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- 2019_Ann_Sale_Day1=Expo-hall Day 01
- 2019_Ann_Sale_Day2=Expo-hall Day 02
- 2019_Ann_Sale_Day3=Expo-hall Day 03
- 2019_Ann_Sale_Day4=Expo-hall Day 04
- 2019_Ann_Sale_Day5=Expo-hall Day 05
- 2019_Ann_Sale_Day6_01=Expo-hall Day 06_01
- 2019_Ann_Sale_Day6_02=Expo-hall Day 06_02
- 2019_Ann_Sale_Day7=Expo-hall Day 07
- 2019_Ann_Sale_Day8=Expo-hall Day 08
- 2019_Ann_Sale_Day9=Expo-hall Day 09 - Best of Show
- 890_J_Mission_Obj_VIP_Long=WIP - Protect the VIP
- 890_J_Mission_Obj_VIP_Short=WIP - Protect the VIP
- 890_J_Mission_WaypointVIP=WIP - Defend VIP
- 890_J_MissionTest=WIP Disable the hack before it is complete %ls
- 890_J_Mobi_Desc=WIP - Go to Hijacked 890 and stop hijacking / hack
- 890_J_Mobi_Title=WIP - 890 Jump in danger
- 890_J_Screen=
- AaronHalo=Aaron Halo
- AbandonedOutpost_001=Abandoned Outpost
- AbandonedOutpost_001_desc=KEEP OUT. This structure is no longer in active service. Do not use, occupy or enter.
- ac_ui_test1=WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
- ac_ui_test2=wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
- Aciedo_CommArray_desc_shared=Owned and operated by Aciedo, this communication array provides comm coverage and ECN services to this sector of space.
- acquirepart_prevent_desc=Stop someone uploading ~mission(Item).
- acquirepart_prevent_dest_timer=~mission(Item) self destructs in %Is.
- acquirepart_prevent_destroy=Destroy ~mission(Item).
- acquirepart_prevent_marker_lastknown=Last Known Location
- acquirepart_prevent_marker_prototype=~mission(Item).
- acquirepart_prevent_marker_ugf=Facility
- acquirepart_prevent_obj1_long=Prevent ~mission(Item) Upload.
- acquirepart_prevent_obj1_short=Prevent Upload.
- acquirepart_prevent_obj2_long=~mission(Item) will self destruct.
- acquirepart_prevent_obj2_short=~mission(Item) Self Destructs In.
- acquirepart_prevent_subobj1_long=Visit the site of crash and investigate.
- acquirepart_prevent_subobj1_short=Visit Last Known Location.
- acquirepart_prevent_subobj2_long=Reboot Relay to locate ~mission(Item).
- acquirepart_prevent_subobj2_short=Reboot Relay.
- acquirepart_prevent_title=Prevent ~mission(Item) Upload.
- Activation_Off=Revive
- Activation_Offline=- Offline -
- Activation_On=Reviving
- ad_welcome_to=Welcome To
- ad_when_duty_calls=WHEN DUTY CALLS
- ad_will_you_answer=WILL YOU ANSWER?
- ad_your_adventure_start_here=Your Adventure Starts Here
- Admin_Ask_Work=Have any work?
- Admin_Blackbox_Dropoff_Request=Drop off black box.
- Admin_Counter_Marker_01=Delivery Drop Off
- Admin_Deliver_Marker_01=Deliver
- Admin_Delivery_Dropoff_Request=Make a delivery.
- Admin_Delivery_Pickup_Request=Make a pickup.
- Admin_Goodbye=Goodbye.
- Admin_Help_Cargo=Sell some cargo.
- Admin_Pickup_Marker_01=Pickup
- Admin_Repair_Pickup_Request=Pick up a power core.
- Admin_Small_Talk=How's it going?
- airlock_CLOSE=CLOSE
- airlock_CYCLE=CYCLE
- airlock_CYCLING=CYCLING
- airlock_DEPRESSURIZED=DEPRESSURIZED
- airlock_LOCKED=LOCKED
- airlock_OPEN=OPEN
- airlock_PRESS=PRESS
- airlock_PRESSURIZED=PRESSURIZED
- ALB_HATS=DO NOT USE ------ (ALB) MALE HATS (add new hat items below here)
- ALEJO_BROTHERS_ITEMS=DO NOT USE ------ (ABL) ALEJO BROTHERS CLOTHING ITEMS -- MALE
- Alerts_BeingScanned=Remain Stationary, Scan In Progress
- annun_COOLFAIL=COOL FAIL
- annun_MISLWARN=MISL WARN
- annun_PROXWARN=PROX WARN
- annun_PWRHEAT=PWR HEAT
- annun_PWRLOW=PWR LOW
- annun_QTMFAIL=QTM FAIL
- annun_RDRLOCK=RDR LOCK
- annun_SHLDDOWN=SHLD DOWN
- annun_THRHEAT=THR HEAT
- annun_WPNHEAT=WPN HEAT
- ArcCorp_desc_shared=A mining facility owned and operated by ArcCorp.
- ARMOR_ITEMS_TEMPORARY=DO NOT USE ------ TEMPORARY SECTION FOR ARMOR ITEMS
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- assassin_desc=~mission(Contractor|AssassinationDescription)
- 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)
- 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)
- 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)
- 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.
- 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.
- 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)
- 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)
- 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.
- 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)
- 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)
- 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)
- assassin_desc_easy=~mission(Contractor|AssassinationEasyDescription)
- 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.
- assassin_desc_hard=~mission(Contractor|AssassinationHardDescription)
- assassin_desc_medium=~mission(Contractor|AssassinationMediumDescription)
- assassin_from=~mission(Contractor)
- assassin_from_first=< / CONTACT BLOCKED / >
- assassin_location_0001=the coordinates where they were last spotted
- assassin_location_0002=their last known location
- assassin_location_0003=where they like to hang out
- assassin_location_0004=one of the spots they're known to frequent
- assassin_multiplayer_0001=Probably worth it to mention you might run in to some competition out there since this isn't an exclusive contract.
- assassin_multiplayer_0002=This contract is non-exclusive. First-come, first-serve.
- 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.
- 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.
- assassin_obj_long_01=Search for ~mission(TargetName) at ~mission(Location).
- assassin_obj_long_02=Eliminate ~mission(TargetName).
- assassin_obj_marker_01=~mission(TargetName)
- assassin_obj_marker_02=Target
- assassin_obj_short_01=Locate the Target
- assassin_obj_short_02=Eliminate the Target
- assassin_phrase_0001=The blue dancer says hello
- assassin_phrase_0002=Return to sender
- assassin_phrase_0003=Tio sends his regards
- assassin_phrase_0004=See you in hell
- assassin_phrase_0005=This is for Martha
- assassin_phrase_0006=Looks like your birthday came early this year
- assassin_phrase_0007=Surprise
- assassin_sync_desc=~mission(Contractor|AssassinSyncDescription)
- assassin_sync_from=~mission(Contractor|AssassinSyncFrom)
- assassin_sync_marker_01=~mission(TargetName)
- assassin_sync_marker_02=~mission(TargetName2)
- assassin_sync_marker_03=Eliminate
- assassin_sync_obj_display_01=Time Remaining: %ls
- 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.
- assassin_sync_obj_short_01=Eliminate All Targets
- assassin_sync_subobj_long_01a=Eliminate ~mission(TargetName).
- assassin_sync_subobj_long_01b=Eliminate ~mission(TargetName2).
- assassin_sync_title=~mission(Contractor|AssassinSyncTitle)
- assassin_timed_0001=You drag your feet on this, don't be surprised if they vanish.
- 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.
- assassin_timed_0003=Need this taken care of yesterday. Drop everything and get it done now.
- 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.
- assassin_title=~mission(Contractor|AssassinationTitle)
- assassin_title_0001=Neutralize Threat
- assassin_title_0002=Cleaning House
- assassin_title_0003=Hunting Party
- assassin_title_0004=Wet Work
- assassin_title_0005=Eliminate a Problem
- assassin_title_0006=Funeral Arrangements
- assassin_title_0007=Special Delivery for ~mission(TargetName)
- assassin_title_0008=Eliminate ~mission(TargetName)
- assassin_title_easy=~mission(Contractor|AssassinationEasyTitle)
- assassin_title_first=Helpful Stranger
- assassin_title_hard=~mission(Contractor|AssassinationHardTitle)
- assassin_title_medium=~mission(Contractor|AssassinationMediumTitle)
- assassination_desc=~mission(Contractor|AssassinationDescription)
- assassination_from=~mission(Contractor|AssassinationFrom)
- assassination_obj_long_01=Search for ~mission(TargetName) at the coordinates provided.
- assassination_obj_long_02=Eliminate ~mission(TargetName).
- assassination_obj_marker_01=~mission(TargetName)
- assassination_obj_marker_01a=Target's Last Location
- assassination_obj_marker_02=Target
- assassination_obj_short_01=Locate Target
- assassination_obj_short_02=Eliminate Target
- assassination_title=~mission(Contractor|AssassinationTitle)
- 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.
- ATC_Area18=Area18 Landing Services
- ATC_Automated=Automated Landing Services
- ATC_CryAstro=Cry-Astro Vehicle Services
- ATC_GrimHEX=Green Imperial Landing Services
- ATC_Levski=Levski Landing Control
- ATC_Lorville=Lorville Landing Services
- ATC_Lorville_Gate01=Lorville Gate 01
- ATC_Lorville_Gate02=Lorville Gate 02
- ATC_Lorville_Gate03=Lorville Gate 03
- ATC_Lorville_Gate04=Lorville Gate 04
- ATC_Lorville_Gate05=Lorville Gate 05
- ATC_Lorville_Gate06=Lorville Gate 06
- ATC_OutpostArcCorp=ArcCorp Outpost Landing Service
- ATC_OutpostGeneric=Outpost Landing Control
- ATC_OutpostRayari=Rayari Outpost Landing Service
- ATC_OutpostShubin=Shubin Outpost Landing Control
- ATC_OutpostTerraMills=Terra Mills Outpost Landing Control
- ATC_PlatinumBay=Platinum Bay Landing Services
- ATC_PortOlisar=Port Olisar Landing Services
- ATC_RandR=R&R Landing Services
- Bacchus=Bacchus System
- Bacchus_AsteroidBelt1=Bacchus Belt Alpha
- Bacchus_AsteroidBelt1_Desc=Heavily mined by generations of Banu, this asteroid belt has become a junkyard over time.
- 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
- Bacchus_Flotilla=Bacchus Flotilla
- 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.
- Bacchus_JumpPoint_Garron=Bacchus - Garron Jump Point
- Bacchus_JumpPoint_Garron_Desc=This jump point connects Bachhus to the UEE controlled Garron system.
- Bacchus_JumpPoint_Geddon=Bacchus - Geddon Jump Point
- Bacchus_JumpPoint_Geddon_Desc=This jump point connects Bachhus to the Geddon system.
- Bacchus_Star1=Bacchus A
- Bacchus_Star1_Desc=A class-G main sequence star that is part of a binary pairing with Bacchus B.
- Bacchus_Star2=Bacchus B
- Bacchus_Star2_Desc=A class-K main sequence star that is part of a binary pairing with Bacchus B.
- Bacchus1=Bacchus I
- 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.
- Bacchus2=Bacchus II
- 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.
- Bacchus3=Bacchus III
- Bacchus3_Desc=A gas giant featuring dynamic swirling clouds and frequent electrical storms.
- BarMenu_beer_draft_01=Draft Beer 1
- BarMenu_beer_draft_02=Draft Beer 2
- BarMenu_beer_draft_03=Draft Beer 3
- BarMenu_beer_draft_04=Draft Beer 4
- BarMenu_beer_draft_05=Draft Beer 5
- BarMenu_beer_draft_06=Draft Beer 6
- BarMenu_beer_smoltz=Smoltz Beer
- BarMenu_Cognac=Cognac
- BarMenu_Gin=Gin
- BarMenu_Rum=Rum
- BarMenu_SubMenu_Beer=Beer
- BarMenu_SubMenu_Liquor=Liquor
- BarMenu_Tequila=Tequila
- BarMenu_Vodka=Vodka
- BarMenu_Whiskey=Whiskey
- Bartender_Convo_OrderBeer=Beer
- Bartender_Convo_OrderNothing=Nothing
- Bartender_Convo_OrderWhiskey=Whiskey
- Bartender_Greet=Hey, can I get a drink?
- basesweep_desc=~mission(Contractor|BaseSweepDescription)
- basesweep_from=~mission(Contractor|BaseSweepFrom)
- basesweep_obj_long_01=Clear the site of all hostiles.
- basesweep_obj_long_02=Go to ~mission(Location|Name).
- basesweep_obj_marker_01=Eliminate Hostiles
- basesweep_obj_short_01=Clear All Hostiles
- basesweep_obj_short_02=Go To ~mission(Location|Name)
- basesweep_obj_short_02a=Hostiles Remaining: ~mission(AI_Remaining)
- basesweep_obj_target=Target
- basesweep_title=~mission(Contractor|BaseSweepTitle)
- Battaglia_convo_followup_more_work=Got anything else for me?
- Battaglia_convo_shopping=Shopping.
- Battaglia_convo_visiting=Just visiting.
- Battaglia_convo_wanted_to_see_who_you_are=Just wanted to swing by and say hi.
- Battaglia_convo_will_come_back_later=Never mind, I'll come back later
- Battaglia_convo_work=Looking for work.
- BeaconDropoff_ObjectiveMarker=Beacon
- 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"
- 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"
- 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"
- 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"
- blacJac_bounty_title_001=Wanted by ArcCorp: ~mission(TargetName)
- blacJac_bounty_title_E=Wanted by ArcCorp: ~mission(TargetName) (CS2)
- blacJac_bounty_title_H=Wanted by ArcCorp: ~mission(TargetName) (CS4)
- blacJac_bounty_title_M=Wanted by ArcCorp: ~mission(TargetName) (CS3)
- blacJac_bounty_title_VE=Wanted by ArcCorp: ~mission(TargetName) (CS1)
- blacJac_bounty_title_VH=Wanted by ArcCorp: ~mission(TargetName) (CS5)
- 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.
- blacjac_danger_002=Knowing this area and the kind of people we're dealing with, my gut says head in expecting a fight.
- blacjac_danger_003=You'll be kicking a bit of a hornet's nest on this one, so be ready for heavy resistance.
- 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.
- 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.
- 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.
- 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"
- 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"
- 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"
- blacjac_destroyprobe_title_0001=Data Theft
- 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"
- 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"
- 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"
- blacjac_destroystash_title_001=Seize and Destroy Narcotics
- blacjac_from=BlacJac Security
- 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"
- 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"
- 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"
- blacjac_hackprevent_title_001=Data Breach In Progress
- 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"
- 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"
- 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"
- 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"
- blacjac_recoverspace_title_0001=Recover Stolen Items
- blacjac_timed_001=Make sure to pay attention to the clock. This contract has a strict deadline.
- blacjac_timed_002=I expect you to finish the job before the deadline. No exceptions.
- blacjac_timed_003=Note the contract's deadline. I expect you to wrap everything up beforehand.
- blackboxillegal_danger_0001=On a job like this, I wouldn't be surprised if you met some competition out there. Be ready.
- blackboxillegal_danger_0002=Keep your eye's open when you're out there. There could be some unfriendly types around.
- blackboxillegal_danger_0003=Might still be some trouble in the area, too. Make sure you stay sharp.
- 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.
- blackboxillegal_desc=~mission(Description)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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
- blackboxillegal_from=~mission(Contractor)
- blackboxillegal_obj_long_01=Go to the ~mission(Location) to grab the ~mission(Item).
- blackboxillegal_obj_long_02=Grab the ~mission(Item) from the wreck.
- blackboxillegal_obj_long_03=Deliver the ~mission(Item) to ~mission(Destination).
- blackboxillegal_obj_long_03a=Black Box
- blackboxillegal_obj_marker_01=Wreck Site
- blackboxillegal_obj_marker_03=Delivery Site
- blackboxillegal_obj_short_01=Go To Wreck Site
- blackboxillegal_obj_short_02=Grab the Black Box
- blackboxillegal_obj_short_03=Deliver the Black Box
- blackboxillegal_timed_0001=Word is that there are legal types closing in, so you gotta move quick.
- blackboxillegal_timed_0002=They're already starting to get some heat, so need you to move fast on this.
- blackboxillegal_timed_0003=Oh, and the sooner the better, okay?
- blackboxillegal_timed_0004=Gonna need this done on the quick, alright?
- blackboxillegal_title=~mission(Title)
- blackboxillegal_title_0001=Black Box Recovery
- blackboxillegal_title_0002=~mission(Item) snag
- blackboxillegal_title_0003=Erase a Problem
- blackboxillegal_title_0004=Bye Bye Black Box
- blackboxlegal_danger_0001=Whatever happened to the ~mission(Ship) might still be lurking in the area. Be careful.
- blackboxlegal_danger_0002=We don't know what or who caused this incident, so keep an eye out.
- blackboxlegal_danger_0003=You will be entering a known hazardous area, and are expected to keep your wits about you.
- blackboxlegal_danger_0004=Due to possible security concerns in the sector, caution during the retrieval process is advised.
- blackboxlegal_desc=~mission(Description)
- 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).
- 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)
- 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)
- 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)
- 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).
- 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.
- blackboxlegal_from=~mission(Contractor)
- blackboxlegal_location_0001=the remains
- blackboxlegal_location_0002=the last point of contact
- blackboxlegal_location_0003=the ~mission(Ship)'s last known position
- blackboxlegal_location_0004=the debris
- blackboxlegal_location_0005=the wreckage
- blackboxlegal_location_0006=the wreck site
- blackboxlegal_location_0007=the ~mission(Ship)'s debris
- blackboxlegal_location_0008=the ~mission(Ship)'s remains
- blackboxlegal_obj_long_01=Go to the ~mission(Ship) wreck to recover the ~mission(Item).
- blackboxlegal_obj_long_02=Recover the ~mission(Item) from the wreckage.
- blackboxlegal_obj_long_03=Deliver the ~mission(Item) to ~mission(Destination).
- blackboxlegal_obj_long_03a=Black Box
- blackboxlegal_obj_marker_01=Recovery Site
- blackboxlegal_obj_marker_03=Delivery Site
- blackboxlegal_obj_short_01=Go To Recovery Site
- blackboxlegal_obj_short_02=Recover the Black Box
- blackboxlegal_obj_short_03=Deliver the Black Box
- blackboxlegal_timed_0001=This was a very important client, and the company wants it handled quickly.
- blackboxlegal_timed_0002=Apparently, this is part of a larger investigation. ~mission(Contractor) need the flight data retrieved quickly.
- blackboxlegal_timed_0003=The client has paid for expedited service.
- blackboxlegal_timed_0004=~mission(Contractor) is eager to settle this matter as soon as possible and is requesting an expedited retrieval.
- blackboxlegal_title=~mission(Title)
- blackboxlegal_title_0001=Black Box Recovery
- blackboxlegal_title_0002=Recover ~mission(Item)
- blackboxlegal_title_0003=Retrieval Request (~mission(Item))
- blackboxlegal_title_0004=Retrieve Black Box
- boarders_890J_description=~mission(Contractor|Boarders890JDescription)
- boarders_890J_from=~mission(Contractor|Boarders890JFrom)
- boarders_890J_marker_02a=Hacking Terminal
- boarders_890J_obj_long_01=Travel to ~mission(Location) and locate the infiltrated 890 Jump.
- boarders_890J_obj_long_02=Clear all hostiles near and aboard the ship.
- boarders_890J_obj_marker_01=Boarded Vessel
- boarders_890J_obj_security1=Avoid inflicting friendly fire casualties to the Security Personnel.
- boarders_890J_obj_short_01=Travel to 890 Jump
- boarders_890J_obj_short_02=Clear All Hostiles: %ls
- boarders_890J_obj_short_security1=No Security Friendly Fire
- boarders_890J_subobj_long_02a=Bonus: Access the outlaw's hacking terminals to stop them from decrypting the data cores and transmitting the data.
- boarders_890J_subobj_short_02a=Halt Data Transmission: %ls
- boarders_890J_subobj_short_02b=Halt Data Transmission
- boarders_890J_title=~mission(Contractor|Boarders890JTitle)
- Boarding_Gate__Access_Denied=Access Denied
- Boarding_Gate_Access_Granted=Access Granted
- Boarding_Gate_Automatic_door=Automatic Door
- Boarding_Gate_Caution=Caution
- Boarding_Gate_Check_ID=please check your ID
- Boarding_Gate_Confidential=Confidential
- Boarding_Gate_Press_ID=Press ID To Screen
- Boarding_Gate_Proceed=Proceed through gate
- Boarding_Gate_Thank=Thank you
- Boarding_Gate_Title=Gate Screen
- Boarding_Gate_Try_Again=Try Again
- Boarding_Gate_Wait=wait for confirmation screen
- Boarding_Gate_Welcome=Welcome
- BoardingGate_Verifying=Verifying
- bounty_danger_0001=This is a high-class hitter, so expect a fight.
- bounty_danger_0002=Suspect has a history of violence. Use caution when approaching.
- bounty_danger_0003=This bounty has been flagged ultra, so exercise extreme caution.
- bounty_danger_0004=This is a high-risk contract.
- bounty_desc=~mission(Contractor|BountyDescription)
- 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.
- bounty_desc_0002=~mission(Contractor) is looking for an independent operator to find and neutralize ~mission(TargetName). ~mission(Timed) ~mission(BountyDanger)
- 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.
- 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)
- bounty_desc_0005=~mission(Contractor) has issued a bounty for ~mission(TargetName). ~mission(Timed) ~mission(BountyDanger)
- 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)
- 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)
- bounty_desc_Easy=~mission(Contractor|BountyEasyDescription)
- 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.
- 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.
- bounty_desc_Hard=~mission(Contractor|BountyHardDescription)
- bounty_desc_Medium=~mission(Contractor|BountyMediumDescription)
- bounty_from=~mission(Contractor|BountyFrom)
- bounty_from_first=Crusader Security
- bounty_from_first_Hurston=*DELETE THIS* Hurston Dynamics
- bounty_location_0001=Client will provide target's last known location.
- bounty_location_0002=If accepted, ~mission(Contractor) will provide relevant location data for ~mission(TargetName|Last).
- bounty_location_0003=Target was last seen at ~mission(Location).
- bounty_location_0004=All relevant location data will be provided upon acceptance of bounty.
- 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.
- bounty_obj_long_02=Find and neutralize ~mission(TargetName).
- bounty_obj_marker_01=~mission(TargetName)
- bounty_obj_marker_02=Neutralize
- bounty_obj_short_01=Locate Bounty
- bounty_obj_short_02=Neutralize the Bounty
- bounty_timed_0001=You will have a very specific window of opportunity. Take them down before they disappear again.
- bounty_timed_0002=Target will be aware of bounty, so you'll have to move fast.
- bounty_timed_0003=This contract comes with a timer clause.
- bounty_title=~mission(Contractor|BountyTitle)
- bounty_title_0001=Bounty Target
- bounty_title_0002=Wanted: ~mission(TargetName)
- bounty_title_0003=Bounty: ~mission(TargetName)
- bounty_title_0004=Bounty Issued: ~mission(TargetName)
- bounty_title_E=CS2 Bounty: ~mission(TargetName)
- bounty_title_Easy=~mission(Contractor|BountyEasyTitle)
- bounty_title_first=Bounty Collection Authorization Assessment
- bounty_title_H=CS4 Bounty: ~mission(TargetName)
- bounty_title_Hard=~mission(Contractor|BountyHardTitle)
- bounty_title_M=CS3 Bounty: ~mission(TargetName)
- bounty_title_Medium=~mission(Contractor|BountyMediumTitle)
- bounty_title_VE=CS1 Bounty: ~mission(TargetName)
- bounty_title_VH=CS5 Bounty: ~mission(TargetName)
- Cano=Cano System
- Cano_AsteroidBelt1=Cano Belt Alpha
- Cano_AsteroidBelt1_Desc=An asteroid belt that saw a significant amount of mining activity while terraforming companies were active on Carteyna. \n
- 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.
- Cano_JumpPoint_Davien=Cano - Davien Jump Point
- Cano_JumpPoint_Davien_Desc=This jump point connects Cano to the Davien system.
- Cano_JumpPoint_Pyro=Cano - Pyro Jump Point
- Cano_JumpPoint_Pyro_Desc=This jump point connects Cano to the unclaimed Pyro system.
- Cano_Star=Cano
- Cano_Star_Desc=A class-G main sequence star.
- Cano1=Cano I
- Cano1_Desc=This tidally locked mesoplanet rapidly orbits the central star.\n
- Cano2=Carteyna
- 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.
- Cano3=Cano III
- Cano3_Desc=Home to a small research station looking into terraforming smog planets.\n
- Cano4=Cano IV
- 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.
- Castra=Castra System
- 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
- Castra_JumpPoint_Hadrian=Castra - Hadrian Jump Point
- Castra_JumpPoint_Hadrian_Desc=This jump point connects Castra to the Hadrian system.
- Castra_JumpPoint_Nyx=Castra - Nyx Jump Point
- Castra_JumpPoint_Nyx_Desc=This jump point connects Castra to the unclaimed Nyx system.
- Castra_JumpPoint_Oso=Castra - Oso Jump Point
- Castra_JumpPoint_Oso_Desc=This jump point connects Castra to the Oso system which is protected by the Fair Chance Act.
- Castra_JumpPoint_Oya=Castra - Oya Jump Point
- Castra_JumpPoint_Oya_Desc=This jump point connects Castra to the Oya system.
- Castra_JumpPoint_Pyro=Castra - Pyro Jump Point
- Castra_JumpPoint_Pyro_Desc=This jump point connects Castra to the unclaimed Pyro system.
- Castra_Star=Castra
- Castra_Star_Desc=Castra
- Castra1=Castra I
- 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.'
- Castra2=Cascom
- 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.
- CBD_HATS=DO NOT USE ------ (CBD) MALE HATS (Add new lines for hats below here)
- CBD_ITEMS=DO NOT USE ------ (CBD) CBD -- MALE ITEMS
- CBD_JACKETS=DO NOT USE ------ (CBD) MALE JACKETS (Add new lines for jackets below here)
- CBD_SHIRTS=DO NOT USE ------ (CBD) MALE SHIRTS (Add new lines for shirts below here)
- cc_apostrophe=Apostrophe
- cc_backslash=Backslash
- cc_colon=Colon
- cc_comma=Comma
- cc_ConfirmMessage=A character will not be saved, to enter the universe the character must first be created.
- cc_equals=Equals
- cc_lbracket=Left Bracket
- cc_LeaveMessage=Changes will not be saved. Exit character customization?
- cc_minus=Minus
- cc_period=Period
- cc_rbracket=Right Bracket
- cc_RevertMessage=Are you sure you want to discard any changes and revert your character back to default settings?
- cc_SaveMessage=Are you sure you want to save these changes to your character?
- cc_semicolon=Semicolon
- cc_slash=Slash
- cc_underline=Underscore
- 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.
- ccdemo19_from=Tecia "Twitch" Pacheco
- 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
- ccdemo19_obj_long_02=Use fake microTech ID to gain access to the supply shuttle headed for the research facility.
- ccdemo19_obj_long_03=Access the secure server to make a copy of the program code.
- 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.
- ccdemo19_obj_long_05=Lose any security forces that may be following you.
- ccdemo19_obj_long_06=Deliver the code to Ruin Station.
- ccdemo19_obj_long_07=Get uniform.
- ccdemo19_obj_marker_01=Fake ID
- ccdemo19_obj_marker_02=Shuttle
- ccdemo19_obj_marker_03=Secure Server
- ccdemo19_obj_marker_04=Stash
- ccdemo19_obj_marker_05=Escape
- ccdemo19_obj_marker_06=Ruin Station
- ccdemo19_obj_short_01=Obtain Fake ID
- ccdemo19_obj_short_02=Board Shuttle
- ccdemo19_obj_short_03=Download Information
- ccdemo19_obj_short_04=Acquire Suit
- ccdemo19_obj_short_05=Escape Security
- ccdemo19_obj_short_06=Deliver to Ruin Station
- ccdemo19_obj_short_07=Obtain Uniform
- ccdemo19_title=A Little Job
- cdf_from=Civilian Defense Force
- 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.
- cdf_openbounty_title_001=A Call to Arms
- ChainedDeliveryModule_Display_001=Deliveries Made %ls
- ChainedDeliveryModule_Drop_Long_001=Deliver ~mission(Item1) to ~mission(Location2|Address).
- ChainedDeliveryModule_Drop_Long_002=Deliver ~mission(Item2) to ~mission(Location3|Address).
- ChainedDeliveryModule_Drop_Long_003=Deliver ~mission(Item3) to ~mission(Location1|Address).
- ChainedDeliveryModule_Drop_Short_001=Deliver To ~mission(Location2).
- ChainedDeliveryModule_Drop_Short_002=Deliver To ~mission(Location3).
- ChainedDeliveryModule_Drop_Short_003=Deliver To ~mission(Location1).
- ChainedDeliveryModule_Long_001=Pick up ~mission(Item1) from ~mission(Location1|Address).
- ChainedDeliveryModule_Long_002=Pick up ~mission(Item2) from ~mission(Location2|Address).
- ChainedDeliveryModule_Long_003=Pick up ~mission(Item3) from ~mission(Location3|Address).
- ChainedDeliveryModule_Main_Long_001=Deliver all packages along the multi-stop route.
- ChainedDeliveryModule_Main_Short_001=Deliver All Packages
- ChainedDeliveryModule_Short_001=Pick Up ~mission(Item1)
- ChainedDeliveryModule_Short_002=Pick Up ~mission(Item2)
- ChainedDeliveryModule_Short_003=Pick Up ~mission(Item3)
- chat_channel_not_found=The channel is currently unavailable.
- chat_channel_rename_channel=Rename
- chat_close_fail_command=You cannot close this tab.
- chat_comm_request_accepted=Request Accepted
- chat_comm_request_declined=Request Denied
- chat_command_action_invite=invite
- chat_command_action_kick=kick
- chat_command_action_leave=leave
- chat_command_action_me=me
- chat_command_contact_add=addcontact
- chat_command_contact_add_error=Error.
- chat_command_contact_add_not_found=Player not found.
- chat_command_contact_add_success=Player added to the contact list.
- chat_command_contact_add_usage=Usage: /addcontact (playername)
- chat_command_contact_remove=removecontact
- chat_command_contact_remove_error=Error.
- chat_command_contact_remove_not_found=Player not found.
- chat_command_contact_remove_success=Player removed from the contact list.
- chat_command_contact_remove_usage=Usage: /removecontact (playername)
- chat_command_help=help
- chat_command_help_emote_list=Emote List
- chat_command_ignore_add=addignore
- chat_command_ignore_add_error=Error.
- chat_command_ignore_add_not_found=Player not found.
- chat_command_ignore_add_success=Player added to the ignore list.
- chat_command_ignore_add_usage=Usage: /addignore (playername)
- chat_command_ignore_remove=removeignore
- chat_command_ignore_remove_error=Error.
- chat_command_ignore_remove_not_found=Player not found.
- chat_command_ignore_remove_success=Player removed from the ignore list.
- chat_command_ignore_remove_usage=Usage: /removeignore (playername)
- chat_command_ignore_show=showignore
- chat_command_ignore_show_output=Ignored players:
- chat_command_lobby=lobby
- chat_command_local=local
- chat_command_org=%S
- chat_command_party=party
- chat_command_party_disband=partydisband
- chat_command_party_invite=partyinvite
- chat_command_party_invite_error=Error.
- chat_command_party_invite_not_found=Player not found.
- chat_command_party_invite_sent=Party Invite sent to
- chat_command_party_invite_usage=Usage: /partyinvite (playername)
- chat_command_party_launch=partylaunch
- chat_command_party_leave=partyleave
- chat_command_party_set_leader=partysetleader
- chat_command_private_message=msg
- chat_command_tell=tell
- chat_command_tell_error=Error.
- chat_command_tell_not_found=Player not found.
- chat_command_tell_usage=Usage: /tell (playername)
- chat_command_unknown_command=Unknown command
- chat_contact_search_bar=SEARCH CONTACTS
- chat_context_menu_channel_close_tab=Close Tab
- chat_context_menu_channel_hide_message_indicator=Hide Unread Message Indicator
- chat_context_menu_channel_leave_tab=Leave Channel
- chat_context_menu_contact_add=Add Contact
- chat_context_menu_contact_block=Block Contact
- chat_context_menu_contact_remove=Remove Contact
- chat_context_menu_contact_unblock=Unblock Contact
- chat_context_menu_member_invite=Invite to Channel
- chat_context_menu_member_kick=Kick
- chat_context_menu_member_suggest_invite=Suggest Channel Invite
- chat_conversation_contextual_channel_title=Channel Members
- chat_conversation_contextual_invite_title=Contacts
- chat_conversation_non_owner_invite_button=Suggest Invitation
- chat_conversation_owner_invite_button=Invite
- chat_conversation_owner_kick_button=Remove from Channel
- chat_create_conversation_tab_tooltip=Create Conversation
- chat_create_filtered_tab_tooltip=Create Filtered
- chat_cycle_visor_channels=Press [TAB] to cycle input through available channels.
- chat_default_conversation_channel_name=
- chat_default_filtered_channel_name=DEFAULT
- chat_emote_acknowledge=acknowledge
- chat_emote_acknowledge_text=You nod.
- chat_emote_acknowledge_text_viewer=[PH] Hey, what's up?
- chat_emote_acknowledge1=acknowledge1
- chat_emote_acknowledge2=acknowledge2
- chat_emote_acknowledge3=acknowledge3
- chat_emote_agree=agree
- chat_emote_agree_text=You agree.
- chat_emote_agree1=agree1
- chat_emote_agree2=agree2
- chat_emote_agree3=agree3
- chat_emote_angry=angry
- chat_emote_angry_text=You've had enough.
- chat_emote_angry1=angry1
- chat_emote_angry2=angry2
- chat_emote_angry3=angry3
- chat_emote_asl_angry=asl_angry
- chat_emote_asl_angry_text=I'm so angry!
- chat_emote_asl_angry1=asl_angry1
- chat_emote_asl_blah=asl_blah
- chat_emote_asl_blah_text=Blah, blah, blah.
- chat_emote_asl_blah_text2=Blah, blah, blah.
- chat_emote_asl_blah1=asl_blah1
- chat_emote_asl_blah2=asl_blah2
- chat_emote_asl_bored=asl_bored
- chat_emote_asl_bored_text=I'm bored.
- chat_emote_asl_bored1=asl_bored1
- chat_emote_asl_bullshit=asl_bullshit
- chat_emote_asl_bullshit_text=Bullshit!
- chat_emote_asl_bullshit1=asl_bullshit1
- chat_emote_asl_canthear=asl_canthear
- chat_emote_asl_canthear_text=I can't hear you.
- chat_emote_asl_canthear1=asl_canthear1
- chat_emote_asl_exhausted=asl_exhausted
- chat_emote_asl_exhausted_text=I'm so exhausted.
- chat_emote_asl_exhausted1=asl_exhausted1
- chat_emote_asl_goodbye=asl_goodbye
- chat_emote_asl_goodbye_text=Goodbye!
- chat_emote_asl_goodbye1=asl_goodbye1
- chat_emote_asl_hello=asl_hello
- chat_emote_asl_hello_text=Hello.
- chat_emote_asl_hello1=asl_hello1
- chat_emote_asl_loveyou=asl_loveyou
- chat_emote_asl_loveyou_text=I love you.
- chat_emote_asl_loveyou1=asl_loveyou1
- chat_emote_asl_meetyou=asl_meetyou
- chat_emote_asl_meetyou_text=Nice to meet you.
- chat_emote_asl_meetyou1=asl_meetyou1
- chat_emote_asl_no=asl_no
- chat_emote_asl_no_text=No.
- chat_emote_asl_no_text2=NO!
- chat_emote_asl_no1=asl_no1
- chat_emote_asl_no2=asl_no2
- chat_emote_asl_sad=asl_sad
- chat_emote_asl_sad_text=I'm sad.
- chat_emote_asl_sad1=asl_sad1
- chat_emote_asl_sit_down=asl_sitdown
- chat_emote_asl_sit_down_text=Have a seat.
- chat_emote_asl_sit_down_text2=Sit down right now!
- chat_emote_asl_sit_down1=asl_sitdown1
- chat_emote_asl_sit_down2=asl_sitdown2
- chat_emote_asl_thanks=asl_thanks
- chat_emote_asl_thanks_text=Thank you!
- chat_emote_asl_thanks_text2=Thanks.
- chat_emote_asl_thanks1=asl_thanks1
- chat_emote_asl_thanks2=asl_thanks2
- chat_emote_asl_upset=asl_upset
- chat_emote_asl_upset_text=I'm so upset that I lost!
- chat_emote_asl_upset1=asl_upset1
- chat_emote_asl_yes=asl_yes
- chat_emote_asl_yes_text=Yes.
- chat_emote_asl_yes_text2=Yes, please.
- chat_emote_asl_yes1=asl_yes1
- chat_emote_asl_yes2=asl_yes2
- chat_emote_atease=atease
- chat_emote_atease_text=You settle in place.
- chat_emote_atease1=atease1
- chat_emote_atease2=atease2
- chat_emote_atease3=atease3
- chat_emote_attention=attention
- chat_emote_attention_text=Officer on deck!
- chat_emote_attention1=attention1
- chat_emote_blah=blah
- chat_emote_blah_text=You know exactly where this is heading.
- chat_emote_blah1=blah1
- chat_emote_blah2=blah2
- chat_emote_blah3=blah3
- chat_emote_bored=bored
- chat_emote_bored_text=You're bored.
- chat_emote_bored1=bored1
- chat_emote_bored2=bored2
- chat_emote_bow=bow
- chat_emote_bow_text=You bow deeply.
- chat_emote_bow1=bow1
- chat_emote_bow2=bow2
- chat_emote_bow3=bow3
- chat_emote_bow4=bow4
- chat_emote_bow5=bow5
- chat_emote_bow6=bow6
- chat_emote_burp=burp
- chat_emote_burp_text=You burp.
- chat_emote_burp1=burp1
- chat_emote_cheer=cheer
- chat_emote_cheer_text=You are very excited.
- chat_emote_cheer1=cheer1
- chat_emote_cheer2=cheer2
- chat_emote_cheer3=cheer3
- chat_emote_cheer4=cheer4
- chat_emote_cheer5=cheer5
- chat_emote_cheer6=cheer6
- chat_emote_cheer7=cheer7
- chat_emote_cheer8=cheer8
- chat_emote_chicken=chicken
- chat_emote_chicken_text=You cluck like a chicken.
- chat_emote_chicken1=chicken1
- chat_emote_clap=clap
- chat_emote_clap_text=You clap.
- chat_emote_clap1=clap1
- chat_emote_clap2=clap2
- chat_emote_clap3=clap3
- chat_emote_clap4=clap4
- chat_emote_clap5=clap5
- chat_emote_clap6=clap6
- chat_emote_clap7=clap7
- chat_emote_come=come
- chat_emote_come_text=You wave them over.
- chat_emote_come1=come1
- chat_emote_come2=come2
- chat_emote_come3=come3
- chat_emote_come4=come4
- chat_emote_comm=comm
- chat_emote_comm_text=Your comms are down.
- chat_emote_comm1=comm1
- chat_emote_cry=cry
- chat_emote_cry_text=You break down in tears.
- chat_emote_cry1=cry1
- chat_emote_cs_forward=forward
- chat_emote_cs_forward_text=Move up.
- chat_emote_cs_left=left
- chat_emote_cs_left_text=Go left.
- chat_emote_cs_no=no
- chat_emote_cs_no_text=No.
- chat_emote_cs_right=right
- chat_emote_cs_right_text=Go right.
- chat_emote_cs_stop=stop
- chat_emote_cs_stop_text=Stop.
- chat_emote_cs_stoptest=stoptest
- chat_emote_cs_yes=yes
- chat_emote_cs_yes_text=Yes.
- chat_emote_dance=dance
- chat_emote_dance_text=You feel the music.
- chat_emote_dance1=dance1
- chat_emote_dance2=dance2
- chat_emote_dance3=dance3
- chat_emote_dance4=dance4
- chat_emote_dance5=dance5
- chat_emote_dance6=dance6
- chat_emote_dance7=dance7
- chat_emote_dance8=dance8
- chat_emote_direct=direct
- chat_emote_direct_text=<span style="background-color: rgb(255, 204, 51);">[PH] Hey, come over here!</span>
- chat_emote_direct1=direct1
- chat_emote_direct2=direct2
- chat_emote_direct3=direct3
- chat_emote_disagree=disagree
- chat_emote_disagree_text=You disagree.
- chat_emote_disagree1=disagree1
- chat_emote_disagree2=disagree2
- chat_emote_disagree3=disagree3
- chat_emote_disappoint=facepalm
- chat_emote_disappoint_text=You are disappointed.
- chat_emote_disappoint1=facepalm1
- chat_emote_disappoint2=facepalm2
- chat_emote_disappoint3=facepalm3
- chat_emote_disbelief=disbelief
- chat_emote_disbelief_text=You can't believe it.
- chat_emote_disbelief1=disbelief1
- chat_emote_disbelief2=disbelief2
- chat_emote_disbelief3=disbelief3
- chat_emote_exercise=shadowbox
- chat_emote_exercise_text=You show off your moves.
- chat_emote_exercise1=shadowbox1
- chat_emote_exercise2=shadowbox2
- chat_emote_failure=failure
- chat_emote_failure_text=You lose your temper.
- chat_emote_failure1=failure1
- chat_emote_failure2=failure2
- chat_emote_failure3=failure3
- chat_emote_flex=flex
- chat_emote_flex_text=You show off your physique.
- chat_emote_flex1=flex1
- chat_emote_flex2=flex2
- chat_emote_flex3=flex3
- chat_emote_flirt=flirt
- chat_emote_flirt_text=You blow a kiss.
- chat_emote_flirt1=flirt1
- chat_emote_friendly=friendly
- chat_emote_friendly_text=<span style="background-color: rgb(255, 204, 51);">[PH] Don't you look sexy...</span>
- chat_emote_friendly1=friendly1
- chat_emote_friendly2=friendly2
- chat_emote_friendly3=friendly3
- chat_emote_gasp=gasp
- chat_emote_gasp_text=You stare in disbelief.
- chat_emote_gasp1=gasp1
- chat_emote_gasp2=gasp2
- chat_emote_gasp3=gasp3
- chat_emote_gasp4=gasp4
- chat_emote_gasp5=gasp5
- chat_emote_gloat=gloat
- chat_emote_gloat_text=You soak in the attention.
- chat_emote_gloat1=gloat1
- chat_emote_gloat2=gloat2
- chat_emote_gloat3=gloat3
- chat_emote_gloat4=gloat4
- chat_emote_greet=greet
- chat_emote_greet_text=You greet everyone.
- chat_emote_greet1=greet1
- chat_emote_greet2=greet2
- chat_emote_impatient=impatient
- chat_emote_impatient_text=You're getting impatient.
- chat_emote_impatient1=impatient1
- chat_emote_impatient2=impatient2
- chat_emote_impatient3=impatient3
- chat_emote_indifferent=indifferent
- chat_emote_indifferent_text=You don't really care.
- chat_emote_indifferent1=indifferent1
- chat_emote_indifferent2=indifferent2
- chat_emote_indifferent3=indifferent3
- chat_emote_laugh=laugh
- chat_emote_laugh_text=You think it's hysterical.
- chat_emote_laugh1=laugh1
- chat_emote_laugh2=laugh2
- chat_emote_laugh3=laugh3
- chat_emote_launch=launch
- chat_emote_launch_text=You confirm the launch.
- chat_emote_money=payme
- chat_emote_money_text=You demand payment.
- chat_emote_money1=payme1
- chat_emote_money2=payme2
- chat_emote_playful=quickdraw
- chat_emote_playful_text=You show your dueling skills.
- chat_emote_playful1=quickdraw1
- chat_emote_playful2=quickdraw2
- chat_emote_point=point
- chat_emote_point_text=You point something out.
- chat_emote_point1=point1
- chat_emote_point2=point2
- chat_emote_point3=point3
- chat_emote_point4=point4
- chat_emote_react=shieldeyes
- chat_emote_react_text=You shield your eyes.
- chat_emote_react1=shieldeyes1
- chat_emote_ready=ready
- chat_emote_ready_text=Ready for takeoff.
- chat_emote_relief=phew
- chat_emote_relief_text=You are relieved.
- chat_emote_relief1=phew1
- chat_emote_rude=rude
- chat_emote_rude_text=You aren't making friends.
- chat_emote_rude1=rude1
- chat_emote_rude2=rude2
- chat_emote_rude3=rude3
- chat_emote_rude4=rude4
- chat_emote_rude5=rude5
- chat_emote_rude6=rude6
- chat_emote_salute=salute
- chat_emote_salute_text=You salute.
- chat_emote_salute1=salute1
- chat_emote_salute2=salute2
- chat_emote_salute3=salute3
- chat_emote_salute4=salute4
- chat_emote_sit=sit
- chat_emote_sit_text=You sit down.
- chat_emote_sit1=sit1
- chat_emote_sit2=sit2
- chat_emote_sleep=sleep
- chat_emote_sleep_text=You settle in and get comfortable.
- chat_emote_sleep1=sleep1
- chat_emote_smell=smell
- chat_emote_smell_text=You smell something foul in the air.
- chat_emote_smell1=smell1
- chat_emote_smell2=smell2
- chat_emote_smell3=smell3
- chat_emote_suicide=suicide
- chat_emote_suicide_text=You've given up all hope.
- chat_emote_suicide1=suicide1
- chat_emote_surrender=surrender
- chat_emote_surrender_text=You surrender.
- chat_emote_surrender1=surrender1
- chat_emote_surrender2=surrender2
- chat_emote_surrender3=surrender3
- chat_emote_surrender4=surrender4
- chat_emote_taunt=taunt
- chat_emote_taunt_text=You dare them to attack.
- chat_emote_taunt1=taunt1
- chat_emote_taunt2=taunt2
- chat_emote_taunt3=taunt3
- chat_emote_threaten=threaten
- chat_emote_threaten_text=You're ready to throw down.
- chat_emote_threaten1=threaten1
- chat_emote_threaten2=threaten2
- chat_emote_threaten3=threaten3
- chat_emote_wait=wait
- chat_emote_wait_text=You wait patiently.
- chat_emote_wait1=wait1
- chat_emote_wait2=wait2
- chat_emote_wave=wave
- chat_emote_wave_text=You wave.
- chat_emote_wave1=wave1
- chat_emote_wave2=wave2
- chat_emote_whistle=whistle
- chat_emote_whistle_text=You whistle a tune.
- chat_emote_whistle1=whistle1
- chat_emote_whistle2=whistle2
- chat_filter_display_combat_info=Combat info
- chat_filter_display_emotes=Emotes
- chat_filter_display_game_messages=Game messages
- chat_filter_display_local=/Local
- chat_filter_display_looking_for_group=Looking for Group
- chat_filter_display_msg=/Msg
- chat_filter_display_npcs=NPCs
- chat_filter_display_org=/ORG
- chat_filter_display_party=/Party
- chat_global_server=Global Chat
- chat_handle_not_found=%S does not exist.
- chat_handle_not_in_convo=You are not in this conversation anymore.
- chat_help_btn_tooltip=Help
- chat_incoming_declined=%S declined the conversation invite.
- chat_incoming_invite=** %S has invited you to a private conversation. %ls %ls
- chat_incoming_invite_accepted=%S have accept the conversation invite.
- chat_incoming_invite_declined=%S have decline the conversation invite.
- chat_incoming_invite_notification=%S has been invite to the conversation.
- chat_incoming_invite_token_accept=ACCEPT
- chat_incoming_invite_token_decline=DECLINE
- chat_incoming_joined=%S joined the conversation.
- chat_incoming_kick=%S has been kicked by %S.
- chat_incoming_leave=%S left the conversation.
- 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>
- chat_label_commands=Commands
- chat_main_channel_name=MAIN
- chat_member_search_bar=SEARCH CHANNEL MEMBERS
- chat_message=%S
- chat_notification_btn_tooltip=Pending Invitations
- chat_option_btn_tooltip=Settings
- chat_option_display_unread_notification=Unread Messages Indicator
- chat_private_comm_list_empty=No Private Comm Request At The Moment
- chat_self_kick=You have been kicked from %ls by %S.
- chat_send=SEND
- chat_sender_handle=%S
- chat_settings_title=Settings
- chat_settings_title_filtered=Filtered Tab Settings
- chat_settings_title_general=Chat Settings
- chat_tab_new_convo_name=New Tab
- chat_unknown_command=The command (%S) is unknown.
- chat_unread_message_indicator=Display Unread Notification
- chat_user_from=From %S
- chat_user_offline=%S is offline.
- chat_user_to=To %S
- chat_yourself=You
- CitCon17_Lorville_QT=Lorville Gateway
- CitCon17_Lorville_QT_Desc=WIP
- citizencon16_homestead_stormwarning_constellation=ATMOSPHERIC CONDITIONS: UNSAFE
- CITY_LIGHTS_ITEMS=DO NOT USE ------ (CTL) CITY LIGHTS CLOTHING ITEMS -- MALE<font color="#660099"><i><b>\n</b></i></font>
- CITY_LIMITS_ITEMS=DO NOT USE ------ (CTL) CITY LIGHTS CLOTHING ITEMS -- FEMALE
- claimsweep_desc=~mission(Contractor|ClaimSweepDescription)
- claimsweep_from=~mission(Contractor|ClaimSweepFrom)
- claimsweep_obj_display_002=Sentries Destroyed: %ls
- claimsweep_obj_long_001=Go to ~mission(Location) and search the site.
- claimsweep_obj_long_002=Locate and destroy orbital sentries protecting ~mission(Location).
- claimsweep_obj_marker_001=~mission(Location)
- claimsweep_obj_marker_002=Orbital Sentry
- claimsweep_obj_marker_002a=Search Area
- claimsweep_obj_short_001=Go To ~mission(Location)
- claimsweep_obj_short_002=Locate & Destroy Sentries
- claimsweep_title=~mission(Contractor|ClaimSweepTitle)
- Clovis_Safe_WIP_Journal_Sub_Heading_Clue_01=Unable to open to safe door please send code
- Clovis_Safe_WIP_Journal_Sub_Heading_Clue_02=-FAILED TO SEND MESSAGE-\nThe code to open the safe is 459256
- Clovis_Safe_WIP_Journal_Title_Clue_01=Unable to Open Safe
- Clovis_Safe_WIP_Journal_Title_Clue_02=RE: Unable to Open Safe
- Clovis_Safe_WIP_Mission_Title_Text=Investigate Safe
- Clovis_Safe_WIP_Objective_001_Text_Short=Go to Safe Location
- Clovis_Safe_WIP_Objective_001a_Text_Short=Find Safe
- Clovis_Safe_WIP_Objective_002_Text_Short=Return Safe
- Clovis_Safe_WIP_Objective_003_Text_Long=Investigate the clues that could provide a code for unlocking the safe
- Clovis_Safe_WIP_Objective_003_Text_Short=Investigate Clues
- Clovis_Safe_WIP_Objective_003a_Text_Long=Find the second datapad for the safe's code
- Clovis_Safe_WIP_Objective_003a_Text_Short=Find the next datapad
- Clovis_Safe_WIP_Objective_004_Text_Long=Return to the safe and unlock the chest
- Clovis_Safe_WIP_Objective_004_Text_Short=Return to safe
- Clovis_Safe_WIP_Objective_005_Text_Long=Return the mission item to the admin
- Clovis_Safe_WIP_Objective_005_Text_Short=Return Mission Item
- Clovis_Safe_WIP_Objective-001_Text_Long=Go to the location of the missing safe
- Clovis_Safe_WIP_Objective-001a_Text_Long=Find and collect the safe
- Clovis_Safe_WIP_Objective-002_Text_Long=Return the safe to the admin
- Color_References=DO NOT USE ------ Adding Color Refs. (Although should probably be in Separate Category by itself so it can be reused.)
- 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.
- combatassist_from=Emergency Communication Network
- combatassist_obj_long_01=Travel to the emergency distress beacon and provide assistance.
- combatassist_obj_long_02=Protect civilian from hostiles.
- combatassist_obj_marker_01=ECN Alert
- combatassist_obj_marker_02=Protect
- combatassist_obj_short_01=Respond To ECN Alert
- combatassist_obj_short_02=Protect Civilian
- combatassist_obj_short_02a=Distress Beacon
- combatassist_title=ECN ALERT: Assistance Needed
- comm_ActivatingArray=Activating Array
- comm_ActivationBroadcast=Beginning ECN Broadcast
- comm_ActivationConnecting=Connecting Array to Hub
- comm_ActivationStatus=:: Activation Status ::
- comm_ActivationUplink=Establishing Uplink
- comm_array_array_window_title=Aciedo Comm Array
- comm_Array_ConnectionOffline=Uplink Offline
- comm_Array_ConnectionOnline=Uplink Online
- comm_Array_Deactivate=Disconnect Uplink
- comm_array_DeactivateConfirmation_001=Disconnecting the Uplink will disrupt communication
- comm_array_DeactivateConfirmation_002=and ECN services in the area.
- comm_array_DeactivateConfirmation_No=Cancel
- comm_array_DeactivateConfirmation_title=Warning:
- comm_array_DeactivateConfirmation_Yes=Proceed
- comm_Array_Loading=Authenticating Passkey...
- comm_Array_Login=Passkey Authorization
- comm_Array_LoginFailed=No Authorized Passkey Detected
- comm_Array_LoginSuccessful=Welcome Authorized Technician
- comm_Array_Logout=Logout
- comm_array_Reconnect=Reconnect Uplink
- comm_array_ReconnectingUplink=Reconnecting...
- comm_array_ReconnectSuccess=Uplink successfully reconnected. Services have been restored.
- comm_array_Status=Current Status:
- comm_array_status_window_title=Current Diagnostic Data
- comm_array_Title=Maintenance Control Panel
- comm_Array_Transition=Checking Comm Array Status...
- comm_array_uplink_offline=Network Uplink Offline
- comm_array_uplink_online=Network Uplink Online
- comm_ArrayDeactivated=Array Deactivated
- comm_ArrayNowOnline=Comm Array Is Now Online
- comm_ArrayOnline=Comm Array Online
- comm_ArrayStatus=:: Comm Array Status ::
- comm_BtnActivate=Activate Array
- comm_BtnCalibrate=Calibrate Array
- comm_BtnDeactivate=Deactivate Array
- comm_BtnDiagnostics=Diagnostics Report
- comm_BtnLogIn=- Log In -
- comm_BtnLogOff=Log Off
- comm_BtnSecurity=Security Protocols
- comm_BypassingPasskey=Bypassing Passkey
- comm_channel_Global=Open Comm Channel: Global
- comm_DeactivatingArray=Deactivating Array
- comm_DeactivationComplete=Deactivation Complete
- comm_DeactivationStatus=:: Deactivation Status ::
- comm_HackedBroadcast=eCN Br04Dk4Zt
- comm_HackedConnection=4RR4Y ]-[Ub c0nnekT|()]\[
- comm_HackedPower=4RR4Y P()w3r LEVe1
- comm_HackedStatus=:: Upl|nc ZT47us ::
- comm_HackProgress=H4cC Ign pr()gR3Ss
- comm_LabelBroadcast=ECN Broadcast
- comm_LabelConnection=Array Hub Connection
- comm_LabelDisconnecting=Disconnecting Array From Hub
- comm_LabelPower=Array Power Level
- comm_LabelPoweringDown=Powering Down Array
- comm_LabelTerminating=Terminating ECN Broadcast
- comm_MaintenanceTerminal=Maintenance Terminal
- comm_NoPasskey=No Passkey Detected
- comm_PasskeyAccepted=Passkey Accepted
- comm_PasskeyAccess=/// Authorized Passkey Access Only ///
- comm_PasskeyBypassed=Passkey Bypassed
- comm_PasskeyRequired=An authorized Passkey is required to access this terminal
- comm_UplinkHack=>\ vp11nk h4ck \<
- comm_UplinkHacked=//\ uplYNC ]-[4ck \\/
- comm_UplinkOffline=UPLINK OFFLINE
- comm_UplinkOnline=UPLINK ONLINE
- comm_UplinkStatus=:: Uplink Status ::
- comm_WelcomeTechnician=Welcome Aciedo Technician!
- CommArray_Activate=Activate
- CommArray_Deactivate=Deactivate
- CommArray_desc_001=Wip prevent the hack at ~mission(Location)
- CommArray_Hack=Hack
- commarray_hack_danger_0001=I wouldn't be surprised if some trouble showed up when all is said and done.
- commarray_hack_danger_0002=There are regular patrols of the area, so be ready just in case some unwanted visitors show up.
- 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.
- 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.
- commarray_hack_desc=~mission(Description)
- 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.
- 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.
- 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.
- 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.
- 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.
- commarray_hack_from=~mission(Contractor)
- commarray_hack_obj_display_02=Disable ~mission(MissionLocation)
- commarray_hack_obj_display_03=Monitor Cryptokey's Progress
- commarray_hack_obj_display_04=Ensure ~mission(MissionLocation) Stays Offline: %ls
- commarray_hack_obj_long_01=If you don't already have one, acquire a Cryptokey by visiting ~mission(Location) or purchasing one elsewhere.
- commarray_hack_obj_long_02=Disable uplink at ~mission(MissionLocation).
- commarray_hack_obj_long_03=Monitor cryptokey's progress to ensure the hack is successful.
- commarray_hack_obj_long_04=Ensure ~mission(MissionLocation) stays offline for the designated period.
- commarray_hack_obj_marker_01=Hack Site
- commarray_hack_obj_marker_02=Disable Uplink
- commarray_hack_obj_marker_03=Disable Uplink
- commarray_hack_obj_marker_04=Keep Array Offline
- commarray_hack_obj_short_01=Acquire Cryptokey
- commarray_hack_obj_short_02=Disable Comm Array Uplink
- commarray_hack_obj_short_03=Ensure Hack's Success
- commarray_hack_obj_short_04=Ensure ~mission(MissionLocation) Stays Offline
- commarray_hack_title=~mission(Title)
- commarray_hack_title_0001=Privacy Screen
- commarray_hack_title_0002=Array Hack Job
- commarray_hack_title_0003=Dis-Array
- commarray_hack_title_0004=Cover Needed
- commarray_hack_title_0005=Array Hack
- commarray_hack_title_0006=~mission(MissionLocation) Problem
- commarray_hack_title_0007=Lights Out
- CommArray_Login=Login
- CommArray_Logout=Logout
- CommArray_Repair=Repair
- commarray_repair_danger_0001=We've been getting reports that outlaws have been taking advantage of the outage, so be careful.
- commarray_repair_danger_0002=Proceed with caution as the sector will not have ECN until the connection is back online.
- 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.
- 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.
- 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.
- commarray_repair_desc=~mission(Description)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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.
- commarray_repair_from=~mission(Contractor)
- commarray_repair_obj_display_02=Restore Uplink at ~mission(Location)
- commarray_repair_obj_display_03=%ls to Leave Restricted Area
- commarray_repair_obj_long_01=Go to ~mission(Location) to repair uplink.
- commarray_repair_obj_long_02=Restore uplink at ~mission(Location).
- commarray_repair_obj_long_03=Once repairs are initiated, leave the Restricted Area or risk trespassing charges and forfeiting payment.
- commarray_repair_obj_marker_01=Repair Site
- commarray_repair_obj_marker_02=Restore Uplink
- commarray_repair_obj_short_01=Go To Repair Site
- commarray_repair_obj_short_02=Restore Comm Array Uplink
- commarray_repair_obj_short_03=Leave Restricted Area
- commarray_repair_title=~mission(Title)
- commarray_repair_title_0001=Repair ~mission(Location)
- commarray_repair_title_0002=Repair Technician Opportunity
- commarray_repair_title_0003=Skilled Technician Wanted
- commarray_repair_title_0004=Comm Repair
- commarray_repair_title_0005=Qualified Comm Tech Needed
- commarray_repair_title_0006=Comm Uplink Offline
- commarray_repair_title_0007=Disconnected Comm Array
- CommArray_title_001=Prevent hack at ~mission(Location)
- Commissary_Collect_001=wip collect your item
- Commissary_Dispense_001=wip dispense
- Commissary_Dispensing_001=wip dispensing
- Commissary_restocking_001=wip restocking
- comms_channel_disconnected=Comms Channel Disconnected: %S
- comms_channel_invited=Invited to Comms Channel: %S
- comms_channel_joined=Comms Channel Joined: %S
- comms_group_created=Created %s.
- comms_group_disbanded=The %s has been disbanded.
- comms_invite_accepted=%S has joined the %s.
- comms_invite_declined=%S has declined invitation to %s.
- comms_invite_received=%S has invited you to their %s.
- comms_invite_sent=%S invited to %s.
- comms_invite_sent_target=Target player invited to %s.
- comms_invite_timeout=The invitation you sent to %S has timed out.
- comms_leader_changed=%S is now %s leader.
- comms_local_player_joined=You have joined %S's %s.
- comms_local_player_joined_auto=You have joined %s.
- comms_local_player_kicked=You have been kicked from the %s.
- comms_local_player_left=You have left the %s.
- comms_member_kicked=%S has been kicked from the %s.
- comms_member_left=%S has left the %s.
- comms_suffix_group=group '%S'
- comms_suffix_party=party
- comms_suffix_ship_channel=channel '%S'
- comms_target_contact=Hail Target: %S
- Community_Service_Desc=Remove all the trash from the area
- Community_Service_Desc_Long=Trash removed %Is
- Community_Service_Title=Clean up the streets
- confirmkill_danger_0001=Of course, if the bastard is still alive then ... well, let's just say you should go in ready for anything.
- confirmkill_danger_0002=Watch your back when you're digging around. They say violence makes more violence.
- 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.
- confirmkill_danger_0004=One piece of advice, there's likely to be vultures circling the area. Make sure you're prepared for anything.
- confirmkill_desc=~mission(Description)
- 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)
- 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?
- 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)
- 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)
- 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)
- 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.
- 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.
- confirmkill_from=~mission(Contractor)
- confirmkill_location_0001=the ship's remains
- confirmkill_location_0002=the last point of contact
- confirmkill_location_0003=~mission(TargetName|NickOrFirst)'s last known position
- confirmkill_location_0004=the wreckage
- confirmkill_location_0005=the wreck site
- confirmkill_location_0006=the derelict
- confirmkill_obj_long_01=Visit ~mission(Location) to locate ~mission(TargetName).
- confirmkill_obj_long_02=Locate ~mission(Role) ~mission(TargetName|Last) and confirm they're dead.
- confirmkill_obj_long_02a=Confirm
- confirmkill_obj_marker_01=Wreck Site
- confirmkill_obj_short_01=Go To Wreck Site
- confirmkill_obj_short_02=Locate Corpse
- 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.
- 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.
- confirmkill_timed_0003=Everyone's real eager to have this settled as fast as possible, so see what you can do.
- confirmkill_timed_0004=Even the thought of ~mission(TargetName|Last) still breathing has everyone on edge. Take care of this ASAP.
- confirmkill_title=~mission(Title)
- confirmkill_title_0001=Ghost Hunter
- confirmkill_title_0002=Obituary
- confirmkill_title_0003=True or False
- confirmkill_title_0004=You See Dead People?
- confirmkill_title_0005=Confirmation Needed
- confirmkill_title_0006=Final Goodbye
- confirmkill_title_0007=Last Steps
- 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. **
- 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. **
- 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. **
- 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. **
- constantine_recoverysafe_title_001=Recovery Contract
- constantine_recoverysafe_title_002=Secure Retrieval
- constantine_recoverysafe_title_003=Vault Extraction
- constantine_recoverysafe_title_004=Safe Retrieval
- contract_desc=~mission(Description)
- contract_from=~mission(Contractor)
- contract_timed=~mission(Contractor|Timed)
- contract_title=~mission(Title)
- covalex_chaindelivery_desc_001=\nGreetings,\n\n~mission(Contractor|Reaction)\n\nFor this next contract, to help expedite shipping, our super-smart data technicians coordinated the following multi-stop route:\n1. Pick up ~mission(Item1) from ~mission(Location1|Address) and deliver it to ~mission(Location2|Address). \n2. Pick up ~mission(Item2) from ~mission(Location2|Address) and deliver it to ~mission(Location3|Address). \n3. Pick up ~mission(Item3) from ~mission(Location3|Address) and deliver it to ~mission(Location1|Address). \n\nThis should really make the most out of your travel time! \n\nPayment will be issued for each successful delivery, with a bonus paid with the completion of the entire route.\n\n~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.
- covalex_chaindelivery_title_001=Multi-Stop Delivery Route
- 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!
- 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.'
- 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!
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- covalex_delivery_title_001=Delivery Pilot for Covalex
- covalex_delivery_title_intro=Independent Cargo Pilot Needed
- 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!
- 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.
- covalex_holiday_003=I think that if we all work together, we can help make this holiday one of the best!
- 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.
- covalex_holiday_005=You know, even with how busy it gets, this is still my favorite time of the year!
- 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.
- covalex_holidaydelivery_title_001=Holiday Delivery
- Covalex_LogIn=LOG_IN\nREQUIRED
- Covalex_LogInText=PLACE FINGERS ON KEYPAD\nFOR VERIFICATION SCAN
- Covalex_Messages=NEW\nMESSAGES\nPENDING
- 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!
- 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.
- 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!
- 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.
- 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!
- 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!
- 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.
- 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!
- 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!
- 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!
- 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?
- 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."
- 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.
- 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.
- 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!
- 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?
- Covalex_SignOff_001=Thanks in advance for ensuring prompt service,
- Covalex_SignOff_002=Good luck out there!
- Covalex_SignOff_003=Talk to you soon,
- Covalex_SignOff_004=And as the poster on my wall says, 'Bee Safe, Honey!'
- Covalex_SignOff_005=Can't wait to hear how everything goes,
- Covalex_SignOff_006=Have a good one,
- Covalex_SignOff_007=Happy travels and fly safe!
- Covalex_SignOff_008=I'm rooting for you. Make me proud!
- 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.
- Covalex_Timed_002=There is a tight deadline on this contract, so be sure to keep an eye on the clock.
- Covalex_Timed_003=Plus, we need everything wrapped up by a specific deadline. Got to keep the customers happy!
- Covalex_Timed_004=This will be a 'Rush Priority' job. That means that we can't afford any delays.
- Covalex_Timed_005=The customer requested 'Rush Priority' so you will have to keep a close eye on the time while you're working.
- CovalexIC_Courier=[COURIER] Covalex Independent Contractors
- CovalexIC_Data=[DATA] Covalex Independent Contractors
- CovalexIC_Haulage=[HAULAGE] Covalex Independent Contractors
- CovalexIC_LightGoods=[LIGHT GOODS] Covalex Independent Contractors
- covalexrand_desc=~mission(Description)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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).
- covalexrand_from=~mission(Owner)
- covalexrand_MissionUI_LocateCrate=Locate ~mission(Owner)'s Package
- covalexrand_obj_long_01=Go to Covalex Station Gundo.
- covalexrand_obj_long_02=Find and pick up package.
- covalexrand_obj_long_03=Deliver package to ~mission(Destination).
- covalexrand_obj_short_01=Go To Covalex
- covalexrand_obj_short_02=Collect Package
- covalexrand_obj_short_03=Deliver Package
- covalexrand_obj_short_03a=Package
- 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.
- 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.
- covalexrand_reference_0003=Elaine Ward mentioned that you might be a good person to help with this.
- 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.
- 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.
- covalexrand_timed_0001=This whole thing has been taking so long, it'd be great to get this wrapped up as fast as possible.
- 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.
- covalexrand_timed_0003=This delivery was urgent before the delay and now it's more so. Need it delivered yesterday.
- 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.
- covalexrand_title=~mission(Title)
- covalexrand_title_0001=Frustrated with Covalex
- covalexrand_title_0002=Complete Delivery Order
- covalexrand_title_0003=Finish Covalex Delivery
- covalexrand_title_0004=Need My Package Found
- covalexrand_title_0005=Waiting On My Package
- covalexspec_015=
- covalexspec_contractor_0001=Anya Sugari
- covalexspec_contractor_0002=Ed Biollo
- covalexspec_contractor_0003=Thrace Pinter
- covalexspec_contractor_0004=Gloria Theolone
- covalexspec_contractor_0005=Sam Besser
- covalexspec_contractor_0006=Baylor Ward
- covalexspec_desc=~mission(Description)
- 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
- 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
- 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
- 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
- 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)?
- 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
- covalexspec_from=~mission(Contractor)
- covalexspec_MissionUI_BoxNumber_104=Box #104
- covalexspec_MissionUI_BoxNumber_156=Box #156
- covalexspec_MissionUI_BoxNumber_173=Box #173
- covalexspec_MissionUI_BoxNumber_249=Box #249
- covalexspec_MissionUI_BoxNumber_510=Box #510
- covalexspec_MissionUI_BoxNumber_964=Box #964
- covalexspec_MissionUI_LocateCrate=Locate ~mission(Owner)'s Personal Effects (~mission(BoxNumber))
- covalexspec_MissionUI_TravelTo=Travel to Covalex
- covalexspec_obj_long_01=Locate ~mission(Owner)'s personal effects at Covalex Station Gundo.
- covalexspec_obj_long_02=Deliver personal effects to ~mission(Destination).
- covalexspec_obj_short_01=Locate Personal Effects
- covalexspec_obj_short_02=Deliver Personal Effects
- covalexspec_obj_short_02a=Personal Effects
- covalexspec_owner_0001=Scott Hammell
- covalexspec_owner_0002=Ross Biollo
- covalexspec_owner_0003=Kyomi Santos
- covalexspec_owner_0004=Nico Theolone
- covalexspec_owner_0005=Claudia Besser
- covalexspec_owner_0006=Darnell Ward
- covalexspec_title=~mission(Title)
- covalexspec_title_0001=Personal Effects
- covalexspec_title_0002=Help Me Get My Stuff Back
- covalexspec_title_0003=Unexpected Inheritance
- covalexspec_title_0004=A Mother's Plea
- covalexspec_title_0005=Looking for Closure
- covalexspec_title_0006=My Dad's Stuff
- criminal_assassination_Danger_Hard_001=Criminal Danger Hard placeholder text
- criminal_assassination_desc_Hard_001=Criminal Title Intro Description placeholder ~mission(Danger) (Contractor|AssassinationHardTimed)
- criminal_assassination_Timed_Hard_001=Criminal Timed Hard placeholder text
- criminal_assassination_title_Hard_001=Criminal Title Intro placeholder
- criminal_database_accessrecords=Access Records
- criminal_database_Confim=Are you sure you want to dismiss all current criminal charges?
- criminal_database_crime=Temp Infraction
- criminal_database_Expunging=Processing Request...
- criminal_database_expungment=Reason for Charge Dismissal
- criminal_database_filesadjusted=Updating CrimeStat...
- criminal_database_infraction_date_001=Received
- criminal_database_infraction_jurisdiction=Jurisdiction
- criminal_database_infraction_name_001=Charge
- criminal_database_loading=Authenticating Passkey...
- criminal_database_locatingfiles=Locating Requested Records...
- criminal_database_login=Passkey Authorization
- criminal_database_loginFailed=No Authorized Passkey Detected
- criminal_database_loginsuccessful=Welcome Security Personnel
- criminal_database_logout=Logout
- criminal_database_playername=temp player name
- criminal_database_purgeall=Dismiss All Charges
- criminal_database_purgerecord=Dismiss
- criminal_database_reason_001=Diplomatic Immunity
- criminal_database_reason_002=Extenuating Circumstances
- criminal_database_reason_003=Mental Incompetence / Medical Exemption
- criminal_database_reason_004=Procedural Issues / Wrongful Arrest
- criminal_database_reason_005=Prosecutorial Discretion
- criminal_database_reason_006=Settlement Reached / Plea Bargain
- criminal_database_Record_001=Record Holder ID:
- criminal_database_record_002=View Record
- 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.
- criminal_database_revoked_name=Attention: Access Revoked
- criminal_database_Title=Imperial Criminal Database
- criminal_database_updatesuccess=Database Update Complete
- Criminal_Steal_Danger_Easy_001=Criminal Easy Danger Placeholder text
- Criminal_Steal_Danger_Medium_001=Criminal Medium Danger Placeholder text
- Criminal_Steal_Easy_Desc_001=Criminal Easy Description Placeholder text ~mission(Danger) (Contractor|StealEasyTimed)
- Criminal_Steal_Easy_Title_001=Criminal Easy Title Placeholder text
- Criminal_Steal_Medium_Desc_001=Criminal Medium Description Placeholder text ~mission(Danger) (Contractor|StealMediumTimed)
- Criminal_Steal_Medium_Title_001=Criminal Medium Title Placeholder text
- Criminal_Steal_Timed_Easy_001=Criminal Easy Timed Placeholder text
- Criminal_Steal_Timed_Medium_001=Criminal Medium Timed Placeholder text
- cruind_bounty_danger_0001=*DELETE THIS* This is a high-class hitter, so expect a fight.
- cruind_bounty_danger_0002=*DELETE THIS* Suspect has a history of violence. Use caution when approaching.
- cruind_bounty_danger_0003=*DELETE THIS* This bounty has been flagged ultra, so exercise extreme caution.
- cruind_bounty_danger_0004=*DELETE THIS* This is a high-risk contract.
- cruind_bounty_desc=*DELETE THIS* ~mission(Description)
- 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.
- 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.
- cruind_bounty_from=*DELETE THIS* ~mission(Contractor)
- cruind_bounty_from_first=*DELETE THIS* Crusader Security
- cruind_bounty_location_0001=*DELETE THIS* Client will provide target's last known location.
- cruind_bounty_location_0002=*DELETE THIS* If accepted, ~mission(Contractor) will provide relevant location data for ~mission(TargetName|Last).
- cruind_bounty_location_0003=*DELETE THIS* Target was last seen at Grim HEX.
- cruind_bounty_location_0004=*DELETE THIS* All relevant location data will be provided upon acceptance of bounty.
- cruind_bounty_timed_0001=*DELETE THIS* You will have a very specific window of opportunity. Take them down before they disappear again.
- cruind_bounty_timed_0002=*DELETE THIS* Target will be aware of bounty, so you'll have to move fast.
- cruind_bounty_timed_0003=*DELETE THIS* This contract comes with a timer clause.
- cruind_bounty_title=*DELETE THIS* ~mission(Title)
- cruind_bounty_title_0001=*DELETE THIS* Bounty Target
- cruind_bounty_title_0002=*DELETE THIS* Wanted: ~mission(TargetName)
- cruind_bounty_title_0003=*DELETE THIS* Bounty: ~mission(TargetName)
- cruind_bounty_title_0004=*DELETE THIS* Bounty Issued: ~mission(TargetName)
- Crus_HistMarker_From=Crusader Historical Society
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Crus_HistMarker_Text_17=On this site in 2906, Darnell Ajay built the first permanent homestead on Daymar.
- Crus_HistMarker_Text_18=On this site in 2906, Phillip Xu built the first permanent homestead on Cellin.
- Crus_HistMarker_Text_19=On this site in 2907, Wilma Ivery built the first permanent homestead on Yela.
- 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.
- Crus_HistMarker_Text_21=Here on October 2nd, 2904, Chad Fawley ended the first successful solo, circumnavigation of Cellin in a ground vehicle.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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."
- 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.
- 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.
- 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.
- Crus_HistMarker_Title_01=Birthplace of Vortex Thorson
- Crus_HistMarker_Title_02=Creation of Ceprozin
- Crus_HistMarker_Title_03=The First Terraberry
- Crus_HistMarker_Title_04=The Rescue of Bastien Nemitz
- Crus_HistMarker_Title_05=Nakamura Valley Shelter
- Crus_HistMarker_Title_06=Kosso Basin
- Crus_HistMarker_Title_07=Aston Ridge
- Crus_HistMarker_Title_08=Wolf Point
- Crus_HistMarker_Title_09=Dunlow Ridge
- Crus_HistMarker_Title_10=Eager Flats
- Crus_HistMarker_Title_11=Tamdon Plains
- Crus_HistMarker_Title_12=Mogote Marmalade
- Crus_HistMarker_Title_13=Ashburn Channel
- Crus_HistMarker_Title_14=Flanagan's Pass
- Crus_HistMarker_Title_15=Julep Ravine
- Crus_HistMarker_Title_16=Lakedra's Lap
- Crus_HistMarker_Title_17=Darnell Ajay Homestead
- Crus_HistMarker_Title_18=Phillip Xu Homestead
- Crus_HistMarker_Title_19=Wilma Ivery Homestead
- Crus_HistMarker_Title_20=Tremaine's Last Stand
- Crus_HistMarker_Title_21=Fawley's Journey
- Crus_HistMarker_Title_22=Rescue of Esther Hurston
- Crus_HistMarker_Title_23=Goodbye Geyser
- Crus_HistMarker_Title_24=Daymar in Bloom
- Crus_HistMarker_Title_25=Erma Triolo Birthplace
- Crus_HistMarker_Title_26=Alatorres Forward Operating Base
- Crus_HistMarker_Title_27=Hurston Hotline
- Crus_HistMarker_Title_28=Cellin's Peak
- Crus_HistMarker_Title_29=Daymar's Run
- Crus_HistMarker_Title_30=Yela's Plain
- Crus_HistMarker_Title_31=Engler Observation Station
- Crus_HistMarker_Title_32=Imperator Costigan on Cellin
- Crus_HistMarker_Title_33=Borisov's Herd
- Crus_HistMarker_Title_34=Sonny's Sham
- Crus_HistMarker_Title_35=Lover's Ledge
- Crus_HistMarker_Title_36=The Franklin Flip
- Crus_HistMarker_Title_37=Meiko Norwood Memorial
- Crus_HistMarker_Title_38=Looking for Lost Treasure
- Crus_HistMarker_Title_39=The Starman's Farewell
- Crus_HistMarker_Title_40=Bruce's Bounty
- Crus_HistMarker_Title_41=Cuadrado Tragedy
- Crus_HistMarker_Title_42=Bountiful Harvest
- Crus_HistMarker_Title_43=Silverton Campsite
- Crus_HistMarker_Title_44=Ghost Rocks
- Crus_HistMarker_Title_45=Slim Chance Rally
- Crus_HistMarker_Title_46=Crusader Landing Test Site
- 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!
- crus_markerhunt_from=Crusader Historical Society
- crus_markerhunt_obj_long_01=Find all the Historical Markers on Cellin. ~mission(Cellin)
- crus_markerhunt_obj_long_02=Find all the Historical Markers on Daymar. ~mission(Daymar)
- crus_markerhunt_obj_long_03=Find all the Historical Markers on Yela. ~mission(Yela)
- crus_markerhunt_obj_short_01=Historical Marker Found
- crus_markerhunt_title=Vistas Worth Visiting Contest!
- 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.
- crus_scavhunt_from=Incredifun Adventures
- crus_scavhunt_obj_long_01=Solve all ten scavenger hunt clues and visit the appropriate Crusader Historical Society markers before time runs out.
- crus_scavhunt_obj_short_01=Scavenger Hunt Clue Solved
- crus_scavhunt_title=Crusader Moons Scavenger Hunt
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- crusader_bounty_title_001=Bounty Issued For ~mission(TargetName)
- crusader_bounty_title_E=Bounty Issued For ~mission(TargetName) (CS2)
- crusader_bounty_title_first=Bounty Collection Authorization Assessment
- crusader_bounty_title_H=Bounty Issued For ~mission(TargetName) (CS4)
- crusader_bounty_title_M=Bounty Issued For ~mission(TargetName) (CS3)
- crusader_bounty_title_VE=Bounty Issued For ~mission(TargetName) (CS1)
- crusader_bounty_title_VH=Bounty Issued For ~mission(TargetName) (CS5)
- crusader_danger_001=Our best intel indicates that you should expect to encounter extreme hostilities while completing this contract. Plan accordingly.
- 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.
- crusader_danger_003=I should warn you that it is very likely that you will face armed resistance. Be ready.
- 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.
- 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.
- 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.
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- crusader_destroyprobe_title_0001=Unauthorized Surveillance Detected
- Crusader_from=Crusader Security
- 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
- 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
- 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
- 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
- crusader_hackprevent_title_001=Secure Data Network
- crusader_recover_Danger_Easy_001=Crusader Security Danger Recover Easy placeholder
- crusader_recover_Danger_Hard_001=Crusader Security Danger Recover Hard placeholder
- crusader_recover_Danger_Intro_001=Crusader Security Danger Recover Intro placeholder
- crusader_recover_Danger_Medium_001=Crusader Security Danger Recover Medium placeholder
- crusader_recover_desc_Easy_001=Crusader Security Steal Easy Description placeholder ~mission(Danger) ~mission(Contractor|RecoverIntroTimed)
- crusader_recover_desc_Hard_001=Crusader Security Steal Hard Description placeholder ~mission(Danger) ~mission(Contractor|RecoverIntroTimed)
- crusader_recover_desc_intro_001=Crusader Security Steal Intro Description placeholder ~mission(Danger) ~mission(Contractor|RecoverIntroTimed)
- crusader_recover_desc_Medium_001=Crusader Security Steal Medium Description placeholder ~mission(Danger) ~mission(Contractor|RecoverIntroTimed)
- crusader_recover_Timed_Easy_001=Crusader Security Timed Recover Easy placeholder
- crusader_recover_Timed_Hard_001=Crusader Security Timed Recover Hard placeholder
- crusader_recover_Timed_Intro_001=Crusader Security Timed Recover Intro placeholder
- crusader_recover_Timed_Medium_001=Crusader Security Timed Recover Medium placeholder
- crusader_recover_title_Easy_001=Crusader Security Danger Recover Easy placeholder
- crusader_recover_title_Hard_001=Crusader Security Danger Recover Hard placeholder
- crusader_recover_title_intro_001=Crusader Security Danger Recover Intro placeholder
- crusader_recover_title_Medium_001=Crusader Security Danger Recover Medium placeholder
- 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
- 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
- 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
- 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
- crusader_recoverspace_title_0001=Larceny Restitution
- 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
- 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
- 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
- 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
- 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
- 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
- crusader_sectorsweep_title_001=Eliminate ~mission(Client) Nest
- crusader_sectorsweep_title_danger_high_001=Mercenary Force To Retake Territory
- crusader_timed_001=Please note as well that there is a strict deadline for completing your work.
- crusader_timed_002=Also, be mindful of the given deadline. We need everything wrapped up by then.
- crusader_timed_003=There is a strict deadline on this one. Try and see that you get the job done before then, okay?
- CThing_LocateObject=Find the pad
- CThing_logofstuff=This is the log of stuff
- CThing_Mission_Desc=Release ~mission(NameSave1)\nRelease ~mission(NameSave2)
- CThing_Mission_Obj_1=WIP - Go to location
- CThing_Mission_Obj_2_Long=WIP - Eliminate Security Forces
- CThing_Mission_Obj_2_Short=Security: %Is
- CThing_Mission_Obj_3_Long=Take care of them...
- CThing_Mission_Obj_3_Short=Tubes: %Is
- CThing_Mission_Title=WIP leak no no
- CTL_GLOVES=DO NOT USE ------ (CTL) GLOVES (Add new lines for gloves below here)
- CTL_HATS=DO NOT USE ------ (CTL) HATS (Add new lines for hats below here)
- CTL_JACKETS=DO NOT USE ------ (CTL) JACKETS (Add new lines for jackets below here)
- CTL_PANTS=DO NOT USE ------ (CTL) PANTS (Add new lines for pants below here)
- CTL_SHIRTS=DO NOT USE ------ (CTL) SHIRTS (Add new lines for shirts below here)
- CTL_SHOES=DO NOT USE ------ (CTL) SHOES (Add new lines for shoes below here)
- CuriousMonument=Curious Monument
- CurrentLoadout=Current Loadout
- Darneely_Convo_Mission=I'm looking for work.
- Darneely_Convo_Scrap=I've got some scrap to sell.
- DataDownload_From=~mission(Contractor)
- DataDownload_Mission_Waypoint=WIP Counterfeit Stations.
- 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.
- DataDownload_Mobi_Title=WIP Counterfeit Stations.
- DataDownload_Obj_LongDescription=Defeat the guards and steal from the counterfeit stations.
- DataDownload_Obj_Pool=29900 / 29900
- DataDownload_Obj_ShortDescription=Steal from the counterfeit stations.
- DataDownload_Screen_Shutdown=Shutdown
- DataDownload_Screen_Status_01=Generating
- DataDownload_Screen_Status_02=Downloading
- DataDownload_Screen_Withdraw=Withdraw
- Datapad_TextTest=Dont...\nLeak...\nThis...\nMission...\nPlz...
- Debug_Text_Bounty_Intro_Desc=*WIP* Bounty Intro Description
- Debug_Text_Bounty_Intro_Title=*WIP* Bounty Intro Title
- Debug_Text_Collect=*WIP* Collect
- Debug_Text_Destroy=*WIP* Destroy
- Debug_Text_DestroyCargo_Description=*WIP* Destroy Cargo Description
- Debug_Text_DestroyCargo_Objective_01_Long=*WIP* Go to the location where the communication device was spotted
- Debug_Text_DestroyCargo_Objective_01_Short=*WIP* Go to Location
- Debug_Text_DestroyCargo_Objective_02_Long=*WIP* Destroy the communication device to prevent any more encoded messages to pass through
- Debug_Text_DestroyCargo_Objective_02_Marker=*WIP* Communication Device
- Debug_Text_DestroyCargo_Objective_02_Short=*WIP* Destroy the device
- Debug_Text_DestroyCargo_Title=*WIP* Destroy Cargo Title
- Debug_Text_DropOff=*WIP* Drop off
- Debug_Text_EnterVehicle=*WIP* Enter Vehicle
- Debug_Text_GoTo=*WIP* Go to
- Debug_Text_Interact=*WIP* Interact
- Debug_Text_Investigate=*WIP* Investigate
- Debug_Text_Mission_Title_001=*WIP* Retrieve Stolen Cargo
- Debug_Text_Mission_Title_002=*WIP* Find Missing Rover
- Debug_Text_PickUp=*WIP* Pick up
- Debug_Text_PlantExplosives_Desc=*WIP* Plant Explosives Description
- Debug_Text_PlantExplosives_Obj_01_Long=*WIP* Head over to the outpost and collect the explosive devices
- Debug_Text_PlantExplosives_Obj_01_Marker=*WIP* Collect Explosive
- Debug_Text_PlantExplosives_Obj_01_Short=*WIP* Head to Outpost
- Debug_Text_PlantExplosives_Obj_02_Long=*WIP* Take the explosives to Covalex Shipping Hub to plant them inside.
- Debug_Text_PlantExplosives_Obj_02_Short=*WIP* Go To Covalex
- Debug_Text_PlantExplosives_Obj_03_Long=*WIP* Place the explosive at the location marked in the station
- Debug_Text_PlantExplosives_Obj_03_Short=*WIP* Place Explosive
- Debug_Text_PlantExplosives_Title=*WIP* Plant Explosives Title
- Debug_Text_Protect=*WIP* Protect
- Debug_Text_RemoveExplosives_Desc=*WIP* Remove Explosives Description
- Debug_Text_RemoveExplosives_Obj_01_Long=*WIP* Head over to Covalex where there has been reports of explosives planted within the cargo
- Debug_Text_RemoveExplosives_Obj_01_Short=*WIP* Head to Covalex
- 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
- Debug_Text_RemoveExplosives_Obj_02_Short=*WIP* Locate and remove explosive cargo
- Debug_Text_RemoveExplosives_Title=*WIP* Remove Explosives Title
- Debug_Text_Talk=*WIP* Talk
- Delamar=Delamar
- 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.
- Delamar_Levski=Levski
- 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.
- DelantyWIP_024=~mission(TitleDescription|Title)
- DelantyWIP_025=~mission(TitleDescription|Description)
- Delivery_DeepSpace=Deep Space Delivery
- delivery_description=~mission(Contractor|DeliveryDescription)
- delivery_from=~mission(Contractor|DeliveryFrom)
- delivery_generic_dropoff_obj_display_01=Deliver ~mission(Item) to ~mission(Destination)
- delivery_generic_dropoff_obj_long_01=Deliver ~mission(Item) to ~mission(Destination).
- delivery_generic_dropoff_obj_marker_01=Delivery Drop Off
- delivery_generic_dropoff_obj_short_01=Deliver To ~mission(Destination).
- delivery_generic_pickup_obj_display_01=Pick Up ~mission(Item) From ~mission(Location)
- delivery_generic_pickup_obj_long_01=Pick up the ~mission(Item) from ~mission(Location).
- delivery_generic_pickup_obj_marker_01=Pick Up
- delivery_generic_pickup_obj_marker_03=~mission(Item)
- delivery_generic_pickup_obj_short_01=Pick Up ~mission(Item)
- delivery_holiday_description=~mission(Contractor|DeliveryHolidayDescription)
- delivery_holiday_title=~mission(Contractor|DeliveryHolidayTitle)
- Delivery_Interplanetary=Interplanetary Delivery
- Delivery_Interstellar=Interstellar Delivery
- Delivery_Local=Local Delivery
- delivery_obj_long_01=Go to ~mission(Location) to pick up shipment.
- delivery_obj_long_02=Pick up the shipment.
- delivery_obj_long_03=Deliver shipment to ~mission(Destination).
- delivery_obj_marker_01=Pickup Site
- delivery_obj_marker_02=Shipment
- delivery_obj_marker_03=Delivery Drop Off
- delivery_obj_short_01=Go To Pickup Site
- delivery_obj_short_02=Pick Up Shipment
- delivery_obj_short_03=Deliver Shipment
- Delivery_Tag_Courier=Courier
- Delivery_Tag_Data=Data
- Delivery_Tag_Haulage=Haulage
- Delivery_Tag_LightGoods=Light Goods
- delivery_title=~mission(Contractor|DeliveryTitle)
- 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.
- 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.
- deploypiggyback_danger_0003=Make sure you stay sharpish. People might be gunning for you if they figure out what you are up to.
- 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.
- deploypiggyback_danger_0005=Definitely bring some guns too.
- deploypiggyback_desc=~mission(Description)
- 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)
- 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)
- 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.
- 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.
- 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)
- 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)
- deploypiggyback_from=~mission(Contractor)
- deploypiggyback_obj_long_01=Go to ~mission(Location) to pick up ~mission(Item).
- deploypiggyback_obj_long_02=Pick up the ~mission(Item).
- deploypiggyback_obj_long_03=Go to ~mission(Destination) to deploy the ~mission(Item).
- deploypiggyback_obj_long_04=Deploy and active the ~mission(Item).
- deploypiggyback_obj_marker_01=Pickup Site
- deploypiggyback_obj_marker_03=Deploy Site
- deploypiggyback_obj_short_01=Go to Pickup Site
- deploypiggyback_obj_short_02=Pick Up the Piggyback
- deploypiggyback_obj_short_03=Go To Deploy Site
- deploypiggyback_obj_short_04=Deploy the Piggyback
- deploypiggyback_obj_short_04a=Piggyback
- deploypiggyback_title=~mission(Title)
- deploypiggyback_title_0001=Lend Me An Ear
- deploypiggyback_title_0002=Intel Gathering
- deploypiggyback_title_0003=Piggyback Ride
- deploypiggyback_title_0004=Dropping Some Eaves
- deploypiggyback_title_0005=Whispers
- deploypiggyback_title_0006=Deploy Piggyback
- deployprobe_danger_0001=Please note, the ~mission(Contractor) is not liable for any hostile contacts you may encounter during the duration of this contract.
- deployprobe_danger_0002=Unfortunately, the deployment area has been known to be frequented by hostiles. Extreme caution is advised.
- 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.
- deployprobe_danger_0004=We have been advised by local security that outlaws have been known to operate in the vicinity. Please use caution.
- deployprobe_desc=~mission(Contractor|DeployProbeDescription)
- 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)
- 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)
- 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.
- 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)
- deployprobe_from=~mission(Contractor)
- deployprobe_obj_long_01=Go to ~mission(Location) to pick up ~mission(Item).
- deployprobe_obj_long_02=Pick up the ~mission(Item).
- deployprobe_obj_long_03=Go to ~mission(Destination) to deploy the ~mission(Item).
- deployprobe_obj_long_04=Deploy and activate the ~mission(Item).
- deployprobe_obj_long_05=Defend the ~mission(Item) and prevent the enemies from destroying it - WIP
- deployprobe_obj_marker_01=Pickup Site
- deployprobe_obj_marker_01a=Speak to Admin Clerk - WIP
- deployprobe_obj_marker_01b=Collect - WIP
- deployprobe_obj_marker_03=Deploy Site
- deployprobe_obj_short_01=Go To Pick Up Site
- deployprobe_obj_short_02=Pick Up the Probe
- deployprobe_obj_short_03=Go To Deploy Site
- deployprobe_obj_short_04=Deploy the Probe
- deployprobe_obj_short_04a=Probe
- deployprobe_obj_short_05=Defend the ~mission(Item)
- deployprobe_title=~mission(Contractor|DeployProbeTitle)
- deployprobe_title_0001=Research Assistance
- deployprobe_title_0002=Probe Deployment
- deployprobe_title_0003=Research Scan Help
- deployprobe_title_0004=Collect and Deploy Probe
- 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?
- Derelict_CleanUp_from=Stanton Experience Tours, Ltd.
- Derelict_CleanUp_Marker=Derelict
- Derelict_CleanUp_Objective_01=Get to the derelict
- Derelict_CleanUp_Objective_02=Neutralize threats
- Derelict_CleanUp_title=Derelict "preparation" required
- destroyblade_desc=~mission(Contractor|DestroyBladeDescription)
- destroyblade_from=~mission(Contractor|DestroyBladeFrom)
- destroyblade_marker_01=~mission(Item)
- destroyblade_marker_obj_01=Potential Decryption Site
- destroyblade_marker_subobj_01=Last Known Location
- destroyblade_obj_long_01=Destroy the ~mission(Item) to prevent it from being decrypted.
- destroyblade_obj_short_01=Destroy Prototype
- destroyblade_obj_time=Upload Time Remaining: %ls
- destroyblade_obj_time_dest=Self Destruct Time Remaining: %ls
- destroyblade_subobj_long_01=Travel to ~mission(Location) and attempt to locate the Prototype.
- destroyblade_subobj_long_02=Restart the satellite's internal control system to track the ~mission(Item).
- destroyblade_subobj_long_03=Stop the ~mission(Item) from being decrypted.
- destroyblade_subobj_marker_01=~mission(Location)
- destroyblade_subobj_marker_02=Restart Satellite
- destroyblade_subobj_marker_03=Destroy Prototype
- destroyblade_subobj_short_01=Travel to ~mission(Location)
- destroyblade_subobj_short_02=Restart Satellite's Internal System
- destroyblade_subobj_short_03=Stop Decryption
- destroyblade_title=~mission(Contractor|DestroyBladeTitle)
- 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
- DestroyDebris_From_001=Some Guy
- DestroyDebris_Objective_Long_001=Go to the known location of the satellite falling to the planet
- DestroyDebris_Objective_Long_002=Destroy the satellite before it hits the surface
- DestroyDebris_Objective_Short_001=Go to Satellite location
- DestroyDebris_Objective_Short_002=Destroy Satellite
- DestroyDebris_Title_001=Destroy Satellite Debris
- DestroyObj_Text_Long=Go and Rendevous at Port Olisar Station
- DestroyObj_Text_Marker=Rendevouz
- DestroyObj_Text_Short=Rendezvous At Olisar
- destroyprobe_desc=~mission(Contractor|DestroyProbeDescription)
- destroyprobe_from=~mission(Contractor|DestroyProbeFrom)
- destroyprobe_illegal_UI=Skimmers Destroyed %ls
- destroyprobe_illegal_UI_Timer=Upload in %ls
- destroyprobe_legal_UI=Monitors Destroyed %ls
- destroyprobe_obj_long_01=Go to where the ~mission(Contractor|DestroyProbeAmount) gather data at ~mission(Location).
- destroyprobe_obj_long_02=Scan the area and destroy the ~mission(Contractor|DestroyProbeAmount) before any data finishes transferring.
- destroyprobe_obj_marker_01=Monitor
- destroyprobe_obj_marker_01a=Destroy
- destroyprobe_obj_marker_02=Uploading Data
- destroyprobe_obj_short_01=Go To ~mission(Location)
- destroyprobe_obj_short_02=Destroy All Monitors Before Upload
- destroyprobe_probe_0001=PDC Monitor
- destroyprobe_probe_0002=two monitors
- destroyprobe_probe_0003=three monitors
- destroyprobe_probe_0004=four monitors
- destroyprobe_probe_0005=five monitors
- destroyprobe_probe_0006=six monitors
- destroyprobe_probe_0007=seven monitors
- destroyprobe_probe_0008=eight monitors
- destroyprobe_probe_0009=nine monitors
- destroyprobe_probe_0010=ten monitors
- destroyprobe_title=~mission(Contractor|DestroyProbeTitle)
- destroyprobeillegal_danger_0001=You might run into resistance on this. Security really don't like these things taken offline.
- destroyprobeillegal_danger_0002=If I were you, I'd approach cautiously. You never know who else might be out there.
- destroyprobeillegal_danger_0003=Just a head's up, sometimes they post up some security to guard these things. So bring a gun... or five.
- destroyprobeillegal_danger_0004=There's a chance you'll run into trouble, but that's part of the fun, right?
- destroyprobeillegal_danger_0005=Watch your back, though. Security gets all worked up when these things get messed with.
- destroyprobeillegal_desc=~mission(Contractor|DestroyProbeDescription)
- 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)
- 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)
- 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.
- 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)
- 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)
- 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.
- destroyprobeillegal_from=~mission(Contractor)
- destroyprobeillegal_marker_02a=Skimmer
- destroyprobeillegal_obj_long_01=Go to ~mission(Location) where ~mission(Contractor|DestroyProbeAmount) are gathering data.
- destroyprobeillegal_obj_long_02=Scan the area to locate and destroy the ~mission(Contractor|DestroyProbeAmount) before they can transfer their data.
- destroyprobeillegal_obj_long_02a=Destroy the data skimmer.
- destroyprobeillegal_obj_marker_01=Destroy Skimmers
- destroyprobeillegal_obj_short_01=Go To ~mission(Location)
- destroyprobeillegal_obj_short_02=Scan To Locate & Destroy Skimmers
- destroyprobeillegal_obj_short_02a=Destroy Skimmer
- destroyprobeillegal_probe_0001=a data skimmer
- destroyprobeillegal_probe_0002=two data skimmers
- destroyprobeillegal_probe_0003=three data skimmers
- destroyprobeillegal_probe_0004=four data skimmers
- destroyprobeillegal_probe_0005=five data skimmers
- destroyprobeillegal_probe_0006=six data skimmers
- destroyprobeillegal_probe_0007=seven data skimmers
- destroyprobeillegal_probe_0008=eight data skimmers
- destroyprobeillegal_probe_0009=nine data skimmers
- destroyprobeillegal_probe_0010=ten data skimmers
- destroyprobeillegal_timed_0001=No one's pulling any other jobs until you complete this gig, so get it done as soon as possible.
- destroyprobeillegal_timed_0002=The clock's ticking on this one.
- destroyprobeillegal_timed_0003=Finish this fast, but don't be dumb about it. Got it?
- destroyprobeillegal_timed_0004=Really need someone to do this. Like now.
- destroyprobeillegal_timed_0005=This one can't wait. Bump it to the top of your list.
- destroyprobeillegal_title=~mission(Contractor|DestroyProbeTitle)
- destroyprobeillegal_title_0001=Sound of Silence
- destroyprobeillegal_title_0002=Wire Cutter
- destroyprobeillegal_title_0003=Peeping Toms
- destroyprobeillegal_title_0004=Deaf & Dumb
- destroyprobeillegal_title_0005=Blackout
- destroyprobelegal_danger_0001=There's a good chance that whoever's responsible might be in the area, so be careful.
- destroyprobelegal_danger_0002=Intel suggests that the outlaws will come after anyone who messes with their property, so be prepared.
- destroyprobelegal_danger_0003=This contract has a high risk of combat, so plan accordingly.
- destroyprobelegal_danger_0004=Chance of hostile contact is very high.
- destroyprobelegal_danger_0005=You should expect hostile resistance when you're out there.
- destroyprobelegal_desc=~mission(Contractor|DestroyProbeDescription)
- 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.
- 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)
- 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)
- 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)
- 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)
- 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)
- destroyprobelegal_from=~mission(Contractor)
- destroyprobelegal_informant_0001=a good citizen
- destroyprobelegal_informant_0002=an anonymous source
- destroyprobelegal_informant_0003=a local informant
- destroyprobelegal_informant_0004=one of our CI's
- destroyprobelegal_marker_02a=Monitor
- destroyprobelegal_obj_long_01=Go to ~mission(Location) where outlaws are gathering data with ~mission(Contractor|DestroyProbeAmount).
- destroyprobelegal_obj_long_02=Scan the area to locate and destroy ~mission(Contractor|DestroyProbeAmount) before they can transfer their data.
- destroyprobelegal_obj_long_02_Timer=Destroy before data upload %ls
- destroyprobelegal_obj_long_02a=Destroy the PDC Monitor.
- destroyprobelegal_obj_marker_01=Destroy Monitors
- destroyprobelegal_obj_short_01=Go To ~mission(Location)
- destroyprobelegal_obj_short_02=Destroy All Monitors Before Upload
- destroyprobelegal_obj_short_02a=Destroy Monitor
- destroyprobelegal_probe_0001=a PDC Monitor
- destroyprobelegal_probe_0002=two monitors
- destroyprobelegal_probe_0003=three monitors
- destroyprobelegal_probe_0004=four monitors
- destroyprobelegal_probe_0005=five monitors
- destroyprobelegal_probe_0006=six monitors
- destroyprobelegal_probe_0007=seven monitors
- destroyprobelegal_probe_0008=eight monitors
- destroyprobelegal_probe_0009=nine monitors
- destroyprobelegal_probe_0010=ten monitors
- destroyprobelegal_timed_0001=This is priority contract so you'll need to resolve this quickly.
- destroyprobelegal_timed_0002=The higher-ups are desperate to get this problem resolved. You'll need to move quickly on this.
- destroyprobelegal_timed_0003=Every second these things are active it puts people in danger, so if accepted, you'll be working on a clock.
- destroyprobelegal_timed_0004=Make sure you're schedule's free. This has to be handled now.
- destroyprobelegal_timed_0005=Time is of the essence, so move quickly.
- destroyprobelegal_title=~mission(Contractor|DestroyProbeTitle)
- destroyprobelegal_title_0001=Security Threat
- destroyprobelegal_title_0002=Unauthorized Surveillance
- destroyprobelegal_title_0003=Combat Pilots Needed
- destroyprobelegal_title_0004=Search and Destroy
- destroyprobelegal_title_0005=Local Security Threat
- destroystash_desc=~mission(Contractor|DestroyStashDescription)
- destroystash_from=~mission(Contractor|DestroyStashFrom)
- destroystash_obj_long_01=Destroy entirity of the llegal narcotics stash stored at ~mission(UGFDestination).
- destroystash_obj_marker_01=Narcotics
- destroystash_obj_short_01=Destroy Narcotics
- destroystash_remaining_objective=Remaining Narcotics: %ls
- destroystash_subobj_long_01=Travel to ~mission(UGFDestination) and locate narcotics stash.
- destroystash_subobj_marker_01=Stash
- destroystash_subobj_short_01=Go To Stash
- destroystash_title=~mission(Contractor|DestroyStashTitle)
- dfm_ac_ctc_EnemyBase=Enemy Base
- dfm_ac_ctc_EnemyCore=Enemy Core
- dfm_ac_ctc_HomeBase=Home Base
- dfm_ac_ctc_HomeCore=Home Core
- dfm_ac_tut_button00=[DEBUG] When on foot push [~action(player|xi_movey)] in the direction you wish to walk.<b></b>
- 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)]
- dfm_ac_ui_AutoJoinWarning_param_param=Automatically joining the match in %i %s
- dfm_ac_ui_BusyButton=NOT READY
- dfm_ac_ui_BusyTooltip=You are READY
- dfm_ac_ui_ButtonBack=RETURN
- dfm_ac_ui_ButtonQuit=EXIT MENU
- dfm_ac_ui_canceled_by_host_message=Match canceled by host
- dfm_ac_ui_canceled_by_service_message=Match canceled by service
- dfm_ac_ui_ChatMessageHost= is now the host
- dfm_ac_ui_ChatMessageJoin= has joined the lobby.
- dfm_ac_ui_ChatMessageKick= has been kicked from the lobby.
- dfm_ac_ui_ChatMessageLeft= has left the lobby.
- dfm_ac_ui_ConnectionPopUpButtonBackward=CANCEL
- dfm_ac_ui_ConnectionPopUpButtonForward=JOIN
- dfm_ac_ui_DomainMatchTypeButtonBack=RETURN
- dfm_ac_ui_DomainMatchTypeButtonDesc1=Fly a custom mission with your friends or with thousands of potential friends and foes connected via Aciedo CommRelay.
- dfm_ac_ui_DomainMatchTypeButtonDesc2=Hone your skills versus cutting-edge drone programs.
- dfm_ac_ui_DomainMatchTypeButtonDesc3=Report for Flight Training in this Original Systems training module
- dfm_ac_ui_DomainMatchTypeButtonExit=EXIT SIM
- dfm_ac_ui_DomainMatchTypeButtonText1=SPECTRUM MATCH
- dfm_ac_ui_DomainMatchTypeButtonText2=DRONE SIM
- dfm_ac_ui_DomainMatchTypeButtonText3=BASIC FLIGHT TRAINING
- dfm_ac_ui_DomainMatchTypeScreenDesc=Welcome to Arena Commander. Choose below to connect with other pilots or battle drone opponents.
- dfm_ac_ui_DomainMatchTypescreenDescription=Choose below to connect with other pilots or battle drone opponents.
- dfm_ac_ui_DomainMatchTypeScreenName=ARENA COMMANDER
- dfm_ac_ui_DroneSimMatchSetupButtonBack=RETURN
- dfm_ac_ui_DroneSimMatchSetupButtonStart=LAUNCH
- dfm_ac_ui_DroneSimMatchSetupScreenDesc=Set your mission parameters and get fighting, pilot.
- dfm_ac_ui_DroneSimMatchSetupScreenName=DRONE SIM MAIN MENU
- dfm_ac_ui_DroneSimMatchSetupSettingsLabel=Game Settings
- dfm_ac_ui_EALoadingAnimName=_ARENACMDR.EAP
- dfm_ac_ui_ExitPopUpButtonBack=CANCEL
- dfm_ac_ui_ExitPopUpButtonForward=YES
- dfm_ac_ui_ExitPopUpDesc=ARE YOU SURE YOU WANT TO EXIT?
- dfm_ac_ui_GameModeDesc_Multiplayer=Various online game modes with up to 16 pilots.
- dfm_ac_ui_GameModeDesc_Private=Custom and private unranked matches.
- dfm_ac_ui_GameModeDesc_Singleplayer=Offline play to practice your dogfighting and racing skills.
- dfm_ac_ui_GameSelectionButtonDesc1=Play Arena Commander
- dfm_ac_ui_GameSelectionButtonDesc2=Play Star Marine
- dfm_ac_ui_GameSelectionButtonText1=ARENA COMMANDER
- dfm_ac_ui_GameSelectionButtonText2=STAR MARINE
- dfm_ac_ui_GameSelectionScreenDesc=Select a game
- dfm_ac_ui_GameSelectionScreenName=GAME SELECTION
- dfm_ac_ui_JoinPopUpButtonBack=CANCEL
- dfm_ac_ui_JoinPopUpButtonForward=JOIN
- dfm_ac_ui_JoinPopUpDesc0=Enter match ID
- dfm_ac_ui_JoinPopUpDesc1=Enter lobby ID
- dfm_ac_ui_JoinPopUpStatusInvalid=Lobby ID invalid, try again
- dfm_ac_ui_JoinPopUpStatusValid=Lobby ID valid
- dfm_ac_ui_JoinPopUpStatusValidating=Validating the entered lobby ID
- dfm_ac_ui_JoinPopUpText0=MATCH ID
- dfm_ac_ui_JoinPopUpText1=LOBBY ID
- dfm_ac_ui_LoadingScreenMatchId=MATCH ID
- dfm_ac_ui_loadoutButtonText=Customize
- 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?
- dfm_ac_ui_lobby_error_ClientInvalidShip=You do not have a valid ship selected
- dfm_ac_ui_lobby_error_FailedPartyAuthorization=Party token was not recognized
- dfm_ac_ui_lobby_error_FailedPartyCreate=Failed to create a party
- dfm_ac_ui_lobby_error_FailedPlayerCreate=Failed to create the client player
- dfm_ac_ui_lobby_error_FailedToCreateParty=Failed to create a party
- dfm_ac_ui_lobby_error_FailedToJoinParty=Failed to join party
- dfm_ac_ui_lobby_error_format=LOBBY ERROR - %s (CODE %i)\n%s
- dfm_ac_ui_lobby_error_InvalidGameServerSettings=Invalid game server settings
- dfm_ac_ui_lobby_error_InvalidPlayerHandle=Invalid player handle
- dfm_ac_ui_lobby_error_NoShipAvailable=No flyable ship is available
- dfm_ac_ui_lobby_error_PartyDoesNotExist=The party does not exist
- dfm_ac_ui_lobby_error_PlayerCountTooHigh=Your lobby contains too many players to enter a ranked match. Reduce to 4 or fewer.
- dfm_ac_ui_lobby_error_PlayerCountTooLow=There are not enough players in the lobby
- dfm_ac_ui_lobby_error_PlayerInvalidShip=Player %S does not have a valid ship selected
- dfm_ac_ui_lobby_error_PlayerInvalidShips=Some players do not have a valid ship selected
- dfm_ac_ui_lobby_error_PlayerLacksMapPermission=Player %S does not have the required map permission
- dfm_ac_ui_lobby_error_PlayerLacksMissionTypePermission=Player %S does not have the required mission type permission
- dfm_ac_ui_lobby_error_PlayerLacksPermission=Player %S does not have the permissions to participate in this mode & map combination
- dfm_ac_ui_lobby_error_PlayerMissingShip=Player %S does not have a ship selected
- dfm_ac_ui_lobby_error_PlayerMissingShips=Some players do not have a ship selected
- dfm_ac_ui_lobby_error_PlayerNotReady=Player %S is not ready
- dfm_ac_ui_lobby_error_PlayersLackMapPermission=Some players do not have the required map permission
- dfm_ac_ui_lobby_error_PlayersLackMissionTypePermission=Some players do not have the required mission type permission
- dfm_ac_ui_lobby_error_PlayersLackPermission=Some players do not have the permissions to participate in this mode & map combination
- dfm_ac_ui_lobby_error_PlayersNotReady=Some players are not ready
- dfm_ac_ui_lobby_error_sub_type=Service Response
- dfm_ac_ui_lobby_error_TeamEmpty=Team %i is empty
- dfm_ac_ui_lobby_error_timeout=A response was never received from the host
- dfm_ac_ui_lobby_error_UnknownRequest=Unknown request received
- dfm_ac_ui_LobbyInvite=INVITE
- dfm_ac_ui_LobbyKickPlayer=KICK PLAYER
- dfm_ac_ui_LobbyTeamChange=SWITCH TEAM
- 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.
- dfm_ac_ui_MapDescCrusader=Crusader
- dfm_ac_ui_MapDescDogfightTest=Special map for Dogfight Testing
- 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.
- dfm_ac_ui_MapDescDyingStar1=Learn how to perform a fully-manual vertical take-off in hangar, the most challenging type there is.
- dfm_ac_ui_MapDescDyingStar2=Learn how to perform some basic maneuvers.
- dfm_ac_ui_MapDescDyingStar3=Gain the basic knowledge needed to survive a dogfight.
- dfm_ac_ui_MapDescDyingStar4=Learn how to land your ship manually as well as how to interact with your ship's systems.
- dfm_ac_ui_MapDescDyingStar5=Learn more advanced flight maneuvers in this high speed race through an asteroid field.
- dfm_ac_ui_MapDescDyingStar6=You'll need to use all your training to survive this surprise encounter.
- 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.
- 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.
- 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.
- 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.
- dfm_ac_ui_MapNameBrokenMoon=Broken Moon
- dfm_ac_ui_MapNameCrusader=Crusader
- dfm_ac_ui_MapNameDeffordLink=Defford Link
- dfm_ac_ui_MapNameDogfightTest=Dogfight Test
- dfm_ac_ui_MapNameDyingStar=Dying Star
- dfm_ac_ui_MapNameDyingStar0=First-Person Movement
- dfm_ac_ui_MapNameDyingStar1=Take-Off
- dfm_ac_ui_MapNameDyingStar2=Basic Maneuvers
- dfm_ac_ui_MapNameDyingStar3=Basic Combat
- dfm_ac_ui_MapNameDyingStar4=Landing
- dfm_ac_ui_MapNameDyingStar5=Advanced Maneuvers
- dfm_ac_ui_MapNameDyingStar6=Advanced Combat
- dfm_ac_ui_MapNameNewHorizonSpeedway=New Horizon Speedway
- dfm_ac_ui_MapNameNewHorizonSpeedway0=Old Vanderval (New Horizon Speedway)
- dfm_ac_ui_MapNameNewHorizonSpeedway1=Rikkord Memorial Raceway (New Horizon Speedway)
- dfm_ac_ui_MapNameNewHorizonSpeedway2=Defford Link (New Horizon Speedway)
- dfm_ac_ui_MapNameOldVanderval=Old Vanderval
- dfm_ac_ui_MapNameRikkordMemorial=Rikkord Memorial Raceway
- dfm_ac_ui_match_not_found_message=No match found
- dfm_ac_ui_MatchId_param=: Match ID %S
- dfm_ac_ui_MessageConnecting=Trying to connect to the game host
- dfm_ac_ui_MessageConnectionFail=Could not connect to the game host
- dfm_ac_ui_MessageInvalid=Invalid
- dfm_ac_ui_MessageJoinFail=Private join failed, check match ID
- dfm_ac_ui_MessageMatchFound=Match found
- dfm_ac_ui_MessageMatchJoin=Attempting to find match
- dfm_ac_ui_MessageNoMatchFound=No match found
- dfm_ac_ui_MessageNoServer=No host found
- dfm_ac_ui_MessagePrivateCreate=Requesting private host
- dfm_ac_ui_MessagePublic=Searching for match
- dfm_ac_ui_MessageTimeout=Host timed out, try again
- dfm_ac_ui_MessageWaiting=Waiting for available game host. Your position in the queue is
- dfm_ac_ui_MissionTypeDescDFM_BattleRoyale=Pilots must reach the target score before they can win with a final kill.
- dfm_ac_ui_MissionTypeDescDFM_CaptureTheCore=Teams must steal the opposition's core whilst defending their own in order to combine the two and score.
- dfm_ac_ui_MissionTypeDescDFM_Conquest=<todo><TODO></todo>
- 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.
- dfm_ac_ui_MissionTypeDescDFM_FreeFlight=Explore without the need to kill.
- 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.
- dfm_ac_ui_MissionTypeDescDFM_IterativeTesting_MP=Special mode for testers and devs to try out highly experimental builds
- 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.
- dfm_ac_ui_MissionTypeDescDFM_Race=Pure racing. Push your ship to its limit and be the first to cross the finish line.
- dfm_ac_ui_MissionTypeDescDFM_SquadronBattle=Teams must reduce the opposition's tickets to zero before scoring a final kill to win.
- 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.
- 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.
- dfm_ac_ui_MissionTypeDescDFM_Tutorial=Report to veteran flight instructor Lieutenant Lucas “Gilly” Baramsco for Basic Flight Training in this Original Systems training module.
- dfm_ac_ui_MissionTypeDescFPS_Control=Battle for dominance as you and your team fight to hold the Control Points before time runs out.
- dfm_ac_ui_MissionTypeDescFPS_Elimination=Fight for your life in this free-for-all, where every kill brings you one point closer to victory.
- dfm_ac_ui_MissionTypeDescFPS_Practice=Training
- dfm_ac_ui_MissionTypeDescFPS_TeamDeathmatch=Fight for your life in this free-for-all, where every kill brings you one point closer to victory.
- dfm_ac_ui_MissionTypeNameDFM_BattleRoyale=Battle Royale
- dfm_ac_ui_MissionTypeNameDFM_CaptureTheCore=Capture the Core
- dfm_ac_ui_MissionTypeNameDFM_Conquest=Conquest
- dfm_ac_ui_MissionTypeNameDFM_DeathRace=Blitz Race
- dfm_ac_ui_MissionTypeNameDFM_FreeFlight=Free Flight
- dfm_ac_ui_MissionTypeNameDFM_IterativeTesting=Iterative Testing
- dfm_ac_ui_MissionTypeNameDFM_Pirate_Swarm=Pirate Swarm
- dfm_ac_ui_MissionTypeNameDFM_Race=Classic Race
- dfm_ac_ui_MissionTypeNameDFM_SquadronBattle=Squadron Battle
- dfm_ac_ui_MissionTypeNameDFM_Survival=Vanduul Swarm
- dfm_ac_ui_MissionTypeNameDFM_Survival_Coop=Vanduul Swarm
- dfm_ac_ui_MissionTypeNameDFM_Tutorial=Basic Flight Training
- dfm_ac_ui_MissionTypeNameEA_Conquest=Last Stand
- dfm_ac_ui_MissionTypeNameEA_Rush=Theatres of War
- dfm_ac_ui_MissionTypeNameFPS_Control=Last Stand
- dfm_ac_ui_MissionTypeNameFPS_Elimination=Elimination
- dfm_ac_ui_MissionTypeNameFPS_Practice=Familiarize yourself with map layouts, practice maneuvers and hone your combat skills in this live fire exercise.
- dfm_ac_ui_MissionTypeNameFPS_TeamDeathmatch=Team Elimination
- dfm_ac_ui_MurrayCup=Murray Cup
- dfm_ac_ui_MurrayCupDescription=Murray Cup Description
- dfm_ac_ui_NotificationPartyInvite=Party Invite
- dfm_ac_ui_NotificationPartyInviteDirect=Invite from %S
- 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.
- dfm_ac_ui_param_Of_param=%i of %i
- dfm_ac_ui_PlayerAlreadyInGroup= is already in a game
- dfm_ac_ui_PrivateMatchSetupButtonBack=RETURN
- dfm_ac_ui_PrivateMatchSetupButtonStart=LAUNCH
- dfm_ac_ui_PrivateMatchSetupScreenDesc=Choose your mission type and map name to launch your battle experience.
- dfm_ac_ui_PrivateMatchSetupScreenName=SPECTRUM / PRIVATE MATCH
- dfm_ac_ui_PrivateMatchTypeButtonBack=BACK
- dfm_ac_ui_PrivateMatchTypeButtonDesc1=Set your parameters and location for you and your friends.
- dfm_ac_ui_PrivateMatchTypeButtonDesc2=Enter a match ID to find your friend's match.
- dfm_ac_ui_PrivateMatchTypeButtonText1=CREATE
- dfm_ac_ui_PrivateMatchTypeButtonText2=JOIN
- dfm_ac_ui_PrivateMatchTypeScreenDesc=Join your friends in their own personal battlefield or create your own.
- dfm_ac_ui_PrivateMatchTypeScreenName=PRIVATE MATCH
- dfm_ac_ui_PublicMatchSetupButtonBack=RETURN
- dfm_ac_ui_PublicMatchSetupButtonStart=LAUNCH
- dfm_ac_ui_PublicMatchSetupScreenDesc= Choose your mission type and map name to launch your battle experience.
- dfm_ac_ui_PublicMatchSetupScreenName=SPECTRUM / PUBLIC MATCH
- dfm_ac_ui_ReadyButton=READY
- dfm_ac_ui_ReadyButtonRobust=I'M READY
- dfm_ac_ui_ReadyTooltip=You are NOT READY
- dfm_ac_ui_RulesCockpitView=Cockpit View Enabled
- dfm_ac_ui_RulesFriendlyFire=Friendly Fire Enabled
- dfm_ac_ui_RulesLapCount=Lap Count
- dfm_ac_ui_RulesMaxPlayers=Maximum Number of Players
- dfm_ac_ui_RulesStartingTickets=Starting Tickets
- dfm_ac_ui_RulesTargetScore=Target Score
- dfm_ac_ui_RulesTimeLimit=Time Limit
- dfm_ac_ui_Second=second
- dfm_ac_ui_Seconds=seconds
- dfm_ac_ui_SelectedLoadout=Selected Loadout
- dfm_ac_ui_ServerMessagePopUpButtonBack=RETURN
- dfm_ac_ui_ServiceError_Generic=Lobby service error (%S)
- dfm_ac_ui_ShipSelectionButtonBack=EXIT MENU
- dfm_ac_ui_ShipSelectionScreenDesc=Choose your ship
- dfm_ac_ui_ShipSelectionScreenName=SHIP SELECTION
- dfm_ac_ui_SpectrumMatchButtonBack=BACK
- dfm_ac_ui_SpectrumMatchButtonDesc1=Test your skills against other Civilians and Citizens.
- dfm_ac_ui_SpectrumMatchButtonDesc2=Create your own match and invite your friends.
- dfm_ac_ui_SpectrumMatchButtonDesc3=Enter a match ID to find your friend's match.
- dfm_ac_ui_SpectrumMatchButtonText1=PUBLIC MATCH
- dfm_ac_ui_SpectrumMatchButtonText2=PRIVATE MATCH
- dfm_ac_ui_SpectrumMatchButtonText3=ENTER FRIEND CODE
- dfm_ac_ui_SpectrumMatchScreenDesc=Choose whether you'd like to find fellow combatants over the Spectrum or join a private game.
- dfm_ac_ui_SpectrumMatchScreenName=SPECTRUM MATCH
- dfm_ac_ui_StarMarineMatchTypeButtonDesc1=Test your skills in a ranked Spectrum match
- dfm_ac_ui_StarMarineMatchTypeButtonDesc2=Battle in a Private match with your friends
- dfm_ac_ui_StarMarineMatchTypeButtonText1=RANKED MATCH
- dfm_ac_ui_StarMarineMatchTypeButtonText2=PRIVATE MATCH
- dfm_ac_ui_StarMarineMatchTypeScreenDesc=Test your skills in a ranked Spectrum match or battle in a Private match with your friends.
- dfm_ac_ui_StarMarineMatchTypeScreenName=STAR MARINE
- dfm_ac_ui_Team1=TEAM 1
- dfm_ac_ui_Team2=TEAM 2
- dfm_ac_ui_ToolTipNextGameMode=Next Mission Type
- dfm_ac_ui_ToolTipNextMap=Next Map
- dfm_ac_ui_ToolTipPrevGameMode=Previous Mission Type
- dfm_ac_ui_ToolTipPrevMap=Previous Map
- dfm_ac_ui_TutorialMatchSetupScreenDesc=Report to veteran flight instructor Lieutenant Lucas “Gilly” Baramsco for Basic Flight Training in this Original Systems training module.
- dfm_ac_ui_TutorialMatchSetupScreenName=BASIC FLIGHT TRAINING
- dfm_ac_ui_VictoryTimeLimitDesc=Time limit for the match in minutes
- dfm_ac_ui_VictoryTimeLimitToolTip=Match duration
- dfm_crusader_AlphaStation=Port Olisar
- dfm_crusader_cellin=Cellin
- dfm_crusader_CharlieStation=Covalex Shipping Hub
- dfm_crusader_CharlieStation_smuggler_base=The Stash
- dfm_crusader_CharlieStation_smuggler_drop=Dead Drop
- dfm_crusader_covalex_shipping_hub=Covalex Shipping Hub
- dfm_crusader_crusader=Stanton System
- dfm_crusader_daymar=Daymar
- dfm_crusader_gainey=Gainey Asteroid
- dfm_crusader_port_olisar=Port Olisar
- dfm_crusader_yela=Yela
- dfm_RaceNewBestLap=New best lap
- dfm_sm_ui_Begin=BEGIN
- dfm_sm_ui_ChangeLoadout=(L) CHANGE LOADOUT
- dfm_sm_ui_EALoadingAnimName=_STARMRN.EAP
- dfm_sm_ui_GameModeDesc_Multiplayer=Join up to 24 players for unique and immersive multiplayer battles.
- dfm_sm_ui_GameModeDesc_Private=Custom and private unranked matches.
- dfm_sm_ui_LoadoutSaveMessage=Loadout Saved
- 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.
- 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.
- dfm_sm_ui_MapNameFPS_Demien=OP Station Demien
- dfm_sm_ui_MapNameFPS_Echo11=Echo Eleven
- dfm_sm_ui_StarMarineLobbyPrivateScreenDesc=Play a private match with friends.
- dfm_sm_ui_StarMarineLobbyPrivateScreenName=PRIVATE MATCH
- dfm_sm_ui_StarMarineLobbyRankedScreenDesc=Choose your mission type and map to launch your ranked battle experience.
- dfm_sm_ui_StarMarineLobbyRankedScreenName=RANKED MATCH
- dfm_ui_AceAward=Ace Award
- dfm_ui_AceKill=Ace Kill
- dfm_ui_AceKillStreak=Ace Spree
- dfm_ui_Active=Tracked
- 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.
- dfm_ui_AdvMissileLocking_Title=Missile Locking (2/2)
- 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>
- dfm_ui_Afterburner_Title=Afterburner
- dfm_ui_AlertShieldsDown=ALERT: SHIELDS DOWN
- dfm_ui_AssistedKillOn_param=Assisted kill on %S
- dfm_ui_Attack=Attack
- dfm_ui_Ballistic=ballistic
- 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.
- dfm_ui_Boosting_Title=Boosting
- dfm_ui_BountyHunter=Bounty Hunter
- dfm_ui_CarrierDefender=Carrier Defender
- dfm_ui_CheapShot=Cheap Shot
- dfm_ui_Civilian=Civilian
- dfm_ui_Collectible_NoReward=%s %s
- dfm_ui_Collectible_Reward=%s %s, reward %i
- dfm_ui_CombatHealButtonPrompt=Tap [~action(player|combatheal)] to heal!
- dfm_ui_CombatHealTeamMateButtonPrompt=Hold [~action(player|combatheal)] to heal teammate
- dfm_ui_Completed=Completed
- 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)].
- 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)].
- dfm_ui_Comstab_Title=Comstab
- 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.
- dfm_ui_Control_Frame_Title=Control Frame Title
- dfm_ui_ControlTerminalDefended=Terminal Defender
- dfm_ui_ControlTerminalHackerKilled=Hacker Kill
- dfm_ui_CoreDefender=Core Defender
- 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)].
- 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)].
- dfm_ui_Countermeasures_Reminder=To fire a countermeasure hold [~action(spaceship_defensive|v_weapon_launch_countermeasure)].
- dfm_ui_Countermeasures_Title=Countermeasures (1/2)
- dfm_ui_Countermeasures_Title_Cont=Countermeasures (2/2)
- dfm_ui_Critical_AmmoFull=BALLISTICS FULL
- dfm_ui_Critical_AmmoReplenished=%dx BALLISTICS REPLENISHED
- dfm_ui_Critical_BecameAce=BECAME AN ACE
- dfm_ui_Critical_ClaimedFirstBlood=CLAIMED FIRST BLOOD
- dfm_ui_Critical_EnemyTeam_OnFinalKill=ENEMY TEAM ON FINAL KILL
- dfm_ui_Critical_FriendlyTeam_OnFinalKill=YOUR TEAM REQUIRES A FINAL KILL
- dfm_ui_Critical_FuelFull=FUEL FULL
- dfm_ui_Critical_FuelReplenished=%d%% FUEL REPLENISHED
- dfm_ui_Critical_HealthFull=HEALTH FULL
- dfm_ui_Critical_Local_Ace=YOU BECAME AN ACE
- dfm_ui_Critical_Local_FirstBlood=YOU CLAIMED FIRST BLOOD
- dfm_ui_Critical_Local_KillingSpree=YOU ARE ON A KILLING SPREE
- dfm_ui_Critical_Local_OnFinalKill=YOU REQUIRE A FINAL KILL
- dfm_ui_Critical_Local_TeamDamage_Caution=FRIENDLY FIRE IS UNACCEPTABLE
- dfm_ui_Critical_Local_TeamDamage_Dismissal=FRIENDLY FIRE IS NOT TOLERATED
- dfm_ui_Critical_Local_TeamDamage_Warning=FRIENDLY FIRE IS UNACCEPTABLE
- dfm_ui_Critical_MissilesFull=MISSILES FULL
- dfm_ui_Critical_MissilesReplenished=%dx MISSILES REPLENISHED
- dfm_ui_Critical_OnFinalKill=ON FINAL KILL
- dfm_ui_Critical_OnKillingSpree=IS ON A KILLING SPREE
- dfm_ui_Critical_RespawnsReplenished=%dx RESPAWNS REPLENISHED
- dfm_ui_Critical_VehicleRepaired=REPAIRED BY %d%%
- dfm_ui_Crusader_Security=Crusader Security
- dfm_ui_CryAstro_FuelShip=Cry-Astro Fuel Tanker
- dfm_ui_CryAstroDelivery=Cry-Astro Delivery
- dfm_ui_Current_Wanted_Level=%i
- dfm_ui_CutterVillas=Cutter Villas
- dfm_ui_Deactive=Untracked
- 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.
- dfm_ui_DecoupledMode_Title=Decoupled Mode
- dfm_ui_Defend=Defend
- dfm_ui_Delivery=Delivery
- dfm_ui_Drone=Training Drone
- dfm_ui_Eject=EJECT
- 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.
- dfm_ui_ejection_penalty_msg=Premature ejection respawn penalty +%1.f seconds
- dfm_ui_Ejection_Title=Ejection
- dfm_ui_EMP_CHARGE=EMP Charge:
- dfm_ui_EMPOffline=EMP System Offline
- dfm_ui_EmpWarning=WARNING: EMP DETECTED
- dfm_ui_EnemyTeamRequiresAFinalKillForVictory=Enemy team requires a final kill for victory!
- dfm_ui_Event_param_param_ReadyGameStartsIn_param_Seconds=%i / %i ready, game starts in %i seconds
- dfm_ui_EventCheckpoint_param_param=Checkpoint %i/%i
- dfm_ui_EventEnemyCoreReturned=Enemy core returned
- dfm_ui_EventEveryoneIsReadyGameStarting=Everyone is ready, game starting...
- dfm_ui_EventGameIsFull=Game is full, game starts in %i seconds
- dfm_ui_EventWeaponsOffline=Weapons offline
- dfm_ui_EventWeaponsOnline=Weapons online
- dfm_ui_EventYourCoreReturned=Your core returned
- dfm_ui_Failed=Failed
- 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.
- dfm_ui_FiringWeapons_Title=Firing Weapons
- dfm_ui_FirstBlood=First Blood
- dfm_ui_FlightInstructor=Gilly
- 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.
- 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>
- dfm_ui_FlightMode_Advanced_Reminder=Change your flight mode up from Precision to SCM by pressing [~action(spaceship_movement|v_ifcs_mode_shift)].
- dfm_ui_FlightMode_Advanced_Title=Flight Modes (4/4)
- dfm_ui_FlightMode_Advanced_Title_Reminder=Flight Modes Reminder
- 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.
- dfm_ui_FlightMode_Cruise_Mode_Title=Flight Modes (3/4)
- 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.
- dfm_ui_FlightMode_Precision_Title=Flight Modes (2/4)
- dfm_ui_FlightMode_Title=Flight Modes (1/4)
- dfm_ui_FlightMode_Title_Reminder=Changing Flight Modes Reminder
- 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.
- 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.
- 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.
- 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.
- 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.
- dfm_ui_FreeLook_Title=Free Look
- dfm_ui_GoodNight=Good Night
- 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)].
- 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)].
- dfm_ui_G-safe_Title=G-safe
- dfm_ui_Headshot=Headshot
- dfm_ui_ifcsCruise=Cruise
- dfm_ui_ifcsPrecision=Precision
- dfm_ui_ifcsQuantum=Quantum
- dfm_ui_ifcsSCM=SCM
- dfm_ui_Info=Info
- 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.
- dfm_ui_Interaction_Title=Interaction
- dfm_ui_ItemFieldDivider=/
- dfm_ui_ItemFieldMultipleParam= x%d
- 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.
- dfm_ui_ITTS_Title=Intelligent Target Tracking System
- dfm_ui_KillAssist=Kill Assist
- dfm_ui_KilledCoreCarrier=Carrier Kill
- dfm_ui_KillingSpreeAward=Killing Spree Award
- dfm_ui_KillingSpreeKill=Killing Spree Killer
- dfm_ui_KillingSpreeKillStreak=Kill Streak
- dfm_ui_Label_CriminalLevel=CRIMESTAT RATING
- dfm_ui_Label_KilledBy=KILLED BY:
- dfm_ui_Label_RespawnPenalty=RESPAWN PENALTY
- dfm_ui_Label_Ship=SHIP:
- dfm_ui_Label_Weapon=WEAPON
- 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.
- 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)].
- dfm_ui_Landing_Title=Landing (1/4)
- dfm_ui_Landing_Title_Cont=Landing (2/4)
- 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.
- dfm_ui_LandingModes_Title=Landing (4/4)
- dfm_ui_LightsOut=Lights Out
- dfm_ui_LoadoutCustomizationClassSelectionDesc=Customize loadouts based on the game modes they will be used in.
- dfm_ui_MartyrKill=Martyr Kill
- 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.
- dfm_ui_MatchSpeed_Title=Match Speed
- dfm_ui_Message=Message
- dfm_ui_Minutes_Seconds_To_Respawn=%i:%i
- dfm_ui_Minutes_unit_Seconds_To_Respawn=%i:0%i
- dfm_ui_MissileEmpty=EMPTY
- dfm_ui_MissileFiring=Once you have achieved missile lock, hold [~action(spaceship_missiles|v_weapon_launch_missile)] to fire all of the missiles locked.
- 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)].
- dfm_ui_MissileFiring_Title=Launching Missiles
- 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.
- dfm_ui_MissileLocking_Title=Missile Locking (1/2)
- dfm_ui_MissileUnarmed=UNARMED
- 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.
- dfm_ui_Movement_Pad=When on foot push [~action(player|xi_movey)] in the direction you want to walk.
- dfm_ui_Movement_Title=Movement
- dfm_ui_NearRestrictedArea=WARNING: Near Restricted Area
- dfm_ui_NemesisAward=Nemesis Award
- dfm_ui_NotificationCapturedTheCore=captured the core
- dfm_ui_NotificationDroppedTheCore=dropped the core
- dfm_ui_NotificationHasDrawnFirstBlood=has drawn first blood
- dfm_ui_NotificationIsOnAnAceKillStreak=is on an Ace Spree
- dfm_ui_NotificationPickedUpTheCore=picked up the core
- dfm_ui_NotificationReturnedTheCore=returned the core
- dfm_ui_ObstructingLandingArea=WARNING: Obstructing Landing Area
- dfm_ui_Off=OFF
- dfm_ui_On=ON
- dfm_ui_Out=out
- 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)].
- 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.
- dfm_ui_OverviewPane_Title=Overview Pane
- dfm_ui_OwnerReclaimedShip=Self-destruct initiated by ship owner
- dfm_ui_param_alpha_uec=%d aUEC
- dfm_ui_param_aUEC=aUEC
- dfm_ui_param_award_rec=%d REC
- dfm_ui_param_FracKilometres=%.*f km
- dfm_ui_param_FracMetre=%.*f m
- dfm_ui_param_Kilometres=%s km
- dfm_ui_param_Metre=%i m
- dfm_ui_param_Mps=%0.0f m/s
- dfm_ui_param_PointOneKilometres=%0.1f km
- dfm_ui_param_RequiresAFinalKillForVictory=%S requires a final kill for victory!
- dfm_ui_param_UEC=UEC
- dfm_ui_Pirate=Pirate
- dfm_ui_Pirate350R=NovaRider 350R
- dfm_ui_PirateAuroraLN=NovaRider Aurora
- dfm_ui_PirateBuccaneer=NovaRider Buccaneer
- dfm_ui_PirateCaptain01=A-Burn
- dfm_ui_PirateCaptain02=Singer
- dfm_ui_PirateCaptain03=Ringo
- dfm_ui_PirateCaptain04=Boom Boom
- dfm_ui_PirateCaptain05=Fluster
- dfm_ui_PirateCaptain06=Headcase
- dfm_ui_PirateConstellation=NovaRider Connie
- dfm_ui_PirateCutlass=NovaRider Cutlass
- dfm_ui_PirateGladiator=NovaRider Gladiator
- dfm_ui_PirateGladius=NovaRider Gladius
- dfm_ui_PirateM50=NovaRider M50
- dfm_ui_PirateRaider=Pirate Raider
- dfm_ui_PirateRaiderCaptain=Pirate Raider Captain
- dfm_ui_PirateSabre=NovaRider Sabre
- dfm_ui_PirateVanguard=NovaRider Vanguard
- dfm_ui_PlanetProximityWarning=WARNING: Approaching planet gravitational field!
- dfm_ui_PlayerCommittedSuicide= committed suicide!
- dfm_ui_PlayersIdleEndingGameIn=Players idle. Ending game in...
- dfm_ui_PlayerUnknown=Unknown
- 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)].
- 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).
- dfm_ui_PowerPane_Title=Power Pane
- dfm_ui_PreGameTimingOutEndingGameIn=
- dfm_ui_Press_X_ToReclaim=Press X to remote self-destruct
- dfm_ui_Press_X_ToRespawn=Press X to respawn
- dfm_ui_Press_x_ToRetry=Press X to retry
- dfm_ui_PrimaryScoreMsg_Accident=Accident
- dfm_ui_PrimaryScoreMsg_CaptureAssist=Capture Assist
- dfm_ui_PrimaryScoreMsg_CapturedEnemyCore=Captured enemy core
- dfm_ui_PrimaryScoreMsg_ControlTerminalCaptureAssist=Terminal Hack Assist
- dfm_ui_PrimaryScoreMsg_ControlTerminalCaptured=Terminal Captured
- dfm_ui_PrimaryScoreMsg_CrashRoberts=Crash Roberts
- dfm_ui_PrimaryScoreMsg_ForcedEject=Forced Ejection
- dfm_ui_PrimaryScoreMsg_ForcedError=Forced Error
- dfm_ui_PrimaryScoreMsg_Haemorrhage=Hemorrhage
- dfm_ui_PrimaryScoreMsg_Kill=Kill
- dfm_ui_PrimaryScoreMsg_PickedUpEnemyCore=Picked up enemy core
- dfm_ui_PrimaryScoreMsg_PlayerBledOut=Bleed Out Kill
- dfm_ui_PrimaryScoreMsg_ReturnedCore=Returned core
- dfm_ui_PrimaryScoreMsg_StealAssist=Steal Assist
- dfm_ui_PrimaryScoreMsg_Suicide=Suicide
- dfm_ui_PrimaryScoreMsg_TeamKill=Team Kill
- dfm_ui_PrimaryScoreMsg_TeamVehicleDamage=Team Vehicle Damage
- dfm_ui_PrimaryScoreMsg_TeamVehicleDestruction=Team Vehicle Destruction
- dfm_ui_PrimaryScoreMsg_VehicleDamage=Damage
- dfm_ui_PrimaryScoreMsg_VehicleDestruction=Vehicle Destruction
- dfm_ui_QtAlignNotification=WARNING: Quantum Travel Align Notification
- dfm_ui_QuantumInterdictionAlert=WARNING: Quantum Interdiction Alert
- dfm_ui_RaceNoLapCount=-
- dfm_ui_RaceResettingLap=Resetting Lap
- dfm_ui_RearViewCamera=To access your ship's rear view camera hold [~action(spaceship_view|v_view_look_behind)].
- dfm_ui_RearViewCamera_Title=Rear View Camera
- dfm_ui_REC_Earned=REC EARNED
- dfm_ui_RedemptionAward=Nemesis Kill
- dfm_ui_ReloadButtonPrompt=Tap [~action(player|reload)] to reload your weapon
- dfm_ui_Reminder_Title=Reminder
- 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.
- dfm_ui_RequestingPermission_Title=Landing (3/4)
- dfm_ui_Rescue=Rescue
- dfm_ui_Respawning=Respawning...
- dfm_ui_Respawns=RESPAWNS
- dfm_ui_RestrictedAreaAbove=WARNING: Restricted Area Above
- dfm_ui_RestrictedAreaAhead=WARNING: Restricted Area Ahead
- dfm_ui_RestrictedAreaAutopilot=WARNING: Autopilot Override Engaged
- dfm_ui_RestrictedAreaBehind=WARNING: Restricted Area Behind
- dfm_ui_RestrictedAreaBelow=WARNING: Restricted Area Below
- dfm_ui_RestrictedAreaLeft=WARNING: Restricted Area Left
- dfm_ui_RestrictedAreaRight=WARNING: Restricted Area Right
- dfm_ui_Result_param_ndPlace=%ind PLACE
- dfm_ui_Result_param_rdPlace=%ird PLACE
- dfm_ui_Result_param_stPlace=%ist PLACE
- dfm_ui_Result_param_thPlace=%ith PLACE
- dfm_ui_Result_Race=%S HAS WON THE RACE
- dfm_ui_Result_SingleTeam_Match=%S IS THE WINNER
- dfm_ui_ResultDefeat=DEFEAT
- dfm_ui_ResultDidNotFinish=DID NOT FINISH
- dfm_ui_ResultDraw=DRAW
- dfm_ui_ResultVictory=VICTORY
- dfm_ui_ResultWinners=WINNERS
- dfm_ui_ResurgenceAward=Resurgence
- dfm_ui_RevengeKill=Revenge Kill
- 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)].
- 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.
- dfm_ui_Rolling_Other=You are able to roll your ship by holding [~action(spaceship_movement|v_roll)].
- 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.
- dfm_ui_Rolling_Title=Rolling
- dfm_ui_RoundCounter=%d/%d
- dfm_ui_RoundCounterVerbose=Round %d of %d
- dfm_ui_RoundDuration=ROUND DURATION
- dfm_ui_RoundStandings=ROUND STANDINGS
- dfm_ui_RoundWinner=%S Win Round
- dfm_ui_Salvager=Salvager
- dfm_ui_Savior=Savior
- 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.
- dfm_ui_SCM_Mode_Title=SCM Mode
- dfm_ui_self_destruct_penalty_msg=Suicide respawn penalty +%1.f seconds
- 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)].
- dfm_ui_SelfDestruct=SELF DESTRUCT INITIALISED
- dfm_ui_Self-destruct_Reminder=Initiate the Self-destruct sequence by pressing [~action(spaceship_general|v_self_destruct)].
- dfm_ui_Self-destruct_Title=Self-destruct
- 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.
- dfm_ui_SharpTurns_Title=Performing Sharp Turns
- dfm_ui_ShieldFace_Back=Back
- dfm_ui_ShieldFace_Bottom=Bottom
- dfm_ui_ShieldFace_Front=Front
- dfm_ui_ShieldFace_Left=Left
- dfm_ui_ShieldFace_Right=Right
- dfm_ui_ShieldFace_Top=Top
- 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)].
- 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.
- dfm_ui_ShieldPane_Title=Shield Pane
- 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.
- dfm_ui_Shields_Title=Shields
- 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.
- 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.
- dfm_ui_ShipPane_Title=Ship Pane
- 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)].
- dfm_ui_SpaceBrake_Title=Space Brake
- dfm_ui_Sprint=When on foot you must hold [~action(player|sprint)] to sprint whilst moving forward.
- dfm_ui_Sprint_Title=Sprint
- dfm_ui_SquadronRevengeKill=Team Revenge Kill
- dfm_ui_StateGameStartsIn=Game starts in...
- dfm_ui_StatePlayersNotReady=Players not ready
- dfm_ui_StateRaceEndingIn=Race ending in...
- dfm_ui_StateSkipIntro=Press X to skip intro
- dfm_ui_StateTooFewPlayers=Too few players
- dfm_ui_StateWaitingForPlayers=Waiting for players
- 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.
- 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)].
- 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.
- 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)].
- dfm_ui_Strafing_Title=Strafing
- dfm_ui_SymbolPercentage=%
- 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
- 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.
- dfm_ui_TakeOff_Cont_Title=Take-off (2/2)
- dfm_ui_TakeOff_Title=Take-off (1/2)
- dfm_ui_target=Target
- 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)].
- 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.
- dfm_ui_TargetCycling_Title=Target Cycling
- 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.
- dfm_ui_TargetFriendly_Title=Target Friendly
- dfm_ui_TargetNearestEnemy=To focus your targeting system on the nearest enemy radar contact press [~action(spaceship_targeting|v_target_nearest_hostile)].
- dfm_ui_TargetNearestEnemy_Pad=To focus your targeting system on the nearest enemy radar contact double tap [~action(spaceship_targeting|v_target_nearest_hostile)].
- dfm_ui_TargetNearestEnemy_Title=Target Nearest Enemy
- 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)].
- 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.
- 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)].
- dfm_ui_Throttle_Title=Throttle
- dfm_ui_Time_To_Respawn_msg=Respawn allowed in %i seconds
- dfm_ui_TimeRemainingInMatch=TIME REMAINING IN MATCH
- dfm_ui_TimeToCruiseMax=Time to Cruise Max:
- dfm_ui_TookTheEasyWay= took the easy way out!
- dfm_ui_Trader=Trader
- dfm_ui_TutorialBoss=Tank
- dfm_ui_TutorialHintContinue=[~action(default|ui_hide_hint)] to continue
- dfm_ui_TutorialLeaving=Return to training area
- dfm_ui_TutorialPlayerTooFar=Reduce distance from Instructor
- dfm_ui_UEEPatrol=UEE Patrol
- dfm_ui_UnaidedKill=Unaided Kill
- dfm_ui_UnderdogKill=Underdog Award
- dfm_ui_UnknownWeapon=Unknown Weapon
- dfm_ui_UntouchableKill=Untouchable
- dfm_ui_Up=up
- dfm_ui_Vanduul=Vanduul
- dfm_ui_VanduulAlpha=Vanduul Alpha
- dfm_ui_VanduulHunter=Vanduul Hunter
- dfm_ui_VanduulPrime01=Little King
- dfm_ui_VanduulPrime02=The Priest
- dfm_ui_VanduulPrime03=Bloodhound
- dfm_ui_VanduulPrime04=Payday
- dfm_ui_VanduulPrime05=Reaper
- dfm_ui_VanduulPrime06=Voodoo
- dfm_ui_VanduulPrime07=Deathwish
- dfm_ui_VanduulPrime08=Leech
- dfm_ui_VanduulPrime09=Double E
- dfm_ui_VanduulPrime10=Wraith
- dfm_ui_VanduulPrime11=Blindside
- dfm_ui_VanduulPrime12=Rook
- dfm_ui_VanduulPrime13=Baron Von Duul
- dfm_ui_VanduulScavenger=Vanduul Scavenger
- dfm_ui_wanted_level_respawn=You are being processed by Crusader Security for criminal activity
- dfm_ui_WarningAlertShieldsCritical=WARNING: Shields Critical
- dfm_ui_WarningApproachingSimulationBoundary=WARNING: Approaching Simulation Boundary
- dfm_ui_WarningCollisionAlert=WARNING: Collision alert
- dfm_ui_WarningFuel0=WARNING: Hydrogen Fuel Depleted
- dfm_ui_WarningFuel25=WARNING: Hydrogen Fuel 25%
- dfm_ui_WarningFuel50=WARNING: Hydrogen Fuel 50%
- dfm_ui_WarningFuel75=WARNING: Hydrogen Fuel 75%
- dfm_ui_WarningFuelLow=WARNING: Hydrogen Fuel Low
- dfm_ui_WarningLowPowerGeneric=WARNING: Systems Low Power
- dfm_ui_WarningLowPowerPowerPlant=WARNING: Power Plant Low Power
- dfm_ui_WarningLowPowerShields=WARNING: Shields Low Power
- dfm_ui_WarningLowPowerThrusters=WARNING: Flight Systems Low Power
- dfm_ui_WarningLowPowerWeapons=WARNING: Weapons Low Power
- dfm_ui_WarningMissilesSCM=WARNING: Missiles Unavailable Above SCM
- dfm_ui_WarningOfflinePowerPlant=WARNING: Power Plant Offline
- dfm_ui_WarningOfflineShields=WARNING: Shields Offline
- dfm_ui_WarningOfflineThrusters=WARNING: Flight Systems Offline
- dfm_ui_WarningOfflineWeapons=WARNING: Weapons Offline
- dfm_ui_WarningOverheatedGeneric=WARNING: System Overheated
- dfm_ui_WarningOverheatedPowerPlant=WARNING: Power Plant Overheated
- dfm_ui_WarningOverheatedQDrive=WARNING: Quantum Drive Overheated
- dfm_ui_WarningOverheatedShields=WARNING: Shields Overheated
- dfm_ui_WarningOverheatedThrusters=WARNING: Flight Systems Overheated
- dfm_ui_WarningOverheatedWeapons=WARNING: Weapons Overheated
- dfm_ui_WarningOverheatingGeneric=WARNING: System Overheating
- dfm_ui_WarningOverheatingPowerPlant=WARNING: Power Plant Overheating
- dfm_ui_WarningOverheatingQDrive=WARNING: Quantum Drive Overheating
- dfm_ui_WarningOverheatingShields=WARNING: Shields Overheating
- dfm_ui_WarningOverheatingThrusters=WARNING: Flight Systems Overheating
- dfm_ui_WarningOverheatingWeapons=WARNING: Weapons Overheating
- dfm_ui_WarningWrongCheckpoint=WARNING: Wrong Checkpoint.
- dfm_ui_Wave=WAVE
- dfm_ui_Wave_param_Incoming=Wave %d incoming...
- 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)].
- 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.
- dfm_ui_WeaponsPane_Title=Weapons Pane
- dfm_ui_WingmanAward=Savior
- dfm_ui_WingmanVixen=Vixen
- dfm_ui_WingmanWarlord=Warlord
- dfm_ui_WorldBoundaryWarning=WARNING: Approaching edge of the known universe!
- dfm_ui_YouRequireAFinalKillForVictory=You require a final kill for victory!
- dfm_ui_YourShipWillBeReclaimed=You initiated remote self-destruct
- dfm_ui_YourTeamRequiresAFinalKillForVictory=Your team requires a final kill for victory!
- dfmcrusader_playerbounty_mission=Bounty
- dfmcrusader_playerbounty_mission_desc=[Criminal Activity Reported] Eliminate the Outlaw
- dfmcrusader_playerbounty_objective01=Locate the Outlaw
- dfmcrusader_playerbounty_objective01_desc=Scan ships to locate the criminal
- dfmcrusader_playerbounty_objective02=Eliminate the Outlaw
- dfmcrusader_playerbounty_objective02_desc=Eliminate the Outlaw
- dfmcrusader_playerbounty_objective03=Claim Bounty
- dfmcrusader_playerbounty_objective03_desc=Return to Alpha Station to claim Bounty
- dfmcrusader_playerlosebounty_mission=Lose Bounty
- dfmcrusader_playerlosebounty_mission_desc=Control Bravo Station to wipe Criminal Record
- dfmcrusader_playerlosebounty_objective01=Remove Criminal Record
- dfmcrusader_playerlosebounty_objective01_desc=Control Bravo Station to wipe Criminal Record
- diff_notification_ui_msg_sample=Refuel stranded ship? Press [ to accept or ] to decline.
- diff_notification_ui_title_sample=Contract
- distraction_desc=~mission(Description)
- 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.
- 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.
- 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?
- 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.
- distraction_from=~mission(Contractor)
- distraction_obj_long_01=Achieve a level five crimestat.
- distraction_obj_long_01a=Maintain your level five crimestat.
- distraction_obj_long_02=Go to this local ~mission(Location) and wait for security to show up.
- distraction_obj_long_03=Do everything you can to keep security forces distracted.
- distraction_obj_marker_02=~mission(Location)
- distraction_obj_marker_03=Distract
- distraction_obj_short_01=Raise Crimestat to 5
- distraction_obj_short_01a=Maintain Crimestat
- distraction_obj_short_02=Go To ~mission(Location)
- distraction_obj_short_03=Create Distraction
- distraction_title=~mission(Title)
- distraction_title_0001=moths to a flame
- distraction_title_0002=running wild
- distraction_title_0003=organized chaos
- distraction_title_0004=bring the heat
- 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.
- 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.
- 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.
- 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.
- distractionkill_amountreq_001=eight
- distractionkill_desc=~mission(Contractor|DistractionKillDescription)
- 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?
- 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.
- 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.
- distractionkill_desc_004=~mission(DistractionTitleDescription|Description)
- distractionkill_from=~mission(DistractionKillFrom)
- distractionkill_obj_display_01=Navy Starmen Killed: %ls
- distractionkill_obj_display_02=Time Remaining: %ls
- distractionkill_obj_long_01=Eliminate ~mission(KillCount) Navy starmen in the alloted time.
- distractionkill_obj_short_01=Eliminate ~mission(KillCount) Navy Starmen
- distractionkill_title=~mission(Contractor|DistractionKillTitle)
- distractionkill_title_0001=Art of Distraction
- distractionkill_title_0002=Make Yourself Useful
- distractionkill_title_0003=Take It To The Next Level
- distractionkill_title_004=~mission(DistractionTitleDescription|Title)
- Dlg_SC_ac_bludgeon_conquest_in_contested_zone_call_for_assistance_0550=My zone is contested
- Dlg_SC_ac_bludgeon_conquest_in_contested_zone_call_for_assistance_0551=I need help over here
- Dlg_SC_ac_bludgeon_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=My zone is contested
- Dlg_SC_ac_bludgeon_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=I need help over here
- Dlg_SC_ac_bludgeon_conquest_lost_control_of_a_zone_0570=Lost the zone
- Dlg_SC_ac_bludgeon_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Lost the zone
- Dlg_SC_ac_bludgeon_conquest_taken_control_of_a_zone_0560=Zone taken
- Dlg_SC_ac_bludgeon_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
- Dlg_SC_ac_bludgeon_ctc_allies_score_point_0540=Point to us
- Dlg_SC_ac_bludgeon_ctc_allies_score_point_0541=Good job everyone.
- Dlg_SC_ac_bludgeon_ctc_allies_score_pointCTC_Allies_Score_Point_01=Point to us
- Dlg_SC_ac_bludgeon_ctc_allies_score_pointCTC_Allies_Score_Point_02=Good job everyone.
- Dlg_SC_ac_bludgeon_ctc_enemy_has_core_0510=They have the core
- Dlg_SC_ac_bludgeon_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
- Dlg_SC_ac_bludgeon_ctc_enemy_scores_point_0530=Point to them
- Dlg_SC_ac_bludgeon_ctc_enemy_scores_point_0531=I can do better.
- Dlg_SC_ac_bludgeon_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Point to them
- Dlg_SC_ac_bludgeon_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=I can do better.
- Dlg_SC_ac_bludgeon_ctc_player_has_core_0500=Nice one. Get the core back
- Dlg_SC_ac_bludgeon_ctc_player_has_coreCTC_Player_Has_Core=Nice one. Get the core back
- Dlg_SC_ac_bludgeon_ctc_this_ai_has_core_0520=I have the core
- Dlg_SC_ac_bludgeon_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core
- Dlg_SC_ac_bludgeon_generic_response_no_0310=No, sir.
- Dlg_SC_ac_bludgeon_generic_response_no_0311=Negative.
- Dlg_SC_ac_bludgeon_generic_response_noGeneric_Response_No_01=No, sir.
- Dlg_SC_ac_bludgeon_generic_response_noGeneric_Response_No_02=Negative.
- Dlg_SC_ac_bludgeon_generic_response_yes_0300=Copy
- Dlg_SC_ac_bludgeon_generic_response_yes_0301=Roger that
- Dlg_SC_ac_bludgeon_generic_response_yesGeneric_Response_Yes_01=Copy
- Dlg_SC_ac_bludgeon_generic_response_yesGeneric_Response_Yes_02=Roger that
- Dlg_SC_ac_bludgeon_player_order_assistance_required_0120=I'll cover you
- Dlg_SC_ac_bludgeon_player_order_assistance_required_0121=Stand by. Flying in.
- Dlg_SC_ac_bludgeon_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'll cover you
- Dlg_SC_ac_bludgeon_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Standby, Flying in.
- Dlg_SC_ac_bludgeon_player_order_attack_my_target_0100=Target confirmed
- Dlg_SC_ac_bludgeon_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Target confirmed
- Dlg_SC_ac_bludgeon_player_order_bomb_my_target_0230=Bombing run initiated
- Dlg_SC_ac_bludgeon_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run initiated
- Dlg_SC_ac_bludgeon_player_order_break_and_engage_0210=Breaking and engaging
- Dlg_SC_ac_bludgeon_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking and engaging
- Dlg_SC_ac_bludgeon_player_order_defend_my_target_0110=Understood, Defending target
- Dlg_SC_ac_bludgeon_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Understood, Defending target
- Dlg_SC_ac_bludgeon_player_order_escort_my_target_0220=Escorting your target
- Dlg_SC_ac_bludgeon_player_order_escort_my_target_0221=Copy. Moving to escort.
- Dlg_SC_ac_bludgeon_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting your target
- Dlg_SC_ac_bludgeon_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Copy. Moving to escort.
- Dlg_SC_ac_bludgeon_player_order_evasive_manoeuvers_0200=Copy. Instituting 'don't get shot' parameters.
- Dlg_SC_ac_bludgeon_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Copy. Instituting 'don't get shot' parameters.
- Dlg_SC_ac_bludgeon_player_order_form_up_on_me_0130=Falling in on your position.
- Dlg_SC_ac_bludgeon_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Falling in on your position.
- Dlg_SC_ac_bludgeon_player_order_return_to_base_0240=Heading home
- Dlg_SC_ac_bludgeon_player_order_return_to_base_0241=Heading back
- Dlg_SC_ac_bludgeon_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading home
- Dlg_SC_ac_bludgeon_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back
- Dlg_SC_ac_bludgeon_player_order_witch_to_formation_0251=Formation 1 confirmed
- Dlg_SC_ac_bludgeon_player_order_witch_to_formation_0252=Formation 2 confirmed
- Dlg_SC_ac_bludgeon_player_order_witch_to_formation_0253=Formation 3 confirmed
- Dlg_SC_ac_bludgeon_player_order_witch_to_formation_0254=Formation 4 confirmed
- Dlg_SC_ac_bludgeon_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=Formation 1 confirmed
- Dlg_SC_ac_bludgeon_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=Formation 2 confirmed
- Dlg_SC_ac_bludgeon_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=Formation 3 confirmed
- Dlg_SC_ac_bludgeon_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=Formation 4 confirmed
- Dlg_SC_ac_bludgeon_reaction_being_hit_by_friendly_fire_0480=Check your targets
- Dlg_SC_ac_bludgeon_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check your targets
- Dlg_SC_ac_bludgeon_reaction_commiting_friendly_fire_0490=My fault. Rookie mistake.
- Dlg_SC_ac_bludgeon_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=My fault. Rookie mistake.
- Dlg_SC_ac_bludgeon_reaction_eject_0470=I'm sorry, it won't happen again.
- Dlg_SC_ac_bludgeon_reaction_ejectReaction_Eject=I'm sorry, it won't happen again.
- Dlg_SC_ac_bludgeon_reaction_friendly_gets_killed_0450=Friendly unit lost
- Dlg_SC_ac_bludgeon_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly unit lost
- Dlg_SC_ac_bludgeon_reaction_Gets_a_kill_0400=Bogey's down
- Dlg_SC_ac_bludgeon_reaction_Gets_a_kill_0401=Hostile destroyed
- Dlg_SC_ac_bludgeon_reaction_Gets_a_killReaction_Gets_A_Kill_01=Bogey's down
- Dlg_SC_ac_bludgeon_reaction_Gets_a_killReaction_Gets_A_Kill_02=Hostile destroyed
- Dlg_SC_ac_bludgeon_reaction_incoming_enemies_0420=Hostiles inbound
- Dlg_SC_ac_bludgeon_reaction_incoming_enemies_0421=Hostiles approaching
- Dlg_SC_ac_bludgeon_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Hostiles inbound
- Dlg_SC_ac_bludgeon_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Hostiles approaching
- Dlg_SC_ac_bludgeon_reaction_leaving_battle_retreating_0440=Falling back. I'm sorry.
- Dlg_SC_ac_bludgeon_reaction_leaving_battle_retreating_0441=Sorry, I'm too damaged.
- Dlg_SC_ac_bludgeon_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Falling back. I'm sorry.
- Dlg_SC_ac_bludgeon_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Sorry, I'm too damaged.
- Dlg_SC_ac_bludgeon_reaction_player_gets_a_kill_0410=Nice kill
- Dlg_SC_ac_bludgeon_reaction_player_gets_a_kill_0411=Good shot
- Dlg_SC_ac_bludgeon_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice kill
- Dlg_SC_ac_bludgeon_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Good shot
- Dlg_SC_ac_bludgeon_reaction_rejoining_battle_0430=Back on the line.
- Dlg_SC_ac_bludgeon_reaction_rejoining_battleReaction_Rejoining_Battle=Back on the line.
- Dlg_SC_ac_bludgeon_reaction_taking_damage_0460=Need support.
- Dlg_SC_ac_bludgeon_reaction_taking_damage_0461=Maybe my callsign should be Bullet Sponge.
- Dlg_SC_ac_bludgeon_reaction_taking_damageReaction_Taking_Damage_01=Need support.
- Dlg_SC_ac_bludgeon_reaction_taking_damageReaction_Taking_Damage_02=Maybe my callsign should be Bullet Sponge.
- Dlg_SC_ac_bullseye_conquest_in_contested_zone_call_for_assistance_0550=Ral chawin, bring alls. (People are messing with us. Bring everybody)
- Dlg_SC_ac_bullseye_conquest_in_contested_zone_call_for_assistance_0551=Come ons, alls, where bein (Come on, people, where are you?)
- 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)
- 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?)
- Dlg_SC_ac_bullseye_conquest_lost_control_of_a_zone_0570=All slick, is loss (Nice job, [we] lost it)
- Dlg_SC_ac_bullseye_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=All slick, is loss (Nice job, [we] lost it)
- Dlg_SC_ac_bullseye_conquest_taken_control_of_a_zone_0560=Gras it. (Grabbed it)
- Dlg_SC_ac_bullseye_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Gras it. (Grabbed it)
- Dlg_SC_ac_bullseye_ctc_allies_score_point_0540=Shan, peeps. (Shiny, people)
- Dlg_SC_ac_bullseye_ctc_allies_score_pointCTC_Allies_Score_Point=Shan, peeps. (Shiny, people)
- Dlg_SC_ac_bullseye_ctc_enemy_has_core_0510=Skrum bassad willin billaball (Scum bastards took the core)
- Dlg_SC_ac_bullseye_ctc_enemy_has_coreCTC_Enemy_Has_Core=Skrum bassad willin billaball (Scum bastards took the core)
- Dlg_SC_ac_bullseye_ctc_enemy_scores_point_0530=Kuiza, man. Dez winn. (%$*&, man. They're winning)
- Dlg_SC_ac_bullseye_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Kuiza, man. Dez winn. (%$*&, man. They're winning)
- Dlg_SC_ac_bullseye_ctc_player_has_core_0500=You wit billaball (You have the core)
- Dlg_SC_ac_bullseye_ctc_player_has_coreCTC_Player_Has_Core=You wit billaball (You have the core)
- Dlg_SC_ac_bullseye_ctc_this_ai_has_core_0520=I wit billaball (I have the core)
- Dlg_SC_ac_bullseye_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I wit billaball (I have the core)
- Dlg_SC_ac_bullseye_generic_response_no_0310=Nah
- Dlg_SC_ac_bullseye_generic_response_noGeneric_Response_No_01=Nah
- Dlg_SC_ac_bullseye_generic_response_yes_0300=Yeah
- Dlg_SC_ac_bullseye_generic_response_yes_0301=Keen
- Dlg_SC_ac_bullseye_generic_response_yesGeneric_Response_Yes_01=Yeah
- Dlg_SC_ac_bullseye_generic_response_yesGeneric_Response_Yes_02=Keen
- Dlg_SC_ac_bullseye_player_order_assistance_required_0120=On 'em.
- Dlg_SC_ac_bullseye_player_order_assistance_required_0121=Yeah.
- Dlg_SC_ac_bullseye_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=On 'em.
- Dlg_SC_ac_bullseye_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Yeah.
- Dlg_SC_ac_bullseye_player_order_attack_my_target_0100=I's on 'em (I'm on them)
- Dlg_SC_ac_bullseye_player_order_attack_my_target_0101=Skrum's mah. (Scum's mine)
- Dlg_SC_ac_bullseye_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=I's on 'em (I'm on them)
- Dlg_SC_ac_bullseye_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Skrum's mah. (Scum's mine)
- Dlg_SC_ac_bullseye_player_order_bomb_my_target_0230=Leverin' the bi kill. (Delivering the big kill)
- Dlg_SC_ac_bullseye_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Leverin' the bi kill. (Delivering the big kill)
- Dlg_SC_ac_bullseye_player_order_break_and_engage_0210=Lesen all dem to beddewan. (Leave them to us)
- Dlg_SC_ac_bullseye_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Lesen all dem to beddewan. (Leave them to us)
- Dlg_SC_ac_bullseye_player_order_escort_my_target_0220=Em laz is mah laz. (Their lasers are my lasers)
- Dlg_SC_ac_bullseye_player_order_escort_my_target_0221=Scoddi don' wa. (Covering them)
- Dlg_SC_ac_bullseye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Em laz is mah laz. (Their lasers are my lasers)
- Dlg_SC_ac_bullseye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Scoddi don' wa. (Covering them)
- Dlg_SC_ac_bullseye_player_order_evasive_manoeuvers_0200=Tazen on them waggle. (Taking them on a ride)
- Dlg_SC_ac_bullseye_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Tazen on them waggle. (Taking them on a ride)
- Dlg_SC_ac_bullseye_player_order_form_up_on_me_0130=Flyin on.
- Dlg_SC_ac_bullseye_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Flyin on.
- Dlg_SC_ac_bullseye_player_order_return_to_base_0240=Seatin' offa the collapsin (Heading back to crash)
- Dlg_SC_ac_bullseye_player_order_return_to_base_0241=Hearin' an' backin (Copy. Heading back)
- Dlg_SC_ac_bullseye_player_order_return_to_basePlayer_Order_Return_To_Base_01=Seatin' offa the collapsin (Heading back to crash)
- Dlg_SC_ac_bullseye_player_order_return_to_basePlayer_Order_Return_To_Base_02=Hearin' an' backin (Copy. Heading back)
- Dlg_SC_ac_bullseye_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_bullseye_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_bullseye_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_bullseye_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_bullseye_reaction_being_hit_by_friendly_fire_0480=Ay! Seem wan keesher (Hey! Watch yourself)
- Dlg_SC_ac_bullseye_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Ay! Seem wan keesher (Hey! Watch yourself)
- Dlg_SC_ac_bullseye_reaction_commiting_friendly_fire_0490=Haha. Don ge agro (Don't get mad)
- Dlg_SC_ac_bullseye_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Haha. Don ge agro (Don't get mad)
- Dlg_SC_ac_bullseye_reaction_eject_0470=Fallin ou' (Bailing out)
- Dlg_SC_ac_bullseye_reaction_ejectReaction_Eject=Fallin ou' (Bailing out)
- Dlg_SC_ac_bullseye_reaction_friendly_gets_killed_0450=Loss em (Lost one)
- Dlg_SC_ac_bullseye_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Loss em (Lost one)
- Dlg_SC_ac_bullseye_reaction_Gets_a_kill_0400=Got yas! (Got you)
- Dlg_SC_ac_bullseye_reaction_Gets_a_kill_0401=Spattered 'em.
- Dlg_SC_ac_bullseye_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got yas! (Got you)
- Dlg_SC_ac_bullseye_reaction_Gets_a_killReaction_Gets_A_Kill_02=Spattered 'em.
- Dlg_SC_ac_bullseye_reaction_incoming_enemies_0420=Blots on scren (Contacts on my screen)
- Dlg_SC_ac_bullseye_reaction_incoming_enemies_0421=Whole buncha comin nah (Whole lot [of people] coming in.)
- Dlg_SC_ac_bullseye_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Blots on scren (Contacts on my screen)
- Dlg_SC_ac_bullseye_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Whole buncha comin nah (Whole lot [of people] coming in.
- Dlg_SC_ac_bullseye_reaction_leaving_battle_retreating_0440=Outta (I'm out of here)
- Dlg_SC_ac_bullseye_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Outta (I'm out of here)
- Dlg_SC_ac_bullseye_reaction_player_gets_a_kill_0410=Real devil. (A phrase of endearment)
- Dlg_SC_ac_bullseye_reaction_player_gets_a_kill_0411=Frizza nice (Exploded real nice)
- Dlg_SC_ac_bullseye_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Real devil. (A phrase of endearment)
- Dlg_SC_ac_bullseye_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Frizza nice (Exploded real nice)
- Dlg_SC_ac_bullseye_reaction_rejoining_battle_0430=YAAAAAAA. (Battle Charge)
- Dlg_SC_ac_bullseye_reaction_rejoining_battleReaction_Rejoining_Battle=YAAAAAAA. (Battle Charge)
- Dlg_SC_ac_bullseye_reaction_taking_damage_0460=Skrums follin' mah dingo. (Scumbags right on my ass)
- Dlg_SC_ac_bullseye_reaction_taking_damage_0461=Bucho mat (Son of a bitch)
- Dlg_SC_ac_bullseye_reaction_taking_damageReaction_Taking_Damage_01=Skrums follin' mah dingo. (Scumbags right on my ass)
- Dlg_SC_ac_bullseye_reaction_taking_damageReaction_Taking_Damage_02=Bucho mat (Son of a bitch)
- Dlg_SC_ac_deadeye_conquest_in_contested_zone_call_for_assistance_0550=Zone critical.
- Dlg_SC_ac_deadeye_conquest_in_contested_zone_call_for_assistance_0551=Need help
- Dlg_SC_ac_deadeye_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Zone critical.
- Dlg_SC_ac_deadeye_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Need help
- Dlg_SC_ac_deadeye_conquest_lost_control_of_a_zone_0570=Zone lost
- Dlg_SC_ac_deadeye_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
- Dlg_SC_ac_deadeye_conquest_taken_control_of_a_zone_0560=Zone is ours
- Dlg_SC_ac_deadeye_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours
- Dlg_SC_ac_deadeye_ctc_allies_score_point_0540=Point to us
- Dlg_SC_ac_deadeye_ctc_allies_score_pointCTC_Allies_Score_Point=Point to us
- Dlg_SC_ac_deadeye_ctc_enemy_has_core_0510=They got the core
- Dlg_SC_ac_deadeye_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got the core
- Dlg_SC_ac_deadeye_ctc_enemy_scores_point_0530=They score
- Dlg_SC_ac_deadeye_ctc_enemy_scores_point_0531=Point to them
- Dlg_SC_ac_deadeye_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=They score
- Dlg_SC_ac_deadeye_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Point to them
- Dlg_SC_ac_deadeye_ctc_player_has_core_0500=You have the core
- Dlg_SC_ac_deadeye_ctc_player_has_coreCTC_Player_Has_Core=You have the core
- Dlg_SC_ac_deadeye_ctc_this_ai_has_core_0520=Core acquired, on me.
- Dlg_SC_ac_deadeye_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core acquired, on me.
- Dlg_SC_ac_deadeye_generic_response_no_0310=No
- Dlg_SC_ac_deadeye_generic_response_no_0311=Nyet
- Dlg_SC_ac_deadeye_generic_response_noGeneric_Response_No_01=No
- Dlg_SC_ac_deadeye_generic_response_noGeneric_Response_No_02=Nyet
- Dlg_SC_ac_deadeye_generic_response_yes_0300=Yes….sir
- Dlg_SC_ac_deadeye_generic_response_yes_0301=Da
- Dlg_SC_ac_deadeye_generic_response_yesGeneric_Response_Yes_01=Yes….sir
- Dlg_SC_ac_deadeye_generic_response_yesGeneric_Response_Yes_02=Da
- Dlg_SC_ac_deadeye_player_order_assistance_required_0120=On my way.
- Dlg_SC_ac_deadeye_player_order_assistance_required_0121=I will help you
- Dlg_SC_ac_deadeye_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=On my way.
- Dlg_SC_ac_deadeye_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I will help you
- Dlg_SC_ac_deadeye_player_order_attack_my_target_0100=With pleasure.
- Dlg_SC_ac_deadeye_player_order_attack_my_target_0101=I have them in sight
- Dlg_SC_ac_deadeye_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=With pleasure.
- Dlg_SC_ac_deadeye_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=I have them in sight
- Dlg_SC_ac_deadeye_player_order_bomb_my_target_0230=Heavy weapons cleared.
- Dlg_SC_ac_deadeye_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Heavy weapons cleared.
- Dlg_SC_ac_deadeye_player_order_break_and_engage_0210=Heavy weapons cleared.
- Dlg_SC_ac_deadeye_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Heavy weapons cleared.
- Dlg_SC_ac_deadeye_player_order_defend_my_target_0110=I'll think about it.
- Dlg_SC_ac_deadeye_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=I'll think about it.
- Dlg_SC_ac_deadeye_player_order_escort_my_target_0220=…copy that.
- Dlg_SC_ac_deadeye_player_order_escort_my_target_0221=Escorting target now
- Dlg_SC_ac_deadeye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=…copy that.
- Dlg_SC_ac_deadeye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
- Dlg_SC_ac_deadeye_player_order_evasive_manoeuvers_0200=Evading now
- Dlg_SC_ac_deadeye_player_order_evasive_manoeuvers_0201=Evasive action
- Dlg_SC_ac_deadeye_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading now
- Dlg_SC_ac_deadeye_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evasive action
- Dlg_SC_ac_deadeye_player_order_form_up_on_me_0130=Moving to formation now
- Dlg_SC_ac_deadeye_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving to formation now
- Dlg_SC_ac_deadeye_player_order_return_to_base_0240=Scope's clear. Return to base
- Dlg_SC_ac_deadeye_player_order_return_to_base_0241=Heading back
- Dlg_SC_ac_deadeye_player_order_return_to_basePlayer_Order_Return_To_Base_01=Scope's clear. Return to base
- Dlg_SC_ac_deadeye_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back
- Dlg_SC_ac_deadeye_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_deadeye_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_deadeye_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_deadeye_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_deadeye_reaction_being_hit_by_friendly_fire_0480=I am a friendly! Idiots
- Dlg_SC_ac_deadeye_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=I am a friendly! Idiots
- Dlg_SC_ac_deadeye_reaction_commiting_friendly_fire_0490=I apologise
- Dlg_SC_ac_deadeye_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=I apologise
- Dlg_SC_ac_deadeye_reaction_eject_0470=Going down.
- Dlg_SC_ac_deadeye_reaction_ejectReaction_Eject=Going down.
- Dlg_SC_ac_deadeye_reaction_friendly_gets_killed_0450=Ally destroyed
- Dlg_SC_ac_deadeye_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Ally destroyed
- Dlg_SC_ac_deadeye_reaction_Gets_a_kill_0400=Dead.
- Dlg_SC_ac_deadeye_reaction_Gets_a_kill_0401=Ghosted
- Dlg_SC_ac_deadeye_reaction_Gets_a_killReaction_Gets_A_Kill_01=Dead.
- Dlg_SC_ac_deadeye_reaction_Gets_a_killReaction_Gets_A_Kill_02=Ghosted
- Dlg_SC_ac_deadeye_reaction_incoming_enemies_0420=Target inbound
- Dlg_SC_ac_deadeye_reaction_incoming_enemies_0421=Hostile approaching
- Dlg_SC_ac_deadeye_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Target inbound
- Dlg_SC_ac_deadeye_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Hostile approaching
- Dlg_SC_ac_deadeye_reaction_leaving_battle_retreating_0440=Regrouping.
- Dlg_SC_ac_deadeye_reaction_leaving_battle_retreating_0441=Sustained too much damage.
- Dlg_SC_ac_deadeye_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Regrouping.
- Dlg_SC_ac_deadeye_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Sustained too much damage.
- Dlg_SC_ac_deadeye_reaction_player_gets_a_kill_0410=Good kill
- Dlg_SC_ac_deadeye_reaction_player_gets_a_kill_0411=Nice killing
- Dlg_SC_ac_deadeye_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Good kill
- Dlg_SC_ac_deadeye_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice killing
- Dlg_SC_ac_deadeye_reaction_rejoining_battle_0430=I'm back
- Dlg_SC_ac_deadeye_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back
- Dlg_SC_ac_deadeye_reaction_taking_damage_0460=Taking fire.
- Dlg_SC_ac_deadeye_reaction_taking_damage_0461=Getting chewed up.
- Dlg_SC_ac_deadeye_reaction_taking_damageReaction_Taking_Damage_01=Taking fire.
- Dlg_SC_ac_deadeye_reaction_taking_damageReaction_Taking_Damage_02=Getting chewed up.
- Dlg_SC_ac_dodger_conquest_in_contested_zone_call_for_assistance_0550=You gonna help me take this zone or what?
- Dlg_SC_ac_dodger_conquest_in_contested_zone_call_for_assistance_0551=Pull your finger out you lot, help me!
- 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?
- 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!
- Dlg_SC_ac_dodger_conquest_lost_control_of_a_zone_0570=Lost the zone
- Dlg_SC_ac_dodger_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Lost the zone
- Dlg_SC_ac_dodger_conquest_taken_control_of_a_zone_0560=Got the zone
- Dlg_SC_ac_dodger_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Got the zone
- Dlg_SC_ac_dodger_ctc_allies_score_point_0540=Up yours! We scored!
- Dlg_SC_ac_dodger_ctc_allies_score_pointCTC_Allies_Score_Point=Up yours! We scored!
- Dlg_SC_ac_dodger_ctc_enemy_has_core_0510=They got our sodding core!
- Dlg_SC_ac_dodger_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our sodding core!
- Dlg_SC_ac_dodger_ctc_enemy_scores_point_0530=Bugger. They scored
- Dlg_SC_ac_dodger_ctc_enemy_scores_point_0531=Point to them
- Dlg_SC_ac_dodger_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Bugger. They scored
- Dlg_SC_ac_dodger_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Point to them
- Dlg_SC_ac_dodger_ctc_player_has_core_0500=Core is yours, take her home
- Dlg_SC_ac_dodger_ctc_player_has_coreCTC_Player_Has_Core=Core is yours, take her home
- Dlg_SC_ac_dodger_ctc_this_ai_has_core_0520=I got the core. Watch me back fellas
- Dlg_SC_ac_dodger_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I got the core. Watch me back fellas
- Dlg_SC_ac_dodger_generic_response_no_0310=No
- Dlg_SC_ac_dodger_generic_response_no_0311=Are you kidding? Nah
- Dlg_SC_ac_dodger_generic_response_noGeneric_Response_No_01=No
- Dlg_SC_ac_dodger_generic_response_noGeneric_Response_No_02=Are you kidding? Nah
- Dlg_SC_ac_dodger_generic_response_yes_0300=Roger
- Dlg_SC_ac_dodger_generic_response_yes_0301=Yeah, Yeah
- Dlg_SC_ac_dodger_generic_response_yesGeneric_Response_Yes_01=Roger
- Dlg_SC_ac_dodger_generic_response_yesGeneric_Response_Yes_02=Yeah, Yeah
- Dlg_SC_ac_dodger_player_order_assistance_required_0120=Here to save your arse
- Dlg_SC_ac_dodger_player_order_assistance_required_0121=I'll help ya
- Dlg_SC_ac_dodger_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Here to save your arse
- Dlg_SC_ac_dodger_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I'll help ya
- Dlg_SC_ac_dodger_player_order_attack_my_target_0100=He's mine.
- Dlg_SC_ac_dodger_player_order_attack_my_target_0101=Coming in loud and proud
- Dlg_SC_ac_dodger_player_order_attack_my_target_0102=Target locked in,
- Dlg_SC_ac_dodger_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=He's mine.
- Dlg_SC_ac_dodger_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Coming in loud and proud
- Dlg_SC_ac_dodger_player_order_attack_my_targetPlayer_Order_Attack_My_Target_03=Target locked in,
- Dlg_SC_ac_dodger_player_order_bomb_my_target_0230=Bombing run
- Dlg_SC_ac_dodger_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run
- Dlg_SC_ac_dodger_player_order_break_and_engage_0210=Breaking formation to engage
- Dlg_SC_ac_dodger_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking formation to engage
- Dlg_SC_ac_dodger_player_order_defend_my_target_0110=I'm a nanny, good job mate
- Dlg_SC_ac_dodger_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=I'm a nanny, good job mate
- Dlg_SC_ac_dodger_player_order_escort_my_target_0220=Escorting
- Dlg_SC_ac_dodger_player_order_escort_my_target_0221=I'll get them where they're going.
- Dlg_SC_ac_dodger_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
- Dlg_SC_ac_dodger_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=I'll get them where they're going.
- Dlg_SC_ac_dodger_player_order_evasive_manoeuvers_0200=Consider 'em lost.
- Dlg_SC_ac_dodger_player_order_evasive_manoeuvers_0201=Evasive maneouvers
- Dlg_SC_ac_dodger_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Consider 'em lost.
- Dlg_SC_ac_dodger_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evasive maneouvers
- Dlg_SC_ac_dodger_player_order_form_up_on_me_0130=On my way.
- Dlg_SC_ac_dodger_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=On my way.
- Dlg_SC_ac_dodger_player_order_return_to_base_0240=I'll head back and repair
- Dlg_SC_ac_dodger_player_order_return_to_base_0241=Going back to base
- Dlg_SC_ac_dodger_player_order_return_to_basePlayer_Order_Return_To_Base_01=I'll head back and repair
- Dlg_SC_ac_dodger_player_order_return_to_basePlayer_Order_Return_To_Base_02=Going back to base
- Dlg_SC_ac_dodger_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_dodger_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_dodger_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_dodger_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_dodger_reaction_being_hit_by_friendly_fire_0480=Bloody hell, you muppet.
- Dlg_SC_ac_dodger_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Bloody hell, you muppet.
- Dlg_SC_ac_dodger_reaction_commiting_friendly_fire_0490=Damn it, sorry
- Dlg_SC_ac_dodger_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Damn it, sorry
- Dlg_SC_ac_dodger_reaction_eject_0470=Spent up. Ejecting.
- Dlg_SC_ac_dodger_reaction_ejectReaction_Eject=Spent up. Ejecting.
- Dlg_SC_ac_dodger_reaction_friendly_gets_killed_0450=Friendly in smoke
- Dlg_SC_ac_dodger_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly in smoke
- Dlg_SC_ac_dodger_reaction_Gets_a_kill_0400=Ghosted.
- Dlg_SC_ac_dodger_reaction_Gets_a_kill_0401=Merked 'em, boss.
- Dlg_SC_ac_dodger_reaction_Gets_a_killReaction_Gets_A_Kill_01=Ghosted.
- Dlg_SC_ac_dodger_reaction_Gets_a_killReaction_Gets_A_Kill_02=Merked 'em, boss.
- Dlg_SC_ac_dodger_reaction_incoming_enemies_0420=Multiple contacts, coming in fast
- Dlg_SC_ac_dodger_reaction_incoming_enemies_0421=Bogeys inbound
- Dlg_SC_ac_dodger_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Multiple contacts, coming in fast
- Dlg_SC_ac_dodger_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Bogeys inbound
- Dlg_SC_ac_dodger_reaction_leaving_battle_retreating_0440=Gotta bug out a minute
- Dlg_SC_ac_dodger_reaction_leaving_battle_retreating_0441=Keep the fight warm. I'll be back.
- Dlg_SC_ac_dodger_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Gotta bug out a minute
- Dlg_SC_ac_dodger_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Keep the fight warm. I'll be back.
- Dlg_SC_ac_dodger_reaction_player_gets_a_kill_0410=Good shooting.
- Dlg_SC_ac_dodger_reaction_player_gets_a_kill_0411=Nice one.
- Dlg_SC_ac_dodger_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Good shooting.
- Dlg_SC_ac_dodger_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice one.
- Dlg_SC_ac_dodger_reaction_rejoining_battle_0430=Dodger's here, don't worry
- Dlg_SC_ac_dodger_reaction_rejoining_battleReaction_Rejoining_Battle=Dodger's here, don't worry
- Dlg_SC_ac_dodger_reaction_taking_damage_0460=They're smacking the shit outta me here!
- Dlg_SC_ac_dodger_reaction_taking_damage_0461=How 'bout lending a hand?!
- Dlg_SC_ac_dodger_reaction_taking_damageReaction_Taking_Damage_01=They're smacking the shit outta me here!
- Dlg_SC_ac_dodger_reaction_taking_damageReaction_Taking_Damage_02=How 'bout lending a hand?!
- Dlg_SC_ac_grudge_conquest_in_contested_zone_call_for_assistance_0550=Enemies in my zone, need immediate assistance
- Dlg_SC_ac_grudge_conquest_in_contested_zone_call_for_assistance_0551=Zone contested, help please.
- Dlg_SC_ac_grudge_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Enemies in my zone, need immediate assistance
- Dlg_SC_ac_grudge_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Zone contested, help please.
- Dlg_SC_ac_grudge_conquest_lost_control_of_a_zone_0570=We lost the zone.
- Dlg_SC_ac_grudge_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone.
- Dlg_SC_ac_grudge_conquest_taken_control_of_a_zone_0560=We took the zone
- Dlg_SC_ac_grudge_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We took the zone
- Dlg_SC_ac_grudge_ctc_allies_score_point_0540=Scored!
- Dlg_SC_ac_grudge_ctc_allies_score_pointCTC_Allies_Score_Point=Scored!
- Dlg_SC_ac_grudge_ctc_enemy_has_core_0510=They got our core
- Dlg_SC_ac_grudge_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core
- Dlg_SC_ac_grudge_ctc_enemy_scores_point_0530=Surprise, surprise.
- Dlg_SC_ac_grudge_ctc_enemy_scores_point_0531=Whatever, they got a point
- Dlg_SC_ac_grudge_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Surprise, surprise.
- Dlg_SC_ac_grudge_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Whatever, they got a point
- Dlg_SC_ac_grudge_ctc_player_has_core_0500=Nice snag, sir, get the core back
- Dlg_SC_ac_grudge_ctc_player_has_coreCTC_Player_Has_Core=Nice snag, sir, get the core back
- Dlg_SC_ac_grudge_ctc_this_ai_has_core_0520=Help! Help! I got the core!
- Dlg_SC_ac_grudge_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Help! Help! I got the core!
- Dlg_SC_ac_grudge_generic_response_no_0310=Nah, sorry
- Dlg_SC_ac_grudge_generic_response_no_0311=There's no point doing that
- Dlg_SC_ac_grudge_generic_response_noGeneric_Response_No_01=Nah, sorry
- Dlg_SC_ac_grudge_generic_response_noGeneric_Response_No_02=There's no point doing that
- Dlg_SC_ac_grudge_generic_response_yes_0300=Copy
- Dlg_SC_ac_grudge_generic_response_yes_0301=I guess.
- Dlg_SC_ac_grudge_generic_response_yesGeneric_Response_Yes_01=Copy
- Dlg_SC_ac_grudge_generic_response_yesGeneric_Response_Yes_02=I guess.
- Dlg_SC_ac_grudge_player_order_assistance_required_0120=I'm coming
- Dlg_SC_ac_grudge_player_order_assistance_required_0121=Moving to assist you
- Dlg_SC_ac_grudge_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'm coming
- Dlg_SC_ac_grudge_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Moving to assist you
- Dlg_SC_ac_grudge_player_order_attack_my_target_0100=I see them.
- Dlg_SC_ac_grudge_player_order_attack_my_target_0101=Engaging.
- Dlg_SC_ac_grudge_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=I see them.
- Dlg_SC_ac_grudge_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Engaging.
- Dlg_SC_ac_grudge_player_order_bomb_my_target_0230=Stand by. Bomb run initialised
- Dlg_SC_ac_grudge_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Stand by. Bomb run initialised
- Dlg_SC_ac_grudge_player_order_break_and_engage_0210=Breaking to engage
- Dlg_SC_ac_grudge_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking to engage
- Dlg_SC_ac_grudge_player_order_defend_my_target_0110=Sure.
- Dlg_SC_ac_grudge_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Sure.
- Dlg_SC_ac_grudge_player_order_escort_my_target_0220=Escort confirmed
- Dlg_SC_ac_grudge_player_order_escort_my_target_0221=Escorting target now
- Dlg_SC_ac_grudge_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escort confirmed
- Dlg_SC_ac_grudge_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
- Dlg_SC_ac_grudge_player_order_evasive_manoeuvers_0200=I can't shake them.
- Dlg_SC_ac_grudge_player_order_evasive_manoeuvers_0201=Evading now
- Dlg_SC_ac_grudge_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I can't shake them.
- Dlg_SC_ac_grudge_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evading now
- Dlg_SC_ac_grudge_player_order_form_up_on_me_0130=Falling in line.
- Dlg_SC_ac_grudge_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01_01=Falling in line.
- Dlg_SC_ac_grudge_player_order_return_to_base_0240=Heading back to base
- Dlg_SC_ac_grudge_player_order_return_to_base_0241=I'm out.
- Dlg_SC_ac_grudge_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back to base
- Dlg_SC_ac_grudge_player_order_return_to_basePlayer_Order_Return_To_Base_02=I'm out.
- Dlg_SC_ac_grudge_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_grudge_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_grudge_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_grudge_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_grudge_reaction_being_hit_by_friendly_fire_0480=Alright, which one of you idiots hit me?
- Dlg_SC_ac_grudge_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Alright, which one of you idiots hit me?
- Dlg_SC_ac_grudge_reaction_commiting_friendly_fire_0490=Whoops, sorry.
- Dlg_SC_ac_grudge_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Whoops, sorry.
- Dlg_SC_ac_grudge_reaction_eject_0470=Ejecting
- Dlg_SC_ac_grudge_reaction_eject_0471=Bailing out.
- Dlg_SC_ac_grudge_reaction_ejectReaction_Eject_01=Ejecting
- Dlg_SC_ac_grudge_reaction_ejectReaction_Eject_02=Bailing out.
- Dlg_SC_ac_grudge_reaction_friendly_gets_killed_0450=Friendly down
- Dlg_SC_ac_grudge_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly down
- Dlg_SC_ac_grudge_reaction_Gets_a_kill_0400=Splash one bogey
- Dlg_SC_ac_grudge_reaction_Gets_a_kill_0401=Got one.
- Dlg_SC_ac_grudge_reaction_Gets_a_killReaction_Gets_A_Kill_01=Splash one bogey
- Dlg_SC_ac_grudge_reaction_Gets_a_killReaction_Gets_A_Kill_02=Got one.
- Dlg_SC_ac_grudge_reaction_incoming_enemies_0420=We got company
- Dlg_SC_ac_grudge_reaction_incoming_enemies_0421=Scope's full.
- Dlg_SC_ac_grudge_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got company
- Dlg_SC_ac_grudge_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Scope's full.
- Dlg_SC_ac_grudge_reaction_leaving_battle_retreating_0440=Retreating
- Dlg_SC_ac_grudge_reaction_leaving_battle_retreating_0441=Copy that. Falling back.
- Dlg_SC_ac_grudge_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Retreating
- Dlg_SC_ac_grudge_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Copy that. Falling back.
- Dlg_SC_ac_grudge_reaction_player_gets_a_kill_0410=Not a bad kill
- Dlg_SC_ac_grudge_reaction_player_gets_a_kill_0411=Nice
- Dlg_SC_ac_grudge_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Not a bad kill
- Dlg_SC_ac_grudge_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice
- Dlg_SC_ac_grudge_reaction_rejoining_battle_0430=I'm back
- Dlg_SC_ac_grudge_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back
- Dlg_SC_ac_grudge_reaction_taking_damage_0460=Where's my back-up?
- Dlg_SC_ac_grudge_reaction_taking_damage_0461=Shields holding, but I'm taking fire
- Dlg_SC_ac_grudge_reaction_taking_damageReaction_Taking_Damage_01=Where's my back-up?
- Dlg_SC_ac_grudge_reaction_taking_damageReaction_Taking_Damage_02=Shields holding, but I'm taking fire
- Dlg_SC_ac_hitman_conquest_in_contested_zone_call_for_assistance_0550=Zone contested. All ships converge.
- Dlg_SC_ac_hitman_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist=Zone contested. All ships converge.
- Dlg_SC_ac_hitman_conquest_lost_control_of_a_zone_0570=Zone lost
- Dlg_SC_ac_hitman_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
- Dlg_SC_ac_hitman_conquest_taken_control_of_a_zone_0560=Zone taken
- Dlg_SC_ac_hitman_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
- Dlg_SC_ac_hitman_ctc_allies_score_point_0540=Point to us
- Dlg_SC_ac_hitman_ctc_allies_score_pointCTC_Allies_Score_Point=Point to us
- Dlg_SC_ac_hitman_ctc_enemy_has_core_0510=They got our core. Get it back
- Dlg_SC_ac_hitman_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core. Get it back
- Dlg_SC_ac_hitman_ctc_enemy_scores_point_0530=Point to them
- Dlg_SC_ac_hitman_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Point to them
- Dlg_SC_ac_hitman_ctc_player_has_core_0500=Get the core back to base
- Dlg_SC_ac_hitman_ctc_player_has_coreCTC_Player_Has_Core=Get the core back to base
- Dlg_SC_ac_hitman_ctc_this_ai_has_core_0520=I have the core. Assist me
- Dlg_SC_ac_hitman_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core. Assist me
- Dlg_SC_ac_hitman_generic_response_no_0310=Negative
- Dlg_SC_ac_hitman_generic_response_noGeneric_Response_No_01=Negative
- Dlg_SC_ac_hitman_generic_response_yes_0300=Copy
- Dlg_SC_ac_hitman_generic_response_yesGeneric_Response_Yes_01=Copy
- Dlg_SC_ac_hitman_player_order_assistance_required_0120=Hang tight
- Dlg_SC_ac_hitman_player_order_assistance_required_0121=Incoming.
- Dlg_SC_ac_hitman_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Hang tight
- Dlg_SC_ac_hitman_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Incoming.
- Dlg_SC_ac_hitman_player_order_attack_my_target_0100=Attack. Right
- Dlg_SC_ac_hitman_player_order_attack_my_target_0101=You got it.
- Dlg_SC_ac_hitman_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Attack. Right
- Dlg_SC_ac_hitman_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=You got it.
- Dlg_SC_ac_hitman_player_order_bomb_my_target_0230=Bomb run locked in
- Dlg_SC_ac_hitman_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bomb run locked in
- Dlg_SC_ac_hitman_player_order_break_and_engage_0210=Breaking now.
- Dlg_SC_ac_hitman_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking now.
- Dlg_SC_ac_hitman_player_order_defend_my_target_0110=Defending
- Dlg_SC_ac_hitman_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending
- Dlg_SC_ac_hitman_player_order_escort_my_target_0220=Escorting
- Dlg_SC_ac_hitman_player_order_escort_my_target_0221=Escorting target
- Dlg_SC_ac_hitman_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
- Dlg_SC_ac_hitman_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target
- Dlg_SC_ac_hitman_player_order_evasive_manoeuvers_0200=Evading
- Dlg_SC_ac_hitman_player_order_evasive_manoeuvers_0201=Evasive maneouvers
- Dlg_SC_ac_hitman_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading
- Dlg_SC_ac_hitman_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evasive maneouvers
- Dlg_SC_ac_hitman_player_order_form_up_on_me_0130=Copy that. En route to you.
- Dlg_SC_ac_hitman_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Copy that. En route to you.
- Dlg_SC_ac_hitman_player_order_return_to_base_0240=Going back
- Dlg_SC_ac_hitman_player_order_return_to_base_0241=Heading back
- Dlg_SC_ac_hitman_player_order_return_to_basePlayer_Order_Return_To_Base_01=Going back
- Dlg_SC_ac_hitman_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back
- Dlg_SC_ac_hitman_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_hitman_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_hitman_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_hitman_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_hitman_reaction_being_hit_by_friendly_fire_0480=Check your fire. Friendly.
- Dlg_SC_ac_hitman_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check your fire. Friendly.
- Dlg_SC_ac_hitman_reaction_commiting_friendly_fire_0490=Sorry. My fault.
- Dlg_SC_ac_hitman_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Sorry. My fault.
- Dlg_SC_ac_hitman_reaction_eject_0470=Ejecting, good luck
- Dlg_SC_ac_hitman_reaction_ejectReaction_Eject=Ejecting, good luck
- Dlg_SC_ac_hitman_reaction_friendly_gets_killed_0450=Friendly down
- Dlg_SC_ac_hitman_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly down
- Dlg_SC_ac_hitman_reaction_Gets_a_kill_0400=Hostile destroyed
- Dlg_SC_ac_hitman_reaction_Gets_a_killReaction_Gets_A_Kill=Hostile destroyed
- Dlg_SC_ac_hitman_reaction_incoming_enemies_0420=Hostiles inbound
- Dlg_SC_ac_hitman_reaction_incoming_enemiesReaction_Incoming_Enemies=Hostiles inbound
- Dlg_SC_ac_hitman_reaction_leaving_battle_retreating_0440=Retreating
- Dlg_SC_ac_hitman_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Retreating
- Dlg_SC_ac_hitman_reaction_player_gets_a_kill_0410=Good kill
- Dlg_SC_ac_hitman_reaction_player_gets_a_killReaction_Player_Gets_A_Kill=Good kill
- Dlg_SC_ac_hitman_reaction_rejoining_battle_0430=Hitman, back in the battle
- Dlg_SC_ac_hitman_reaction_rejoining_battleReaction_Rejoining_Battle=Hitman, back in the battle
- Dlg_SC_ac_hitman_reaction_taking_damage_0460=Under fire. Repeat. Under fire.
- Dlg_SC_ac_hitman_reaction_taking_damageReaction_Taking_Damage=Under fire. Repeat. Under fire.
- Dlg_SC_ac_outback_conquest_in_contested_zone_call_for_assistance_0550=We're getting swarmed here.
- Dlg_SC_ac_outback_conquest_in_contested_zone_call_for_assistance_0551=Converge on zone. Now!
- Dlg_SC_ac_outback_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=We're getting swarmed here.
- Dlg_SC_ac_outback_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Converge on zone. Now!
- Dlg_SC_ac_outback_conquest_lost_control_of_a_zone_0570=We lost the zone
- Dlg_SC_ac_outback_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone
- Dlg_SC_ac_outback_conquest_taken_control_of_a_zone_0560=We took the zone
- Dlg_SC_ac_outback_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We took the zone
- Dlg_SC_ac_outback_ctc_allies_score_point_0540=Hell yeah, people.
- Dlg_SC_ac_outback_ctc_allies_score_pointCTC_Allies_Score_Point=Hell yeah, people.
- Dlg_SC_ac_outback_ctc_enemy_has_core_0510=Enemy has the core!
- Dlg_SC_ac_outback_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy has the core!
- Dlg_SC_ac_outback_ctc_enemy_scores_point_0510=Enemy have a point.
- Dlg_SC_ac_outback_ctc_enemy_scores_point_0511=Come on, people, they scored.
- Dlg_SC_ac_outback_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Come on, people, they scored.
- Dlg_SC_ac_outback_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Enemy have a point.
- Dlg_SC_ac_outback_ctc_player_has_core_0500=Take the core back to base
- Dlg_SC_ac_outback_ctc_player_has_coreCTC_Player_Has_Core=Take the core back to base
- Dlg_SC_ac_outback_ctc_this_ai_has_core_0520=I've got the core, sir
- Dlg_SC_ac_outback_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I've got the core, sir
- Dlg_SC_ac_outback_generic_response_no_0310=No
- Dlg_SC_ac_outback_generic_response_no_0311=Think I'll pass.
- Dlg_SC_ac_outback_generic_response_noGeneric_Response_No_01=No
- Dlg_SC_ac_outback_generic_response_noGeneric_Response_No_02=Think I'll pass.
- Dlg_SC_ac_outback_generic_response_yes_0300=Yeah. No problem.
- Dlg_SC_ac_outback_generic_response_yes_0301=All right
- Dlg_SC_ac_outback_generic_response_yesGeneric_Response_Yes_01=Yeah. No problem.
- Dlg_SC_ac_outback_generic_response_yesGeneric_Response_Yes_02=All right
- Dlg_SC_ac_outback_player_order_assistance_required_0120=Since you asked so nice...
- Dlg_SC_ac_outback_player_order_assistance_required_0121=Alright. Stop whining.
- Dlg_SC_ac_outback_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Since you asked so nice...
- Dlg_SC_ac_outback_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Alright. Stop whining.
- Dlg_SC_ac_outback_player_order_attack_my_target_0100=Not yet.
- Dlg_SC_ac_outback_player_order_attack_my_target_0101=Target acquired.
- Dlg_SC_ac_outback_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Not yet.
- Dlg_SC_ac_outback_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Target acquired.
- Dlg_SC_ac_outback_player_order_bomb_my_target_0230=Crunching firing solution, sir
- Dlg_SC_ac_outback_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Crunching firing solution, sir
- Dlg_SC_ac_outback_player_order_break_and_engage_0210=I got this.
- Dlg_SC_ac_outback_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=I got this.
- Dlg_SC_ac_outback_player_order_defend_my_target_0110=Defending your target
- Dlg_SC_ac_outback_player_order_defend_my_target_0111=I got 'em covered.
- Dlg_SC_ac_outback_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target
- Dlg_SC_ac_outback_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=I got 'em covered.
- Dlg_SC_ac_outback_player_order_escort_my_target_0220=Escorting
- Dlg_SC_ac_outback_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
- Dlg_SC_ac_outback_player_order_evasive_manoeuvers_0200=Evading now
- Dlg_SC_ac_outback_player_order_evasive_manoeuvers_0201=I'll dump 'em easy.
- Dlg_SC_ac_outback_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading now
- Dlg_SC_ac_outback_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=I'll dump 'em easy.
- Dlg_SC_ac_outback_player_order_form_up_on_me_0130=Usually I'm in the lead.
- Dlg_SC_ac_outback_player_order_form_up_on_me_0131=Moving into formation.
- Dlg_SC_ac_outback_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Usually I'm in the lead.
- Dlg_SC_ac_outback_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving into formation.
- Dlg_SC_ac_outback_player_order_return_to_base_0240=Copy. Zeroing home.
- Dlg_SC_ac_outback_player_order_return_to_base_0241=I'm out.
- Dlg_SC_ac_outback_player_order_return_to_basePlayer_Order_Return_To_Base_01=Copy. Zeroing home.
- Dlg_SC_ac_outback_player_order_return_to_basePlayer_Order_Return_To_Base_02=I'm out.
- Dlg_SC_ac_outback_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_outback_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_outback_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_outback_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_outback_reaction_being_hit_by_friendly_fire_0480=Hey, ya bloody idiot, watch your aim
- Dlg_SC_ac_outback_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey, ya bloody idiot, watch your aim
- Dlg_SC_ac_outback_reaction_commiting_friendly_fire_0490=Clear my line of fire.
- Dlg_SC_ac_outback_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Clear my line of fire.
- Dlg_SC_ac_outback_reaction_eject_0470=I gotta bail
- Dlg_SC_ac_outback_reaction_eject_0471=Ejecting!
- Dlg_SC_ac_outback_reaction_ejectReaction_Eject_01=I gotta bail
- Dlg_SC_ac_outback_reaction_ejectReaction_Eject_02=Ejecting!
- Dlg_SC_ac_outback_reaction_friendly_gets_killed_0450=We're down one.
- Dlg_SC_ac_outback_reaction_friendly_gets_killed_0451=That's on you.
- Dlg_SC_ac_outback_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We're down one.
- Dlg_SC_ac_outback_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=That's on you.
- Dlg_SC_ac_outback_reaction_Gets_a_kill_0400=Target eliminated.
- Dlg_SC_ac_outback_reaction_Gets_a_kill_0401=I got one.
- Dlg_SC_ac_outback_reaction_Gets_a_killReaction_Gets_A_Kill_01=Target eliminated.
- Dlg_SC_ac_outback_reaction_Gets_a_killReaction_Gets_A_Kill_02=I got one.
- Dlg_SC_ac_outback_reaction_incoming_enemies_0420=We got company!
- Dlg_SC_ac_outback_reaction_incoming_enemies_0421=Incoming!
- Dlg_SC_ac_outback_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got company!
- Dlg_SC_ac_outback_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Incoming!
- Dlg_SC_ac_outback_reaction_leaving_battle_retreating_0440=I'm pulling out
- Dlg_SC_ac_outback_reaction_leaving_battle_retreating_0441=Bugging out.
- Dlg_SC_ac_outback_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=I'm pulling out
- Dlg_SC_ac_outback_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Bugging out.
- Dlg_SC_ac_outback_reaction_player_gets_a_kill_0410=Beaut. Good kill
- Dlg_SC_ac_outback_reaction_player_gets_a_kill_0411=Nice one mate.
- Dlg_SC_ac_outback_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Beaut. Good kill
- Dlg_SC_ac_outback_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice one mate.
- Dlg_SC_ac_outback_reaction_rejoining_battle_0430=Re-engaging,
- Dlg_SC_ac_outback_reaction_rejoining_battleReaction_Rejoining_Battle=Re-engaging,
- Dlg_SC_ac_outback_reaction_taking_damage_0460=Taking fire
- Dlg_SC_ac_outback_reaction_taking_damage_0461=Shit, I'm taking damage.
- Dlg_SC_ac_outback_reaction_taking_damageReaction_Taking_Damage_01=Taking fire
- Dlg_SC_ac_outback_reaction_taking_damageReaction_Taking_Damage_02=Shit, I'm taking damage.
- Dlg_SC_ac_powpow_conquest_in_contested_zone_call_for_assistance_0550=I need help over here!
- Dlg_SC_ac_powpow_conquest_in_contested_zone_call_for_assistance_0551=Assistance required in this zone!
- Dlg_SC_ac_powpow_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=I need help over here!
- Dlg_SC_ac_powpow_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Assistance required in this zone!
- Dlg_SC_ac_powpow_conquest_lost_control_of_a_zone_0570=We lost the zone, sir!
- Dlg_SC_ac_powpow_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone, sir!
- Dlg_SC_ac_powpow_conquest_taken_control_of_a_zone_0560=Zone secured, sir
- Dlg_SC_ac_powpow_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone secured, sir
- Dlg_SC_ac_powpow_ctc_allies_score_point_0540=Yeah! Way to go guys. One point to us!
- Dlg_SC_ac_powpow_ctc_allies_score_point_0541=Score one for us…
- Dlg_SC_ac_powpow_ctc_allies_score_pointCTC_Allies_Score_Point_01=Yeah! Way to go guys. One point to us!
- Dlg_SC_ac_powpow_ctc_allies_score_pointCTC_Allies_Score_Point_02=Score one for us…
- Dlg_SC_ac_powpow_ctc_enemy_has_core_0510=Enemy have the core, sir!
- Dlg_SC_ac_powpow_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy have the core, sir!
- Dlg_SC_ac_powpow_ctc_enemy_scores_point_0530=Damn, they got the core home
- Dlg_SC_ac_powpow_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Damn, they got the core home
- Dlg_SC_ac_powpow_ctc_player_has_core_0500=Take her home, sir
- Dlg_SC_ac_powpow_ctc_player_has_core_0501=You got it. Go!
- Dlg_SC_ac_powpow_ctc_player_has_coreCTC_Player_Has_Core_01=Take her home, sir
- Dlg_SC_ac_powpow_ctc_player_has_coreCTC_Player_Has_Core_02=You got it. Go!
- Dlg_SC_ac_powpow_ctc_this_ai_has_core_0520=I…I…got the core, protect me!
- Dlg_SC_ac_powpow_ctc_this_ai_has_core_0521=Core retreived, help me
- Dlg_SC_ac_powpow_ctc_this_ai_has_coreCTC_This_Ai_Has_Core_01=I…I…got the core, protect me!
- Dlg_SC_ac_powpow_ctc_this_ai_has_coreCTC_This_Ai_Has_Core_02=Core retreived, help me
- Dlg_SC_ac_powpow_generic_response_no_0310=Sorry sir, I can't
- Dlg_SC_ac_powpow_generic_response_no_0311=I can't do that right now, sir
- Dlg_SC_ac_powpow_generic_response_no_0312=Really sorry sir, no can do!
- Dlg_SC_ac_powpow_generic_response_noGeneric_Response_No_01=Sorry sir, I can't
- Dlg_SC_ac_powpow_generic_response_noGeneric_Response_No_02=I can't do that right now, sir
- Dlg_SC_ac_powpow_generic_response_noGeneric_Response_No_03=Really sorry sir, no can do!
- Dlg_SC_ac_powpow_generic_response_yes_0300=Yes, sir!
- Dlg_SC_ac_powpow_generic_response_yes_0301=Will do.
- Dlg_SC_ac_powpow_generic_response_yesGeneric_Response_Yes_01=Yes, sir!
- Dlg_SC_ac_powpow_generic_response_yesGeneric_Response_Yes_02=Will do.
- Dlg_SC_ac_powpow_generic_response_yesGeneric_Response_Yes_03=All copy.
- Dlg_SC_ac_powpow_player_order_assistance_required_0120=I’ll try and help out, sir
- Dlg_SC_ac_powpow_player_order_assistance_required_0121=Hang in there sir, I’m coming!
- Dlg_SC_ac_powpow_player_order_assistance_required_0122=Copy. Copy! On my way!
- Dlg_SC_ac_powpow_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I’ll try and help out, sir
- Dlg_SC_ac_powpow_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hang in there sir, I’m coming!
- Dlg_SC_ac_powpow_player_order_assistance_requiredPlayer_Order_Assistance_Required_03=Copy. Copy! On my way!
- Dlg_SC_ac_powpow_player_order_attack_my_target_0100=Copy. Acquiring target, sir...
- Dlg_SC_ac_powpow_player_order_attack_my_target_0101=Yes, sir
- Dlg_SC_ac_powpow_player_order_attack_my_target_0102=I'll…I'll engage, sir
- Dlg_SC_ac_powpow_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Copy. Acquiring target, sir...
- Dlg_SC_ac_powpow_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Yes, sir
- Dlg_SC_ac_powpow_player_order_attack_my_targetPlayer_Order_Attack_My_Target_03=I'll…I'll engage, sir
- Dlg_SC_ac_powpow_player_order_bomb_my_target_0230=Prepping bomb run on your target, sir
- Dlg_SC_ac_powpow_player_order_bomb_my_target_0231=Bombing run engaged on your target, sir
- Dlg_SC_ac_powpow_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Prepping bomb run on your target, sir
- Dlg_SC_ac_powpow_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_02=Bombing run engaged on your target, sir
- Dlg_SC_ac_powpow_player_order_break_and_engage_0210=Breaking now, sir
- Dlg_SC_ac_powpow_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking now, sir
- Dlg_SC_ac_powpow_player_order_defend_my_target_0110=Defending your target, sir
- Dlg_SC_ac_powpow_player_order_defend_my_target_0111=Course locked for defend, sir
- Dlg_SC_ac_powpow_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target, sir
- Dlg_SC_ac_powpow_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=Course locked for defend, sir
- Dlg_SC_ac_powpow_player_order_escort_my_target_0220=Moving to escort your target, sir
- Dlg_SC_ac_powpow_player_order_escort_my_target_0221=Confirmed escort to your target, sir
- Dlg_SC_ac_powpow_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Moving to escort your target, sir
- Dlg_SC_ac_powpow_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Confirmed escort to your target, sir
- Dlg_SC_ac_powpow_player_order_evasive_manoeuvers_0200=Copy that. Evasive manoeuvres, sir
- Dlg_SC_ac_powpow_player_order_evasive_manoeuvers_0201=Evasive manoeuvres confirmed, sir
- Dlg_SC_ac_powpow_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Copy that. Evasive manoeuvres, sir
- Dlg_SC_ac_powpow_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evasion pattern... Delta... initialised, sir
- Dlg_SC_ac_powpow_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_03=Evasive manoeuvres confirmed, sir
- Dlg_SC_ac_powpow_player_order_form_up_on_me_0130=Forming up on you, sir
- Dlg_SC_ac_powpow_player_order_form_up_on_me_0131=Moving into formation, sir
- Dlg_SC_ac_powpow_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up on you, sir
- Dlg_SC_ac_powpow_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving into formation, sir
- Dlg_SC_ac_powpow_player_order_return_to_base_0240=Return and Repair confirmed, sir
- Dlg_SC_ac_powpow_player_order_return_to_base_0241=Heading back for Repair, sir
- Dlg_SC_ac_powpow_player_order_return_to_basePlayer_Order_Return_To_Base_01=Return and Repair confirmed, sir
- Dlg_SC_ac_powpow_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back for Repair, sir
- Dlg_SC_ac_powpow_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_powpow_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_powpow_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_powpow_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_powpow_reaction_being_hit_by_friendly_fire_0480=Hey! Watch your aim
- Dlg_SC_ac_powpow_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey! Watch your aim
- Dlg_SC_ac_powpow_reaction_commiting_friendly_fire_0490=Shit. Sorry. It won't happen again.
- Dlg_SC_ac_powpow_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Shit. Sorry. It won't happen again.
- Dlg_SC_ac_powpow_reaction_eject_0470=Help!
- Dlg_SC_ac_powpow_reaction_eject_0471=I'm bailing out, sir!
- Dlg_SC_ac_powpow_reaction_ejectReaction_Eject_01=Help!
- Dlg_SC_ac_powpow_reaction_ejectReaction_Eject_02=I'm bailing out, sir!
- Dlg_SC_ac_powpow_reaction_friendly_gets_killed_0450=NO!
- Dlg_SC_ac_powpow_reaction_friendly_gets_killed_0451=Damn it, we're losing people
- Dlg_SC_ac_powpow_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=NO!
- Dlg_SC_ac_powpow_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Damn it, we're losing people
- Dlg_SC_ac_powpow_reaction_Gets_a_kill_0400=Got one!
- Dlg_SC_ac_powpow_reaction_Gets_a_kill_0401=Yeah!
- Dlg_SC_ac_powpow_reaction_Gets_a_kill_0402=Scratch one bogie!
- Dlg_SC_ac_powpow_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got one!
- Dlg_SC_ac_powpow_reaction_Gets_a_killReaction_Gets_A_Kill_02=Yeah!
- Dlg_SC_ac_powpow_reaction_Gets_a_killReaction_Gets_A_Kill_03=Scratch one bogie!
- Dlg_SC_ac_powpow_reaction_incoming_enemies_0420=Enemies inbound, sir
- Dlg_SC_ac_powpow_reaction_incoming_enemies_0421=Multiple contacts!
- Dlg_SC_ac_powpow_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Enemies inbound, sir
- Dlg_SC_ac_powpow_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Multiple contacts!
- Dlg_SC_ac_powpow_reaction_leaving_battle_retreating_0440=Combat ineffective, sir.
- Dlg_SC_ac_powpow_reaction_leaving_battle_retreating_0441=Retreating, sir
- Dlg_SC_ac_powpow_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Combat ineffective, sir.
- Dlg_SC_ac_powpow_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating, sir
- Dlg_SC_ac_powpow_reaction_player_gets_a_kill_0410=Nice shooting, sir
- Dlg_SC_ac_powpow_reaction_player_gets_a_kill_0411=Wooh! You got him, sir
- Dlg_SC_ac_powpow_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice shooting, sir
- Dlg_SC_ac_powpow_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Wooh! You got him, sir
- Dlg_SC_ac_powpow_reaction_rejoining_battle_0430=Re-engaging, sir
- Dlg_SC_ac_powpow_reaction_rejoining_battleReaction_Rejoining_Battle=Re-engaging, sir
- Dlg_SC_ac_powpow_reaction_taking_damage_0460=I'm under fire, sir!
- Dlg_SC_ac_powpow_reaction_taking_damage_0461=Getting hit, sir
- Dlg_SC_ac_powpow_reaction_taking_damageReaction_Taking_Damage_01=I'm under fire, sir!
- Dlg_SC_ac_powpow_reaction_taking_damageReaction_Taking_Damage_02=Getting hit, sir
- Dlg_SC_ac_pro_conquest_in_contested_zone_call_for_assistance_0550=Requesting help securing zone
- Dlg_SC_ac_pro_conquest_in_contested_zone_call_for_assistance_0551=Assistance needed over here
- Dlg_SC_ac_pro_conquest_lost_control_of_a_zone_0570=Zone lost, sir.!
- Dlg_SC_ac_pro_conquest_taken_control_of_a_zone_0560=Zone taken, sir
- Dlg_SC_ac_pro_ctc_allies_score_point_0540=Well done people, we scored.
- Dlg_SC_ac_pro_ctc_allies_score_point_0541=One point to us.
- Dlg_SC_ac_pro_ctc_enemy_has_core_0510=Hostile has the mark.
- Dlg_SC_ac_pro_ctc_enemy_scores_point_0530=Damn it, they got it back
- Dlg_SC_ac_pro_ctc_player_has_core_0500=Get it back safely, sir
- Dlg_SC_ac_pro_ctc_this_ai_has_core_0520=I have the mark, sir
- Dlg_SC_ac_pro_ctc_this_ai_has_core_0521=Mark retrieved. On me.
- Dlg_SC_ac_pro_generic_response_no_0310=Cannot comply, sir.
- Dlg_SC_ac_pro_generic_response_no_0311=No, sir.
- Dlg_SC_ac_pro_generic_response_yes_0300=Roger that
- Dlg_SC_ac_pro_generic_response_yes_0301=Copy
- Dlg_SC_ac_pro_generic_response_yes_0302=Copy that.
- Dlg_SC_ac_pro_player_order_assistance_required_0120=On my way.
- Dlg_SC_ac_pro_player_order_assistance_required_0121=Hold tight, I'll help out.
- Dlg_SC_ac_pro_player_order_attack_my_target_0100=Yeah, on it.
- Dlg_SC_ac_pro_player_order_attack_my_target_0101=Target engaged.
- Dlg_SC_ac_pro_player_order_bomb_my_target_0230=Bombing run locked in.
- Dlg_SC_ac_pro_player_order_break_and_engage_0210=Breaking formation.
- Dlg_SC_ac_pro_player_order_break_and_engage_0211=Break, break.
- Dlg_SC_ac_pro_player_order_defend_my_target_0110=Defending the target
- Dlg_SC_ac_pro_player_order_defend_my_target_0111=I'll keep him safe
- Dlg_SC_ac_pro_player_order_escort_my_target_0220=Escorting, sir
- Dlg_SC_ac_pro_player_order_escort_my_target_0221=I'll protect it
- Dlg_SC_ac_pro_player_order_evasive_manoeuvers_0200=Evasive manoeuvres...
- Dlg_SC_ac_pro_player_order_evasive_manoeuvers_0201=Confirm evasive action, sir
- Dlg_SC_ac_pro_player_order_form_up_on_me_0130=Moving to formation.
- Dlg_SC_ac_pro_player_order_form_up_on_me_0131=Moving to your wing.
- Dlg_SC_ac_pro_player_order_return_to_base_0240=Returning to base
- Dlg_SC_ac_pro_player_order_return_to_base_0241=Heading back to base
- Dlg_SC_ac_pro_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_pro_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_pro_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_pro_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_pro_reaction_being_hit_by_friendly_fire_0480=Oy. Watch your fire
- Dlg_SC_ac_pro_reaction_commiting_friendly_fire_0490=Damn it. Sorry.
- Dlg_SC_ac_pro_reaction_eject_0470=What the hell?!.
- Dlg_SC_ac_pro_reaction_eject_0471=Ejecting!
- Dlg_SC_ac_pro_reaction_friendly_gets_killed_0450=Damn it.
- Dlg_SC_ac_pro_reaction_friendly_gets_killed_0451=Friendly down, sir!
- Dlg_SC_ac_pro_reaction_Gets_a_kill_0400=Contact eliminated.
- Dlg_SC_ac_pro_reaction_Gets_a_kill_0401=Enemy down
- Dlg_SC_ac_pro_reaction_Gets_a_kill_0402=Threat neutralised.
- Dlg_SC_ac_pro_reaction_incoming_enemies_0420=Threat sighted, sir
- Dlg_SC_ac_pro_reaction_incoming_enemies_0421=Enemies incoming
- Dlg_SC_ac_pro_reaction_leaving_battle_retreating_0440=Moving to safe distance, sir
- Dlg_SC_ac_pro_reaction_leaving_battle_retreating_0441=Retreating, sir
- Dlg_SC_ac_pro_reaction_player_gets_a_kill_0410=Nice move, sir
- Dlg_SC_ac_pro_reaction_player_gets_a_kill_0411=Good shooting, sir
- Dlg_SC_ac_pro_reaction_rejoining_battle_0430=Back in it, sir.
- Dlg_SC_ac_pro_reaction_taking_damage_0460=Help! Help!
- Dlg_SC_ac_pro_reaction_taking_damage_0461=Hostile on my six.
- Dlg_SC_ac_rocksteady_conquest_in_contested_zone_call_for_assistance_0550=I need help over here guys
- Dlg_SC_ac_rocksteady_conquest_in_contested_zone_call_for_assistance_0551=Help. Zone contested
- Dlg_SC_ac_rocksteady_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=I need help over here guys
- Dlg_SC_ac_rocksteady_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Help. Zone contested
- Dlg_SC_ac_rocksteady_conquest_lost_control_of_a_zone_0570=Zone lost
- Dlg_SC_ac_rocksteady_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
- Dlg_SC_ac_rocksteady_conquest_taken_control_of_a_zone_0560=We took this zone
- Dlg_SC_ac_rocksteady_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We took this zone
- Dlg_SC_ac_rocksteady_ctc_allies_score_point_0540=Yeah! We got a point!
- Dlg_SC_ac_rocksteady_ctc_allies_score_pointCTC_Allies_Score_Point=Yeah! We got a point!
- Dlg_SC_ac_rocksteady_ctc_enemy_has_core_0510=They have the core
- Dlg_SC_ac_rocksteady_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
- Dlg_SC_ac_rocksteady_ctc_enemy_scores_point_0530=They scored
- Dlg_SC_ac_rocksteady_ctc_enemy_scores_point_0531=Point to them
- Dlg_SC_ac_rocksteady_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=They scored
- Dlg_SC_ac_rocksteady_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Point to them
- Dlg_SC_ac_rocksteady_ctc_player_has_core_0500=You have the core
- Dlg_SC_ac_rocksteady_ctc_player_has_coreCTC_Player_Has_Core=You have the core
- Dlg_SC_ac_rocksteady_ctc_this_ai_has_core_0520=Core retreived
- Dlg_SC_ac_rocksteady_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core retreived
- Dlg_SC_ac_rocksteady_generic_response_no_0310=No, sir.
- Dlg_SC_ac_rocksteady_generic_response_no_0311=I can't do that, sir.
- Dlg_SC_ac_rocksteady_generic_response_noGeneric_Response_No_01=No, sir.
- Dlg_SC_ac_rocksteady_generic_response_noGeneric_Response_No_02=I can't do that, sir.
- Dlg_SC_ac_rocksteady_generic_response_yes_0300=Copy that
- Dlg_SC_ac_rocksteady_generic_response_yes_0301=You got it.
- Dlg_SC_ac_rocksteady_generic_response_yesGeneric_Response_Yes_01=Copy that
- Dlg_SC_ac_rocksteady_generic_response_yesGeneric_Response_Yes_02=You got it.
- Dlg_SC_ac_rocksteady_player_order_assistance_required_0120=Keep twisting. I'm on my way.
- Dlg_SC_ac_rocksteady_player_order_assistance_required_0121=I'll help you out
- Dlg_SC_ac_rocksteady_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Keep twisting. I'm on my way.
- Dlg_SC_ac_rocksteady_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I'll help you out
- Dlg_SC_ac_rocksteady_player_order_attack_my_target_0100=Stand by. Confirming attack.
- Dlg_SC_ac_rocksteady_player_order_attack_my_target_0101=Engaging your mark
- Dlg_SC_ac_rocksteady_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Stand by. Confirming attack.
- Dlg_SC_ac_rocksteady_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Engaging your mark
- Dlg_SC_ac_rocksteady_player_order_bomb_my_target_0230=Bombing run initiated
- Dlg_SC_ac_rocksteady_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run initiated
- Dlg_SC_ac_rocksteady_player_order_break_and_engage_0210=B&E, confirm.
- Dlg_SC_ac_rocksteady_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=B&E, confirm.
- Dlg_SC_ac_rocksteady_player_order_defend_my_target_0110=Defending your target
- Dlg_SC_ac_rocksteady_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target
- Dlg_SC_ac_rocksteady_player_order_escort_my_target_0220=I got 'em, sir.
- Dlg_SC_ac_rocksteady_player_order_escort_my_target_0221=Copy, moving to escort.
- Dlg_SC_ac_rocksteady_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=I got 'em, sir.
- Dlg_SC_ac_rocksteady_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Copy, moving to escort.
- Dlg_SC_ac_rocksteady_player_order_evasive_manoeuvers_0200=Evading
- Dlg_SC_ac_rocksteady_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading
- Dlg_SC_ac_rocksteady_player_order_form_up_on_me_0130=Moving into formation
- Dlg_SC_ac_rocksteady_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving into formation
- Dlg_SC_ac_rocksteady_player_order_return_to_base_0240=Copy, RTB.
- Dlg_SC_ac_rocksteady_player_order_return_to_base_0241=Heading back, sir.
- Dlg_SC_ac_rocksteady_player_order_return_to_basePlayer_Order_Return_To_Base_01=Copy, RTB.
- Dlg_SC_ac_rocksteady_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back, sir.
- Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_rocksteady_pro_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Requesting help securing zone
- Dlg_SC_ac_rocksteady_pro_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Assistance needed over here
- Dlg_SC_ac_rocksteady_pro_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost, sir.!
- Dlg_SC_ac_rocksteady_pro_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken, sir
- Dlg_SC_ac_rocksteady_pro_ctc_allies_score_pointCTC_Allies_Score_Point_01=Well done people, we scored.
- Dlg_SC_ac_rocksteady_pro_ctc_allies_score_pointCTC_Allies_Score_Point_02=One point to us.
- Dlg_SC_ac_rocksteady_pro_ctc_enemy_has_coreCTC_Enemy_Has_Core=Hostile has the mark.
- Dlg_SC_ac_rocksteady_pro_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Damn it, they got it back
- Dlg_SC_ac_rocksteady_pro_ctc_player_has_coreCTC_Player_Has_Core=Get it back safely, sir
- Dlg_SC_ac_rocksteady_pro_ctc_this_ai_has_coreCTC_This_Ai_Has_Core_01=I have the mark, sir
- Dlg_SC_ac_rocksteady_pro_ctc_this_ai_has_coreCTC_This_Ai_Has_Core_02=Mark retrieved. On me.
- Dlg_SC_ac_rocksteady_pro_generic_response_noGeneric_Response_No_01=Cannot comply, sir.
- Dlg_SC_ac_rocksteady_pro_generic_response_noGeneric_Response_No_02=No, sir.
- Dlg_SC_ac_rocksteady_pro_generic_response_yesGeneric_Response_Yes_01=Roger that
- Dlg_SC_ac_rocksteady_pro_generic_response_yesGeneric_Response_Yes_02=Copy
- Dlg_SC_ac_rocksteady_pro_generic_response_yesGeneric_Response_Yes_03=Copy that.
- Dlg_SC_ac_rocksteady_pro_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=On my way.
- Dlg_SC_ac_rocksteady_pro_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hold tight, I'll help out.
- Dlg_SC_ac_rocksteady_pro_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Yeah, on it.
- Dlg_SC_ac_rocksteady_pro_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Target engaged.
- Dlg_SC_ac_rocksteady_pro_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run locked in.
- Dlg_SC_ac_rocksteady_pro_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking formation.
- Dlg_SC_ac_rocksteady_pro_player_order_break_and_engagePlayer_Order_Break_And_Engage_02=Break, break.
- Dlg_SC_ac_rocksteady_pro_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending the target
- Dlg_SC_ac_rocksteady_pro_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=I'll keep him safe
- Dlg_SC_ac_rocksteady_pro_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting, sir
- Dlg_SC_ac_rocksteady_pro_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=I'll protect it
- Dlg_SC_ac_rocksteady_pro_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive manoeuvres...
- Dlg_SC_ac_rocksteady_pro_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Confirm evasive action, sir
- Dlg_SC_ac_rocksteady_pro_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving to formation.
- Dlg_SC_ac_rocksteady_pro_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving to your wing.
- Dlg_SC_ac_rocksteady_pro_player_order_return_to_basePlayer_Order_Return_To_Base_01=Returning to base
- Dlg_SC_ac_rocksteady_pro_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back to base
- Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_rocksteady_pro_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Oy. Watch your fire
- Dlg_SC_ac_rocksteady_pro_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Damn it. Sorry.
- Dlg_SC_ac_rocksteady_pro_reaction_ejectReaction_Eject_01=What the hell?!.
- Dlg_SC_ac_rocksteady_pro_reaction_ejectReaction_Eject_02=Ejecting!
- Dlg_SC_ac_rocksteady_pro_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=Damn it.
- Dlg_SC_ac_rocksteady_pro_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Friendly down, sir!
- Dlg_SC_ac_rocksteady_pro_reaction_Gets_a_killReaction_Gets_A_Kill_01=Contact eliminated.
- Dlg_SC_ac_rocksteady_pro_reaction_Gets_a_killReaction_Gets_A_Kill_02=Enemy down
- Dlg_SC_ac_rocksteady_pro_reaction_Gets_a_killReaction_Gets_A_Kill_03=Threat neutralised.
- Dlg_SC_ac_rocksteady_pro_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Threat sighted, sir
- Dlg_SC_ac_rocksteady_pro_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Enemies incoming
- Dlg_SC_ac_rocksteady_pro_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Moving to safe distance, sir
- Dlg_SC_ac_rocksteady_pro_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating, sir
- Dlg_SC_ac_rocksteady_pro_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice move, sir
- Dlg_SC_ac_rocksteady_pro_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Good shooting, sir
- Dlg_SC_ac_rocksteady_pro_reaction_rejoining_battleReaction_Rejoining_Battle=Back in it, sir.
- Dlg_SC_ac_rocksteady_pro_reaction_taking_damageReaction_Taking_Damage_01=Help! Help!
- Dlg_SC_ac_rocksteady_pro_reaction_taking_damageReaction_Taking_Damage_02=Hostile on my six.
- Dlg_SC_ac_rocksteady_reaction_being_hit_by_friendly_fire_0480=Stop shooting at me
- Dlg_SC_ac_rocksteady_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Stop shooting at me
- Dlg_SC_ac_rocksteady_reaction_commiting_friendly_fire_0490=Damn, sorry.
- Dlg_SC_ac_rocksteady_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Damn, sorry.
- Dlg_SC_ac_rocksteady_reaction_eject_0470=Ejecting!
- Dlg_SC_ac_rocksteady_reaction_ejectReaction_Eject=Ejecting!
- Dlg_SC_ac_rocksteady_reaction_friendly_gets_killed_0450=Dammit! Friendly down!
- Dlg_SC_ac_rocksteady_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Dammit! Friendly down!
- Dlg_SC_ac_rocksteady_reaction_Gets_a_kill_0400=Bagged one
- Dlg_SC_ac_rocksteady_reaction_Gets_a_kill_0401=Enemy down
- Dlg_SC_ac_rocksteady_reaction_Gets_a_killReaction_Gets_A_Kill_01=Bagged one
- Dlg_SC_ac_rocksteady_reaction_Gets_a_killReaction_Gets_A_Kill_02=Enemy down
- Dlg_SC_ac_rocksteady_reaction_incoming_enemies_0420=Enemies inbound
- Dlg_SC_ac_rocksteady_reaction_incoming_enemies_0421=Multiple contacts approaching
- Dlg_SC_ac_rocksteady_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Enemies inbound
- Dlg_SC_ac_rocksteady_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Multiple contacts approaching
- Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreating_0440=Retreating
- Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreating_0441=Need to fall back.
- Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Retreating
- Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Need to fall back.
- Dlg_SC_ac_rocksteady_reaction_player_gets_a_kill_0410=Kill confirmed.
- Dlg_SC_ac_rocksteady_reaction_player_gets_a_kill_0411=Cool. You got one
- Dlg_SC_ac_rocksteady_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Kill confirmed.
- Dlg_SC_ac_rocksteady_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Cool. You got one
- Dlg_SC_ac_rocksteady_reaction_rejoining_battle_0430=Back in it, sir.
- Dlg_SC_ac_rocksteady_reaction_rejoining_battleReaction_Rejoining_Battle=Back in it, sir.
- Dlg_SC_ac_rocksteady_reaction_taking_damage_0460=Under fire!
- Dlg_SC_ac_rocksteady_reaction_taking_damage_0461=On me. Need help.
- Dlg_SC_ac_rocksteady_reaction_taking_damageReaction_Taking_Damage_01=Under fire!
- Dlg_SC_ac_rocksteady_reaction_taking_damageReaction_Taking_Damage_02=On me. Need help.
- Dlg_SC_ac_sarc_conquest_in_contested_zone_call_for_assistance_0550=Could do with some help in this zone
- Dlg_SC_ac_sarc_conquest_in_contested_zone_call_for_assistance_0551=On me! Zone's being contested.
- 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
- Dlg_SC_ac_sarc_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=On me! Zone's being contested.
- Dlg_SC_ac_sarc_conquest_lost_control_of_a_zone_0570=Lost the zone.
- Dlg_SC_ac_sarc_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Lost the zone.
- Dlg_SC_ac_sarc_conquest_taken_control_of_a_zone_0560=Zone is ours
- Dlg_SC_ac_sarc_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours
- Dlg_SC_ac_sarc_ctc_allies_score_point_0540=Get in there! Point to us.
- Dlg_SC_ac_sarc_ctc_allies_score_pointCTC_Allies_Score_Point=Get in there! Point to us.
- Dlg_SC_ac_sarc_ctc_enemy_has_core_0510=They have our core
- Dlg_SC_ac_sarc_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have our core
- Dlg_SC_ac_sarc_ctc_enemy_scores_point_0530=Lucky bastards scored
- Dlg_SC_ac_sarc_ctc_enemy_scores_point_0531=They got a point
- Dlg_SC_ac_sarc_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Lucky bastards scored
- Dlg_SC_ac_sarc_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=They got a point
- Dlg_SC_ac_sarc_ctc_player_has_core_0500=Get the core home, now
- Dlg_SC_ac_sarc_ctc_player_has_coreCTC_Player_Has_Core=Get the core home, now
- Dlg_SC_ac_sarc_ctc_this_ai_has_core_0520=Got the core. Cover me.
- Dlg_SC_ac_sarc_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Got the core. Cover me.
- Dlg_SC_ac_sarc_generic_response_no_0310=Piss off
- Dlg_SC_ac_sarc_generic_response_no_0311=I think that's ill-advised, sir.
- Dlg_SC_ac_sarc_generic_response_noGeneric_Response_No_01=Piss off
- Dlg_SC_ac_sarc_generic_response_noGeneric_Response_No_02=I think that's ill-advised, sir.
- Dlg_SC_ac_sarc_generic_response_yes_0300=Aye
- Dlg_SC_ac_sarc_generic_response_yes_0301=Copy that.
- Dlg_SC_ac_sarc_generic_response_yesGeneric_Response_Yes_01=Aye
- Dlg_SC_ac_sarc_generic_response_yesGeneric_Response_Yes_02=Copy that.
- Dlg_SC_ac_sarc_player_order_assistance_required_0120=Need help eh? I'm on my way
- Dlg_SC_ac_sarc_player_order_assistance_required_0121=There in a flash.
- Dlg_SC_ac_sarc_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Need help eh? I'm on my way
- Dlg_SC_ac_sarc_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=There in a flash.
- Dlg_SC_ac_sarc_player_order_attack_my_target_0100=Target acquired.
- Dlg_SC_ac_sarc_player_order_attack_my_target_0101=He'll be a goner.
- Dlg_SC_ac_sarc_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Target acquired.
- Dlg_SC_ac_sarc_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=He'll be a goner.
- Dlg_SC_ac_sarc_player_order_bomb_my_target_0230=Bombing maneouver
- Dlg_SC_ac_sarc_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing maneouver
- Dlg_SC_ac_sarc_player_order_break_and_engage_0210=I'm breaking off now
- Dlg_SC_ac_sarc_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=I'm breaking off now
- Dlg_SC_ac_sarc_player_order_defend_my_target_0110=Defending
- Dlg_SC_ac_sarc_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending
- Dlg_SC_ac_sarc_player_order_escort_my_target_0220=Escorting
- Dlg_SC_ac_sarc_player_order_escort_my_target_0221=Escorting target now
- Dlg_SC_ac_sarc_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
- Dlg_SC_ac_sarc_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
- Dlg_SC_ac_sarc_player_order_evasive_manoeuvers_0200=I'll lose this little shit
- Dlg_SC_ac_sarc_player_order_evasive_manoeuvers_0201=Happily.
- Dlg_SC_ac_sarc_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I'll lose this little shit
- Dlg_SC_ac_sarc_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Happily.
- Dlg_SC_ac_sarc_player_order_form_up_on_me_0130=Getting into formation now
- Dlg_SC_ac_sarc_player_order_form_up_on_me_0131=Moving to formation
- Dlg_SC_ac_sarc_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Getting into formation now
- Dlg_SC_ac_sarc_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving to formation
- Dlg_SC_ac_sarc_player_order_return_to_base_0240=Copy that. Heading home.
- Dlg_SC_ac_sarc_player_order_return_to_base_0241=Gladly, sir.
- Dlg_SC_ac_sarc_player_order_return_to_basePlayer_Order_Return_To_Base_01=Copy that. Heading home.
- Dlg_SC_ac_sarc_player_order_return_to_basePlayer_Order_Return_To_Base_02=Gladly, sir.
- Dlg_SC_ac_sarc_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_sarc_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_sarc_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_sarc_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_sarc_reaction_being_hit_by_friendly_fire_0480=Adjust fire, you bloody idiot
- Dlg_SC_ac_sarc_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Adjust fire, you bloody idiot
- Dlg_SC_ac_sarc_reaction_commiting_friendly_fire_0490=You're in my way!
- Dlg_SC_ac_sarc_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=You're in my way!
- Dlg_SC_ac_sarc_reaction_eject_0470=Ejecting
- Dlg_SC_ac_sarc_reaction_eject_0471=Ship's lost!
- Dlg_SC_ac_sarc_reaction_ejectReaction_Eject_01=Ejecting
- Dlg_SC_ac_sarc_reaction_ejectReaction_Eject_02=Ship's lost!
- Dlg_SC_ac_sarc_reaction_friendly_gets_killed_0450=We lost a friendly
- Dlg_SC_ac_sarc_reaction_friendly_gets_killed_0451=Friendly down
- Dlg_SC_ac_sarc_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We lost a friendly
- Dlg_SC_ac_sarc_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Friendly down
- Dlg_SC_ac_sarc_reaction_Gets_a_kill_0400=Crash and burn, ya bastard!
- Dlg_SC_ac_sarc_reaction_Gets_a_kill_0401=Blasted.
- Dlg_SC_ac_sarc_reaction_Gets_a_killReaction_Gets_A_Kill_01=Crash and burn, ya bastard!
- Dlg_SC_ac_sarc_reaction_Gets_a_killReaction_Gets_A_Kill_02=Blasted.
- Dlg_SC_ac_sarc_reaction_incoming_enemies_0420=Incoming!
- Dlg_SC_ac_sarc_reaction_incoming_enemies_0421=More enemies inbound
- Dlg_SC_ac_sarc_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Incoming!
- Dlg_SC_ac_sarc_reaction_incoming_enemiesReaction_Incoming_Enemies_02=More enemies inbound
- Dlg_SC_ac_sarc_reaction_leaving_battle_retreating_0440=Gotta go
- Dlg_SC_ac_sarc_reaction_leaving_battle_retreating_0441=Retreating.
- Dlg_SC_ac_sarc_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Gotta go
- Dlg_SC_ac_sarc_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating.
- Dlg_SC_ac_sarc_reaction_player_gets_a_kill_0410=Nice kill, sunshine
- Dlg_SC_ac_sarc_reaction_player_gets_a_kill_0411=Good kill
- Dlg_SC_ac_sarc_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice kill, sunshine
- Dlg_SC_ac_sarc_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Good kill
- Dlg_SC_ac_sarc_reaction_rejoining_battle_0430=I'm back in the fray
- Dlg_SC_ac_sarc_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back in the fray
- Dlg_SC_ac_sarc_reaction_taking_damage_0460=Bastards got a line on me!
- Dlg_SC_ac_sarc_reaction_taking_damage_0461=Taking hits
- Dlg_SC_ac_sarc_reaction_taking_damageReaction_Taking_Damage_01=Bastards got a line on me!
- Dlg_SC_ac_sarc_reaction_taking_damageReaction_Taking_Damage_02=Taking hits
- Dlg_SC_ac_showboat_conquest_in_contested_zone_call_for_assistance_0550=Could do with a hand in this zone
- Dlg_SC_ac_showboat_conquest_in_contested_zone_call_for_assistance_0551=Zone's getting overrun.
- 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
- Dlg_SC_ac_showboat_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Zone's getting overrun.
- Dlg_SC_ac_showboat_conquest_lost_control_of_a_zone_0570=Zone lost
- Dlg_SC_ac_showboat_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
- Dlg_SC_ac_showboat_conquest_taken_control_of_a_zone_0560=Zone taken
- Dlg_SC_ac_showboat_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
- Dlg_SC_ac_showboat_ctc_allies_score_point_0540=We scored. That's cos of me you know...
- Dlg_SC_ac_showboat_ctc_allies_score_pointCTC_Allies_Score_Point=We scored. That's cos of me you know...
- Dlg_SC_ac_showboat_ctc_enemy_has_core_0510=They got our core. Get them.
- Dlg_SC_ac_showboat_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core. Get them.
- Dlg_SC_ac_showboat_ctc_enemy_scores_point_0530=Hey newbies, you're letting them score!
- Dlg_SC_ac_showboat_ctc_enemy_scores_point_0531=This is bullshit
- Dlg_SC_ac_showboat_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Hey newbies, you're letting them score!
- Dlg_SC_ac_showboat_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=This is bullshit
- Dlg_SC_ac_showboat_ctc_player_has_core_0500=You got the core, go! Go!
- Dlg_SC_ac_showboat_ctc_player_has_coreCTC_Player_Has_Core=You got the core, go! Go!
- Dlg_SC_ac_showboat_ctc_this_ai_has_core_0520=I have the core, watch me fly.
- Dlg_SC_ac_showboat_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core, watch me fly.
- Dlg_SC_ac_showboat_generic_response_no_0310=Negative
- Dlg_SC_ac_showboat_generic_response_no_0311=Waste of my talents.
- Dlg_SC_ac_showboat_generic_response_noGeneric_Response_No_01=Negative
- Dlg_SC_ac_showboat_generic_response_noGeneric_Response_No_02=Waste of my talents.
- Dlg_SC_ac_showboat_generic_response_yes_0300=Copy
- Dlg_SC_ac_showboat_generic_response_yes_0301=Yuuup!
- Dlg_SC_ac_showboat_generic_response_yesGeneric_Response_Yes_01=Copy
- Dlg_SC_ac_showboat_generic_response_yesGeneric_Response_Yes_02=Yuuup!
- Dlg_SC_ac_showboat_player_order_assistance_required_0120=Don't worry, I'll save you!
- Dlg_SC_ac_showboat_player_order_assistance_required_0121=You owe me for this one.
- Dlg_SC_ac_showboat_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Don't worry, I'll save you!
- Dlg_SC_ac_showboat_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=You owe me for this one.
- Dlg_SC_ac_showboat_player_order_attack_my_target_0100=Leave it to me.
- Dlg_SC_ac_showboat_player_order_attack_my_target_0101=Doesn't stand a chance.
- Dlg_SC_ac_showboat_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Leave it to me.
- Dlg_SC_ac_showboat_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Doesn't stand a chance.
- Dlg_SC_ac_showboat_player_order_bomb_my_target_0230=Lighting 'em up
- Dlg_SC_ac_showboat_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Lighting 'em up
- Dlg_SC_ac_showboat_player_order_break_and_engage_0210=Break and Bake!
- Dlg_SC_ac_showboat_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Break and Bake!
- Dlg_SC_ac_showboat_player_order_defend_my_target_0110=I got 'em. Don't worry.
- Dlg_SC_ac_showboat_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=I got 'em. Don't worry.
- Dlg_SC_ac_showboat_player_order_escort_my_target_0220=Escorting
- Dlg_SC_ac_showboat_player_order_escort_my_target_0221=Escorting target now
- Dlg_SC_ac_showboat_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
- Dlg_SC_ac_showboat_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
- Dlg_SC_ac_showboat_player_order_evasive_manoeuvers_0200=I can dodge this guy in my sleep
- Dlg_SC_ac_showboat_player_order_evasive_manoeuvers_0201=Shaking him off
- Dlg_SC_ac_showboat_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I can dodge this guy in my sleep
- Dlg_SC_ac_showboat_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Shaking him off
- Dlg_SC_ac_showboat_player_order_form_up_on_me_0130=Engaging formation
- Dlg_SC_ac_showboat_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Engaging formation
- Dlg_SC_ac_showboat_player_order_return_to_base_0240=Returning to LZ
- Dlg_SC_ac_showboat_player_order_return_to_basePlayer_Order_Return_To_Base_01=Returning to LZ
- Dlg_SC_ac_showboat_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_showboat_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_showboat_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_showboat_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_showboat_reaction_being_hit_by_friendly_fire_0480=You rookies. Stop shooting me!
- Dlg_SC_ac_showboat_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=You rookies. Stop shooting me!
- Dlg_SC_ac_showboat_reaction_commiting_friendly_fire_0490=Who shot you?
- Dlg_SC_ac_showboat_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Who shot you?
- Dlg_SC_ac_showboat_reaction_eject_0470=Punching out
- Dlg_SC_ac_showboat_reaction_eject_0471=Cheats! I have to bail
- Dlg_SC_ac_showboat_reaction_ejectReaction_Eject_01=Punching out
- Dlg_SC_ac_showboat_reaction_ejectReaction_Eject_02=Cheats! I have to bail
- Dlg_SC_ac_showboat_reaction_friendly_gets_killed_0450=I knew they'd be next.
- Dlg_SC_ac_showboat_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=I knew they'd be next.
- Dlg_SC_ac_showboat_reaction_Gets_a_kill_0400=Did you see that!? Woooooh!
- Dlg_SC_ac_showboat_reaction_Gets_a_kill_0401=Suck it, losers.
- Dlg_SC_ac_showboat_reaction_Gets_a_killReaction_Gets_A_Kill_01=Did you see that!? Woooooh!
- Dlg_SC_ac_showboat_reaction_Gets_a_killReaction_Gets_A_Kill_02=Suck it, losers.
- Dlg_SC_ac_showboat_reaction_incoming_enemies_0420=Hostiles approaching
- Dlg_SC_ac_showboat_reaction_incoming_enemies_0421=Bunch of notches for the kill list incoming.
- Dlg_SC_ac_showboat_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Hostiles approaching
- Dlg_SC_ac_showboat_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Bunch of notches for the kill list incoming.
- Dlg_SC_ac_showboat_reaction_leaving_battle_retreating_0440=They got lucky, need repairs
- Dlg_SC_ac_showboat_reaction_leaving_battle_retreating_0441=Back soon, gotta repair
- Dlg_SC_ac_showboat_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=They got lucky, need repairs
- Dlg_SC_ac_showboat_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Back soon, gotta repair
- Dlg_SC_ac_showboat_reaction_player_gets_a_kill_0410=You're nearly as good as me
- Dlg_SC_ac_showboat_reaction_player_gets_a_kill_0411=Well that took you long enough!
- Dlg_SC_ac_showboat_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=You're nearly as good as me
- Dlg_SC_ac_showboat_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Well that took you long enough!
- Dlg_SC_ac_showboat_reaction_rejoining_battle_0430=Rejoining the battle
- Dlg_SC_ac_showboat_reaction_rejoining_battleReaction_Rejoining_Battle=Rejoining the battle
- Dlg_SC_ac_showboat_reaction_taking_damage_0460=They're getting some lucky shots in here
- Dlg_SC_ac_showboat_reaction_taking_damage_0461=Took a bit of damage here
- Dlg_SC_ac_showboat_reaction_taking_damageReaction_Taking_Damage_01=They're getting some lucky shots in here
- Dlg_SC_ac_showboat_reaction_taking_damageReaction_Taking_Damage_02=Took a bit of damage here
- Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistance_0550=Some help in this zone please?
- Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistance_0551=Assistance in my zone please.
- Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistance_0552=Ich bitte um Entschuldigung, etwas Hilfe?
- Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Some help in this zone please?
- Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Assistance in my zone please.
- Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_03=Ich bitte um Entschuldigung, etwas Hilfe?
- Dlg_SC_ac_sidearm_conquest_lost_control_of_a_zone_0570=Zone lost.
- Dlg_SC_ac_sidearm_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost.
- Dlg_SC_ac_sidearm_conquest_taken_control_of_a_zone_0560=Zone taken
- Dlg_SC_ac_sidearm_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
- Dlg_SC_ac_sidearm_ctc_allies_score_point_0540=Yes! We got a point
- Dlg_SC_ac_sidearm_ctc_allies_score_pointCTC_Allies_Score_Point=Yes! We got a point
- Dlg_SC_ac_sidearm_ctc_enemy_has_core_0510=They have the core
- Dlg_SC_ac_sidearm_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
- Dlg_SC_ac_sidearm_ctc_enemy_scores_point_0530=Enemy have scored.
- Dlg_SC_ac_sidearm_ctc_enemy_scores_point_0531=Not acceptable. They scored
- Dlg_SC_ac_sidearm_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Enemy have scored.
- Dlg_SC_ac_sidearm_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Not acceptable. They scored
- Dlg_SC_ac_sidearm_ctc_player_has_core_0500=You have the core
- Dlg_SC_ac_sidearm_ctc_player_has_coreCTC_Player_Has_Core=You have the core
- Dlg_SC_ac_sidearm_ctc_this_ai_has_core_0520=The core is on me
- Dlg_SC_ac_sidearm_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=The core is on me
- Dlg_SC_ac_sidearm_generic_response_no_0310=Negative, sir
- Dlg_SC_ac_sidearm_generic_response_no_0311=I'm afraid not.
- Dlg_SC_ac_sidearm_generic_response_noGeneric_Response_No_01=Negative, sir
- Dlg_SC_ac_sidearm_generic_response_noGeneric_Response_No_02=I'm afraid not.
- Dlg_SC_ac_sidearm_generic_response_yes_0300=Copy, sir
- Dlg_SC_ac_sidearm_generic_response_yes_0301=Natürlich
- Dlg_SC_ac_sidearm_generic_response_yesGeneric_Response_Yes_01=Copy, sir
- Dlg_SC_ac_sidearm_generic_response_yesGeneric_Response_Yes_02=Natürlich
- Dlg_SC_ac_sidearm_player_order_assistance_required_0120=I'll be right there
- Dlg_SC_ac_sidearm_player_order_assistance_required_0121=Assistance incoming.
- Dlg_SC_ac_sidearm_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'll be right there
- Dlg_SC_ac_sidearm_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Assistance incoming.
- Dlg_SC_ac_sidearm_player_order_attack_my_target_0100=Engaging enemy
- Dlg_SC_ac_sidearm_player_order_attack_my_target_0101=Um… copy. Engaging...
- Dlg_SC_ac_sidearm_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Engaging enemy
- Dlg_SC_ac_sidearm_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Um… copy. Engaging...
- Dlg_SC_ac_sidearm_player_order_bomb_my_target_0230=Bombing run locked in
- Dlg_SC_ac_sidearm_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run locked in
- Dlg_SC_ac_sidearm_player_order_break_and_engage_0210=Understood. Will find a good approach.
- Dlg_SC_ac_sidearm_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Understood. Will find a good approach.
- Dlg_SC_ac_sidearm_player_order_defend_my_target_0110=Defending
- Dlg_SC_ac_sidearm_player_order_defend_my_target_0111=Moving to defensive position.
- Dlg_SC_ac_sidearm_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending
- Dlg_SC_ac_sidearm_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=Moving to defensive position.
- Dlg_SC_ac_sidearm_player_order_escort_my_target_0220=Sticking close to target
- Dlg_SC_ac_sidearm_player_order_escort_my_target_0221=Escorting target now
- Dlg_SC_ac_sidearm_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Sticking close to target
- Dlg_SC_ac_sidearm_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
- Dlg_SC_ac_sidearm_player_order_evasive_manoeuvers_0200=Evasive maneouvers engaged
- Dlg_SC_ac_sidearm_player_order_evasive_manoeuvers_0201=Ducking them, sir.
- Dlg_SC_ac_sidearm_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive maneouvers engaged
- Dlg_SC_ac_sidearm_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Ducking them, sir.
- Dlg_SC_ac_sidearm_player_order_form_up_on_me_0130=Forming up on you
- Dlg_SC_ac_sidearm_player_order_form_up_on_me_0131=Lead the way.
- Dlg_SC_ac_sidearm_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up on you
- Dlg_SC_ac_sidearm_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Lead the way.
- Dlg_SC_ac_sidearm_player_order_return_to_base_0240=Returning to base
- Dlg_SC_ac_sidearm_player_order_return_to_base_0241=Heading home
- Dlg_SC_ac_sidearm_player_order_return_to_basePlayer_Order_Return_To_Base_01=Returning to base
- Dlg_SC_ac_sidearm_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading home
- Dlg_SC_ac_sidearm_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_sidearm_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_sidearm_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_sidearm_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_sidearm_reaction_being_hit_by_friendly_fire_0480=Stop shooting me.
- Dlg_SC_ac_sidearm_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Stop shooting me.
- Dlg_SC_ac_sidearm_reaction_commiting_friendly_fire_0490=Verdammt nochmal!
- Dlg_SC_ac_sidearm_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Verdammt nochmal!
- Dlg_SC_ac_sidearm_reaction_eject_0470=Ejecting
- Dlg_SC_ac_sidearm_reaction_eject_0471=Auswerfen!
- Dlg_SC_ac_sidearm_reaction_ejectReaction_Eject_01=Ejecting
- Dlg_SC_ac_sidearm_reaction_ejectReaction_Eject_02=Auswerfen!
- Dlg_SC_ac_sidearm_reaction_friendly_gets_killed_0450=We lost one.
- Dlg_SC_ac_sidearm_reaction_friendly_gets_killed_0451=Scheiße! Ally destroyed
- Dlg_SC_ac_sidearm_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We lost one.
- Dlg_SC_ac_sidearm_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Scheiße! Ally destroyed
- Dlg_SC_ac_sidearm_reaction_Gets_a_kill_0400=Enemy destroyed.
- Dlg_SC_ac_sidearm_reaction_Gets_a_kill_0401=Target eliminated.
- Dlg_SC_ac_sidearm_reaction_Gets_a_killReaction_Gets_A_Kill_01=Enemy destroyed.
- Dlg_SC_ac_sidearm_reaction_Gets_a_killReaction_Gets_A_Kill_02=Target eliminated.
- Dlg_SC_ac_sidearm_reaction_incoming_enemies_0420=Incoming enemies
- Dlg_SC_ac_sidearm_reaction_incoming_enemies_0421=We have contact. Multiple contacts.
- Dlg_SC_ac_sidearm_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Incoming enemies
- Dlg_SC_ac_sidearm_reaction_incoming_enemiesReaction_Incoming_Enemies_02=We have contact. Multiple contacts.
- Dlg_SC_ac_sidearm_reaction_leaving_battle_retreating_0440=Falling back, sir.
- Dlg_SC_ac_sidearm_reaction_leaving_battle_retreating_0441=Retreating.
- Dlg_SC_ac_sidearm_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Falling back, sir.
- Dlg_SC_ac_sidearm_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating.
- Dlg_SC_ac_sidearm_reaction_player_gets_a_kill_0410=Great shot sir
- Dlg_SC_ac_sidearm_reaction_player_gets_a_kill_0411=Good kill.
- Dlg_SC_ac_sidearm_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Great shot sir
- Dlg_SC_ac_sidearm_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Good kill.
- Dlg_SC_ac_sidearm_reaction_rejoining_battle_0430=Rearmed, sir
- Dlg_SC_ac_sidearm_reaction_rejoining_battleReaction_Rejoining_Battle=Rearmed, sir
- Dlg_SC_ac_sidearm_reaction_taking_damage_0460=Get this Scheiße-Kopf away from me!
- Dlg_SC_ac_sidearm_reaction_taking_damage_0461=I am hit!
- Dlg_SC_ac_sidearm_reaction_taking_damageReaction_Taking_Damage_01=Get this Scheiße-Kopf away from me!
- Dlg_SC_ac_sidearm_reaction_taking_damageReaction_Taking_Damage_02=I am hit!
- Dlg_SC_ac_simulator_afterburners_offline_2170=Afterburners Offline
- Dlg_SC_ac_simulator_afterburners_offlineRace_Afterburners_Offline=Afterburners Offline
- Dlg_SC_ac_simulator_afterburners_online_2160=Afterburners Online
- Dlg_SC_ac_simulator_afterburners_onlineRace_Afterburners_Online=Afterburners Online
- Dlg_SC_ac_simulator_ally_team_scores_1380=You have seized the enemy core
- Dlg_SC_ac_simulator_assist_kill_1290=Assist
- Dlg_SC_ac_simulator_assist_killSim_Game_Player_Assist_Kill=Assist
- Dlg_SC_ac_simulator_blue_core_dropped_1400=Blue Core abandoned
- Dlg_SC_ac_simulator_blue_core_returned_1360=Blue Core restored
- Dlg_SC_ac_simulator_blue_losing_1440=Blue Team has fallen behind
- Dlg_SC_ac_simulator_blue_losingConquest_Blue_Losing=Blue Team has fallen behind
- Dlg_SC_ac_simulator_checkpoint_1900=Checkpoint
- Dlg_SC_ac_simulator_checkpointRace_Checkpoint=Checkpoint
- Dlg_SC_ac_simulator_competitor_destroyed_1980=Competitor destroyed
- Dlg_SC_ac_simulator_competitor_destroyedRace_Competitor_Destroyed=Competitor destroyed
- Dlg_SC_ac_simulator_confirmed_kill_1280=Hostile destroyed
- Dlg_SC_ac_simulator_confirmed_killSim_Game_Player_Has_Confirmed_Kill=Hostile destroyed
- Dlg_SC_ac_simulator_death_in_space_1510=Session restarting. Please hold
- Dlg_SC_ac_simulator_death_in_spaceSim_Player_Death_In_Space=Session restarting. Please hold
- Dlg_SC_ac_simulator_drill_captured_1620=…captured.
- Dlg_SC_ac_simulator_drill_captured_1640=Drill…
- Dlg_SC_ac_simulator_drill_capturedConquest_Item_Captured=…captured.
- Dlg_SC_ac_simulator_drill_capturedConquest_Item_Drill=Drill…
- Dlg_SC_ac_simulator_drill_contested_1610=…contested.
- Dlg_SC_ac_simulator_drill_contested_1640=Drill…
- Dlg_SC_ac_simulator_drill_contestedConquest_Item_Contested=…contested.
- Dlg_SC_ac_simulator_drill_contestedConquest_Item_Drill=Drill…
- Dlg_SC_ac_simulator_drill_lost_1620=…lost.
- Dlg_SC_ac_simulator_drill_lost_1640=Drill…
- Dlg_SC_ac_simulator_drill_lostConquest_Item_Drill=Drill…
- Dlg_SC_ac_simulator_drill_lostConquest_Item_Lost=…lost.
- Dlg_SC_ac_simulator_eighth_place_2070=8th Place
- Dlg_SC_ac_simulator_eighth_placeRace_Eighth_Place=8th Place
- Dlg_SC_ac_simulator_enemy_core_capturedCTC_Enemy_Core_Captured=Core Captured
- Dlg_SC_ac_simulator_enemy_core_droppedCTC_Player_Lost_Enemy_Core=The core has been dropped
- Dlg_SC_ac_simulator_enemy_core_returnedCTC_Enemy_Core_Returned=The core has been returned
- Dlg_SC_ac_simulator_enemy_final_killBattleRoyale_Enemy_Final_Kill=An enemy requires a final kill
- Dlg_SC_ac_simulator_enemy_final_killSquadronBattle_Enemy_Team_Final_Kill=Enemy team requires a final kill
- Dlg_SC_ac_simulator_enemy_has_coreCTC_Enemy_Has_Core=The enemy has your core
- Dlg_SC_ac_simulator_enemy_team_scores_1370=Hostile forces have acquired your core
- Dlg_SC_ac_simulator_enemy_team_wonSquadronBattle_Enemy_Team_Won=Your team lost
- Dlg_SC_ac_simulator_entering_hotzone_1920=Entering Hot-Zone…
- Dlg_SC_ac_simulator_entering_hotzoneRace_Entering_Hotzone=Entering Hot-Zone…
- Dlg_SC_ac_simulator_fifth_place_2040=5th Place
- Dlg_SC_ac_simulator_fifth_placeRace_Fifth_Place=5th Place
- Dlg_SC_ac_simulator_final_lap_1850=Final Lap
- Dlg_SC_ac_simulator_final_lapRace_Final_Lap=Final Lap
- Dlg_SC_ac_simulator_finish_lap_1830=Lap Complete
- Dlg_SC_ac_simulator_finish_lapRace_Finish_Lap=Lap Complete
- Dlg_SC_ac_simulator_first_killSim_Game_Player_Makes_First_Kill=First Blood
- Dlg_SC_ac_simulator_five_killsSim_Game_Player_Makes_Five_Kills=You have achieved Ace status
- Dlg_SC_ac_simulator_fourth_place_2030=4th Place
- Dlg_SC_ac_simulator_fourth_placeRace_Fourth_Place=4th Place
- Dlg_SC_ac_simulator_friendly_core_capturedCTC_Friendly_Core_Captured=The enemy captured your core
- Dlg_SC_ac_simulator_friendly_core_droppedCTC_Friendly_Core_Dropped=The enemy dropped your core
- Dlg_SC_ac_simulator_friendly_core_returnedCTC_Friendly_Core_Returned=Your core has been returned
- Dlg_SC_ac_simulator_friendly_final_killSquadronBattle_Friendly_Final_Kill=Your team requires a final kill
- Dlg_SC_ac_simulator_friendly_team_wonSquadronBattle_Friendly_Team_Won=Your team won
- Dlg_SC_ac_simulator_game_over_1270=Simulation deactivated
- Dlg_SC_ac_simulator_game_overSim_Game_Over=Simulation deactivated
- Dlg_SC_ac_simulator_game_start_1260=Simulation activated
- Dlg_SC_ac_simulator_game_startSim_Game_Start=Simulation activated
- Dlg_SC_ac_simulator_game_type_initiated_1000=Squadron Battle initiated
- Dlg_SC_ac_simulator_game_type_initiated_1010=Battle Royale initiated
- Dlg_SC_ac_simulator_game_type_initiated_1020=Capture the Core initiated
- Dlg_SC_ac_simulator_game_type_initiated_1030=Conquest initiated
- Dlg_SC_ac_simulator_game_type_initiated_1040=Free-Flight Mode initiated
- Dlg_SC_ac_simulator_game_type_initiated_1050=Vanduul Swarm Engaged
- Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Battle_Royale=Battle Royale initiated
- Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Capture_The_Core=Capture the Core initiated
- Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Conquest=Conquest initiated
- Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Free_Flight=Free-Flight Mode initiated
- Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Squadron_Battle=Squadron Battle initiated
- Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Vanduul_Swarm=Vanduul Swarm initiated
- Dlg_SC_ac_simulator_got_enemy_core_1340=You have obtained the enemy core
- Dlg_SC_ac_simulator_got_enemy_coreCTC_Player_Got_Enemy_Core=You have obtained the enemy core
- Dlg_SC_ac_simulator_hazard_1890=Hazard
- Dlg_SC_ac_simulator_hazardRace_Hazard=Hazard
- Dlg_SC_ac_simulator_init_blitz_mode_1790=Initiating Murray Cup Race Simulator: Blitz mode
- Dlg_SC_ac_simulator_init_blitz_modeRace_Blitz_Mode=Initiating Murray Cup Race Simulator: Blitz mode
- Dlg_SC_ac_simulator_init_rush_mode_1780=Initiating Murray Cup Race Simulator: Rush mode
- Dlg_SC_ac_simulator_init_rush_modeRace_Rush_Mode=Initiating Murray Cup Race Simulator: Rush mode
- Dlg_SC_ac_simulator_iris_closing_2190=Warning: Checkpoint iris closing
- Dlg_SC_ac_simulator_iris_closingRace_Iris_Closing=Warning: Checkpoint iris closing
- Dlg_SC_ac_simulator_lap_record_1840=New personal lap record
- Dlg_SC_ac_simulator_lap_recordRace_Lap_Record=New personal lap record
- Dlg_SC_ac_simulator_laps_remaining_2180=Laps remaining
- Dlg_SC_ac_simulator_laps_remaining_2181=Lap remaining
- Dlg_SC_ac_simulator_laps_remaining_2200=One
- Dlg_SC_ac_simulator_laps_remaining_2210=Two
- Dlg_SC_ac_simulator_laps_remaining_2220=Three
- Dlg_SC_ac_simulator_laps_remaining_2230=Four
- Dlg_SC_ac_simulator_laps_remaining_2240=Five
- Dlg_SC_ac_simulator_laps_remaining_2250=Six
- Dlg_SC_ac_simulator_laps_remaining_2260=Seven
- Dlg_SC_ac_simulator_laps_remaining_2270=Eight
- Dlg_SC_ac_simulator_laps_remaining_2280=Nine
- Dlg_SC_ac_simulator_laps_remaining_2290=Ten
- Dlg_SC_ac_simulator_laps_remainingRace_Lap_Remaining=Laps remaining
- Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_01=One
- Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_02=Two
- Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_03=Three
- Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_04=Four
- Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_05=Five
- Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_06=Six
- Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_07=Seven
- Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_08=Eight
- Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_09=Nine
- Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_10=Ten
- Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remaining=Lap remaining
- Dlg_SC_ac_simulator_leading_race_1860=You are leading the race
- Dlg_SC_ac_simulator_leading_raceRace_Leading_Race=You are leading the race
- Dlg_SC_ac_simulator_leaving_hotzone_1930=Leaving Hot-Zone…
- Dlg_SC_ac_simulator_leaving_hotzoneRace_Leaving_Hotzone=Leaving Hot-Zone…
- Dlg_SC_ac_simulator_leaving_map_1480=Warning. You are approaching simulation boundary
- Dlg_SC_ac_simulator_leaving_mapSim_Player_Leaving_Map=Warning. You are approaching simulation boundary
- Dlg_SC_ac_simulator_lose_whitewash_1460=Hostiles have captured all zones. This simulation will fail in...
- Dlg_SC_ac_simulator_lose_whitewashConquest_Lose_Whitewash=Hostiles have captured all zones. This simulation will fail in...
- Dlg_SC_ac_simulator_lost_ally_core_1330=Your team has lost the core
- Dlg_SC_ac_simulator_lost_lead_1870=You have lost the lead
- Dlg_SC_ac_simulator_lost_leadRace_Lost_Lead=You have lost the lead
- Dlg_SC_ac_simulator_lost_race_2080=You lost the race
- Dlg_SC_ac_simulator_lost_raceRace_Lost_Race=You lost the race
- Dlg_SC_ac_simulator_multiplayer_introductionRace_Blitz_Mode=Initiating Murray Cup Race Simulation
- Dlg_SC_ac_simulator_new_lap_record_2110=New lap record
- Dlg_SC_ac_simulator_new_lap_recordRace_New_Lap_Record=New lap record
- Dlg_SC_ac_simulator_new_personal_race_recordRace_New_Race_Record_02=New race record
- Dlg_SC_ac_simulator_player_ace_killedSim_Game_Player_Is_Ace_Killed=Your Ace status has been revoked
- Dlg_SC_ac_simulator_player_final_killBattleRoyale_Player_Final_Kill=You require a final kill
- Dlg_SC_ac_simulator_player_kills_aceSim_Game_Player_Kills_Ace=Ace Killed
- Dlg_SC_ac_simulator_player_losesBattleRoyale_Player_Loses=You Lost!
- Dlg_SC_ac_simulator_player_winsBattleRoyale_Player_Wins=You are Victorious
- Dlg_SC_ac_simulator_pylon_captured_1600=Pylon…
- Dlg_SC_ac_simulator_pylon_captured_1620=…captured.
- Dlg_SC_ac_simulator_pylon_capturedConquest_Item_Captured=…captured.
- Dlg_SC_ac_simulator_pylon_capturedConquest_Item_Pylon=Pylon…
- Dlg_SC_ac_simulator_pylon_contested_1600=Pylon…
- Dlg_SC_ac_simulator_pylon_contested_1610=…contested.
- Dlg_SC_ac_simulator_pylon_contestedConquest_Item_Contested=…contested.
- Dlg_SC_ac_simulator_pylon_contestedConquest_Item_Pylon=Pylon…
- Dlg_SC_ac_simulator_pylon_lost_1600=Pylon…
- Dlg_SC_ac_simulator_pylon_lost_1620=…lost.
- Dlg_SC_ac_simulator_pylon_lostConquest_Item_Lost=…lost.
- Dlg_SC_ac_simulator_pylon_lostConquest_Item_Pylon=Pylon…
- Dlg_SC_ac_simulator_race_abandoned_1950=Race Abandoned
- Dlg_SC_ac_simulator_race_abandonedRace_Abandoned=Race Abandoned
- Dlg_SC_ac_simulator_race_complete_1880=Race Complete
- Dlg_SC_ac_simulator_race_completeRace_Complete=Race Complete
- Dlg_SC_ac_simulator_race_mode_initialise_1810=Initiating Murray Cup Race Simulator
- Dlg_SC_ac_simulator_race_mode_initialiseRace_Mode_Initialise=Initiating Murray Cup Race Simulator
- Dlg_SC_ac_simulator_race_start_1820=3,2,1... Start
- Dlg_SC_ac_simulator_race_startRace_Start=3,2,1... Start
- Dlg_SC_ac_simulator_racer_quit_1960=Competitor has left the race
- Dlg_SC_ac_simulator_racer_quitRace_Racer_Quit=Competitor has left the race
- Dlg_SC_ac_simulator_rearming_ship_2100=Re-arming Ship
- Dlg_SC_ac_simulator_rearming_shipRace_Rearming_Ship=Re-arming Ship
- Dlg_SC_ac_simulator_red_core_dropped_1390=Red Core abandoned
- Dlg_SC_ac_simulator_red_core_returned_1350=Red Core restored
- Dlg_SC_ac_simulator_red_losing_1450=Red Team has fallen behind
- Dlg_SC_ac_simulator_red_losingConquest_Red_Losing=Red Team has fallen behind
- Dlg_SC_ac_simulator_repairs_initiated_2090=Repairs Initiated
- Dlg_SC_ac_simulator_repairs_initiatedRace_Repairs_Initiated=Repairs Initiated
- Dlg_SC_ac_simulator_respawn_1500=Stand by for reintegration
- Dlg_SC_ac_simulator_respawnSim_Player_Respawn=Standbv for reintegration
- Dlg_SC_ac_simulator_second_place_2010=2nd Place
- Dlg_SC_ac_simulator_second_placeRace_Second_Place=2nd Place
- Dlg_SC_ac_simulator_seventh_place_2060=7th Place
- Dlg_SC_ac_simulator_seventh_placeRace_Seventh_Place=7th Place
- Dlg_SC_ac_simulator_shields_offline_2150=Shields Offline
- Dlg_SC_ac_simulator_shields_offlineRace_Shields_Offline=Shields Offline
- Dlg_SC_ac_simulator_shields_online_2140=Shields Online
- Dlg_SC_ac_simulator_shields_onlineRace_Shields_Online=Shields Online
- Dlg_SC_ac_simulator_single_player_introductionRace_Rush_Mode=Initiating Murray Cup Practice Simulation
- Dlg_SC_ac_simulator_sixth_place_2050=6th Place
- Dlg_SC_ac_simulator_sixth_placeRace_Sixth_Place=6th Place
- Dlg_SC_ac_simulator_survival_all_allies_lost_1100=All allies lost
- Dlg_SC_ac_simulator_survival_all_allies_lostSurvival_All_Allies_Lost=All allies lost
- Dlg_SC_ac_simulator_survival_ally_lost_1110=Ally eliminated
- Dlg_SC_ac_simulator_survival_ally_lostSurvival_Ally_Lost=Ally eliminated
- Dlg_SC_ac_simulator_survival_boss_wave_defeated_1140=Elite units eliminated.
- Dlg_SC_ac_simulator_survival_boss_wave_defeatedSurvival_Boss_Wave_Defeated=Elite units eliminated.
- Dlg_SC_ac_simulator_survival_boss_wave_incoming_1130=Contact: Elite units en-route.
- Dlg_SC_ac_simulator_survival_boss_wave_incomingSurvival_Boss_Wave_Incoming=Contact: Elite units en-route.
- Dlg_SC_ac_simulator_survival_destroyed_wave_1080=Zero hostile contacts remaining
- Dlg_SC_ac_simulator_survival_destroyed_waveSurvival_Destroyed_Wave=Zero hostile contacts remaining
- Dlg_SC_ac_simulator_survival_game_over_1120=Simulation Over
- Dlg_SC_ac_simulator_survival_game_overSurvival_Game_Over=Simulation Over
- Dlg_SC_ac_simulator_survival_player_defeat_1090=Objective not achieved
- Dlg_SC_ac_simulator_survival_player_defeatSurvival_Player_Defeat=Objective not achieved
- Dlg_SC_ac_simulator_survival_repairs_commence_1150=Hold for automated repairs.
- Dlg_SC_ac_simulator_survival_repairs_commenceSurvival_Repairs_Commence=Hold for automated repairs.
- Dlg_SC_ac_simulator_survival_wave_incoming_1060=
- Dlg_SC_ac_simulator_survival_wave_incomingSurvival_Wave_Incoming=Warning: There are multiple hostiles inbound
- Dlg_SC_ac_simulator_team_join_1300=Red Team
- Dlg_SC_ac_simulator_team_join_1310=Blue Team
- Dlg_SC_ac_simulator_team_join_1490=Linked to...
- Dlg_SC_ac_simulator_team_joinTeam_Join_01=Blue Team
- Dlg_SC_ac_simulator_team_joinTeam_Join_02=Linked to...
- Dlg_SC_ac_simulator_team_joinTeam_Win_01=Red Team
- Dlg_SC_ac_simulator_team_win_1300=Red Team
- Dlg_SC_ac_simulator_team_win_1310=Blue Team
- Dlg_SC_ac_simulator_team_win_1320=is victorious
- Dlg_SC_ac_simulator_team_winTeam_Join_01=Blue Team
- Dlg_SC_ac_simulator_team_winTeam_Win_01=Red Team
- Dlg_SC_ac_simulator_team_winTeam_Win_03=is victorious
- Dlg_SC_ac_simulator_third_place_2020=3rd Place
- Dlg_SC_ac_simulator_third_placeRace_Third_Place=3rd Place
- Dlg_SC_ac_simulator_time_extension_1990=Time extension
- Dlg_SC_ac_simulator_time_extensionRace_Time_Extension=Time extension
- Dlg_SC_ac_simulator_weapons_disabled_2130=Weapons Disabled
- Dlg_SC_ac_simulator_weapons_disabledRace_Weapons_Disabled=Weapons Disabled
- Dlg_SC_ac_simulator_weapons_enabled_2120=Weapons Enabled
- Dlg_SC_ac_simulator_weapons_enabledRace_Weapons_Enabled=Weapons Enabled
- Dlg_SC_ac_simulator_weapons_locked_1800=Race Mode Initiated: Weapon safeties enabled
- Dlg_SC_ac_simulator_weapons_lockedRace_Weapons_Locked=Race Mode Initiated: Weapon safeties enabled
- Dlg_SC_ac_simulator_win_race_2000=You have won the race!
- Dlg_SC_ac_simulator_win_raceRace_Win_Race=You have won the race!
- Dlg_SC_ac_simulator_win_whitewash_1470=Friendlies have captured all zones. This simulation will succeed in…
- Dlg_SC_ac_simulator_win_whitewashConquest_Win_Whitewash=Friendlies have captured all zones. This simulation will succeed in…
- Dlg_SC_ac_simulator_wrong_direction_1910=Wrong Direction
- Dlg_SC_ac_simulator_wrong_directionRace_Wrong_Direction=Wrong Direction
- Dlg_SC_ac_simulator_zone_number_contested_1160=Ten
- Dlg_SC_ac_simulator_zone_number_contested_1170=Nine
- Dlg_SC_ac_simulator_zone_number_contested_1180=Eight
- Dlg_SC_ac_simulator_zone_number_contested_1190=Seven
- Dlg_SC_ac_simulator_zone_number_contested_1200=Six
- Dlg_SC_ac_simulator_zone_number_contested_1210=Five
- Dlg_SC_ac_simulator_zone_number_contested_1220=Four
- Dlg_SC_ac_simulator_zone_number_contested_1230=Three
- Dlg_SC_ac_simulator_zone_number_contested_1240=Two
- Dlg_SC_ac_simulator_zone_number_contested_1250=One
- Dlg_SC_ac_simulator_zone_number_contested_1251=Zero
- Dlg_SC_ac_simulator_zone_number_contested_1410=Hostiles attacking zone
- Dlg_SC_ac_simulator_zone_number_contestedCount_00=Zero
- Dlg_SC_ac_simulator_zone_number_contestedCount_01=One
- Dlg_SC_ac_simulator_zone_number_contestedCount_02=Two
- Dlg_SC_ac_simulator_zone_number_contestedCount_03=Three
- Dlg_SC_ac_simulator_zone_number_contestedCount_04=Four
- Dlg_SC_ac_simulator_zone_number_contestedCount_05=Five
- Dlg_SC_ac_simulator_zone_number_contestedCount_06=Six
- Dlg_SC_ac_simulator_zone_number_contestedCount_07=Seven
- Dlg_SC_ac_simulator_zone_number_contestedCount_08=Eight
- Dlg_SC_ac_simulator_zone_number_contestedCount_09=Nine
- Dlg_SC_ac_simulator_zone_number_contestedCount_10=Ten
- Dlg_SC_ac_simulator_zone_number_contestedZone_Number_Contested=Hostiles attacking zone
- Dlg_SC_ac_simulator_zone_number_lost_1160=Ten
- Dlg_SC_ac_simulator_zone_number_lost_1170=Nine
- Dlg_SC_ac_simulator_zone_number_lost_1180=Eight
- Dlg_SC_ac_simulator_zone_number_lost_1190=Seven
- Dlg_SC_ac_simulator_zone_number_lost_1200=Six
- Dlg_SC_ac_simulator_zone_number_lost_1210=Five
- Dlg_SC_ac_simulator_zone_number_lost_1220=Four
- Dlg_SC_ac_simulator_zone_number_lost_1230=Three
- Dlg_SC_ac_simulator_zone_number_lost_1240=Two
- Dlg_SC_ac_simulator_zone_number_lost_1250=One
- Dlg_SC_ac_simulator_zone_number_lost_1251=Zero
- Dlg_SC_ac_simulator_zone_number_lost_1420=Hostile elements have seized zone
- Dlg_SC_ac_simulator_zone_number_lostCount_00=Zero
- Dlg_SC_ac_simulator_zone_number_lostCount_01=One
- Dlg_SC_ac_simulator_zone_number_lostCount_02=Two
- Dlg_SC_ac_simulator_zone_number_lostCount_03=Three
- Dlg_SC_ac_simulator_zone_number_lostCount_04=Four
- Dlg_SC_ac_simulator_zone_number_lostCount_05=Five
- Dlg_SC_ac_simulator_zone_number_lostCount_06=Six
- Dlg_SC_ac_simulator_zone_number_lostCount_07=Seven
- Dlg_SC_ac_simulator_zone_number_lostCount_08=Eight
- Dlg_SC_ac_simulator_zone_number_lostCount_09=Nine
- Dlg_SC_ac_simulator_zone_number_lostCount_10=Ten
- Dlg_SC_ac_simulator_zone_number_lostZone_Number_Lost=Hostile element have seized zone
- Dlg_SC_ac_simulator_zone_number_taken_1160=Ten
- Dlg_SC_ac_simulator_zone_number_taken_1170=Nine
- Dlg_SC_ac_simulator_zone_number_taken_1180=Eight
- Dlg_SC_ac_simulator_zone_number_taken_1190=Seven
- Dlg_SC_ac_simulator_zone_number_taken_1200=Six
- Dlg_SC_ac_simulator_zone_number_taken_1210=Five
- Dlg_SC_ac_simulator_zone_number_taken_1220=Four
- Dlg_SC_ac_simulator_zone_number_taken_1230=Three
- Dlg_SC_ac_simulator_zone_number_taken_1240=Two
- Dlg_SC_ac_simulator_zone_number_taken_1250=One
- Dlg_SC_ac_simulator_zone_number_taken_1251=Zero
- Dlg_SC_ac_simulator_zone_number_taken_1300=Red Team
- Dlg_SC_ac_simulator_zone_number_taken_1310=Blue Team
- Dlg_SC_ac_simulator_zone_number_taken_1430=have captured zone
- Dlg_SC_ac_simulator_zone_number_takenCount_00=Zero
- Dlg_SC_ac_simulator_zone_number_takenCount_01=One
- Dlg_SC_ac_simulator_zone_number_takenCount_02=Two
- Dlg_SC_ac_simulator_zone_number_takenCount_03=Three
- Dlg_SC_ac_simulator_zone_number_takenCount_04=Four
- Dlg_SC_ac_simulator_zone_number_takenCount_05=Five
- Dlg_SC_ac_simulator_zone_number_takenCount_06=Six
- Dlg_SC_ac_simulator_zone_number_takenCount_07=Seven
- Dlg_SC_ac_simulator_zone_number_takenCount_08=Eight
- Dlg_SC_ac_simulator_zone_number_takenCount_09=Nine
- Dlg_SC_ac_simulator_zone_number_takenCount_10=Ten
- Dlg_SC_ac_simulator_zone_number_takenTeam_Join_01=Blue Team
- Dlg_SC_ac_simulator_zone_number_takenTeam_Win_01=Red Team
- Dlg_SC_ac_simulator_zone_number_takenZone_Number_Taken=have captured zone
- Dlg_SC_ac_slingshot_conquest_in_contested_zone_call_for_assistance_0550=Need some help in this zone please.
- Dlg_SC_ac_slingshot_conquest_in_contested_zone_call_for_assistance_0551=They're trying to take this zone. Some help guys?
- Dlg_SC_ac_slingshot_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Need some help in this zone please.
- 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?
- Dlg_SC_ac_slingshot_conquest_lost_control_of_a_zone_0570=We lost the zone.
- Dlg_SC_ac_slingshot_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone.
- Dlg_SC_ac_slingshot_conquest_taken_control_of_a_zone_0560=Zone is ours
- Dlg_SC_ac_slingshot_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours
- Dlg_SC_ac_slingshot_ctc_allies_score_point_0540=Great job, people!
- Dlg_SC_ac_slingshot_ctc_allies_score_point_0541=Kick ass!
- Dlg_SC_ac_slingshot_ctc_allies_score_pointCTC_Allies_Score_Point_01=Great job, people!
- Dlg_SC_ac_slingshot_ctc_allies_score_pointCTC_Allies_Score_Point_02=Kick ass!
- Dlg_SC_ac_slingshot_ctc_enemy_has_core_0510=They have the core
- Dlg_SC_ac_slingshot_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
- Dlg_SC_ac_slingshot_ctc_enemy_scores_point_0530=Opposition scored.
- Dlg_SC_ac_slingshot_ctc_enemy_scores_point_0531=We're letting them score!
- Dlg_SC_ac_slingshot_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Opposition scored.
- Dlg_SC_ac_slingshot_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=We're letting them score!
- Dlg_SC_ac_slingshot_ctc_player_has_core_0500=You got the core, sir
- Dlg_SC_ac_slingshot_ctc_player_has_coreCTC_Player_Has_Core=You got the core, sir
- Dlg_SC_ac_slingshot_ctc_this_ai_has_core_0520=I've got the core, sir
- Dlg_SC_ac_slingshot_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I've got the core, sir
- Dlg_SC_ac_slingshot_generic_response_no_0310=Errr…That's a negative
- Dlg_SC_ac_slingshot_generic_response_no_0311=I can't follow that order, sir.
- Dlg_SC_ac_slingshot_generic_response_noGeneric_Response_No_01=Errr…That's a negative
- Dlg_SC_ac_slingshot_generic_response_noGeneric_Response_No_02=I can't follow that order, sir.
- Dlg_SC_ac_slingshot_generic_response_yes_0300=Roger that
- Dlg_SC_ac_slingshot_generic_response_yes_0301=Yes, sir
- Dlg_SC_ac_slingshot_generic_response_yesGeneric_Response_Yes_01=Roger that
- Dlg_SC_ac_slingshot_generic_response_yesGeneric_Response_Yes_02=Yes, sir
- Dlg_SC_ac_slingshot_player_order_assistance_required_0120=Copy. Inbound.
- Dlg_SC_ac_slingshot_player_order_assistance_required_0121=Hang tight. Assistance incoming.
- Dlg_SC_ac_slingshot_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Copy. Inbound.
- Dlg_SC_ac_slingshot_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hang tight. Assistance incoming.
- Dlg_SC_ac_slingshot_player_order_attack_my_target_0100=Attacking target
- Dlg_SC_ac_slingshot_player_order_attack_my_target_0101=Moving in
- Dlg_SC_ac_slingshot_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Attacking target
- Dlg_SC_ac_slingshot_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Moving in
- Dlg_SC_ac_slingshot_player_order_bomb_my_target_0230=Bombing run initiated
- Dlg_SC_ac_slingshot_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run initiated
- Dlg_SC_ac_slingshot_player_order_break_and_engage_0210=Leaving formation, commencing attack
- Dlg_SC_ac_slingshot_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Leaving formation, commencing attack
- Dlg_SC_ac_slingshot_player_order_defend_my_target_0110=Defending your target
- Dlg_SC_ac_slingshot_player_order_defend_my_target_0111=You got it. I'll make sure they're safe.
- Dlg_SC_ac_slingshot_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Definding your target
- Dlg_SC_ac_slingshot_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=You got it. I'll make sure they're safe.
- Dlg_SC_ac_slingshot_player_order_escort_my_target_0220=Taking up escort.
- Dlg_SC_ac_slingshot_player_order_escort_my_target_0221=Escorting target now
- Dlg_SC_ac_slingshot_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Taking up escort.
- Dlg_SC_ac_slingshot_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
- Dlg_SC_ac_slingshot_player_order_evasive_manoeuvers_0200=Copy. Slip and clip.
- Dlg_SC_ac_slingshot_player_order_evasive_manoeuvers_0201=Hope they're ready for this.
- Dlg_SC_ac_slingshot_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Copy. Slip and clip.
- Dlg_SC_ac_slingshot_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Hope they're ready for this.
- Dlg_SC_ac_slingshot_player_order_form_up_on_me_0130=Forming up
- Dlg_SC_ac_slingshot_player_order_form_up_on_me_0131=Moving into formation
- Dlg_SC_ac_slingshot_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up
- Dlg_SC_ac_slingshot_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving into formation
- Dlg_SC_ac_slingshot_player_order_return_to_base_0240=Copy that. See you back at the base.
- Dlg_SC_ac_slingshot_player_order_return_to_base_0241=Affirmative. Heading back
- Dlg_SC_ac_slingshot_player_order_return_to_basePlayer_Order_Return_To_Base_01=Copy that. See you back at the base.
- Dlg_SC_ac_slingshot_player_order_return_to_basePlayer_Order_Return_To_Base_02=Affirmative. Heading back
- Dlg_SC_ac_slingshot_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_slingshot_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_slingshot_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_slingshot_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_slingshot_reaction_being_hit_by_friendly_fire_0480=Argh! Watch it!
- Dlg_SC_ac_slingshot_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Argh! Watch it!
- Dlg_SC_ac_slingshot_reaction_commiting_friendly_fire_0490=Sorry, sorry
- Dlg_SC_ac_slingshot_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Sorry, sorry
- Dlg_SC_ac_slingshot_reaction_eject_0470=Ejecting now
- Dlg_SC_ac_slingshot_reaction_eject_0471=Ship's FUBAR. Gotta bounce.
- Dlg_SC_ac_slingshot_reaction_ejectReaction_Eject_01=Ejecting now
- Dlg_SC_ac_slingshot_reaction_ejectReaction_Eject_02=Ship's FUBAR. Gotta bounce.
- Dlg_SC_ac_slingshot_reaction_friendly_gets_killed_0450=We lost someone
- Dlg_SC_ac_slingshot_reaction_friendly_gets_killed_0451=Shit, pilot down
- Dlg_SC_ac_slingshot_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We lost someone
- Dlg_SC_ac_slingshot_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Shit, pilot down
- Dlg_SC_ac_slingshot_reaction_Gets_a_kill_0400=Target's been handled.
- Dlg_SC_ac_slingshot_reaction_Gets_a_kill_0401=One Bogey Pk.
- Dlg_SC_ac_slingshot_reaction_Gets_a_killReaction_Gets_A_Kill_01=Target's been handled.
- Dlg_SC_ac_slingshot_reaction_Gets_a_killReaction_Gets_A_Kill_02=One Bogey Pk.
- Dlg_SC_ac_slingshot_reaction_incoming_enemies_0420=We have incoming
- Dlg_SC_ac_slingshot_reaction_incoming_enemies_0421=Enemies Inbound
- Dlg_SC_ac_slingshot_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We have incoming
- Dlg_SC_ac_slingshot_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Enemies Inbound
- Dlg_SC_ac_slingshot_reaction_leaving_battle_retreating_0440=I'm bugging out
- Dlg_SC_ac_slingshot_reaction_leaving_battle_retreating_0441=Retreating. I'll be back
- Dlg_SC_ac_slingshot_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=I'm bugging out
- Dlg_SC_ac_slingshot_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating. I'll be back
- Dlg_SC_ac_slingshot_reaction_player_gets_a_kill_0410=(no line)
- Dlg_SC_ac_slingshot_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=(no line)
- Dlg_SC_ac_slingshot_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=(no line)
- Dlg_SC_ac_slingshot_reaction_rejoining_battle_0430=Back in it, sir.
- Dlg_SC_ac_slingshot_reaction_rejoining_battleReaction_Rejoining_Battle=Back in it, sir.
- Dlg_SC_ac_slingshot_reaction_taking_damage_0460=Getting hit here.
- Dlg_SC_ac_slingshot_reaction_taking_damage_0461=Taking enemy fire!
- Dlg_SC_ac_slingshot_reaction_taking_damageReaction_Taking_Damage_01=Getting hit here.
- Dlg_SC_ac_slingshot_reaction_taking_damageReaction_Taking_Damage_02=Taking enemy fire!
- Dlg_SC_ac_spitfire_conquest_in_contested_zone_call_for_assistance_0550=I need help securing this shit
- Dlg_SC_ac_spitfire_conquest_in_contested_zone_call_for_assistance_0551=Little help?
- Dlg_SC_ac_spitfire_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=I need help securing this shit
- Dlg_SC_ac_spitfire_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Little help?
- Dlg_SC_ac_spitfire_conquest_lost_control_of_a_zone_0570=We lost the zone, sir
- Dlg_SC_ac_spitfire_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone, sir
- Dlg_SC_ac_spitfire_conquest_taken_control_of_a_zone_0560=Zone is ours!
- Dlg_SC_ac_spitfire_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours!
- Dlg_SC_ac_spitfire_ctc_allies_score_point_0540=Woooh! Way to go
- Dlg_SC_ac_spitfire_ctc_allies_score_point_0541=Point to us.
- Dlg_SC_ac_spitfire_ctc_allies_score_pointCTC_Allies_Score_Point_01=Woooh! Way to go
- Dlg_SC_ac_spitfire_ctc_allies_score_pointCTC_Allies_Score_Point_02=Point to us.
- Dlg_SC_ac_spitfire_ctc_enemy_has_core_0510=Enemy has the core!
- Dlg_SC_ac_spitfire_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy has the core!
- Dlg_SC_ac_spitfire_ctc_enemy_scores_point_0530=Mierda!
- Dlg_SC_ac_spitfire_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Mierda!
- Dlg_SC_ac_spitfire_ctc_player_has_core_0500=You got the core!
- Dlg_SC_ac_spitfire_ctc_player_has_coreCTC_Player_Has_Core=You got the core!
- Dlg_SC_ac_spitfire_ctc_this_ai_has_core_0520=I have the core, sir
- Dlg_SC_ac_spitfire_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core, sir
- Dlg_SC_ac_spitfire_generic_response_no_0310=Negativo
- Dlg_SC_ac_spitfire_generic_response_no_0311=Não posso
- Dlg_SC_ac_spitfire_generic_response_noGeneric_Response_No_01=Negativo
- Dlg_SC_ac_spitfire_generic_response_noGeneric_Response_No_02=Não posso
- Dlg_SC_ac_spitfire_generic_response_yes_0300=Yes, sir.
- Dlg_SC_ac_spitfire_generic_response_yes_0301=Roger
- Dlg_SC_ac_spitfire_generic_response_yesGeneric_Response_Yes_01=Yes, sir.
- Dlg_SC_ac_spitfire_generic_response_yesGeneric_Response_Yes_02=Roger
- Dlg_SC_ac_spitfire_player_order_assistance_required_0120=Responding.
- Dlg_SC_ac_spitfire_player_order_assistance_required_0121=I got you.
- Dlg_SC_ac_spitfire_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Responding.
- Dlg_SC_ac_spitfire_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I got you.
- Dlg_SC_ac_spitfire_player_order_attack_my_target_0100=Attacking.
- Dlg_SC_ac_spitfire_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Attacking.
- Dlg_SC_ac_spitfire_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Weapons hot, sir.
- Dlg_SC_ac_spitfire_player_order_bomb_my_target_0230=Bringing the thunder.
- Dlg_SC_ac_spitfire_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bringing the thunder.
- Dlg_SC_ac_spitfire_player_order_break_and_engage_0210=Hunting now, sir.
- Dlg_SC_ac_spitfire_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Hunting now, sir.
- Dlg_SC_ac_spitfire_player_order_defend_my_target_0110=Nobody's gonna get near them, sir
- Dlg_SC_ac_spitfire_player_order_defend_my_target_0111=I got their back, sir.
- Dlg_SC_ac_spitfire_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Nobody's gonna get near them, sir
- Dlg_SC_ac_spitfire_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=I got their back, sir.
- Dlg_SC_ac_spitfire_player_order_escort_my_target_0220=Taking them in, sir.
- Dlg_SC_ac_spitfire_player_order_escort_my_target_0221=Escorting target now, sir
- Dlg_SC_ac_spitfire_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Taking them in, sir.
- Dlg_SC_ac_spitfire_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now, sir
- Dlg_SC_ac_spitfire_player_order_evasive_manoeuvers_0200=I'll shake 'em off
- Dlg_SC_ac_spitfire_player_order_evasive_manoeuvers_0201=Confirm evasive action, sir
- Dlg_SC_ac_spitfire_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I'll shake 'em off
- Dlg_SC_ac_spitfire_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Confirm evasive action, sir
- Dlg_SC_ac_spitfire_player_order_form_up_on_me_0130=Forming up.
- Dlg_SC_ac_spitfire_player_order_form_up_on_me_0131=Formation set, sir.
- Dlg_SC_ac_spitfire_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up.
- Dlg_SC_ac_spitfire_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Formation set, sir.
- Dlg_SC_ac_spitfire_player_order_return_to_base_0240=Heading back to base, sir
- Dlg_SC_ac_spitfire_player_order_return_to_base_0241=Heading back, sir
- Dlg_SC_ac_spitfire_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back to base, sir
- Dlg_SC_ac_spitfire_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back, sir
- Dlg_SC_ac_spitfire_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_spitfire_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_spitfire_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_spitfire_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_spitfire_reaction_being_hit_by_friendly_fire_0480=Hey, watch it!
- Dlg_SC_ac_spitfire_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey, watch it!
- Dlg_SC_ac_spitfire_reaction_commiting_friendly_fire_0490=Shit! That was a stupid shot. Sorry.
- Dlg_SC_ac_spitfire_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Shit! That was a stupid shot. Sorry.
- Dlg_SC_ac_spitfire_reaction_eject_0470=Mierda! I'm out...
- Dlg_SC_ac_spitfire_reaction_eject_0471=Bailing out!
- Dlg_SC_ac_spitfire_reaction_ejectReaction_Eject_01=Mierda! I'm out...
- Dlg_SC_ac_spitfire_reaction_ejectReaction_Eject_02=Bailing out!
- Dlg_SC_ac_spitfire_reaction_friendly_gets_killed_0450=Man down.
- Dlg_SC_ac_spitfire_reaction_friendly_gets_killed_0451=Friendly down, sir!
- Dlg_SC_ac_spitfire_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=Man down.
- Dlg_SC_ac_spitfire_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Friendly down, sir!
- Dlg_SC_ac_spitfire_reaction_Gets_a_kill_0400=I… I got one.
- Dlg_SC_ac_spitfire_reaction_Gets_a_kill_0401=Inimigo destruído
- Dlg_SC_ac_spitfire_reaction_Gets_a_killReaction_Gets_A_Kill_01=I… I got one.
- Dlg_SC_ac_spitfire_reaction_Gets_a_killReaction_Gets_A_Kill_02=Inimigo destruído
- Dlg_SC_ac_spitfire_reaction_incoming_enemies_0420=We got hostiles.
- Dlg_SC_ac_spitfire_reaction_incoming_enemies_0421=Bogeys incoming!
- Dlg_SC_ac_spitfire_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got hostiles.
- Dlg_SC_ac_spitfire_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Bogeys incoming!
- Dlg_SC_ac_spitfire_reaction_leaving_battle_retreating_0440=Disengaging combat, sir
- Dlg_SC_ac_spitfire_reaction_leaving_battle_retreating_0441=I'm out of here.
- Dlg_SC_ac_spitfire_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Disengaging combat, sir
- Dlg_SC_ac_spitfire_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=I'm out of here.
- Dlg_SC_ac_spitfire_reaction_player_gets_a_kill_0410=Nice going, sir
- Dlg_SC_ac_spitfire_reaction_player_gets_a_kill_0411=Get some!
- Dlg_SC_ac_spitfire_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice going, sir
- Dlg_SC_ac_spitfire_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Get some!
- Dlg_SC_ac_spitfire_reaction_rejoining_battle_0430=Re-engaging, sir
- Dlg_SC_ac_spitfire_reaction_rejoining_battleReaction_Rejoining_Battle=Re-engaging, sir
- Dlg_SC_ac_spitfire_reaction_taking_damage_0460=Help!
- Dlg_SC_ac_spitfire_reaction_taking_damage_0461=Filho da puta!
- Dlg_SC_ac_spitfire_reaction_taking_damageReaction_Taking_Damage_01=Help!
- Dlg_SC_ac_spitfire_reaction_taking_damageReaction_Taking_Damage_02=Filho da puta!
- Dlg_SC_ac_tanto_conquest_in_contested_zone_call_for_assistance_0550=Need help in this zone!
- Dlg_SC_ac_tanto_conquest_in_contested_zone_call_for_assistance_0551=Help me out in this zone, anyone?
- Dlg_SC_ac_tanto_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Need help in this zone!
- Dlg_SC_ac_tanto_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Help me out in this zone, anyone?
- Dlg_SC_ac_tanto_conquest_lost_control_of_a_zone_0570=We lost the zone
- Dlg_SC_ac_tanto_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone
- Dlg_SC_ac_tanto_conquest_taken_control_of_a_zone_0560=The zone is ours
- Dlg_SC_ac_tanto_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=The zone is ours
- Dlg_SC_ac_tanto_ctc_allies_score_point_0540=Great job!
- Dlg_SC_ac_tanto_ctc_allies_score_pointCTC_Allies_Score_Point=Great job!
- Dlg_SC_ac_tanto_ctc_enemy_has_core_0510=They have our core
- Dlg_SC_ac_tanto_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have our core
- Dlg_SC_ac_tanto_ctc_enemy_scores_point_0530=Good effort, all
- Dlg_SC_ac_tanto_ctc_enemy_scores_point_0531=They got a point
- Dlg_SC_ac_tanto_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Good effort, all
- Dlg_SC_ac_tanto_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=They got a point
- Dlg_SC_ac_tanto_ctc_player_has_core_0500=You got the core. Go for it.
- Dlg_SC_ac_tanto_ctc_player_has_coreCTC_Player_Has_Core=You got the core. Go for it.
- Dlg_SC_ac_tanto_ctc_this_ai_has_core_0520=I have the core. On me!
- Dlg_SC_ac_tanto_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core. On me!
- Dlg_SC_ac_tanto_generic_response_no_0310=Are you sure?
- Dlg_SC_ac_tanto_generic_response_noGeneric_Response_No_01=Are you sure?
- Dlg_SC_ac_tanto_generic_response_yes_0300=Aye, sir.
- Dlg_SC_ac_tanto_generic_response_yes_0301=You got it.
- Dlg_SC_ac_tanto_generic_response_yesGeneric_Response_Yes_01=Aye, sir.
- Dlg_SC_ac_tanto_generic_response_yesGeneric_Response_Yes_02=You got it.
- Dlg_SC_ac_tanto_player_order_assistance_required_0120=Be right there!
- Dlg_SC_ac_tanto_player_order_assistance_required_0121=Hold on, sir.
- Dlg_SC_ac_tanto_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Be right there!
- Dlg_SC_ac_tanto_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hold on, sir.
- Dlg_SC_ac_tanto_player_order_attack_my_target_0100=Copy. Target acquired.
- Dlg_SC_ac_tanto_player_order_attack_my_target_0101=Attacking your mark
- Dlg_SC_ac_tanto_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Copy. Target acquired.
- Dlg_SC_ac_tanto_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Attacking your mark
- Dlg_SC_ac_tanto_player_order_bomb_my_target_0230=Bombing run starting
- Dlg_SC_ac_tanto_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run starting
- Dlg_SC_ac_tanto_player_order_break_and_engage_0210=10-4, breaking.
- Dlg_SC_ac_tanto_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=10-4, breaking.
- Dlg_SC_ac_tanto_player_order_defend_my_target_0110=Defending your target
- Dlg_SC_ac_tanto_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target
- Dlg_SC_ac_tanto_player_order_escort_my_target_0220=Copy. Moving to escort.
- Dlg_SC_ac_tanto_player_order_escort_my_target_0221=Escorting target now
- Dlg_SC_ac_tanto_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Copy. Moving to escort.
- Dlg_SC_ac_tanto_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
- Dlg_SC_ac_tanto_player_order_evasive_manoeuvers_0200=Evasive maneouvers
- Dlg_SC_ac_tanto_player_order_evasive_manoeuvers_0221=Let's go for a ride.
- Dlg_SC_ac_tanto_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive maneouvers
- Dlg_SC_ac_tanto_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Let's go for a ride.
- Dlg_SC_ac_tanto_player_order_form_up_on_me_0130=Moving into formation, sir
- Dlg_SC_ac_tanto_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving into formation, sir
- Dlg_SC_ac_tanto_player_order_return_to_base_0240=Back to base
- Dlg_SC_ac_tanto_player_order_return_to_base_0241=Heading home
- Dlg_SC_ac_tanto_player_order_return_to_basePlayer_Order_Return_To_Base_01=Back to base
- Dlg_SC_ac_tanto_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading home
- Dlg_SC_ac_tanto_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_tanto_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_tanto_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_tanto_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_tanto_reaction_being_hit_by_friendly_fire_0480=Careful. You hit me just then
- Dlg_SC_ac_tanto_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Careful. You hit me just then
- Dlg_SC_ac_tanto_reaction_commiting_friendly_fire_0490=Apologies, sir. That was me.
- Dlg_SC_ac_tanto_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Apologies, sir. That was me.
- Dlg_SC_ac_tanto_reaction_eject_0470=Ejecting
- Dlg_SC_ac_tanto_reaction_eject_0471=Going for a space-walk.
- Dlg_SC_ac_tanto_reaction_ejectReaction_Eject_01=Ejecting
- Dlg_SC_ac_tanto_reaction_ejectReaction_Eject_02=Going for a space-walk.
- Dlg_SC_ac_tanto_reaction_friendly_gets_killed_0450=We lost a friendly!
- Dlg_SC_ac_tanto_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=We lost a friendly!
- Dlg_SC_ac_tanto_reaction_Gets_a_kill_0400=One down, sir
- Dlg_SC_ac_tanto_reaction_Gets_a_kill_0401=Enemy neutralised, sir
- Dlg_SC_ac_tanto_reaction_Gets_a_killReaction_Gets_A_Kill_01=One down, sir
- Dlg_SC_ac_tanto_reaction_Gets_a_killReaction_Gets_A_Kill_02=Enemy neutralised, sir
- Dlg_SC_ac_tanto_reaction_incoming_enemies_0420=We got contacts.
- Dlg_SC_ac_tanto_reaction_incoming_enemies_0421=Incoming!
- Dlg_SC_ac_tanto_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got contacts.
- Dlg_SC_ac_tanto_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Incoming!
- Dlg_SC_ac_tanto_reaction_leaving_battle_retreating_0440=Gotta bounce, I'm pretty tore up.
- Dlg_SC_ac_tanto_reaction_leaving_battle_retreating_0441=Falling back.
- Dlg_SC_ac_tanto_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Gotta bounce, I'm pretty tore up.
- Dlg_SC_ac_tanto_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Falling back.
- Dlg_SC_ac_tanto_reaction_player_gets_a_kill_0410=Threat neutralized.
- Dlg_SC_ac_tanto_reaction_player_gets_a_kill_0411=Clean shot, sir.
- Dlg_SC_ac_tanto_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Threat neutralized.
- Dlg_SC_ac_tanto_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Clean shot, sir.
- Dlg_SC_ac_tanto_reaction_rejoining_battle_0430=Don't worry, I'm back!
- Dlg_SC_ac_tanto_reaction_rejoining_battleReaction_Rejoining_Battle=Don't worry, I'm back!
- Dlg_SC_ac_tanto_reaction_taking_damage_0460=Taking fire, sir
- Dlg_SC_ac_tanto_reaction_taking_damage_0461=I'm hit!
- Dlg_SC_ac_tanto_reaction_taking_damageReaction_Taking_Damage_01=Taking fire, sir
- Dlg_SC_ac_tanto_reaction_taking_damageReaction_Taking_Damage_02=I'm hit!
- Dlg_SC_ac_thunder_conquest_in_contested_zone_call_for_assistance_0550=Zone contested. Help if you can
- Dlg_SC_ac_thunder_conquest_in_contested_zone_call_for_assistance_0551=Need some backup, now!
- Dlg_SC_ac_thunder_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Zone contested. Help if you can
- Dlg_SC_ac_thunder_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Need some backup, now!
- Dlg_SC_ac_thunder_conquest_lost_control_of_a_zone_0570=Zone lost
- Dlg_SC_ac_thunder_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
- Dlg_SC_ac_thunder_conquest_taken_control_of_a_zone_0560=Zone taken
- Dlg_SC_ac_thunder_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
- Dlg_SC_ac_thunder_ctc_allies_score_point_0540=Oh, shit! That's one.
- Dlg_SC_ac_thunder_ctc_allies_score_pointCTC_Allies_Score_Point=Oh, shit! That's one.
- Dlg_SC_ac_thunder_ctc_enemy_has_core_0510=Enemy has our core!
- Dlg_SC_ac_thunder_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy has our core!
- Dlg_SC_ac_thunder_ctc_enemy_scores_point_0530=They scored a point
- Dlg_SC_ac_thunder_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=They scored a point
- Dlg_SC_ac_thunder_ctc_player_has_core_0500=You got the core
- Dlg_SC_ac_thunder_ctc_player_has_coreCTC_Player_Has_Core=You got the core
- Dlg_SC_ac_thunder_ctc_this_ai_has_core_0520=Core is on me.
- Dlg_SC_ac_thunder_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core is on me.
- Dlg_SC_ac_thunder_generic_response_no_0310=No can do
- Dlg_SC_ac_thunder_generic_response_no_0311=Negative
- Dlg_SC_ac_thunder_generic_response_noGeneric_Response_No_01=No can do
- Dlg_SC_ac_thunder_generic_response_noGeneric_Response_No_02=Negative
- Dlg_SC_ac_thunder_generic_response_yes_0300=Roger that
- Dlg_SC_ac_thunder_generic_response_yes_0301=Copy that
- Dlg_SC_ac_thunder_generic_response_yesGeneric_Response_Yes_01=Roger that
- Dlg_SC_ac_thunder_generic_response_yesGeneric_Response_Yes_02=Copy that
- Dlg_SC_ac_thunder_player_order_assistance_required_0120=I'm all over it
- Dlg_SC_ac_thunder_player_order_assistance_required_0121=I got your back.
- Dlg_SC_ac_thunder_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'm all over it
- Dlg_SC_ac_thunder_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I got your back.
- Dlg_SC_ac_thunder_player_order_attack_my_target_0100=Attacking target.
- Dlg_SC_ac_thunder_player_order_attack_my_target_0101=Gonna drop that pain.
- Dlg_SC_ac_thunder_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Attacking target.
- Dlg_SC_ac_thunder_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Gonna drop that pain.
- Dlg_SC_ac_thunder_player_order_bomb_my_target_0230=Target confirmed.
- Dlg_SC_ac_thunder_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Target confirmed.
- Dlg_SC_ac_thunder_player_order_break_and_engage_0210=Breaking and engaging
- Dlg_SC_ac_thunder_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking and engaging
- Dlg_SC_ac_thunder_player_order_defend_my_target_0110=Copy that. On my way.
- Dlg_SC_ac_thunder_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Copy that. On my way.
- Dlg_SC_ac_thunder_player_order_escort_my_target_0220=Escorting
- Dlg_SC_ac_thunder_player_order_escort_my_target_0221=Falling in pattern, sir.
- Dlg_SC_ac_thunder_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
- Dlg_SC_ac_thunder_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Falling in pattern, sir.
- Dlg_SC_ac_thunder_player_order_evasive_manoeuvers_0200=Evasive maneouvers
- Dlg_SC_ac_thunder_player_order_evasive_manoeuvers_0201=Losing 'em.
- Dlg_SC_ac_thunder_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive maneouvers
- Dlg_SC_ac_thunder_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Losing 'em.
- Dlg_SC_ac_thunder_player_order_form_up_on_me_0130=Forming up
- Dlg_SC_ac_thunder_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up
- Dlg_SC_ac_thunder_player_order_return_to_base_0240=Heading back
- Dlg_SC_ac_thunder_player_order_return_to_base_0241=Confirm, returning to base
- Dlg_SC_ac_thunder_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back
- Dlg_SC_ac_thunder_player_order_return_to_basePlayer_Order_Return_To_Base_02=Confirm, returning to base
- Dlg_SC_ac_thunder_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_thunder_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_thunder_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_thunder_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_thunder_reaction_being_hit_by_friendly_fire_0480=Check fire! I’m a friendly, dammit
- Dlg_SC_ac_thunder_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check fire! I’m a friendly, dammit
- Dlg_SC_ac_thunder_reaction_commiting_friendly_fire_0490=Ah, get out my way man
- Dlg_SC_ac_thunder_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Ah, get out my way man
- Dlg_SC_ac_thunder_reaction_eject_0470=Ejecting
- Dlg_SC_ac_thunder_reaction_ejectReaction_Eject=Ejecting
- Dlg_SC_ac_thunder_reaction_friendly_gets_killed_0450=Friendly down.
- Dlg_SC_ac_thunder_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly down.
- Dlg_SC_ac_thunder_reaction_Gets_a_kill_0400=Got one!
- Dlg_SC_ac_thunder_reaction_Gets_a_kill_0401=Enemy down
- Dlg_SC_ac_thunder_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got one!
- Dlg_SC_ac_thunder_reaction_Gets_a_killReaction_Gets_A_Kill_02=Enemy down
- Dlg_SC_ac_thunder_reaction_incoming_enemies_0420=Multiple contacts!
- Dlg_SC_ac_thunder_reaction_incoming_enemies_0421=Incoming hostiles
- Dlg_SC_ac_thunder_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Multiple contacts!
- Dlg_SC_ac_thunder_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Incoming hostiles
- Dlg_SC_ac_thunder_reaction_leaving_battle_retreating_0440=Retreating now
- Dlg_SC_ac_thunder_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Retreating now
- Dlg_SC_ac_thunder_reaction_player_gets_a_kill_0410=Good kill!
- Dlg_SC_ac_thunder_reaction_player_gets_a_kill_0411=Get some.
- Dlg_SC_ac_thunder_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Good kill!
- Dlg_SC_ac_thunder_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Get some.
- Dlg_SC_ac_thunder_reaction_rejoining_battle_0430=Miss me?
- Dlg_SC_ac_thunder_reaction_rejoining_battleReaction_Rejoining_Battle=Miss me?
- Dlg_SC_ac_thunder_reaction_taking_damage_0460=I can't shake 'em.
- Dlg_SC_ac_thunder_reaction_taking_damage_0461=Enemy is locked on me
- Dlg_SC_ac_thunder_reaction_taking_damageReaction_Taking_Damage_01=I can't shake 'em.
- Dlg_SC_ac_thunder_reaction_taking_damageReaction_Taking_Damage_02=Enemy is locked on me
- Dlg_SC_ac_vixen_conquest_in_contested_zone_call_for_assistance_0550=Help me fight for this zone, will ya?
- Dlg_SC_ac_vixen_conquest_in_contested_zone_call_for_assistance_0551=Zone contested. Help me take it!
- 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?
- Dlg_SC_ac_vixen_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Zone contested. Help me take it!
- Dlg_SC_ac_vixen_conquest_lost_control_of_a_zone_0570=We've lost the zone
- Dlg_SC_ac_vixen_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We've lost the zone
- Dlg_SC_ac_vixen_conquest_taken_control_of_a_zone_0560=We've taken the zone
- Dlg_SC_ac_vixen_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We've taken the zone
- Dlg_SC_ac_vixen_ctc_allies_score_point_0540=We got a point
- Dlg_SC_ac_vixen_ctc_allies_score_pointCTC_Allies_Score_Point=We got a point
- Dlg_SC_ac_vixen_ctc_enemy_has_core_0510=They have our core. Waste them.
- Dlg_SC_ac_vixen_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have our core. Waste them.
- Dlg_SC_ac_vixen_ctc_enemy_scores_point_0530=Enemy scored
- Dlg_SC_ac_vixen_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Enemy scored
- Dlg_SC_ac_vixen_ctc_player_has_core_0500=You have the core
- Dlg_SC_ac_vixen_ctc_player_has_coreCTC_Player_Has_Core=You have the core
- Dlg_SC_ac_vixen_ctc_this_ai_has_core_0520=I have the core. Cut me a path.
- Dlg_SC_ac_vixen_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core. Cut me a path.
- Dlg_SC_ac_vixen_generic_response_no_0310=No can do
- Dlg_SC_ac_vixen_generic_response_no_0311=Negative
- Dlg_SC_ac_vixen_generic_response_noGeneric_Response_No_01=No can do
- Dlg_SC_ac_vixen_generic_response_noGeneric_Response_No_02=Negative
- Dlg_SC_ac_vixen_generic_response_yes_0300=Copy
- Dlg_SC_ac_vixen_generic_response_yesGeneric_Response_Yes_01=Copy
- Dlg_SC_ac_vixen_player_order_assistance_required_0120=I'll get them.
- Dlg_SC_ac_vixen_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'll get them.
- Dlg_SC_ac_vixen_player_order_attack_my_target_0100=On it.
- Dlg_SC_ac_vixen_player_order_attack_my_target_0101=They're mine.
- Dlg_SC_ac_vixen_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=On it.
- Dlg_SC_ac_vixen_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=They're mine.
- Dlg_SC_ac_vixen_player_order_bomb_my_target_0230=Bombing run confirmed
- Dlg_SC_ac_vixen_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run confirmed
- Dlg_SC_ac_vixen_player_order_break_and_engage_0210=About time.
- Dlg_SC_ac_vixen_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=About time.
- Dlg_SC_ac_vixen_player_order_defend_my_target_0110=…… fine.
- Dlg_SC_ac_vixen_player_order_defend_my_target_0111=Easy there, chief.
- Dlg_SC_ac_vixen_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=…… fine.
- Dlg_SC_ac_vixen_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=Easy there, chief.
- Dlg_SC_ac_vixen_player_order_escort_my_target_0220=You're kidding, right?
- Dlg_SC_ac_vixen_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=You're kidding, right?
- Dlg_SC_ac_vixen_player_order_evasive_manoeuvers_0200=Rolling.
- Dlg_SC_ac_vixen_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Rolling.
- Dlg_SC_ac_vixen_player_order_form_up_on_me_0130=Moving into formation
- Dlg_SC_ac_vixen_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving into formation
- Dlg_SC_ac_vixen_player_order_return_to_base_0240=Heading back
- Dlg_SC_ac_vixen_player_order_return_to_base_0241=Confirming return to base
- Dlg_SC_ac_vixen_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back
- Dlg_SC_ac_vixen_player_order_return_to_basePlayer_Order_Return_To_Base_02=Confirming return to base
- Dlg_SC_ac_vixen_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_vixen_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_vixen_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_vixen_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_vixen_reaction_being_hit_by_friendly_fire_0480=Hey moron, I'm on your team.
- Dlg_SC_ac_vixen_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey moron, I'm on your team.
- Dlg_SC_ac_vixen_reaction_commiting_friendly_fire_0490=Whoops.
- Dlg_SC_ac_vixen_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Whoops.
- Dlg_SC_ac_vixen_reaction_death_0600=AAaaarrrghhhhhhhh!!
- Dlg_SC_ac_vixen_reaction_death_0601=Noo! NooooOOOOO!
- Dlg_SC_ac_vixen_reaction_death_0602=Ahh AHHHHHH!
- Dlg_SC_ac_vixen_reaction_death_0603=AAaaaaaAAAaaaarrrghhhhhhhh!!
- Dlg_SC_ac_vixen_reaction_deathReaction_Death_01=AAaaarrrghhhhhhhh!!
- Dlg_SC_ac_vixen_reaction_deathReaction_Death_02=Noo! NooooOOOOO!
- Dlg_SC_ac_vixen_reaction_deathReaction_Death_03=Ahh AHHHHHH!
- Dlg_SC_ac_vixen_reaction_deathReaction_Death_04=AAaaaaaAAAaaaarrrghhhhhhhh!!
- Dlg_SC_ac_vixen_reaction_eject_0470=Bailing
- Dlg_SC_ac_vixen_reaction_eject_0471=Ejecting
- Dlg_SC_ac_vixen_reaction_ejectReaction_Eject_01=Bailing
- Dlg_SC_ac_vixen_reaction_ejectReaction_Eject_02=Ejecting
- Dlg_SC_ac_vixen_reaction_friendly_gets_killed_0450=Uh! We lost a friendly.
- Dlg_SC_ac_vixen_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Uh! We lost a friendly.
- Dlg_SC_ac_vixen_reaction_Gets_a_kill_0400=Got one
- Dlg_SC_ac_vixen_reaction_Gets_a_kill_0401=Hostile down
- Dlg_SC_ac_vixen_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got one
- Dlg_SC_ac_vixen_reaction_Gets_a_killReaction_Gets_A_Kill_02=Hostile down
- Dlg_SC_ac_vixen_reaction_incoming_enemies_0420=Incoming Enemy
- Dlg_SC_ac_vixen_reaction_incoming_enemies_0421=Hostiles inbound
- Dlg_SC_ac_vixen_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Incoming Enemy
- Dlg_SC_ac_vixen_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Hostiles inbound
- Dlg_SC_ac_vixen_reaction_leaving_battle_retreating_0440=I need to rearm.
- Dlg_SC_ac_vixen_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=I need to rearm.
- Dlg_SC_ac_vixen_reaction_player_gets_a_kill_0410=Nice.
- Dlg_SC_ac_vixen_reaction_player_gets_a_kill_0411=Yeah!
- Dlg_SC_ac_vixen_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice.
- Dlg_SC_ac_vixen_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Yeah!
- Dlg_SC_ac_vixen_reaction_rejoining_battle_0430=I'm back
- Dlg_SC_ac_vixen_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back
- Dlg_SC_ac_vixen_reaction_taking_damage_0460=Taking fire
- Dlg_SC_ac_vixen_reaction_taking_damage_0461=I've got one on me
- Dlg_SC_ac_vixen_reaction_taking_damageReaction_Taking_Damage_01=Taking fire
- Dlg_SC_ac_vixen_reaction_taking_damageReaction_Taking_Damage_02=I've got one on me
- Dlg_SC_ac_warlord_conquest_in_contested_zone_call_for_assistance_0550=I'm in contested zone. Help appreciated
- Dlg_SC_ac_warlord_conquest_in_contested_zone_call_for_assistance_0551=Zone contested. Assistance required
- Dlg_SC_ac_warlord_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=I'm in contested zone. Help appreciated
- Dlg_SC_ac_warlord_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Zone contested. Assistance required
- Dlg_SC_ac_warlord_conquest_lost_control_of_a_zone_0570=Zone lost
- Dlg_SC_ac_warlord_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
- Dlg_SC_ac_warlord_conquest_taken_control_of_a_zone_0560=Zone taken
- Dlg_SC_ac_warlord_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
- Dlg_SC_ac_warlord_ctc_allies_score_point_0540=Nice. We scored
- Dlg_SC_ac_warlord_ctc_allies_score_pointCTC_Allies_Score_Point=Nice. We scored
- Dlg_SC_ac_warlord_ctc_enemy_has_core_0510=They got our core!
- Dlg_SC_ac_warlord_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core!
- Dlg_SC_ac_warlord_ctc_enemy_scores_point_0530=One point to them
- Dlg_SC_ac_warlord_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=One point to them
- Dlg_SC_ac_warlord_ctc_player_has_core_0500=You have the core
- Dlg_SC_ac_warlord_ctc_player_has_coreCTC_Player_Has_Core=You have the core
- Dlg_SC_ac_warlord_ctc_this_ai_has_core_0520=Core retreived.
- Dlg_SC_ac_warlord_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core retreived.
- Dlg_SC_ac_warlord_generic_response_no_0310=Negative
- Dlg_SC_ac_warlord_generic_response_no_0311=Will not comply, sir
- Dlg_SC_ac_warlord_generic_response_noGeneric_Response_No_01=Negative
- Dlg_SC_ac_warlord_generic_response_noGeneric_Response_No_02=Will not comply, sir
- Dlg_SC_ac_warlord_generic_response_yes_0300=Copy that
- Dlg_SC_ac_warlord_generic_response_yes_0301=You got it.
- Dlg_SC_ac_warlord_generic_response_yesGeneric_Response_Yes_01=Copy that
- Dlg_SC_ac_warlord_generic_response_yesGeneric_Response_Yes_02=You got it.
- Dlg_SC_ac_warlord_player_order_assistance_required_0120=Warlord inbound.
- Dlg_SC_ac_warlord_player_order_assistance_required_0121=Assistance request, confirmed
- Dlg_SC_ac_warlord_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Assistance request, confirmed
- Dlg_SC_ac_warlord_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Warlord inbound.
- Dlg_SC_ac_warlord_player_order_attack_my_target_0100=Copy, sir. On it.
- Dlg_SC_ac_warlord_player_order_attack_my_target_0101=I have them in sight
- Dlg_SC_ac_warlord_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Copy, sir. On it.
- Dlg_SC_ac_warlord_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=I have them in sight
- Dlg_SC_ac_warlord_player_order_bomb_my_target_0230=Ordinance set.
- Dlg_SC_ac_warlord_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Ordinance set.
- Dlg_SC_ac_warlord_player_order_break_and_engage_0210=Breaking to intercept
- Dlg_SC_ac_warlord_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking to intercept
- Dlg_SC_ac_warlord_player_order_defend_my_target_0110=Understood. Defending
- Dlg_SC_ac_warlord_player_order_defend_my_target_0111=……yes, sir.
- Dlg_SC_ac_warlord_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Understood. Defending
- Dlg_SC_ac_warlord_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=……yes, sir.
- Dlg_SC_ac_warlord_player_order_escort_my_target_0220=Escorting
- Dlg_SC_ac_warlord_player_order_escort_my_target_0221=Escorting target now
- Dlg_SC_ac_warlord_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
- Dlg_SC_ac_warlord_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
- Dlg_SC_ac_warlord_player_order_evasive_manoeuvers_0200=Evasive maneouvers
- Dlg_SC_ac_warlord_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive maneouvers
- Dlg_SC_ac_warlord_player_order_form_up_on_me_0130=Copy, folding in.
- Dlg_SC_ac_warlord_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Copy, folding in.
- Dlg_SC_ac_warlord_player_order_return_to_base_0240=Confirm, returning to base
- Dlg_SC_ac_warlord_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading home
- Dlg_SC_ac_warlord_player_order_return_to_basePlayer_Order_Return_To_Base_02=Confirm, returning to base
- Dlg_SC_ac_warlord_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_warlord_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_warlord_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_warlord_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_warlord_reaction_being_hit_by_friendly_fire_0480=Blue on blue!
- Dlg_SC_ac_warlord_reaction_being_hit_by_friendly_fire_0481=Stop shooting me, you idiot.
- Dlg_SC_ac_warlord_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Stop shooting me, you idiot.
- Dlg_SC_ac_warlord_reaction_commiting_friendly_fire_0490=My mistake. Sorry
- Dlg_SC_ac_warlord_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=My mistake. Sorry
- Dlg_SC_ac_warlord_reaction_death_0600=AAaaarrrghhhhhhhh!!
- Dlg_SC_ac_warlord_reaction_death_0601=Noo! NooooOOOOO!
- Dlg_SC_ac_warlord_reaction_death_0602=Ahh AHHHHHH!
- Dlg_SC_ac_warlord_reaction_death_0603=AAaaaaaAAAaaaarrrghhhhhhhh!!
- Dlg_SC_ac_warlord_reaction_deathReaction_Death_01=AAaaarrrghhhhhhhh!!
- Dlg_SC_ac_warlord_reaction_deathReaction_Death_02=Noo! NooooOOOOO!
- Dlg_SC_ac_warlord_reaction_deathReaction_Death_03=Ahh AHHHHHH!
- Dlg_SC_ac_warlord_reaction_deathReaction_Death_04=AAaaaaaAAAaaaarrrghhhhhhhh!!
- Dlg_SC_ac_warlord_reaction_eject_0470=Bailing out.
- Dlg_SC_ac_warlord_reaction_ejectReaction_Eject=Bailing out.
- Dlg_SC_ac_warlord_reaction_friendly_gets_killed_0450=Friendly down
- Dlg_SC_ac_warlord_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly down
- Dlg_SC_ac_warlord_reaction_Gets_a_kill_0400=Hostile eliminated
- Dlg_SC_ac_warlord_reaction_Gets_a_kill_0401=Hostile down
- Dlg_SC_ac_warlord_reaction_Gets_a_killReaction_Gets_A_Kill_01=Hostile eliminated
- Dlg_SC_ac_warlord_reaction_Gets_a_killReaction_Gets_A_Kill_02=Hostile down
- Dlg_SC_ac_warlord_reaction_incoming_enemies_0420=Hostiles inbound
- Dlg_SC_ac_warlord_reaction_incoming_enemies_0421=Incoming hostiles
- Dlg_SC_ac_warlord_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Hostiles inbound
- Dlg_SC_ac_warlord_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Incoming hostiles
- Dlg_SC_ac_warlord_reaction_leaving_battle_retreating_0440=Bugging out
- Dlg_SC_ac_warlord_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Bugging out
- Dlg_SC_ac_warlord_reaction_player_gets_a_kill_0410=Nice kill
- Dlg_SC_ac_warlord_reaction_player_gets_a_kill_0411=Nice shooting
- Dlg_SC_ac_warlord_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice kill
- Dlg_SC_ac_warlord_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice shooting
- Dlg_SC_ac_warlord_reaction_rejoining_battle_0430=I'm back in the mix
- Dlg_SC_ac_warlord_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back in the mix
- Dlg_SC_ac_warlord_reaction_taking_damage_0460=Need support.
- Dlg_SC_ac_warlord_reaction_taking_damage_0461=Taking fire!
- Dlg_SC_ac_warlord_reaction_taking_damageReaction_Taking_Damage_01=Taking fire!
- Dlg_SC_ac_warlord_reaction_taking_damageReaction_Taking_Damage_02=Need support.
- Dlg_SC_ac_wreckingball_conquest_in_contested_zone_call_for_assistance_0550=Hold the zone, people.
- Dlg_SC_ac_wreckingball_conquest_in_contested_zone_call_for_assistance_0551=Hey! Zone contested on my position.
- Dlg_SC_ac_wreckingball_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Hold the zone, people.
- Dlg_SC_ac_wreckingball_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Hey! Zone contested on my position.
- Dlg_SC_ac_wreckingball_conquest_lost_control_of_a_zone_0570=Zone lost.
- Dlg_SC_ac_wreckingball_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost.
- Dlg_SC_ac_wreckingball_conquest_taken_control_of_a_zone_0560=We got the zone
- Dlg_SC_ac_wreckingball_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We got the zone
- Dlg_SC_ac_wreckingball_ctc_allies_score_point_0540=One for the home team!
- Dlg_SC_ac_wreckingball_ctc_allies_score_pointCTC_Allies_Score_Point=One for the home team!
- Dlg_SC_ac_wreckingball_ctc_enemy_has_core_0510=They got the core
- Dlg_SC_ac_wreckingball_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got the core
- Dlg_SC_ac_wreckingball_ctc_enemy_scores_point_0530=Damn it people, they scored
- Dlg_SC_ac_wreckingball_ctc_enemy_scores_point_0531=Awww dammit man.
- Dlg_SC_ac_wreckingball_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Damn it people, they scored
- Dlg_SC_ac_wreckingball_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Awww dammit man.
- Dlg_SC_ac_wreckingball_ctc_player_has_core_0500=You fly. I'll cover.
- Dlg_SC_ac_wreckingball_ctc_player_has_coreCTC_Player_Has_Core=You fly. I'll cover.
- Dlg_SC_ac_wreckingball_ctc_this_ai_has_core_0520=Core is mine. Need a hand here.
- Dlg_SC_ac_wreckingball_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core is mine. Need a hand here.
- Dlg_SC_ac_wreckingball_generic_response_no_0310=Nope! That's stupid
- Dlg_SC_ac_wreckingball_generic_response_no_0311=No way
- Dlg_SC_ac_wreckingball_generic_response_noGeneric_Response_No_01=Nope! That's stupid
- Dlg_SC_ac_wreckingball_generic_response_noGeneric_Response_No_02=No way
- Dlg_SC_ac_wreckingball_generic_response_yes_0300=All copy, sir.
- Dlg_SC_ac_wreckingball_generic_response_yes_0301=Sir
- Dlg_SC_ac_wreckingball_generic_response_yesGeneric_Response_Yes_01=All copy, sir.
- Dlg_SC_ac_wreckingball_generic_response_yesGeneric_Response_Yes_02=Sir
- Dlg_SC_ac_wreckingball_player_order_assistance_required_0120=Help's on the way
- Dlg_SC_ac_wreckingball_player_order_assistance_required_0121=I got you.
- Dlg_SC_ac_wreckingball_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Help's on the way
- Dlg_SC_ac_wreckingball_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I got you.
- Dlg_SC_ac_wreckingball_player_order_attack_my_target_0100=One corpse, coming up.
- Dlg_SC_ac_wreckingball_player_order_attack_my_target_0101=Weapons hot.
- Dlg_SC_ac_wreckingball_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=One corpse, coming up.
- Dlg_SC_ac_wreckingball_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Weapons hot.
- Dlg_SC_ac_wreckingball_player_order_bomb_my_target_0230=Bomb run initiated
- Dlg_SC_ac_wreckingball_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bomb run initiated
- Dlg_SC_ac_wreckingball_player_order_break_and_engage_0210=Breaking formation
- Dlg_SC_ac_wreckingball_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking formation
- Dlg_SC_ac_wreckingball_player_order_defend_my_target_0110=Yeah, fine, guess I'll babysit
- Dlg_SC_ac_wreckingball_player_order_defend_my_target_0111=I got 'em. Don't sweat it.
- Dlg_SC_ac_wreckingball_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Yeah, fine, guess I'll babysit
- Dlg_SC_ac_wreckingball_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=I got 'em. Don't sweat it.
- Dlg_SC_ac_wreckingball_player_order_escort_my_target_0220=Sticking close to target
- Dlg_SC_ac_wreckingball_player_order_escort_my_target_0221=They are now under my protection.
- Dlg_SC_ac_wreckingball_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Sticking close to target
- Dlg_SC_ac_wreckingball_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=They are now under my protection.
- Dlg_SC_ac_wreckingball_player_order_evasive_manoeuvers_0200=Evading
- Dlg_SC_ac_wreckingball_player_order_evasive_manoeuvers_0201=Class is in session.
- Dlg_SC_ac_wreckingball_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading
- Dlg_SC_ac_wreckingball_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Class is in session.
- Dlg_SC_ac_wreckingball_player_order_form_up_on_me_0130=On you
- Dlg_SC_ac_wreckingball_player_order_form_up_on_me_0131=Forming up.
- Dlg_SC_ac_wreckingball_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=On you
- Dlg_SC_ac_wreckingball_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Forming up.
- Dlg_SC_ac_wreckingball_player_order_return_to_base_0240=Wrapping up.
- Dlg_SC_ac_wreckingball_player_order_return_to_base_0241=Heading home I guess
- Dlg_SC_ac_wreckingball_player_order_return_to_basePlayer_Order_Return_To_Base_01=Wrapping up.
- Dlg_SC_ac_wreckingball_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading home I guess
- Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_wreckingball_reaction_being_hit_by_friendly_fire_0480=Check your damn targets.
- Dlg_SC_ac_wreckingball_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check your damn targets.
- Dlg_SC_ac_wreckingball_reaction_commiting_friendly_fire_0490=Stay outta my line of fire!
- Dlg_SC_ac_wreckingball_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Stay outta my line of fire!
- Dlg_SC_ac_wreckingball_reaction_eject_0470=Punching out
- Dlg_SC_ac_wreckingball_reaction_eject_0471=Shit! I gotta bail.
- Dlg_SC_ac_wreckingball_reaction_ejectReaction_Eject_01=Punching out
- Dlg_SC_ac_wreckingball_reaction_ejectReaction_Eject_02=Shit! I gotta bail.
- Dlg_SC_ac_wreckingball_reaction_friendly_gets_killed_0450=They wasted one of ours
- Dlg_SC_ac_wreckingball_reaction_friendly_gets_killed_0451=Screw you! We lost one of our own
- Dlg_SC_ac_wreckingball_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=They wasted one of ours
- Dlg_SC_ac_wreckingball_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Screw you! We lost one of our own
- Dlg_SC_ac_wreckingball_reaction_Gets_a_kill_0400=That's what happens!
- Dlg_SC_ac_wreckingball_reaction_Gets_a_kill_0401=I just can't be stopped.
- Dlg_SC_ac_wreckingball_reaction_Gets_a_killReaction_Gets_A_Kill_01=That's what happens!
- Dlg_SC_ac_wreckingball_reaction_Gets_a_killReaction_Gets_A_Kill_02=I just can't be stopped.
- Dlg_SC_ac_wreckingball_reaction_incoming_enemies_0420=Enemies spotted
- Dlg_SC_ac_wreckingball_reaction_incoming_enemies_0421=It's on now.
- Dlg_SC_ac_wreckingball_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Enemies spotted
- Dlg_SC_ac_wreckingball_reaction_incoming_enemiesReaction_Incoming_Enemies_02=It's on now.
- Dlg_SC_ac_wreckingball_reaction_leaving_battle_retreating_0440=I'm off.
- Dlg_SC_ac_wreckingball_reaction_leaving_battle_retreating_0441=Retreating.
- Dlg_SC_ac_wreckingball_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=I'm off.
- Dlg_SC_ac_wreckingball_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating.
- Dlg_SC_ac_wreckingball_reaction_player_gets_a_kill_0410=Not a bad kill, but no class. Haha!
- Dlg_SC_ac_wreckingball_reaction_player_gets_a_kill_0411=Alright, okay, that wasn't bad.
- Dlg_SC_ac_wreckingball_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Not a bad kill, but no class. Haha!
- Dlg_SC_ac_wreckingball_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Alright, okay, that wasn't bad.
- Dlg_SC_ac_wreckingball_reaction_rejoining_battle_0430=Don't panic, people. I'm back...
- Dlg_SC_ac_wreckingball_reaction_rejoining_battleReaction_Rejoining_Battle=Don't panic, people. I'm back...
- Dlg_SC_ac_wreckingball_reaction_taking_damage_0460=That all you got?!
- Dlg_SC_ac_wreckingball_reaction_taking_damage_0461=Oh, I'm gonna take my time with you!
- Dlg_SC_ac_wreckingball_reaction_taking_damageReaction_Taking_Damage_01=That all you got?!
- Dlg_SC_ac_wreckingball_reaction_taking_damageReaction_Taking_Damage_02=Oh, I'm gonna take my time with you!
- Dlg_SC_bb_bb_factory_ANVL_confirmed_enemy_target_0110=
- Dlg_SC_bb_bb_factory_ANVL_critical_hit_0500=Critical systems damage
- Dlg_SC_bb_bb_factory_ANVL_scanners_being_scanned_0210=Warning, incoming scan
- Dlg_SC_bb_bb_factory_ANVL_scanners_scanning_0200=Scanning
- Dlg_SC_bb_bb_factory_ANVL_sensor_incoming_ramming_0120=Hostile proximity warning
- Dlg_SC_bb_bb_factory_ANVL_sensor_nearby_acquisition_0100=Bogey
- Dlg_SC_bb_bb_factory_ANVL_shields_back_0_0580=Alert: Aft Shields down
- Dlg_SC_bb_bb_factory_ANVL_shields_back_25_0570=Warning, Aft Shields 25%
- Dlg_SC_bb_bb_factory_ANVL_shields_back_50_0560=Aft Shields 50%
- Dlg_SC_bb_bb_factory_ANVL_shields_back_75_0550=Aft Shields 75%
- Dlg_SC_bb_bb_factory_ANVL_shields_bottom_0_0740=Alert: Deck Shields down
- Dlg_SC_bb_bb_factory_ANVL_shields_bottom_25_0730=Warning, Deck Shields 25%
- Dlg_SC_bb_bb_factory_ANVL_shields_bottom_50_0720=Deck Shields 50%
- Dlg_SC_bb_bb_factory_ANVL_shields_bottom_75_0710=Deck Shields 75%
- Dlg_SC_bb_bb_factory_ANVL_shields_charging_0507=Shields Charging
- Dlg_SC_bb_bb_factory_ANVL_shields_collision_alert_0760=Collision
- Dlg_SC_bb_bb_factory_ANVL_shields_front_0_0540=Alert: Forward Shields down
- Dlg_SC_bb_bb_factory_ANVL_shields_front_25_0530=Warning, Forward Shields 25%
- Dlg_SC_bb_bb_factory_ANVL_shields_front_50_0520=Forward Shields 50%
- Dlg_SC_bb_bb_factory_ANVL_shields_front_75_0510=Forward Shields 75%
- Dlg_SC_bb_bb_factory_ANVL_shields_left_0_0620=Alert: Port Shields down
- Dlg_SC_bb_bb_factory_ANVL_shields_left_25_0610=Warning, Port Shields 25%
- Dlg_SC_bb_bb_factory_ANVL_shields_left_50_0600=Port Shields 50%
- Dlg_SC_bb_bb_factory_ANVL_shields_left_75_0590=Port Shields 75%
- Dlg_SC_bb_bb_factory_ANVL_shields_right_0_0660=Alert: Starboard Shields down
- Dlg_SC_bb_bb_factory_ANVL_shields_right_25_0650=Warning, Starboard Shields 25%
- Dlg_SC_bb_bb_factory_ANVL_shields_right_50_0640=Starboard Shields 50%
- Dlg_SC_bb_bb_factory_ANVL_shields_right_75_0630=Starboard Shields 75%
- Dlg_SC_bb_bb_factory_ANVL_shields_system_activated_0750=activated
- Dlg_SC_bb_bb_factory_ANVL_shields_top_0_0700=Alert: Overhead Shields down
- Dlg_SC_bb_bb_factory_ANVL_shields_top_25_0690=Warning, Overhead Shields 25%
- Dlg_SC_bb_bb_factory_ANVL_shields_top_50_0680=Overhead Shields 50%
- Dlg_SC_bb_bb_factory_ANVL_shields_top_75_0670=Overhead Shields 75%
- Dlg_SC_bb_bb_factory_ANVL_systems_autopilot_disengaged_0930=Autopilot Disengaged
- Dlg_SC_bb_bb_factory_ANVL_systems_autopilot_engaged_0920=Autopilot Engaged
- Dlg_SC_bb_bb_factory_ANVL_systems_bitchingbetty_0840=BZZZzzzzzzuuuuppp
- Dlg_SC_bb_bb_factory_ANVL_systems_bootup_0971=Anvil Aerospace
- Dlg_SC_bb_bb_factory_ANVL_systems_comms_jammed_0960=Warning: Communications system is being jammed
- Dlg_SC_bb_bb_factory_ANVL_systems_communications_0800=Comms
- Dlg_SC_bb_bb_factory_ANVL_systems_coolant_0890=Cooling System
- Dlg_SC_bb_bb_factory_ANVL_systems_destruction_imminent_0900=Eject
- Dlg_SC_bb_bb_factory_ANVL_systems_engines_0820=Propulsion
- Dlg_SC_bb_bb_factory_ANVL_systems_flightcontrol_0850=Avionics
- Dlg_SC_bb_bb_factory_ANVL_systems_is_offline_0505=...is offline.
- Dlg_SC_bb_bb_factory_ANVL_systems_lifesupport_0810=Life Support
- Dlg_SC_bb_bb_factory_ANVL_systems_objective_received_0910=Data
- Dlg_SC_bb_bb_factory_ANVL_systems_offline_0780=...offline
- Dlg_SC_bb_bb_factory_ANVL_systems_radar_0870=Radar
- Dlg_SC_bb_bb_factory_ANVL_systems_sensors_0860=Sensors
- Dlg_SC_bb_bb_factory_ANVL_systems_shieldgen_0830=Shield Generator
- Dlg_SC_bb_bb_factory_ANVL_systems_systems_online_0970=All systems are online
- Dlg_SC_bb_bb_factory_ANVL_systems_systems_overheating_0950=Warning: Systems Overheating
- Dlg_SC_bb_bb_factory_ANVL_systems_weapons_0880=Weapons Systems
- Dlg_SC_bb_bb_factory_ANVL_warning_0770=Warning:
- Dlg_SC_bb_bb_factory_ANVL_weapons_ammunition_depleted_0320=Ballistics Dry
- Dlg_SC_bb_bb_factory_ANVL_weapons_ammunition_low_0310=Ballistics Low
- Dlg_SC_bb_bb_factory_ANVL_weapons_chaff_depleted_0400=Chaff Out
- Dlg_SC_bb_bb_factory_ANVL_weapons_chaff_launched_0350=Chaff
- Dlg_SC_bb_bb_factory_ANVL_weapons_chaff_low_0380=Chaff Low
- Dlg_SC_bb_bb_factory_ANVL_weapons_charging_0330=Charging Energy Weapons
- Dlg_SC_bb_bb_factory_ANVL_weapons_fired_at_friendly_0405=Check Fire.
- Dlg_SC_bb_bb_factory_ANVL_weapons_flare_depleted_0390=Flares Out
- Dlg_SC_bb_bb_factory_ANVL_weapons_flare_launched_0360=Flare
- Dlg_SC_bb_bb_factory_ANVL_weapons_flare_low_0370=Flares Low
- Dlg_SC_bb_bb_factory_ANVL_weapons_missile_lock_succeeds_0300=Lock
- Dlg_SC_bb_bb_factory_ANVL_weapons_missiles_depleted_0420=Missiles Dry.
- Dlg_SC_bb_bb_factory_ANVL_weapons_missiles_low_0410=Missiles Low.
- Dlg_SC_bb_bb_factory_ANVL_weapons_target_destroyed_0340=Target Destroyed
- Dlg_SC_bb_bb_factory_ORIG_confirmed_enemy_target_0110=Hostile Identified
- Dlg_SC_bb_bb_factory_ORIG_scanners_being_scanned_0210=Ship has been scanned.
- Dlg_SC_bb_bb_factory_ORIG_scanners_scanning_0200=Scan Initiated
- Dlg_SC_bb_bb_factory_ORIG_sensor_incoming_ramming_0120=Evasive manuevers, hostile inbound.
- Dlg_SC_bb_bb_factory_ORIG_sensor_nearby_acquisition_0100=Contact
- Dlg_SC_bb_bb_factory_ORIG_shields_back_0_0580=Stern shielding depleted.
- Dlg_SC_bb_bb_factory_ORIG_shields_back_25_0570=Stern shielding at a quarter strength.
- Dlg_SC_bb_bb_factory_ORIG_shields_back_50_0560=Stern shielding at half strength.
- Dlg_SC_bb_bb_factory_ORIG_shields_back_75_0550=Stern shielding at 75%.
- Dlg_SC_bb_bb_factory_ORIG_shields_bottom_0_0740=Nadir shielding depleted.
- Dlg_SC_bb_bb_factory_ORIG_shields_bottom_25_0730=Nadir shielding at a quarter strength.
- Dlg_SC_bb_bb_factory_ORIG_shields_bottom_50_0720=Nadir shielding at half strength.
- Dlg_SC_bb_bb_factory_ORIG_shields_bottom_75_0710=Nadir shielding at 75%.
- Dlg_SC_bb_bb_factory_ORIG_shields_charging_0507=Refreshing Shields
- Dlg_SC_bb_bb_factory_ORIG_shields_collision_alert_0760=PROXIMITY ALERT
- Dlg_SC_bb_bb_factory_ORIG_shields_front_0_0540=Fore-shield depleted.
- Dlg_SC_bb_bb_factory_ORIG_shields_front_25_0530=Fore-shield at a quarter strength.
- Dlg_SC_bb_bb_factory_ORIG_shields_front_50_0520=Fore-shield at half strength
- Dlg_SC_bb_bb_factory_ORIG_shields_front_75_0510=Fore-shield at 75% strength
- Dlg_SC_bb_bb_factory_ORIG_shields_left_0_0620=Port shielding depleted.
- Dlg_SC_bb_bb_factory_ORIG_shields_left_25_0610=Port shielding at a quarter strength.
- Dlg_SC_bb_bb_factory_ORIG_shields_left_50_0600=Port shielding at half strength.
- Dlg_SC_bb_bb_factory_ORIG_shields_left_75_0590=Port shielding at 75%.
- Dlg_SC_bb_bb_factory_ORIG_shields_right_0_0660=Starboard shielding depleted.
- Dlg_SC_bb_bb_factory_ORIG_shields_right_25_0650=Starboard shielding at a quarter strength.
- Dlg_SC_bb_bb_factory_ORIG_shields_right_50_0640=Starboard shielding at half strength.
- Dlg_SC_bb_bb_factory_ORIG_shields_right_75_0630=Starboard shielding at 75%.
- Dlg_SC_bb_bb_factory_ORIG_shields_system_activated_0750=operational.
- Dlg_SC_bb_bb_factory_ORIG_shields_top_0_0700=Zenith shielding depleted.
- Dlg_SC_bb_bb_factory_ORIG_shields_top_25_0690=Zenith shielding at a quarter strength.
- Dlg_SC_bb_bb_factory_ORIG_shields_top_50_0680=Zenith shielding at half strength.
- Dlg_SC_bb_bb_factory_ORIG_shields_top_75_0670=Zenith shielding at 75%.
- Dlg_SC_bb_bb_factory_ORIG_systems_autopilot_disengaged_0930=Resuming pilot control.
- Dlg_SC_bb_bb_factory_ORIG_systems_autopilot_engaged_0920=Pilot Assist on.
- Dlg_SC_bb_bb_factory_ORIG_systems_bitchingbetty_0840=Welcome to ... Origin… I…assist…
- Dlg_SC_bb_bb_factory_ORIG_systems_bootup_0971=Origin Jumpworks at your service.
- Dlg_SC_bb_bb_factory_ORIG_systems_comms_jammed_0960=Cannot establish communication
- Dlg_SC_bb_bb_factory_ORIG_systems_communications_0800=Communications
- Dlg_SC_bb_bb_factory_ORIG_systems_coolant_0890=Cooling System
- Dlg_SC_bb_bb_factory_ORIG_systems_destruction_imminent_0900=Catastrophic failure imminent.
- Dlg_SC_bb_bb_factory_ORIG_systems_engines_0820=Thrusters
- Dlg_SC_bb_bb_factory_ORIG_systems_flightcontrol_0850=Avionics
- Dlg_SC_bb_bb_factory_ORIG_systems_is_offline_0505=...have received catastrophic damage.
- Dlg_SC_bb_bb_factory_ORIG_systems_lifesupport_0810=ECLSS
- Dlg_SC_bb_bb_factory_ORIG_systems_objective_received_0910=MARKER PLACED
- Dlg_SC_bb_bb_factory_ORIG_systems_offline_0780=...disabled.
- Dlg_SC_bb_bb_factory_ORIG_systems_radar_0870=Radar
- Dlg_SC_bb_bb_factory_ORIG_systems_sensors_0860=Sensors
- Dlg_SC_bb_bb_factory_ORIG_systems_shieldgen_0830=Shield System
- Dlg_SC_bb_bb_factory_ORIG_systems_systems_online_0970=Core systems operational
- Dlg_SC_bb_bb_factory_ORIG_systems_systems_overheating_0950=Coolant malfunction. Core system reaching unsafe temperature
- Dlg_SC_bb_bb_factory_ORIG_systems_weapons_0880=Weapons Systems
- Dlg_SC_bb_bb_factory_ORIG_weapons_ammunition_depleted_0320=Ballistics requires reload
- Dlg_SC_bb_bb_factory_ORIG_weapons_ammunition_low_0310=Ballistics depleting rapidly
- Dlg_SC_bb_bb_factory_ORIG_weapons_chaff_depleted_0400=CHAFF DEPLETED
- Dlg_SC_bb_bb_factory_ORIG_weapons_chaff_launched_0350=CHAFF Launched
- Dlg_SC_bb_bb_factory_ORIG_weapons_chaff_low_0380=RELOAD CHAFF
- Dlg_SC_bb_bb_factory_ORIG_weapons_charging_0330=Refreshing Energy Weapons
- Dlg_SC_bb_bb_factory_ORIG_weapons_fired_at_friendly_0405=Check Fire.
- Dlg_SC_bb_bb_factory_ORIG_weapons_flare_depleted_0390=FLARES DEPLETED
- Dlg_SC_bb_bb_factory_ORIG_weapons_flare_launched_0360=FLARE Launched
- Dlg_SC_bb_bb_factory_ORIG_weapons_flare_low_0370=RELOAD FLARE
- Dlg_SC_bb_bb_factory_ORIG_weapons_missile_lock_succeeds_0300=ACHIEVED MISSILE LOCK
- Dlg_SC_bb_bb_factory_ORIG_weapons_missiles_depleted_0420=Missiles Depleted.
- Dlg_SC_bb_bb_factory_ORIG_weapons_missiles_low_0410=Reload Missiles.
- Dlg_SC_bb_bb_factory_ORIG_weapons_target_destroyed_0340=Hostile eliminated
- Dlg_SC_bb_bb_factory_RSI_confirmed_enemy_target_0110=Enemy Target
- Dlg_SC_bb_bb_factory_RSI_critical_hit_0500=Critical strike:
- Dlg_SC_bb_bb_factory_RSI_scanners_being_scanned_0210=We are being scanned
- Dlg_SC_bb_bb_factory_RSI_scanners_scanning_0200=Standby, scanning
- Dlg_SC_bb_bb_factory_RSI_sensor_incoming_ramming_0120=Hostile on collision course
- Dlg_SC_bb_bb_factory_RSI_sensor_nearby_acquisition_0100=Radar contact
- Dlg_SC_bb_bb_factory_RSI_shields_back_0_0580=Rear shield is down
- Dlg_SC_bb_bb_factory_RSI_shields_back_25_0570=Alert: Rear shield at 25%
- Dlg_SC_bb_bb_factory_RSI_shields_back_50_0560=Rear shield at 50%
- Dlg_SC_bb_bb_factory_RSI_shields_back_75_0550=Rear shield at 75%
- Dlg_SC_bb_bb_factory_RSI_shields_bottom_0_0740=Low shield is down
- Dlg_SC_bb_bb_factory_RSI_shields_bottom_25_0730=Alert: Low Shield at 25%
- Dlg_SC_bb_bb_factory_RSI_shields_bottom_50_0720=Low Shield at 50%
- Dlg_SC_bb_bb_factory_RSI_shields_bottom_75_0710=Low Shield at 75%
- Dlg_SC_bb_bb_factory_RSI_shields_charging_0507=Standby shields
- Dlg_SC_bb_bb_factory_RSI_shields_collision_alert_0760=IMPACT
- Dlg_SC_bb_bb_factory_RSI_shields_front_0_0540=Front shield is down
- Dlg_SC_bb_bb_factory_RSI_shields_front_25_0530=Alert: Front Shields at 25%.
- Dlg_SC_bb_bb_factory_RSI_shields_front_50_0520=Front shield at 50%
- Dlg_SC_bb_bb_factory_RSI_shields_front_75_0510=Front shield at 75%
- Dlg_SC_bb_bb_factory_RSI_shields_left_0_0620=Port Shield is down
- Dlg_SC_bb_bb_factory_RSI_shields_left_25_0610=Alert: Port Shield at 25%
- Dlg_SC_bb_bb_factory_RSI_shields_left_50_0600=Port Shield at 50%
- Dlg_SC_bb_bb_factory_RSI_shields_left_75_0590=Port Shield at 75%
- Dlg_SC_bb_bb_factory_RSI_shields_right_0_0660=Starboard Shield is down.
- Dlg_SC_bb_bb_factory_RSI_shields_right_25_0650=Alert: Starboard Shield at 25%
- Dlg_SC_bb_bb_factory_RSI_shields_right_50_0640=Starboard Shield at 50%
- Dlg_SC_bb_bb_factory_RSI_shields_right_75_0630=Starboard Shield at 75%
- Dlg_SC_bb_bb_factory_RSI_shields_system_activated_0750=online.
- Dlg_SC_bb_bb_factory_RSI_shields_top_0_0700=High shield is down
- Dlg_SC_bb_bb_factory_RSI_shields_top_25_0690=Alert: High Shield at 25%
- Dlg_SC_bb_bb_factory_RSI_shields_top_50_0680=Overhead Shield at 50%
- Dlg_SC_bb_bb_factory_RSI_shields_top_75_0670=Overhead Shield at 75%
- Dlg_SC_bb_bb_factory_RSI_systems_autopilot_disengaged_0930=Disengaging Autopilot
- Dlg_SC_bb_bb_factory_RSI_systems_autopilot_engaged_0920=Engaging Autopilot
- Dlg_SC_bb_bb_factory_RSI_systems_bitchingbetty_0840=<<<hum>>>
- Dlg_SC_bb_bb_factory_RSI_systems_bootup_0971=Welcome to Roberts Space Industries. Enjoy the ride.
- Dlg_SC_bb_bb_factory_RSI_systems_comms_jammed_0960=Comm failure
- Dlg_SC_bb_bb_factory_RSI_systems_communications_0800=Communications
- Dlg_SC_bb_bb_factory_RSI_systems_coolant_0890=Cooling System
- Dlg_SC_bb_bb_factory_RSI_systems_destruction_imminent_0900=Please evacuate ship.
- Dlg_SC_bb_bb_factory_RSI_systems_engines_0820=Engines
- Dlg_SC_bb_bb_factory_RSI_systems_flightcontrol_0850=Avionics
- Dlg_SC_bb_bb_factory_RSI_systems_is_offline_0505=...damaged.
- Dlg_SC_bb_bb_factory_RSI_systems_lifesupport_0810=Life Support
- Dlg_SC_bb_bb_factory_RSI_systems_objective_received_0910=OBJECTIVE MARKED
- Dlg_SC_bb_bb_factory_RSI_systems_offline_0780=...deactivated
- Dlg_SC_bb_bb_factory_RSI_systems_radar_0870=Radar
- Dlg_SC_bb_bb_factory_RSI_systems_sensors_0860=Sensors
- Dlg_SC_bb_bb_factory_RSI_systems_shieldgen_0830=Shields
- Dlg_SC_bb_bb_factory_RSI_systems_systems_online_0970=System check.
- Dlg_SC_bb_bb_factory_RSI_systems_systems_overheating_0950=System Critical.
- Dlg_SC_bb_bb_factory_RSI_systems_weapons_0880=Weapons Systems
- Dlg_SC_bb_bb_factory_RSI_weapons_ammunition_depleted_0320=Ballistics out of ammo
- Dlg_SC_bb_bb_factory_RSI_weapons_ammunition_low_0310=Ballistics ammo low
- Dlg_SC_bb_bb_factory_RSI_weapons_chaff_depleted_0400=Chaff empty
- Dlg_SC_bb_bb_factory_RSI_weapons_chaff_launched_0350=Chaff away
- Dlg_SC_bb_bb_factory_RSI_weapons_chaff_low_0380=Low chaff
- Dlg_SC_bb_bb_factory_RSI_weapons_charging_0330=Standby for Energy Weapons
- Dlg_SC_bb_bb_factory_RSI_weapons_fired_at_friendly_0405=Check Fire.
- Dlg_SC_bb_bb_factory_RSI_weapons_flare_depleted_0390=Flares Empty
- Dlg_SC_bb_bb_factory_RSI_weapons_flare_launched_0360=Flare away
- Dlg_SC_bb_bb_factory_RSI_weapons_flare_low_0370=Low flares
- Dlg_SC_bb_bb_factory_RSI_weapons_missile_lock_succeeds_0300=TARGET ACQUIRED
- Dlg_SC_bb_bb_factory_RSI_weapons_missiles_depleted_0420=Missiles Empty.
- Dlg_SC_bb_bb_factory_RSI_weapons_missiles_low_0410=Low Missiles.
- Dlg_SC_bb_bb_factory_RSI_weapons_target_destroyed_0340=Enemy down
- Dlg_SC_mc_collision_1101=These pilots are not holding back.
- 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.
- Dlg_SC_mc_collision_1103=They clipped! Hopefully they can maintain control.
- 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.
- Dlg_SC_mc_collision_1105=They're bumping each other like they're at a club on Terra Prime.
- Dlg_SC_mc_collision_1106=I don't know how many more hits like that they can take.
- Dlg_SC_mc_collision_1107=Ouch! Someone's going to need some medgel after this race.
- Dlg_SC_mc_collision_1108=And that's why in racing we have the saying, "ships don't win pretty."
- Dlg_SC_mc_collision_1109=Now that's what I call a bang up job.
- 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?"
- Dlg_SC_mc_collisionCollision_01=These pilots are not holding back.
- 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.
- Dlg_SC_mc_collisionCollision_03=They clipped! Hopefully they can maintain control.
- 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.
- Dlg_SC_mc_collisionCollision_05=They're bumping each other like they're at a club on Terra Prime.
- Dlg_SC_mc_collisionCollision_06=I don't know how many more hits like that they can take.
- Dlg_SC_mc_collisionCollision_07=Ouch! Someone's going to need some medgel after this race.
- Dlg_SC_mc_collisionCollision_08=And that's why in racing we have the saying, "ships don't win pretty."
- Dlg_SC_mc_collisionCollision_09=Now that's what I call a bang up job.
- 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?"
- Dlg_SC_mc_entering_weaponsfree_zone_2501=Get ready. Things are about to get lethal.
- Dlg_SC_mc_entering_weaponsfree_zoneEntering_WeaponsFree_Zone=Get ready. Things are about to get lethal.
- Dlg_SC_mc_final_lap_begins_1501=Final lap. Time for things to get interesting.
- Dlg_SC_mc_final_lap_begins_1502=It all comes down to this last lap.
- Dlg_SC_mc_final_lap_begins_1503=Racers are entering the final lap.
- Dlg_SC_mc_final_lap_begins_1504=Last lap and time to use whatever they got left in the tank.
- 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.
- Dlg_SC_mc_final_lap_begins_1506=We got one lap remaining, and one last chance for these pilots to prove themselves.
- 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.
- 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.
- Dlg_SC_mc_final_lap_begins_1509=The qualifier is winding down as we start the last lap.
- Dlg_SC_mc_final_lap_begins_1510=And with that lap, the end draws near.
- Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_01=Final lap. Time for things to get interesting.
- Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_02=It all comes down to this last lap.
- Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_03=Racers are entering the final lap.
- Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_04=Last lap and time to use whatever they got left in the tank.
- 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.
- Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_06=We got one lap remaining, and one last chance for these pilots to prove themselves.
- 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.
- 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.
- Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_09=The qualifier is winding down as we start the last lap.
- Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_10=And with that lap, the end draws near.
- Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2301=New Horizon is really proving itself to be a thinking man's racetrack.
- 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.
- 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.
- 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.
- 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.
- 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."
- Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_01=New Horizon is really proving itself to be a thinking man's racetrack.
- 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.
- 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.
- 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.
- 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.
- 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."
- Dlg_SC_mc_gen_chat_exclamations_negative_2007=No!
- Dlg_SC_mc_gen_chat_exclamations_negative_2008=Oof!
- Dlg_SC_mc_gen_chat_exclamations_negative_2009=Come on!
- Dlg_SC_mc_gen_chat_exclamations_negative_2012=What the hell?!
- Dlg_SC_mc_gen_chat_exclamations_negative_2015=I can't believe I'm watching this!
- Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_01=No!
- Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_02=Oof!
- Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_03=Come on!
- Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_04=What the hell?!
- Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_05=I can't believe I'm watching this!
- Dlg_SC_mc_gen_chat_exclamations_positive_2001=Well I'll be damned.
- Dlg_SC_mc_gen_chat_exclamations_positive_2002=Yes!
- Dlg_SC_mc_gen_chat_exclamations_positive_2003=There we go!
- Dlg_SC_mc_gen_chat_exclamations_positive_2004=Now it's a race!
- Dlg_SC_mc_gen_chat_exclamations_positive_2005=Excellent!
- Dlg_SC_mc_gen_chat_exclamations_positive_2006=That was hot.
- Dlg_SC_mc_gen_chat_exclamations_positive_2010=Absolutely Incredible.
- Dlg_SC_mc_gen_chat_exclamations_positive_2011=Nicely done.
- Dlg_SC_mc_gen_chat_exclamations_positive_2013=Look at it.
- Dlg_SC_mc_gen_chat_exclamations_positive_2014=That's a great sight.
- Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_01=Well I'll be damned.
- Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_02=Yes!
- Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_03=There we go!
- Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_04=Now it's a race!
- Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_05=Excellent!
- Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_06=That was hot.
- Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_07=Absolutely Incredible.
- Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_08=Nicely done.
- Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_09=Look at it.
- Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_10=That's a great sight.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Dlg_SC_mc_gen_chat_race_banter_1901=Another ring cleared.
- 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.
- 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.
- 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.
- 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.
- 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.
- Dlg_SC_mc_gen_chat_race_banter_1907=Today's race is turning out to be a real stick breaker.
- 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.
- 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.
- 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.
- 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.
- Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_01=Another ring cleared.
- 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.
- 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.
- 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.
- 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.
- 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.
- Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_07=Today's race is turning out to be a real stick breaker.
- 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.
- 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.
- 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.
- 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.
- Dlg_SC_mc_going_wrong_way_0601=And... now there is a pilot flying in the wrong direction.
- 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.
- Dlg_SC_mc_going_wrong_way_0603=Attention to the pilot going the wrong way, you are going the wrong way.
- Dlg_SC_mc_going_wrong_way_0604=Watching this ship fly the wrong way, you have to ask, are they pre-screening these pilots?
- Dlg_SC_mc_going_wrong_way_0605=You're going the wrong way!
- 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.
- 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.
- Dlg_SC_mc_going_wrong_way_0608=Seems we have a contrarian in the race.
- Dlg_SC_mc_going_wrong_way_0609=This is so incredibly dangerous, but I will not turn away.
- Dlg_SC_mc_going_wrong_way_0610=Someone's helmet must be too tight because they are flying backwards.
- Dlg_SC_mc_going_wrong_way_0611=What are you doing?
- Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_01=And... now there is a pilot flying in the wrong direction.
- 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.
- Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_03=Attention to the pilot going the wrong way, you are going the wrong way.
- 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?
- Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_05=You're going the wrong way!
- 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.
- 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.
- Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_08=Seems we have a contrarian in the race.
- Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_09=This is so incredibly dangerous but I will not turn away.
- Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_10=Someone's helmet must be too tight because they are flying backwards.
- Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_11=What are you doing!
- Dlg_SC_mc_introduction_starting_0201=Racers are lined up and ready to go.
- Dlg_SC_mc_introduction_starting_0202=Pilots are in place, and the ships are set.
- Dlg_SC_mc_introduction_starting_0203=Mechanics are making the final adjustments before we get underway.
- Dlg_SC_mc_introduction_starting_0204=Engines hum and thrusters burn as they wait for that final count.
- Dlg_SC_mc_introduction_starting_0205=Ships are at the line, and you can feel the excitement.
- Dlg_SC_mc_introduction_starting_0206=Ships are at their start positions.
- Dlg_SC_mc_introduction_starting_0207=Pilots are ready at the gates.
- Dlg_SC_mc_introduction_starting_0208=Pilots getting ready to launch. Can't say enough how important a good start is to a racer.
- Dlg_SC_mc_introduction_starting_0209=Last chance to make final adjustments as we are near the start.
- Dlg_SC_mc_introduction_starting_0210=The wait is almost over as the ships are primed.
- Dlg_SC_mc_introduction_startingIntroduction_Starting_01=Racers are lined up and ready to go.
- Dlg_SC_mc_introduction_startingIntroduction_Starting_02=Pilots are in place, and the ships are set.
- Dlg_SC_mc_introduction_startingIntroduction_Starting_03=Mechanics are making the final adjustments before we get underway.
- Dlg_SC_mc_introduction_startingIntroduction_Starting_04=Engines hum and thrusters burn as they wait for that final count.
- Dlg_SC_mc_introduction_startingIntroduction_Starting_05=Ships are at the line, and you can feel the excitement.
- Dlg_SC_mc_introduction_startingIntroduction_Starting_06=Ships are at their start positions.
- Dlg_SC_mc_introduction_startingIntroduction_Starting_07=Pilots are ready at the gates.
- 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.
- Dlg_SC_mc_introduction_startingIntroduction_Starting_09=Last chance to make final adjustments as we are near the start.
- Dlg_SC_mc_introduction_startingIntroduction_Starting_10=The wait is almost over as the ships are primed.
- Dlg_SC_mc_introduction_welcome_0101=Welcome to the Murray Cup Qualifier, my name's Trevor Basque.
- Dlg_SC_mc_introduction_welcome_0102=Hello everyone, this is Trevor Basque, got another surefire heartstopper about to get underway.
- Dlg_SC_mc_introduction_welcome_0103=Hello racers and gearheads, this is Trevor Basque casting live from the New Horizon Raceway.
- 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.
- 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!
- Dlg_SC_mc_introduction_welcome_0106=
- Dlg_SC_mc_introduction_welcome_0107=We are back and racing in New Horizon. I'm Shawn Walker for GSN Murray Cup coverage.
- 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.
- 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.
- 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.
- 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.
- Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_01=Welcome to the Murray Cup Qualifier, my name's Trevor Basque.
- Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_02=Hello everyone, this is Trevor Basque, got another surefire heartstopper about to get underway.
- Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_03=Hello racers and gearheads, this is Trevor Basque casting live from the New Horizon Raceway.
- 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.
- 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!
- Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_06=This is Trevor Basque for Murray Cup racing. Let's go now to today's qualifier.
- Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_07=We are back and racing in New Horizon. Im Shawn Walker for GSN Murray Cup coverage.
- 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.
- 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.
- 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.
- 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.
- Dlg_SC_mc_lap_complete_0801=One down.
- Dlg_SC_mc_lap_complete_0802=Another lap in the log.
- Dlg_SC_mc_lap_complete_0803=Mark that lap done.
- Dlg_SC_mc_lap_complete_0804=With that lap done, this is where strategy is really going to start coming into play.
- 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.
- Dlg_SC_mc_lap_complete_0806=And that circuit's complete.
- Dlg_SC_mc_lap_complete_0807=Lets see if the pilots will be making adjustments as they head into the next lap.
- Dlg_SC_mc_lap_complete_0808=And around we go for another lap.
- Dlg_SC_mc_lap_complete_0809=And the ships clear a lap.
- Dlg_SC_mc_lap_complete_0810=Unlike Synthworld, that lap is done.
- Dlg_SC_mc_lap_completeLap_Complete_01=One down.
- Dlg_SC_mc_lap_completeLap_Complete_02=Another lap in the log.
- Dlg_SC_mc_lap_completeLap_Complete_03=Mark that lap done.
- Dlg_SC_mc_lap_completeLap_Complete_04=With that lap done, this is where strategy is really going to start coming into play.
- 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.
- Dlg_SC_mc_lap_completeLap_Complete_06=And that circuit's complete.
- Dlg_SC_mc_lap_completeLap_Complete_07=Lets see if the pilots will be making adjustments as they head into the next lap.
- Dlg_SC_mc_lap_completeLap_Complete_08=And around we go for another lap.
- Dlg_SC_mc_lap_completeLap_Complete_09=And the ships clear a lap.
- Dlg_SC_mc_lap_completeLap_Complete_10=Unlike Synthworld, that lap is done.
- Dlg_SC_mc_launch_0301=They're off!
- Dlg_SC_mc_launch_0302=And another race, underway.
- Dlg_SC_mc_launch_0303=And a clean launch out of the gate.
- Dlg_SC_mc_launch_0304=Gates open, throttles down.
- Dlg_SC_mc_launch_0305=And there's the start.
- Dlg_SC_mc_launch_0306=And away we go.
- Dlg_SC_mc_launch_0307=And here they come.
- Dlg_SC_mc_launch_0308=And the Qualifier is kicked off.
- Dlg_SC_mc_launch_0309=And an aggressive start.
- Dlg_SC_mc_launch_0310=And here we go, now.
- Dlg_SC_mc_launchLaunch_01=They're off!
- Dlg_SC_mc_launchLaunch_02=And another race, underway.
- Dlg_SC_mc_launchLaunch_03=And a clean launch out of the gate.
- Dlg_SC_mc_launchLaunch_04=Gates open, throttles down.
- Dlg_SC_mc_launchLaunch_05=And there's the start.
- Dlg_SC_mc_launchLaunch_06=And away we go.
- Dlg_SC_mc_launchLaunch_07=And here they come.
- Dlg_SC_mc_launchLaunch_08=And the Qualifier is kicked off.
- Dlg_SC_mc_launchLaunch_09=And an aggressive start.
- Dlg_SC_mc_launchLaunch_10=And here we go, now.
- Dlg_SC_mc_leaving_track_0701=Can someone please make sure the pilots know how racing is supposed to work?
- Dlg_SC_mc_leaving_track_0702=Those racing guides are there for a reason, you know.
- Dlg_SC_mc_leaving_track_0703=They're flying like a Jumpers fan after a match. Incapable of going in a straight line.
- Dlg_SC_mc_leaving_track_0704=Anyone want to nudge them back on course?
- 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.
- Dlg_SC_mc_leaving_track_0706=Controlling these ships at speeds this high is no easy task, as another pilot slips outside the track.
- Dlg_SC_mc_leaving_track_0707=Careful. Careful!
- Dlg_SC_mc_leaving_track_0708=What is going on here? They're off the track!
- Dlg_SC_mc_leaving_track_0709=That racer went wide... real wide... off the track wide.
- Dlg_SC_mc_leaving_track_0710=Looks like we have a rebel, who's not going to be penned in by your racing lines.
- Dlg_SC_mc_leaving_trackLeaving_Track_01=Can someone please make sure the pilots know how racing is supposed to work?
- Dlg_SC_mc_leaving_trackLeaving_Track_02=Those racing guides are there for a reason, you know.
- Dlg_SC_mc_leaving_trackLeaving_Track_03=They're flying like a Jumpers fan after a match. Incapable of going in a straight line.
- Dlg_SC_mc_leaving_trackLeaving_Track_04=Anyone want to nudge them back on course?
- 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.
- 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.
- Dlg_SC_mc_leaving_trackLeaving_Track_07=Careful. Careful!
- Dlg_SC_mc_leaving_trackLeaving_Track_08=What is going on here? They're off the track!
- Dlg_SC_mc_leaving_trackLeaving_Track_09=That racer went wide... real wide... off the track wide.
- 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.
- Dlg_SC_mc_leaving_weaponsfree_zone_2401=Safeties enabled.
- Dlg_SC_mc_leaving_weaponsfree_zone_2402=Out of the danger zone, looks like there's still a handful of competitors.
- Dlg_SC_mc_leaving_weaponsfree_zoneLeaving_Weaponsfree_Zone_01=Safeties enabled.
- Dlg_SC_mc_leaving_weaponsfree_zoneLeaving_Weaponsfree_Zone_02=Out of the danger zone, looks like there's still a handful of competitors.
- Dlg_SC_mc_lose_position_1401=That pilot's got some work to do to make up for lost ground.
- Dlg_SC_mc_lose_position_1402=Use it or lose it, and that pilot clearly chose lose it.
- 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.
- Dlg_SC_mc_lose_position_1404=You've got to ask how a pilot could just give up their position like that.
- Dlg_SC_mc_lose_position_1405=That is going to be a costly mistake.
- Dlg_SC_mc_lose_position_1406=Falling behind. Not something you want to do in races or in taxes for that matter.
- 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.
- 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.
- Dlg_SC_mc_lose_position_1409=It's make or break time, and some of these pilots are just plain broken.
- Dlg_SC_mc_lose_position_1410=A qualifier as important as this, it's so important to keep your head in the game.
- Dlg_SC_mc_lose_position_1411=That could be it, that could be the decisive turn of this race.
- Dlg_SC_mc_lose_positionLose_Position_01=That pilot's got some work to do to make up for lost ground.
- Dlg_SC_mc_lose_positionLose_Position_02=Use it or lose it, and that pilot clearly chose lose it.
- 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.
- Dlg_SC_mc_lose_positionLose_Position_04=You've got to ask how a pilot could just give up their position like that.
- Dlg_SC_mc_lose_positionLose_Position_05=That is going to be a costly mistake.
- Dlg_SC_mc_lose_positionLose_Position_06=Falling behind. Not something you want to do in races or in taxes for that matter.
- 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.
- 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.
- Dlg_SC_mc_lose_positionLose_Position_09=It's make or break time, and some of these pilots are just plain broken.
- Dlg_SC_mc_lose_positionLose_Position_10=A qualifier as important as this, it's so important to keep your head in the game.
- Dlg_SC_mc_lose_positionLose_Position_11=That could be it, that could be the decisive turn of this race.
- Dlg_SC_mc_moving_up_position_1201=A pilot overtakes the competition, and gamblers everywhere sweat a little bit more.
- 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.
- Dlg_SC_mc_moving_up_position_1203=We've got a pilot making their move.
- Dlg_SC_mc_moving_up_position_1204=Aggressive flying on full display at New Horizon today.
- Dlg_SC_mc_moving_up_position_1205=Some expert handling as a pilot advances.
- Dlg_SC_mc_moving_up_position_1206=We've got movement in the pack as a racer slips ahead.
- Dlg_SC_mc_moving_up_position_1207=That is one pilot who's got to be pleased with themselves.
- Dlg_SC_mc_moving_up_position_1208=Some clear gains being made as racers settle in.
- Dlg_SC_mc_moving_up_position_1209=And that racefans, is why nothing's settled till the finish line is crossed.
- Dlg_SC_mc_moving_up_position_1210=Cutting in line, rude at the souk, perfectly acceptable on the raceway.
- Dlg_SC_mc_moving_up_position_1211=That was a surgical move right there to slip past their competition.
- Dlg_SC_mc_moving_up_positionMoving_Up_Position_01=A pilot overtakes the competition, and gamblers everywhere sweat a little bit more.
- 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.
- Dlg_SC_mc_moving_up_positionMoving_Up_Position_03=We've got a pilot making their move.
- Dlg_SC_mc_moving_up_positionMoving_Up_Position_04=Aggressive flying on full display at New Horizon today.
- Dlg_SC_mc_moving_up_positionMoving_Up_Position_05=Some expert handling as a pilot advances.
- Dlg_SC_mc_moving_up_positionMoving_Up_Position_06=We've got movement in the pack as a racer slips ahead.
- Dlg_SC_mc_moving_up_positionMoving_Up_Position_07=That is one pilot who's got to be pleased with themselves.
- Dlg_SC_mc_moving_up_positionMoving_Up_Position_08=Some clear gains being made as racers settle in.
- Dlg_SC_mc_moving_up_positionMoving_Up_Position_09=And that racefans, is why nothing's settled till the finish line is crossed.
- Dlg_SC_mc_moving_up_positionMoving_Up_Position_10=Cutting in line, rude at the souk, perfectly acceptable on the raceway.
- Dlg_SC_mc_moving_up_positionMoving_Up_Position_11=That was a surgical move right there to slip past their competition.
- Dlg_SC_mc_neck_and_neck_1301=It's a battle for the ages.
- Dlg_SC_mc_neck_and_neck_1302=This is unbelievable. These two competitors are absolutely refusing to give up that edge.
- Dlg_SC_mc_neck_and_neck_1303=They are really jockeying for position.
- Dlg_SC_mc_neck_and_neck_1304=These racers seemed determined to not give each other any breathing room.
- Dlg_SC_mc_neck_and_neck_1305=This is looking like it's going to be too close to call.
- Dlg_SC_mc_neck_and_neck_1306=Neither of these pilots seems ready to let go of the lead.
- Dlg_SC_mc_neck_and_neck_1307=We are nosecone to nosecone as these pilots try desperately to find some more speed.
- Dlg_SC_mc_neck_and_neck_1308=This is one tight race.
- 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.
- Dlg_SC_mc_neck_and_neck_1310=Who's it gonna be? Who's it gonna be?!?
- Dlg_SC_mc_neck_and_neckNeck_And_Neck_01=It's a battle for the ages.
- Dlg_SC_mc_neck_and_neckNeck_And_Neck_02=This is unbelievable. These two competitors are absolutely refusing to give up that edge.
- Dlg_SC_mc_neck_and_neckNeck_And_Neck_03=They are really jockeying for position.
- Dlg_SC_mc_neck_and_neckNeck_And_Neck_04=These racers seemed determined to not give each other any breathing room.
- Dlg_SC_mc_neck_and_neckNeck_And_Neck_05=This is looking like it's going to be too close to call.
- Dlg_SC_mc_neck_and_neckNeck_And_Neck_06=Neither of these pilots seems ready to let go of the lead.
- Dlg_SC_mc_neck_and_neckNeck_And_Neck_07=We are nosecone to nosecone as these pilots try desperately to find some more speed.
- Dlg_SC_mc_neck_and_neckNeck_And_Neck_08=This is one tight race.
- 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.
- Dlg_SC_mc_neck_and_neckNeck_And_Neck_10=Who's it gonna be? Who's it gonna be?!?
- Dlg_SC_mc_new_personal_race_recordRace_New_Race_Record_01=New Personal Race Record
- Dlg_SC_mc_open_fire_ship_destroyed_0901=Have I said recently how grateful I am they added guns to this sport?
- Dlg_SC_mc_open_fire_ship_destroyed_0902=A warning shot fired across the bow, or rather, straight into it.
- Dlg_SC_mc_open_fire_ship_destroyed_0903=The real trick here is maintaing target lock, while not letting up on the throttle.
- Dlg_SC_mc_open_fire_ship_destroyed_0904=Pick your shots. Everyone hates spray and pray. So undignified.
- Dlg_SC_mc_open_fire_ship_destroyed_0905=We're seeing some real offensive flying. No love lost here.
- 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.
- Dlg_SC_mc_open_fire_ship_destroyed_0907=In Murray Cup racing, the ships are fast, but the guns are often faster.
- Dlg_SC_mc_open_fire_ship_destroyed_0908=Shots are fired and the competition is thinned.
- Dlg_SC_mc_open_fire_ship_destroyed_0909=Another competitor falls.
- Dlg_SC_mc_open_fire_ship_destroyed_0910=It was a battle for the ages, but someone had to go down in flames.
- 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?
- Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_02=A warning shot fired across the bow, or rather, straight into it.
- 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.
- Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_04=Pick your shots. Everyone hates spray and pray. So undignified.
- Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_05=We're seeing some real offensive flying. No love lost here.
- 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.
- 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.
- Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_08=Shots are fired and the competition is thinned.
- Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_09=Another competitor falls.
- 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.
- Dlg_SC_mc_player_doing_badly_0501=This... this is just dreadful flying.
- 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."
- Dlg_SC_mc_player_doing_badly_0503=The pack is really starting to separate.
- 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.
- 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.
- Dlg_SC_mc_player_doing_badly_0506=We are seeing lots of ships struggling to get a hold of this track today.
- 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.
- Dlg_SC_mc_player_doing_badly_0508=As the race goes on, pilots are really beginning to fade.
- Dlg_SC_mc_player_doing_badly_0509=At this level of competition, seeing flying this shoddy is almost a rare treat.
- 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.
- Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_01=This... this is just dreadful flying.
- 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."
- Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_03=The pack is really starting to seperate.
- 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.
- 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.
- Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_06=We are seeing lots of ships struggling to get a hold of this track today.
- 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.
- Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_08=As the race goes on, pilots are really beginning to fade.
- Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_09=At this level of competition, seeing flying this shoddy is almost a rare treat.
- 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.
- Dlg_SC_mc_player_doing_well_0401=The competition is being absolutely dominated right now.
- Dlg_SC_mc_player_doing_well_0402=I have never seen anything like this. This is a clinic of precision and skill.
- Dlg_SC_mc_player_doing_well_0403=The leader is simply outmatching everyone. It's like they're on a whole other level.
- 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.
- 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.
- Dlg_SC_mc_player_doing_well_0406=It is astounding that these pilots have been able to maintain this pace.
- 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?
- Dlg_SC_mc_player_doing_well_0408=There is some exemplary flying happening here today. A real treat.
- 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.
- Dlg_SC_mc_player_doing_well_0410=Look at that precision flying.
- Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_01=The competition is being absolutely dominated right now.
- Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_02=I have never seen anything like this. This is a clinic of precision and skill.
- 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.
- 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.
- 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.
- Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_06=It is astounding that these pilots have been able maintain this pace.
- 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?
- Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_08=There is some exemplary flying happening here today. A real treat.
- 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.
- Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_10=Look at that precision flying.
- 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.
- 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.
- 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.
- 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."
- 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.
- Dlg_SC_mc_player_got_any_position_1806=With results like these... there's always next year, I suppose.
- 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?
- 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.
- 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.
- 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."
- 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.
- 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.
- 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.
- 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."
- 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.
- Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_06=With results like these... there's always next year, I suppose.
- 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?
- 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.
- 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.
- 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."
- 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.
- Dlg_SC_mc_player_got_first_place_1602=What a finish! I think we may have just witnessed the making of a legend.
- 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.
- 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.
- 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.
- Dlg_SC_mc_player_got_first_place_1606=Did everyone just see that?!? And people wonder why I constantly scream, "I love racing!"
- 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.
- Dlg_SC_mc_player_got_first_place_1608=Start to finish, that was a well executed race.
- Dlg_SC_mc_player_got_first_place_1609=And across the line! That has got to be one pilot who is pleased with themselves.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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!"
- 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.
- Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_08=Start to finish, that was a well executed race.
- 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.
- 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.
- Dlg_SC_mc_player_got_last_place_1701=We can't all be racers I guess.
- Dlg_SC_mc_player_got_last_place_1702=I haven't witnessed a finish that disappointing since my first date with Rashida Collins.
- Dlg_SC_mc_player_got_last_place_1703=Maybe do a hard reset before it saves.
- Dlg_SC_mc_player_got_last_place_1704=And an abysmal race comes to an abysmal end, absolutely ruining all of our lives.
- 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.
- 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.
- Dlg_SC_mc_player_got_last_place_1707=Is it over?
- 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.
- Dlg_SC_mc_player_got_last_place_1709=A heartfelt congratulations to the winner, and a scornful shake of the head for the loser.
- Dlg_SC_mc_player_got_last_place_1710=That race is finally over, and the healing process can finally begin.
- Dlg_SC_mc_player_got_last_place_1711=It is rare to see a beating this bad outside of an Advocacy crime scene.
- Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_01=We can't all be racers I guess.
- 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.
- Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_03=Maybe do a hard reset before it saves.
- 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.
- 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.
- 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.
- Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_07=Is it over?
- 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.
- 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.
- Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_10=That race is finally over, and the healing process can finally begin.
- 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.
- Dlg_SC_mc_sendoff_lines_conclusion_2201=That will do it for me, Trevor Basque. See you next time.
- 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.
- Dlg_SC_mc_sendoff_lines_conclusion_2203=Thanks for joining me at New Horizon. I'm Trevor Basque. Keep flying.
- 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.
- Dlg_SC_mc_sendoff_lines_conclusion_2205=Another race over, and another paycheck for me, your announcer Trevor Basque. Keep flying and good night.
- Dlg_SC_mc_sendoff_lines_conclusion_2206=A pleasure as always race fans. Goodbye and keep flying.
- 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.
- Dlg_SC_mc_sendoff_lines_conclusion_2208=And that's all we have for today. Trevor Basque from New Horizon raceway signing off.
- Dlg_SC_mc_sendoff_lines_conclusion_2209=All kidding aside, thanks for watching. This is Trevor Basque. Take care racers.
- Dlg_SC_mc_sendoff_lines_conclusion_2210=With that, ladies, gentlemen, but mostly the ladies, this is Trevor Basque. Bidding you a fond adieu.
- Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_01=That will do it for me, Trevor Basque. See you next time.
- 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.
- Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_03=Thanks for joining me at New Horizon. I'm Trevor Basque. Keep flying.
- 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.
- 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.
- Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_06=A pleasure as always race fans. Goodbye and keep flying.
- 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.
- 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.
- Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_09=All kidding aside, thanks for watching. This is Trevor Basque. Take care racers.
- 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.
- Dlg_SC_mc_taking_fire_1001=Careful.
- Dlg_SC_mc_taking_fire_1002=Advice to the pilots getting shot at, stop getting shot at.
- Dlg_SC_mc_taking_fire_1003=They are really getting torn up out there.
- Dlg_SC_mc_taking_fire_1004=Maybe start avoiding the incoming fire? Just an idea.
- 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.
- Dlg_SC_mc_taking_fire_1006=Nothing motivates a pilot to go a little faster better than getting shot at.
- Dlg_SC_mc_taking_fire_1007=Shields are lighting up as some serious damage is dealt.
- Dlg_SC_mc_taking_fire_1008=And a pilot getting completely edged out of this fight. They may not have the muscle for it.
- Dlg_SC_mc_taking_fire_1009=Taking damage like this is not something any pilot can afford.
- 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."
- Dlg_SC_mc_taking_fireTaking_Fire_01=Careful.
- Dlg_SC_mc_taking_fireTaking_Fire_02=Advice to the pilots getting shot at, stop getting shot at.
- Dlg_SC_mc_taking_fireTaking_Fire_03=They are really getting torn up out there.
- Dlg_SC_mc_taking_fireTaking_Fire_04=Maybe start avoiding the incoming fire? Just an idea.
- 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.
- Dlg_SC_mc_taking_fireTaking_Fire_06=Nothing motivates a pilot to go a little faster better than getting shot at.
- Dlg_SC_mc_taking_fireTaking_Fire_07=Shields are lighting up as some serious damage is dealt.
- 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.
- Dlg_SC_mc_taking_fireTaking_Fire_09=Taking damage like this is not something any pilot can afford.
- 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."
- Dlg_SC_Tutorial_2nd_half_introTraining_1050_2nd_Half_Intro=Topped off. Let's get back out there.
- Dlg_SC_Tutorial_2nd_half_launchTraining_1060_2nd_Half_Launch=Take off when you're ready.
- Dlg_SC_Tutorial_adjust_backTraining_0250_Take_Off_Player_Adjust_Back=Back a bit.
- Dlg_SC_Tutorial_adjust_forwardTraining_0240_Take_Off_Player_Adjust_Forward=A little forward.
- Dlg_SC_Tutorial_adjust_leftTraining_0260_Take_Off_Player_Adjust_Left=Left a bit.
- Dlg_SC_Tutorial_adjust_rightTraining_0270_Take_Off_Player_Adjust_Right=Right a touch.
- Dlg_SC_Tutorial_approach_landing_padTraining_0850_Landing_Gentle_Encouragement=Set her down gently.
- 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.
- Dlg_SC_Tutorial_average_landingTraining_1000_Landing_Average_Landing=Not bad. You'll get the hang of it.
- Dlg_SC_Tutorial_back_to_baseTraining_1460_Training_Complete_Return_To_Base=Let's get you back to base. First round's on me.
- Dlg_SC_Tutorial_bad_landingTraining_1010_Landing_Bad_Landing=<sigh> That needs a lot of work.
- Dlg_SC_Tutorial_barrel_roll_executedTraining_0440_Flight_Barrel_Roll_Gilly_Executed=Ah... so much fun.
- 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.
- Dlg_SC_Tutorial_barrel_roll_introTraining_0430_Flight_Barrel_Roll_Intro=Moving on. Now this is my favorite part of training: the barrel roll.
- Dlg_SC_Tutorial_beckoning_playerTraining_0010_Player_Report_To_Leader=Hey there. Hustle on over.
- 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.
- Dlg_SC_Tutorial_boost_introTraining_1080_Flight_Boost_Explanation=If you need to get up to top speed in a hurry, try boosting.
- 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.
- 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.
- 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.
- Dlg_SC_Tutorial_chase_player_dawdles_1Training_0580_Combat_Chase_Player_Dawdles_01=What are you waiting for? Go finish it off.
- Dlg_SC_Tutorial_chase_player_dawdles_2Training_0580_Combat_Chase_Player_Dawdles_02=Let's go. You're on the clock, rookie.
- Dlg_SC_Tutorial_chase_player_dawdles_3Training_0580_Combat_Chase_Player_Dawdles_03=Get a move on.
- Dlg_SC_Tutorial_complete_barrel_rollTraining_0460_Flight_Player_Compliment_01=Nice one.
- 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..
- Dlg_SC_Tutorial_cycleTraining_0780_Combat_CM_Cycle_Countermeasure=He's switched to EM tracking missiles. Cycle to chaff.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Dlg_SC_Tutorial_doors_openTraining_0110_Take_Off_Doors_Open=Once you're aligned, the tower will open the doors.
- 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.
- 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.
- Dlg_SC_Tutorial_drone_deadTraining_0700_Combat_Drone_Dead=Good kill.
- Dlg_SC_Tutorial_drone_fleesTraining_0570_Combat_Fire_Drone_Flees=Yeah, it didn't like that.
- Dlg_SC_Tutorial_drone_missileTraining_0720_Combat_Missiles_Incoming=He's got lock. Missiles incoming.
- Dlg_SC_Tutorial_drone_shields_downTraining_0650_Combat_Drone_Shields_Down=Its shields are down. Finish it off with a missile.
- Dlg_SC_Tutorial_eject_player_dawdles_1Training_1450_Self-Destruct_Eject_Player_Dawdles_01=Come on, bail out.
- Dlg_SC_Tutorial_eject_player_dawdles_2Training_1450_Self-Destruct_Eject_Player_Dawdles_02=Get out of there!
- 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.
- 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.
- 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.
- Dlg_SC_Tutorial_ejects_before_warning_4Training_1420_Self-Destruct_Player_Eject_Prompt_03=Hit self-destruct, now!
- Dlg_SC_Tutorial_engines_checkTraining_0070_Cockpit_Intro_05=Engines, check.
- Dlg_SC_Tutorial_enter_landing_modeTraining_0870_Landing_Entering_Landing_Mode=To enter landing mode you need to lower your landing gear.
- Dlg_SC_Tutorial_fails_to_mark_targetTraining_1270_Combat_Player_Did_Not_Mark_Target=You gotta mark a target, kid.
- Dlg_SC_Tutorial_fire_player_dawdles_1Training_0550_Combat_Fire_Player_Dawdles_01=This kind of hesitation can get you killed. Fire.
- Dlg_SC_Tutorial_fire_player_dawdles_2Training_0550_Combat_Fire_Player_Dawdles_02=Shoot the drone.
- Dlg_SC_Tutorial_fire_player_dawdles_3Training_0550_Combat_Fire_Player_Dawdles_03=Let's go. Fire
- Dlg_SC_Tutorial_fire_player_doesnt_fireTraining_0540_Combat_Target_Fire_When_Ready_02=Go ahead, shoot. The drone isn't going to mind.
- Dlg_SC_Tutorial_flare_durationTraining_0760_Combat_CM_Flare_Duration=Flares have a short lifetime, don't be too quick to fire them.
- 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.
- Dlg_SC_Tutorial_flare_launch_successTraining_0770_Combat_CM_Flare_Launch_Good=Good.
- 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.
- Dlg_SC_Tutorial_glaive_defeatedTraining_1360_Combat_Vanduul_Glaive_Defeated=Good kill. Glaive's down.
- Dlg_SC_Tutorial_glaive_id_short_0001=We got more hostiles inbound. Looks like there's a a recognised Ace in the mix.
- 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.
- Dlg_SC_Tutorial_good_alignment_1Training_0230_Take_Off_Player_Good_Alignment_01=Alignment's looking solid.
- Dlg_SC_Tutorial_good_alignment_2Training_0230_Take_Off_Player_Good_Alignment_02=That's a good line, pilot.
- Dlg_SC_Tutorial_good_distanceTraining_0900_Landing_Good_Deploy_Distance=This should be close enough. Deploy your landing gear.
- Dlg_SC_Tutorial_good_landingTraining_0990_Landing_Good_Landing=Touchdown. Great work.
- 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.
- 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.
- 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.
- 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.
- 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.
- Dlg_SC_Tutorial_hudTraining_0140_Take_Off_Hud_Mode_Active=Take note that you're in take-off and landing mode..
- Dlg_SC_Tutorial_initiate_self_destructTraining_1430_Self-Destruct_Player_Finally_Initiates=Cutting it close there, kid.
- 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.
- Dlg_SC_Tutorial_introductionTraining_0030_Introduction_03=Let's get started.
- 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.
- Dlg_SC_Tutorial_keep_shootingTraining_0630_Combat_Chase_Keep_Shooting=There you go. Keep on the pressure.
- 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..
- Dlg_SC_Tutorial_landing_pad_idTraining_0860_Landing_Id_Landing_Pad=Free landing pads will appear on your HUD.
- 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.
- 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.
- Dlg_SC_Tutorial_lead_targetTraining_0600_Combat_Hud_Pip_Lead_Target=Okay, try targetting the ship with the PIPs.
- Dlg_SC_Tutorial_leader_exitsTraining_0120_Take_Off_Gilly_Exits=That's it. Once I clear out, it'll be your turn.
- Dlg_SC_Tutorial_leader_player_dawdles_1Training_0050_Player_Dawdles_01=What are you, on break? Let's move it, rook.
- Dlg_SC_Tutorial_leader_player_dawdles_2Training_0050_Player_Dawdles_02=Let's go.
- Dlg_SC_Tutorial_leader_player_dawdles_3Training_0050_Player_Dawdles_03=Move it, move it, move it.
- Dlg_SC_Tutorial_leader_targetedTraining_0320_Targeting_Intro_02=Good
- Dlg_SC_Tutorial_mark_targetTraining_1260_Combat_Player_Mark_Target=Mark your target.
- Dlg_SC_Tutorial_marks_targetTraining_1280_Combat_Player_Did_Mark_Target=Copy that. I got the other. Good luck.
- 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.
- Dlg_SC_Tutorial_match_speed_fast_brakeTraining_0420_Flight_Match_Speed_Fast_Brake=Or stop fast.
- 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…
- Dlg_SC_Tutorial_missile_launchTraining_0680_Combat_Missile_Fire=Launch. Launch.
- 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.
- Dlg_SC_Tutorial_missile_lock_holdTraining_0670_Combat_Missile_Hold_For_Lock=Hold… hold…
- Dlg_SC_Tutorial_missile_player_dawdles_1Training_0690_Combat_Missile_Player_Dawdles_01=You have lock. Fire.
- Dlg_SC_Tutorial_missiles_backTraining_0830_Combat_Decoupled_Mode_Player_Rotates=Great. You got your missiles back. Take it out.
- Dlg_SC_Tutorial_move_it_rookieTraining_0020_Player_Dawdles_06=Let's move it, rookie. You aren't getting paid by the hour.
- Dlg_SC_Tutorial_multiple_missilesTraining_1310_Combat_Multiple_Missile=You can lock multiple missiles at once, just don't get too trigger happy.
- 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.
- 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.
- Dlg_SC_Tutorial_on_the_clockTraining_0020_Player_Dawdles_05=We're on a clock here, let's go.
- 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.
- 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.
- 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?
- 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.
- Dlg_SC_Tutorial_permission_for_launchTraining_0070_Cockpit_Intro_06=Tower, permission for launch
- Dlg_SC_Tutorial_permissionTraining_0940_Landing_Call_For_Permission=Once you've targeted a landing pad, request permission to land.
- 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.
- 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.
- Dlg_SC_Tutorial_player_alignedTraining_0210_Take_Off_Player_Aligned_Doors_Open=The tower will open the doors once you're lined up.
- Dlg_SC_Tutorial_player_boards_gilly_ship_1Training_0060_Player_Wrong_Pod_01=Easy there, rookie. That's my ride.
- Dlg_SC_Tutorial_player_boards_gilly_ship_2Training_0060_Player_Wrong_Pod_02=What are you doing? You're over there.
- Dlg_SC_Tutorial_player_causes_damage_1Training_0390_Flight_Player_Causes_Damage_01=Watch it, rookie.
- Dlg_SC_Tutorial_player_causes_damage_2Training_0390_Flight_Player_Causes_Damage_02=Careful! These ships aren't cheap.
- Dlg_SC_Tutorial_player_causes_damage_3Training_0390_Flight_Player_Causes_Damage_03=What the hell's wrong with you?
- Dlg_SC_Tutorial_player_completes_1Training_1160_Race_Player_Completes_01=Nice job.
- Dlg_SC_Tutorial_player_completes_2Training_1210_Race_Player_Completes_02=Still with me? Alright, I'm a little impressed.
- Dlg_SC_Tutorial_player_damageTraining_0290_Take_Off_No_Damage=Great job. I haven't seen many pull one off on the first try.
- Dlg_SC_Tutorial_player_dawdles_1Training_0020_Player_Dawdles_01=I'm waiting, rook.
- Dlg_SC_Tutorial_player_dawdles_2Training_0020_Player_Dawdles_02=On me. Let's go.
- Dlg_SC_Tutorial_player_dawdles_3Training_0020_Player_Dawdles_03=Still waiting…
- Dlg_SC_Tutorial_player_dawdlesTraining_1350_Combat_Vanduul_Player_Dawdles_Target_Glaive=Stop screwing around and target the Glaive.
- Dlg_SC_Tutorial_player_fail_line_1Training_0360_Flight_Player_Fail_Line_01=Playtime's over, kid.
- Dlg_SC_Tutorial_player_fail_line_2Training_0360_Flight_Player_Fail_Line_02=Shut it down. You're done.
- Dlg_SC_Tutorial_player_fail_line_3Training_0360_Flight_Player_Fail_Line_03=I don't have time for this.
- Dlg_SC_Tutorial_player_failsTraining_1200_Race_Player_Fails=Okay, that's enough. I don't think you're ready yet.
- Dlg_SC_Tutorial_player_falls_behind_1Training_1150_Race_Player_Falls_Behind_01=Come on. You can do better than that.
- 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.
- Dlg_SC_Tutorial_player_falls_behind_warning_1Training_1190_Race_Player_Falls_Behind_Warning_01=Keep up, kid, you're blowing it.
- Dlg_SC_Tutorial_player_falls_behind_warning_2Training_1190_Race_Player_Falls_Behind_Warning_02=You gonna give up now? Come on, push yourself.
- Dlg_SC_Tutorial_player_falls_off_trailTraining_0620_Combat_Chase_Player_Falls_Off_Trail=Don't lose it. Stay on its tail.
- Dlg_SC_Tutorial_player_final_warningTraining_0380_Flight_Player_Final_Warning_01=Last chance.
- Dlg_SC_Tutorial_player_flies_away_1Training_0340_Flight_Player_Flies_Away_01=Where are you going?
- Dlg_SC_Tutorial_player_flies_away_2Training_0340_Flight_Player_Flies_Away_02=On me, rookie.
- Dlg_SC_Tutorial_player_flies_away_3Training_0340_Flight_Player_Flies_Away_03=Get back here.
- Dlg_SC_Tutorial_player_flies_away_last_warning_Training_0350_Flight_Player_Flies_Away_Last_Warning=Turn around. I won't say it again.
- Dlg_SC_Tutorial_player_general_warning_1Training_0370_Flight_Player_General_Warning_01=Stay focused. Let's get through this.
- 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.
- 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.
- Dlg_SC_Tutorial_player_general_warning_4Training_0370_Flight_Player_General_Warning_04=Stay on track, kid.
- Dlg_SC_Tutorial_player_general_warning_5Training_0370_Flight_Player_General_Warning_05=Sharpen up, rookie. This isn't going to cut it.
- Dlg_SC_Tutorial_player_gets_hitTraining_0640_Combat_Drone_Player_Gets_Hit=You're taking hits. Check your HUD for shield and damage status.
- Dlg_SC_Tutorial_player_hits_droneTraining_0560_Combat_Fire_Player_Hits_Shields=Good shot. See its shields weakening on your HUD?
- Dlg_SC_Tutorial_player_lags_1Training_0330_Flight_Player_Lags_01=Come on. Keep up
- Dlg_SC_Tutorial_player_lags_2Training_0330_Flight_Player_Lags_02=You're lagging, kid. Hurry up.
- Dlg_SC_Tutorial_player_lags_3Training_0330_Flight_Player_Lags_03=You reading me? What the hell's wrong with you?
- Dlg_SC_Tutorial_player_lags_4Training_0330_Flight_Player_Lags_04=Waiting on you, kid.
- Dlg_SC_Tutorial_player_lags_5Training_0330_Flight_Player_Lags_05=Any time.
- Dlg_SC_Tutorial_player_lags_6Training_0330_Flight_Player_Lags_06=Stop wasting my time, rook.
- Dlg_SC_Tutorial_player_lined_upTraining_0220_Take_Off_Player_In_Correct_Position=You're lined up.
- Dlg_SC_Tutorial_player_match_speedTraining_0400_Flight_Player_Has_Matched_Speed=Great, you're locked on.
- 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.
- 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.
- 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.
- Dlg_SC_Tutorial_player_take_offTraining_0170_Take_Off_Player_Dust_Off=Nice, you're clear of the pad.
- Dlg_SC_Tutorial_player_testTraining_1120_Race_Challenge_01=Think you can put all this together? Let's see.
- Dlg_SC_Tutorial_player_turningTraining_0190_Take_Off_Player_Turning=Don't turn too much. You don't want to fall out of alignment.
- Dlg_SC_Tutorial_players_turnTraining_0130_Take_Off_Players_Turn=Ready? I'm enabling your systems and will monitor your progress from up here.
- 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!
- Dlg_SC_Tutorial_race_intro_2Training_1070_Race_Intro=Think you can stay on my tail?
- Dlg_SC_Tutorial_race_introTraining_1220_Race_Challenge_02=Race you to the Spire.
- Dlg_SC_Tutorial_radar_checkTraining_0470_Combat_Intro_02=Check your radar. You should have a contact.
- Dlg_SC_Tutorial_select_landing_padTraining_0930_Landing_Select_Landing_Pad=Go ahead and pick a landing pad.
- 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.
- 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.
- 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.
- 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.
- 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.
- Dlg_SC_Tutorial_ship_menu_warningsTraining_1500_Ship_Config_Menu_Intro_03=I wouldn't mess around with them during training.
- 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.
- Dlg_SC_Tutorial_shortcutTraining_1140_Race_Shortcut=Think fast.
- Dlg_SC_Tutorial_somedamageTraining_0280_Take_Off_Some_Damage=A little shaky, but vertical take-offs take some practice.
- 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.
- Dlg_SC_Tutorial_spire_fillerTraining_1470_Filler_And_Foreshadow_The_Spire=That, my friend, is the Spire. Isn't she a beauty?
- Dlg_SC_Tutorial_strafe_forwardTraining_0090_Take_Off_Move_Forward=Now that I'm clear I can strafe forward onto the taxiway.
- 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.
- Dlg_SC_Tutorial_successful_targetTraining_0520_Combat_Target_Weapons_Online=Good. Now your weapons are online.
- Dlg_SC_Tutorial_system_checkTraining_0070_Cockpit_Intro_04=Systems, check.
- 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.
- Dlg_SC_Tutorial_target_closestTraining_0480_Combat_Target_Enemy_01=Use your targeting system to quickly target the closest enemy.
- Dlg_SC_Tutorial_target_glaiveTraining_1340_Combat_Vanduul_Target_Glaive=Target the Glaive.
- Dlg_SC_Tutorial_target_hitTraining_0610_Combat_Hud_Pip_Fire_On_Target=Good hit. Keep firing.
- 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.
- 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.
- Dlg_SC_Tutorial_target_hudTraining_0480_Combat_Target_Enemy_02=Use your targeting system to target the closest enemy.
- Dlg_SC_Tutorial_target_leaderTraining_0320_Targeting_Intro_01=I've just enabled your targeting system. Use it to target me.
- Dlg_SC_Tutorial_target_lines_upTraining_0540_Combat_Target_Fire_When_Ready_01=Line up your target and fire when you're ready.
- Dlg_SC_Tutorial_target_player_dawdles_1Training_0500_Combat_Target_Player_Dawdles_01=Come on, select nearest target.
- Dlg_SC_Tutorial_target_player_dawdles_2Training_0500_Combat_Target_Player_Dawdles_02=Target the drone.
- Dlg_SC_Tutorial_target_player_failTraining_0510_Combat_Target_Player_Fail_01=Let's head back. Guess you need more time in the sims.
- Dlg_SC_Tutorial_told_to_eject_0001=Eject!
- 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.
- Dlg_SC_Tutorial_tower_permissionTraining_0070_Cockpit_Intro_07=Copy that, tower.
- Dlg_SC_Tutorial_vanduul_all_deadTraining_1380_Combat_Vanduul_All_Dead=We're clear. Hell of a training session, huh.
- Dlg_SC_Tutorial_vanduul_freefireTraining_1370_Combat_Vanduul_Freefire=You're cleared to engage the rest. Good luck.
- Dlg_SC_Tutorial_vanduul_intro_1Training_1230_Combat_Intro=Hold on, I've got contacts inbound…
- Dlg_SC_Tutorial_vanduul_intro_2Training_1240_Combat_Vanduul_Contact=Contact! Vanduul fighter, dead ahead.
- 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.
- 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.
- 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.
- Dlg_SC_Tutorial_waitingTraining_0020_Player_Dawdles_04=What are you waiting for?
- 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?
- Dlg_SC_Tutorial_weapons_hotTraining_1300_Combat_Player_Weapons_Overheating_01=Ease up. Your weapons are getting hot.
- 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.
- DMC_GLOVES=DO NOT USE ------ (DMC) GLOVES (Add new lines for gloves below here)
- DMC_HATS=DO NOT USE ------ (DMC) HATS (Add new lines for hats below here)
- DMC_ITEMS=DO NOT USE ------ (DMC) DENIM MANUFACTURE CORPORATION -- MALE ITEMS
- DMC_ITEMS_DELETE=DO NOT USE ------ (DMC) DENIM MANUFACTURE CORPORATION -- FEMALE ITEMS
- DMC_JACKETS=DO NOT USE ------ (DMC) JACKETS (Add new lines for jackets below here)
- DMC_PANTS=DO NOT USE ------ DMC PANTS (Add new lines for pants below here)
- DMC_SHIRTS=DO NOT USE ------ (DMC) SHIRTS (Add new lines for shirts below here)
- DMC_SHOES=DO NOT USE ------ (DMC) SHOES (Add new lines for shoes below here)
- 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.
- 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.
- 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.
- dusters_basesweep_title_001=Claiming a Stake
- dusters_basesweep_title_002=Clearing the Competition
- dusters_basesweep_title_003=Mine Worth Taking
- 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.
- 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.
- 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.
- dusters_claimsweep_title_001=Razing the Stake
- dusters_claimsweep_title_002=Ore or Nothing
- dusters_claimsweep_title_003=Finders Weepers
- dusters_from=Dusters
- ea_ui_Capturing=Capturing
- ea_ui_Contested=Contested
- ea_ui_CTRL_objectiveCapturingDisplay=> <
- ea_ui_CTRL_objectiveDistance=%d m
- ea_ui_CTRL_objectiveReturning=>>
- ea_ui_CTRL_Phase_Notification=%s
- ea_ui_deathinfo_BleedOut=Killed by Blood Loss
- ea_ui_deathinfo_BoundaryViolation=Boundary Violation
- ea_ui_deathinfo_Crash=Crashed
- ea_ui_deathinfo_EnvironmentalHazard=Killed by Environmental Hazard
- ea_ui_deathinfo_Hazard=Hazard
- ea_ui_deathinfo_Melee=Melee Kill
- ea_ui_deathinfo_SelfDestruct=Self-Destruct
- ea_ui_deathinfo_Suicide=Suicide
- ea_ui_deathinfo_Takedown=Takedown
- ea_ui_deathinfo_UnknownVehicle=Unknown Vehicle
- ea_ui_Destroyed_Objective=Destroyed Objective
- ea_ui_faction_Outlaws=Outlaws
- ea_ui_faction_Supreme=The Supreme
- ea_ui_faction_UEE_Advocacy=UEE Advocacy
- ea_ui_faction_UEE_Marines=UEE Marines
- ea_ui_gamefeed_ctrl_Captured=%s Captured %s
- ea_ui_gamefeed_ctrl_Neutralized=%s Neutralized %s
- ea_ui_gamefeed_ParamCommittedSuicide= committed suicide!
- ea_ui_gamefeed_ParamDied= died
- ea_ui_gamefeed_ParamIsReady= is ready
- ea_ui_gamefeed_ParamJoined= joined
- ea_ui_gamefeed_ParamKilledParam= killed
- ea_ui_gamefeed_ParamLeft= left
- ea_ui_gamefeed_ParamTookTheEasyWay= took the easy way out!
- ea_ui_GameStartsIn=Game Starts In %d
- ea_ui_map_description=Map Description
- ea_ui_map_name=Map Name
- ea_ui_mapname_DemienComms=Demien Comms Center
- ea_ui_MissionTypeDescFPS_Theatres=Fight for dominance in an epic, asymmetrical battle across land, air and space.
- ea_ui_multipleObjectivesContested=Objectives %s Contested
- ea_ui_objective_changing_hands=Objective %s Changing Hands
- ea_ui_Objective_Damaged=Objective Damaged
- ea_ui_objectiveContested=Objective %s Contested
- ea_ui_objectivesCommaSeparator=,
- ea_ui_objectivestatus_Captured=Captured
- ea_ui_objectivestatus_Contested=Contested
- ea_ui_objectivestatus_Defend=Defend
- ea_ui_objectivestatus_DestroyObjective=Destroy Objective
- ea_ui_objectivestatus_Hacking=Hacking
- ea_ui_objectivestatus_HackingPlus=Hacking+
- ea_ui_objectivestatus_HackTerminal=Hack Terminal
- ea_ui_objectivestatus_Offline=Cooling Down
- ea_ui_objectivestatus_Resetting=Resetting
- ea_ui_objectivestatus_TerminalPropHacking=Overload in Progress
- ea_ui_objectivestatus_TerminalPropHackingPlus=Overload in Progress+
- ea_ui_objectivestatus_TerminalPropPaused=Overload Paused
- ea_ui_objectivestatus_TerminalPropReady=Hack To Overload
- ea_ui_OOB_AttackingTeam_OnPhaseChange=Out of Position - Attack New Objective %d Seconds Remaining
- ea_ui_OOB_DefendingTeam_OnPhaseChange=Out of Position - Defend New Objective %d Seconds Remaining
- ea_ui_OOB_General=Out of Position - Return to Simulation. %d Seconds Remaining
- ea_ui_pirateswarm_FinalWaveObjective=Defeat Hostile Merlins for Heavy Reinforcements
- ea_ui_PressKEYWhenReady=Press [~action(default|ready)] when ready
- ea_ui_prop_damage_sent=Damage Sent to Objective
- ea_ui_race_CurrentPosition=Current Position: %S
- 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.
- ea_ui_reward_PirateSwarmTitle=Pirate Swarm Defeated
- ea_ui_scoring_Attacker=Attacker
- ea_ui_scoring_CaptureCloseCall=Close Call
- ea_ui_scoring_CaptureComplete=Capture Complete
- ea_ui_scoring_CaptureInitiated=Capture Initiated
- ea_ui_scoring_CaptureNeutralized=Neutralized
- ea_ui_scoring_CaptureReversing=Reversing Capture
- ea_ui_scoring_Capturing=Capturing
- ea_ui_scoring_Contesting=Contesting
- ea_ui_scoring_Defender=Defender
- ea_ui_scoring_MeleeKill=Melee Kill
- ea_ui_scoring_VehiclePartDetached=Part Detached
- ea_ui_spawning_Armor=Armor
- ea_ui_spawning_Driver=Driver
- ea_ui_spawning_Extra=Extra
- ea_ui_spawning_NoVehicles=No Vehicles Remaining
- ea_ui_spawning_OnFoot=On Foot
- ea_ui_spawning_Passenger=Passenger
- ea_ui_spawning_Primary=Primary
- ea_ui_spawning_Secondary=Secondary
- ea_ui_spawning_SelectSpawn=Select Spawn
- ea_ui_spawning_SelectSpawnPoint=Select Spawn Point
- ea_ui_spawning_SelectYourLoadout=Select Your Loadout
- ea_ui_spawning_Turret=Turret
- ea_ui_spawning_Unavailable=Unavailable
- ea_ui_spectator_CycleCamera=[~action(spectator|spectate_prev_target|?)]-[~action(spectator|spectate_next_target|?)] Cycle camera
- ea_ui_spectator_CycleMode=[~action(spectator|spectate_gen_nextmode|?)] Cycle mode
- ea_ui_spectator_CycleTarget=[~action(spectator|spectate_prev_target|?)]-[~action(spectator|spectate_next_target|?)] Cycle target
- ea_ui_spectator_LockCamera=[~action(spectator|spectate_toggle_lock_target|?)] Lock Target
- ea_ui_spectator_Respawn= [~action(default|respawn|?)] Respawn
- ea_ui_spectator_Title=Spectating
- ea_ui_spectator_ToggleHUD=[~action(spectator|spectate_toggle_hud|?)] Toggle HUD
- ea_ui_spectator_UnlockCamera=[~action(spectator|spectate_toggle_lock_target|?)] Unlock Target
- ea_ui_StateWaitingForPlayers=Waiting for %d players
- ea_ui_Status_AreaContested=CONTESTED
- ea_ui_SymbolPercentage=%
- ea_ui_The_Good_Doctor=The Good Doctor
- ea_ui_The_Good_Doctor_Description=The Good Doctor Description
- ea_ui_Wave1=Wave 1
- ea_ui_Wave10=Wave 10
- ea_ui_Wave11=Wave 11
- ea_ui_Wave12=Wave 12
- ea_ui_Wave13=Wave 13
- ea_ui_Wave14=Wave 14
- ea_ui_Wave15=Wave 15
- ea_ui_Wave2=Wave 2
- ea_ui_Wave3=Wave 3
- ea_ui_Wave4=Wave 4
- ea_ui_Wave5=Wave 5
- ea_ui_Wave6=Wave 6
- ea_ui_Wave7=Wave 7
- ea_ui_Wave8=Wave 8
- ea_ui_Wave9=Wave 9
- Eckhart_AskForMoreWork_Neg=You got any other jobs?
- Eckhart_AskForMoreWork_Pos=Got anything else for me?
- Eckhart_DoIKnowYou=[PH] Do I Know You?
- Eckhart_GotMoreWork_Timid=[PH] Ok, show me what you got.
- Eckhart_HasNewMission_Bad=I'm listening...
- Eckhart_HasNewMission_Good=I'm interested...
- Eckhart_HasNewMission_GoodForBad=Work is work, right?
- Eckhart_IDontLikeYou=[PH] I know you but don't like you.
- Eckhart_ILikeYou=[PH] I know you and like you.
- Eckhart_InitialVisit=[PH] Is Initial Visit
- Eckhart_MissionCompleted=Job's done.
- Eckhart_MissionFailed=I had an issue with the job.
- Eckhart_NotInterested=[PH] I'm not interested right now.
- Eckhart_ReturnVisit_Greeting=Hey, I'm back. Got anything that needs handling?
- Eckhart_Revisit=[PH] Follow Up Visit
- Eckhart_Test_AfterInitialComms=Hey, you told me to swing by?
- Eckhart_Test_FailedLastMission=[PH] Sorry I failed that last mission but I'm still looking for work if you got any...
- Eckhart_Test_LookingForMoreWork=Got any more jobs?
- Eckhart_Test_MidMissionResponse=[PH] I know I'm already doing some work for you but... Got anything else?
- Eckhart_Test_MissionAccepted=Sounds good.
- Eckhart_Test_MissionDeclined=I think I'll pass.
- Eckhart_Test_NeverMind=I can't right now.
- ecn_from=Emergency Communication Network
- 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.
- ecn_hackprevent_title_001=ECN ALERT: Network Intrusion
- ELD_GLOVES=DO NOT USE ------ (ELD) MALE GLOVES (Add new lines for gloves below here)<b>\n</b>
- ELD_HATS=DO NOT USE ------ (ELD) MALE HATS (Add new lines for hats below here)
- ELD_ITEMS=DO NOT USE ------ (ELD) ESCAR LIMITED -- MALE ITEMS
- ELD_JACKETS= DO NOT USE ------ (ELD) MALE JACKETS (Add new lines for jackets below here)
- ELD_PANTS=DO NOT USE ------ (ELD) MALE PANTS (Add new lines for pants below here)
- ELD_SHIRTS=DO NOT USE ------ (ELD) MALE SHIRTS (Add new lines for shirts below here)
- ELD_SHOES=DO NOT USE ------ (ELD) MALE SHOES (Add new lines for shoes below here)
- elevator_accessing=ACCESSING CENTRAL TRANSPORT SYSTEM
- elevator_computing=COMPUTING ROUTE
- elevator_connecting=CONNECTING
- elevator_contacts=Contacts
- elevator_creating_instance=Preparing
- elevator_currentfloor=Current Floor
- elevator_fail_no_destination=No destination available from location.
- elevator_fail_server_full=All instances are currently full.\nPlease try again later.
- elevator_interrogating=INTERROGATING TRANSPORT SYSTEM
- elevator_launch=LAUNCH
- elevator_party_members=Party members
- elevator_quick_join=Quick join
- elevator_requesting=REQUESTING TRANSIT
- elevator_validating=VALIDATING AUTHORIZATION CODE
- elevator_welcome1=ELEVATOR TRANSPORT CONSOLE v1.1
- elevator_welcome2=PLEASE TOUCH SCREEN TO PROCEED
- elevator_welcome3=SEARCHING LOCATIONS
- ElliotWip_bigbennys_001=Normal
- ElliotWip_bigbennys_002=Spicy
- ElliotWip_bigbennys_003=BBQ
- ElliotWip_bigbennys_004=Sweet Chilli
- ElliotWIP_doorhack_001=Rate
- ElliotWIP_doorhack_002=Frequency
- ElliotWIP_Email_Contents=Hey the sever is down again, this keeps occuring any chance on getting a ETA on reboot time?
- ElliotWIP_Email_From=Frank Spencer
- ElliotWIP_Email_Title=Sever Down
- ElliotWIP_Email_To=John
- ElliotWIP_EmailMainMenu=Email
- ElliotWIP_EmailSettings=Settings
- ElliotWIP_SecondMenu=
- Ellis=Ellis System
- Ellis_AsteroidBelt1=Ellis Belt Alpha
- 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
- 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.
- Ellis_JumpPoint_Kilian=Ellis - Kilian Jump Point
- Ellis_JumpPoint_Kilian_Desc=This jump point connects Ellis to the Kilian system.
- Ellis_JumpPoint_Magnus=Ellis - Magnus Jump Point
- Ellis_JumpPoint_Magnus_Desc=This jump point connects Ellis to the Magnus system.
- Ellis_JumpPoint_Min=Ellis - Min Jump Point
- Ellis_JumpPoint_Min_Desc=This jump point connects Ellis to the unclaimed Min system.
- Ellis_JumpPoint_Nexus=Ellis - Nexus Jump Point
- Ellis_JumpPoint_Nexus_Desc=This jump point connects Ellis to the Nexus system.
- Ellis_JumpPoint_Taranis=Ellis - Taranis Jump Point
- Ellis_JumpPoint_Taranis_Desc=This jump point connects Ellis to the unclaimed Taranis system.
- Ellis_Star=Ellis
- Ellis_Star_Desc=Ellis
- Ellis1=Ellis I
- 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.
- Ellis10=Bombora
- 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.
- 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.
- Ellis11_Desc=
- Ellis12=Judecca
- Ellis12_Desc=A ball of ice, Ellis XII (also known as Judecca) is occasionally used for ice-mining expeditions.
- Ellis13=Pinecone\n
- 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.
- Ellis2=Ellis II
- 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.
- Ellis3=Green
- 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.
- Ellis4=Kampos
- 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.
- Ellis5=Noble
- 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.
- Ellis5a=Ellis 5a
- Ellis5a_Desc=The regolith of this moon is slightly pink, making it a popular subject for lunar photography.
- Ellis5b=Ellis 5b
- Ellis5b_Desc=A tidally locked moon, the planet-facing side is pristine while the star-facing side is pocked with craters.
- 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.
- Ellis7_Desc=A corrosive and poisonous atmosphere covers this planet making it impossible to terraform or even land on.
- Ellis8_Desc=The smallest planet in the system, Ellis VIII boasts a micro atmosphere and little else.\n
- Ellis9=Walleye
- Ellis9_Desc=Nicknamed Walleye by long-distance haulers, Ellis IX is a swirling gas giant that intermittently suffers from massive storms visible from space.
- Enroll_Screen_001=wip ENROLL
- Enroll_Screen_002=wip ENROLL IN THE KLESCHER WORK RELEASE PROGRAM*
- Enroll_Screen_003=wip RELEASE FROM CELLS IS PREDICATED UPON ENROLLMENT
- Enroll_Screen_Info_001=wip INFORMATION ON THE KLESCHER WORK RELEASE PROGRAM
- Enroll_Screen_Info_002=wip Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum\n\nLorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum\n\nLorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum
- Enroll_Screen_Info_003=wip BEGIN YOUR PARTICIPATION TODAY!
- escort_safety_client_0001=delivery
- escort_safety_client_0002=research
- escort_safety_client_0003=trade
- escort_safety_client_0004=courier
- escort_safety_client_0005=refueling
- escort_safety_danger_0001=They have detected what could be a hostile threat in the area and would rather not engage without assistance.
- escort_safety_danger_0002=Something appears to have spooked them. Seems they'd rather be safe than sorry and want some extra protection.
- escort_safety_danger_0003=Unfortunately, the area they are in is a known outlaw hunting ground. Caution is advised.
- escort_safety_danger_0004=We've had a couple reports of other ships being hit in that area. Go in expecting trouble.
- escort_safety_danger_0005=One of their convoy has already been destroyed. The hostiles in the area should be considered extremely dangerous.
- 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.
- escort_safety_desc=~mission(Description)
- 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.
- 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.
- 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.
- escort_safety_from=~mission(Contractor)
- escort_safety_location_0001=a safe point
- escort_safety_location_0002=a point of safe egress
- escort_safety_location_0003=their destination
- escort_safety_location_0004=somewhere they can quantum from
- escort_safety_obj_long_01=Rendezvous at the ~mission(Client) ship's distress beacon.
- escort_safety_obj_long_02=Move into protective formation while the ship prepares to travel.
- escort_safety_obj_long_03=Escort the ~mission(Client) ship to ~mission(Destination).
- escort_safety_obj_marker_01=Distress Beacon
- escort_safety_obj_marker_02=Protect
- escort_safety_obj_opt_01=Combat Pay Bonus
- escort_safety_obj_short_01=Rendezvous at Beacon
- escort_safety_obj_short_02=Hold In Formation
- escort_safety_obj_short_03=Escort to Safety
- escort_safety_obj_short_03a=Destination
- escort_safety_title=~mission(Title)
- escort_safety_title_0001=Escort Contract
- escort_safety_title_0002=Armed Escort Needed
- escort_safety_title_0003=Extraction Needed
- escort_safety_title_0004=Escort to Safety
- escort_scan_ally_001=researcher
- escort_scan_ally_002=miner
- escort_scan_ally_003=surveyor
- escort_scan_ally_004=scout
- escort_scan_complexity_001=a single nav point
- escort_scan_complexity_002=a single location
- escort_scan_complexity_003=a scan point
- escort_scan_complexity_004=a couple stops
- escort_scan_complexity_005=a few locations
- escort_scan_complexity_006=several navpoints
- escort_scan_complexity_007=a series of stops
- escort_scan_complexity_008=a series of locations
- escort_scan_complexity_009=a list of navpoints
- 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.
- escort_scan_danger_002=This route will mostly likely encounter hostiles. If engaged, combat bonuses will be paid.
- 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.
- escort_scan_desc=~mission(Description)
- 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.
- 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.
- 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.
- 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)
- 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.
- escort_scan_from=~mission(Contractor)
- escort_scan_obj_display_02=Escort the Ship
- escort_scan_obj_display_03=Hold until scan is complete %ls
- escort_scan_obj_display_04=Protect the Ship
- escort_scan_obj_long_01=Meet with the ~mission(Client)'s ship at the rendezvous beacon.
- escort_scan_obj_long_02=Escort ~mission(Client) to the nav point.
- escort_scan_obj_long_03=Hold until scan is complete.
- escort_scan_obj_long_04=Protect ~mission(Client) against hostile forces.
- escort_scan_obj_long_05=Escort ~mission(Client) to their final destination.
- escort_scan_obj_marker_03=Protect
- escort_scan_obj_marker_05=Destination
- escort_scan_obj_opt_01=Combat Pay Bonus
- escort_scan_obj_short_01=Rendezvous with Ship
- escort_scan_obj_short_02=Escort the Ship
- escort_scan_obj_short_03=Hold Position
- escort_scan_obj_short_04=Protect the Ship
- escort_scan_obj_short_05=Escort To Destination
- escort_scan_title=~mission(Title)
- escort_scan_title_0001=Escort Contract
- escort_scan_title_0002=Armed Escort Needed
- escort_scan_title_0003=Scanning Run
- escort_scan_title_0004=Protection Run
- escort_scan_title_0005=Need an Escort
- escort_scan_type_001=security
- escort_scan_type_002=a protective detail
- escort_scan_type_003=armed escorts
- escort_scan_type_004=escorts
- escort_scan_type_005=combat escorts
- escortscan_MissionStart_Timer=Rendezvous with ~mission(Client) %ls
- escortscan_obj_marker_01=Rendezvous
- escortscan_obj_marker_02=Escort
- escortscan_obj_marker_02a=Nav Point
- EVALIGHT_ITEMS=DO NOT USE ------ (EVL) EVALIGHT CLOTHING ITEMS -- MALE
- EVL_GLOVES=DO NOT USE ------ (EVL) MALE GLOVES (Add new lines for gloves below here)
- EVL_HATS=DO NOT USE ------ (EVL) MALE HATS (Add new lines for hats below here)
- EVL_JACKETS=DO NOT USE ------ (EVL) MALE JACKETS (Add new lines for jackets below here)
- EVL_PANTS=DO NOT USE ------ (EVL) MALE PANTS (Add new lines for pants below here)
- EVL_SHIRTS=DO NOT USE ------ (EVL) MALE SHIRTS (Add new lines for shirts below here)
- EVL_SHOES=DO NOT USE ------ (EVL) MALE SHOES (Add new lines for shoes below here)
- Exit_Screen_AttractTitle_001=Inmate release terminal
- Exit_Screen_Click_001=Touch to start
- Exit_Screen_CriteriaMet_001=Release criteria not met
- Exit_Screen_CriteriaNotMet_001=Congratulations, you are eligible for release
- Exit_Screen_merit_001=Merits:
- Exit_Screen_Report_001=Report for release
- Exit_Screen_Report_002=Release
- Exit_Screen_Report_004=wip Merit Goal
- Fabric_Material_References=DO NOT USE ------ Adding Fabric Material Refs here.
- Factions_Advocacy_DisplayName=Advocacy
- Factions_BlacJac_DisplayName=BlacJac Security
- Factions_CrusaderSecurity_DisplayName=Crusader Security
- Factions_HurstonSecurity_DisplayName=Hurston Security
- Factions_MTProt_DisplayName=MT Protection Services
- Factions_Navy_DisplayName=UEE Navy
- Factions_NineTail_DisplayName=Nine Tails
- Factions_NorthRock_DisplayName=Northrock
- Fashion_Styles=DO NOT USE ------ What type of CUT the item is. (Hoodie, Vest, Slacks, Jeans, Cargo Pants, Baseball Hat, Cowboy Hat etc..)
- Fashion_Types=DO NOT USE ------ What category of clothing does this fit into?
- fine_terminal_cost_heading=Fine
- fine_terminal_escalated=Escalated
- fine_terminal_esclated=Late Fee
- fine_terminal_Header=Fines
- fine_terminal_icon=FAQ
- fine_terminal_icon_002=X
- 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
- fine_terminal_informationScreen_Title=Frequently Asked Questions
- fine_terminal_infraction_date=Infraction Date
- fine_terminal_Infraction_Heading=Infraction
- fine_terminal_infraction_location=Jurisdiction
- fine_terminal_insufficientfunds_001=Insufficient Funds
- fine_terminal_latewarning_001=!
- fine_terminal_LoggingIn=Accessing System
- fine_terminal_login_001=Login As User
- fine_terminal_login_002=Login As Admin
- fine_terminal_Logout=Logging Out
- fine_terminal_neglect=Payment Due
- fine_terminal_nofines_001=You Have No Outstanding Fines.
- fine_terminal_paid_001=Paid
- fine_terminal_pay_001=Pay All Fines
- fine_terminal_pay_002=Pay Fine
- fine_terminal_playerbalance_001=Your Balance
- fine_terminal_processing=Processing Request...
- fine_terminal_returning=Returning To Login
- fine_terminal_time_001=HH:MM:SS
- fine_terminal_time_heading=Escalation
- fine_terminal_title_001=Fines & Citations Payment System
- fine_terminal_total=Total
- fine_terminal_totalfines_001=Total Fines
- fine_terminal_unauthorised=Unauthorized Access Detected
- Fines_Early=Early
- Fines_Escalated=Escalated
- Fines_Neglected=Neglected
- FireMode_Burst=[BURST]
- FireMode_Charge=[CHARGE]
- FireMode_Rapid=[AUTO]
- FireMode_Shotgun=[SHOTGUN]
- FireMode_Single=[SEMI]
- flightHUD_Label_AFB=AFB
- flightHUD_Label_AUTO=AUTO
- flightHUD_Label_CPLD=CPLD
- flightHUD_Label_ESP=ESP
- flightHUD_Label_FUEL=FUEL
- flightHUD_Label_GEAR=GEAR
- flightHUD_Label_GSAF=GSAF
- flightHUD_Label_HOV=HOV
- flightHUD_Label_HYD=HYD
- flightHUD_Label_LOCK=LOCK
- flightHUD_Label_QDampener_Activated=ACTIVATED
- flightHUD_Label_QDampener_Deactivated=DEACTIVATED
- flightHUD_Label_QDampener_Green_Zone=Q DAMPENER DEACTIVATED (GREEN ZONE)
- flightHUD_Label_QDampener_Title=QUANTUM DAMPENER
- flightHUD_Label_QSnare_Charging=QUANTUM SNARE CHARGING
- flightHUD_Label_QSnare_Cooldown=PLEASE WAIT — COOLING
- flightHUD_Label_QSnare_Discharging=QUANTUM SNARE DISCHARGING
- flightHUD_Label_QSnare_Green_Zone=Q SNARE DEACTIVATED (GREEN ZONE)
- flightHUD_Label_QSnare_Initiated=QUANTUM SNARE INITIATED
- flightHUD_Label_QSnare_Offline=QUANTUM SNARE OFFLINE
- flightHUD_Label_QSnare_Ready=QUANTUM SNARE READY
- flightHUD_Label_QSnare_Tethering=QUANTUM SNARE ACTIVATED
- flightHUD_Label_QUA=QUA
- flightHUD_Label_TARG=TARG
- flightHUD_Label_TERM=TERM
- flightHUD_Label_THRUST=THRUST
- flightHUD_Label_VelMetersPerSec=VEL M/S
- FLOOR_Flair_Items=--------------- Floor Flair Items - Dev Use Only ------------------------
- FPS_AI_Description=*WIP* Pirates have been reported to have taken an outpost, we need somebody to secure it again
- FPS_AI_From=*WIP* Edward Fuller
- FPS_AI_Obj_Long_01=*WIP* Go to the outpost
- FPS_AI_Obj_Long_02=*WIP* Eliminate the Pirates
- FPS_AI_Obj_Marker_01=*WIP* Outpost
- FPS_AI_Obj_Marker_02=*WIP* Eliminate the Pirates
- FPS_AI_Obj_Short_01=*WIP* Go to the outpost
- FPS_AI_Obj_Short_02=*WIP* Eliminate the Pirates
- FPS_AI_Title=*WIP* Outpost Lost to Pirates
- fps_ammo_Notification=+ %i %s ammo
- fps_assassin_desc=~mission(Description)
- fps_assassin_from=~mission(Contractor)
- fps_assassin_title=~mission(Title)
- fps_NoReward=No Reward
- FPSPVEVS_EasyScenario_Objective01=Kill pirates.
- FPSPVEVS_EasyScenario_Objective01_Desc=Kill all the pirates on the asteroid base.
- FPSPVEVS_Mission_Desc=[PH] UEE forces really want to capture this sweet asteroid base.
- FPSPVEVS_Mission_Title=Assault The Asteroid Base
- frontend_Accept=Accept
- frontend_Cancel=Cancel
- frontend_CharacterCustomization=Character Customization
- frontend_CharacterCustomizationDescription=Select a category to view adjustable properties.
- Frontend_CheckboxEquip=Equip Rental Item
- Frontend_CheckboxRenew=Auto-Renew
- Frontend_CompareItem=Compare Item
- Frontend_CompareShip=Compare Ship
- Frontend_ConfirmRental=Confirm Rental
- Frontend_Continue=Continue Last Save
- Frontend_Equip=Equip Item
- Frontend_Equipped=Equipped
- Frontend_ExtendRental=Extend Rental
- frontend_GoBack=Go Back
- Frontend_ItemRented=Item Rented
- Frontend_ItemSelectionText=Select an item from the left to view its details.
- Frontend_LabelCost=Cost /week:
- Frontend_LabelCurrentBalance=Current Balance:
- Frontend_LabelCurrentQuantity=Quantity
- Frontend_LabelFinalBalance=Final Balance:
- Frontend_LabelQuantity=Quantity:
- Frontend_LabelRentalPeriod=Rental Period:
- Frontend_LevelSelect=Level Select
- Frontend_LoadSave=Load Save
- Frontend_login_queue_position=You are currently in a queue to enter the game server, your position in the queue is %i
- Frontend_NewGame=New Game
- Frontend_OEM=OEM
- Frontend_Options=
- 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.
- frontend_ProfileSelect=Profile Select
- frontend_ProfileSelectDescription=Please select a character profile.
- Frontend_Rent=Rent
- Frontend_Rental=Rental
- Frontend_RentalHeader=Rental Items
- Frontend_RentalPricePeriod=/week
- Frontend_Rented=Rented
- Frontend_RentItem=Rent Item
- Frontend_RentShip=Rent Ship
- frontend_ResetCharacter=Reset Character
- frontend_Revert=Revert
- frontend_Select=Select
- Frontend_Selected=Selected
- Frontend_SelectItem=Select Item
- Frontend_SelectRentShip=Select/Rent Ship
- Frontend_SelectShip=Select Ship
- Frontend_ShipCustomization=Ship Customization
- Frontend_ShipRentalHeader=Rental Ships
- Frontend_ShipRented=Ship Rented
- Frontend_ShipSelect=Ship Rental/Select
- Frontend_ShipSelectionText=Select a ship from the left to view its details.
- Frontend_Unequip=Unequip Item
- FTL_Courier=[COURIER] FTL Assignment
- 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.
- FTL_Danger_002=Since this route may take you through hostile areas, plan accordingly.
- 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.
- FTL_Danger_004=It is recommended that you select something with ready defensive capabilities owing to this route's higher than average risk assessment.
- 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.
- FTL_Data=[DATA] FTL Assignment
- 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)
- 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.
- FTL_delivery_title_001=FTL Courier Assignment
- FTL_delivery_title_intro=FTL Courier Employment Evaluation
- FTL_Haulage=[HAULAGE] FTL Assignment
- FTL_LightGoods=[LIGHT GOODS] FTL Assignment
- FTL_SignOff_001=Good luck and good speed, courier!
- FTL_SignOff_002=And remember, at FTL Courier Services we always try our best to deliver the best!
- FTL_SignOff_003=Thanks for helping FTL remain the #1 courier service in the Empire!
- 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.
- FTL_SignOff_005=We hope you have a speedy and safe journey!
- FTL_Timed_001=The delivery must be made before the deadline expires.
- FTL_Timed_002=Be sure to make note of the deadline. Prompt contract fulfillment is very important to FTL.
- FTL_Timed_003=This is an urgent contract and must be completed before the deadline. No exceptions.
- FTL_Timed_004=Punctuality is an important part of FTL's renowned customer service. Be sure to adhere to the stated deadline.
- 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.
- garage_01=Garage 01
- garage_02=Garage 02
- garage_03=Garage 03
- garage_04=Garage 04
- garage_05=Garage 05
- garage_06=Garage 06
- garage_07=Garage 07
- garage_08=Garage 08
- garage_09=Garage 09
- garage_10=Garage 10
- garage_11=Garage 11
- garage_12=Garage 12
- garage_13=Garage 13
- garage_14=Garage 14
- garage_15=Garage 15
- garage_16=Garage 16
- GarethWIP_CaveMission=CAVE MISSION
- GarethWIP_CaveMissionAssa_Stanton1=CAVE MISSION ASSA STANTON1
- GarethWIP_CaveMissionAssa_Stanton1b=CAVE MISSION ASSA STANTON1B
- GarethWIP_CaveMissionAssa_Stanton2b=CAVE MISSION ASSA STANTON2B
- GarethWIP_CaveMissionBounty_Stanton1=CAVE MISSION BOUNTY STANTON1
- GarethWIP_CaveMissionBounty_Stanton1b=CAVE MISSION BOUNTY STANTON1b
- GarethWIP_CaveMissionBounty_Stanton2b=CAVE MISSION BOUNTY STANTON2b
- GarethWIP_CaveMissionClearAll_Stanton1=CAVE MISSION CLEAR ALL STANTON1
- GarethWIP_CaveMissionClearAll_Stanton1b=CAVE MISSION CLEAR ALL STANTON1B
- GarethWIP_CaveMissionClearAll_Stanton2b=CAVE MISSION CLEAR ALL STANTON2B
- GarethWIP_CaveName=Cave
- Gathering_Desc=Gather some things. Might be crates, might be data. Who knows?! [WIP]
- Gathering_MissionGiver=The Gathering Gang [WIP]
- Gathering_Objective_01_Long=First Objective Long [WIP]
- Gathering_Objective_01_Short=First Objective Short [WIP]
- Gathering_Objective_02_Long=Second Objective Long [WIP]
- Gathering_Objective_02_Short=Second Objective Short [WIP]
- Gathering_Objective_02_Timer=Download Remaining: %ls [WIP]
- Gathering_Title=A Gathering Mission [WIP]
- generic_go_down=Go Down
- generic_go_up=Go Up
- generic_locations_blank=
- generic_lower_floor=Lower Floor
- generic_upper_floor=Upper Floor
- GenResponse_cant_right_now=I can't right now.
- GenResponse_LookingForMoreWork=Got any more work?
- GenResponse_LookingForWork=I'm looking for work.
- global_terminal_date_001=Date
- global_terminal_login_001=Login
- global_terminal_logout_001=Logout
- global_title_001=Please use this folder for all globally available strings, they will be included in the live build
- Goss=Goss System
- 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
- Goss_JumpPoint_Helios=Goss - Helios Jump Point
- Goss_JumpPoint_Helios_Desc=This jump point connects Goss to the Helios system.
- Goss_JumpPoint_Osiris=Goss - Osiris Jump Point
- Goss_JumpPoint_Osiris_Desc=This jump point connects Goss to the Osiris system which is protected by the Fair Chance Act.
- Goss_JumpPoint_Tayac=Goss - Tayac Jump Point
- Goss_JumpPoint_Tayac_Desc=This jump point connects Goss to the Tayac system.
- Goss_JumpPoint_Terra=Goss - Terra Jump Point
- Goss_JumpPoint_Terra_Desc=This jump point connects Goss to the Terra system.
- Goss_JumpPoint_Tyrol=Goss - Tyrol Jump Point
- Goss_JumpPoint_Tyrol_Desc=This jump point connects Goss to the unclaimed Tyrol system.
- Goss_Star1=Goss A
- Goss_Star1_Desc=A class-K main sequence star that is part of a binary pairing with Goss B.
- Goss_Star2=Goss B
- Goss_Star2_Desc=A class-K main sequence star that is part of a binary pairing with Goss A.
- Goss1=Goss I
- 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
- Goss2=Cassel
- Goss2_Desc=Hundreds of millions of tourists from all over the universe come to visit the beautiful coastlines of this biodiverse world. \n
- Goss3=Goss III
- Goss3_Desc=Access to this large sub-tropical world is restricted to those who receive clearance from the military base on its surface. \n
- goupbounty_obj_long_02=Once located, all the members of the wanted organization must be neutralized.
- goupbounty_obj_short_01=Locate Bounties
- goupbounty_obj_short_02=Neutralize Bounties: %ls
- GraceWarnings_NoFly_001=Restricted Area, Alter Flight Path
- GraceWarnings_NoFly_002=No Public Access, Change Course Now
- GraceWarnings_Trespassing_001=Private Property, Please Leave
- GraceWarnings_Trespassing_002=Trespassers Will Be Prosecuted, Vacate Now
- GraceWarnings_Trespassing1stDegree_001=Government Property, No Trespassing
- GraceWarnings_Trespassing1stDegree_002=WARNING: Felony Trespassing, Leave Now
- GraceWarnings_Velocity_001=Halt Current Velocity: %im/s
- Greeter_EndConversation=That's All
- Greeter_RequestInfo_City=Ask About the City
- Greeter_RequestInfo_Greeter=Ask About the Greeter
- Greeter_RequestInfo_Location=Ask About the Location
- Greeter_RequestInfo_Planet=Ask About the Planet
- Greeter_RequestJoke=Ask for Joke
- group_add_to_contacts=Add to Contacts
- group_add_to_party=Invite to Party
- group_block=Block
- group_disband_group=Disband Group
- group_invite_accept=Invite
- group_invite_group_to_party=Invite Group to Party
- group_invite_select_channel=Select A Channel
- group_invite_to_selected_group=Invite to Channel
- group_kick_from_group=Kick from Group
- group_kick_from_party=Kick from Party
- group_leave_group=Leave Group
- group_leave_party=Leave Party
- group_make_group_leader=Make Group Leader
- group_make_party_leader=Make Party Leader
- group_mute_player=Mute Player
- group_out_of_range=Out of Range
- group_remove_from_contacts=Remove from Contacts
- group_unmute_player=Unmute Player
- GroupBounty_007=
- groupbounty_desc=~mission(Contractor|GroupBountyDescription)
- groupbounty_from=~mission(Contractor|GroupBountyFrom)
- groupbounty_marker_01a=~mission(Target1)
- groupbounty_marker_01b=~mission(Target2)
- groupbounty_marker_01c=~mission(Target3)
- groupbounty_marker_01d=Neutralize
- 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.
- groupbounty_subobj_short_01a=Locate ~mission(Target1)
- groupbounty_subobj_short_01b=Locate ~mission(Target2)
- groupbounty_subobj_short_01c=Locate ~mission(Target3)
- groupbounty_subobj_short_02a=Neutralize ~mission(Target1)
- groupbounty_subobj_short_02b=Neutralize ~mission(Target2)
- groupbounty_subobj_short_02c=Neutralize ~mission(Target3)
- groupbounty_title=~mission(Contractor|GroupBountyTitle)
- hack_prevent_desc=~mission(Contractor|HackPreventDescription)
- hack_prevent_from=~mission(Contractor|HackPreventFrom)
- hack_prevent_logout_display_01=Terminate Unauthorized Access at ~mission(Location)
- hack_prevent_logout_marker_01=Terminate Access
- hack_prevent_logout_obj_long_01=Manually terminate the unauthorized maintenance control panel access at ~mission(Location).
- hack_prevent_logout_obj_short_01=Terminate Unauthorized Access
- hack_prevent_obj_display_01=Prevent Hack at ~mission(Location)
- hack_prevent_obj_long_01=Prevent hackers from accessing the system at ~mission(Location).
- hack_prevent_obj_marker_01=Prevent Hack
- hack_prevent_obj_short_01=Prevent Hack
- hack_prevent_repair_display_01=%ls to Restore Uplink
- hack_prevent_title=~mission(Contractor|HackPreventTitle)
- hack_program_Abort=Abort
- hack_program_Aborting=Aborting...
- hack_program_AuthN=Cancel
- hack_program_AuthY=Continue
- hack_program_BlockedDesc=Security Protocol Override
- hack_program_BlockedDesc_002=User Verification Required In
- hack_program_BlockedTitle=Progress Halted
- hack_program_BlockTime=10
- hack_program_BootScreen=Cryptokey Initiated
- hack_program_CloseWindow=Exit Cryptokey
- hack_program_CloseWindow2=Exit
- hack_program_confirm_abort=Do you wish to proceed?
- hack_program_ExternalConnection=WIP Hacking External Connection
- hack_program_Failed=Unable to Access System
- hack_program_Failed2=DATA TRANSFER TERMINATED
- hack_program_HackInProgress=Attempting to Access System
- hack_program_HackInProgress2=ENCRYPTED STORAGE ACCESSED
- hack_program_hackresult_001=Cryptokey Failure
- hack_program_hackresult_002=Cryptokey Success
- hack_program_hackresult_003=UPLOAD MANAGER
- hack_program_HackSucess=System Access Granted
- hack_program_HackSucess2=DATA TRANSFER COMPLETE
- hack_program_SelfDistruct=Destroying Cryptokey...
- hack_program_Stage1=Establishing Admin Connection
- hack_program_Stage2=Assessing Security Protocols
- hack_program_Stage3=Configuring Data Parameters
- hack_program_stage4=Generating Temporary Passkey
- hack_program_Stage5=DATA TRANSFER IN PROGRESS
- hack_program_warning=Warning: Cryptokey Will Be Lost
- hack_program_warning2=Warning: Data transfer will be cancelled
- Hadrian=Hadrian System
- Hadrian_AsteroidBelt1=Hadrian Belt Alpha
- 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
- 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
- Hadrian_Flotilla=Kedsu Reef
- 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.
- Hadrian_JumpPoint_Castra=Hadrian - Castra Jump Point
- Hadrian_JumpPoint_Castra_Desc=This jump point connects Hadrian to the Castra system.
- Hadrian_JumpPoint_Gurzil=Hadrian - Gurzil Jump Point
- Hadrian_JumpPoint_Gurzil_Desc=This jump point connects Hadrian to the Gurzil system.
- Hadrian_JumpPoint_Kiel=Hadrian - Kiel Jump Point
- Hadrian_JumpPoint_Kiel_Desc=This jump point connects Hadrian to the Kiel system.
- Hadrian_JumpPoint_Oya=Hadrian - Oya Jump Point
- Hadrian_JumpPoint_Oya_Desc=This jump point connects Hadrian to the Oya system.
- Hadrian_JumpPoint_Pyro=Hadrian - Pyro Jump Point
- Hadrian_JumpPoint_Pyro_Desc=This jump point connects Hadrian to the unclaimed Pyro system.
- Hadrian_JumpPoint_Terra=Hadrian - Terra Jump Point
- Hadrian_JumpPoint_Terra_Desc=This jump point connects Hadrian to the Terra system.
- Hadrian_Star=Hadrian
- Hadrian_Star_Desc=A class-M red giant star.
- Hadrian1=Hadrian I
- Hadrian1_Desc=A gas planet with a rocky core, Hadrian I's atmosphere is too volatile to terraform.\n
- Hadrian2=Hadrian II
- Hadrian2_Desc=A Class III gas giant, Hadrian II is a featureless blue globe.
- Hadrian3=The Watcher
- 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
- hangar_01=Hangar 01
- hangar_02=Hangar 02
- hangar_03=Hangar 03
- hangar_04=Hangar 04
- hangar_05=Hangar 05
- hangar_06=Hangar 06
- hangar_07=Hangar 07
- hangar_08=Hangar 08
- hangar_09=Hangar 09
- hangar_10=Hangar 10
- hangar_11=Hangar 11
- hangar_12=Hangar 12
- hangar_13=Hangar 13
- hangar_14=Hangar 14
- hangar_15=Hangar 15
- hangar_16=Hangar 16
- hangar_17=Hangar 17
- hangar_18=Hangar 18
- hangar_19=Hangar 19
- hangar_20=Hangar 20
- 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.
- hdactivist_assassination_danger_002=You're going after one vicious bastard, so best come prepared.
- hdactivist_assassination_danger_003=I'd recommend hitting them hard and fast before they have a chance to comm for backup.
- hdactivist_assassination_danger_004=Watch out for this one. 'Mercy' isn't part of their vocabulary.
- 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 **
- 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 **
- 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 **
- hdactivist_assassination_timed_001=Word spreads fast around here. Don't wait too long on this, or you might lose the element of surprise.
- hdactivist_assassination_timed_002=For the sake of the movement, it's vital this gets done soon.
- 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.
- hdactivist_assassination_timed_004=We need you to move fast on this. Who knows what the target is working on.
- hdactivist_assassination_title_001=Real Criminal Justice
- hdactivist_assassination_title_002=Level the Playing Field
- hdactivist_assassination_title_003=Retribution
- 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.
- 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.
- hdactivist_basesweep_danger_003=Make sure you're armed up and prepared for war.
- 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.
- 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 **
- 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 **
- 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 **
- 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 **
- 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 **
- hdactivist_basesweep_remaining=Hostiles Remaining: %ls
- hdactivist_basesweep_title_001=Force For Good
- hdactivist_basesweep_title_002=Righteous Raid
- hdactivist_basesweep_title_003=Call To Arms
- hdactivist_basesweep_title_004=Time For Action
- hdactivist_from=X
- 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 **
- 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 **
- 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 **
- 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 **
- hdactivist_stealfromship_outlaw_title_001=Restocking Supplies
- hdactivist_stealitem_danger_001=Things could get dangerous. Gear up just in case.
- hdactivist_stealitem_danger_002=Watch yourself out there. Pretty sure Hurston will do whatever it takes to keep us from getting this thing.
- 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.
- hdactivist_stealitem_danger_004=As always, a gig like this can be dangerous. So plan for the worst, hope for the best, right?
- hdactivist_stealitem_danger_005=Be careful. Security could be all over that location.
- 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 **
- 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 **
- 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 **
- 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 **
- 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 **
- 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**
- hdactivist_stealitem_destination_001=a hideout on Hurston
- hdactivist_stealitem_destination_002=a safe spot on Arial
- hdactivist_stealitem_destination_003=a discreet spot on Aberdeen
- hdactivist_stealitem_destination_004=a secure facility on Magda
- hdactivist_stealitem_destination_005=a secret site on Ita
- hdactivist_stealitem_location_001=a debris field
- hdactivist_stealitem_location_002=a wrecked ship
- hdactivist_stealitem_location_003=a Hurston facility
- hdactivist_stealitem_location_004=an underground facility
- hdactivist_stealitem_timed_001=Don't drag your heels. Who knows how long that crate will be there.
- hdactivist_stealitem_timed_002=I can't stress how important it is that you get this shipment to us.
- hdactivist_stealitem_timed_003=The clock's ticking on this contract. We need this thing as soon as possible.
- hdactivist_stealitem_timed_004=Need it sooner rather than later.
- hdactivist_stealitem_timed_005=Hopefully, this thing isn't already gone. Better hurry up and find out.
- hdactivist_stealitem_title_001=Civil Forfeiture
- hdactivist_stealitem_title_002=Appropriate Crate
- hdactivist_stealitem_title_003=Procure Package
- hdactivist_stealitem_title_004=Retrieve Item
- Heads_Male_01=Face 01
- Heads_Male_02=Face 02
- Heads_Male_03=Face 03
- Heads_Male_04=Face 04
- Heads_Male_05=Face 05
- Heads_Male_06=Face 06
- Heads_Male_07=Face 07
- Heads_Male_08=Face 08
- Heads_Male_09=Face 09
- Hints_ADS1=Combat\nUse ~action(player|zoom) to aim down the weapon sights.
- Hints_ADSContext01=~action(player|stabilize) Hold Breath ~action(player|zoom_in) / ~action(player|zoom_out) Zoom In / Out
- Hints_ADSContext01_Gamepad=~action(player|stabilize) Hold Breath ~action(player|zoom_in_out) Zoom
- 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.
- Hints_ASOP2=Vehicle Retrieval\nPass through an Airlock to reach the landing pads.\nFollow the AR waypoint on your visor to locate your ship.
- 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.
- 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.
- Hints_ATC2=Air Traffic Control (ATC)\nSelect the Comms icon next to the landing service to make the request.
- Hints_ATC3=Air Traffic Control (ATC)\nSelect the Comms icon next to the landing service to request take-off.
- Hints_Camera1=Camera\nPress ~action(spaceship_view|v_view_cycle_fwd) to cycle through camera views.
- Hints_Chat1=Chat\nOpen and close Chat with ~action(default|toggle_chat).\nPress ~action(default|focus_on_chat_textinput) to start typing.
- Hints_Combat1=Combat\nPress and hold ~action(player|holster) to holster weapons.
- Hints_Combat2=Combat\nIf you have ammo reserves, pressing ~action(player|reload) will reload your equipped weapon.
- 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.
- Hints_Combat3_Gamepad=Combat\nUse ~action(player|nextweapon) to equip a weapon.\nPressing ~action(player|nextweapon) will cycle weapons should you have more equipped.
- Hints_Combat4=Combat\nPress ~action(player|weapon_melee) to perform a melee strike with an equipped weapon.
- Hints_Combat4_Gamepad=Combat\nClick in ~action(player|weapon_melee) to perform a melee strike with an equipped weapon.
- Hints_Contacts1=Contacts\nOpen and Close the CommLink App with ~action(default|toggle_contact).
- 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.
- Hints_Criminality2=CrimeStat\nThe higher your CrimeStat level, the more hostility you'll encounter from local Security.
- 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...
- 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.
- Hints_CryAstro2=Cry Astro\nFind an available landing platform to land on to start your transaction.
- Hints_EnterBedNoPlayersNear=Logging Out\nWhen no other people are in the area, your ship will despawn from the server
- 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
- 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
- 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
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Hints_FPSHarvesting_OnPlayerLooksAtFPSHarvestableItemBackpackNotFull=FPS Harvesting - Collection\n\nYou have found a harvestable item. To collect it, simply interact with it.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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 .
- Hints_FPSMining_OnRockEnterDangerZone=FPS Mining - Fracturing\n\nCareful. Overcharging a rock can result in a dangerous and even lethal explosion.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Hints_Green_Zone1=Armistice Zone\nYou have exited the Armistice Zone - weapons are now 'Live.'
- Hints_Heal1=Heal\nPress ~action(player|combatheal) to use any medpens you have.
- Hints_Heal2=Heal\nYour health is low.\nIf you've a medpen, press ~action(player|combatheal) to use it.
- Hints_Hint_System1=Hints\nYou can disable the Hints at any time via the Game Settings.
- 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.
- Hints_Interaction_Condition_Helmet=You cannot use this interaction whilst wearing a helmet. Remove your helmet through mobiglas and try again.
- Hints_Interaction_Condition_Helmet_Consume=Remove helmet to eat or drink
- Hints_Interaction_Condition_Standing=You must be standing in order to use this interaction.
- Hints_Interaction_Mode1=Interaction Mode\nTap (~action(player_choice|pc_interaction_mode)) to open doors, enter seats and activate terminals using Quick Interact.
- Hints_Interaction_Mode2=Interaction Mode\nHold ~action(player_choice|pc_interaction_mode) to switch to Interaction Mode.\nInteraction points will be highlighted.
- Hints_Interaction_Mode2_Gamepad=Interaction Mode\nPress ~action(player_choice|pc_interaction_mode) to toggle in and out of Interaction Mode.
- Hints_Interaction_Mode3=Interaction Mode\nConfirm an Inner Thought selection with ~action(player_choice|pc_select).
- Hints_Interaction_Mode4=Interaction Mode\nZoom in and out with ~action(player_choice|pc_zoom_in) and ~action(player_choice|pc_zoom_out).
- Hints_Interaction_Mode4_Gamepad=Interaction Mode\nZoom in and out with ~action(default|ui_3d_display_zoom_toggle).
- 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).
- 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.
- Hints_Items1=Items\nPress ~action(player|grenade) to throw any grenades you have equipped.
- Hints_Items2=Items\nWatch out for the grenade icon that indicates when a grenade has been thrown near to you.
- Hints_Journal1=Journal\nThe Journal app is for reviewing your correspondence and collected data.
- Hints_Keybinding1=Keybindings\nIf a Hint action is UNBOUND you should remap it in the Keybinding menu\nFind the Keybinding menu in the Options.
- Hints_KeyBindingCancelPopuUp=To cancel the key rebind press (~action(default|ui_toggle_pause))
- Hints_LoggingOut=Logging Out\nWhile in your ship's bed, press ~action(player_choice|pc_interaction_mode) to see the option to log out.
- 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.
- Hints_LogoutAIShip=Logging Out\nOnly ships owned by a player can be used as an initial spawn location.
- 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.
- Hints_LogoutEnteredNoPlayersAround=Logging Out\nWhen no other people are in the area, your ship will despawn from the server.
- 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.
- 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.
- Hints_LogoutShipWithinShip=Logging Out\nVehicles stored on another ship's landing area are not available for player spawning.
- Hints_Map01=Maps\nOpen the Ark StarMap with ~action(vehicle_general|v_starmap).\nSet a destination here for Quantum Travel.
- 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.
- Hints_Melee_Blocking=To successfully block, hold ~action(player|melee_block) <block>and turn to face the incoming attack.</block>
- Hints_Melee_ComboAttacks=To perform combinations, alternate left and right attacks.
- Hints_Melee_Dodging=To dodge attacks, double tap ~action(player|melee_dodgeLeft), ~action(player|melee_dodgeRight)<dodge1> <dodge2>or ~action(player|melee_dodgeBack)<dodge3> to quickly step left, right or backwards.</dodge3></dodge2></dodge1>
- Hints_Melee_EquipFists=Press ~action(player|selectUnarmedCombat) to raise your fists and enter a fighting-ready stance.<fists></fists>
- Hints_Melee_HeavyHaymaker=To throw a Haymaker, hold the alternate ~action(player|melee_AttackHeavyLeft) or ~action(player|melee_AttackHeavyRight) after performing a Jab.
- Hints_Melee_HeavyHook=To throw a heavy Hook, hold ~action(player|melee_AttackHeavyLeft) or ~action(player|melee_AttackHeavyRight).<left><right></right></left>
- Hints_Melee_KnifeEquip=Press ~action(player|selectMeleeWeapon) to equip your combat knife.
- Hints_Melee_KnifeHeavy=To perform a heavy stab, hold ~action(player|melee_AttackHeavyLeft) or ~action(player|melee_AttackHeavyRight).
- Hints_Melee_KnifeLight=To perform a quick slash, tap ~action(player|melee_AttackLightLeft) or ~action(player|melee_AttackLightRight).
- Hints_Melee_LightAttacks=To throw a quick Jab, tap ~action(player|melee_AttackLightLeft) or ~action(player|melee_AttackLightRight).<left><right></right></left>
- 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.
- Hints_Melee_TakedownFists=Press ~action(player|weapon_melee) for a non-lethal takedown.
- Hints_Melee_TakedownGun=Press ~action(player|weapon_melee) <takedown gun="">for a non-lethal takedown.</takedown>
- Hints_Melee_TakedownWeapon=Press ~action(player|weapon_melee)<takedown melee=""> for a lethal takedown.</takedown>
- Hints_Melee_Uppercut=To throw an Uppercut, hold the alternate ~action(player|melee_AttackHeavyLeft) or ~action(player|melee_AttackHeavyRight) after performing a Hook.
- 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.
- Hints_MFD2=Multi-Function Displays (MFDs)\nUse Interaction Mode to switch between and manipulate the information displayed on screen.
- 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.
- Hints_mobiGlas1=mobiGlas\nOpen and Close your mobiGlas with ~action(player|mobiglas).
- Hints_mobiGlas2=mobiGlas\nTo switch between mobiGlas applications, select an icon on the bottom left.
- 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.
- Hints_Monitored2=Monitored Space\nWorking Comm Arrays are required to maintain monitored space.
- Hints_Monitored3=Monitored Space\nYou have passed outside of the local security's monitored zone.
- 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.
- Hints_OnProspectorCargoHalfFull=Mining - Cargo\nYour cargo hold is half full.
- 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.
- 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.
- 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.
- 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.
- 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).
- 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.
- Hints_OnProspectorRadarBlobFound=Mining - Scanning\nMineral deposit detected. Fly closer to narrow down its position and identify what it is.
- Hints_OnProspectorRockExtracted=Mining - Cargo\nYou have extracted your first valuable materials. You can continue to mine resources until your cargo hold is full.
- Hints_OnProspectorRockFractured=Mining - Extraction\nNow that the rock has fractured, keep shattering the fragments (yellow) until they become small enough to be extracted(purple).
- 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).
- Hints_OnProspectorRockPowerDangerLevel=Mining - Extraction\nCareful. If the rock reaches dangerous levels (red) it will potentially explode, damaging everything nearby.
- Hints_OnProspectorRockPowerOptimalLevel=Mining - Extraction\nKeeping the energy level inside the rock's optimal window (green) will cause a controlled fracture to occur.
- Hints_Oxygen1=Oxygen\nCheck your Oxygen Meter regularly.\nUse any OxyPens you have with ~action(player|refillgastank).
- Hints_Oxygen2=Oxygen\nYour Oxygen Tank is running low.\nYou can top up your tank at any time by pressing ~action(player|refillgastank).
- Hints_Oxygen3=Oxygen\nYour Oxygen Tank is very low.\nPress ~action(player|refillgastank) to use an OxyPen.
- Hints_Oxygen4=Oxygen\nYour Oxygen Tank is running low.\nYou need to find a life support habitat or OxyPen to replenish it.
- Hints_Oxygen5=Oxygen\nYour Oxygen Tank is very low\nHurry towards the center of the map to find OxyPens.
- Hints_Oxygen6=Oxygen\nYour Oxygen Tank is very low\nQuickly return to a life support habitat or find an OxyPen.
- 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.
- Hints_Personal_Inventory01=Personal Inner Thought (PIT) Press (~action(player_choice|pc_pit_inventory)) to open Personal Commodity Inventory
- Hints_Pickups1=Pickups\nWhen enemies are defeated, they drop pickups that replenish your spaceship.\nThere are four different kinds: Fuel, Ammo, Missiles and Repair.
- Hints_Pickups2=Pickups\nThe pickups offer larger rewards to the players that dealt the most damage.
- Hints_Player_Movement1=Movement\nUse ~action(player|fixed_speed_increment) to increase your movement speed.
- Hints_Player_Movement2=Movement\nUse ~action(player|sprint) to sprint.
- Hints_Player_Movement2_Gamepad=Movement\nClick in ~action(player|sprint) to sprint.
- Hints_Player_Movement3=Movement\nPress ~action(player|crouch) to crouch.\n~action(player|prone) will make you go prone.
- Hints_Player_Movement3_Gamepad=Movement\nPress ~action(player|gp_crouch) to crouch.\nHolding ~action(player|prone) will make you go prone.
- Hints_Player_Movement3_Joystick=Movement\nPress ~action(player|gp_crouch) to crouch\n~action(player|prone) will make you go prone.
- Hints_Player_Movement4=Movement\nPress ~action(player|jump) to jump.\nThis will also stand you up from prone or crouch.
- Hints_Player_Movement4_Gamepad=Movement\nPress ~action(player|gp_jump) to jump.\nThis will also stand you up from prone or crouch.
- Hints_Port_Olisar2=mobiGlas\nYour mobiGlas Equipment Manager app allows you to view and change your current outfit.
- Hints_Port_Olisar3=Airlocks\nBefore attempting to pass through any External Airlock, check you've an undersuit and helmet equipped.
- Hints_Port_Olisar4=mobiGlas\nUse your mobiGlas Equipment Manager app to change clothes, weapons and armor.
- Hints_Private_Match1=Private Matches\nPrivate matches are unranked meaning your scores aren't recorded.
- 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.
- 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.
- 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.
- 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.
- 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.)
- 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.
- Hints_Quantum_Travel_Calibration1=Quantum Travel - Calibration\nAlign to a Nav Marker to start Calibrating your QT Target.
- Hints_Quantum_Travel_Calibration2=Quantum Travel - Calibration\nThe more closely you align to the QT Target, the faster your drive will calibrate.
- 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.
- Hints_Quantum_Travel_Calibration4=Quantum Travel - Calibration\nHold ~action(spaceship_movement|v_toggle_qdrive_engagement) to initiate Quantum Travel.
- 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.
- 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.
- 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.
- Hints_Respawn_MedBed_ClearAllRespawn=Emergency Treatment\n\nPlayers can choose to clear all preferences set at an ICU location aboard a ship they own.\n\nThis will cause anyone who had selected the ICU as their preference to respawn at a default location instead.\n
- 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.
- 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.
- Hints_Respawn_MedBed_OutOfRange=Emergency Treatment\n\nICU locations have a maximum range at which they can function.\n\nDying outside of this range will result in your being respawned elsewhere.\n
- 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.
- Hints_Scan_Mode1=Scan Mode\nPress ~action(player|scan_toggle_mode) to switch to Scan Mode.
- Hints_Scan_Mode1_Flight=Scan Mode\nPress ~action(spaceship_targeting|scan_toggle_mode) to switch to Scan Mode.
- Hints_Scheduler1=Missions\nObjectives are tracked via the Contract Manager app.
- Hints_Scheduler2=Missions\nCompleted contracts are also shown here.
- Hints_Security1=Comm Arrays\nUnless prior authorization has been given, entering a Comm Array is considered trespassing.
- Hints_Ship_Ammo1=Ship Ammo\nBallistic weapons are running low on ammo.
- Hints_Ship_Ammo2=Ship Ammo\nYou are almost out of missiles.
- Hints_Ship_Combat1=Ship Combat\nPress ~action(spaceship_weapons|v_attack1_group1) to fire your spaceship's weapons.
- Hints_Ship_Combat2=Ship Combat\nYour shields are down.\nYou will be more vulnerable to weapons until they recharge.
- Hints_Ship_Combat3=Ship Combat\nPress ~action(spaceship_weapons|v_attack1_group2) to fire your secondary weapon group.\nNot all ships have secondary weapons.
- Hints_Ship_Combat4=Ship Combat\nYour spaceship's energy weapons will run out of power when used too frequently.\nAllow them time to recharge.
- Hints_Ship_Combat5=Ship Combat\nYour spaceship's weapons are overheating from too much use.\nAllow them time to cool down.
- 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.
- 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.
- Hints_Ship_Customization1=The changes made here will only affect your spaceship's setup in Arena Commander.
- 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).
- Hints_Ship_Defense2=Ship Combat\nMatch your countermeasure selection to the missile lock icon.\nTiming is important and varies for each type of countermeasure.
- Hints_Ship_Health1=Ship Combat\nYour spaceship's hull integrity is dangerously low.
- Hints_Ship_Hover_Movement1_Axis=Ship Movement\nUse ~action(spaceship_movement|v_yaw) to turn left and right.
- Hints_Ship_Hover_Movement1_Mouse=Ship Movement\nUse ~action(spaceship_movement|v_yaw_mouse) to yaw left and right.
- 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.
- Hints_Ship_Movement1_Abs=Ship Movement\n~action(spaceship_movement|v_strafe_longitudinal) and ~action(spaceship_movement|v_strafe_lateral) controls your cardinal movement.
- 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.
- Hints_Ship_Movement2_Axis=Ship Movement\nUse ~action(spaceship_movement|v_pitch) and ~action(spaceship_movement|v_yaw) to pitch and yaw.
- Hints_Ship_Movement2_Mouse=Ship Movement\nUse ~action(spaceship_movement|v_pitch_mouse) and ~action(spaceship_movement|v_yaw_mouse) to pitch and yaw.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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)
- 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)
- Hints_Shopping1=Shopping\nShops are available throughout most stations.\nUse them to buy items and equipment before a journey.
- Hints_Shopping2=Shopping\nMake a purchase by selecting the 'Equip Now' or 'Buy' options via Interaction Mode (~action(player_choice|pc_interaction_mode)).
- Hints_Shopping3=Shopping\nYou can also 'Try on' or 'Inspect' items in a shop before purchasing.
- 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.
- Hints_Spawn01=Exit Bed\nPress ~action(spaceship_general|v_exit) to stand up.
- Hints_Stamina1=Stamina\nMonitor your Heart Rate to avoid becoming fatigued.\n Running and jumping will increase your Heart Rate.
- Hints_Stamina2=Stamina\nYour Heart Rate is very high.\n Rest to allow it time to return to normal rates.
- 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.
- 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.
- 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.
- Hints_Take-off1=Take-Off\nStrafe up with ~action(spaceship_movement|v_strafe_up).
- Hints_Take-off1_Axis=Take-Off\nStrafe up with ~action(spaceship_movement|v_strafe_vertical).
- Hints_Take-off2=Take-Off\nLanding pads are shared.\nRemember to consider your fellow travelers by clearing the platform in good time.
- Hints_TeamElimination1=Team Elimination\nScavenge for OxyPens to survive.\nCentral locations have the most oxygen resources.
- 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.
- 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.
- Hints_UnstowContractItem=To retrieve a stowed contract item from your personal inventory press ~action(player|selectUtilityItem).
- Hints_Vehicle_Movement1=Vehicle Movement\nPress and hold ~action(vehicle_driver|v_brake) to brake.
- Hints_Vehicle_Movement2=Vehicle Movement\nHold ~action(vehicle_driver|v_move_forward) to drive forwards.\nHold ~action(vehicle_driver|v_move_back) to reverse.
- Hints_Vehicle_Movement2_Axis=Vehicle Movement\nUse ~action(vehicle_driver|v_move) to drive forward and reverse.
- 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.
- holotable_rec=Rental Equipment
- hud_airlock_warning=ENTERING AIRLOCK. SPACE SUIT REQUIRED.
- hud_AltitudeTitle=Current Altitude:
- hud_Amb=AMB:
- hud_autoland_active=Autoland Active
- hud_autoland_prompt=Hold [~action(spaceship_movement|v_autoland)] to Autoland
- hud_autopilot_active=Autopilot Active
- hud_CollisionWarning=COLLISION WARNING
- hud_comms_label=COMMS
- hud_comms_label_prox=PROX
- hud_comms_no_connection=NO COMMS CONNECTION
- hud_Comstab=COMSTAB
- hud_Coupled=COUPLED
- hud_criminal_death_lvl1=YOU ARE BEING PROCESSED BY CRUSADER SECURITY FOR CRIMINAL ACTIVITY
- hud_criminal_death_lvl4=YOU ARE BEING PROCESSED BY ADVOCACY PERSONNEL FOR CRIMINAL ACTIVITY
- hud_criminal_death_lvl5=YOU HAVE BEEN REMANDED TO QUARTERDECK PRISON PLANET
- hud_CryAstroLargeLZ=LZ-L
- hud_CryAstroSmallLZ=LZ-S
- hud_Cs=CS:
- hud_docking_aborted=Docking Aborted
- hud_Drone2_Destroy=Destroy
- hud_Drone2_EvadeMissiles=Evade Missiles
- hud_DroneApproach=Approach
- hud_DroneDestroy=Destroy
- hud_DroneTarget=Target
- hud_Em=EM:
- hud_enter_green_zone=Entering Armistice Zone - Weapons offline
- hud_EnterShip=Enter Ship
- hud_ESP=ESP
- hud_FollowLeader=Follow
- hud_FollowLeader2=Follow
- hud_FollowLeader3=Follow
- hud_FollowLeader4=Follow
- hud_FollowLeader5=Follow
- hud_FollowLeader6=Race Gilly To Spire
- hud_FollowLeader7=Follow
- hud_FuelQty=FUEL QTY.
- hud_GForceWarning=G-FORCE WARNING
- hud_Group1=Group 1
- hud_Group2=Group 2
- hud_GSafe=GSAFE
- hud_Guns=Guns
- hud_GunsContext_HelpText=Change the weapon grouping of your guns and monitor your ammo and gun temperature.
- hud_Heat=Heat
- hud_InboundMissile=INBOUND MISSILE
- hud_IncomingCall_Notification=Incoming call
- hud_IncomingQTLink_Notification=[TODO] Receiving incoming QT link request
- hud_IndAvi=AVI
- hud_IndComm=COMM
- hud_IndLife=LIFE
- hud_IndRadr=RADR
- hud_IndSens=SENS
- hud_IndShld=SHLD
- hud_IndVrs=VRS
- hud_IndWeap=WEAP
- hud_Ir=IR:
- hud_Items=Items
- hud_Label_Ammo=AMMO
- hud_Label_AmmoCharge=AMMO/CHARGE
- hud_Label_ArmMissiles=ARM MISSILES
- hud_Label_Ballistic=BALLISTIC
- hud_Label_BloodLossWarn=BLOOD LOSS
- hud_Label_BoostFuel=BOOST FUEL
- hud_Label_Components=COMPONENTS
- hud_Label_EM=EM
- hud_Label_EMEmissions=EM EMISSIONS
- hud_Label_EMP=EMP
- hud_Label_Energy=ENERGY
- hud_Label_EVAFuel=EVA FUEL
- hud_Label_Ext=Ext
- hud_Label_Global=GLOBAL
- hud_Label_Group=GROUP
- hud_Label_GunsNotAvailable=GUNS NOT AVAILABLE
- hud_Label_Health=HEALTH
- hud_Label_HeartRate=Heart Rate
- hud_Label_Heat=HEAT
- hud_Label_HeatLevel=HEAT LEVEL
- hud_Label_IR=IR
- hud_Label_IREmissions=IR EMISSIONS
- hud_Label_Items=Items
- hud_Label_LifeExpectancy=LIFE EXPECTANCY
- hud_Label_LockOn=LOCK-ON
- hud_Label_Max=MAX
- hud_Label_MissilesNotAvailable=MISSILES NOT AVAILABLE
- hud_Label_Name=NAME
- hud_Label_NoContactsAvailable=NO CONTACTS AVAILABLE
- hud_Label_O2-2=2
- hud_Label_O2-O=O
- hud_Label_O2Tank=O2 TANK
- hud_Label_Off=Off
- hud_Label_Offline=OFFLINE
- hud_Label_On=On
- hud_Label_Online=ONLINE
- hud_Label_OxgLowWarn=OXG LOW
- hud_Label_PayloadType=PAYLOAD TYPE
- hud_Label_Power=POWER
- hud_Label_PowerPriority=POWER PRIORITY
- hud_Label_PowerThrottle=Power Throttle
- hud_Label_Priority=PRIORITY
- hud_Label_PriorityReset=PRIORITY RESET
- hud_Label_PwrOutput=PWR OUTPUT
- hud_Label_QuantumFuel=QUANTUM FUEL
- hud_Label_Range=RANGE
- hud_Label_RechargeRate=RECHARGE RATE
- hud_Label_RefNo=REF NO.
- hud_Label_Required=REQUIRED
- hud_Label_Shields=SHIELDS
- hud_Label_Size=SIZE
- hud_Label_SpO2=SpO2
- hud_Label_Standby=STANDBY
- hud_Label_Status=STATUS
- hud_Label_Stealth=Stealth
- hud_Label_SuitOxg=SUIT OXG
- hud_Label_System=System
- hud_Label_TargetName=TARGET NAME
- hud_Label_Thrust=THRUST
- hud_Label_Thrusters=Thrusters
- hud_Label_TurboMode_Afterburner=AFB
- hud_Label_TurboMode_Boost=BOOST
- hud_Label_Type=TYPE
- hud_Label_Usage=Usage
- hud_Label_Using=USING
- hud_Label_Velocity=VELOCITY
- hud_Label_Weapons=WEAPONS
- hud_Label_Wear=WEAR
- hud_Landing_Assisted=ASSISTED
- hud_Landing_Automatic=AUTOMATED
- hud_Landing_Manual=MANUAL
- hud_landing_prompt_abort=Press [~action(spaceship_movement|v_autoland)] to Abort
- hud_landing_prompt_departure=Hold [~action(spaceship_movement|v_autoland)] to Depart
- hud_landing_prompt_takeoff=Hold [~action(spaceship_movement|v_autoland)] to Takeoff
- hud_landing_prompt_touchdown=Hold [~action(spaceship_movement|v_autoland)] to Touchdown
- hud_landing_unavailable=No Landing Zone in Range
- hud_LandingArea_Debug00=[DEBUG] Upper Landing Area
- hud_LandingArea_Debug01=[DEBUG] Main Landing Area
- hud_LandingComplete=Landing Complete
- hud_LandingGear_Deployed=LANDING GEAR DEPLOYED
- hud_LandingGear_Deploying=LANDING GEAR DEPLOYING
- hud_LandingGear_Retracting=LANDING GEAR RETRACTING
- hud_Lat=LAT
- hud_law_CrimeCommitted=Crime Committed: %ls
- hud_law_EnteredJurisdiction=Entered Jurisdiction: %ls
- hud_law_FinePaid=Fined %i UEC
- hud_law_InfractionWarning=%ls
- hud_leave_green_zone=Leaving Armistice Zone - Weapons online
- hud_Lon=LON
- hud_LZ01=LZ-01
- hud_LZ02=LZ-02
- hud_LZ03=LZ-03
- hud_LZ04=LZ-04
- hud_LZ05=LZ-05
- hud_LZ06=LZ-06
- hud_LZ07=LZ-07
- hud_LZ08=LZ-08
- hud_LZ09=LZ-09
- hud_LZ10=LZ-10
- hud_MatchSpeed=MATCH SPEED
- hud_mining_asteroid_name_1=Asteroid (E-Type)
- hud_mining_asteroid_name_2=Asteroid (M-Type)
- hud_mining_asteroid_name_3=Asteroid (P-Type)
- hud_mining_asteroid_name_4=Asteroid (Q-Type)
- hud_mining_calculating_instability=Calculating Instability
- hud_mining_calculating_resistance=Calculating Resistance
- hud_mining_cargo_content=Cargo content
- hud_mining_container_status=Cargo Capacity
- hud_mining_danger_sensor=Overcharge Sensor
- hud_mining_deposit_power=Rock Energy Level
- hud_mining_empty_elements=Inert Materials
- hud_mining_extraction_graph=Extraction Graph
- hud_mining_extraction_mode=Extraction Mode
- hud_mining_extraction_throughput=Extraction Throughput
- hud_mining_fps_rock_name_1=Aphorite
- hud_mining_fps_rock_name_2=Dolivine
- hud_mining_fps_rock_name_3=Hadanite
- hud_mining_instability=Instability
- hud_mining_laser_mode=Fracture Mode
- hud_mining_laser_throttle=Laser Throttle
- hud_mining_mass_prefix=Mass:
- hud_mining_no_value=--/--
- hud_mining_others=Others
- hud_mining_power_transfer_graph=Energy Transfer Graph
- hud_mining_resistance=Resistance
- hud_mining_rock_name_1=Shale Deposit
- hud_mining_rock_name_2=Granite Deposit
- hud_mining_rock_name_3=Igneous Deposit
- hud_mining_rock_name_4=Obsidian Deposit
- hud_mining_rock_name_5=Gneiss Deposit
- hud_mining_rock_name_6=Quartzite Deposit
- hud_mining_rock_name_7=Felsic Deposit
- hud_mining_rock_name_8=Atacamite Deposit
- hud_mining_rock_name_9=Quantanium Deposit
- hud_mining_scu_per_second=SCU/s
- hud_mining_shattering_sensor=Fracturing Sensor
- hud_mining_warning_cargo_full=Warning: Cargo Full
- hud_Misl=MISL
- hud_Missiles=Missiles
- hud_MissilesContext_HelpText=Arm and disarm missiles from this screen.
- hud_MissileWarning=MISSILE INBOUND
- hud_monitored_space_disable=CommLink Down
- hud_monitored_space_enable=CommLink Restored
- hud_monitored_space_enter=Entered CommLink Range
- hud_monitored_space_leave=Outside CommLink Range
- hud_MPerS=M/S
- hud_NavigationHelpText=Manage your ships systems from these menus
- hud_NoTarget=NO TARGET
- hud_OFF=OFF
- hud_Ovr=OVR
- hud_PayloadType_Cluster=CLUSTER
- hud_PayloadType_Proximity=PROXIMITY
- hud_PayloadType_Strike=STRIKE
- 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.
- hud_PowerContext_ComponentList_HelpText=Turn individual components on/off and monitor their heat levels and power consumption.
- hud_PowerContext_Tabs_Global_HelpText=Click COMPONENTS to monitor individual power usage
- 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.
- hud_Pwr=PWR
- hud_qt_drive_spooled=Spooled
- hud_qt_interdiction=QT SYSTEM JAMMED
- hud_qt_status_exit_atmosphere=EXIT ATMOSPHERE
- hud_qt_status_obstructed=OBSTRUCTED
- hud_qt_status_out_of_range=OUT OF RANGE
- hud_qt_status_too_close=TOO CLOSE
- hud_QuaFuel=QF:
- hud_race_suffix_nd=nd
- hud_race_suffix_rd=rd
- hud_race_suffix_st=st
- hud_race_suffix_th=th
- hud_RadarUnavailable=RADAR UNAVAILABLE
- hud_ReduceVelocity=Reduce Velocity to Stabilise
- hud_Repair=Starting Repair
- hud_RepairFinished=Repair Completed
- hud_Rn=RN
- hud_Rv=RV
- hud_SafeSpeedTitle=Max. Safe Speed
- hud_scanInfo_PassengerTotal=Lifesigns
- hud_Scanning=SCANNING
- hud_Scanning_Mode=Scanning Mode
- hud_SegmentStatus=SEGMENT STATUS
- hud_SelectAnItem=SELECT AN ITEM
- hud_ShieldsContext_HelpText=Adjust the SHIELD ALLOCATION to change the power assigned to recharge rates of the various shield faces on the ship.
- hud_ShieldsDown=SHIELDS DOWN
- hud_Shld=SHLD
- hud_SpeakToLeader=Approach
- hud_Spooling=Spooling
- hud_Suppress=Suppress
- hud_SuppressOverallIR=Suppress Overall IR
- hud_Supress=Supress
- hud_Symbol_Gees=G
- hud_System=System
- hud_takedown_button_prompt=Melee [ ~action(player|weapon_melee) ]
- hud_TargetLeader=Target
- hud_Thr=THR:
- hud_Throttle=THROTTLE
- hud_ThrustOutput=THRUST OUTPUT
- hud_Trgt=TRGT
- hud_TutorialLand1=Land
- hud_TutorialLand2=Land
- hud_unknown=Unknown
- hud_Vehicle_Status_Critical=Critical
- hud_Vehicle_Status_Damaged=Damaged
- hud_Vehicle_Status_Offline=Offline
- hud_Vehicle_Status_Operational=Operational
- hud_Vrt=VRT
- hud_Weap=WEAP
- Human_Crew_Titles_001=Captain
- Human_Crew_Titles_002=Pilot
- Human_Crew_Titles_003=Copilot
- Human_Crew_Titles_004=First Officer
- Human_Crew_Titles_005=Second Officer
- Human_Crew_Titles_006=Navigator
- Human_Crew_Titles_007=Gunner
- Human_Crew_Titles_008=Engineer
- Human_Crew_Titles_009=Assistant Engineer
- Human_Crew_Titles_010=Chief Engineer
- Human_Crew_Titles_011=Mechanic
- Human_Crew_Titles_012=Comms Officer
- Human_Crew_Titles_013=Shield Tech
- Human_Crew_Titles_014=Systems Tech
- Human_Crew_Titles_015=Security Officer
- Human_Crew_Titles_016=Security Guard
- Human_Crew_Titles_017=Bosun
- Human_Crew_Titles_018=Electrician
- Human_Crew_Titles_019=Deckhand
- Human_Crew_Titles_020=Medic
- Human_Crew_Titles_021=Ensign
- Human_Crew_Titles_022=Scan Tech
- Human_Crew_Titles_023=Technician
- Human_Crew_Titles_024=Operator
- Human_Crew_Titles_025=Lead Operator
- Human_Crew_Titles_026=Refinery Operator
- Human_Crew_Titles_027=Field Tech
- Human_Crew_Titles_028=Cook
- Human_Crew_Titles_029=Cargo Officer
- Human_Crew_Titles_030=Cargo Handler
- Human_First_Names_F_0001=Cherie
- Human_First_Names_F_0002=Leah
- Human_First_Names_F_0003=Roisin
- Human_First_Names_F_0004=Aadya
- Human_First_Names_F_0005=Aarin
- Human_First_Names_F_0006=Aarthi
- Human_First_Names_F_0007=Abbie
- Human_First_Names_F_0008=Abby
- Human_First_Names_F_0009=Abelina
- Human_First_Names_F_0010=Abida
- Human_First_Names_F_0011=Abigail
- Human_First_Names_F_0012=Abrar
- Human_First_Names_F_0013=Abril
- Human_First_Names_F_0014=Abryann
- Human_First_Names_F_0015=Ada
- Human_First_Names_F_0016=Adair
- Human_First_Names_F_0017=Adama
- Human_First_Names_F_0018=Addie
- Human_First_Names_F_0019=Addison
- Human_First_Names_F_0020=Adel
- Human_First_Names_F_0021=Adela
- Human_First_Names_F_0022=Adelae
- Human_First_Names_F_0023=Adeline
- Human_First_Names_F_0024=Adi
- Human_First_Names_F_0025=Adia
- Human_First_Names_F_0026=Adianka
- Human_First_Names_F_0027=Adina
- Human_First_Names_F_0028=Adisa
- Human_First_Names_F_0029=Adrean
- Human_First_Names_F_0030=Adrian
- Human_First_Names_F_0031=Adriana
- Human_First_Names_F_0032=Adrianne
- Human_First_Names_F_0033=Aeon
- Human_First_Names_F_0034=Afra
- Human_First_Names_F_0035=Agam
- Human_First_Names_F_0036=Agnes
- Human_First_Names_F_0037=Agra
- Human_First_Names_F_0038=Ahanti
- Human_First_Names_F_0039=Ai
- Human_First_Names_F_0040=Aida
- Human_First_Names_F_0041=Aidynn
- Human_First_Names_F_0042=Aika
- Human_First_Names_F_0043=Aikira
- Human_First_Names_F_0044=Aiko
- Human_First_Names_F_0045=Aila
- Human_First_Names_F_0046=Aileen
- Human_First_Names_F_0047=Ailsa
- Human_First_Names_F_0048=Aimee
- Human_First_Names_F_0049=Aimi
- Human_First_Names_F_0050=Aina
- Human_First_Names_F_0051=Airele
- Human_First_Names_F_0052=Airen
- Human_First_Names_F_0053=Airi
- Human_First_Names_F_0054=Aisha
- Human_First_Names_F_0055=Aiva
- Human_First_Names_F_0056=Aiyana
- Human_First_Names_F_0057=Ajai
- Human_First_Names_F_0058=Akari
- Human_First_Names_F_0059=Akeely
- Human_First_Names_F_0060=Akemi
- Human_First_Names_F_0061=Akeno
- Human_First_Names_F_0062=Akhila
- Human_First_Names_F_0063=Aki
- Human_First_Names_F_0064=Akie
- Human_First_Names_F_0065=Akiko
- Human_First_Names_F_0066=Akili
- Human_First_Names_F_0067=Akina
- Human_First_Names_F_0068=Aksa
- Human_First_Names_F_0069=Alaia
- Human_First_Names_F_0070=Alaina
- Human_First_Names_F_0071=Alana
- Human_First_Names_F_0072=Alani
- Human_First_Names_F_0073=Alba
- Human_First_Names_F_0074=Albana
- Human_First_Names_F_0075=Alberta
- Human_First_Names_F_0076=Albina
- Human_First_Names_F_0077=Aldean
- Human_First_Names_F_0078=Aleena
- Human_First_Names_F_0079=Alejandra
- Human_First_Names_F_0080=Aleksandra
- Human_First_Names_F_0081=Alena
- Human_First_Names_F_0082=Alenka
- Human_First_Names_F_0083=Alesia
- Human_First_Names_F_0084=Alex
- Human_First_Names_F_0085=Alexa
- Human_First_Names_F_0086=Alexandra
- Human_First_Names_F_0087=Alexandria
- Human_First_Names_F_0088=Alexis
- Human_First_Names_F_0089=Alexy
- Human_First_Names_F_0090=Alfreda
- Human_First_Names_F_0091=Ali
- Human_First_Names_F_0092=Alice
- Human_First_Names_F_0093=Alicia
- Human_First_Names_F_0094=Alija
- Human_First_Names_F_0095=Alika
- Human_First_Names_F_0096=Alima
- Human_First_Names_F_0097=Aline
- Human_First_Names_F_0098=Alisa
- Human_First_Names_F_0099=Alisha
- Human_First_Names_F_0100=Alison
- Human_First_Names_F_0101=Alissa
- Human_First_Names_F_0102=Aliza
- Human_First_Names_F_0103=Allacia
- Human_First_Names_F_0104=Allie
- Human_First_Names_F_0105=Allison
- Human_First_Names_F_0106=Allyson
- Human_First_Names_F_0107=Alma
- Human_First_Names_F_0108=Almer
- Human_First_Names_F_0109=Aloma
- Human_First_Names_F_0110=Alondra
- Human_First_Names_F_0111=Alta
- Human_First_Names_F_0112=Althea
- Human_First_Names_F_0113=Alva
- Human_First_Names_F_0114=Alvia
- Human_First_Names_F_0115=Aly
- Human_First_Names_F_0116=Alya
- Human_First_Names_F_0117=Alycia
- Human_First_Names_F_0118=Alysha
- Human_First_Names_F_0119=Alyson
- Human_First_Names_F_0120=Alyssa
- Human_First_Names_F_0121=Amadi
- Human_First_Names_F_0122=Amaira
- Human_First_Names_F_0123=Amalia
- Human_First_Names_F_0124=Amalie
- Human_First_Names_F_0125=Amanda
- Human_First_Names_F_0126=Amandeep
- Human_First_Names_F_0127=Amane
- Human_First_Names_F_0128=Amara
- Human_First_Names_F_0129=Amari
- Human_First_Names_F_0130=Amber
- Human_First_Names_F_0131=Ambika
- Human_First_Names_F_0132=Amel
- Human_First_Names_F_0133=Amelia
- Human_First_Names_F_0134=Amelija
- Human_First_Names_F_0135=Ami
- Human_First_Names_F_0136=Amie
- Human_First_Names_F_0137=Amil
- Human_First_Names_F_0138=Amina
- Human_First_Names_F_0139=Amita
- Human_First_Names_F_0140=Amori
- Human_First_Names_F_0141=Amory
- Human_First_Names_F_0142=Amparo
- Human_First_Names_F_0143=Amrit
- Human_First_Names_F_0144=Amrita
- Human_First_Names_F_0145=Amy
- Human_First_Names_F_0146=An
- Human_First_Names_F_0147=Ana
- Human_First_Names_F_0148=Ananya
- Human_First_Names_F_0149=Anastasia
- Human_First_Names_F_0150=Anasuya
- Human_First_Names_F_0151=Anay
- Human_First_Names_F_0152=Anaya
- Human_First_Names_F_0153=Anber
- Human_First_Names_F_0154=Anda
- Human_First_Names_F_0155=Andrea
- Human_First_Names_F_0156=Andreaka
- Human_First_Names_F_0157=Andrijana
- Human_First_Names_F_0158=Andy
- Human_First_Names_F_0159=Aneta
- Human_First_Names_F_0160=Anett
- Human_First_Names_F_0161=Angela
- Human_First_Names_F_0162=Angelica
- Human_First_Names_F_0163=Angelina
- Human_First_Names_F_0164=Angelique
- Human_First_Names_F_0165=Angelita
- Human_First_Names_F_0166=Angie
- Human_First_Names_F_0167=Ani
- Human_First_Names_F_0168=Anijah
- Human_First_Names_F_0169=Anika
- Human_First_Names_F_0170=Anita
- Human_First_Names_F_0171=Anitra
- Human_First_Names_F_0172=Anjali
- Human_First_Names_F_0173=Ankita
- Human_First_Names_F_0174=Ann
- Human_First_Names_F_0175=Anna
- Human_First_Names_F_0176=Annabella
- Human_First_Names_F_0177=Annabelle
- Human_First_Names_F_0178=Annalisa
- Human_First_Names_F_0179=Anne
- Human_First_Names_F_0180=Annette
- Human_First_Names_F_0181=Annie
- Human_First_Names_F_0182=Annika
- Human_First_Names_F_0183=Annmarie
- Human_First_Names_F_0184=Anthea
- Human_First_Names_F_0185=Antoinette
- Human_First_Names_F_0186=Antonella
- Human_First_Names_F_0187=Antonia
- Human_First_Names_F_0188=Antra
- Human_First_Names_F_0189=Anya
- Human_First_Names_F_0190=Anzu
- Human_First_Names_F_0191=Aolani
- Human_First_Names_F_0192=Apolena
- Human_First_Names_F_0193=April
- Human_First_Names_F_0194=Ara
- Human_First_Names_F_0195=Arabella
- Human_First_Names_F_0196=Arbana
- Human_First_Names_F_0197=Ardell
- Human_First_Names_F_0198=Arden
- Human_First_Names_F_0199=Ardie
- Human_First_Names_F_0200=Areon
- Human_First_Names_F_0201=Aretha
- Human_First_Names_F_0202=Aria
- Human_First_Names_F_0203=Ariana
- Human_First_Names_F_0204=Ariane
- Human_First_Names_F_0205=Arie
- Human_First_Names_F_0206=Ariel
- Human_First_Names_F_0207=Arielle
- Human_First_Names_F_0208=Arien
- Human_First_Names_F_0209=Aries
- Human_First_Names_F_0210=Arin
- Human_First_Names_F_0211=Aris
- Human_First_Names_F_0212=Arleen
- Human_First_Names_F_0213=Arleigh
- Human_First_Names_F_0214=Armani
- Human_First_Names_F_0215=Armari
- Human_First_Names_F_0216=Arnedra
- Human_First_Names_F_0217=Arpita
- Human_First_Names_F_0218=Arti
- Human_First_Names_F_0219=Artie
- Human_First_Names_F_0220=Ary
- Human_First_Names_F_0221=Asako
- Human_First_Names_F_0222=Asami
- Human_First_Names_F_0223=Ashanique
- Human_First_Names_F_0224=Ashby
- Human_First_Names_F_0225=Ashkira
- Human_First_Names_F_0226=Ashlee
- Human_First_Names_F_0227=Ashley
- Human_First_Names_F_0228=Astrid
- Human_First_Names_F_0229=Asuka
- Human_First_Names_F_0230=Asumi
- Human_First_Names_F_0231=Athena
- Human_First_Names_F_0232=Atley
- Human_First_Names_F_0233=Atsuko
- Human_First_Names_F_0234=Atsumi
- Human_First_Names_F_0235=Aubrey
- Human_First_Names_F_0236=Audra
- Human_First_Names_F_0237=Audrey
- Human_First_Names_F_0238=Augusta
- Human_First_Names_F_0239=Augustina
- Human_First_Names_F_0240=Augustine
- Human_First_Names_F_0241=Aundra
- Human_First_Names_F_0242=Aurea
- Human_First_Names_F_0243=Aurelia
- Human_First_Names_F_0244=Aurora
- Human_First_Names_F_0245=Austin
- Human_First_Names_F_0246=Autumn
- Human_First_Names_F_0247=Ava
- Human_First_Names_F_0248=Avarie
- Human_First_Names_F_0249=Avery
- Human_First_Names_F_0250=Avice
- Human_First_Names_F_0251=Avigail
- Human_First_Names_F_0252=Avis
- Human_First_Names_F_0253=Avishan
- Human_First_Names_F_0254=Aviva
- Human_First_Names_F_0255=Avrey
- Human_First_Names_F_0256=Avry
- Human_First_Names_F_0257=Aya
- Human_First_Names_F_0258=Ayako
- Human_First_Names_F_0259=Ayame
- Human_First_Names_F_0260=Ayana
- Human_First_Names_F_0261=Ayleanna
- Human_First_Names_F_0262=Ayo
- Human_First_Names_F_0263=Ayumi
- Human_First_Names_F_0264=Azahara
- Human_First_Names_F_0265=Azariah
- Human_First_Names_F_0266=Aziah
- Human_First_Names_F_0267=Azumi
- Human_First_Names_F_0268=Bailey
- Human_First_Names_F_0269=Bao
- Human_First_Names_F_0270=Barbara
- Human_First_Names_F_0271=Barbra
- Human_First_Names_F_0272=Barrie
- Human_First_Names_F_0273=Bay
- Human_First_Names_F_0274=Baylin
- Human_First_Names_F_0275=Bea
- Human_First_Names_F_0276=Beatrice
- Human_First_Names_F_0277=Beatrix
- Human_First_Names_F_0278=Becki
- Human_First_Names_F_0279=Becky
- Human_First_Names_F_0280=Bela
- Human_First_Names_F_0281=Belinda
- Human_First_Names_F_0282=Belle
- Human_First_Names_F_0283=Benita
- Human_First_Names_F_0284=Bennett
- Human_First_Names_F_0285=Bera
- Human_First_Names_F_0286=Bergen
- Human_First_Names_F_0287=Berkley
- Human_First_Names_F_0288=Berlin
- Human_First_Names_F_0289=Bernadeta
- Human_First_Names_F_0290=Bernadette
- Human_First_Names_F_0291=Bernadine
- Human_First_Names_F_0292=Bernice
- Human_First_Names_F_0293=Berta
- Human_First_Names_F_0294=Bertha
- Human_First_Names_F_0295=Bertie
- Human_First_Names_F_0296=Beryl
- Human_First_Names_F_0297=Bess
- Human_First_Names_F_0298=Bessie
- Human_First_Names_F_0299=Beth
- Human_First_Names_F_0300=Bethany
- Human_First_Names_F_0301=Betsy
- Human_First_Names_F_0302=Bette
- Human_First_Names_F_0303=Bettie
- Human_First_Names_F_0304=Betty
- Human_First_Names_F_0305=Beverly
- Human_First_Names_F_0306=Bianca
- Human_First_Names_F_0307=Billie
- Human_First_Names_F_0308=Bipasha
- Human_First_Names_F_0309=Birdie
- Human_First_Names_F_0310=Blair
- Human_First_Names_F_0311=Blanca
- Human_First_Names_F_0312=Blanche
- Human_First_Names_F_0313=Blayke
- Human_First_Names_F_0314=Bless
- Human_First_Names_F_0315=Blythe
- Human_First_Names_F_0316=Bobbi
- Human_First_Names_F_0317=Bobbie
- Human_First_Names_F_0318=Bonita
- Human_First_Names_F_0319=Bonnie
- Human_First_Names_F_0320=Bora
- Human_First_Names_F_0321=Braden
- Human_First_Names_F_0322=Brady
- Human_First_Names_F_0323=Brae
- Human_First_Names_F_0324=Braelin
- Human_First_Names_F_0325=Brandi
- Human_First_Names_F_0326=Brandy
- Human_First_Names_F_0327=Braylin
- Human_First_Names_F_0328=Bree
- Human_First_Names_F_0329=Brenda
- Human_First_Names_F_0330=Brenn
- Human_First_Names_F_0331=Breslin
- Human_First_Names_F_0332=Breyann
- Human_First_Names_F_0333=Bria
- Human_First_Names_F_0334=Briana
- Human_First_Names_F_0335=Bridget
- Human_First_Names_F_0336=Bridgette
- Human_First_Names_F_0337=Brighten
- Human_First_Names_F_0338=Brigita
- Human_First_Names_F_0339=Britain
- Human_First_Names_F_0340=Britney
- Human_First_Names_F_0341=Britt
- Human_First_Names_F_0342=Brooke
- Human_First_Names_F_0343=Brooklyn
- Human_First_Names_F_0344=Bryden
- Human_First_Names_F_0345=Burnice
- Human_First_Names_F_0346=Cabrina
- Human_First_Names_F_0347=Cache
- Human_First_Names_F_0348=Caden
- Human_First_Names_F_0349=Cadence
- Human_First_Names_F_0350=Caelin
- Human_First_Names_F_0351=Cagney
- Human_First_Names_F_0352=Caidyn
- Human_First_Names_F_0353=Cailyn
- Human_First_Names_F_0354=Caitlin
- Human_First_Names_F_0355=Callan
- Human_First_Names_F_0356=Callaway
- Human_First_Names_F_0357=Callie
- Human_First_Names_F_0358=Cally
- Human_First_Names_F_0359=Camari
- Human_First_Names_F_0360=Camdyn
- Human_First_Names_F_0361=Camella
- Human_First_Names_F_0362=Cameron
- Human_First_Names_F_0363=Camila
- Human_First_Names_F_0364=Camille
- Human_First_Names_F_0365=Candice
- Human_First_Names_F_0366=Capria
- Human_First_Names_F_0367=Cara
- Human_First_Names_F_0368=Carey
- Human_First_Names_F_0369=Carissa
- Human_First_Names_F_0370=Carla
- Human_First_Names_F_0371=Carlin
- Human_First_Names_F_0372=Carlota
- Human_First_Names_F_0373=Carly
- Human_First_Names_F_0374=Carmella
- Human_First_Names_F_0375=Carmen
- Human_First_Names_F_0376=Carol
- Human_First_Names_F_0377=Carolina
- Human_First_Names_F_0378=Caroline
- Human_First_Names_F_0379=Carolyn
- Human_First_Names_F_0380=Carrie
- Human_First_Names_F_0381=Carson
- Human_First_Names_F_0382=Casandra
- Human_First_Names_F_0383=Casey
- Human_First_Names_F_0384=Cassidy
- Human_First_Names_F_0385=Cassie
- Human_First_Names_F_0386=Catalina
- Human_First_Names_F_0387=Catharine
- Human_First_Names_F_0388=Catherine
- Human_First_Names_F_0389=Cathie
- Human_First_Names_F_0390=Cathleen
- Human_First_Names_F_0391=Cathryn
- Human_First_Names_F_0392=Cathy
- Human_First_Names_F_0393=Catlynne
- Human_First_Names_F_0394=Cayden
- Human_First_Names_F_0395=Cecile
- Human_First_Names_F_0396=Cecilia
- Human_First_Names_F_0397=Celeste
- Human_First_Names_F_0398=Celia
- Human_First_Names_F_0399=Celina
- Human_First_Names_F_0400=Celinda
- Human_First_Names_F_0401=Celine
- Human_First_Names_F_0402=Chae
- Human_First_Names_F_0403=Chanara
- Human_First_Names_F_0404=Chandra
- Human_First_Names_F_0405=Chanita
- Human_First_Names_F_0406=Channing
- Human_First_Names_F_0407=Charity
- Human_First_Names_F_0408=Charlene
- Human_First_Names_F_0409=Charley
- Human_First_Names_F_0410=Charlie
- Human_First_Names_F_0411=Charlize
- Human_First_Names_F_0412=Charlotte
- Human_First_Names_F_0413=Chelsea
- Human_First_Names_F_0414=Cheri
- Human_First_Names_F_0415=Cheryl
- Human_First_Names_F_0416=Chesiree
- Human_First_Names_F_0417=Chiharu
- Human_First_Names_F_0418=Chiho
- Human_First_Names_F_0419=Chisato
- Human_First_Names_F_0420=Chiyo
- Human_First_Names_F_0421=Chloe
- Human_First_Names_F_0422=Christa
- Human_First_Names_F_0423=Christi
- Human_First_Names_F_0424=Christie
- Human_First_Names_F_0425=Christina
- Human_First_Names_F_0426=Christine
- Human_First_Names_F_0427=Christy
- Human_First_Names_F_0428=Cindy
- Human_First_Names_F_0429=Clair
- Human_First_Names_F_0430=Claire
- Human_First_Names_F_0431=Clara
- Human_First_Names_F_0432=Clarice
- Human_First_Names_F_0433=Clarissa
- Human_First_Names_F_0434=Claudette
- Human_First_Names_F_0435=Claudia
- Human_First_Names_F_0436=Claudine
- Human_First_Names_F_0437=Clementine
- Human_First_Names_F_0438=Cleo
- Human_First_Names_F_0439=Clover
- Human_First_Names_F_0440=Codi
- Human_First_Names_F_0441=Colette
- Human_First_Names_F_0442=Colleen
- Human_First_Names_F_0443=Connie
- Human_First_Names_F_0444=Constance
- Human_First_Names_F_0445=Consuelo
- Human_First_Names_F_0446=Cora
- Human_First_Names_F_0447=Coralee
- Human_First_Names_F_0448=Corin
- Human_First_Names_F_0449=Corina
- Human_First_Names_F_0450=Corley
- Human_First_Names_F_0451=Cosette
- Human_First_Names_F_0452=Courtney
- Human_First_Names_F_0453=Crista
- Human_First_Names_F_0454=Cristina
- Human_First_Names_F_0455=Cristy
- Human_First_Names_F_0456=Cynthia
- Human_First_Names_F_0457=Cypress
- Human_First_Names_F_0458=Dai
- Human_First_Names_F_0459=Daisy
- Human_First_Names_F_0460=Dakala
- Human_First_Names_F_0461=Dakota
- Human_First_Names_F_0462=Dalal
- Human_First_Names_F_0463=Daliana
- Human_First_Names_F_0464=Dallas
- Human_First_Names_F_0465=Dalyn
- Human_First_Names_F_0466=Dana
- Human_First_Names_F_0467=Danah
- Human_First_Names_F_0468=Daniella
- Human_First_Names_F_0469=Danielle
- Human_First_Names_F_0470=Daniz
- Human_First_Names_F_0471=Danny
- Human_First_Names_F_0472=Daphne
- Human_First_Names_F_0473=Darcy
- Human_First_Names_F_0474=Daria
- Human_First_Names_F_0475=Darla
- Human_First_Names_F_0476=Darlene
- Human_First_Names_F_0477=Darrisha
- Human_First_Names_F_0478=Davea
- Human_First_Names_F_0479=Davi
- Human_First_Names_F_0480=Dawn
- Human_First_Names_F_0481=Day
- Human_First_Names_F_0482=Deb
- Human_First_Names_F_0483=Debbie
- Human_First_Names_F_0484=Debora
- Human_First_Names_F_0485=Deborah
- Human_First_Names_F_0486=Debra
- Human_First_Names_F_0487=Dee
- Human_First_Names_F_0488=Deepa
- Human_First_Names_F_0489=Deirdre
- Human_First_Names_F_0490=Delanna
- Human_First_Names_F_0491=Delia
- Human_First_Names_F_0492=Deliana
- Human_First_Names_F_0493=Della
- Human_First_Names_F_0494=Delores
- Human_First_Names_F_0495=Demi
- Human_First_Names_F_0496=Deniz
- Human_First_Names_F_0497=Denosha
- Human_First_Names_F_0498=Denyse
- Human_First_Names_F_0499=Deone
- Human_First_Names_F_0500=Derivia
- Human_First_Names_F_0501=Deshay
- Human_First_Names_F_0502=Deshondra
- Human_First_Names_F_0503=Desiree
- Human_First_Names_F_0504=Destiny
- Human_First_Names_F_0505=Devanshi
- Human_First_Names_F_0506=Devanta
- Human_First_Names_F_0507=Devine
- Human_First_Names_F_0508=Dezi
- Human_First_Names_F_0509=Dharia
- Human_First_Names_F_0510=Diamond
- Human_First_Names_F_0511=Diana
- Human_First_Names_F_0512=Diane
- Human_First_Names_F_0513=Dita
- Human_First_Names_F_0514=Dixie
- Human_First_Names_F_0515=Dollie
- Human_First_Names_F_0516=Dolly
- Human_First_Names_F_0517=Dolores
- Human_First_Names_F_0518=Dominica
- Human_First_Names_F_0519=Dominique
- Human_First_Names_F_0520=Dona
- Human_First_Names_F_0521=Donna
- Human_First_Names_F_0522=Donnelle
- Human_First_Names_F_0523=Dontae
- Human_First_Names_F_0524=Dora
- Human_First_Names_F_0525=Doreen
- Human_First_Names_F_0526=Doris
- Human_First_Names_F_0527=Dorothy
- Human_First_Names_F_0528=Dorthy
- Human_First_Names_F_0529=Dot
- Human_First_Names_F_0530=Dottie
- Human_First_Names_F_0531=Drew
- Human_First_Names_F_0532=Dylan
- Human_First_Names_F_0533=Eaden
- Human_First_Names_F_0534=Earlie
- Human_First_Names_F_0535=Eastyn
- Human_First_Names_F_0536=Ebba
- Human_First_Names_F_0537=Eda
- Human_First_Names_F_0538=Edie
- Human_First_Names_F_0539=Edith
- Human_First_Names_F_0540=Edna
- Human_First_Names_F_0541=Edris
- Human_First_Names_F_0542=Edwina
- Human_First_Names_F_0543=Effie
- Human_First_Names_F_0544=Eiko
- Human_First_Names_F_0545=Eileen
- Human_First_Names_F_0546=Eimi
- Human_First_Names_F_0547=Eisha
- Human_First_Names_F_0548=Elaine
- Human_First_Names_F_0549=Eleanor
- Human_First_Names_F_0550=Elena
- Human_First_Names_F_0551=Elenor
- Human_First_Names_F_0552=Elfi
- Human_First_Names_F_0553=Eli
- Human_First_Names_F_0554=Elidee
- Human_First_Names_F_0555=Elinor
- Human_First_Names_F_0556=Elisa
- Human_First_Names_F_0557=Elisabeth
- Human_First_Names_F_0558=Elise
- Human_First_Names_F_0559=Elisha
- Human_First_Names_F_0560=Elissa
- Human_First_Names_F_0561=Eliza
- Human_First_Names_F_0562=Elizabeth
- Human_First_Names_F_0563=Ella
- Human_First_Names_F_0564=Ellen
- Human_First_Names_F_0565=Ellie
- Human_First_Names_F_0566=Ellington
- Human_First_Names_F_0567=Eloise
- Human_First_Names_F_0568=Elsa
- Human_First_Names_F_0569=Elsie
- Human_First_Names_F_0570=Ema
- Human_First_Names_F_0571=Emanuelle
- Human_First_Names_F_0572=Emari
- Human_First_Names_F_0573=Emelie
- Human_First_Names_F_0574=Emerson
- Human_First_Names_F_0575=Emery
- Human_First_Names_F_0576=Emi
- Human_First_Names_F_0577=Emiko
- Human_First_Names_F_0578=Emilia
- Human_First_Names_F_0579=Emily
- Human_First_Names_F_0580=Emma
- Human_First_Names_F_0581=Enid
- Human_First_Names_F_0582=Erica
- Human_First_Names_F_0583=Ericka
- Human_First_Names_F_0584=Erika
- Human_First_Names_F_0585=Eriko
- Human_First_Names_F_0586=Erin
- Human_First_Names_F_0587=Erma
- Human_First_Names_F_0588=Ernestine
- Human_First_Names_F_0589=Esma
- Human_First_Names_F_0590=Esmeralda
- Human_First_Names_F_0591=Esperanza
- Human_First_Names_F_0592=Essie
- Human_First_Names_F_0593=Estella
- Human_First_Names_F_0594=Estelle
- Human_First_Names_F_0595=Ester
- Human_First_Names_F_0596=Esther
- Human_First_Names_F_0597=Ethel
- Human_First_Names_F_0598=Etti
- Human_First_Names_F_0599=Eula
- Human_First_Names_F_0600=Eunice
- Human_First_Names_F_0601=Eva
- Human_First_Names_F_0602=Evangelia
- Human_First_Names_F_0603=Evangelina
- Human_First_Names_F_0604=Evangeline
- Human_First_Names_F_0605=Eve
- Human_First_Names_F_0606=Evelyn
- Human_First_Names_F_0607=Evette
- Human_First_Names_F_0608=Evie
- Human_First_Names_F_0609=Fabia
- Human_First_Names_F_0610=Fatima
- Human_First_Names_F_0611=Fay
- Human_First_Names_F_0612=Faye
- Human_First_Names_F_0613=Felicia
- Human_First_Names_F_0614=Feliz
- Human_First_Names_F_0615=Fen
- Human_First_Names_F_0616=Ferlisha
- Human_First_Names_F_0617=Fern
- Human_First_Names_F_0618=Fey
- Human_First_Names_F_0619=Finley
- Human_First_Names_F_0620=Fiona
- Human_First_Names_F_0621=Fionna
- Human_First_Names_F_0622=Flannery
- Human_First_Names_F_0623=Flora
- Human_First_Names_F_0624=Florence
- Human_First_Names_F_0625=Flynn
- Human_First_Names_F_0626=Fran
- Human_First_Names_F_0627=Francesca
- Human_First_Names_F_0628=Francine
- Human_First_Names_F_0629=Frankie
- Human_First_Names_F_0630=Freddi
- Human_First_Names_F_0631=Frederique
- Human_First_Names_F_0632=Freja
- Human_First_Names_F_0633=Frida
- Human_First_Names_F_0634=Fujiko
- Human_First_Names_F_0635=Fukumi
- Human_First_Names_F_0636=Fumiko
- Human_First_Names_F_0637=Gabija
- Human_First_Names_F_0638=Gabriela
- Human_First_Names_F_0639=Gabrielle
- Human_First_Names_F_0640=Gail
- Human_First_Names_F_0641=Galenka
- Human_First_Names_F_0642=Garnett
- Human_First_Names_F_0643=Gayle
- Human_First_Names_F_0644=Gena
- Human_First_Names_F_0645=Genesis
- Human_First_Names_F_0646=Genevieve
- Human_First_Names_F_0647=George
- Human_First_Names_F_0648=Georgette
- Human_First_Names_F_0649=Georgia
- Human_First_Names_F_0650=Geraldine
- Human_First_Names_F_0651=Gerri
- Human_First_Names_F_0652=Gertrude
- Human_First_Names_F_0653=Gilda
- Human_First_Names_F_0654=Gillian
- Human_First_Names_F_0655=Gina
- Human_First_Names_F_0656=Ginger
- Human_First_Names_F_0657=Ginny
- Human_First_Names_F_0658=Gisele
- Human_First_Names_F_0659=Glenda
- Human_First_Names_F_0660=Gloria
- Human_First_Names_F_0661=Goldie
- Human_First_Names_F_0662=Grace
- Human_First_Names_F_0663=Gracie
- Human_First_Names_F_0664=Gratia
- Human_First_Names_F_0665=Greta
- Human_First_Names_F_0666=Gretchen
- Human_First_Names_F_0667=Gretta
- Human_First_Names_F_0668=Guadalupe
- Human_First_Names_F_0669=Gurpreet
- Human_First_Names_F_0670=Gwen
- Human_First_Names_F_0671=Gwendolyn
- Human_First_Names_F_0672=Gwyneth
- Human_First_Names_F_0673=Hadley
- Human_First_Names_F_0674=Hadyn
- Human_First_Names_F_0675=Hailey
- Human_First_Names_F_0676=Hala
- Human_First_Names_F_0677=Halen
- Human_First_Names_F_0678=Haley
- Human_First_Names_F_0679=Hana
- Human_First_Names_F_0680=Hanita
- Human_First_Names_F_0681=Hannah
- Human_First_Names_F_0682=Harley
- Human_First_Names_F_0683=Harlyn
- Human_First_Names_F_0684=Harper
- Human_First_Names_F_0685=Harriet
- Human_First_Names_F_0686=Hartley
- Human_First_Names_F_0687=Haruko
- Human_First_Names_F_0688=Haruyo
- Human_First_Names_F_0689=Hattie
- Human_First_Names_F_0690=Hayden
- Human_First_Names_F_0691=Hazel
- Human_First_Names_F_0692=Heather
- Human_First_Names_F_0693=Heidi
- Human_First_Names_F_0694=Helen
- Human_First_Names_F_0695=Helena
- Human_First_Names_F_0696=Helga
- Human_First_Names_F_0697=Helma
- Human_First_Names_F_0698=Henrietta
- Human_First_Names_F_0699=Hentie
- Human_First_Names_F_0700=Hermione
- Human_First_Names_F_0701=Hero
- Human_First_Names_F_0702=Hester
- Human_First_Names_F_0703=Hetty
- Human_First_Names_F_0704=Hideko
- Human_First_Names_F_0705=Hilary
- Human_First_Names_F_0706=Hildegard
- Human_First_Names_F_0707=Hildur
- Human_First_Names_F_0708=Hiroko
- Human_First_Names_F_0709=Hisaya
- Human_First_Names_F_0710=Hitomi
- Human_First_Names_F_0711=Hollie
- Human_First_Names_F_0712=Holly
- Human_First_Names_F_0713=Hope
- Human_First_Names_F_0714=Hortense
- Human_First_Names_F_0715=Hudson
- Human_First_Names_F_0716=Hunter
- Human_First_Names_F_0717=Hyun
- Human_First_Names_F_0718=Ichiko
- Human_First_Names_F_0719=Ida
- Human_First_Names_F_0720=Idina
- Human_First_Names_F_0721=Ikumi
- Human_First_Names_F_0722=Ilana
- Human_First_Names_F_0723=Ilene
- Human_First_Names_F_0724=Imogene
- Human_First_Names_F_0725=Ina
- Human_First_Names_F_0726=Indigo
- Human_First_Names_F_0727=Indira
- Human_First_Names_F_0728=Indrani
- Human_First_Names_F_0729=Ines
- Human_First_Names_F_0730=Inez
- Human_First_Names_F_0731=Ingrid
- Human_First_Names_F_0732=Ioanna
- Human_First_Names_F_0733=Irena
- Human_First_Names_F_0734=Irene
- Human_First_Names_F_0735=Iris
- Human_First_Names_F_0736=Irma
- Human_First_Names_F_0737=Isa
- Human_First_Names_F_0738=Isabel
- Human_First_Names_F_0739=Isabella
- Human_First_Names_F_0740=Isabelle
- Human_First_Names_F_0741=Ishawna
- Human_First_Names_F_0742=Isidora
- Human_First_Names_F_0743=Isobel
- Human_First_Names_F_0744=Itsumi
- Human_First_Names_F_0745=Ivana
- Human_First_Names_F_0746=Ivita
- Human_First_Names_F_0747=Ivonne
- Human_First_Names_F_0748=Ivy
- Human_First_Names_F_0749=Jackie
- Human_First_Names_F_0750=Jacklyn
- Human_First_Names_F_0751=Jaclyn
- Human_First_Names_F_0752=Jacqueline
- Human_First_Names_F_0753=Jacquie
- Human_First_Names_F_0754=Jada
- Human_First_Names_F_0755=Jaden
- Human_First_Names_F_0756=Jae
- Human_First_Names_F_0757=Jaime
- Human_First_Names_F_0758=Jakeline
- Human_First_Names_F_0759=Jaki
- Human_First_Names_F_0760=Jalani
- Human_First_Names_F_0761=Jaleen
- Human_First_Names_F_0762=Jalen
- Human_First_Names_F_0763=Jamani
- Human_First_Names_F_0764=Jami
- Human_First_Names_F_0765=Jamie
- Human_First_Names_F_0766=Jan
- Human_First_Names_F_0767=Jana
- Human_First_Names_F_0768=Jane
- Human_First_Names_F_0769=Janelle
- Human_First_Names_F_0770=Janet
- Human_First_Names_F_0771=Janette
- Human_First_Names_F_0772=Janice
- Human_First_Names_F_0773=Janine
- Human_First_Names_F_0774=Janis
- Human_First_Names_F_0775=Janna
- Human_First_Names_F_0776=Jara
- Human_First_Names_F_0777=Jari
- Human_First_Names_F_0778=Jarmila
- Human_First_Names_F_0779=Jashanna
- Human_First_Names_F_0780=Jasmine
- Human_First_Names_F_0781=Jax
- Human_First_Names_F_0782=Jayne
- Human_First_Names_F_0783=Jaynie
- Human_First_Names_F_0784=Jaz
- Human_First_Names_F_0785=Jazmin
- Human_First_Names_F_0786=Jean
- Human_First_Names_F_0787=Jeanette
- Human_First_Names_F_0788=Jeanie
- Human_First_Names_F_0789=Jelinda
- Human_First_Names_F_0790=Jemisha
- Human_First_Names_F_0791=Jemma
- Human_First_Names_F_0792=Jen
- Human_First_Names_F_0793=Jenifer
- Human_First_Names_F_0794=Jenna
- Human_First_Names_F_0795=Jenni
- Human_First_Names_F_0796=Jennica
- Human_First_Names_F_0797=Jennifer
- Human_First_Names_F_0798=Jenny
- Human_First_Names_F_0799=Jeri
- Human_First_Names_F_0800=Jerri
- Human_First_Names_F_0801=Jerzy
- Human_First_Names_F_0802=Jess
- Human_First_Names_F_0803=Jessica
- Human_First_Names_F_0804=Jessie
- Human_First_Names_F_0805=Jewel
- Human_First_Names_F_0806=Jianni
- Human_First_Names_F_0807=Jill
- Human_First_Names_F_0808=Jillian
- Human_First_Names_F_0809=Jing
- Human_First_Names_F_0810=Jinny
- Human_First_Names_F_0811=Jo
- Human_First_Names_F_0812=Joan
- Human_First_Names_F_0813=Joana
- Human_First_Names_F_0814=Joanie
- Human_First_Names_F_0815=Joann
- Human_First_Names_F_0816=Joanne
- Human_First_Names_F_0817=Jocelyn
- Human_First_Names_F_0818=Jodi
- Human_First_Names_F_0819=Jodie
- Human_First_Names_F_0820=Jody
- Human_First_Names_F_0821=Joey
- Human_First_Names_F_0822=Johana
- Human_First_Names_F_0823=Johari
- Human_First_Names_F_0824=Jolena
- Human_First_Names_F_0825=Jolene
- Human_First_Names_F_0826=Joni
- Human_First_Names_F_0827=Jordan
- Human_First_Names_F_0828=Josefina
- Human_First_Names_F_0829=Josefine
- Human_First_Names_F_0830=Josephine
- Human_First_Names_F_0831=Josie
- Human_First_Names_F_0832=Joslin
- Human_First_Names_F_0833=Joy
- Human_First_Names_F_0834=Joyce
- Human_First_Names_F_0835=Juanita
- Human_First_Names_F_0836=Judi
- Human_First_Names_F_0837=Judie
- Human_First_Names_F_0838=Judith
- Human_First_Names_F_0839=Judy
- Human_First_Names_F_0840=Jules
- Human_First_Names_F_0841=Julia
- Human_First_Names_F_0842=Julian
- Human_First_Names_F_0843=Juliana
- Human_First_Names_F_0844=Julianne
- Human_First_Names_F_0845=Julie
- Human_First_Names_F_0846=Juliet
- Human_First_Names_F_0847=June
- Human_First_Names_F_0848=Justina
- Human_First_Names_F_0849=Justine
- Human_First_Names_F_0850=Kadasha
- Human_First_Names_F_0851=Kadian
- Human_Fir