS (Add new lines for hats below here)
  5734. DMC_ITEMS=DO NOT USE ------ (DMC) DENIM MANUFACTURE CORPORATION -- MALE ITEMS
  5735. DMC_ITEMS_DELETE=DO NOT USE ------ (DMC) DENIM MANUFACTURE CORPORATION -- FEMALE ITEMS
  5736. DMC_JACKETS=DO NOT USE ------ (DMC) JACKETS (Add new lines for jackets below here)
  5737. DMC_PANTS=DO NOT USE ------ DMC PANTS (Add new lines for pants below here)
  5738. DMC_SHIRTS=DO NOT USE ------ (DMC) SHIRTS (Add new lines for shirts below here)
  5739. DMC_SHOES=DO NOT USE ------ (DMC) SHOES (Add new lines for shoes below here)
  5740. dusters_basesweep_desc_001=Some lucky slaggers discovered one hell of a valuable deposit over at ~mission(Location|Address) and now they’re trying their damnedest to get it all extracted double quick. \n\nOur thinking is that we should be the ones harvesting that lode.\n\nWe got all the equipment ready to go, just need someone to clear out all the pesky miners and their security. \n\nDo that for us, and we’ll give you a cut of the haul.
  5741. dusters_basesweep_desc_002=One of ours stopped at an R&R and ran into a miner deep in their cups celebrating. Drunk fool let slip that his outfit had discovered the “find of a lifetime” over at ~mission(Location|Address). \n\nWell, they may have found it, but no way in hell we’re gonna let them keep it. \n\nWe want you to clear all those miners and whatever security they’ve hired out of the way. With the haul we’re looking at, figure it’s worth spending some extra credits to hire someone good.\n\nOnce you’ve sent them packing, we can come in and collect.
  5742. dusters_basesweep_desc_003=We hit paydirt! Found ourselves one of the richest little veins of ore I’ve seen in years.\n\nThere’s one hitch, though. Some other idiots got there first.\n\nWon’t be a problem for long, the way I see it. \n\nAs soon as you haul over to ~mission(Location|Address) and knock whatever miners and security guards you find there out for good, we can go in and mine that site for all it’s worth. \n\nDon’t worry, we’ll pay you your cut off the top.
  5743. dusters_basesweep_title_001=Claiming a Stake
  5744. dusters_basesweep_title_002=Clearing the Competition
  5745. dusters_basesweep_title_003=Mine Worth Taking
  5746. dusters_claimsweep_desc_001=Some lucky slaggers discovered one hell of a valuable deposit over at ~mission(Location) near ~mission(LagrangeLocation) and now they’re trying their damnedest to get it all extracted double quick. \n\nOur thinking is that we should be the ones harvesting that lode.\n\nWe got all the equipment ready to go, just need someone to clear out all the pesky miners and the orbital sentries the bastards have protecting them. \n\nDo that for us, and we’ll give you a cut of the haul.
  5747. dusters_claimsweep_desc_002=One of ours was picking up some supplies when they overheard a miner placing a big order for the new dig they had set up over at ~mission(Location) near ~mission(LagrangeLocation). Was braggin' a bit too loudly about how much they were gonna make off the strike.\n\nWell, they may have found it, but no way in hell we’re gonna let them keep it. \n\nWe want you to clear all those miners and the sentries they have in place out of the way. With the haul we’re looking at, figure it’s worth spending some extra credits to hire someone good like you to take care of it.\n\nOnce you’ve sent them packing, we can come in and collect.
  5748. dusters_claimsweep_desc_003=We hit paydirt! Found ourselves one of the richest little veins of ore I’ve seen in years.\n\nThere’s one hitch, though. Some other idiots got there first.\n\nWon’t be a problem for long, the way I see it. \n\nAs soon as you haul over to ~mission(Location) located at ~mission(LagrangeLocation) and knock out the sentries guarding the place, we can go in and mine that site for all it’s worth. \n\nDon’t worry, we’ll pay you your cut off the top.
  5749. dusters_claimsweep_title_001=Razing the Stake
  5750. dusters_claimsweep_title_002=Ore or Nothing
  5751. dusters_claimsweep_title_003=Finders Weepers
  5752. dusters_from=Dusters
  5753. ea_ui_Capturing=Capturing
  5754. ea_ui_Contested=Contested
  5755. ea_ui_CTRL_objectiveCapturingDisplay=> <
  5756. ea_ui_CTRL_objectiveDistance=%d m
  5757. ea_ui_CTRL_objectiveReturning=>>
  5758. ea_ui_CTRL_Phase_Notification=%s
  5759. ea_ui_deathinfo_BleedOut=Killed by Blood Loss
  5760. ea_ui_deathinfo_BoundaryViolation=Boundary Violation
  5761. ea_ui_deathinfo_Crash=Crashed
  5762. ea_ui_deathinfo_EnvironmentalHazard=Killed by Environmental Hazard
  5763. ea_ui_deathinfo_Hazard=Hazard
  5764. ea_ui_deathinfo_Melee=Melee Kill
  5765. ea_ui_deathinfo_SelfDestruct=Self-Destruct
  5766. ea_ui_deathinfo_Suicide=Suicide
  5767. ea_ui_deathinfo_Takedown=Takedown
  5768. ea_ui_deathinfo_UnknownVehicle=Unknown Vehicle
  5769. ea_ui_Destroyed_Objective=Destroyed Objective
  5770. ea_ui_faction_Outlaws=Outlaws
  5771. ea_ui_faction_Supreme=The Supreme
  5772. ea_ui_faction_UEE_Advocacy=UEE Advocacy
  5773. ea_ui_faction_UEE_Marines=UEE Marines
  5774. ea_ui_gamefeed_ctrl_Captured=%s Captured %s
  5775. ea_ui_gamefeed_ctrl_Neutralized=%s Neutralized %s
  5776. ea_ui_gamefeed_ParamCommittedSuicide= committed suicide!
  5777. ea_ui_gamefeed_ParamDied= died
  5778. ea_ui_gamefeed_ParamIsReady= is ready
  5779. ea_ui_gamefeed_ParamJoined= joined
  5780. ea_ui_gamefeed_ParamKilledParam= killed 
  5781. ea_ui_gamefeed_ParamLeft= left
  5782. ea_ui_gamefeed_ParamTookTheEasyWay= took the easy way out!
  5783. ea_ui_GameStartsIn=Game Starts In %d
  5784. ea_ui_map_description=Map Description
  5785. ea_ui_map_name=Map Name
  5786. ea_ui_mapname_DemienComms=Demien Comms Center
  5787. ea_ui_MissionTypeDescFPS_Theatres=Fight for dominance in an epic, asymmetrical battle across land, air and space.
  5788. ea_ui_multipleObjectivesContested=Objectives %s Contested
  5789. ea_ui_objective_changing_hands=Objective %s Changing Hands
  5790. ea_ui_Objective_Damaged=Objective Damaged
  5791. ea_ui_objectiveContested=Objective %s Contested
  5792. ea_ui_objectivesCommaSeparator=, 
  5793. ea_ui_objectivestatus_Captured=Captured
  5794. ea_ui_objectivestatus_Contested=Contested
  5795. ea_ui_objectivestatus_Defend=Defend
  5796. ea_ui_objectivestatus_DestroyObjective=Destroy Objective
  5797. ea_ui_objectivestatus_Hacking=Hacking
  5798. ea_ui_objectivestatus_HackingPlus=Hacking+
  5799. ea_ui_objectivestatus_HackTerminal=Hack Terminal
  5800. ea_ui_objectivestatus_Offline=Cooling Down
  5801. ea_ui_objectivestatus_Resetting=Resetting
  5802. ea_ui_objectivestatus_TerminalPropHacking=Overload in Progress
  5803. ea_ui_objectivestatus_TerminalPropHackingPlus=Overload in Progress+
  5804. ea_ui_objectivestatus_TerminalPropPaused=Overload Paused
  5805. ea_ui_objectivestatus_TerminalPropReady=Hack To Overload
  5806. ea_ui_OOB_AttackingTeam_OnPhaseChange=Out of Position - Attack New Objective %d Seconds Remaining
  5807. ea_ui_OOB_DefendingTeam_OnPhaseChange=Out of Position - Defend New Objective %d Seconds Remaining
  5808. ea_ui_OOB_General=Out of Position - Return to Simulation. %d Seconds Remaining
  5809. ea_ui_pirateswarm_FinalWaveObjective=Defeat Hostile Merlins for Heavy Reinforcements
  5810. ea_ui_PressKEYWhenReady=Press [~action(default|ready)] when ready
  5811. ea_ui_prop_damage_sent=Damage Sent to Objective
  5812. ea_ui_race_CurrentPosition=Current Position: %S
  5813. ea_ui_reward_PirateSwarmMsg=Congratulations! You've just unlocked the 2949 Pirate Aggressor! The Pirate Gladius & Caterpillar variants are now unlocked for purchase in the Pledge Store.
  5814. ea_ui_reward_PirateSwarmTitle=Pirate Swarm Defeated
  5815. ea_ui_Scoring_Attacker=Attacker
  5816. ea_ui_Scoring_CaptureCloseCall=Close Call
  5817. ea_ui_Scoring_CaptureComplete=Capture Complete
  5818. ea_ui_Scoring_CaptureInitiated=Capture Initiated
  5819. ea_ui_Scoring_CaptureNeutralized=Neutralized
  5820. ea_ui_Scoring_CaptureReversing=Reversing Capture
  5821. ea_ui_Scoring_Capturing=Capturing
  5822. ea_ui_Scoring_Contesting=Contesting
  5823. ea_ui_Scoring_Defender=Defender
  5824. ea_ui_scoring_MeleeKill=Melee Kill
  5825. ea_ui_scoring_VehiclePartDetached=Part Detached
  5826. ea_ui_spawning_Armor=Armor
  5827. ea_ui_spawning_Driver=Driver
  5828. ea_ui_spawning_Extra=Extra
  5829. ea_ui_spawning_NoVehicles=No Vehicles Remaining
  5830. ea_ui_spawning_OnFoot=On Foot
  5831. ea_ui_spawning_Passenger=Passenger
  5832. ea_ui_spawning_Primary=Primary
  5833. ea_ui_spawning_Secondary=Secondary
  5834. ea_ui_spawning_SelectSpawn=Select Spawn
  5835. ea_ui_spawning_SelectSpawnPoint=Select Spawn Point
  5836. ea_ui_spawning_SelectYourLoadout=Select Your Loadout
  5837. ea_ui_spawning_Turret=Turret
  5838. ea_ui_spawning_Unavailable=Unavailable
  5839. ea_ui_spectator_CycleCamera=[~action(spectator|spectate_prev_target|?)]-[~action(spectator|spectate_next_target|?)] Cycle camera
  5840. ea_ui_spectator_CycleMode=[~action(spectator|spectate_gen_nextmode|?)] Cycle mode
  5841. ea_ui_spectator_CycleTarget=[~action(spectator|spectate_prev_target|?)]-[~action(spectator|spectate_next_target|?)] Cycle target
  5842. ea_ui_spectator_LockCamera=[~action(spectator|spectate_toggle_lock_target|?)] Lock Target
  5843. ea_ui_spectator_Respawn= [~action(default|respawn|?)] Respawn
  5844. ea_ui_spectator_Title=Spectating
  5845. ea_ui_spectator_ToggleHUD=[~action(spectator|spectate_toggle_hud|?)] Toggle HUD
  5846. ea_ui_spectator_UnlockCamera=[~action(spectator|spectate_toggle_lock_target|?)] Unlock Target
  5847. ea_ui_StateWaitingForPlayers=Waiting for %d players
  5848. ea_ui_Status_AreaContested=CONTESTED
  5849. ea_ui_SymbolPercentage=%
  5850. ea_ui_The_Good_Doctor=The Good Doctor
  5851. ea_ui_The_Good_Doctor_Description=The Good Doctor Description
  5852. ea_ui_Wave1=Wave 1
  5853. ea_ui_Wave10=Wave 10
  5854. ea_ui_Wave11=Wave 11
  5855. ea_ui_Wave12=Wave 12
  5856. ea_ui_Wave13=Wave 13
  5857. ea_ui_Wave14=Wave 14
  5858. ea_ui_Wave15=Wave 15
  5859. ea_ui_Wave2=Wave 2
  5860. ea_ui_Wave3=Wave 3
  5861. ea_ui_Wave4=Wave 4
  5862. ea_ui_Wave5=Wave 5
  5863. ea_ui_Wave6=Wave 6
  5864. ea_ui_Wave7=Wave 7
  5865. ea_ui_Wave8=Wave 8
  5866. ea_ui_Wave9=Wave 9
  5867. Eckhart_AskForMoreWork_Neg=You got any other jobs?
  5868. Eckhart_AskForMoreWork_Pos=Got anything else for me?
  5869. Eckhart_DoIKnowYou=[PH] Do I Know You?
  5870. Eckhart_GotMoreWork_Timid=[PH] Ok, show me what you got.
  5871. Eckhart_HasNewMission_Bad=I'm listening...
  5872. Eckhart_HasNewMission_Good=I'm interested...
  5873. Eckhart_HasNewMission_GoodForBad=Work is work, right?
  5874. Eckhart_IDontLikeYou=[PH] I know you but don't like you.
  5875. Eckhart_ILikeYou=[PH] I know you and like you.
  5876. Eckhart_InitialVisit=[PH] Is Initial Visit
  5877. Eckhart_MissionCompleted=Job's done.
  5878. Eckhart_MissionFailed=I had an issue with the job.
  5879. Eckhart_NotInterested=[PH] I'm not interested right now.
  5880. Eckhart_ReturnVisit_Greeting=Hey, I'm back. Got anything that needs handling?
  5881. Eckhart_Revisit=[PH] Follow Up Visit
  5882. Eckhart_Test_AfterInitialComms=Hey, you told me to swing by?
  5883. Eckhart_Test_FailedLastMission=[PH] Sorry I failed that last mission but I'm still looking for work if you got any...
  5884. Eckhart_Test_LookingForMoreWork=Got any more jobs?
  5885. Eckhart_Test_MidMissionResponse=[PH] I know I'm already doing some work for you but...  Got anything else?
  5886. Eckhart_Test_MissionAccepted=Sounds good.
  5887. Eckhart_Test_MissionDeclined=I think I'll pass.
  5888. Eckhart_Test_NeverMind=I can't right now.
  5889. ecn_from=Emergency Communication Network
  5890. ecn_hackprevent_desc_001=ATTENTION: There has been an unauthorized attempt at ~mission(Location) to access the system controls for the Emergency Communication Network. Any available ships in the area capable of rendering assistance to prevent this unlawful sabotage of vital public security infrastructure are requested to do so immediately.
  5891. ecn_hackprevent_title_001=ECN ALERT: Network Intrusion
  5892. ELD_GLOVES=DO NOT USE ------ (ELD) MALE GLOVES (Add new lines for gloves below here)<b>\n</b>
  5893. ELD_HATS=DO NOT USE ------ (ELD) MALE HATS (Add new lines for hats below here)
  5894. ELD_ITEMS=DO NOT USE ------ (ELD) ESCAR LIMITED -- MALE ITEMS
  5895. ELD_JACKETS= DO NOT USE ------ (ELD) MALE JACKETS (Add new lines for jackets below here)
  5896. ELD_PANTS=DO NOT USE ------ (ELD) MALE PANTS (Add new lines for pants below here)
  5897. ELD_SHIRTS=DO NOT USE ------ (ELD) MALE SHIRTS (Add new lines for shirts below here)
  5898. ELD_SHOES=DO NOT USE ------ (ELD) MALE SHOES (Add new lines for shoes below here)
  5899. elevator_accessing=ACCESSING CENTRAL TRANSPORT SYSTEM
  5900. elevator_computing=COMPUTING ROUTE
  5901. elevator_connecting=CONNECTING
  5902. elevator_contacts=Contacts
  5903. elevator_creating_instance=Preparing
  5904. elevator_currentfloor=Current Floor
  5905. elevator_fail_no_destination=No destination available from location.
  5906. elevator_fail_server_full=All instances are currently full.\nPlease try again later.
  5907. elevator_interrogating=INTERROGATING TRANSPORT SYSTEM
  5908. elevator_launch=LAUNCH
  5909. elevator_party_members=Party members
  5910. elevator_quick_join=Quick join
  5911. elevator_requesting=REQUESTING TRANSIT
  5912. elevator_validating=VALIDATING AUTHORIZATION CODE
  5913. elevator_welcome1=ELEVATOR TRANSPORT CONSOLE v1.1
  5914. elevator_welcome2=PLEASE TOUCH SCREEN TO PROCEED
  5915. elevator_welcome3=SEARCHING LOCATIONS
  5916. ElliotWip_bigbennys_001=Normal
  5917. ElliotWip_bigbennys_002=Spicy
  5918. ElliotWip_bigbennys_003=BBQ
  5919. ElliotWip_bigbennys_004=Sweet Chilli
  5920. ElliotWIP_doorhack_001=Rate
  5921. ElliotWIP_doorhack_002=Frequency
  5922. ElliotWIP_Email_Contents=Hey the sever is down again, this keeps occuring any chance on getting a ETA on reboot time?
  5923. ElliotWIP_Email_From=Frank Spencer
  5924. ElliotWIP_Email_Title=Sever Down
  5925. ElliotWIP_Email_To=John
  5926. ElliotWIP_EmailMainMenu=Email
  5927. ElliotWIP_EmailSettings=Settings
  5928. ElliotWIP_SecondMenu=
  5929. Ellis=Ellis System
  5930. Ellis_AsteroidBelt1=Ellis Belt Alpha
  5931. Ellis_AsteroidBelt1_Desc=Perhaps the best known asteroid belt in the UEE, the Ellis Belt became famous for being a Murray Cup racetrack. Over the years, the Murray Cup has sought to acquire all rights to the belt, making mining strictly prohibited. \n
  5932. Ellis_Desc=This thirteen-planet system contains a wide habitable zone thanks to its F-type main sequence star. Ellis is mostly known as the home of the UEE's most famous race, the Murray Cup. What began as way to kill time during the terraforming process has become big business; fueling the economy for the three terraformed planets -- Green (Ellis III), Kampos (Ellis IV), and Noble (Ellis V). Ellis' eleventh planet recently collided with its moon, leaving an asteroid belt in the former orbital path.
  5933. Ellis_JumpPoint_Kilian=Ellis - Kilian Jump Point
  5934. Ellis_JumpPoint_Kilian_Desc=This jump point connects Ellis to the Kilian system.
  5935. Ellis_JumpPoint_Magnus=Ellis - Magnus Jump Point
  5936. Ellis_JumpPoint_Magnus_Desc=This jump point connects Ellis to the Magnus system.
  5937. Ellis_JumpPoint_Min=Ellis - Min Jump Point
  5938. Ellis_JumpPoint_Min_Desc=This jump point connects Ellis to the unclaimed Min system.
  5939. Ellis_JumpPoint_Nexus=Ellis - Nexus Jump Point
  5940. Ellis_JumpPoint_Nexus_Desc=This jump point connects Ellis to the Nexus system.
  5941. Ellis_JumpPoint_Taranis=Ellis - Taranis Jump Point
  5942. Ellis_JumpPoint_Taranis_Desc=This jump point connects Ellis to the unclaimed Taranis system.
  5943. Ellis_Star=Ellis
  5944. Ellis_Star_Desc=Ellis
  5945. Ellis1=Ellis I
  5946. Ellis1_Desc=This protoplanet is a scorched, barren ball of rock and bubbling magma due to its extreme proximity to the star. While the possibility exists that there are major deposits of minerals on the planet, mining them would be far too risky.
  5947. Ellis10=Bombora
  5948. Ellis10_Desc=The second gas giant in Ellis system, Ellis X features a consistently turbulent atmosphere. It was this chaotic nature that led to its local nickname of Bombora.
  5949. Ellis11=Ellis XI recently suffered a cataclysmic collision with one of its moons. Astrophysicists speculate that the planet will continue to splinter and ultimately form a new asteroid belt.
  5950. Ellis11_Desc=
  5951. Ellis12=Judecca
  5952. Ellis12_Desc=A ball of ice, Ellis XII (also known as Judecca) is occasionally used for ice-mining expeditions.
  5953. Ellis13=Pinecone\n
  5954. Ellis13_Desc=Though technically not a planet, Ellis XIII is considered a local mascot. This protoplanet's unique shape has given it the nickname Pinecone.
  5955. Ellis2=Ellis II
  5956. Ellis2_Desc=Ellis II's large size, proximity to its sun, and surprisingly thick atmosphere has left its entire surface a massive desert, marked with strange swirls and ridges created by frequent massive storms on the planet's surface.
  5957. Ellis3=Green
  5958. Ellis3_Desc=The vast oceanic world is mostly known as the primary resort destination for racegoers who enjoy Green's high-end mega-resorts. In an effort to protect the elaborate underwater reefs, ships landing on the planet are directed towards specific landing zones.
  5959. Ellis4=Kampos
  5960. Ellis4_Desc=Named after the large sea creatures that once stalked its deep oceans, Kampos was the first world settled and continues to boast the highest population center in the system.
  5961. Ellis5=Noble
  5962. Ellis5_Desc=The emerald jewel of the system, Noble is known for the vast stretches of woodland, evoking many comparisons to an undeveloped Earth. The local Governors Council has made sustaining the planet's natural beauty a priority.
  5963. Ellis5a=Ellis 5a
  5964. Ellis5a_Desc=The regolith of this moon is slightly pink, making it a popular subject for lunar photography.
  5965. Ellis5b=Ellis 5b
  5966. Ellis5b_Desc=A tidally locked moon, the planet-facing side is pristine while the star-facing side is pocked with craters.
  5967. Ellis6_Desc=A terrestrial planet located just outside the system's green band. Although the planet is technically uninhabited, Ellis VI has been used to conduct studies about human habitation.
  5968. Ellis7_Desc=A corrosive and poisonous atmosphere covers this planet making it impossible to terraform or even land on.
  5969. Ellis8_Desc=The smallest planet in the system, Ellis VIII boasts a micro atmosphere and little else.\n
  5970. Ellis9=Walleye
  5971. Ellis9_Desc=Nicknamed Walleye by long-distance haulers, Ellis IX is a swirling gas giant that intermittently suffers from massive storms visible from space.
  5972. escort_safety_client_0001=delivery
  5973. escort_safety_client_0002=research
  5974. escort_safety_client_0003=trade
  5975. escort_safety_client_0004=courier
  5976. escort_safety_client_0005=refueling
  5977. escort_safety_danger_0001=They have detected what could be a hostile threat in the area and would rather not engage without assistance. 
  5978. escort_safety_danger_0002=Something appears to have spooked them. Seems they'd rather be safe than sorry and want some extra protection. 
  5979. escort_safety_danger_0003=Unfortunately, the area they are in is a known outlaw hunting ground. Caution is advised. 
  5980. escort_safety_danger_0004=We've had a couple reports of other ships being hit in that area. Go in expecting trouble. 
  5981. escort_safety_danger_0005=One of their convoy has already been destroyed. The hostiles in the area should be considered extremely dangerous. 
  5982. escort_safety_danger_0006=A ship like that is a prime target and if they get out of there alive, it'll be a miracle. To be frank, they should never have gone in by themselves in the first place. 
  5983. escort_safety_desc=~mission(Description)
  5984. escort_safety_desc_0001=A ~mission(Client) ship is stuck out in ~mission(Location) and needs an extraction to ~mission(Destination). ~mission(Danger)If escorts do engage with hostiles, combat pay will be issued. Be ready to roll out as soon as possible. Don't want to keep them waiting out there any longer than necessary. 
  5985. escort_safety_desc_0002=We have been contacted by a ~mission(Client) vessel that is in urgent need of escort from ~mission(Location) to ~mission(Destination). If hired, you would be expected to report to the rendezvous point and begin immediately. ~mission(Danger)Combat pay will be issued if enemy contact is made. 
  5986. escort_safety_desc_0003=To any available vessels with combat capabilities who are willing and ready to fly to ~mission(Location), a ~mission(Client) ship is in need of escort to ~mission(Destination). ~mission(Danger)Engaging with any enemy ships will result in hazard pay. 
  5987. escort_safety_from=~mission(Contractor)
  5988. escort_safety_location_0001=a safe point
  5989. escort_safety_location_0002=a point of safe egress
  5990. escort_safety_location_0003=their destination
  5991. escort_safety_location_0004=somewhere they can quantum from
  5992. escort_safety_obj_long_01=Rendezvous at the ~mission(Client) ship's distress beacon.
  5993. escort_safety_obj_long_02=Move into protective formation while the ship prepares to travel.
  5994. escort_safety_obj_long_03=Escort the ~mission(Client) ship to ~mission(Destination).
  5995. escort_safety_obj_marker_01=Distress Beacon
  5996. escort_safety_obj_marker_02=Protect
  5997. escort_safety_obj_opt_01=Combat Pay Bonus
  5998. escort_safety_obj_short_01=Rendezvous at Beacon
  5999. escort_safety_obj_short_02=Hold In Formation
  6000. escort_safety_obj_short_03=Escort to Safety
  6001. escort_safety_obj_short_03a=Destination
  6002. escort_safety_title=~mission(Title)
  6003. escort_safety_title_0001=Escort Contract
  6004. escort_safety_title_0002=Armed Escort Needed
  6005. escort_safety_title_0003=Extraction Needed
  6006. escort_safety_title_0004=Escort to Safety
  6007. escort_scan_ally_001=researcher
  6008. escort_scan_ally_002=miner
  6009. escort_scan_ally_003=surveyor
  6010. escort_scan_ally_004=scout
  6011. escort_scan_complexity_001=a single nav point
  6012. escort_scan_complexity_002=a single location
  6013. escort_scan_complexity_003=a scan point
  6014. escort_scan_complexity_004=a couple stops
  6015. escort_scan_complexity_005=a few locations
  6016. escort_scan_complexity_006=several navpoints
  6017. escort_scan_complexity_007=a series of stops
  6018. escort_scan_complexity_008=a series of locations
  6019. escort_scan_complexity_009=a list of navpoints
  6020. escort_scan_danger_001=Although all signs indicate a light possibility of hostile contact, please be prepared, just in case. However, in the event of enemy contact, compensation will be granted based on performance. 
  6021. escort_scan_danger_002=This route will mostly likely encounter hostiles. If engaged, combat bonuses will be paid. 
  6022. escort_scan_danger_003=Warning, this is a dangerous route with a high probability of outlaw contact. Prepare accordingly. ~mission(Contractor) is willing to offer a competitive payment for combat effectiveness. 
  6023. escort_scan_desc=~mission(Description)
  6024. escort_scan_desc_0001=~mission(Contractor) is looking for available contractors to meet up with a ~mission(Client) as soon as possible and escort them to ~mission(EscortNum). ~mission(Danger)Payment will be transferred upon the ~mission(Client)'s safe return.
  6025. escort_scan_desc_0002=NOW HIRING FOR IMMEDIATE START\n\nLooking for ~mission(EscortType) to guard a ~mission(Client) while they travel to ~mission(EscortNum). ~mission(Danger)Payment will be certified through ~mission(Contractor) and transferred upon completion.
  6026. escort_scan_desc_0003=ARMED ESCORT NEEDED. ~mission(Contractor) seeking pilots to rendezvous with a ~mission(Client) at ~mission(location) and protect them on their journey to ~mission(EscortNum). ~mission(Danger)Payment will be transferred upon contract completion. The ~mission(Client) is already en route to the rendezvous currently so punctuality is appreciated.
  6027. escort_scan_desc_0004=~mission(Contractor) wants to hire an escort to guard a ~mission(Client) while they travel to ~mission(EscortNum). Professional and punctual applicants only. Show up on time and be ready to work. Payment will be issued at the end of the job. ~mission(Danger)
  6028. escort_scan_desc_0005=~mission(Contractor) has been running scanning ops in the system and need pilots to act as a protective detail to a ~mission(Client). Escorts will rendezvous with the client at ~mission(Location) and accompany them while they survey ~mission(EscortNum). If hired, you must be ready to report for duty immediately. ~mission(Danger)Payment will be transferred when the job is complete and the ~mission(Client) is safe.
  6029. escort_scan_from=~mission(Contractor)
  6030. escort_scan_obj_display_02=Escort the Ship
  6031. escort_scan_obj_display_03=Hold until scan is complete %ls
  6032. escort_scan_obj_display_04=Protect the Ship
  6033. escort_scan_obj_long_01=Meet with the ~mission(Client)'s ship at the rendezvous beacon.
  6034. escort_scan_obj_long_02=Escort ~mission(Client) to the nav point.
  6035. escort_scan_obj_long_03=Hold until scan is complete.
  6036. escort_scan_obj_long_04=Protect ~mission(Client) against hostile forces.
  6037. escort_scan_obj_long_05=Escort ~mission(Client) to their final destination.
  6038. escort_scan_obj_marker_03=Protect
  6039. escort_scan_obj_marker_05=Destination
  6040. escort_scan_obj_opt_01=Combat Pay Bonus
  6041. escort_scan_obj_short_01=Rendezvous with Ship
  6042. escort_scan_obj_short_02=Escort the Ship
  6043. escort_scan_obj_short_03=Hold Position
  6044. escort_scan_obj_short_04=Protect the Ship
  6045. escort_scan_obj_short_05=Escort To Destination
  6046. escort_scan_title=~mission(Title)
  6047. escort_scan_title_0001=Escort Contract
  6048. escort_scan_title_0002=Armed Escort Needed
  6049. escort_scan_title_0003=Scanning Run
  6050. escort_scan_title_0004=Protection Run
  6051. escort_scan_title_0005=Need an Escort
  6052. escort_scan_type_001=security
  6053. escort_scan_type_002=a protective detail 
  6054. escort_scan_type_003=armed escorts
  6055. escort_scan_type_004=escorts
  6056. escort_scan_type_005=combat escorts
  6057. escortscan_MissionStart_Timer=Rendezvous with ~mission(Client) %ls
  6058. escortscan_obj_marker_01=Rendezvous
  6059. escortscan_obj_marker_02=Escort
  6060. escortscan_obj_marker_02a=Nav Point
  6061. EVALIGHT_ITEMS=DO NOT USE ------ (EVL) EVALIGHT CLOTHING ITEMS -- MALE
  6062. EVL_GLOVES=DO NOT USE ------ (EVL) MALE GLOVES (Add new lines for gloves below here)
  6063. EVL_HATS=DO NOT USE ------ (EVL) MALE HATS (Add new lines for hats below here)
  6064. EVL_JACKETS=DO NOT USE ------ (EVL) MALE JACKETS (Add new lines for jackets below here)
  6065. EVL_PANTS=DO NOT USE ------ (EVL) MALE PANTS (Add new lines for pants below here)
  6066. EVL_SHIRTS=DO NOT USE ------ (EVL) MALE SHIRTS (Add new lines for shirts below here)
  6067. EVL_SHOES=DO NOT USE ------ (EVL) MALE SHOES (Add new lines for shoes below here)
  6068. Exit_Screen_bye_001=wip goodbye
  6069. Exit_Screen_merit_001=wip your merits
  6070. Exit_Screen_Report_001=wip report for release
  6071. Fabric_Material_References=DO NOT USE ------ Adding Fabric Material Refs here.
  6072. Factions_Advocacy_DisplayName=Advocacy
  6073. Factions_BlacJac_DisplayName=BlacJac Security
  6074. Factions_CrusaderSecurity_DisplayName=Crusader Security
  6075. Factions_HurstonSecurity_DisplayName=Hurston Security
  6076. Factions_Navy_DisplayName=UEE Navy
  6077. Factions_NineTail_DisplayName=Nine Tails
  6078. Factions_NorthRock_DisplayName=Northrock
  6079. Fashion_Styles=DO NOT USE ------ What type of CUT the item is.  (Hoodie, Vest, Slacks, Jeans, Cargo Pants, Baseball Hat, Cowboy Hat etc..)
  6080. Fashion_Types=DO NOT USE ------ What category of clothing does this fit into?
  6081. fine_terminal_cost_heading=Fine
  6082. fine_terminal_escalated=Escalated
  6083. fine_terminal_esclated=Late Fee
  6084. fine_terminal_Header=Fines
  6085. fine_terminal_icon=FAQ
  6086. fine_terminal_icon_002=X
  6087. fine_terminal_informationScreen_Info=\nHow are fines attributed to me?\nMost fines are issued directly by members of law enforcement, but some result from violations detected by ships and mobiGlas and automatically broadcast to the Emergency Communication Network (ECN) system.\n\n\nWhat sort of things can I get a fined for?\nFor a complete list of finable offenses and misdemeanors applicable in your current jurisdiction, please consult your mobiGlas.\n\n\nWhy did I receive a fine for something legal elsewhere?\nCertain jurisdictions have different laws. You should always check the legality of your cargo when entering a new jurisdiction.\n\n\nMy ship was stolen, why am I still receiving fines?\nUnless you report your vehicle stolen to law enforcement (this can be easily done at an ASOP terminal), you are still considered the legal owner of the ship and are responsible for certain crimes perpetrated by it.\n\n\nWhat are Escalated Fines?\nTo encourage prompt payment, the Office of Imperial Justice (OIJ) provides offenders a short period where newly acquired fines may be settled at a discounted rate. If payment is not made before this period expires, the fine escalates in both price and severity.\n\n\nWhat happens if I don’t pay my Escalated Fines?\nIf you accumulate enough unpaid escalated fines you will be issued a crimestat. The heavier your escalated fines, the faster this will happen. The OIJ strongly urges everyone to pay their fines regularly and on time.\n\n\nWhat if I receive a fine in error?\nIf you think you have received a fine in error, please contact the Issue Council. While mistakes are rare, we are trying to improve the system all the time and your feedback is welcome.\n
  6088. fine_terminal_informationScreen_Title=Frequently Asked Questions
  6089. fine_terminal_infraction_date=Infraction Date
  6090. fine_terminal_Infraction_Heading=Infraction
  6091. fine_terminal_infraction_location=Jurisdiction
  6092. fine_terminal_insufficientfunds_001=Insufficient Funds
  6093. fine_terminal_latewarning_001=!
  6094. fine_terminal_LoggingIn=Accessing System
  6095. fine_terminal_login_001=Login As User
  6096. fine_terminal_login_002=Login As Admin
  6097. fine_terminal_Logout=Logging Out
  6098. fine_terminal_neglect=Payment Due
  6099. fine_terminal_nofines_001=You Have No Outstanding Fines.
  6100. fine_terminal_paid_001=Paid
  6101. fine_terminal_pay_001=Pay All Fines
  6102. fine_terminal_pay_002=Pay Fine
  6103. fine_terminal_playerbalance_001=Your Balance
  6104. fine_terminal_processing=Processing Request...
  6105. fine_terminal_returning=Returning To Login
  6106. fine_terminal_time_001=HH:MM:SS
  6107. fine_terminal_time_heading=Escalation
  6108. fine_terminal_title_001=Fines & Citations Payment System
  6109. fine_terminal_total=Total
  6110. fine_terminal_totalfines_001=Total Fines
  6111. fine_terminal_unauthorised=Unauthorized Access Detected
  6112. Fines_Early=Early
  6113. Fines_Escalated=Escalated
  6114. Fines_Neglected=Neglected
  6115. FireMode_Burst=[BURST]
  6116. FireMode_Charge=[CHARGE]
  6117. FireMode_Rapid=[AUTO]
  6118. FireMode_Shotgun=[SHOTGUN]
  6119. FireMode_Single=[SEMI]
  6120. flightHUD_Label_AFB=AFB
  6121. flightHUD_Label_AUTO=AUTO
  6122. flightHUD_Label_CPLD=CPLD
  6123. flightHUD_Label_ESP=ESP
  6124. flightHUD_Label_FUEL=FUEL
  6125. flightHUD_Label_GEAR=GEAR
  6126. flightHUD_Label_GSAF=GSAF
  6127. flightHUD_Label_HOV=HOV
  6128. flightHUD_Label_HYD=HYD
  6129. flightHUD_Label_LOCK=LOCK
  6130. flightHUD_Label_QDampener_Activated=ACTIVATED
  6131. flightHUD_Label_QDampener_Deactivated=DEACTIVATED
  6132. flightHUD_Label_QDampener_Green_Zone=Q DAMPENER DEACTIVATED (GREEN ZONE)
  6133. flightHUD_Label_QDampener_Title=QUANTUM DAMPENER
  6134. flightHUD_Label_QSnare_Charging=QUANTUM SNARE CHARGING
  6135. flightHUD_Label_QSnare_Cooldown=PLEASE WAIT — COOLING
  6136. flightHUD_Label_QSnare_Discharging=QUANTUM SNARE DISCHARGING
  6137. flightHUD_Label_QSnare_Green_Zone=Q SNARE DEACTIVATED (GREEN ZONE)
  6138. flightHUD_Label_QSnare_Initiated=QUANTUM SNARE INITIATED
  6139. flightHUD_Label_QSnare_Offline=QUANTUM SNARE OFFLINE
  6140. flightHUD_Label_QSnare_Ready=QUANTUM SNARE READY
  6141. flightHUD_Label_QSnare_Tethering=QUANTUM SNARE ACTIVATED
  6142. flightHUD_Label_QUA=QUA
  6143. flightHUD_Label_TARG=TARG
  6144. flightHUD_Label_TERM=TERM
  6145. flightHUD_Label_THRUST=THRUST
  6146. flightHUD_Label_VelMetersPerSec=VEL M/S
  6147. FLOOR_Flair_Items=--------------- Floor Flair Items - Dev Use Only ------------------------
  6148. FPS_AI_Description=*WIP* Pirates have been reported to have taken an outpost, we need somebody to secure it again
  6149. FPS_AI_From=*WIP* Edward Fuller
  6150. FPS_AI_Obj_Long_01=*WIP* Go to the outpost
  6151. FPS_AI_Obj_Long_02=*WIP* Eliminate the Pirates
  6152. FPS_AI_Obj_Marker_01=*WIP* Outpost
  6153. FPS_AI_Obj_Marker_02=*WIP* Eliminate the Pirates
  6154. FPS_AI_Obj_Short_01=*WIP* Go to the outpost
  6155. FPS_AI_Obj_Short_02=*WIP* Eliminate the Pirates
  6156. FPS_AI_Title=*WIP* Outpost Lost to Pirates
  6157. fps_ammo_Notification=+ %i %s ammo
  6158. fps_assassin_desc=~mission(Description)
  6159. fps_assassin_from=~mission(Contractor)
  6160. fps_assassin_title=~mission(Title)
  6161. fps_NoReward=No Reward
  6162. FPSPVEVS_EasyScenario_Objective01=Kill pirates.
  6163. FPSPVEVS_EasyScenario_Objective01_Desc=Kill all the pirates on the asteroid base.
  6164. FPSPVEVS_Mission_Desc=[PH] UEE forces really want to capture this sweet asteroid base. 
  6165. FPSPVEVS_Mission_Title=Assault The Asteroid Base
  6166. frontend_Accept=Accept
  6167. frontend_Cancel=Cancel
  6168. frontend_CharacterCustomization=Character Customization
  6169. frontend_CharacterCustomizationDescription=Select a category to view adjustable properties.
  6170. Frontend_CheckboxEquip=Equip Rental Item
  6171. Frontend_CheckboxRenew=Auto-Renew
  6172. Frontend_CompareItem=Compare Item
  6173. Frontend_CompareShip=Compare Ship
  6174. Frontend_ConfirmRental=Confirm Rental
  6175. Frontend_Equip=Equip Item
  6176. Frontend_Equipped=Equipped
  6177. Frontend_ExtendRental=Extend Rental
  6178. frontend_GoBack=Go Back
  6179. Frontend_ItemRented=Item Rented
  6180. Frontend_ItemSelectionText=Select an item from the left to view its details.
  6181. Frontend_LabelCost=Cost /week:
  6182. Frontend_LabelCurrentBalance=Current Balance:
  6183. Frontend_LabelCurrentQuantity=Quantity
  6184. Frontend_LabelFinalBalance=Final Balance:
  6185. Frontend_LabelQuantity=Quantity:
  6186. Frontend_LabelRentalPeriod=Rental Period:
  6187. Frontend_login_queue_position=You are currently in a queue to enter the game server, your position in the queue is %i
  6188. Frontend_OEM=OEM
  6189. Frontend_Options=
  6190. Frontend_PartyInviteMessage=%S has invited you to join a party. Press ~action(ui_notification|ui_notification_accept) to join or ~action(ui_notification|ui_notification_decline) to decline.
  6191. frontend_ProfileSelect=Profile Select
  6192. frontend_ProfileSelectDescription=Please select a character profile.
  6193. Frontend_Rent=Rent
  6194. Frontend_Rental=Rental
  6195. Frontend_RentalHeader=Rental Items
  6196. Frontend_RentalPricePeriod=/week
  6197. Frontend_Rented=Rented
  6198. Frontend_RentItem=Rent Item
  6199. Frontend_RentShip=Rent Ship
  6200. frontend_ResetCharacter=Reset Character
  6201. frontend_Revert=Revert
  6202. frontend_Select=Select
  6203. Frontend_Selected=Selected
  6204. Frontend_SelectItem=Select Item
  6205. Frontend_SelectRentShip=Select/Rent Ship
  6206. Frontend_SelectShip=Select Ship
  6207. Frontend_ShipCustomization=Ship Customization
  6208. Frontend_ShipRentalHeader=Rental Ships
  6209. Frontend_ShipRented=Ship Rented
  6210. Frontend_ShipSelect=Ship Rental/Select
  6211. Frontend_ShipSelectionText=Select a ship from the left to view its details.
  6212. Frontend_Unequip=Unequip Item
  6213. FTL_Danger_001=Due to this being a potentially riskier route, please ensure that you do not allow hostiles to delay the contract's completion. 
  6214. FTL_Danger_002=Since this route may take you through hostile areas, plan accordingly. 
  6215. FTL_Danger_003=With this route in particular, several other FTL contractors have encountered hostiles in the past. We trust that you'll be appropriately prepared. 
  6216. FTL_Danger_004=It is recommended that you select something with ready defensive capabilities owing to this route's higher than average risk assessment. 
  6217. FTL_Danger_005=Be aware that this run takes you through a route with a higher risk rating. We trust that you will see to it that you are delayed for any reason, including hostiles. 
  6218. FTL_delivery_desc_0001=ATTENTION ALL FTL COURIERS\nNEW RUN AVAILABLE FOR IMMEDIATE ASSIGNMENT\n\n**CONTRACT DETAILS** \n\nPICKUP LOCATION - The shipment is waiting for collection at ~mission(Location|Address). \n\nDROPOFF LOCATION - It will need to be delivered to ~mission(Destination|Address). \n\nDELIVERY WINDOW - ~mission(Contractor|Timed)\n\nTRAVEL - All transportation needs should be arranged by courier. ~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)
  6219. FTL_delivery_desc_intro=FTL COURIER SERVICES IS HIRING!\n\nAre you a committed, industrious and punctual individual who enjoys travel and is looking to work independently? \nIf your answer is yes, then FTL Courier Services may have the ideal opportunity for you!\n\nHandling over a billion collections and deliveries every year, FTL has been consistently rated the Empire's most trusted courier service by providing businesses and consumers a safe and reliable way to send and receive their shipments wherever, whenever.\n\nTo make all this happen, FTL contracts with thousands of self-employed couriers across every system in the UEE and we are currently looking for new people to join our ranks. \n\nFTL offers:\n* Great earning potential based on how many deliveries you complete.\n* Convenience of selecting only the routes that appeal to you. Stay local or explore father, the choice is yours.\n* Flexibility to accept multiple contracts, even from other companies. With our non-exclusive employment agreements, we leave it up to you to maximize your schedule.\n \nIn order to apply you’ll need:\n* Your own means of insured travel.\n* The right to work in the UEE and no current CrimeStat rating.\n* Excellent time management skills and the ability to plan your own travel routes.\n* Successful completion of the below Employment Evaluation.\n\nEMPLOYMENT EVALUATION\nTo make sure that you're a good fit for our company, we would like to see you in action! This trial contract will have you collect a package from ~mission(Location|Address) and deliver it to ~mission(Destination|Address). ~mission(Contractor|Timed)This is a paid evaluation. Participation is not a guarantee of any future work with FTL or FTL associates.\n\nDon’t wait! Complete your Employment Evaluation today and start your journey with FTL Courier Services.
  6220. FTL_delivery_title_001=FTL Courier Assignment
  6221. FTL_delivery_title_intro=FTL Courier Employment Evaluation
  6222. FTL_SignOff_001=Good luck and good speed, courier! 
  6223. FTL_SignOff_002=And remember, at FTL Courier Services we always try our best to deliver the best! 
  6224. FTL_SignOff_003=Thanks for helping FTL remain the #1 courier service in the Empire! 
  6225. FTL_SignOff_004=And don't forget, you are representing FTL! A smile and a kind word are some of the best tools a courier can have. 
  6226. FTL_SignOff_005=We hope you have a speedy and safe journey! 
  6227. FTL_Timed_001=The delivery must be made before the deadline expires. 
  6228. FTL_Timed_002=Be sure to make note of the deadline. Prompt contract fulfillment is very important to FTL. 
  6229. FTL_Timed_003=This is an urgent contract and must be completed before the deadline. No exceptions. 
  6230. FTL_Timed_004=Punctuality is an important part of FTL's renowned customer service. Be sure to adhere to the stated deadline. 
  6231. FTL_Timed_005=This is an FTL 'Sprint' order with a tight deadline. Keep an eye on the clock to make sure you finish on time. 
  6232. garage_01=Garage 01
  6233. garage_02=Garage 02
  6234. garage_03=Garage 03
  6235. garage_04=Garage 04
  6236. garage_05=Garage 05
  6237. garage_06=Garage 06
  6238. garage_07=Garage 07
  6239. garage_08=Garage 08
  6240. garage_09=Garage 09
  6241. garage_10=Garage 10
  6242. garage_11=Garage 11
  6243. garage_12=Garage 12
  6244. garage_13=Garage 13
  6245. garage_14=Garage 14
  6246. garage_15=Garage 15
  6247. garage_16=Garage 16
  6248. GarethWIP_CaveMission=CAVE MISSION
  6249. GarethWIP_CaveMissionAssa_Stanton1=CAVE MISSION ASSA STANTON1
  6250. GarethWIP_CaveMissionAssa_Stanton1b=CAVE MISSION ASSA STANTON1B
  6251. GarethWIP_CaveMissionAssa_Stanton2b=CAVE MISSION ASSA STANTON2B
  6252. GarethWIP_CaveMissionBounty_Stanton1=CAVE MISSION BOUNTY STANTON1
  6253. GarethWIP_CaveMissionBounty_Stanton1b=CAVE MISSION BOUNTY STANTON1b
  6254. GarethWIP_CaveMissionBounty_Stanton2b=CAVE MISSION BOUNTY STANTON2b
  6255. GarethWIP_CaveMissionClearAll_Stanton1=CAVE MISSION CLEAR ALL STANTON1
  6256. GarethWIP_CaveMissionClearAll_Stanton1b=CAVE MISSION CLEAR ALL STANTON1B
  6257. GarethWIP_CaveMissionClearAll_Stanton2b=CAVE MISSION CLEAR ALL STANTON2B
  6258. GarethWIP_CaveName=Cave
  6259. generic_go_down=Go Down
  6260. generic_go_up=Go Up
  6261. generic_locations_blank=
  6262. generic_lower_floor=Lower Floor
  6263. generic_upper_floor=Upper Floor
  6264. GenResponse_cant_right_now=I can't right now.
  6265. GenResponse_LookingForMoreWork=Got any more work?
  6266. GenResponse_LookingForWork=I'm looking for work.
  6267. global_terminal_date_001=Date
  6268. global_terminal_login_001=Login
  6269. global_terminal_logout_001=Logout
  6270. global_title_001=Please use this folder for all globally available strings, they will be included in the live build
  6271. Goss=Goss System
  6272. Goss_Desc=Generally regarded as one of the most visually stunning parts of the Empire, Goss is a binary star system situated near the massive stellar phenomenon known as the Olympus Pool. Consequently, the bulk of the system's economy comes from tourism, but Gossians pride themselves on being self sufficient as the system produces its raw materials internally, mining and harvesting resources on their own.\n
  6273. Goss_JumpPoint_Helios=Goss - Helios Jump Point
  6274. Goss_JumpPoint_Helios_Desc=This jump point connects Goss to the Helios system.
  6275. Goss_JumpPoint_Osiris=Goss - Osiris Jump Point
  6276. Goss_JumpPoint_Osiris_Desc=This jump point connects Goss to the Osiris system which is protected by the Fair Chance Act.
  6277. Goss_JumpPoint_Tayac=Goss - Tayac Jump Point
  6278. Goss_JumpPoint_Tayac_Desc=This jump point connects Goss to the Tayac system.
  6279. Goss_JumpPoint_Terra=Goss - Terra Jump Point
  6280. Goss_JumpPoint_Terra_Desc=This jump point connects Goss to the Terra system.
  6281. Goss_JumpPoint_Tyrol=Goss - Tyrol Jump Point
  6282. Goss_JumpPoint_Tyrol_Desc=This jump point connects Goss to the unclaimed Tyrol system.
  6283. Goss_Star1=Goss A
  6284. Goss_Star1_Desc=A class-K main sequence star that is part of a binary pairing with Goss B.
  6285. Goss_Star2=Goss B
  6286. Goss_Star2_Desc=A class-K main sequence star that is part of a binary pairing with Goss A.
  6287. Goss1=Goss I
  6288. Goss1_Desc=The abundant farmlands that cover most of this planet's massive mono-continent are used to exclusively feed the large population on neighboring planet, Cassel. \n
  6289. Goss2=Cassel
  6290. Goss2_Desc=Hundreds of millions of tourists from all over the universe come to visit the beautiful coastlines of this biodiverse world. \n
  6291. Goss3=Goss III
  6292. Goss3_Desc=Access to this large sub-tropical world is restricted to those who receive clearance from the military base on its surface. \n
  6293. goupbounty_obj_long_02=Once located, all the members of the wanted organization must be neutralized.
  6294. goupbounty_obj_short_01=Locate Bounties
  6295. goupbounty_obj_short_02=Neutralize Bounties: %ls 
  6296. GraceWarnings_NoFly_001=Restricted Area, Alter Flight Path
  6297. GraceWarnings_NoFly_002=No Public Access, Change Course Now
  6298. GraceWarnings_Trespassing_001=Private Property, Please Leave
  6299. GraceWarnings_Trespassing_002=Trespassers Will Be Prosecuted, Vacate Now
  6300. GraceWarnings_Trespassing1stDegree_001=Government Property, No Trespassing
  6301. GraceWarnings_Trespassing1stDegree_002=WARNING: Felony Trespassing, Leave Now
  6302. GraceWarnings_Velocity_001=Halt Current Velocity: %im/s
  6303. Greeter_EndConversation=That's All
  6304. Greeter_RequestInfo_City=Ask About the City
  6305. Greeter_RequestInfo_Greeter=Ask About the Greeter
  6306. Greeter_RequestInfo_Location=Ask About the Location
  6307. Greeter_RequestInfo_Planet=Ask About the Planet
  6308. Greeter_RequestJoke=Ask for Joke
  6309. group_add_to_contacts=Add to Contacts
  6310. group_add_to_party=Invite to Party
  6311. group_block=Block
  6312. group_disband_group=Disband Group
  6313. group_invite_accept=Invite
  6314. group_invite_group_to_party=Invite Group to Party
  6315. group_invite_select_channel=Select A Channel
  6316. group_invite_to_selected_group=Invite to Channel
  6317. group_kick_from_group=Kick from Group
  6318. group_kick_from_party=Kick from Party
  6319. group_leave_group=Leave Group
  6320. group_leave_party=Leave Party
  6321. group_make_group_leader=Make Group Leader
  6322. group_make_party_leader=Make Party Leader
  6323. group_mute_player=Mute Player
  6324. group_out_of_range=Out of Range
  6325. group_remove_from_contacts=Remove from Contacts
  6326. group_unmute_player=Unmute Player
  6327. GroupBounty_007=
  6328. groupbounty_desc=~mission(Contractor|GroupBountyDescription)
  6329. groupbounty_from=~mission(Contractor|GroupBountyFrom)
  6330. groupbounty_marker_01a=~mission(Target1)
  6331. groupbounty_marker_01b=~mission(Target2)
  6332. groupbounty_marker_01c=~mission(Target3)
  6333. groupbounty_marker_01d=Neutralize
  6334. groupbounty_obj_long_01=Search for the wanted organization's members' current locations. Bounties hiding in unmonitored areas will need to be tracked down via scanning or reactivating comm arrays.
  6335. groupbounty_subobj_short_01a=Locate ~mission(Target1)
  6336. groupbounty_subobj_short_01b=Locate ~mission(Target2)
  6337. groupbounty_subobj_short_01c=Locate ~mission(Target3)
  6338. groupbounty_subobj_short_02a=Neutralize ~mission(Target1)
  6339. groupbounty_subobj_short_02b=Neutralize ~mission(Target2)
  6340. groupbounty_subobj_short_02c=Neutralize ~mission(Target3)
  6341. groupbounty_title=~mission(Contractor|GroupBountyTitle)
  6342. hack_prevent_desc=~mission(Contractor|HackPreventDescription)
  6343. hack_prevent_from=~mission(Contractor|HackPreventFrom)
  6344. hack_prevent_logout_display_01=Terminate Unauthorized Access at ~mission(Location) 
  6345. hack_prevent_logout_marker_01=Terminate Access
  6346. hack_prevent_logout_obj_long_01=Manually terminate the unauthorized maintenance control panel access at ~mission(Location). 
  6347. hack_prevent_logout_obj_short_01=Terminate Unauthorized Access
  6348. hack_prevent_obj_display_01=Prevent Hack at ~mission(Location)
  6349. hack_prevent_obj_long_01=Prevent hackers from accessing the system at ~mission(Location).
  6350. hack_prevent_obj_marker_01=Prevent Hack
  6351. hack_prevent_obj_short_01=Prevent Hack
  6352. hack_prevent_repair_display_01=%ls to Restore Uplink
  6353. hack_prevent_title=~mission(Contractor|HackPreventTitle)
  6354. hack_program_Abort=Abort
  6355. hack_program_Aborting=Aborting...
  6356. hack_program_AuthN=Cancel
  6357. hack_program_AuthY=Continue
  6358. hack_program_BlockedDesc=Security Protocol Override
  6359. hack_program_BlockedDesc_002=User Verification Required In
  6360. hack_program_BlockedTitle=Progress Halted
  6361. hack_program_BlockTime=10
  6362. hack_program_BootScreen=Cryptokey Initiated
  6363. hack_program_CloseWindow=Exit Cryptokey
  6364. hack_program_CloseWindow2=Exit
  6365. hack_program_confirm_abort=Do you wish to proceed?
  6366. hack_program_ExternalConnection=WIP Hacking External Connection
  6367. hack_program_Failed=Unable to Access System
  6368. hack_program_Failed2=DATA TRANSFER TERMINATED
  6369. hack_program_HackInProgress=Attempting to Access System
  6370. hack_program_HackInProgress2=ENCRYPTED STORAGE ACCESSED
  6371. hack_program_hackresult_001=Cryptokey Failure
  6372. hack_program_hackresult_002=Cryptokey Success
  6373. hack_program_hackresult_003=UPLOAD MANAGER
  6374. hack_program_HackSucess=System Access Granted
  6375. hack_program_HackSucess2=DATA TRANSFER COMPLETE
  6376. hack_program_SelfDistruct=Destroying Cryptokey...
  6377. hack_program_Stage1=Establishing Admin Connection
  6378. hack_program_Stage2=Assessing Security Protocols
  6379. hack_program_Stage3=Configuring Data Parameters
  6380. hack_program_stage4=Generating Temporary Passkey
  6381. hack_program_Stage5=DATA TRANSFER IN PROGRESS
  6382. hack_program_warning=Warning: Cryptokey Will Be Lost
  6383. hack_program_warning2=Warning: Data transfer will be cancelled
  6384. Hadrian=Hadrian System
  6385. Hadrian_AsteroidBelt1=Hadrian Belt Alpha
  6386. Hadrian_AsteroidBelt1_Desc=Located near a jump point, there are still some undetonated anti-ship mines lurking about in here lingering from the cold war. As such, the asteroids were never mined, so daring miners will risk it. A path between the Terra jump point and the remaining jumps was cleared through the belt (buoys were placed to make sure people stayed on the path).\n
  6387. Hadrian_Desc=Known as "No Man's Land", Hadrian's location near Xi'an space made it a militarily strategic system during the cold war. Now it is famous for being a main shipping checkpoint between the UEE and Xi'an Empire. Travelers are advised to stay in the system's safe space lanes, which are demarcated by buoys. Those who ignore the space lanes are liable to encounter unexploded anti-ship mines left over from the cold war.\n
  6388. Hadrian_Flotilla=Kedsu Reef
  6389. Hadrian_Flotilla_Desc=On the lagrange point of Hadrian II, there's a mini-mall cluster of former military stations that have been converted into a massive bazaar. Some newer trade stations have opened in recent years as the site has become a mecca of trade to the Xi'an.
  6390. Hadrian_JumpPoint_Castra=Hadrian - Castra Jump Point
  6391. Hadrian_JumpPoint_Castra_Desc=This jump point connects Hadrian to the Castra system.
  6392. Hadrian_JumpPoint_Gurzil=Hadrian - Gurzil Jump Point
  6393. Hadrian_JumpPoint_Gurzil_Desc=This jump point connects Hadrian to the Gurzil system.
  6394. Hadrian_JumpPoint_Kiel=Hadrian - Kiel Jump Point
  6395. Hadrian_JumpPoint_Kiel_Desc=This jump point connects Hadrian to the Kiel system.
  6396. Hadrian_JumpPoint_Oya=Hadrian - Oya Jump Point
  6397. Hadrian_JumpPoint_Oya_Desc=This jump point connects Hadrian to the Oya system.
  6398. Hadrian_JumpPoint_Pyro=Hadrian - Pyro Jump Point
  6399. Hadrian_JumpPoint_Pyro_Desc=This jump point connects Hadrian to the unclaimed Pyro system.
  6400. Hadrian_JumpPoint_Terra=Hadrian - Terra Jump Point
  6401. Hadrian_JumpPoint_Terra_Desc=This jump point connects Hadrian to the Terra system.
  6402. Hadrian_Star=Hadrian
  6403. Hadrian_Star_Desc=A class-M red giant star.
  6404. Hadrian1=Hadrian I
  6405. Hadrian1_Desc=A gas planet with a rocky core, Hadrian I's atmosphere is too volatile to terraform.\n
  6406. Hadrian2=Hadrian II
  6407. Hadrian2_Desc=A Class III gas giant, Hadrian II is a featureless blue globe.
  6408. Hadrian3=The Watcher
  6409. Hadrian3_Desc=Nicknamed "the Watcher" thanks to the large dark spot in the planet's otherwise pale color, Hadrian III is a massive ice giant on the fringe of the system.\n
  6410. hangar_01=Hangar 01
  6411. hangar_02=Hangar 02
  6412. hangar_03=Hangar 03
  6413. hangar_04=Hangar 04
  6414. hangar_05=Hangar 05
  6415. hangar_06=Hangar 06
  6416. hangar_07=Hangar 07
  6417. hangar_08=Hangar 08
  6418. hangar_09=Hangar 09
  6419. hangar_10=Hangar 10
  6420. hangar_11=Hangar 11
  6421. hangar_12=Hangar 12
  6422. hangar_13=Hangar 13
  6423. hangar_14=Hangar 14
  6424. hangar_15=Hangar 15
  6425. hangar_16=Hangar 16
  6426. hangar_17=Hangar 17
  6427. hangar_18=Hangar 18
  6428. hangar_19=Hangar 19
  6429. hangar_20=Hangar 20
  6430. hdactivist_assassination_danger_001=Don't take this target lightly. There's a reason Hurston's relied on them to do so much dirty work. 
  6431. hdactivist_assassination_danger_002=You're going after one vicious bastard, so best come prepared. 
  6432. hdactivist_assassination_danger_003=I'd recommend hitting them hard and fast before they have a chance to comm for backup. 
  6433. hdactivist_assassination_danger_004=Watch out for this one. 'Mercy' isn't part of their vocabulary. 
  6434. hdactivist_assassination_desc_001=To anyone who knows Hurston's recent history, they know that ~mission(TargetName) is responsible for some truly vicious crimes against the honest men and women who are trying to improve worker conditions on Hurston. Time and time again, they have acted well outside the bounds of UEE law but, of course, Hurston denies that ~mission(TargetName|Last) has anything to do with these crimes and refuses to even investigate them. This miscarriage of justice means that we must take matters into our own hands. \n\nRecently, an insider sympathetic to our cause says ~mission(TargetName|Last) can be found around ~mission(Location). I will happily pass along this information, and a substantial payday, to anyone willing to bring vengeance upon them. ~mission(Danger)~mission(Contractor|Timed) \n\n** Ex Malo Bonum **
  6435. hdactivist_assassination_desc_002=Any chance you've heard of ~mission(TargetName)? Hurston recently promoted this bloodthirsty thug to a special task force that makes dissidents disappear. ~mission(TargetName|Last) has proven to be quite effective and even taken a perverse pleasure in the new position. It's obvious that the universe would be better off if ~mission(TargetName|Last) was taken down.\n\n~mission(Danger)I managed to get a hold of their latest deployment orders. Could be useful when tracking down the target. \n\n~mission(Contractor|Timed) \n\n** Ex Malo Bonum **
  6436. hdactivist_assassination_desc_003=Let's just say the less you know about this one the better. We want you to find and eliminate a Hurston lackey named ~mission(TargetName). ~mission(Danger) \n\nDetails containing their last known sighting around ~mission(Location) will be provided. ~mission(Contractor|Timed) \n\n** Ex Malo Bonum **
  6437. hdactivist_assassination_timed_001=Word spreads fast around here. Don't wait too long on this, or you might lose the element of surprise. 
  6438. hdactivist_assassination_timed_002=For the sake of the movement, it's vital this gets done soon. 
  6439. hdactivist_assassination_timed_003=There's chatter that ~mission(TargetName|Last) is planning something big. You've got to stop them before it's too late. 
  6440. hdactivist_assassination_timed_004=We need you to move fast on this. Who knows what the target is working on. 
  6441. hdactivist_assassination_title_001=Real Criminal Justice
  6442. hdactivist_assassination_title_002=Level the Playing Field
  6443. hdactivist_assassination_title_003=Retribution
  6444. hdactivist_basesweep_danger_001=They aren't expecting you, but don't think for a second this is going to be easy. Those bastards love to fight. 
  6445. hdactivist_basesweep_danger_002=Make sure you have more than enough ammo. There's no way to know how many of 'em will be down there. 
  6446. hdactivist_basesweep_danger_003=Make sure you're armed up and prepared for war. 
  6447. hdactivist_basesweep_danger_004=I'm not gonna lie, this will get bloody, but that's what we have to do to secure our future. 
  6448. hdactivist_basesweep_desc_001=Recently, Hurston security forces have been increasingly more violent to anyone voicing opposition to their authority. We've tried all legal channels, but it seems that an equally aggressive response will be the only way they'll hear us. I'm looking to pay someone to deliver that message.\n\nWe've learned that security forces have been operating out of ~mission(Location). I'll send you the coordinates. You go in and clear it out. ~mission(Contractor|BaseSweepDanger)\n\nHopefully there will be a day where we can resolve this through rational discourse, but they've made it clear that it is not today.\n\n** Ex Malo Bonum **
  6449. hdactivist_basesweep_desc_002=Looking for a heavy hitter interested in some serious action. ~mission(Location) is crawling with corrupt, armed assholes working for Hurston. I need them gone, pronto. Don't care how you handle it, only that it gets done. ~mission(Contractor|Danger) \n\nDo this right and you'll be compensated accordingly.\n\n** Ex Malo Bonum **
  6450. hdactivist_basesweep_desc_003=If you found this, it's probably safe to say that you have an axe to grind with Hurston. I don't know about you, but I'm sick and tired of waiting for things to magically get better. What we need are bold actions to show Hurston that the status quo must go. \n\nThat's why I dug up some info about ~mission(Location). It's where corporate thugs hang out and plan their attacks on the people of Hurston. Clearing that location would send a bold message to Corporate that we're willing to fight fire with fire. You interested? \n\nIt'll be dangerous, but you'll be paid well. ~mission(Contractor|BaseSweepDanger) \n\n** Ex Malo Bonum **
  6451. hdactivist_basesweep_desc_004=We got intel on ~mission(Location) that says it's staffed with corporate thugs. We aren't just going to sit around and wait for them to crack down on our brothers and sisters who are just trying to make Hurston a better place to live. I don't have the skills to handle this type of op, but I've got the creds to fund it. Interested? \n\nShould go without saying, but this job will be highly dangerous. ~mission(Contractor|BaseSweep)A lot of good people will get hurt if someone doesn't stop them.\n\n** Ex Malo Bonum **
  6452. hdactivist_basesweep_desc_005=Looking for someone who's willing to fight for what's right. For far too long Hurston has used violence to keep its people in line. Now it's time to show them that their intimidation tactics won't go unanswered.\n\nI've recently obtained intel that's identified ~mission(Location) as being key to their security operations. Anyone willing to clear out the location will be doing the people of Hurston a great service. It'll be risky, but I'll also make sure you're paid well for your trouble. ~mission(Contractor|BaseSweep) \n\n** Ex Malo Bonum **
  6453. hdactivist_basesweep_remaining=Hostiles Remaining: %ls
  6454. hdactivist_basesweep_title_001=Force For Good
  6455. hdactivist_basesweep_title_002=Righteous Raid
  6456. hdactivist_basesweep_title_003=Call To Arms
  6457. hdactivist_basesweep_title_004=Time For Action
  6458. hdactivist_from=X
  6459. hdactivist_stealfromship_outlaw_desc_001=One of the smugglers we work with on occasion, ~mission(TargetName), refuses to complete our arranged delivery unless we triple our agreed-upon payment. As you can imagine, we can't allow their greed to endanger the movement, nor can we afford to pay their unreasonable demands. \n\nInstead, we're hopeful that you'll be able to track them down for us and forcefully retrieve our rightful property. Once you successfully bring the shipment to ~mission(Destination), we will gladly give you the credits we had originally promised ~mission(TargetName|Last). \n\n\n** Ex Malo Bonum **
  6460. hdactivist_stealfromship_outlaw_desc_002=Recently, one of our much needed supply runs got hit by an outlaw. Before our hauler died, they managed to confirm the identity of their attacker - ~mission(TargetName).\n\nWe need you to hunt this bastard down and take back what's ours. And of course we'll pay you for delivering the supplies to ~mission(Destination).\n\n\n** Ex Malo Bonum **
  6461. hdactivist_stealfromship_outlaw_desc_003=~mission(TargetName) betrayed us. \n\nAn important shipment we had smuggled in to ~mission(Destination) went missing a few days ago and we were finally able to track it down. One of our operatives, ~mission(TargetName|Last), had stolen it.\n\nWe need that traitor tacked down and the shipment brought back. Do whatever you need to. \n\n\n** Ex Malo Bonum **
  6462. hdactivist_stealfromship_outlaw_desc_004=Hurston Security is taking active action to cut off our supply routes. They're even turning a blind eye to outlaws in the area as long as it's our ships being attacked. We need to respond before our resources are completely cut off. \n\nWe've been able to track down the location of one of these outlaws, ~mission(TargetName). Bring the stolen goods aboard their ship back to ~mission(Destination). I don't expect ~mission(TargetName|Last) will give it up without a fight.\n\nHopefully this'll show Hurston that we will not back down.\n\n\n** Ex Malo Bonum **
  6463. hdactivist_stealfromship_outlaw_title_001=Restocking Supplies
  6464. hdactivist_stealitem_danger_001=Things could get dangerous. Gear up just in case. 
  6465. hdactivist_stealitem_danger_002=Watch yourself out there. Pretty sure Hurston will do whatever it takes to keep us from getting this thing. 
  6466. hdactivist_stealitem_danger_003=Fair warning, but security might be at the site. If they come after you, do what's necessary to get that crate. 
  6467. hdactivist_stealitem_danger_004=As always, a gig like this can be dangerous. So plan for the worst, hope for the best, right? 
  6468. hdactivist_stealitem_danger_005=Be careful. Security could be all over that location. 
  6469. hdactivist_stealitem_desc_001=Got information on the location of a certain package that would greatly help our cause. We're looking for someone willing to hit up ~mission(Location), retrieve the item, and deliver it to ~mission(Destination). Interested? \n\n~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n** Ex Malo Bonum **
  6470. hdactivist_stealitem_desc_002=Want to support a good cause and earn some solid creds? \n\nIf so, then help us get our hands on specific crate that's supposed to be in ~mission(Location). If you find the crate and bring it to ~mission(Destination), I'll make it worth your while. ~mission(Contractor|Danger) \n\n~mission(Contractor|Timed) \n\n** Ex Malo Bonum **
  6471. hdactivist_stealitem_desc_003=There's a growing movement focused on making Hurston a better place and we need some help. We've been tracking a certain item for some time that could help our cause in multiple ways. With Hurston's recent escalation of oppression, we believe now is the time to acquire it for ourselves, but with security forces watching our every move, we need someone else to collect it from ~mission(Location). \n\nIf you bring the crate to ~mission(Destination), we'll pay you a price commensurate with your troubles. ~mission(Contractor|Danger)~mission(Contractor|Timed)  \n\n** Ex Malo Bonum **
  6472. hdactivist_stealitem_desc_004=Recently, Hurston fabricated charges against a hauler working for us in order to confiscate a very important delivery. Their actions aren't legal, even by Hurston standards, but they don't care and we can't wait attain it through legal channels. That's why I'm looking to pay someone to do it for us.\n\nAn insider who's sympathetic to our cause claims it ended up in ~mission(Location). I'll send you the exact coordinates. ~mission(Contractor|Timed) \n\nOnce you have the crate, bring it to ~mission(Destination) and I'll transfer the creds. ~mission(Contractor|Danger) \n\n** Ex Malo Bonum **
  6473. hdactivist_stealitem_desc_005=The Lorville customs office claims to have lost a crate that was being sent to us by a prominent supporter outside the system. I've got it on good authority that's a lie. Those Hurston bastards simply seized it to mess with us. I can't let this injustice stand and hope you're willing to help right this wrong.\n\nI just got word that they moved the crate to ~mission(Location). I need someone to find this thing and bring it to ~mission(Destination). ~mission(Contractor|Timed)~mission(Contractor|Danger)I'll make sure you're paid well for all your trouble.\n\n** Ex Malo Bonum **
  6474. hdactivist_stealitem_desc_006=I need your help. An old friend was desperate for work, so I threw him a gig hauling a valuable item for us. Turns out he had an active crime stat, and Hurston Security arrested him before he could make the delivery. Now I'm in hot water. That crate needs to get to ~mission(Destination) or I'm screwed.\n\nI pulled a few strings and discovered that the cargo actually ended up in ~mission(Location). I'll pay you if you can retrieve it for me and make the delivery. ~mission(Contractor|Danger)~mission(Contractor|Timed) \n\n** Ex Malo Bonum**
  6475. hdactivist_stealitem_destination_001=a hideout on Hurston
  6476. hdactivist_stealitem_destination_002=a safe spot on Arial
  6477. hdactivist_stealitem_destination_003=a discreet spot on Aberdeen
  6478. hdactivist_stealitem_destination_004=a secure facility on Magda
  6479. hdactivist_stealitem_destination_005=a secret site on Ita
  6480. hdactivist_stealitem_location_001=a debris field
  6481. hdactivist_stealitem_location_002=a wrecked ship
  6482. hdactivist_stealitem_location_003=a Hurston facility
  6483. hdactivist_stealitem_location_004=an underground facility
  6484. hdactivist_stealitem_timed_001=Don't drag your heels. Who knows how long that crate will be there. 
  6485. hdactivist_stealitem_timed_002=I can't stress how important it is that you get this shipment to us. 
  6486. hdactivist_stealitem_timed_003=The clock's ticking on this contract. We need this thing as soon as possible. 
  6487. hdactivist_stealitem_timed_004=Need it sooner rather than later. 
  6488. hdactivist_stealitem_timed_005=Hopefully, this thing isn't already gone. Better hurry up and find out. 
  6489. hdactivist_stealitem_title_001=Civil Forfeiture
  6490. hdactivist_stealitem_title_002=Appropriate Crate
  6491. hdactivist_stealitem_title_003=Procure Package
  6492. hdactivist_stealitem_title_004=Retrieve Item
  6493. Heads_Male_01=Face 01
  6494. Heads_Male_02=Face 02
  6495. Heads_Male_03=Face 03
  6496. Heads_Male_04=Face 04
  6497. Heads_Male_05=Face 05
  6498. Heads_Male_06=Face 06
  6499. Heads_Male_07=Face 07
  6500. Heads_Male_08=Face 08
  6501. Heads_Male_09=Face 09
  6502. Hints_ADS1=Combat\nUse ~action(player|zoom) to aim down the weapon sights.
  6503. Hints_ADSContext01=~action(player|stabilize) Hold Breath         ~action(player|zoom_in) / ~action(player|zoom_out) Zoom In / Out
  6504. Hints_ADSContext01_Gamepad=~action(player|stabilize) Hold Breath                             ~action(player|zoom_in_out) Zoom
  6505. Hints_ASOP1=Vehicle Retrieval\nVehicle Selector Kiosks allow you to retrieve any of your owned ships using the Fleet Manager.\nFind them in the center of Deck 1.
  6506. Hints_ASOP2=Vehicle Retrieval\nPass through an Airlock to reach the landing pads.\nFollow the AR waypoint on your visor to locate your ship.
  6507. Hints_ASOP3=Vehicle Retrieval\nActivate the Vehicle Selector Kiosk with Interaction Mode (~action(player_choice|pc_interaction_mode)).\nNavigate the Fleet Manager and select 'Retrieve' on the ship you wish to use.
  6508. Hints_ATC1=Air Traffic Control (ATC)\nYou should be careful and request landing permission when arriving at a station.\nNavigate your MFD screen to COMMS via the Menu tab.
  6509. Hints_ATC2=Air Traffic Control (ATC)\nSelect the Comms icon next to the landing service to make the request.
  6510. Hints_ATC3=Air Traffic Control (ATC)\nSelect the Comms icon next to the landing service to request take-off.
  6511. Hints_Camera1=Camera\nPress ~action(spaceship_view|v_view_cycle_fwd) to cycle through camera views.
  6512. Hints_Chat1=Chat\nOpen and close Chat with ~action(default|toggle_chat).\nPress ~action(default|focus_on_chat_textinput) to start typing.
  6513. Hints_Combat1=Combat\nPress and hold ~action(player|holster) to holster weapons.
  6514. Hints_Combat2=Combat\nIf you have ammo reserves, pressing ~action(player|reload) will reload your equipped weapon. 
  6515. Hints_Combat3=Combat\nUse ~action(player|selectpistol) to select your sidearm.\n~action(player|selectprimary) and ~action(player|selectsecondary) will select primary weapons should you have any equipped.
  6516. Hints_Combat3_Gamepad=Combat\nUse ~action(player|nextweapon) to equip a weapon.\nPressing ~action(player|nextweapon) will cycle weapons should you have more equipped.
  6517. Hints_Combat4=Combat\nPress ~action(player|weapon_melee) to perform a melee strike with an equipped weapon.
  6518. Hints_Combat4_Gamepad=Combat\nClick in ~action(player|weapon_melee) to perform a melee strike with an equipped weapon.
  6519. Hints_Contacts1=Contacts\nOpen and Close the CommLink App with ~action(default|toggle_contact).
  6520. Hints_Criminality1=CrimeStat\nYou have gained a CrimeStat level by committing an infraction in monitored space.\nYour current CrimeStat level is displayed in the upper right of your visor.
  6521. Hints_Criminality2=CrimeStat\nThe higher your CrimeStat level, the more hostility you'll encounter from local Security.
  6522. Hints_Criminality3=CrimeStat\nYour CrimeStat level is one of the factors that determines which missions are available to you.\nAvoiding trouble will allow your level to dissipate over time, but there are also ways to clear it entirely...
  6523. Hints_CryAstro1=Cry Astro\nFor a price, your Spaceship's damage, fuel (Regular and Quantum) and ammo supplies can be fixed and topped up at CryAstro.
  6524. Hints_CryAstro2=Cry Astro\nFind an available landing platform to land on to start your transaction.
  6525. Hints_EnterBedNoPlayersNear=Logging Out\nWhen no other people are in the area, your ship will despawn from the server
  6526. Hints_EnterBedNotPlayersShip=Logging Out\nYou'll respawn on another player's ship if it is available on the server\nOtherwise, you'll respawn at the last station you stored a ship at
  6527. Hints_EnterBedPlayersNear=Logging Out\nWhen people are nearby, your ship remains on the server for a short time\nDuring this time there is a risk of it being destroyed or stolen
  6528. Hints_EnterBedPlayersOnShip=Logging Out\nIf there are people aboard, your ship will not despawn until it is empty\nDuring this time there is a risk of it being destroyed or stolen
  6529. Hints_EVA1=Zero-G (EVA)\nIn Zero-G, use ~action(zero_gravity_eva|eva_strafe_forward), ~action(zero_gravity_eva|eva_strafe_back), ~action(zero_gravity_eva|eva_strafe_left) and ~action(zero_gravity_eva|eva_strafe_right) to strafe forward, back, left and right.
  6530. Hints_EVA1_Axis=Zero-G (EVA)\nIn Zero-G, use ~action(zero_gravity_eva|eva_strafe_longitudinal) to strafe forward and back and ~action(zero_gravity_eva|eva_strafe_lateral) to strafe left and right.
  6531. Hints_EVA2=Zero-G (EVA)\n~action(zero_gravity_eva|eva_strafe_up) and ~action(zero_gravity_eva|eva_strafe_down) strafe up and down.\n~action(zero_gravity_eva|eva_roll_left) and ~action(zero_gravity_eva|eva_roll_right) roll left and right.
  6532. Hints_EVA2_Axis=Zero-G (EVA)\n~action(zero_gravity_eva|eva_strafe_vertical) strafe up and down.\n~action(zero_gravity_eva|eva_roll) roll left and right.
  6533. Hints_FPSHarvesting_OnFPSHarvestableItemInHandBackpackNotFull=FPS Harvesting - Collection\n\nYou have successfully harvested an item! To stow it, interact with it and stow it into your personal inventory.
  6534. Hints_FPSHarvesting_OnHarvestableItemLootedIntoBackpack=FPS Harvesting - Collection\n\nItems that you collect and store in your inventory can be sold at various locations. To maximize your potential profits, consider continuing collecting until your inventory is completely full.
  6535. Hints_FPSHarvesting_OnHarvestableStowed=FPS Harvesting - Collection\n\nYou have successfully harvested and stowed an item! Consider collecting more or return to a trading console to sell it for profit.
  6536. Hints_FPSHarvesting_OnPlayerLooksAtFPSHarvestableItemBackpackNotFull=FPS Harvesting - Collection\n\nYou have found a harvestable item. To collect it, simply interact with it.
  6537. Hints_FPSHarvesting_OnPlayerLooksAtFPSHarvestableItemNoBackpack=FPS Harvesting - Collection\n\nYou have found a harvestable item but you don't have an armor with an inventory equipped. You cannot store this item without one.
  6538. Hints_FPSMining_OnPlayerBackpackFull=FPS Mining - Collection\n\nYour inventory is full. You cannot store any more shards until you empty it or sell its contents.
  6539. Hints_FPSMining_OnPlayerFinishedScanningRock=FPS Mining - Fracturing\n\nOnce scanned, prepare the deposit for collection by fracturing it with your mining tool. Press ~action(player|attack1) to begin charging the rock with energy.
  6540. Hints_FPSMining_OnPlayerLooksAtFPSRock=FPS Mining - Deposits\n\nYou have found a deposit suitable for harvesting. To collect the valuable shards, the rock will first need to be fractured with energy from a mining tool.
  6541. Hints_FPSMining_OnPlayerOwningMiningTool=FPS Mining Tool\n\nThis mining tool allows for the collection of valuable materials from smaller ore deposits too delicate to be harvested by larger mining vehicles.
  6542. Hints_FPSMining_OnPlayerSelectingMiningTool=FPS Mining\n\nTo find deposits suitable for use with the mining tool, search caves, moons, planets, and asteroids for rocks embedded with crystals.
  6543. Hints_FPSMining_OnPlayerShootMiningToolAtEnvironment=FPS Mining Tool\n\nTrying to use the tool for anything other than mining will have little effect. Find a suitable ore deposit to use the tool properly. 
  6544. Hints_FPSMining_OnPlayerStartMining=FPS Mining - Fracturing\n\nUse MMBWheel to throttle the power output of the mining tool and keep the rock's energy level in the green optimal zone. Higher instability deposits will have a more chaotic power transfer. Higher resistance rocks will require more energy.  
  6545. Hints_FPSMining_OnPlayerTargetsFPSRock=FPS Mining - Scanning\n\nTo scan an ore deposit, switch your mining tool to ADS mode. The compositional details provided are critical to successful mining .
  6546. Hints_FPSMining_OnRockEnterDangerZone=FPS Mining - Fracturing\n\nCareful. Overcharging a rock can result in a dangerous and even lethal explosion.
  6547. Hints_FPSMining_OnRockEnterOptimalZone=FPS Mining - Fracturing\n\nOnce a deposit has been charged with the optimal amount of energy for enough time, they will soon fracture.
  6548. Hints_FPSMining_OnRockSuccessfulyFractured=FPS Mining - Collection\n\nNow that the rock has been fractured, interact with the shards to store them in your personal inventory.
  6549. Hints_FPSMining_OnShardLootedIntoBackpack=FPS Mining - Collection\n\nShards that you collect and store in your inventory can be sold at various locations. To maximize your potential profits, consider continuing collecting until your inventory is completely full.
  6550. Hints_Fuel1=Fuel\nYour fuel is low.\nIf your spaceship has fuel intakes, limit your maneuvering to refill over time.\nAlternatively, park at a pad or hangar and use your vehicle maintenance mobi-app from the pilot’s seat.
  6551. Hints_Fuel2=Fuel\nQuantum Travel Fuel is low.\nTo refill, park at a pad or hangar and use your vehicle maintenance mobi-app from the pilot’s seat.
  6552. Hints_Fuel3=Fuel\nYour Hydrogen Fuel is low\nIf your spaceship has fuel intakes, limit your maneuvering to refill over time.\nAlternatively, collect a fuel pickup.
  6553. Hints_Green_Zone1=Armistice Zone\nYou have exited the Armistice Zone - weapons are now 'Live.'
  6554. Hints_Heal1=Heal\nPress ~action(player|combatheal) to use any medpens you have.
  6555. Hints_Heal2=Heal\nYour health is low.\nIf you've a medpen, press ~action(player|combatheal) to use it.
  6556. Hints_Hint_System1=Hints\nYou can disable the Hints at any time via the Game Settings.
  6557. Hints_Interaction_Condition_Generic=Some interaction options can be unavailable based on context, and the interaction will fail. \nIf present, use the inner thought text or hint to help resolve the blocking condition.
  6558. Hints_Interaction_Condition_Helmet=You cannot use this interaction whilst wearing a helmet. Remove your helmet through mobiglas and try again.
  6559. Hints_Interaction_Condition_Standing=You must be standing in order to use this interaction.
  6560. Hints_Interaction_Mode1=Interaction Mode\nTap (~action(player_choice|pc_interaction_mode)) to open doors, enter seats and activate terminals using Quick Interact.
  6561. Hints_Interaction_Mode2=Interaction Mode\nHold ~action(player_choice|pc_interaction_mode) to switch to Interaction Mode.\nInteraction points will be highlighted.
  6562. Hints_Interaction_Mode2_Gamepad=Interaction Mode\nPress ~action(player_choice|pc_interaction_mode) to toggle in and out of Interaction Mode.
  6563. Hints_Interaction_Mode3=Interaction Mode\nConfirm an Inner Thought selection with ~action(player_choice|pc_select).
  6564. Hints_Interaction_Mode4=Interaction Mode\nZoom in and out with ~action(player_choice|pc_zoom_in) and ~action(player_choice|pc_zoom_out).
  6565. Hints_Interaction_Mode4_Gamepad=Interaction Mode\nZoom in and out with ~action(default|ui_3d_display_zoom_toggle).
  6566. Hints_Interaction_Mode5=Interaction Mode\nHold ~action(player_choice|pc_interaction_mode) to use Interaction Mode\nConfirm an Inner Thought selection with ~action(player_choice|pc_select).
  6567. Hints_Interaction_Mode5_Gamepad=Interaction Mode\nPress ~action(player_choice|pc_interaction_mode) to use Interaction Mode.\nConfirm an Inner Thought selection with ~action(player_choice|pc_select).\nPress ~action(player_choice|pc_interaction_mode) again to exit Interaction Mode.
  6568. Hints_Items1=Items\nPress ~action(player|grenade) to throw any grenades you have equipped.
  6569. Hints_Items2=Items\nWatch out for the grenade icon that indicates when a grenade has been thrown near to you.
  6570. Hints_Journal1=Journal\nThe Journal app is for reviewing your correspondence and collected data.
  6571. Hints_Keybinding1=Keybindings\nIf a Hint action is UNBOUND you should remap it in the Keybinding menu\nFind the Keybinding menu in the Options.
  6572. Hints_KeyBindingCancelPopuUp=To cancel the key rebind press (~action(default|ui_toggle_pause))
  6573. Hints_LoggingOut=Logging Out\nWhile in your ship's bed, press ~action(player_choice|pc_interaction_mode) to see the option to log out.
  6574. Hints_LogInBedSpawnFailGeneric=Bed Unavailable\nThe bed you last logged out from is currently unavailable on this server.\nInstead, you have respawned at your previous location.
  6575. Hints_LogoutAIShip=Logging Out\nOnly ships owned by a player can be used as an initial spawn location.
  6576. Hints_LogoutEnteredNonOwned=Logging Out\nYou can initially spawn on another player's ship if it is available on the server.\nOtherwise, your initial spawn will be at the last location you stored a ship at.
  6577. Hints_LogoutEnteredNoPlayersAround=Logging Out\nWhen no other people are in the area, your ship will despawn from the server.
  6578. Hints_LogoutEnteredPlayersAround=Logging Out\nWhen people are nearby, your ship remains on the server for a short time.\nDuring this time there is a risk of it being destroyed or stolen.
  6579. Hints_LogoutEnteredPlayersInShip=Logging Out\nIf there are people aboard, your ship will not despawn until it is empty.\nDuring this time there is a risk of it being destroyed or stolen.
  6580. Hints_LogoutShipWithinShip=Logging Out\nVehicles stored on another ship's landing area are not available for player spawning. 
  6581. Hints_Map01=Maps\nOpen the Ark StarMap with ~action(vehicle_general|v_starmap).\nSet a destination here for Quantum Travel.
  6582. Hints_Map01_Gamepad=Maps\nOpen your mobiGlas with ~action(vehicle_general|mobiglas) to find the Ark StarMap app\nSet a destination there for Quantum Travel.
  6583. Hints_Melee_Blocking=To successfully block, hold ~action(player|melee_block) <block>and turn to face the incoming attack.</block>
  6584. Hints_Melee_ComboAttacks=To perform combinations, alternate left and right attacks.
  6585. Hints_Melee_Dodging=To dodge attacks, double tap ~action(player|melee_dodgeLeft), ~action(player|melee_dodgeRight)<dodge1>&nbsp;<dodge2>or ~action(player|melee_dodgeBack)<dodge3> to quickly step left, right or backwards.</dodge3></dodge2></dodge1>
  6586. Hints_Melee_EquipFists=Press ~action(player|selectUnarmedCombat) to raise your fists and enter a fighting-ready stance.<fists></fists>
  6587. Hints_Melee_HeavyHaymaker=To throw a Haymaker, hold the alternate ~action(player|melee_AttackHeavyLeft) or ~action(player|melee_AttackHeavyRight) after performing a Jab.
  6588. Hints_Melee_HeavyHook=To throw a heavy Hook, hold ~action(player|melee_AttackHeavyLeft) or ~action(player|melee_AttackHeavyRight).<left><right></right></left>
  6589. Hints_Melee_KnifeEquip=Press ~action(player|selectMeleeWeapon) to equip your combat knife.
  6590. Hints_Melee_KnifeHeavy=To perform a heavy stab, hold ~action(player|melee_AttackHeavyLeft) or ~action(player|melee_AttackHeavyRight).
  6591. Hints_Melee_KnifeLight=To perform a quick slash, tap ~action(player|melee_AttackLightLeft) or ~action(player|melee_AttackLightRight).
  6592. Hints_Melee_LightAttacks=To throw a quick Jab, tap ~action(player|melee_AttackLightLeft) or ~action(player|melee_AttackLightRight).<left><right></right></left>
  6593. Hints_Melee_Stun=When hit by fists you will suffer stun damage. This is not lethal, but get hit too much and you will be knocked down.
  6594. Hints_Melee_TakedownFists=Press ~action(player|weapon_melee) for a non-lethal takedown.
  6595. Hints_Melee_TakedownGun=Press ~action(player|weapon_melee) <takedown gun="">for a non-lethal takedown.</takedown>
  6596. Hints_Melee_TakedownWeapon=Press ~action(player|weapon_melee)<takedown melee="">&nbsp;for a lethal takedown.</takedown>
  6597. Hints_Melee_Uppercut=To throw an Uppercut, hold the alternate ~action(player|melee_AttackHeavyLeft) or ~action(player|melee_AttackHeavyRight) after performing a Hook.
  6598. Hints_MFD1=Multi-Function Displays (MFDs)\nManage your ship's power, heat, weapons and shields via the interactive screens in your cockpit.\nPress ~action(default|ui_3d_display_zoom_toggle) to focus in for a closer look.
  6599. Hints_MFD2=Multi-Function Displays (MFDs)\nUse Interaction Mode to switch between and manipulate the information displayed on screen.
  6600. Hints_MFD3=Multi-Function Displays (MFDs)\nTake the time to get accustomed to the options available here.\nBeing able to quickly navigate these screens will be vital later.
  6601. Hints_mobiGlas1=mobiGlas\nOpen and Close your mobiGlas with ~action(player|mobiglas).
  6602. Hints_mobiGlas2=mobiGlas\nTo switch between mobiGlas applications, select an icon on the bottom left.
  6603. Hints_Monitored1=Monitored Space\nThe local security forces uphold monitored space zones throughout the system.\nAny area where the satellite icon is displayed on your visor is monitored.
  6604. Hints_Monitored2=Monitored Space\nWorking Comm Arrays are required to maintain monitored space.
  6605. Hints_Monitored3=Monitored Space\nYou have passed outside of the local security's monitored zone.
  6606. Hints_OnProspectorCargoFull=Mining - Cargo\nYour cargo hold is completely full. Any additional minerals extracted will be lost. Travel to a refinery kiosk to sell your cargo.
  6607. Hints_OnProspectorCargoHalfFull=Mining - Cargo\nYour cargo hold is half full.
  6608. Hints_OnProspectorEngineStart=Mining - Intro\nTo start mining, fly over the surface of a planet or moon, use the radar ping to find identify rocks that are worth mining and then harvest the minerals.
  6609. Hints_OnProspectorExtractableRockTargetted=Mining - Extraction\nOnce the rock is small enough to harvest, it will have a purple outline. Target the rock and switch to Extraction Mode ~action(spaceship_mining|v_toggle_mining_laser_type) to extract the minerals inside the rock.
  6610. Hints_OnProspectorFracturableRockTargetted=Mining - Fracture\nTarget a rock for your ship to automatically scan it. Maintain this scan to project more data on the selected rock on the HUD. Switch to Fracture Mode ~action(spaceship_mining|v_toggle_mining_laser_type) and use your Mining Laser ~action(spaceship_mining|v_toggle_mining_laser_fire) to fracture the rock. Use ~action(spaceship_mining|v_increase_mining_throttle) or ~action(spaceship_mining|v_decrease_mining_throttle) to adjust the laser throttle to keep the rock's energy level inside the optimal values.
  6611. Hints_OnProspectorInLowOrbitOverMoon=Mining - Scanning\nTo find valuable materials, switch to your scanning mode ~action(spaceship_targeting|v_toggle_scan_mode) and use the radar ping ~action(spaceship_targeting|v_invoke_ping) to locate potential mineral deposits.
  6612. Hints_OnProspectorMiningModeSwitch=Welcome to the Mining Mode\n This mode is split into two sub-modes: Fracture Mode and Extraction Mode. Fracture Mode is used to shatter rocks into smaller pieces while Extraction mode is used to extract minerals from the smallest rocks. You can switch between these two modes using ~action(spaceship_mining|v_toggle_mining_laser_type).
  6613. Hints_OnProspectorMiningNoProgress=Mining - Difficulty\nThe deposit you are attempting to mine is either too resistant or too big for you to break with your current mining equipment. Consider upgrading your mining laser to a stronger one, finding a different deposit to mine or teaming up with other players to break it together.
  6614. Hints_OnProspectorRadarBlobFound=Mining - Scanning\nMineral deposit detected. Fly closer to narrow down its position and identify what it is.
  6615. Hints_OnProspectorRockExtracted=Mining - Cargo\nYou have extracted your first valuable materials. You can continue to mine resources until your cargo hold is full.
  6616. Hints_OnProspectorRockFractured=Mining - Extraction\nNow that the rock has fractured, keep shattering the fragments (yellow) until they become small enough to be extracted(purple).
  6617. Hints_OnProspectorRockInPassiveRadar=Mining - Scanning\nYou have found a rock rich in ore. Get close and switch your ship to Mining Mode using ~action(spaceship_targeting|v_toggle_mining_mode).
  6618. Hints_OnProspectorRockPowerDangerLevel=Mining - Extraction\nCareful. If the rock reaches dangerous levels (red) it will potentially explode, damaging everything nearby.
  6619. Hints_OnProspectorRockPowerOptimalLevel=Mining - Extraction\nKeeping the energy level inside the rock's optimal window (green) will cause a controlled fracture to occur.
  6620. Hints_Oxygen1=Oxygen\nCheck your Oxygen Meter regularly.\nUse any OxyPens you have with ~action(player|refillgastank).
  6621. Hints_Oxygen2=Oxygen\nYour Oxygen Tank is running low.\nYou can top up your tank at any time by pressing ~action(player|refillgastank).
  6622. Hints_Oxygen3=Oxygen\nYour Oxygen Tank is very low.\nPress ~action(player|refillgastank) to use an OxyPen.
  6623. Hints_Oxygen4=Oxygen\nYour Oxygen Tank is running low.\nYou need to find a life support habitat or OxyPen to replenish it.
  6624. Hints_Oxygen5=Oxygen\nYour Oxygen Tank is very low\nHurry towards the center of the map to find OxyPens.
  6625. Hints_Oxygen6=Oxygen\nYour Oxygen Tank is very low\nQuickly return to a life support habitat or find an OxyPen.
  6626. Hints_Personal_Inner_Thought1=Personal Inner Thought (PIT)\nUse Interaction Mode (~action(player_choice|pc_interaction_mode)) and press ~action(player_choice|pc_personal_thought) to open your Personal Inner Thought menu.
  6627. Hints_Personal_Inventory01=Personal Inner Thought (PIT) Press (~action(player_choice|pc_pit_inventory)) to open Personal Commodity Inventory
  6628. Hints_Pickups1=Pickups\nWhen enemies are defeated, they drop pickups that replenish your spaceship.\nThere are four different kinds: Fuel, Ammo, Missiles and Repair.
  6629. Hints_Pickups2=Pickups\nThe pickups offer larger rewards to the players that dealt the most damage.
  6630. Hints_Player_Movement1=Movement\nUse ~action(player|fixed_speed_increment) to increase your movement speed.
  6631. Hints_Player_Movement2=Movement\nUse ~action(player|sprint) to sprint.
  6632. Hints_Player_Movement2_Gamepad=Movement\nClick in ~action(player|sprint) to sprint.
  6633. Hints_Player_Movement3=Movement\nPress ~action(player|crouch) to crouch.\n~action(player|prone) will make you go prone.
  6634. Hints_Player_Movement3_Gamepad=Movement\nPress ~action(player|gp_crouch) to crouch.\nHolding ~action(player|prone) will make you go prone.
  6635. Hints_Player_Movement3_Joystick=Movement\nPress ~action(player|gp_crouch) to crouch\n~action(player|prone) will make you go prone.
  6636. Hints_Player_Movement4=Movement\nPress ~action(player|jump) to jump.\nThis will also stand you up from prone or crouch.
  6637. Hints_Player_Movement4_Gamepad=Movement\nPress ~action(player|gp_jump) to jump.\nThis will also stand you up from prone or crouch.
  6638. Hints_Port_Olisar2=mobiGlas\nYour mobiGlas Equipment Manager app allows you to view and change your current outfit.
  6639. Hints_Port_Olisar3=Airlocks\nBefore attempting to pass through any External Airlock, check you've an undersuit and helmet equipped.
  6640. Hints_Port_Olisar4=mobiGlas\nUse your mobiGlas Equipment Manager app to change clothes, weapons and armor.
  6641. Hints_Private_Match1=Private Matches\nPrivate matches are unranked meaning your scores aren't recorded.
  6642. Hints_Quantum_Drive_Cooldown1=Quantum Drive - Cool-Down\nAfter you QT, your drive will need to cooldown.\nHow long of a cooldown depends on the distance Quantum Travelled.
  6643. Hints_Quantum_Drive_Spooling1=Quantum Drive - Spooling\nTap ~action(spaceship_movement|v_toggle_qdrive_spooling) to toggle Spooling.\nShips must now spool up their Quantum Drives in order to Quantum Travel.
  6644. Hints_Quantum_Drive_Spooling2=Quantum Drive - Spooling\nTap ~action(spaceship_movement|v_toggle_qdrive_spooling) to toggle Spooling.\nSpooling will expose nearby navigation markers if nothing is selected in the Starmap.
  6645. Hints_Quantum_Drive_Spooling3=Quantum Drive - Spooling\nTap ~action(spaceship_movement|v_toggle_qdrive_spooling) to toggle Spooling.\n Your Quantum Drive's spooling status shows on your Flight HUD and the Calibration UI.
  6646. Hints_Quantum_Drive_Spooling4=Quantum Drive - Spooling\nTap ~action(spaceship_movement|v_toggle_qdrive_spooling) to toggle Spooling.\nSpooling your Quantum Drive will draw power from other elements in your Ship.\n(Most notably, your ship's Weapons and Shields.)
  6647. Hints_Quantum_Linking1=Quantum Linking\nHold ~action(spaceship_movement|v_toggle_qdrive_engagement) to initiate QT for the group.\nNearby group members that are aligned and spooled will travel with you.
  6648. Hints_Quantum_Travel_Calibration1=Quantum Travel - Calibration\nAlign to a Nav Marker to start Calibrating your QT Target.
  6649. Hints_Quantum_Travel_Calibration2=Quantum Travel - Calibration\nThe more closely you align to the QT Target, the faster your drive will calibrate.
  6650. Hints_Quantum_Travel_Calibration3=Quantum Travel - Calibration\nTap ~action(spaceship_movement|v_toggle_qdrive_spooling) to toggle Spooling.\nThis will allow you to Quantum to any Calibrated destination.
  6651. Hints_Quantum_Travel_Calibration4=Quantum Travel - Calibration\nHold ~action(spaceship_movement|v_toggle_qdrive_engagement) to initiate Quantum Travel.
  6652. Hints_Quantum_Travel_Cancel1=Quantum Travel - Cancel\nHold ~action(spaceship_movement|v_toggle_qdrive_engagement) to cancel QT.\n QT must be cancelled PRIOR to starting the deceleration phase.
  6653. Hints_Quantum_Travel1=Quantum Travel\nOnce you've set a destination in the StarMap, a waypoint will appear on your visor.\nAlign your ship to the waypoint to calibrate for QT.
  6654. Hints_Quantum_Travel2=Quantum Travel\nYour destination is obstructed and Quantum Travel cannot be initiated.\nYou may need to travel somewhere else first to find a clear path to your destination.
  6655. Hints_Respawn_MedBed_ClearRespawn=Emergency Treatment\n\nClear an ICU preference from a device to reset your respawn location to your selected login bed.\n\nSetting a new preferred ICU will also clear your previous preferences.
  6656. Hints_Respawn_MedBed_FirstUnavailable=Emergency Treatment\n\nIf your Intensive Care Unit (ICU) preference is unavailable at time of respawn, you will instead use your selected login bed.\n\nThis will also clear that ICU as your preference. Set that device as your preferred ICU again to continue using it.
  6657. Hints_Respawn_MedBed_SetRespawn=Emergency Treatment\n\nSet a preferred Intensive Care Unit (ICU) to respawn there after you are severely injured.\n\n This persists until the preference is cleared from the device or a new preferred ICU is set.
  6658. Hints_Scan_Mode1=Scan Mode\nPress ~action(player|scan_toggle_mode) to switch to Scan Mode.
  6659. Hints_Scan_Mode1_Flight=Scan Mode\nPress ~action(spaceship_targeting|scan_toggle_mode) to switch to Scan Mode.
  6660. Hints_Scheduler1=Missions\nObjectives are tracked via the Contract Manager app.
  6661. Hints_Scheduler2=Missions\nCompleted contracts are also shown here.
  6662. Hints_Security1=Comm Arrays\nUnless prior authorization has been given, entering a Comm Array is considered trespassing.
  6663. Hints_Ship_Ammo1=Ship Ammo\nBallistic weapons are running low on ammo.
  6664. Hints_Ship_Ammo2=Ship Ammo\nYou are almost out of missiles.
  6665. Hints_Ship_Combat1=Ship Combat\nPress ~action(spaceship_weapons|v_attack1_group1) to fire your spaceship's weapons.
  6666. Hints_Ship_Combat2=Ship Combat\nYour shields are down.\nYou will be more vulnerable to weapons until they recharge.
  6667. Hints_Ship_Combat3=Ship Combat\nPress ~action(spaceship_weapons|v_attack1_group2) to fire your secondary weapon group.\nNot all ships have secondary weapons.
  6668. Hints_Ship_Combat4=Ship Combat\nYour spaceship's energy weapons will run out of power when used too frequently.\nAllow them time to recharge.
  6669. Hints_Ship_Combat5=Ship Combat\nYour spaceship's weapons are overheating from too much use.\nAllow them time to cool down.
  6670. Hints_Ship_Combat6=Ship Combat\nTo select a target, use ~action(spaceship_targeting|v_target_nearest_hostile) to lock onto the nearest hostile.\nOr ~action(spaceship_targeting|v_target_reticle_focus) to lock onto a target in your crosshairs.
  6671. Hints_Ship_Combat7=Ship Combat\nOnce you have a target, press ~action(spaceship_missiles|v_weapon_arm_missile) to lock a missile.\nThen press and hold ~action(spaceship_missiles|v_weapon_launch_missile) to launch it.
  6672. Hints_Ship_Customization1=The changes made here will only affect your spaceship's setup in Arena Commander.
  6673. Hints_Ship_Defense1=Ship Combat\nCountermeasures allow you to avoid missiles.\nPress ~action(spaceship_defensive|v_weapon_launch_countermeasure) to launch them.\nSelect the correct countermeasure for the situation with ~action(spaceship_defensive|v_weapon_cycle_countermeasure_fwd).
  6674. Hints_Ship_Defense2=Ship Combat\nMatch your countermeasure selection to the missile lock icon.\nTiming is important and varies for each type of countermeasure.
  6675. Hints_Ship_Health1=Ship Combat\nYour spaceship's hull integrity is dangerously low.
  6676. Hints_Ship_Hover_Movement1_Axis=Ship Movement\nUse ~action(spaceship_movement|v_yaw) to turn left and right.
  6677. Hints_Ship_Hover_Movement1_Mouse=Ship Movement\nUse ~action(spaceship_movement|v_yaw_mouse) to yaw left and right.
  6678. Hints_Ship_Movement1=Ship Movement\n~action(spaceship_movement|v_strafe_forward) ~action(spaceship_movement|v_strafe_left) ~action(spaceship_movement|v_strafe_back) ~action(spaceship_movement|v_strafe_right) controls your cardinal movement.
  6679. Hints_Ship_Movement1_Abs=Ship Movement\n~action(spaceship_movement|v_strafe_longitudinal) and ~action(spaceship_movement|v_strafe_lateral) controls your cardinal movement.
  6680. Hints_Ship_Movement2=Ship Movement\nUse ~action(spaceship_movement|v_pitch_up) and ~action(spaceship_movement|v_pitch_down) to pitch and ~action(spaceship_movement|v_yaw_left) and ~action(spaceship_movement|v_yaw_right) to yaw.
  6681. Hints_Ship_Movement2_Axis=Ship Movement\nUse ~action(spaceship_movement|v_pitch) and ~action(spaceship_movement|v_yaw) to pitch and yaw.
  6682. Hints_Ship_Movement2_Mouse=Ship Movement\nUse ~action(spaceship_movement|v_pitch_mouse) and ~action(spaceship_movement|v_yaw_mouse) to pitch and yaw.
  6683. Hints_Ship_Movement3=Ship Movement\nThere are two flight speed modes\nRemember to raise the landing gear with ~action(spaceship_movement|v_toggle_landing_system) to fly at full speed.
  6684. Hints_Ship_Movement4=Ship Movement\nRemember to manage your speed with ~action(spaceship_movement||v_strafe_forward) ~action(spaceship_movement|v_strafe_left) ~action(spaceship_movement|v_strafe_back) ~action(spaceship_movement|v_strafe_right) to help avoid collisions.
  6685. Hints_Ship_Movement4_Abs=Ship Movement\nRemember to manage your speed with ~action(spaceship_movement|v_strafe_longitudinal) and ~action(spaceship_movement|v_strafe_lateral) to help avoid collisions.
  6686. Hints_Ship_Movement5=Ship Movement\nPressing ~action(spaceship_movement|v_ifcs_toggle_vector_decoupling) switches your ship into Decoupled Mode.\nGoing decoupled means your spaceship is no longer automatically correcting your trajectory and will fly under Newtonian laws.\nNot recommended for beginner pilots.
  6687. Hints_Ship_Movement6=Ship Movement\nUse ~action(spaceship_movement|v_afterburner) to activate Afterburner and overclock your engines for higher maneuverability.\nMaintaining this for too long can burnout and damage your ship.
  6688. Hints_Ship_Startup1=Vehicle Startup\nUse Interaction Mode (~action(player_choice|pc_interaction_mode)) to startup your vehicle.\nLook for the Engage Systems dashboard button.\nShortcut ~action(spaceship_general|v_flightready)
  6689. Hints_Ship_Startup2=Ship Startup\nUse Interaction Mode (~action(player_choice|pc_interaction_mode)) to startup your ship.\nLook for the Flight Ready cockpit button.\nShortcut: ~action(spaceship_general|v_flightready)
  6690. Hints_Shopping1=Shopping\nShops are available throughout most stations.\nUse them to buy items and equipment before a journey.
  6691. Hints_Shopping2=Shopping\nMake a purchase by selecting the 'Equip Now' or 'Buy' options via Interaction Mode (~action(player_choice|pc_interaction_mode)).
  6692. Hints_Shopping3=Shopping\nYou can also 'Try on' or 'Inspect' items in a shop before purchasing.
  6693. Hints_Sim_Cab1=Sim Cab\nPractice your combat encounters in the safety of a Sim Cab.\nSelect Arena Commander for Spaceship dogfights and Star Marine for FPS.
  6694. Hints_Spawn01=Exit Bed\nPress ~action(spaceship_general|v_exit) to stand up.
  6695. Hints_Stamina1=Stamina\nMonitor your Heart Rate to avoid becoming fatigued.\n Running and jumping will increase your Heart Rate.
  6696. Hints_Stamina2=Stamina\nYour Heart Rate is very high.\n Rest to allow it time to return to normal rates.
  6697. Hints_StowContractItem=To stow a contract item in your personal inventory press ~action(player|selectUtilityItem) or use Interaction Mode on the item and select 'Stow'. Only one contract item can be stowed.
  6698. Hints_Take-off_Demo1=Take-Off\nGravLev bikes automatically hover when powered on\nIn a spaceship, strafe up with ~action(spaceship_movement|v_strafe_up) to take-off.\nThen press ~action(spaceship_movement|v_toggle_landing_system) to raise the landing gear.
  6699. Hints_Take-off_Demo1_Axis=Take-Off\nGravLev bikes automatically hover when powered on.\nIn a spaceship, strafe up with ~action(spaceship_movement|v_strafe_vertical) UP to take-off.\nThen press ~action(spaceship_movement|v_toggle_landing_system) to raise the landing gear.
  6700. Hints_Take-off1=Take-Off\nStrafe up with ~action(spaceship_movement|v_strafe_up).
  6701. Hints_Take-off1_Axis=Take-Off\nStrafe up with ~action(spaceship_movement|v_strafe_vertical).
  6702. Hints_Take-off2=Take-Off\nLanding pads are shared.\nRemember to consider your fellow travelers by clearing the platform in good time.
  6703. Hints_TeamElimination1=Team Elimination\nScavenge for OxyPens to survive.\nCentral locations have the most oxygen resources.
  6704. Hints_Trade_Kiosks1=Trading and Shipping Console\nTrade kiosks are used to buy and sell commodities throughout the Stanton System.\nFind them at the deliveries desk on Deck 1.
  6705. Hints_Trade_Kiosks2=Trading and Shipping Console\nUse Interaction Mode (~action(player_choice|pc_interaction_mode)) to activate the kiosks.\nFrom here you can buy commodities to deliver to another location.
  6706. Hints_UnstowContractItem=To retrieve a stowed contract item from your personal inventory press ~action(player|selectUtilityItem).
  6707. Hints_Vehicle_Movement1=Vehicle Movement\nPress and hold ~action(vehicle_driver|v_brake) to brake.
  6708. Hints_Vehicle_Movement2=Vehicle Movement\nHold ~action(vehicle_driver|v_move_forward) to drive forwards.\nHold ~action(vehicle_driver|v_move_back) to reverse.
  6709. Hints_Vehicle_Movement2_Axis=Vehicle Movement\nUse ~action(vehicle_driver|v_move) to drive forward and reverse.
  6710. Hints_Vehicle_Startup1=Vehicle Startup\nUse Interaction Mode (~action(player_choice|pc_interaction_mode)) to startup your vehicle.\nLook for the Engage Systems dashboard button.
  6711. holotable_rec=Rental Equipment
  6712. hud_airlock_warning=ENTERING AIRLOCK. SPACE SUIT REQUIRED.
  6713. hud_AltitudeTitle=Current Altitude:
  6714. hud_Amb=AMB:
  6715. hud_autoland_active=Autoland Active
  6716. hud_autoland_prompt=Hold [~action(spaceship_movement|v_autoland)] to Autoland
  6717. hud_autopilot_active=Autopilot Active
  6718. hud_CollisionWarning=COLLISION WARNING
  6719. hud_comms_label=COMMS
  6720. hud_comms_label_prox=PROX
  6721. hud_comms_no_connection=NO COMMS CONNECTION
  6722. hud_Comstab=COMSTAB
  6723. hud_Coupled=COUPLED
  6724. hud_criminal_death_lvl1=YOU ARE BEING PROCESSED BY CRUSADER SECURITY FOR CRIMINAL ACTIVITY
  6725. hud_criminal_death_lvl4=YOU ARE BEING PROCESSED BY ADVOCACY PERSONNEL FOR CRIMINAL ACTIVITY
  6726. hud_criminal_death_lvl5=YOU HAVE BEEN REMANDED TO QUARTERDECK PRISON PLANET
  6727. hud_CryAstroLargeLZ=LZ-L
  6728. hud_CryAstroSmallLZ=LZ-S
  6729. hud_Cs=CS:
  6730. hud_docking_aborted=Docking Aborted
  6731. hud_Drone2_Destroy=Destroy
  6732. hud_Drone2_EvadeMissiles=Evade Missiles
  6733. hud_DroneApproach=Approach
  6734. hud_DroneDestroy=Destroy
  6735. hud_DroneTarget=Target
  6736. hud_Em=EM:
  6737. hud_enter_green_zone=Entering Armistice Zone - Weapons offline
  6738. hud_EnterShip=Enter Ship
  6739. hud_ESP=ESP
  6740. hud_FollowLeader=Follow
  6741. hud_FollowLeader2=Follow
  6742. hud_FollowLeader3=Follow
  6743. hud_FollowLeader4=Follow
  6744. hud_FollowLeader5=Follow
  6745. hud_FollowLeader6=Race Gilly To Spire
  6746. hud_FollowLeader7=Follow
  6747. hud_FuelQty=FUEL QTY.
  6748. hud_GForceWarning=G-FORCE WARNING
  6749. hud_Group1=Group 1
  6750. hud_Group2=Group 2
  6751. hud_GSafe=GSAFE
  6752. hud_Guns=Guns
  6753. hud_GunsContext_HelpText=Change the weapon grouping of your guns and monitor your ammo and gun temperature.
  6754. hud_Heat=Heat
  6755. hud_InboundMissile=INBOUND MISSILE
  6756. hud_IncomingCall_Notification=Incoming call
  6757. hud_IncomingQTLink_Notification=[TODO] Receiving incoming QT link request
  6758. hud_IndAvi=AVI
  6759. hud_IndComm=COMM
  6760. hud_IndLife=LIFE
  6761. hud_IndRadr=RADR
  6762. hud_IndSens=SENS
  6763. hud_IndShld=SHLD
  6764. hud_IndVrs=VRS
  6765. hud_IndWeap=WEAP
  6766. hud_Ir=IR:
  6767. hud_Items=Items
  6768. hud_Label_Ammo=AMMO
  6769. hud_Label_AmmoCharge=AMMO/CHARGE
  6770. hud_Label_ArmMissiles=ARM MISSILES
  6771. hud_Label_Ballistic=BALLISTIC
  6772. hud_Label_BloodLossWarn=BLOOD LOSS
  6773. hud_Label_BoostFuel=BOOST FUEL
  6774. hud_Label_Components=COMPONENTS
  6775. hud_Label_EM=EM
  6776. hud_Label_EMEmissions=EM EMISSIONS
  6777. hud_Label_EMP=EMP
  6778. hud_Label_Energy=ENERGY
  6779. hud_Label_EVAFuel=EVA FUEL
  6780. hud_Label_Ext=Ext
  6781. hud_Label_Global=GLOBAL
  6782. hud_Label_Group=GROUP
  6783. hud_Label_GunsNotAvailable=GUNS NOT AVAILABLE
  6784. hud_Label_Health=HEALTH
  6785. hud_Label_HeartRate=Heart Rate
  6786. hud_Label_Heat=HEAT
  6787. hud_Label_HeatLevel=HEAT LEVEL
  6788. hud_Label_IR=IR
  6789. hud_Label_IREmissions=IR EMISSIONS
  6790. hud_Label_Items=Items
  6791. hud_Label_LifeExpectancy=LIFE EXPECTANCY
  6792. hud_Label_LockOn=LOCK-ON
  6793. hud_Label_Max=MAX
  6794. hud_Label_MissilesNotAvailable=MISSILES NOT AVAILABLE
  6795. hud_Label_Name=NAME
  6796. hud_Label_NoContactsAvailable=NO CONTACTS AVAILABLE
  6797. hud_Label_O2-2=2
  6798. hud_Label_O2-O=O
  6799. hud_Label_O2Tank=O2 TANK
  6800. hud_Label_Off=Off
  6801. hud_Label_Offline=OFFLINE
  6802. hud_Label_On=On
  6803. hud_Label_Online=ONLINE
  6804. hud_Label_OxgLowWarn=OXG LOW
  6805. hud_Label_PayloadType=PAYLOAD TYPE
  6806. hud_Label_Power=POWER
  6807. hud_Label_PowerPriority=POWER PRIORITY
  6808. hud_Label_PowerThrottle=Power Throttle
  6809. hud_Label_Priority=PRIORITY
  6810. hud_Label_PriorityReset=PRIORITY RESET
  6811. hud_Label_PwrOutput=PWR OUTPUT
  6812. hud_Label_QuantumFuel=QUANTUM FUEL
  6813. hud_Label_Range=RANGE
  6814. hud_Label_RechargeRate=RECHARGE RATE
  6815. hud_Label_RefNo=REF NO.
  6816. hud_Label_Required=REQUIRED
  6817. hud_Label_Shields=SHIELDS
  6818. hud_Label_Size=SIZE
  6819. hud_Label_SpO2=SpO2
  6820. hud_Label_Standby=STANDBY
  6821. hud_Label_Status=STATUS
  6822. hud_Label_Stealth=Stealth
  6823. hud_Label_SuitOxg=SUIT OXG
  6824. hud_Label_System=System
  6825. hud_Label_TargetName=TARGET NAME
  6826. hud_Label_Thrust=THRUST
  6827. hud_Label_Thrusters=Thrusters
  6828. hud_Label_TurboMode_Afterburner=AFB
  6829. hud_Label_TurboMode_Boost=BOOST
  6830. hud_Label_Type=TYPE
  6831. hud_Label_Usage=Usage
  6832. hud_Label_Using=USING
  6833. hud_Label_Velocity=VELOCITY
  6834. hud_Label_Weapons=WEAPONS
  6835. hud_Label_Wear=WEAR
  6836. hud_Landing_Assisted=ASSISTED
  6837. hud_Landing_Automatic=AUTOMATED
  6838. hud_Landing_Manual=MANUAL
  6839. hud_landing_prompt_abort=Press [~action(spaceship_movement|v_autoland)] to Abort
  6840. hud_landing_prompt_departure=Hold [~action(spaceship_movement|v_autoland)] to Depart
  6841. hud_landing_prompt_takeoff=Hold [~action(spaceship_movement|v_autoland)] to Takeoff
  6842. hud_landing_prompt_touchdown=Hold [~action(spaceship_movement|v_autoland)] to Touchdown
  6843. hud_landing_unavailable=No Landing Zone in Range
  6844. hud_LandingArea_Debug00=[DEBUG] Upper Landing Area
  6845. hud_LandingArea_Debug01=[DEBUG] Main Landing Area
  6846. hud_LandingComplete=Landing Complete
  6847. hud_LandingGear_Deployed=LANDING GEAR DEPLOYED
  6848. hud_LandingGear_Deploying=LANDING GEAR DEPLOYING
  6849. hud_LandingGear_Retracting=LANDING GEAR RETRACTING
  6850. hud_Lat=LAT
  6851. hud_law_CrimeCommitted=Crime Committed: %ls
  6852. hud_law_EnteredJurisdiction=Entered Jurisdiction: %ls
  6853. hud_law_FinePaid=Fined %i UEC
  6854. hud_law_InfractionWarning=%ls
  6855. hud_leave_green_zone=Leaving Armistice Zone - Weapons online
  6856. hud_Lon=LON
  6857. hud_LZ01=LZ-01
  6858. hud_LZ02=LZ-02
  6859. hud_LZ03=LZ-03
  6860. hud_LZ04=LZ-04
  6861. hud_LZ05=LZ-05
  6862. hud_LZ06=LZ-06
  6863. hud_LZ07=LZ-07
  6864. hud_LZ08=LZ-08
  6865. hud_LZ09=LZ-09
  6866. hud_LZ10=LZ-10
  6867. hud_MatchSpeed=MATCH SPEED
  6868. hud_mining_asteroid_name_1=Asteroid (E-Type)
  6869. hud_mining_asteroid_name_2=Asteroid (M-Type)
  6870. hud_mining_asteroid_name_3=Asteroid (P-Type)
  6871. hud_mining_calculating_instability=Calculating Instability
  6872. hud_mining_calculating_resistance=Calculating Resistance
  6873. hud_mining_cargo_content=Cargo content
  6874. hud_mining_container_status=Cargo Capacity
  6875. hud_mining_danger_sensor=Overcharge Sensor
  6876. hud_mining_deposit_power=Rock Energy Level
  6877. hud_mining_empty_elements=Inert Materials
  6878. hud_mining_extraction_graph=Extraction Graph
  6879. hud_mining_extraction_mode=Extraction Mode
  6880. hud_mining_extraction_throughput=Extraction Throughput
  6881. hud_mining_fps_rock_name_1=Aphorite
  6882. hud_mining_fps_rock_name_2=Dolivine
  6883. hud_mining_fps_rock_name_3=Hadanite
  6884. hud_mining_instability=Instability
  6885. hud_mining_laser_mode=Fracture Mode
  6886. hud_mining_laser_throttle=Laser Throttle
  6887. hud_mining_mass_prefix=Mass:
  6888. hud_mining_no_value=--/--
  6889. hud_mining_others=Others
  6890. hud_mining_power_transfer_graph=Energy Transfer Graph
  6891. hud_mining_resistance=Resistance
  6892. hud_mining_rock_name_1=Shale Deposit
  6893. hud_mining_rock_name_2=Granite Deposit
  6894. hud_mining_rock_name_3=Igneous Deposit
  6895. hud_mining_rock_name_4=Obsidian Deposit
  6896. hud_mining_rock_name_5=Gneiss Deposit
  6897. hud_mining_rock_name_6=Quartzite Deposit
  6898. hud_mining_rock_name_7=Felsic Deposit
  6899. hud_mining_rock_name_8=Atacamite Deposit
  6900. hud_mining_scu_per_second=SCU/s
  6901. hud_mining_shattering_sensor=Fracturing Sensor
  6902. hud_mining_warning_cargo_full=Warning: Cargo Full
  6903. hud_Misl=MISL
  6904. hud_Missiles=Missiles
  6905. hud_MissilesContext_HelpText=Arm and disarm missiles from this screen.
  6906. hud_MissileWarning=MISSILE INBOUND
  6907. hud_monitored_space_disable=CommLink Down
  6908. hud_monitored_space_enable=CommLink Restored
  6909. hud_monitored_space_enter=Entered CommLink Range
  6910. hud_monitored_space_leave=Outside CommLink Range
  6911. hud_MPerS=M/S
  6912. hud_NavigationHelpText=Manage your ships systems from these menus
  6913. hud_NoTarget=NO TARGET
  6914. hud_OFF=OFF
  6915. hud_Ovr=OVR
  6916. hud_PayloadType_Cluster=CLUSTER
  6917. hud_PayloadType_Proximity=PROXIMITY
  6918. hud_PayloadType_Strike=STRIKE
  6919. hud_PowerContext_Allocation_HelpText=Adjust the POWER ALLOCATION to change the ratio of power assigned to the three power groups. NOTE: This is only active when there is insufficient power to cover all systems.
  6920. hud_PowerContext_ComponentList_HelpText=Turn individual components on/off and monitor their heat levels and power consumption.
  6921. hud_PowerContext_Tabs_Global_HelpText=Click COMPONENTS to monitor individual power usage
  6922. hud_PowerContext_Throttle_HelpText=Adjust the POWER THROTTLE to change the percentage of the total available power that your ship uses. Using less power makes you harder to find in space.
  6923. hud_Pwr=PWR
  6924. hud_qt_drive_spooled=Spooled
  6925. hud_qt_interdiction=QT SYSTEM JAMMED
  6926. hud_qt_status_exit_atmosphere=EXIT ATMOSPHERE
  6927. hud_qt_status_obstructed=OBSTRUCTED
  6928. hud_qt_status_out_of_range=OUT OF RANGE
  6929. hud_qt_status_too_close=TOO CLOSE
  6930. hud_QuaFuel=QF:
  6931. hud_race_suffix_nd=nd
  6932. hud_race_suffix_rd=rd
  6933. hud_race_suffix_st=st
  6934. hud_race_suffix_th=th
  6935. hud_RadarUnavailable=RADAR UNAVAILABLE
  6936. hud_ReduceVelocity=Reduce Velocity to Stabilise
  6937. hud_Repair=Starting Repair
  6938. hud_RepairFinished=Repair Completed
  6939. hud_Rn=RN
  6940. hud_Rv=RV
  6941. hud_SafeSpeedTitle=Max. Safe Speed
  6942. hud_scanInfo_PassengerTotal=Lifesigns
  6943. hud_Scanning=SCANNING
  6944. hud_Scanning_Mode=Scanning Mode
  6945. hud_SegmentStatus=SEGMENT STATUS
  6946. hud_SelectAnItem=SELECT AN ITEM
  6947. hud_ShieldsContext_HelpText=Adjust the SHIELD ALLOCATION to change the power assigned to recharge rates of the various shield faces on the ship.
  6948. hud_ShieldsDown=SHIELDS DOWN
  6949. hud_Shld=SHLD
  6950. hud_SpeakToLeader=Approach
  6951. hud_Spooling=Spooling
  6952. hud_Suppress=Suppress
  6953. hud_SuppressOverallIR=Suppress Overall IR
  6954. hud_Supress=Supress
  6955. hud_Symbol_Gees=G
  6956. hud_System=System
  6957. hud_takedown_button_prompt=Melee [ ~action(player|weapon_melee) ]
  6958. hud_TargetLeader=Target
  6959. hud_Thr=THR:
  6960. hud_Throttle=THROTTLE
  6961. hud_ThrustOutput=THRUST OUTPUT
  6962. hud_Trgt=TRGT
  6963. hud_TutorialLand1=Land
  6964. hud_TutorialLand2=Land
  6965. hud_unknown=Unknown
  6966. hud_Vehicle_Status_Critical=Critical
  6967. hud_Vehicle_Status_Damaged=Damaged
  6968. hud_Vehicle_Status_Offline=Offline
  6969. hud_Vehicle_Status_Operational=Operational
  6970. hud_Vrt=VRT
  6971. hud_Weap=WEAP
  6972. Human_Crew_Titles_001=Captain
  6973. Human_Crew_Titles_002=Pilot
  6974. Human_Crew_Titles_003=Copilot
  6975. Human_Crew_Titles_004=First Officer
  6976. Human_Crew_Titles_005=Second Officer
  6977. Human_Crew_Titles_006=Navigator
  6978. Human_Crew_Titles_007=Gunner
  6979. Human_Crew_Titles_008=Engineer
  6980. Human_Crew_Titles_009=Assistant Engineer
  6981. Human_Crew_Titles_010=Chief Engineer
  6982. Human_Crew_Titles_011=Mechanic
  6983. Human_Crew_Titles_012=Comms Officer
  6984. Human_Crew_Titles_013=Shield Tech
  6985. Human_Crew_Titles_014=Systems Tech
  6986. Human_Crew_Titles_015=Security Officer
  6987. Human_Crew_Titles_016=Security Guard
  6988. Human_Crew_Titles_017=Bosun
  6989. Human_Crew_Titles_018=Electrician
  6990. Human_Crew_Titles_019=Deckhand
  6991. Human_Crew_Titles_020=Medic
  6992. Human_Crew_Titles_021=Ensign
  6993. Human_Crew_Titles_022=Scan Tech
  6994. Human_Crew_Titles_023=Technician
  6995. Human_Crew_Titles_024=Operator
  6996. Human_Crew_Titles_025=Lead Operator
  6997. Human_Crew_Titles_026=Refinery Operator
  6998. Human_Crew_Titles_027=Field Tech
  6999. Human_Crew_Titles_028=Cook
  7000. Human_Crew_Titles_029=Cargo Officer
  7001. Human_Crew_Titles_030=Cargo Handler
  7002. Human_First_Names_F_0001=Cherie
  7003. Human_First_Names_F_0002=Leah
  7004. Human_First_Names_F_0003=Roisin
  7005. Human_First_Names_F_0004=Aadya
  7006. Human_First_Names_F_0005=Aarin
  7007. Human_First_Names_F_0006=Aarthi
  7008. Human_First_Names_F_0007=Abbie
  7009. Human_First_Names_F_0008=Abby
  7010. Human_First_Names_F_0009=Abelina
  7011. Human_First_Names_F_0010=Abida
  7012. Human_First_Names_F_0011=Abigail
  7013. Human_First_Names_F_0012=Abrar
  7014. Human_First_Names_F_0013=Abril
  7015. Human_First_Names_F_0014=Abryann
  7016. Human_First_Names_F_0015=Ada
  7017. Human_First_Names_F_0016=Adair
  7018. Human_First_Names_F_0017=Adama
  7019. Human_First_Names_F_0018=Addie
  7020. Human_First_Names_F_0019=Addison
  7021. Human_First_Names_F_0020=Adel
  7022. Human_First_Names_F_0021=Adela
  7023. Human_First_Names_F_0022=Adelae
  7024. Human_First_Names_F_0023=Adeline
  7025. Human_First_Names_F_0024=Adi
  7026. Human_First_Names_F_0025=Adia
  7027. Human_First_Names_F_0026=Adianka
  7028. Human_First_Names_F_0027=Adina
  7029. Human_First_Names_F_0028=Adisa
  7030. Human_First_Names_F_0029=Adrean
  7031. Human_First_Names_F_0030=Adrian
  7032. Human_First_Names_F_0031=Adriana
  7033. Human_First_Names_F_0032=Adrianne
  7034. Human_First_Names_F_0033=Aeon
  7035. Human_First_Names_F_0034=Afra
  7036. Human_First_Names_F_0035=Agam
  7037. Human_First_Names_F_0036=Agnes
  7038. Human_First_Names_F_0037=Agra
  7039. Human_First_Names_F_0038=Ahanti
  7040. Human_First_Names_F_0039=Ai
  7041. Human_First_Names_F_0040=Aida
  7042. Human_First_Names_F_0041=Aidynn
  7043. Human_First_Names_F_0042=Aika
  7044. Human_First_Names_F_0043=Aikira
  7045. Human_First_Names_F_0044=Aiko
  7046. Human_First_Names_F_0045=Aila
  7047. Human_First_Names_F_0046=Aileen
  7048. Human_First_Names_F_0047=Ailsa
  7049. Human_First_Names_F_0048=Aimee
  7050. Human_First_Names_F_0049=Aimi
  7051. Human_First_Names_F_0050=Aina
  7052. Human_First_Names_F_0051=Airele
  7053. Human_First_Names_F_0052=Airen
  7054. Human_First_Names_F_0053=Airi
  7055. Human_First_Names_F_0054=Aisha
  7056. Human_First_Names_F_0055=Aiva
  7057. Human_First_Names_F_0056=Aiyana
  7058. Human_First_Names_F_0057=Ajai
  7059. Human_First_Names_F_0058=Akari
  7060. Human_First_Names_F_0059=Akeely
  7061. Human_First_Names_F_0060=Akemi
  7062. Human_First_Names_F_0061=Akeno
  7063. Human_First_Names_F_0062=Akhila
  7064. Human_First_Names_F_0063=Aki
  7065. Human_First_Names_F_0064=Akie
  7066. Human_First_Names_F_0065=Akiko
  7067. Human_First_Names_F_0066=Akili
  7068. Human_First_Names_F_0067=Akina
  7069. Human_First_Names_F_0068=Aksa
  7070. Human_First_Names_F_0069=Alaia
  7071. Human_First_Names_F_0070=Alaina
  7072. Human_First_Names_F_0071=Alana
  7073. Human_First_Names_F_0072=Alani
  7074. Human_First_Names_F_0073=Alba
  7075. Human_First_Names_F_0074=Albana
  7076. Human_First_Names_F_0075=Alberta
  7077. Human_First_Names_F_0076=Albina
  7078. Human_First_Names_F_0077=Aldean
  7079. Human_First_Names_F_0078=Aleena
  7080. Human_First_Names_F_0079=Alejandra
  7081. Human_First_Names_F_0080=Aleksandra
  7082. Human_First_Names_F_0081=Alena
  7083. Human_First_Names_F_0082=Alenka
  7084. Human_First_Names_F_0083=Alesia
  7085. Human_First_Names_F_0084=Alex
  7086. Human_First_Names_F_0085=Alexa
  7087. Human_First_Names_F_0086=Alexandra
  7088. Human_First_Names_F_0087=Alexandria
  7089. Human_First_Names_F_0088=Alexis
  7090. Human_First_Names_F_0089=Alexy
  7091. Human_First_Names_F_0090=Alfreda
  7092. Human_First_Names_F_0091=Ali
  7093. Human_First_Names_F_0092=Alice
  7094. Human_First_Names_F_0093=Alicia
  7095. Human_First_Names_F_0094=Alija
  7096. Human_First_Names_F_0095=Alika
  7097. Human_First_Names_F_0096=Alima
  7098. Human_First_Names_F_0097=Aline
  7099. Human_First_Names_F_0098=Alisa
  7100. Human_First_Names_F_0099=Alisha
  7101. Human_First_Names_F_0100=Alison
  7102. Human_First_Names_F_0101=Alissa
  7103. Human_First_Names_F_0102=Aliza
  7104. Human_First_Names_F_0103=Allacia
  7105. Human_First_Names_F_0104=Allie
  7106. Human_First_Names_F_0105=Allison
  7107. Human_First_Names_F_0106=Allyson
  7108. Human_First_Names_F_0107=Alma
  7109. Human_First_Names_F_0108=Almer
  7110. Human_First_Names_F_0109=Aloma
  7111. Human_First_Names_F_0110=Alondra
  7112. Human_First_Names_F_0111=Alta
  7113. Human_First_Names_F_0112=Althea
  7114. Human_First_Names_F_0113=Alva
  7115. Human_First_Names_F_0114=Alvia
  7116. Human_First_Names_F_0115=Aly
  7117. Human_First_Names_F_0116=Alya
  7118. Human_First_Names_F_0117=Alycia
  7119. Human_First_Names_F_0118=Alysha
  7120. Human_First_Names_F_0119=Alyson
  7121. Human_First_Names_F_0120=Alyssa
  7122. Human_First_Names_F_0121=Amadi
  7123. Human_First_Names_F_0122=Amaira
  7124. Human_First_Names_F_0123=Amalia
  7125. Human_First_Names_F_0124=Amalie
  7126. Human_First_Names_F_0125=Amanda
  7127. Human_First_Names_F_0126=Amandeep
  7128. Human_First_Names_F_0127=Amane
  7129. Human_First_Names_F_0128=Amara
  7130. Human_First_Names_F_0129=Amari
  7131. Human_First_Names_F_0130=Amber
  7132. Human_First_Names_F_0131=Ambika
  7133. Human_First_Names_F_0132=Amel
  7134. Human_First_Names_F_0133=Amelia
  7135. Human_First_Names_F_0134=Amelija
  7136. Human_First_Names_F_0135=Ami
  7137. Human_First_Names_F_0136=Amie
  7138. Human_First_Names_F_0137=Amil
  7139. Human_First_Names_F_0138=Amina
  7140. Human_First_Names_F_0139=Amita
  7141. Human_First_Names_F_0140=Amori
  7142. Human_First_Names_F_0141=Amory
  7143. Human_First_Names_F_0142=Amparo
  7144. Human_First_Names_F_0143=Amrit
  7145. Human_First_Names_F_0144=Amrita
  7146. Human_First_Names_F_0145=Amy
  7147. Human_First_Names_F_0146=An
  7148. Human_First_Names_F_0147=Ana
  7149. Human_First_Names_F_0148=Ananya
  7150. Human_First_Names_F_0149=Anastasia
  7151. Human_First_Names_F_0150=Anasuya
  7152. Human_First_Names_F_0151=Anay
  7153. Human_First_Names_F_0152=Anaya
  7154. Human_First_Names_F_0153=Anber
  7155. Human_First_Names_F_0154=Anda
  7156. Human_First_Names_F_0155=Andrea
  7157. Human_First_Names_F_0156=Andreaka
  7158. Human_First_Names_F_0157=Andrijana
  7159. Human_First_Names_F_0158=Andy
  7160. Human_First_Names_F_0159=Aneta
  7161. Human_First_Names_F_0160=Anett
  7162. Human_First_Names_F_0161=Angela
  7163. Human_First_Names_F_0162=Angelica
  7164. Human_First_Names_F_0163=Angelina
  7165. Human_First_Names_F_0164=Angelique
  7166. Human_First_Names_F_0165=Angelita
  7167. Human_First_Names_F_0166=Angie
  7168. Human_First_Names_F_0167=Ani
  7169. Human_First_Names_F_0168=Anijah
  7170. Human_First_Names_F_0169=Anika
  7171. Human_First_Names_F_0170=Anita
  7172. Human_First_Names_F_0171=Anitra
  7173. Human_First_Names_F_0172=Anjali
  7174. Human_First_Names_F_0173=Ankita
  7175. Human_First_Names_F_0174=Ann
  7176. Human_First_Names_F_0175=Anna
  7177. Human_First_Names_F_0176=Annabella
  7178. Human_First_Names_F_0177=Annabelle
  7179. Human_First_Names_F_0178=Annalisa
  7180. Human_First_Names_F_0179=Anne
  7181. Human_First_Names_F_0180=Annette
  7182. Human_First_Names_F_0181=Annie
  7183. Human_First_Names_F_0182=Annika
  7184. Human_First_Names_F_0183=Annmarie
  7185. Human_First_Names_F_0184=Anthea
  7186. Human_First_Names_F_0185=Antoinette
  7187. Human_First_Names_F_0186=Antonella
  7188. Human_First_Names_F_0187=Antonia
  7189. Human_First_Names_F_0188=Antra
  7190. Human_First_Names_F_0189=Anya
  7191. Human_First_Names_F_0190=Anzu
  7192. Human_First_Names_F_0191=Aolani
  7193. Human_First_Names_F_0192=Apolena
  7194. Human_First_Names_F_0193=April
  7195. Human_First_Names_F_0194=Ara
  7196. Human_First_Names_F_0195=Arabella
  7197. Human_First_Names_F_0196=Arbana
  7198. Human_First_Names_F_0197=Ardell
  7199. Human_First_Names_F_0198=Arden
  7200. Human_First_Names_F_0199=Ardie
  7201. Human_First_Names_F_0200=Areon
  7202. Human_First_Names_F_0201=Aretha
  7203. Human_First_Names_F_0202=Aria
  7204. Human_First_Names_F_0203=Ariana
  7205. Human_First_Names_F_0204=Ariane
  7206. Human_First_Names_F_0205=Arie
  7207. Human_First_Names_F_0206=Ariel
  7208. Human_First_Names_F_0207=Arielle
  7209. Human_First_Names_F_0208=Arien
  7210. Human_First_Names_F_0209=Aries
  7211. Human_First_Names_F_0210=Arin
  7212. Human_First_Names_F_0211=Aris
  7213. Human_First_Names_F_0212=Arleen
  7214. Human_First_Names_F_0213=Arleigh
  7215. Human_First_Names_F_0214=Armani
  7216. Human_First_Names_F_0215=Armari
  7217. Human_First_Names_F_0216=Arnedra
  7218. Human_First_Names_F_0217=Arpita
  7219. Human_First_Names_F_0218=Arti
  7220. Human_First_Names_F_0219=Artie
  7221. Human_First_Names_F_0220=Ary
  7222. Human_First_Names_F_0221=Asako
  7223. Human_First_Names_F_0222=Asami
  7224. Human_First_Names_F_0223=Ashanique
  7225. Human_First_Names_F_0224=Ashby
  7226. Human_First_Names_F_0225=Ashkira
  7227. Human_First_Names_F_0226=Ashlee
  7228. Human_First_Names_F_0227=Ashley
  7229. Human_First_Names_F_0228=Astrid
  7230. Human_First_Names_F_0229=Asuka
  7231. Human_First_Names_F_0230=Asumi
  7232. Human_First_Names_F_0231=Athena
  7233. Human_First_Names_F_0232=Atley
  7234. Human_First_Names_F_0233=Atsuko
  7235. Human_First_Names_F_0234=Atsumi
  7236. Human_First_Names_F_0235=Aubrey
  7237. Human_First_Names_F_0236=Audra
  7238. Human_First_Names_F_0237=Audrey
  7239. Human_First_Names_F_0238=Augusta
  7240. Human_First_Names_F_0239=Augustina
  7241. Human_First_Names_F_0240=Augustine
  7242. Human_First_Names_F_0241=Aundra
  7243. Human_First_Names_F_0242=Aurea
  7244. Human_First_Names_F_0243=Aurelia
  7245. Human_First_Names_F_0244=Aurora
  7246. Human_First_Names_F_0245=Austin
  7247. Human_First_Names_F_0246=Autumn
  7248. Human_First_Names_F_0247=Ava
  7249. Human_First_Names_F_0248=Avarie
  7250. Human_First_Names_F_0249=Avery
  7251. Human_First_Names_F_0250=Avice
  7252. Human_First_Names_F_0251=Avigail
  7253. Human_First_Names_F_0252=Avis
  7254. Human_First_Names_F_0253=Avishan
  7255. Human_First_Names_F_0254=Aviva
  7256. Human_First_Names_F_0255=Avrey
  7257. Human_First_Names_F_0256=Avry
  7258. Human_First_Names_F_0257=Aya
  7259. Human_First_Names_F_0258=Ayako
  7260. Human_First_Names_F_0259=Ayame
  7261. Human_First_Names_F_0260=Ayana
  7262. Human_First_Names_F_0261=Ayleanna
  7263. Human_First_Names_F_0262=Ayo
  7264. Human_First_Names_F_0263=Ayumi
  7265. Human_First_Names_F_0264=Azahara
  7266. Human_First_Names_F_0265=Azariah
  7267. Human_First_Names_F_0266=Aziah
  7268. Human_First_Names_F_0267=Azumi
  7269. Human_First_Names_F_0268=Bailey
  7270. Human_First_Names_F_0269=Bao
  7271. Human_First_Names_F_0270=Barbara
  7272. Human_First_Names_F_0271=Barbra
  7273. Human_First_Names_F_0272=Barrie
  7274. Human_First_Names_F_0273=Bay
  7275. Human_First_Names_F_0274=Baylin
  7276. Human_First_Names_F_0275=Bea
  7277. Human_First_Names_F_0276=Beatrice
  7278. Human_First_Names_F_0277=Beatrix
  7279. Human_First_Names_F_0278=Becki
  7280. Human_First_Names_F_0279=Becky
  7281. Human_First_Names_F_0280=Bela
  7282. Human_First_Names_F_0281=Belinda
  7283. Human_First_Names_F_0282=Belle
  7284. Human_First_Names_F_0283=Benita
  7285. Human_First_Names_F_0284=Bennett
  7286. Human_First_Names_F_0285=Bera
  7287. Human_First_Names_F_0286=Bergen
  7288. Human_First_Names_F_0287=Berkley
  7289. Human_First_Names_F_0288=Berlin
  7290. Human_First_Names_F_0289=Bernadeta
  7291. Human_First_Names_F_0290=Bernadette
  7292. Human_First_Names_F_0291=Bernadine
  7293. Human_First_Names_F_0292=Bernice
  7294. Human_First_Names_F_0293=Berta
  7295. Human_First_Names_F_0294=Bertha
  7296. Human_First_Names_F_0295=Bertie
  7297. Human_First_Names_F_0296=Beryl
  7298. Human_First_Names_F_0297=Bess
  7299. Human_First_Names_F_0298=Bessie
  7300. Human_First_Names_F_0299=Beth
  7301. Human_First_Names_F_0300=Bethany
  7302. Human_First_Names_F_0301=Betsy
  7303. Human_First_Names_F_0302=Bette
  7304. Human_First_Names_F_0303=Bettie
  7305. Human_First_Names_F_0304=Betty
  7306. Human_First_Names_F_0305=Beverly
  7307. Human_First_Names_F_0306=Bianca
  7308. Human_First_Names_F_0307=Billie
  7309. Human_First_Names_F_0308=Bipasha
  7310. Human_First_Names_F_0309=Birdie
  7311. Human_First_Names_F_0310=Blair
  7312. Human_First_Names_F_0311=Blanca
  7313. Human_First_Names_F_0312=Blanche
  7314. Human_First_Names_F_0313=Blayke
  7315. Human_First_Names_F_0314=Bless
  7316. Human_First_Names_F_0315=Blythe
  7317. Human_First_Names_F_0316=Bobbi
  7318. Human_First_Names_F_0317=Bobbie
  7319. Human_First_Names_F_0318=Bonita
  7320. Human_First_Names_F_0319=Bonnie
  7321. Human_First_Names_F_0320=Bora
  7322. Human_First_Names_F_0321=Braden
  7323. Human_First_Names_F_0322=Brady
  7324. Human_First_Names_F_0323=Brae
  7325. Human_First_Names_F_0324=Braelin
  7326. Human_First_Names_F_0325=Brandi
  7327. Human_First_Names_F_0326=Brandy
  7328. Human_First_Names_F_0327=Braylin
  7329. Human_First_Names_F_0328=Bree
  7330. Human_First_Names_F_0329=Brenda
  7331. Human_First_Names_F_0330=Brenn
  7332. Human_First_Names_F_0331=Breslin
  7333. Human_First_Names_F_0332=Breyann
  7334. Human_First_Names_F_0333=Bria
  7335. Human_First_Names_F_0334=Briana
  7336. Human_First_Names_F_0335=Bridget
  7337. Human_First_Names_F_0336=Bridgette
  7338. Human_First_Names_F_0337=Brighten
  7339. Human_First_Names_F_0338=Brigita
  7340. Human_First_Names_F_0339=Britain
  7341. Human_First_Names_F_0340=Britney
  7342. Human_First_Names_F_0341=Britt
  7343. Human_First_Names_F_0342=Brooke
  7344. Human_First_Names_F_0343=Brooklyn
  7345. Human_First_Names_F_0344=Bryden
  7346. Human_First_Names_F_0345=Burnice
  7347. Human_First_Names_F_0346=Cabrina
  7348. Human_First_Names_F_0347=Cache
  7349. Human_First_Names_F_0348=Caden
  7350. Human_First_Names_F_0349=Cadence
  7351. Human_First_Names_F_0350=Caelin
  7352. Human_First_Names_F_0351=Cagney
  7353. Human_First_Names_F_0352=Caidyn
  7354. Human_First_Names_F_0353=Cailyn
  7355. Human_First_Names_F_0354=Caitlin
  7356. Human_First_Names_F_0355=Callan
  7357. Human_First_Names_F_0356=Callaway
  7358. Human_First_Names_F_0357=Callie
  7359. Human_First_Names_F_0358=Cally
  7360. Human_First_Names_F_0359=Camari
  7361. Human_First_Names_F_0360=Camdyn
  7362. Human_First_Names_F_0361=Camella
  7363. Human_First_Names_F_0362=Cameron
  7364. Human_First_Names_F_0363=Camila
  7365. Human_First_Names_F_0364=Camille
  7366. Human_First_Names_F_0365=Candice
  7367. Human_First_Names_F_0366=Capria
  7368. Human_First_Names_F_0367=Cara
  7369. Human_First_Names_F_0368=Carey
  7370. Human_First_Names_F_0369=Carissa
  7371. Human_First_Names_F_0370=Carla
  7372. Human_First_Names_F_0371=Carlin
  7373. Human_First_Names_F_0372=Carlota
  7374. Human_First_Names_F_0373=Carly
  7375. Human_First_Names_F_0374=Carmella
  7376. Human_First_Names_F_0375=Carmen
  7377. Human_First_Names_F_0376=Carol
  7378. Human_First_Names_F_0377=Carolina
  7379. Human_First_Names_F_0378=Caroline
  7380. Human_First_Names_F_0379=Carolyn
  7381. Human_First_Names_F_0380=Carrie
  7382. Human_First_Names_F_0381=Carson
  7383. Human_First_Names_F_0382=Casandra
  7384. Human_First_Names_F_0383=Casey
  7385. Human_First_Names_F_0384=Cassidy
  7386. Human_First_Names_F_0385=Cassie
  7387. Human_First_Names_F_0386=Catalina
  7388. Human_First_Names_F_0387=Catharine
  7389. Human_First_Names_F_0388=Catherine
  7390. Human_First_Names_F_0389=Cathie
  7391. Human_First_Names_F_0390=Cathleen
  7392. Human_First_Names_F_0391=Cathryn
  7393. Human_First_Names_F_0392=Cathy
  7394. Human_First_Names_F_0393=Catlynne
  7395. Human_First_Names_F_0394=Cayden
  7396. Human_First_Names_F_0395=Cecile
  7397. Human_First_Names_F_0396=Cecilia
  7398. Human_First_Names_F_0397=Celeste
  7399. Human_First_Names_F_0398=Celia
  7400. Human_First_Names_F_0399=Celina
  7401. Human_First_Names_F_0400=Celinda
  7402. Human_First_Names_F_0401=Celine
  7403. Human_First_Names_F_0402=Chae
  7404. Human_First_Names_F_0403=Chanara
  7405. Human_First_Names_F_0404=Chandra
  7406. Human_First_Names_F_0405=Chanita
  7407. Human_First_Names_F_0406=Channing
  7408. Human_First_Names_F_0407=Charity
  7409. Human_First_Names_F_0408=Charlene
  7410. Human_First_Names_F_0409=Charley
  7411. Human_First_Names_F_0410=Charlie
  7412. Human_First_Names_F_0411=Charlize
  7413. Human_First_Names_F_0412=Charlotte
  7414. Human_First_Names_F_0413=Chelsea
  7415. Human_First_Names_F_0414=Cheri
  7416. Human_First_Names_F_0415=Cheryl
  7417. Human_First_Names_F_0416=Chesiree
  7418. Human_First_Names_F_0417=Chiharu
  7419. Human_First_Names_F_0418=Chiho
  7420. Human_First_Names_F_0419=Chisato
  7421. Human_First_Names_F_0420=Chiyo
  7422. Human_First_Names_F_0421=Chloe
  7423. Human_First_Names_F_0422=Christa
  7424. Human_First_Names_F_0423=Christi
  7425. Human_First_Names_F_0424=Christie
  7426. Human_First_Names_F_0425=Christina
  7427. Human_First_Names_F_0426=Christine
  7428. Human_First_Names_F_0427=Christy
  7429. Human_First_Names_F_0428=Cindy
  7430. Human_First_Names_F_0429=Clair
  7431. Human_First_Names_F_0430=Claire
  7432. Human_First_Names_F_0431=Clara
  7433. Human_First_Names_F_0432=Clarice
  7434. Human_First_Names_F_0433=Clarissa
  7435. Human_First_Names_F_0434=Claudette
  7436. Human_First_Names_F_0435=Claudia
  7437. Human_First_Names_F_0436=Claudine
  7438. Human_First_Names_F_0437=Clementine
  7439. Human_First_Names_F_0438=Cleo
  7440. Human_First_Names_F_0439=Clover
  7441. Human_First_Names_F_0440=Codi
  7442. Human_First_Names_F_0441=Colette
  7443. Human_First_Names_F_0442=Colleen
  7444. Human_First_Names_F_0443=Connie
  7445. Human_First_Names_F_0444=Constance
  7446. Human_First_Names_F_0445=Consuelo
  7447. Human_First_Names_F_0446=Cora
  7448. Human_First_Names_F_0447=Coralee
  7449. Human_First_Names_F_0448=Corin
  7450. Human_First_Names_F_0449=Corina
  7451. Human_First_Names_F_0450=Corley
  7452. Human_First_Names_F_0451=Cosette
  7453. Human_First_Names_F_0452=Courtney
  7454. Human_First_Names_F_0453=Crista
  7455. Human_First_Names_F_0454=Cristina
  7456. Human_First_Names_F_0455=Cristy
  7457. Human_First_Names_F_0456=Cynthia
  7458. Human_First_Names_F_0457=Cypress
  7459. Human_First_Names_F_0458=Dai
  7460. Human_First_Names_F_0459=Daisy
  7461. Human_First_Names_F_0460=Dakala
  7462. Human_First_Names_F_0461=Dakota
  7463. Human_First_Names_F_0462=Dalal
  7464. Human_First_Names_F_0463=Daliana
  7465. Human_First_Names_F_0464=Dallas
  7466. Human_First_Names_F_0465=Dalyn
  7467. Human_First_Names_F_0466=Dana
  7468. Human_First_Names_F_0467=Danah
  7469. Human_First_Names_F_0468=Daniella
  7470. Human_First_Names_F_0469=Danielle
  7471. Human_First_Names_F_0470=Daniz
  7472. Human_First_Names_F_0471=Danny
  7473. Human_First_Names_F_0472=Daphne
  7474. Human_First_Names_F_0473=Darcy
  7475. Human_First_Names_F_0474=Daria
  7476. Human_First_Names_F_0475=Darla
  7477. Human_First_Names_F_0476=Darlene
  7478. Human_First_Names_F_0477=Darrisha
  7479. Human_First_Names_F_0478=Davea
  7480. Human_First_Names_F_0479=Davi
  7481. Human_First_Names_F_0480=Dawn
  7482. Human_First_Names_F_0481=Day
  7483. Human_First_Names_F_0482=Deb
  7484. Human_First_Names_F_0483=Debbie
  7485. Human_First_Names_F_0484=Debora
  7486. Human_First_Names_F_0485=Deborah
  7487. Human_First_Names_F_0486=Debra
  7488. Human_First_Names_F_0487=Dee
  7489. Human_First_Names_F_0488=Deepa
  7490. Human_First_Names_F_0489=Deirdre
  7491. Human_First_Names_F_0490=Delanna
  7492. Human_First_Names_F_0491=Delia
  7493. Human_First_Names_F_0492=Deliana
  7494. Human_First_Names_F_0493=Della
  7495. Human_First_Names_F_0494=Delores
  7496. Human_First_Names_F_0495=Demi
  7497. Human_First_Names_F_0496=Deniz
  7498. Human_First_Names_F_0497=Denosha
  7499. Human_First_Names_F_0498=Denyse
  7500. Human_First_Names_F_0499=Deone
  7501. Human_First_Names_F_0500=Derivia
  7502. Human_First_Names_F_0501=Deshay
  7503. Human_First_Names_F_0502=Deshondra
  7504. Human_First_Names_F_0503=Desiree
  7505. Human_First_Names_F_0504=Destiny
  7506. Human_First_Names_F_0505=Devanshi
  7507. Human_First_Names_F_0506=Devanta
  7508. Human_First_Names_F_0507=Devine
  7509. Human_First_Names_F_0508=Dezi
  7510. Human_First_Names_F_0509=Dharia
  7511. Human_First_Names_F_0510=Diamond
  7512. Human_First_Names_F_0511=Diana
  7513. Human_First_Names_F_0512=Diane
  7514. Human_First_Names_F_0513=Dita
  7515. Human_First_Names_F_0514=Dixie
  7516. Human_First_Names_F_0515=Dollie
  7517. Human_First_Names_F_0516=Dolly
  7518. Human_First_Names_F_0517=Dolores
  7519. Human_First_Names_F_0518=Dominica
  7520. Human_First_Names_F_0519=Dominique
  7521. Human_First_Names_F_0520=Dona
  7522. Human_First_Names_F_0521=Donna
  7523. Human_First_Names_F_0522=Donnelle
  7524. Human_First_Names_F_0523=Dontae
  7525. Human_First_Names_F_0524=Dora
  7526. Human_First_Names_F_0525=Doreen
  7527. Human_First_Names_F_0526=Doris
  7528. Human_First_Names_F_0527=Dorothy
  7529. Human_First_Names_F_0528=Dorthy
  7530. Human_First_Names_F_0529=Dot
  7531. Human_First_Names_F_0530=Dottie
  7532. Human_First_Names_F_0531=Drew
  7533. Human_First_Names_F_0532=Dylan
  7534. Human_First_Names_F_0533=Eaden
  7535. Human_First_Names_F_0534=Earlie
  7536. Human_First_Names_F_0535=Eastyn
  7537. Human_First_Names_F_0536=Ebba
  7538. Human_First_Names_F_0537=Eda
  7539. Human_First_Names_F_0538=Edie
  7540. Human_First_Names_F_0539=Edith
  7541. Human_First_Names_F_0540=Edna
  7542. Human_First_Names_F_0541=Edris
  7543. Human_First_Names_F_0542=Edwina
  7544. Human_First_Names_F_0543=Effie
  7545. Human_First_Names_F_0544=Eiko
  7546. Human_First_Names_F_0545=Eileen
  7547. Human_First_Names_F_0546=Eimi
  7548. Human_First_Names_F_0547=Eisha
  7549. Human_First_Names_F_0548=Elaine
  7550. Human_First_Names_F_0549=Eleanor
  7551. Human_First_Names_F_0550=Elena
  7552. Human_First_Names_F_0551=Elenor
  7553. Human_First_Names_F_0552=Elfi
  7554. Human_First_Names_F_0553=Eli
  7555. Human_First_Names_F_0554=Elidee
  7556. Human_First_Names_F_0555=Elinor
  7557. Human_First_Names_F_0556=Elisa
  7558. Human_First_Names_F_0557=Elisabeth
  7559. Human_First_Names_F_0558=Elise
  7560. Human_First_Names_F_0559=Elisha
  7561. Human_First_Names_F_0560=Elissa
  7562. Human_First_Names_F_0561=Eliza
  7563. Human_First_Names_F_0562=Elizabeth
  7564. Human_First_Names_F_0563=Ella
  7565. Human_First_Names_F_0564=Ellen
  7566. Human_First_Names_F_0565=Ellie
  7567. Human_First_Names_F_0566=Ellington
  7568. Human_First_Names_F_0567=Eloise
  7569. Human_First_Names_F_0568=Elsa
  7570. Human_First_Names_F_0569=Elsie
  7571. Human_First_Names_F_0570=Ema
  7572. Human_First_Names_F_0571=Emanuelle
  7573. Human_First_Names_F_0572=Emari
  7574. Human_First_Names_F_0573=Emelie
  7575. Human_First_Names_F_0574=Emerson
  7576. Human_First_Names_F_0575=Emery
  7577. Human_First_Names_F_0576=Emi
  7578. Human_First_Names_F_0577=Emiko
  7579. Human_First_Names_F_0578=Emilia
  7580. Human_First_Names_F_0579=Emily
  7581. Human_First_Names_F_0580=Emma
  7582. Human_First_Names_F_0581=Enid
  7583. Human_First_Names_F_0582=Erica
  7584. Human_First_Names_F_0583=Ericka
  7585. Human_First_Names_F_0584=Erika
  7586. Human_First_Names_F_0585=Eriko
  7587. Human_First_Names_F_0586=Erin
  7588. Human_First_Names_F_0587=Erma
  7589. Human_First_Names_F_0588=Ernestine
  7590. Human_First_Names_F_0589=Esma
  7591. Human_First_Names_F_0590=Esmeralda
  7592. Human_First_Names_F_0591=Esperanza
  7593. Human_First_Names_F_0592=Essie
  7594. Human_First_Names_F_0593=Estella
  7595. Human_First_Names_F_0594=Estelle
  7596. Human_First_Names_F_0595=Ester
  7597. Human_First_Names_F_0596=Esther
  7598. Human_First_Names_F_0597=Ethel
  7599. Human_First_Names_F_0598=Etti
  7600. Human_First_Names_F_0599=Eula
  7601. Human_First_Names_F_0600=Eunice
  7602. Human_First_Names_F_0601=Eva
  7603. Human_First_Names_F_0602=Evangelia
  7604. Human_First_Names_F_0603=Evangelina
  7605. Human_First_Names_F_0604=Evangeline
  7606. Human_First_Names_F_0605=Eve
  7607. Human_First_Names_F_0606=Evelyn
  7608. Human_First_Names_F_0607=Evette
  7609. Human_First_Names_F_0608=Evie
  7610. Human_First_Names_F_0609=Fabia
  7611. Human_First_Names_F_0610=Fatima
  7612. Human_First_Names_F_0611=Fay
  7613. Human_First_Names_F_0612=Faye
  7614. Human_First_Names_F_0613=Felicia
  7615. Human_First_Names_F_0614=Feliz
  7616. Human_First_Names_F_0615=Fen
  7617. Human_First_Names_F_0616=Ferlisha
  7618. Human_First_Names_F_0617=Fern
  7619. Human_First_Names_F_0618=Fey
  7620. Human_First_Names_F_0619=Finley
  7621. Human_First_Names_F_0620=Fiona
  7622. Human_First_Names_F_0621=Fionna
  7623. Human_First_Names_F_0622=Flannery
  7624. Human_First_Names_F_0623=Flora
  7625. Human_First_Names_F_0624=Florence
  7626. Human_First_Names_F_0625=Flynn
  7627. Human_First_Names_F_0626=Fran
  7628. Human_First_Names_F_0627=Francesca
  7629. Human_First_Names_F_0628=Francine
  7630. Human_First_Names_F_0629=Frankie
  7631. Human_First_Names_F_0630=Freddi
  7632. Human_First_Names_F_0631=Frederique
  7633. Human_First_Names_F_0632=Freja
  7634. Human_First_Names_F_0633=Frida
  7635. Human_First_Names_F_0634=Fujiko
  7636. Human_First_Names_F_0635=Fukumi
  7637. Human_First_Names_F_0636=Fumiko
  7638. Human_First_Names_F_0637=Gabija
  7639. Human_First_Names_F_0638=Gabriela
  7640. Human_First_Names_F_0639=Gabrielle
  7641. Human_First_Names_F_0640=Gail
  7642. Human_First_Names_F_0641=Galenka
  7643. Human_First_Names_F_0642=Garnett
  7644. Human_First_Names_F_0643=Gayle
  7645. Human_First_Names_F_0644=Gena
  7646. Human_First_Names_F_0645=Genesis
  7647. Human_First_Names_F_0646=Genevieve
  7648. Human_First_Names_F_0647=George
  7649. Human_First_Names_F_0648=Georgette
  7650. Human_First_Names_F_0649=Georgia
  7651. Human_First_Names_F_0650=Geraldine
  7652. Human_First_Names_F_0651=Gerri
  7653. Human_First_Names_F_0652=Gertrude
  7654. Human_First_Names_F_0653=Gilda
  7655. Human_First_Names_F_0654=Gillian
  7656. Human_First_Names_F_0655=Gina
  7657. Human_First_Names_F_0656=Ginger
  7658. Human_First_Names_F_0657=Ginny
  7659. Human_First_Names_F_0658=Gisele
  7660. Human_First_Names_F_0659=Glenda
  7661. Human_First_Names_F_0660=Gloria
  7662. Human_First_Names_F_0661=Goldie
  7663. Human_First_Names_F_0662=Grace
  7664. Human_First_Names_F_0663=Gracie
  7665. Human_First_Names_F_0664=Gratia
  7666. Human_First_Names_F_0665=Greta
  7667. Human_First_Names_F_0666=Gretchen
  7668. Human_First_Names_F_0667=Gretta
  7669. Human_First_Names_F_0668=Guadalupe
  7670. Human_First_Names_F_0669=Gurpreet
  7671. Human_First_Names_F_0670=Gwen
  7672. Human_First_Names_F_0671=Gwendolyn
  7673. Human_First_Names_F_0672=Gwyneth
  7674. Human_First_Names_F_0673=Hadley
  7675. Human_First_Names_F_0674=Hadyn
  7676. Human_First_Names_F_0675=Hailey
  7677. Human_First_Names_F_0676=Hala
  7678. Human_First_Names_F_0677=Halen
  7679. Human_First_Names_F_0678=Haley
  7680. Human_First_Names_F_0679=Hana
  7681. Human_First_Names_F_0680=Hanita
  7682. Human_First_Names_F_0681=Hannah
  7683. Human_First_Names_F_0682=Harley
  7684. Human_First_Names_F_0683=Harlyn
  7685. Human_First_Names_F_0684=Harper
  7686. Human_First_Names_F_0685=Harriet
  7687. Human_First_Names_F_0686=Hartley
  7688. Human_First_Names_F_0687=Haruko
  7689. Human_First_Names_F_0688=Haruyo
  7690. Human_First_Names_F_0689=Hattie
  7691. Human_First_Names_F_0690=Hayden
  7692. Human_First_Names_F_0691=Hazel
  7693. Human_First_Names_F_0692=Heather
  7694. Human_First_Names_F_0693=Heidi
  7695. Human_First_Names_F_0694=Helen
  7696. Human_First_Names_F_0695=Helena
  7697. Human_First_Names_F_0696=Helga
  7698. Human_First_Names_F_0697=Helma
  7699. Human_First_Names_F_0698=Henrietta
  7700. Human_First_Names_F_0699=Hentie
  7701. Human_First_Names_F_0700=Hermione
  7702. Human_First_Names_F_0701=Hero
  7703. Human_First_Names_F_0702=Hester
  7704. Human_First_Names_F_0703=Hetty
  7705. Human_First_Names_F_0704=Hideko
  7706. Human_First_Names_F_0705=Hilary
  7707. Human_First_Names_F_0706=Hildegard
  7708. Human_First_Names_F_0707=Hildur
  7709. Human_First_Names_F_0708=Hiroko
  7710. Human_First_Names_F_0709=Hisaya
  7711. Human_First_Names_F_0710=Hitomi
  7712. Human_First_Names_F_0711=Hollie
  7713. Human_First_Names_F_0712=Holly
  7714. Human_First_Names_F_0713=Hope
  7715. Human_First_Names_F_0714=Hortense
  7716. Human_First_Names_F_0715=Hudson
  7717. Human_First_Names_F_0716=Hunter
  7718. Human_First_Names_F_0717=Hyun
  7719. Human_First_Names_F_0718=Ichiko
  7720. Human_First_Names_F_0719=Ida
  7721. Human_First_Names_F_0720=Idina
  7722. Human_First_Names_F_0721=Ikumi
  7723. Human_First_Names_F_0722=Ilana
  7724. Human_First_Names_F_0723=Ilene
  7725. Human_First_Names_F_0724=Imogene
  7726. Human_First_Names_F_0725=Ina
  7727. Human_First_Names_F_0726=Indigo
  7728. Human_First_Names_F_0727=Indira
  7729. Human_First_Names_F_0728=Indrani
  7730. Human_First_Names_F_0729=Ines
  7731. Human_First_Names_F_0730=Inez
  7732. Human_First_Names_F_0731=Ingrid
  7733. Human_First_Names_F_0732=Ioanna
  7734. Human_First_Names_F_0733=Irena
  7735. Human_First_Names_F_0734=Irene
  7736. Human_First_Names_F_0735=Iris
  7737. Human_First_Names_F_0736=Irma
  7738. Human_First_Names_F_0737=Isa
  7739. Human_First_Names_F_0738=Isabel
  7740. Human_First_Names_F_0739=Isabella
  7741. Human_First_Names_F_0740=Isabelle
  7742. Human_First_Names_F_0741=Ishawna
  7743. Human_First_Names_F_0742=Isidora
  7744. Human_First_Names_F_0743=Isobel
  7745. Human_First_Names_F_0744=Itsumi
  7746. Human_First_Names_F_0745=Ivana
  7747. Human_First_Names_F_0746=Ivita
  7748. Human_First_Names_F_0747=Ivonne
  7749. Human_First_Names_F_0748=Ivy
  7750. Human_First_Names_F_0749=Jackie
  7751. Human_First_Names_F_0750=Jacklyn
  7752. Human_First_Names_F_0751=Jaclyn
  7753. Human_First_Names_F_0752=Jacqueline
  7754. Human_First_Names_F_0753=Jacquie
  7755. Human_First_Names_F_0754=Jada
  7756. Human_First_Names_F_0755=Jaden
  7757. Human_First_Names_F_0756=Jae
  7758. Human_First_Names_F_0757=Jaime
  7759. Human_First_Names_F_0758=Jakeline
  7760. Human_First_Names_F_0759=Jaki
  7761. Human_First_Names_F_0760=Jalani
  7762. Human_First_Names_F_0761=Jaleen
  7763. Human_First_Names_F_0762=Jalen
  7764. Human_First_Names_F_0763=Jamani
  7765. Human_First_Names_F_0764=Jami
  7766. Human_First_Names_F_0765=Jamie
  7767. Human_First_Names_F_0766=Jan
  7768. Human_First_Names_F_0767=Jana
  7769. Human_First_Names_F_0768=Jane
  7770. Human_First_Names_F_0769=Janelle
  7771. Human_First_Names_F_0770=Janet
  7772. Human_First_Names_F_0771=Janette
  7773. Human_First_Names_F_0772=Janice
  7774. Human_First_Names_F_0773=Janine
  7775. Human_First_Names_F_0774=Janis
  7776. Human_First_Names_F_0775=Janna
  7777. Human_First_Names_F_0776=Jara
  7778. Human_First_Names_F_0777=Jari
  7779. Human_First_Names_F_0778=Jarmila
  7780. Human_First_Names_F_0779=Jashanna
  7781. Human_First_Names_F_0780=Jasmine
  7782. Human_First_Names_F_0781=Jax
  7783. Human_First_Names_F_0782=Jayne
  7784. Human_First_Names_F_0783=Jaynie
  7785. Human_First_Names_F_0784=Jaz
  7786. Human_First_Names_F_0785=Jazmin
  7787. Human_First_Names_F_0786=Jean
  7788. Human_First_Names_F_0787=Jeanette
  7789. Human_First_Names_F_0788=Jeanie
  7790. Human_First_Names_F_0789=Jelinda
  7791. Human_First_Names_F_0790=Jemisha
  7792. Human_First_Names_F_0791=Jemma
  7793. Human_First_Names_F_0792=Jen
  7794. Human_First_Names_F_0793=Jenifer
  7795. Human_First_Names_F_0794=Jenna
  7796. Human_First_Names_F_0795=Jenni
  7797. Human_First_Names_F_0796=Jennica
  7798. Human_First_Names_F_0797=Jennifer
  7799. Human_First_Names_F_0798=Jenny
  7800. Human_First_Names_F_0799=Jeri
  7801. Human_First_Names_F_0800=Jerri
  7802. Human_First_Names_F_0801=Jerzy
  7803. Human_First_Names_F_0802=Jess
  7804. Human_First_Names_F_0803=Jessica
  7805. Human_First_Names_F_0804=Jessie
  7806. Human_First_Names_F_0805=Jewel
  7807. Human_First_Names_F_0806=Jianni
  7808. Human_First_Names_F_0807=Jill
  7809. Human_First_Names_F_0808=Jillian
  7810. Human_First_Names_F_0809=Jing
  7811. Human_First_Names_F_0810=Jinny
  7812. Human_First_Names_F_0811=Jo
  7813. Human_First_Names_F_0812=Joan
  7814. Human_First_Names_F_0813=Joana
  7815. Human_First_Names_F_0814=Joanie
  7816. Human_First_Names_F_0815=Joann
  7817. Human_First_Names_F_0816=Joanne
  7818. Human_First_Names_F_0817=Jocelyn
  7819. Human_First_Names_F_0818=Jodi
  7820. Human_First_Names_F_0819=Jodie
  7821. Human_First_Names_F_0820=Jody
  7822. Human_First_Names_F_0821=Joey
  7823. Human_First_Names_F_0822=Johana
  7824. Human_First_Names_F_0823=Johari
  7825. Human_First_Names_F_0824=Jolena
  7826. Human_First_Names_F_0825=Jolene
  7827. Human_First_Names_F_0826=Joni
  7828. Human_First_Names_F_0827=Jordan
  7829. Human_First_Names_F_0828=Josefina
  7830. Human_First_Names_F_0829=Josefine
  7831. Human_First_Names_F_0830=Josephine
  7832. Human_First_Names_F_0831=Josie
  7833. Human_First_Names_F_0832=Joslin
  7834. Human_First_Names_F_0833=Joy
  7835. Human_First_Names_F_0834=Joyce
  7836. Human_First_Names_F_0835=Juanita
  7837. Human_First_Names_F_0836=Judi
  7838. Human_First_Names_F_0837=Judie
  7839. Human_First_Names_F_0838=Judith
  7840. Human_First_Names_F_0839=Judy
  7841. Human_First_Names_F_0840=Jules
  7842. Human_First_Names_F_0841=Julia
  7843. Human_First_Names_F_0842=Julian
  7844. Human_First_Names_F_0843=Juliana
  7845. Human_First_Names_F_0844=Julianne
  7846. Human_First_Names_F_0845=Julie
  7847. Human_First_Names_F_0846=Juliet
  7848. Human_First_Names_F_0847=June
  7849. Human_First_Names_F_0848=Justina
  7850. Human_First_Names_F_0849=Justine
  7851. Human_First_Names_F_0850=Kadasha
  7852. Human_First_Names_F_0851=Kadian
  7853. Human_First_Names_F_0852=Kadrea
  7854. Human_First_Names_F_0853=Kahley
  7855. Human_First_Names_F_0854=Kaidyn
  7856. Human_First_Names_F_0855=Kailanni
  7857. Human_First_Names_F_0856=Kaimi
  7858. Human_First_Names_F_0857=Kaitlin
  7859. Human_First_Names_F_0858=Kala
  7860. Human_First_Names_F_0859=Kalahni
  7861. Human_First_Names_F_0860=Kalea
  7862. Human_First_Names_F_0861=Kalin
  7863. Human_First_Names_F_0862=Kaliope
  7864. Human_First_Names_F_0863=Kam
  7865. Human_First_Names_F_0864=Kamali
  7866. Human_First_Names_F_0865=Kamani
  7867. Human_First_Names_F_0866=Kamari
  7868. Human_First_Names_F_0867=Kamdyn
  7869. Human_First_Names_F_0868=Kamie
  7870. Human_First_Names_F_0869=Kamila
  7871. Human_First_Names_F_0870=Kana
  7872. Human_First_Names_F_0871=Kanika
  7873. Human_First_Names_F_0872=Kao
  7874. Human_First_Names_F_0873=Kara
  7875. Human_First_Names_F_0874=Karen
  7876. Human_First_Names_F_0875=Kari
  7877. Human_First_Names_F_0876=Karin
  7878. Human_First_Names_F_0877=Karina
  7879. Human_First_Names_F_0878=Karla
  7880. Human_First_Names_F_0879=Karolina
  7881. Human_First_Names_F_0880=Karsen
  7882. Human_First_Names_F_0881=Kary
  7883. Human_First_Names_F_0882=Kasey
  7884. Human_First_Names_F_0883=Kassidy
  7885. Human_First_Names_F_0884=Katarina
  7886. Human_First_Names_F_0885=Kate
  7887. Human_First_Names_F_0886=Katelyn
  7888. Human_First_Names_F_0887=Katey
  7889. Human_First_Names_F_0888=Katharine
  7890. Human_First_Names_F_0889=Katherine
  7891. Human_First_Names_F_0890=Katheryn
  7892. Human_First_Names_F_0891=Kathie
  7893. Human_First_Names_F_0892=Kathleen
  7894. Human_First_Names_F_0893=Kathlyn
  7895. Human_First_Names_F_0894=Kathrine
  7896. Human_First_Names_F_0895=Kathy
  7897. Human_First_Names_F_0896=Katie
  7898. Human_First_Names_F_0897=Katrina
  7899. Human_First_Names_F_0898=Katy
  7900. Human_First_Names_F_0899=Kavita
  7901. Human_First_Names_F_0900=Kay
  7902. Human_First_Names_F_0901=Kaydin
  7903. Human_First_Names_F_0902=Kayla
  7904. Human_First_Names_F_0903=Kaylee
  7905. Human_First_Names_F_0904=Keegan
  7906. Human_First_Names_F_0905=Keiko
  7907. Human_First_Names_F_0906=Keisha
  7908. Human_First_Names_F_0907=Kelley
  7909. Human_First_Names_F_0908=Kelli
  7910. Human_First_Names_F_0909=Kellie
  7911. Human_First_Names_F_0910=Kelly
  7912. Human_First_Names_F_0911=Kelsey
  7913. Human_First_Names_F_0912=Kemani
  7914. Human_First_Names_F_0913=Kendal
  7915. Human_First_Names_F_0914=Kendra
  7916. Human_First_Names_F_0915=Kennedy
  7917. Human_First_Names_F_0916=Keri
  7918. Human_First_Names_F_0917=Kerri
  7919. Human_First_Names_F_0918=Khali
  7920. Human_First_Names_F_0919=Khinara
  7921. Human_First_Names_F_0920=Kiana
  7922. Human_First_Names_F_0921=Kiandra
  7923. Human_First_Names_F_0922=Kiko
  7924. Human_First_Names_F_0923=Kileyna
  7925. Human_First_Names_F_0924=Kim
  7926. Human_First_Names_F_0925=Kimani
  7927. Human_First_Names_F_0926=Kimberly
  7928. Human_First_Names_F_0927=Kimiko
  7929. Human_First_Names_F_0928=Kinsey
  7930. Human_First_Names_F_0929=Kira
  7931. Human_First_Names_F_0930=Kirsten
  7932. Human_First_Names_F_0931=Kirsty
  7933. Human_First_Names_F_0932=Kishana
  7934. Human_First_Names_F_0933=Kitt
  7935. Human_First_Names_F_0934=Kizzie
  7936. Human_First_Names_F_0935=Klara
  7937. Human_First_Names_F_0936=Kodi
  7938. Human_First_Names_F_0937=Konomi
  7939. Human_First_Names_F_0938=Korah
  7940. Human_First_Names_F_0939=Kris
  7941. Human_First_Names_F_0940=Krista
  7942. Human_First_Names_F_0941=Kristen
  7943. Human_First_Names_F_0942=Kristi
  7944. Human_First_Names_F_0943=Kristie
  7945. Human_First_Names_F_0944=Kristin
  7946. Human_First_Names_F_0945=Kristina
  7947. Human_First_Names_F_0946=Kristine
  7948. Human_First_Names_F_0947=Kristy
  7949. Human_First_Names_F_0948=Kumi
  7950. Human_First_Names_F_0949=Kyri
  7951. Human_First_Names_F_0950=Lacara
  7952. Human_First_Names_F_0951=Lacey
  7953. Human_First_Names_F_0952=Ladell
  7954. Human_First_Names_F_0953=Lakedra
  7955. Human_First_Names_F_0954=Lakeisha
  7956. Human_First_Names_F_0955=Lakoda
  7957. Human_First_Names_F_0956=Lamari
  7958. Human_First_Names_F_0957=Lana
  7959. Human_First_Names_F_0958=Landon
  7960. Human_First_Names_F_0959=Landry
  7961. Human_First_Names_F_0960=Lane
  7962. Human_First_Names_F_0961=Lanie
  7963. Human_First_Names_F_0962=Lara
  7964. Human_First_Names_F_0963=Laren
  7965. Human_First_Names_F_0964=Larissa
  7966. Human_First_Names_F_0965=Larkin
  7967. Human_First_Names_F_0966=Lashaya
  7968. Human_First_Names_F_0967=Latasha
  7969. Human_First_Names_F_0968=Latavia
  7970. Human_First_Names_F_0969=Latika
  7971. Human_First_Names_F_0970=Latisha
  7972. Human_First_Names_F_0971=Latoya
  7973. Human_First_Names_F_0972=Laura
  7974. Human_First_Names_F_0973=Laurel
  7975. Human_First_Names_F_0974=Lauren
  7976. Human_First_Names_F_0975=Laurie
  7977. Human_First_Names_F_0976=Laverne
  7978. Human_First_Names_F_0977=Lawanda
  7979. Human_First_Names_F_0978=Laylani
  7980. Human_First_Names_F_0979=Lea
  7981. Human_First_Names_F_0980=Leandra
  7982. Human_First_Names_F_0981=Leanne
  7983. Human_First_Names_F_0982=Lee
  7984. Human_First_Names_F_0983=Leela
  7985. Human_First_Names_F_0984=Leelannee
  7986. Human_First_Names_F_0985=Leia
  7987. Human_First_Names_F_0986=Leigh
  7988. Human_First_Names_F_0987=Leila
  7989. Human_First_Names_F_0988=Leilani
  7990. Human_First_Names_F_0989=Leisha
  7991. Human_First_Names_F_0990=Leisley
  7992. Human_First_Names_F_0991=Lena
  7993. Human_First_Names_F_0992=Lenka
  7994. Human_First_Names_F_0993=Lenora
  7995. Human_First_Names_F_0994=Lenore
  7996. Human_First_Names_F_0995=Lenzie
  7997. Human_First_Names_F_0996=Leona
  7998. Human_First_Names_F_0997=Leonie
  7999. Human_First_Names_F_0998=Leslee
  8000. Human_First_Names_F_0999=Lesley
  8001. Human_First_Names_F_1000=Lesli
  8002. Human_First_Names_F_1001=Leslie
  8003. Human_First_Names_F_1002=Lexington
  8004. Human_First_Names_F_1003=Leyla
  8005. Human_First_Names_F_1004=Liana
  8006. Human_First_Names_F_1005=Lianne
  8007. Human_First_Names_F_1006=Liddy
  8008. Human_First_Names_F_1007=Lidia
  8009. Human_First_Names_F_1008=Liesl
  8010. Human_First_Names_F_1009=Lili
  8011. Human_First_Names_F_1010=Liliana
  8012. Human_First_Names_F_1011=Lillian
  8013. Human_First_Names_F_1012=Lillie
  8014. Human_First_Names_F_1013=Lilly
  8015. Human_First_Names_F_1014=Lilo
  8016. Human_First_Names_F_1015=Lily
  8017. Human_First_Names_F_1016=Lin
  8018. Human_First_Names_F_1017=Lina
  8019. Human_First_Names_F_1018=Linc