//Microsoft Developer Studio generated resource script. // #include "resource.h" #define APSTUDIO_READONLY_SYMBOLS ///////////////////////////////////////////////////////////////////////////// // // Generated from the TEXTINCLUDE 2 resource. // #include "afxres.h" ///////////////////////////////////////////////////////////////////////////// #undef APSTUDIO_READONLY_SYMBOLS ///////////////////////////////////////////////////////////////////////////// // English (U.S.) resources #if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU) #ifdef _WIN32 LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US #pragma code_page(1252) #endif //_WIN32 #ifdef APSTUDIO_INVOKED ///////////////////////////////////////////////////////////////////////////// // // TEXTINCLUDE // 1 TEXTINCLUDE DISCARDABLE BEGIN "resource.h\0" END 2 TEXTINCLUDE DISCARDABLE BEGIN "#include ""afxres.h""\r\n" "\0" END 3 TEXTINCLUDE DISCARDABLE BEGIN "\r\n" "\0" END #endif // APSTUDIO_INVOKED #ifndef _MAC ///////////////////////////////////////////////////////////////////////////// // // Version // VS_VERSION_INFO VERSIONINFO FILEVERSION 00,1,6,2522 PRODUCTVERSION 00,1,6,2522 FILEFLAGSMASK 0x3fL #ifdef _DEBUG FILEFLAGS 0x1L #else FILEFLAGS 0x0L #endif FILEOS 0x40004L FILETYPE 0x1L FILESUBTYPE 0x0L BEGIN BLOCK "StringFileInfo" BEGIN BLOCK "040904b0" BEGIN VALUE "Comments", "MechCommander 2 Game Executable\0" VALUE "CompanyName", "Microsoft\0" VALUE "FileDescription", "MechCommander 2 Game Executable\0" VALUE "FileVersion", "00,1,6,2522" VALUE "InternalName", "MechCommander 2\0" VALUE "LegalCopyright", "Copyright ?2001 Microsoft\0" VALUE "LegalTrademarks", "'Mech\0" VALUE "OriginalFilename", "MC2Rel.exe\0" VALUE "PrivateBuild", "\0" VALUE "ProductName", "MechCommander 2\0" VALUE "ProductVersion", "00,1,6,2522" VALUE "SpecialBuild", "\0" END END BLOCK "VarFileInfo" BEGIN VALUE "Translation", 0x409, 1200 END END #endif // !_MAC ///////////////////////////////////////////////////////////////////////////// // // Icon // // Icon with lowest ID value placed first to ensure application icon // remains consistent on all systems. IDI_ICON2 ICON DISCARDABLE "Icon.ico" ///////////////////////////////////////////////////////////////////////////// // // String Table // STRINGTABLE DISCARDABLE BEGIN ID_OPENSPRITES "Opens the Sprites.PAK file" ID_EXIT "Exit the Application" ID_EXPORT_EXPORTSPRITEPAKFILE "Export the Sprite PAK File to Incorporate all changes made." ID_FILE_OPENCOMPBAS "Edit the components definition file" IDS_COST "Cost: %ld" IDS_RP "RESOURCE POINTS: %ld" IDS_PRIMARY "Primary Objectives" IDS_SECONDARY "Secondary Objectives" IDS_HELP_FONT_800 "ArialNarrow8.d3f" IDS_OBJECTIVE_FONT_800 "ArialNarrow8.d3f" IDS_INFONAME_FONT_800 "AgencyfB11.d3f" IDS_HELP_FONT_640 "ArialNarrow8.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_MISSION_OBJECTIVE "Objective %i: %s -- " IDS_MISSION_RESULT1 "incomplete" IDS_MISSION_RESULT2 "complete" IDS_MISSION_RESULT3 "failed" IDS_MISSION_LANCEORG "Lance Organization" IDS_MISSION_LANCEPOINT "Point" IDS_MISSION_LANCEPOS "%s Lance %i Position %s" IDS_WARRIOR_BASE "At Base Camp" IDS_WARRIOR_EJECTED "Ejected but returned to base camp" IDS_WARRIOR_DEAD "Died during the mission" IDS_WARRIOR_MIA "Ejected and missing in action" IDS_WARRIOR_CAPTURED "Ejected and captured by the Clan" IDS_MISSION_RATIO "%i shots hit out of %i fired: %f%% hit ratio" IDS_MISSION_NOSHOTS "No shots fired" IDS_MISSION_ARMOR "Armor" END STRINGTABLE DISCARDABLE BEGIN IDS_MISSION_REPORT "Report for Mech %i of Lance %i" IDS_MISSION_WEAPON "Weapon" IDS_DISABLED "disabled" IDS_DESTROYED "destroyed" IDS_OKAY "okay" IDS_MISSION_AMMO "Ammo" IDS_MISSION_SHOTSLEFT " %ld ammo" IDS_DAMAGED "damaged" IDS_IFACE_NOSALVAGE "no salvage" IDS_IFACE_UNINSPECTED "uninspected" IDS_IFACE_SOMETHING "But there's something here..." IDS_IFACE_SALVAGELIST "Salvage List" IDS_IFACE_ROUNDS "rounds" IDS_SHORTRANGE "Short-Range Attack Command (S)" IDS_SHORTRANGE_DESC "Order the selected 'Mechs to attack at short range." IDS_LONGRANGE "Long-Range Attack Command (L)" END STRINGTABLE DISCARDABLE BEGIN IDS_DEFAULTRANGE_DESC "Sets the selected 'Mechs to attack at their default range" IDS_LARGEAIRSTRIKE "Airstrike (NUMPAD *)" IDS_LARGEAIRSTRIKE_DESC "Call in an Airstrike to a specified location." IDS_SENSORPROBE "Sensor Probe (NUMPAD /)" IDS_SENSORPROBE_DESC "Call in a Sensor Probe to a specified location." IDS_SMALLAIRSTRIKE "Fixed Artillery" IDS_SMALLAIRSTRIKE_DESC "Purchase and deploy a Fixed Artillery piece to a specified location." IDS_REPAIR_VEHICLE "Repair Truck" IDS_REPAIR_VEHICLE_DESC "Purchase and deploy a Repair Truck." IDS_SCOUT "Scout 'Copter" IDS_SCOUT_DESC "Purchase and deploy a Scout 'Copter." IDS_MINELAYER "Minelayer" IDS_MINELAYER_DESC "Purchase and deploy a Minelayer." IDS_SALVAGE_VEHICLE "Salvage Craft" IDS_SALVAGE_VEHICLE_DESC "Purchase and deploy a Salvage Craft." IDS_STOP_VEHICLE "Cancel Deployment" END STRINGTABLE DISCARDABLE BEGIN IDS_STOP_VEHICLE_DESC "Cancel the selected deployment." IDS_FORCEGROUP_BAR "Deployment Team" IDS_FORCEGROUP_BAR_DESC "Select a unit to command or review its info. Hold down SHIFT to select multiple units.\n" IDS_VEHICLE "%.0f Ton %s Vehicle" IDS_BDLG2 "The following components could not be replaced:" IDS_SHORT "Short-Range" IDS_VERYSHORT "Very Short" IDS_BDLG3 "You do not have enough Resource Points to fully repair this BattleMech. " IDS_TAB_OP "Current Operation Briefing" IDS_TAB_CAM "Current Campaign Briefing" IDS_TAB_MIS "Current Mission Briefing" IDS_TAB_MCH "Current BattleMech Inventory" IDS_TAB_PLT "Current Pilot Inventory" IDS_TAB_CMP "Current Component Inventory" IDS_TAB_VCL "Current Vehicle Inventory" IDS_SDLG0 "Permanently remove pilot" END STRINGTABLE DISCARDABLE BEGIN IDS_BUILDFOR "This version for FIT Use ONLY" IDS_DONTUSE "Pre-Release build\nDo Not Distribute" IDS_BDLG4 "Do you wish to remove these damaged components?" IDS_BDLG5 "There is insufficient room for the component." IDS_VERYLIGHT "Very Lgt" IDS_MODERATE "Moderate" IDS_VERYHEAVY "Very Hvy" IDS_DEVASTATING "Devastating" IDS_VERYFAST "Very Fast" IDS_FAST "Fast" IDS_SLOW "Slow" IDS_VERYSLOW "Very Slow" IDS_NA "N/A" IDS_LONG "Long-Range" IDS_TONS "Tons" IDS_SENSOR "Sensor" END STRINGTABLE DISCARDABLE BEGIN IDS_GREEN "Green" IDS_REGULAR "Regular" IDS_VETERAN "Veteran" IDS_ELITE "Elite" IDS_DELETECONFIRM "Are you sure you want to delete this file?" IDS_OVERWRITECONFIRM "Overwrite this saved game?" IDS_SAVEWORKED "Game Saved." IDS_STANDARD "Standard" IDS_MFDOBJ_INCOMPLETE "Incomplete" IDS_MFDOBJ_SUCCESS "Success" IDS_MFDOBJ_FAILURE "Failure" IDS_MFDOBJ_INVALID "Invalid Status" IDS_MFDOBJ_INVISIBLE "Invisible" IDS_MFDOBJ_PRIMARY "Primary" IDS_MFDOBJ_SECONDARY "Secondary" IDS_MFDOBJ_OTHER "Other" END STRINGTABLE DISCARDABLE BEGIN IDS_MFDOBJ_INVALID2 "Invalid" IDS_MFDMCH_PRINTSTRING "%s %.0ft 'Mech" IDS_MFDMCH_LIGHT "Light" IDS_MFDMCH_MEDIUM "Medium" IDS_MFDMCH_HEAVY "Heavy" IDS_MFDMCH_ASSAULT "Assault" IDS_MFDPLT_GREEN "Green" IDS_MFDPLT_REGULAR "Regular" IDS_MFDPLT_VETERAN "Veteran" IDS_MFDPLT_ELITE "Elite" IDS_MFDCMD_FROM "Attack-From Position [C]" IDS_MFDCMD_SHORT "Attack-Short Range [S]" IDS_MFDCMD_MEDIUM "Attack-Medium Range [M]" IDS_MFDCMD_LONG "Attack-Long Range [L]" IDS_MFDCMD_GUARD "Guard/Escort [G]" IDS_MFDCMD_JUMP "Use Jumpjets [J]" END STRINGTABLE DISCARDABLE BEGIN IDS_MFDCMD_MOVE "Move Full Speed [SPACE]" IDS_MFDCMD_ZOOM "Zoom" IDS_MFDCMD_NOZOOM "Zoom Disabled" IDS_MFDCMD_SMALLSTRIKE "Small Strike" IDS_MFDCMD_LARGESTRIKE "Large Strike" IDS_MFDCMD_SENSOR "Sensor Probe" IDS_MFDCMD_CAMERA "Camera Drone" IDS_MFDCMD_NAME "Command Palette" IDS_MFDCMD_ARTILLERY "Calling %s" IDS_IFCMCH_CAPTURABLE "%s\n Capturable" IDS_IFCMCH_SHUTDOWN "%s\n Shutdown" IDS_IFCMCH_POWERDN "%s Powered Down" IDS_IFCMCH_NOPILOT "%s No Pilot" IDS_IFCMCH_NOCREW "%s No Crew" IDS_IFCBLD_BRIDGE "Bridge" IDS_IFCBLD_FOREST "Forest" END STRINGTABLE DISCARDABLE BEGIN IDS_IFCBLD_HWALL "Heavy Wall" IDS_IFCBLD_MWALL "Medium Wall" IDS_IFCBLD_LWALL "Light Wall" IDS_BLDOBJ_NAME "Building" IDS_TRTOBJ_NAME "Turret" IDS_GATOBJ_NAME "Gate" IDS_IPXTCP "Do you want an IPX or a TCP connection?" IDS_CANTJOIN "You cannot join the game." IDS_NOTFULL "Max players is %d. You only have %d." IDS_WAITHOST1 "WAITING FOR HOST TO SET" IDS_WAITHOST2 "MISSION PARAMETERS" IDS_CANT_CONFIRM_MPFILE "The following players don't have the game file: " IDS_CONFIRMING_MPFILE "Checking for the game file on all computers..." IDS_LOAD_ERROR "Error loading file %s." IDS_HOSTLEFT "You have been disconnected from the host." IDS_CHECKEXIT "Exit Multiplayer?" END STRINGTABLE DISCARDABLE BEGIN IDS_ACE "Ace" IDS_OBJECT_200 "Ammo Dump" IDS_OBJECT_201_LIAO "Base Generator" IDS_OBJECT_202 "Dome" IDS_OBJECT_203_LIAO "Fuel Tank" IDS_OBJECT_204 "Gate Control" IDS_OBJECT_205 "Heavy Popup Turret" IDS_OBJECT_206 "Heavy Turret" IDS_OBJECT_207 "Infantry Barracks" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECT_208_LIAO "Lookout Tower" IDS_OBJECT_209 "'Mech Hangar" IDS_OBJECT_210 "MechWarrior Barracks" IDS_OBJECT_211 "Perimeter Alarm" IDS_OBJECT_212 "Power Generator" IDS_OBJECT_LIAO "Repair Bay" IDS_OBJECT_214 "Liao Retractable Bridge" IDS_OBJECT_215_LIAO "Salvage Storage" IDS_OBJECT_216 "Sensor Control" IDS_OBJECT_217 "Sensor Tower" IDS_OBJECT_218_LIAO "Salvage Warehouse" IDS_OBJECT_219 "Spotlight" IDS_OBJECT_220 "Spotlight Control" IDS_OBJECT_221 "Turret Control" IDS_OBJECT_222 "Turret Generator" IDS_OBJECT_223 "Liao Vehicle Crew Barracks" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECT_224 "Bastion" IDS_OBJECT_225 "Infantry Barracks" IDS_OBJECT_226 "'Mech Hangar" IDS_OBJECT_DAVION "Repair Bay" IDS_OBJECT_228 "Mechwarrior Barracks" IDS_OBJECT_229 "Power Generator" IDS_OBJECT_230_DAVION "Sensor Tower" IDS_OBJECT_231_DAVION "Spotlight" IDS_OBJECT_232 "Turret Power Generator" IDS_OBJECT_233_STEINER "Salvage Storage" IDS_OBJECT_234 "Ammo Dump" IDS_OBJECT_235 "Power Generator" IDS_OBJECT_236 "'Mech Hangar" IDS_OBJECT_237_LOOKOUT "Lookout Tower" IDS_OBJECT_STEINER "Repair Bay" IDS_OBJECT_239 "Activation Marker" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECT_240 "House" IDS_OBJECT_241 "House" IDS_OBJECT_242 "House" IDS_OBJECT_243 "House" IDS_OBJECT_244 "House" IDS_OBJECT_245 "House" IDS_OBJECT_246 "Small Willow" IDS_OBJECT_247 "Grassy Willow Tree" IDS_OBJECT_248 "Dead Willow Tree" IDS_OBJECT_249 "Alien Palm Tree" IDS_OBJECT_250 "Alien Palm Tree 2" IDS_OBJECT_251 "Cattails" IDS_OBJECT_252 "Dead Willow Tree 2" IDS_OBJECT_253 "Medium Willow" IDS_OBJECT_254 "Large Willow" IDS_OBJECT_255 "Cattails 2" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECT_256 "Rock" IDS_OBJECT_257 "Rock 2" IDS_OBJECT_258 "Ammo Dump" IDS_OBJECT_259 "Davion Bridge Control" IDS_OBJECT_260 "Gate Control" IDS_OBJECT_261_DAVION "Lookout Tower" IDS_OBJECT_DAVION_PALARM "Perimeter Alarm" IDS_OBJECT_263 "Davion Retractable Bridge" IDS_OBJECT_264_DAVION "Salvage Storage" IDS_OBJECT_265 "Sensor Control" IDS_OBJECT_266_DAVION "Salvage Warehouse" IDS_OBJECT_267 "Spotlight Control" IDS_OBJECT_268 "Vehicle Hangar" IDS_OBJECT_269 "Barricade" IDS_OBJECT_270 "Gate" IDS_OBJECT_271 "Streetlight" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECT_272 "Streetlight 2" IDS_OBJECT_273 "Streetlight 3" IDS_OBJECT_274 "APC" IDS_OBJECT_275 "Harasser" IDS_OBJECT_276 "Large Artillery" IDS_OBJECT_277 "Minelayer" IDS_OBJECT_278 "Partisan" IDS_OBJECT_279 "Small Artillery" IDS_OBJECT_280 "Vedette" IDS_OBJECT_281 "Liao Bridge Control" IDS_OBJECT_282 "Light Wall" IDS_OBJECT_283_DAVION "Light Gate" IDS_OBJECT_284 "Davion Light Wall Diagonal" IDS_OBJECT_285 "Jungle Bush 2" IDS_OBJECT_286 "Jungle Clump 1" IDS_OBJECT_287 "Small Jungle Tree" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECT_288 "Large Jungle Tree" IDS_OBJECT_289 "Rock 1" IDS_OBJECT_290 "Rock 2 Dorje" IDS_OBJECT_291 "Rock 3" IDS_OBJECT_292 "Palm" IDS_OBJECT_293 "Palm Clump" IDS_OBJECT_294 "Ruin Barracks" IDS_OBJECT_295 "Ruin Hangar" IDS_OBJECT_296 "Ruin Tank" IDS_OBJECT_297 "Ruin Tower" IDS_OBJECT_298 "Volcano Crater" IDS_OBJECT_299 "Jungle Clump 2" IDS_OBJECT_300 "Scimitar" IDS_OBJECT_301 "Legion" IDS_OBJECT_302 "Armored Car" IDS_OBJECT_303 "Hunter" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECT_304 "Mobile HQ" IDS_OBJECT_305 "Fuel Truck" IDS_OBJECT_306 "Empty Truck" IDS_OBJECT_307 "Cargo Truck" IDS_OBJECT_308 "Resource Truck" IDS_OBJECT_309 "Light Wall" IDS_OBJECT_310_LIAO "Light Gate" IDS_OBJECT_311_LIAO "Medium Wall" IDS_OBJECT_312_LIAO "Medium Gate" IDS_OBJECT_313 "Heavy Wall" IDS_OBJECT_314_LIAO "Heavy Gate" IDS_OBJECT_315 "Medium Wall" IDS_OBJECT_316_DAVION "Medium Gate" IDS_OBJECT_317 "Heavy Wall" IDS_OBJECT_318_DAVION "Heavy Gate" IDS_OBJECT_319_STEINER "Perimeter Alarm" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECT_320 "Infantry Barracks" IDS_OBJECT_321 "Vehicle Hangar" IDS_OBJECT_322 "Davion Medium Wall Diagonal" IDS_OBJECT_323 "Gauss Turret" IDS_OBJECT_324 "Popup Autocannon Turret" IDS_OBJECT_325 "LRM Turret" IDS_OBJECT_326 "Large Pulse Laser Turret" IDS_OBJECT_327 "Long Tom Turret" IDS_OBJECT_328 "Davion Heavy Wall Diagonal" IDS_OBJECT_329 "Medium Autocannon Turret" IDS_OBJECT_330 "SRM Turret" IDS_OBJECT_331 "Popup SRM Turret" IDS_OBJECT_332 "VTOL" IDS_OBJECT_333 "Popup LRM Turret" IDS_OBJECT_334_STEINER "Salvage Warehouse" IDS_OBJECT_335 "Turret Power Generator" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECT_336 "Jeep" IDS_OBJECT_337 "Repair Truck" IDS_OBJECT_338 "Fuel Pipe" IDS_OBJECT_339 "Large Fuel Tank" IDS_OBJECT_340 "Small Fuel Tank" IDS_OBJECT_341 "Storm" IDS_OBJECT_342 "LRM Carrier" IDS_OBJECT_343 "Steiner Retractable Bridge" IDS_OBJECT_344 "Heavy Wall" IDS_OBJECT_345_STEINER "Heavy Gate" IDS_OBJECT_346 "Medium Wall" IDS_OBJECT_347_STEINER "Medium Gate" IDS_OBJECT_348 "Light Wall" IDS_OBJECT_349_STEINER "Light Gate" IDS_OBJECT_350 "Turret Control" IDS_OBJECT_351 "Small Pine" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECT_352 "Bridge Control" IDS_OBJECT_353 "Spotlight Control" IDS_OBJECT_354 "Gate Control" IDS_OBJECT_355 "Turret Control" IDS_OBJECT_356_STEINER "Spotlight" IDS_OBJECT_357_STEINER "Sensor Tower" IDS_OBJECT_358 "Mechwarrior Barracks" IDS_OBJECT_359 "Sensor Control" IDS_OBJECT_360 "Ambulance" IDS_OBJECT_361 "TankF" IDS_OBJECT_362 "Scout" IDS_OBJECT_363 "Pine Clump" IDS_OBJECT_364 "Medium Pine" IDS_OBJECT_365 "Large Pine" IDS_OBJECT_366 "Hetzer" IDS_OBJECT_367 "Sensor Probe Launcher" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECT_368 "H Tent" IDS_OBJECT_369 "Tent" IDS_OBJECT_370 "HQ Tent" IDS_OBJECT_371 "Long Tent" IDS_OBJECT_372 "Attack 'Copter" IDS_OBJECT_373 "Hellcat 2" IDS_OBJECT_374 "Motorcycle" IDS_OBJECT_375 "Dune Buggy" IDS_OBJECT_376 "Troop Transport" IDS_OBJECT_377 "Rhodan" IDS_OBJECT_378 "Private Jet" IDS_OBJECT_379 "Liao Flag" IDS_OBJECT_380 "Checkpoint" IDS_OBJECT_381 "Barrel" IDS_OBJECT_382 "Barrels" IDS_OBJECT_383 "Dumpster" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECT_384 "Small Barricade" IDS_OBJECT_385 "Stop Sign" IDS_OBJECT_386 "Camo Netting" IDS_OBJECT_387 "Sandbag Walls" IDS_OBJECT_388 "Tarp Crates" IDS_OBJECT_389 "Burning Trash Barrel" IDS_OBJECT_390 "Wooden Fence" IDS_OBJECT_391 "Sandbag Bunker" IDS_OBJECT_392 "Ammo Crates" IDS_OBJECT_393 "Wooden Crates" IDS_OBJECT_394 "Hazmat Sphere" IDS_OBJECT_395 "Infantry" IDS_OBJECT_396 "Powered Armor" IDS_OBJECT_397 "Forklift" IDS_OBJECT_398 "Heavy Industrial" IDS_OBJECT_399 "Purification Plant" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECT_400 "Small Birch" IDS_OBJECT_401 "Small Dead Birch" IDS_OBJECT_402 "Medium Birch" IDS_OBJECT_403 "Medium Dead Birch" IDS_OBJECT_404 "Large Birch" IDS_OBJECT_405 "Large Dead Birch" IDS_OBJECT_406 "Birch Clump 1" IDS_OBJECT_407 "Birch Clump 1 Dead" IDS_OBJECT_408 "Geodesic Dome" IDS_OBJECT_409 "Bridge" IDS_OBJECT_410 "Ammo Crates" IDS_OBJECT_411 "Barrels" IDS_OBJECT_412 "Blue Beacon Light" IDS_OBJECT_413 "Trash Barrel" IDS_OBJECT_414 "Camo Netting" IDS_OBJECT_415 "Metal Barricade" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECT_416 "Crates" IDS_OBJECT_417 "Davion Flag" IDS_OBJECT_418 "Dumpster" IDS_OBJECT_419 "Green Beacon Light" IDS_OBJECT_420 "Hazmat Sphere" IDS_OBJECT_421 "Liao Flag" IDS_OBJECT_422 "Military Checkpoint" IDS_OBJECT_423 "Lockers" IDS_OBJECT_424 "Red Beacon Light" IDS_OBJECT_425 "Runway Light" IDS_OBJECT_426 "Sandbag Bunker" IDS_OBJECT_427 "Sandbag Wall" IDS_OBJECT_428 "Slippery Sign" IDS_OBJECT_429 "Stop Sign" IDS_OBJECT_430 "Reinforced Barricade" IDS_OBJECT_431 "Wooden Crates" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECT_432 "Road Sign" IDS_OBJECT_433 "Fuel pipe junction" IDS_OBJECT_434 "Extraction Marker" IDS_OBJECT_435 "Nav Marker" IDS_OBJECT_436 "Nav Point 2" IDS_OBJECT_437 "Nav Point 3" IDS_OBJECT_438 "Nav Point 4" IDS_OBJECT_439 "Nav Point 5" IDS_OBJECT_440 "Nav Point 6" IDS_OBJECT_441 "Nav Marker" IDS_OBJECT_442 "NOT USED" IDS_OBJECT_443 "NOT USED" IDS_OBJECT_444 "Industrial Plant" IDS_OBJECT_445 "Tin Shack" IDS_OBJECT_446 "Chemical Plant" IDS_OBJECT_447 "Small Oak" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECT_448 "Medium Oak" IDS_OBJECT_449 "Large Oak" IDS_OBJECT_450 "Large Dead Oak" IDS_OBJECT_451 "Medium Dead Oak" IDS_OBJECT_452 "Small Dead Oak" IDS_OBJECT_453 "Oak Clump" IDS_OBJECT_454 "Small Maple" IDS_OBJECT_455 "Medium Maple" IDS_OBJECT_456 "Large Maple" IDS_OBJECT_457 "Small Dead Maple" IDS_OBJECT_458 "Medium Dead Maple" IDS_OBJECT_459 "Large Dead Maple" IDS_OBJECT_460 "Redwood 1" IDS_OBJECT_461 "Redwood 2" IDS_OBJECT_462 "Redwood 3" IDS_OBJECT_463 "Redwood 1 Dead" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECT_464 "Redwood 2 Dead" IDS_OBJECT_465 "Redwood 3 Dead" IDS_OBJECT_466 "Large Factory" IDS_OBJECT_467 "Small Factory" IDS_OBJECT_468 "Medium Factory" IDS_OBJECT_469 "Processing Plant" IDS_OBJECT_470 "Centipede" IDS_OBJECT_471 "Corner Pipe" IDS_OBJECT_472 "Drillson" IDS_OBJECT_473 "End Pipe" IDS_OBJECT_474 "Four-Way Pipe" IDS_OBJECT_475 "Liquid Storage" IDS_OBJECT_476 "Pipe Tank" IDS_OBJECT_477 "Rusty Quonset" IDS_OBJECT_478 "Quonset" IDS_OBJECT_479 "New Quonset" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECT_480 "Small House" IDS_OBJECT_481 "Large House" IDS_OBJECT_482 "Shanty House" IDS_OBJECT_483 "Tiny House" IDS_OBJECT_484_STRAIGHT1 "Short Pipe" IDS_OBJECT_485_STRAIGHT2 "Medium Pipe" IDS_OBJECT_486_STRAIGHT3 "Long Pipe" IDS_OBJECT_487 "Three-Way Pipe" IDS_OBJECT_488 "Small Dead Willow" IDS_OBJECT_489 "Medium Dead Willow" IDS_OBJECT_490 "Large Dead Willow" IDS_OBJECT_491 "Small Dead Pine" IDS_OBJECT_492 "Medium Dead Pine" IDS_OBJECT_493 "Large Dead Pine" IDS_OBJECT_494 "Resource Building" IDS_OBJECT_495 "Bandit Headquarters" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECT_496 "Crashed Spaceship Engine" IDS_OBJECT_497 "Crashed Spaceship Tail" IDS_OBJECT_498 "Liao Light Wall Diagonal" IDS_OBJECT_499 "Liao Medium Wall Diagonal" IDS_OBJECT_500 "Liao Heavy Wall Diagonal" IDS_OBJECT_501 "Heavy 'Copter" IDS_OBJECT_502 "Scout 'Copter" IDS_OBJECT_503 "Light Post" IDS_OBJECT_504 "Liao Light Post Diagonal" IDS_OBJECT_505 "Medium Post" IDS_OBJECT_506 "Liao Medium Post Diagonal" IDS_OBJECT_507 "Heavy Post" IDS_OBJECT_508 "Liao Heavy Post Diagonal" IDS_OBJECT_509 "Cactus" IDS_OBJECT_510 "Bent Cactus" IDS_OBJECT_511 "Raised Cactus" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECT_512 "Spiked Cactus" IDS_OBJECT_513 "Scrub Brush 1" IDS_OBJECT_514 "Scrub Brush 2" IDS_OBJECT_515 "Scrub Brush 3" IDS_OBJECT_516 "Scrub Brush 4" IDS_OBJECT_517 "Junk Pile" IDS_OBJECT_518 "Large Junk" IDS_OBJECT_519 "Junk" IDS_OBJECT_520 "Small Junk" IDS_OBJECT_521 "Large Wreckage" IDS_OBJECT_522 "Wreckage" IDS_OBJECT_523 "Small Wreckage" IDS_OBJECT_524 "Crashed Lifeboat" IDS_OBJECT_525 "Rusted Escape Pod" IDS_OBJECT_526 "Desert Rock Clump 1" IDS_OBJECT_527 "Desert Rock Clump 2" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECT_528 "Desert Rock Clump 3" IDS_OBJECT_529 "Desert Rock Formation 1" IDS_OBJECT_530 "Desert Rock Formation 2" IDS_OBJECT_531 "Desert Rock Spire 1" IDS_OBJECT_532 "Desert Rock Spire 2" IDS_OBJECT_533 "Scout 'Copter" IDS_OBJECT_534 "Steiner Light Wall Diagonal" IDS_OBJECT_535 "Steiner Medium Wall Diagonal" IDS_OBJECT_536 "Steiner Heavy Wall Diagonal" IDS_OBJECT_537 "Heavy Post" IDS_OBJECT_538 "Steiner Heavy Post Diagonal" IDS_OBJECT_539 "Medium Post" IDS_OBJECT_540 "Steiner Medium Post Diagonal" IDS_OBJECT_541 "Light Post" IDS_OBJECT_542 "Steiner Light Post Diagonal" IDS_OBJECT_543 "Water Tower" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECT_544 "Apartments" IDS_OBJECT_545 "Tall Apartments" IDS_OBJECT_546 "Shed" IDS_OBJECT_547 "Angled Shed" IDS_OBJECT_548 "Raised Shed" IDS_OBJECT_549 "Meeting Hall" IDS_OBJECT_550 "Wooden Fence" IDS_OBJECT_551 "Dummy Tree" IDS_OBJECT_552 "Dummy Building" IDS_OBJECT_553 "Dummy Steppable" IDS_OBJECT_554 "Mobile Orbital Gun" IDS_OBJECT_555 "Comstar Support Building" IDS_OBJECT_556 "Very Long Bridge" IDS_OBJECT_557 "Fixed Artillery" IDS_OBJECT_558 "Wooden Fence Corner" IDS_OBJECT_559 "Weapons Facility" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECT_560 "Grain Storage" IDS_OBJECT_561 "Greenhouse" IDS_OBJECT_562 "Gun Tower" IDS_OBJECT_563 "Industrial Complex" IDS_OBJECT_564 "Relay Station" IDS_OBJECT_565 "Transformer Station" IDS_OBJECT_566 "Valve Station" IDS_OBJECT_567 "Waste Processor" IDS_OBJECT_568 "HPG Station" IDS_OBJECT_569 "Headquarters" IDS_OBJECT_570 "Headquarters" IDS_OBJECT_571 "Headquarters" IDS_OBJECT_572 "Wire Fence" IDS_OBJECT_573 "Wire Fence Corner" IDS_OBJECT_574 "Razor Wire" IDS_OBJECT_575 "Razorwire Corner" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECT_576 "Hazmat" IDS_OBJECT_577 "Desert Rock Field 1" IDS_OBJECT_578 "Desert Rock Field 2" IDS_OBJECT_579 "Desert Rock Field 3" IDS_OBJECT_580 "Grass Rock Clump 1" IDS_OBJECT_581 "Grass Rock Clump 2" IDS_OBJECT_582 "Grass Rock Clump 3" IDS_OBJECT_583 "Grass Rock Field 1" IDS_OBJECT_584 "Grass Rock Field 2" IDS_OBJECT_585 "Grass Rock Field 3" IDS_OBJECT_586 "Grass Rock Formation 1" IDS_OBJECT_587 "Grass Rock Formation 2" IDS_OBJECT_588 "Grass Rock Formation 3" IDS_OBJECT_589 "Jungle Rock Clump 1" IDS_OBJECT_590 "Jungle Rock Clump 2" IDS_OBJECT_591 "Jungle Rock Clump 3" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECT_592 "Jungle Rock Field 1" IDS_OBJECT_593 "Jungle Rock Field 2" IDS_OBJECT_594 "Jungle Rock Field 3" IDS_OBJECT_595 "Jungle Rock Formation 1" IDS_OBJECT_596 "Jungle Rock Formation 2" IDS_OBJECT_597 "Jungle Rock Formation 3" IDS_OBJECT_598 "Tundra Rock Clump 1" IDS_OBJECT_599 "Tundra Rock Clump 2" IDS_OBJECT_600 "Tundra Rock Clump 3" IDS_OBJECT_601 "Tundra Rock Field 1" IDS_OBJECT_602 "Tundra Rock Field 2" IDS_OBJECT_603 "Tundra Rock Field 3" IDS_OBJECT_604 "Tundra Rock Formation 1" IDS_OBJECT_605 "Tundra Rock Formation 2" IDS_OBJECT_606 "Tundra Rock Formation 3" IDS_OBJECT_607 "Volcanic Rock Clump 1" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECT_608 "Volcanic Rock Clump 2" IDS_OBJECT_609 "Volcanic Rock Clump 3" IDS_OBJECT_610 "Volcanic Rock Field 1" IDS_OBJECT_611 "Volcanic Rock Field 2" IDS_OBJECT_612 "Volcanic Rock Field 3" IDS_OBJECT_613 "Volcanic Rock Formation 1" IDS_OBJECT_614 "Volcanic Rock Formation 2" IDS_OBJECT_615 "Volcanic Rock Formation 3" IDS_OBJECT_616 "Prison" IDS_OBJECT_617 "Shack" IDS_OBJECT_618 "AeroSpotter" IDS_OBJECT_619 "AC Desert Camo Turret" IDS_OBJECT_620 "AC Tundra Camo Turret" IDS_OBJ_TRAIN1 "AC Volcanic Camo Turret" IDS_OBJ_TRAIN2 "SRM Desert Camo Turret" IDS_OBJ_TRAIN3 "SRM Tundra Camo Turret" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJ_TRAIN4 "SRM Volcanic Camo Turret" IDS_OBJ_TRAIN5 "Arbor" IDS_OBJ_TRAIN6 "Carver" IDS_OBJ_TRAIN7 "Sylvan" IDS_MIS0101_OBJ1 "Verdant" IDS_MIS0101_OBJ2 "Tree Clump 2 Tree 1" IDS_MIS0102_OBJ1 "Tree Clump 2 Tree 2" IDS_MIS0301_OBJ1 "Gulag Prison" IDS_MIS0301_OBJ2 "Gulag Entry" IDS_MIS0304_OBJ1 "Gulag Wing" IDS_MIS0304_OBJ2 "Gulag Barracks" IDS_MIS0403_OBJ1 "Prison Cells" IDS_MIS0406_OBJ1 "Gulag Cells" IDS_MIS0504_OBJ1 "Turret Control" IDS_MIS0504_OBJ2 "Military" IDS_PRINTTONS "Orbital Turret" END STRINGTABLE DISCARDABLE BEGIN IDS_MAJOR_VERSION "Portable" IDS_MINOR_VERSION "Karnov" IDS_BUILD "Fixed Artillery" IDS_RELEASE_VERSION "Swarm LRM Carrier" IDS_DEBUG_VERSION "Mech Arm" IDS_BDLG6 "Omnimech Arm" IDS_HELP_GEN05 "Mech Leg" IDS_MECHWARRIOR "Omnimech Leg" IDS_OBJECT621 "Mech Debris" IDS_STRING30649 "Cement Median" IDS_STRING30650 "Lifeboat" IDS_STRING30651 "Shilone" IDS_STRING30652 "Slayer" IDS_STRING30653 "Crane Prop" IDS_STRING30654 "Gun Tower" IDS_STRING30655 "Fires machine gun rounds. Best attacked from long range." END STRINGTABLE DISCARDABLE BEGIN IDS_MECH0 "Atlas" IDS_MECH1 "Atlas Debris" IDS_MECH2 "Enfield Debris" IDS_MECH3 "MenShen" END STRINGTABLE DISCARDABLE BEGIN IDS_MECH4 "Center Lobby" IDS_MECH5 "Dropship" IDS_MECH6 "Catapult" IDS_MECH7 "Hangar" IDS_MECH8 "Hub" IDS_MECH9 "Razorback" IDS_MECH10 "Lobby" IDS_MECH11 "Shuttle" IDS_MECH12 "Lao Hu" IDS_MECH13 "Terminal" IDS_MECH14 "Dual Terminal" IDS_MECH15 "Wolfhound" IDS_MECH16 "Air Traffic Control" IDS_MECH17 "Space Traffic Control" IDS_MECH18 "Hollander" IDS_MECH19 "Walkway" END STRINGTABLE DISCARDABLE BEGIN IDS_MECH20 "Liao Banner" IDS_MECH21 "Hunchback" IDS_MECH22 "Elite Barracks" IDS_MECH23 "Guard House" IDS_MECH24 "Zeus" IDS_MECH25 "Palace Core" IDS_MECH26 "Palace Gate" IDS_MECH27 "JagerMech" IDS_MECH28 "Palace Tower" IDS_MECH29 "Palace Wing" IDS_MECH30 "Starslayer" IDS_MECH31 "Mansion Left" IDS_MECH32 "Mansion Right" IDS_MECH33 "Mad Cat" IDS_MECH34 "Crash Rib" IDS_MECH35 "Shanty" END STRINGTABLE DISCARDABLE BEGIN IDS_MECH36 "Anubis" IDS_MECH37 "Angled Shanty" IDS_MECH38 "Low Shanty" IDS_MECH39 "Raven" IDS_MECH40 "Crash Wing" IDS_MECH41 "Shanty Fence" IDS_MECH42 "Sha Yu" IDS_MECH43 "Gantry" IDS_MECH44 "Mansion" IDS_MECH45 "Uller" IDS_MECH46 "Comstar Corner" IDS_MECH47 "Comstar End" IDS_MECH48 "Vulture" IDS_MECH49 "Comstar Fourway" IDS_MECH50 "Comstar Generator" IDS_MECH51 "Highlander" END STRINGTABLE DISCARDABLE BEGIN IDS_MECH52 "Comstar Office" IDS_MECH53 "Comstar Threeway" IDS_MECH54 "Cyclops" IDS_MECH55 "Comstar Walkway" IDS_MECH56 "Heavy Post" IDS_MECH57 "Bushwacker" IDS_MECH58 "Light Post" IDS_MECH59 "Medium Post" IDS_MECH60 "Blood Asp" IDS_MECH61 "Administration" IDS_MECH62 "Auxiliary" IDS_MECH63 "Shadow Cat" IDS_MECH64 "Office Quarters" IDS_MECH65 "Hall of Records" IDS_MECH66 "Enfield" IDS_MECH67 "High Command" END STRINGTABLE DISCARDABLE BEGIN IDS_VEHICLE0 "APC" IDS_VEHICLE1 "Armored Car" IDS_VEHICLE2 "Bulldog" IDS_VEHICLE3 "Condor" IDS_VEHICLE4 "Harasser" IDS_VEHICLE5 "J. Edgar" IDS_VEHICLE6 "LRM Carrier" IDS_VEHICLE7 "Minelayer" IDS_VEHICLE8 "Sweeper" IDS_VEHICLE9 "Pegasus" IDS_VEHICLE10 "Refit Truck" IDS_VEHICLE11 "Rommel" IDS_VEHICLE12 "Saracen" IDS_VEHICLE13 "Savannah" IDS_VEHICLE14 "Shrek" IDS_VEHICLE15 "SRM Carrier" END STRINGTABLE DISCARDABLE BEGIN IDS_VEHICLE16 "Striker" IDS_VEHICLE17 "Swiftwind" IDS_VEHICLE18 "VonLuckner" IDS_VEHICLE19 "Mobile HQ" IDS_VEHICLE20 "Fuel Truck" IDS_VEHICLE21 "Elem. Carrier" IDS_VEHICLE22 "Mbl Artlry" IDS_VEHICLE23 "Artillery Loader" IDS_VEHICLE24 "Towed Turret" IDS_VEHICLE25 "AeroSpace Spotter" IDS_VEHICLE26 "Resource Truck" IDS_VEHICLE27 "Salvage Rig" IDS_VEHICLE28 "Lt. Transport" IDS_VEHICLE29 "Flatbed" IDS_VEHICLE30 "Semi-Tractor" IDS_VEHICLE31 "Armed Flatbed" END STRINGTABLE DISCARDABLE BEGIN IDS_VEHICLE32 "Farm Truck" IDS_VEHICLE33 "Armed Farm Truck" IDS_VEHICLE34 "Car" IDS_VEHICLE35 "Sports Car" IDS_VEHICLE36 "Sports Car" IDS_VEHICLE37 "Car" IDS_VEHICLE38 "Hover Limo" IDS_VEHICLE39 "Limo" IDS_VEHICLE40 "Sports Car" IDS_VEHICLE41 "Car" IDS_VEHICLE42 "Car" IDS_VEHICLE43 "Sports Car" IDS_VEHICLE44 "Car" IDS_VEHICLE45 "Car" IDS_VEHICLE46 "Sports Car" IDS_VEHICLE47 "Salvage Truck" END STRINGTABLE DISCARDABLE BEGIN IDS_VEHICLE48 "Refit Rig" IDS_VEHICLE49 "Ambulance" IDS_VEHICLE50 "Centipede" IDS_VEHICLE51 "Regulator" IDS_VEHICLE52 "Manticore" IDS_VEHICLE53 "Pilum" IDS_VEHICLE54 "Alacorn" IDS_VEHICLE55 "Ammo Truck" END STRINGTABLE DISCARDABLE BEGIN IDS_GOTOMPLAYER "Exit to mplayer.com to launch an internet game?" IDS_NOMPLAYNOW "The MPlayNow executable was not found. Please reinstall it from the MechCommander 2 CD." IDS_FINDINGGAME "Waiting on host to create game... " IDS_SWAP_ERROR "MechCommander 2 requires at least 48 MB of Swapspace to run.\nYour Swapspace is only %d MB.\nSee the Readme file for information on how to do this." IDS_DEAD "Dead" IDS_INJURED "Injured" IDS_ACTIVE "Active" IDS_MIS0506_OBJ1 "Local Turret Power" IDS_MIS0506_OBJ2 "Sensor Power" IDS_MIS0506_OBJ3 "Eastern Turret Power" IDS_MIS0506_OBJ4 "Western Turret Power" IDS_BDLG7 "A 'Mech cannot be deployed with damaged engine. The engine must be repaired in the 'Mech Bay." IDS_DEMO_MSG "Demo" IDS_MP_RESET "has left the game. Returning you to the main screen. " END STRINGTABLE DISCARDABLE BEGIN IDS_ONLY_ONE_LEFT "All other players have disconnected. Exiting session screen." IDS_SERIALJOIN "Attempting serial connection..." IDS_DIALING "Attempting modem connection..." IDS_CANTDIAL "Error dialing or connecting." IDS_CLAN "Clan" IDS_IS "Inner Sphere" IDS_FRIENDLY "Friendly" IDS_ENEMY "Enemy" IDS_WAITING_FOR_RETURN "Waiting for all players to return." IDS_LOSTPLAYER "Missing Player" IDS_ONLY_ONE_LEFT_MP "All other players have disconnected. Exiting to game lobby." IDS_PLAYERSLEFT "Other player(s) left before you started the game." IDS_MFDMAPCONTROLS "Map Controls" IDS_MFDVEHICLE_PRINTSTRING "%s %.0ft 'Vehicle" IDS_MEDIUM "Medium-Range" IDS_COMPONENT "Components" END STRINGTABLE DISCARDABLE BEGIN IDS_BONUS_OBJ "Bonus Objectives" IDS_NO_SALVAGE "No Salvage Recovered" IDS_SECOND_OBJ "Secondary Objectives" IDS_MR_RP "RP" IDS_BDLG8 "Cannot deploy the 'Mech. The chassis is missing internal structure in a key location." IDS_MP_RESET2 "has left the game. Returning you to the game lobby." IDS_NOCDINDRIVE "Please insert the MechCommander 2 CD in the CD-ROM drive." IDS_NOCDINDRIVE_CAP "MechCommander 2 CD Error" IDS_OBJ_872 "Perimeter Turret Power" IDS_MP_CONNECTIONLOST "Sorry. Your network connection to this game has been lost. " IDS_OBJ_TRTCNTRL1 "West Turret Control" IDS_OBJ_TRTCNTRL2 "East Turret Control" IDS_OBJ_TRTCNTRL3 "Gate Turret Control" IDS_OBJ_POSMRKR "Position Marker" IDS_NOIPXTCP "Connecting through TCP/IP. IPX is not installed." IDS_NOTCPIPX "Connecting through IPX. TCP/IP is not installed." END STRINGTABLE DISCARDABLE BEGIN IDS_LOBBYFAILED "Your connection to the game was unsuccesful. Click OK to return to the game lobby." IDS_LOWMEMORY "You should have at least 32 M of RAM for multiplayer. Expect serious frame hits." IDS_MAXUNIT1 "Current inventory of 'Mechs and vehicles is %d. Maximum is %d. You must sell back units or risk losing future salvage." IDS_MAXUNIT2 "Current inventory of 'Mechs and vehicles is %d. Maximum is %d. You must sell back at least %d units before deployment." IDS_MAXUNIT3 "Inventory of 'Mechs and vehicles is at maximum. Until you sell back units, you may not purchase new units and you will lose all future salvage." IDS_NOBODYJOINED "Nobody joined your game. Exiting to the game lobby." IDS_BONUSSTRING "Drop-Weight %d Tons Under Maximum" IDS_GAMESTRING "%s' game" IDS_NOWSERVER "is now the server." IDS_ENTERED "%s has entered the mission." IDS_AUTOSAVEAFTER "PortArthurAfter_Op%i_Mis%i" IDS_AUTOSAVEBEFORE "PortArthurBefore_Op%i_Mis%i" IDS_SAVEDEFAULT "savegame%03i" IDS_INVENTORY "Inventory: " IDS_SNSAMMO "Sensors & Ammo" IDS_NONE "NONE" END STRINGTABLE DISCARDABLE BEGIN IDS_ROUNDS " [%i rounds]" IDS_EMPTYFILE "" IDS_PLYRLEFTGAME "%s left the game." IDS_IAMNOWSERVER " I have become the server." IDS_LANGUAGE "English" IDS_UNLIMITED " Unlimited" IDS_AUTOSAVEAFTER_MCX "CermakAfter_Op%i_Mis%i" IDS_AUTOSAVEBEFORE_MCX "CermakBefore_Op%i_Mis%i" IDS_GIMMEMECH1CD "Please insert MechCommander 2 CD 1." IDS_GIMMEMECH1CD_CAP "Movie not found" IDS_SENSOR_LIGHT_VEHICLE "Light Vehicle" IDS_SENSOR_MEDIUM_VEHICLE "Med Vehicle" IDS_SENSOR_HEAVY_VEHICLE "Hvy Vehicle" IDS_SENSOR_VEHICLE_UNKNOWN "UNKNOWN" IDS_SENSOR_LIGHT_MECH "Light 'Mech" IDS_SENSOR_MEDIUM_MECH "Med 'Mech" END STRINGTABLE DISCARDABLE BEGIN IDS_MECH68 "Atrium" IDS_MECH69 "Shootist" IDS_MECH70 "Annex" IDS_MECH71 "Stairway" IDS_MECH72 "UrbanMech" IDS_MECH73 "Fire Ant" IDS_MECH74 "Small Promenade" IDS_MECH75 "Victory Hall" IDS_MECH76 "Large Promenade" IDS_MECH77 "Katrina Steiner" IDS_STRING30778 "Low Urban Brick" IDS_STRING30779 "Low Urban Concrete" IDS_STRING30780 "Low Urban Abandoned" IDS_STRING30781 "Urban Brick" IDS_STRING30782 "Urban Abandoned" IDS_STRING30783 "Urban Loft" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP0 "undefined" IDS_COMP1 "Fusion Engine" IDS_COMP2 "XL Fusion Engine" IDS_COMP3 "C XL Fusion Engine" IDS_COMP4 "Arm Actuator" IDS_COMP5 "Leg Actuator" IDS_COMP6 "Cockpit" IDS_COMP7 "Heat Sink" IDS_COMP8 "Double Heat Sink" IDS_COMP9 "C Double Heat Sink" IDS_COMP10 "Jump Jets" IDS_COMP11 "Medium Jump Jet" IDS_COMP12 "Small Jump Jet" IDS_COMP13 "Sensor - Basic" IDS_COMP14 "Sensor - Intermediate" IDS_COMP15 "Sensor - Advanced" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP16 "C Sensor - Basic" IDS_COMP17 "C Sensor - Adv" IDS_COMP18 "Vehicle Sensor" IDS_COMP19 "Adv Vehicle Sensor" IDS_COMP20 "Gyroscope IV" IDS_COMP21 "Gyroscope III" IDS_COMP22 "Gyroscope II" IDS_COMP23 "Gyroscope I" IDS_COMP24 "Power Amplifier" IDS_COMP25 "Armor" IDS_COMP26 "Vehicle Ferro-Fibrous Armor" IDS_COMP27 "C Ferro-Fibrous Armor" IDS_COMP28 "C Vehicle Ferro-Fibrous" IDS_COMP29 "Endosteel Int Str" IDS_COMP30 "C Endosteel Int Str" IDS_COMP31 "Case" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP32 "C Case" IDS_COMP33 "Shoulder" IDS_COMP34 "Hip" IDS_COMP35 "LifeSupport" IDS_COMP36 "Vehicle Sensors" IDS_COMP37 "Beagle Probe" IDS_COMP38 "MkI ECM Suite" IDS_COMP39 "undefined" IDS_COMP40 "undefined" IDS_COMP41 "undefined" IDS_COMP42 "MkII ECM Suite" IDS_COMP43 "Active Probe" IDS_COMP44 "undefined" IDS_COMP45 "undefined" IDS_COMP46 "undefined" IDS_COMP47 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP48 "undefined" IDS_COMP49 "undefined" IDS_COMP50 "undefined" IDS_COMP51 "undefined" IDS_COMP52 "undefined" IDS_COMP53 "undefined" IDS_COMP54 "undefined" IDS_COMP55 "undefined" IDS_COMP56 "undefined" IDS_COMP57 "undefined" IDS_COMP58 "undefined" IDS_COMP59 "undefined" IDS_COMP60 "undefined" IDS_COMP61 "undefined" IDS_COMP62 "undefined" IDS_COMP63 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP64 "undefined" IDS_COMP65 "undefined" IDS_COMP66 "undefined" IDS_COMP67 "undefined" IDS_COMP68 "undefined" IDS_COMP69 "undefined" IDS_COMP70 "undefined" IDS_COMP71 "undefined" IDS_COMP72 "undefined" IDS_COMP73 "undefined" IDS_COMP74 "undefined" IDS_COMP75 "undefined" IDS_COMP76 "undefined" IDS_COMP77 "undefined" IDS_COMP78 "undefined" IDS_COMP79 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP80 "undefined" IDS_COMP81 "undefined" IDS_COMP82 "undefined" IDS_COMP83 "undefined" IDS_COMP84 "undefined" IDS_COMP85 "undefined" IDS_COMP86 "undefined" IDS_COMP87 "undefined" IDS_COMP88 "undefined" IDS_COMP89 "undefined" IDS_COMP90 "undefined" IDS_COMP91 "undefined" IDS_COMP92 "undefined" IDS_COMP93 "undefined" IDS_COMP94 "undefined" IDS_COMP95 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP96 "undefined" IDS_COMP97 "undefined" IDS_COMP98 "Rail Gun" IDS_COMP99 "Light Gauss Rifle" IDS_COMP100 "Light Autocannon" IDS_COMP101 "Medium Autocannon" IDS_COMP102 "Heavy Autocannon" IDS_COMP103 "Ultra Light Autocannon" IDS_COMP104 "Gauss Rifle" IDS_COMP105 "Machine Gun" IDS_COMP106 "Anti-Missile System" IDS_COMP107 "Light LBX Autocannon" IDS_COMP108 "Ultra Medium Autocannon" IDS_COMP109 "Clan Ultra Heavy Autocannon" IDS_COMP110 "Clan Ultra Light Autocannon" IDS_COMP111 "Clan Ultra Medium Autocannon" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP112 "Ultra Heavy Autocannon" IDS_COMP113 "Clan Gauss Rifle" IDS_COMP114 "Machine Gun Array" IDS_COMP115 "Clan Anti-Missile System" IDS_COMP116 "Clan Light LBX Autocannon" IDS_COMP117 "Clan LBX Autocannon" IDS_COMP118 "Clan Heavy LBX Autocannon" IDS_COMP119 "undefined" IDS_COMP120 "LRM Rack" IDS_COMP121 "LR Missile/15" IDS_COMP122 "LR Missile/20" IDS_COMP123 "Swarm LRM Rack" IDS_COMP124 "SRM Pack" IDS_COMP125 "Streak SRM Pack" IDS_COMP126 "Heavy Thunderbolt" IDS_COMP127 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP128 "undefined" IDS_COMP129 "undefined" IDS_COMP130 "Clan LRM Rack" IDS_COMP131 "Clan LR Missile/15" IDS_COMP132 "Clan LR Missile/20" IDS_COMP133 "Clan SRM Pack" IDS_COMP134 "Clan SR Missile/6" IDS_COMP135 "Clan Streak SRM Pack" IDS_COMP136 "Clan Streak SR Missile/6" IDS_COMP137 "undefined" IDS_COMP138 "undefined" IDS_COMP139 "Clan Heavy Laser" IDS_COMP140 "Large Laser" IDS_COMP141 "ER Large Laser" IDS_COMP142 "Large Pulse Laser" IDS_COMP143 "ER Laser" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP144 "Pulse Laser" IDS_COMP145 "PPC" IDS_COMP146 "ER PPC" IDS_COMP147 "Clan Heavy Large Laser" IDS_COMP148 "undefined" IDS_COMP149 "undefined" IDS_COMP150 "Clan ER Large Laser" IDS_COMP151 "Clan Large Pulse Laser" IDS_COMP152 "Clan ER Laser" IDS_COMP153 "Clan Pulse Laser" IDS_COMP154 "Clan ER PPC" IDS_COMP155 "Flamer Array" IDS_COMP156 "Laser" IDS_COMP157 "undefined" IDS_COMP158 "undefined" IDS_COMP159 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP160 "Long Tom Cannon" IDS_COMP161 "Thunderbolt Missile" IDS_COMP162 "undefined" IDS_COMP163 "undefined" IDS_COMP164 "undefined" IDS_COMP165 "undefined" IDS_COMP166 "undefined" IDS_COMP167 "undefined" IDS_COMP168 "undefined" IDS_COMP169 "undefined" IDS_COMP170 "undefined" IDS_COMP171 "undefined" IDS_COMP172 "undefined" IDS_COMP173 "undefined" IDS_COMP174 "undefined" IDS_COMP175 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP176 "undefined" IDS_COMP177 "undefined" IDS_COMP178 "undefined" IDS_COMP179 "undefined" IDS_COMP180 "undefined" IDS_COMP181 "undefined" IDS_COMP182 "undefined" IDS_COMP183 "undefined" IDS_COMP184 "undefined" IDS_COMP185 "undefined" IDS_COMP186 "undefined" IDS_COMP187 "undefined" IDS_COMP188 "undefined" IDS_COMP189 "undefined" IDS_COMP190 "undefined" IDS_COMP191 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP192 "undefined" IDS_COMP193 "undefined" IDS_COMP194 "undefined" IDS_COMP195 "undefined" IDS_COMP196 "undefined" IDS_COMP197 "undefined" IDS_COMP198 "Rail Gun Ammo" IDS_COMP199 "Lt. Gauss Ammo" IDS_COMP200 "Lt. AC Ammo" IDS_COMP201 "AC Ammo" IDS_COMP202 "Hvy AC Ammo" IDS_COMP203 "Lt. Ultra AC Ammo" IDS_COMP204 "Gauss Rifle Ammo" IDS_COMP205 "MG Array Ammo" IDS_COMP206 "Anti-Missile Ammo" IDS_COMP207 "Lt. LBX Ammo" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP208 "Ultra AC Ammo" IDS_COMP209 "Heavy Ultra AC Ammo" IDS_COMP210 "Clan Lt. Ultra AC Ammo" IDS_COMP211 "Clan Ultra AC Ammo" IDS_COMP212 "Clan Heavy Ultra AC Ammo" IDS_COMP213 "Clan Gauss Rifle Ammo" IDS_COMP214 "C M Gun Ammo ?" IDS_COMP215 "C Anti-Missile Ammo" IDS_COMP216 "C Lt. LBX Ammo" IDS_COMP217 "C LBX Ammo" IDS_COMP218 "C Hvy. LBX Ammo" IDS_COMP219 "undefined" IDS_COMP220 "LRM Ammo" IDS_COMP221 "LRM/15 Pack" IDS_COMP222 "LRM/20 Pack" IDS_COMP223 "SRM Ammo" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP224 "SRM/6 Pack" IDS_COMP225 "ST SRM Ammo" IDS_COMP226 "Heavy Thunderbolt Ammo" IDS_COMP227 "Long Tom Cannon Ammo" IDS_COMP228 "Thunderbolt Missile Ammo" IDS_COMP229 "undefined" IDS_COMP230 "Clan LRM Ammo" IDS_COMP231 "Swarm LRM Ammo" IDS_COMP232 "C LRM/20 Pack" IDS_COMP233 "Clan SRM Ammo" IDS_COMP234 "C SRM/6 Pack" IDS_COMP235 "C ST SRM Ammo" IDS_COMP236 "C ST-SRM/2 Pack" IDS_COMP237 "undefined" IDS_COMP238 "undefined" IDS_COMP239 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP240 "undefined" IDS_COMP241 "undefined" IDS_COMP242 "undefined" IDS_COMP243 "undefined" IDS_COMP244 "undefined" IDS_COMP245 "undefined" IDS_COMP246 "undefined" IDS_COMP247 "undefined" IDS_COMP248 "undefined" IDS_COMP249 "undefined" IDS_COMP250 "undefined" IDS_COMP251 "undefined" IDS_COMP252 "undefined" IDS_COMP253 "undefined" IDS_COMP254 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP_ABBR0 "undefined" IDS_COMP_ABBR1 "Engine" IDS_COMP_ABBR2 "XLEngine" IDS_COMP_ABBR3 "XLEngine" IDS_COMP_ABBR4 "ArmAct" IDS_COMP_ABBR5 "LegAct" IDS_COMP_ABBR6 "Cockpit" IDS_COMP_ABBR7 "Heat Sink" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP_ABBR8 "D-HtSnk" IDS_COMP_ABBR9 "D-HtSnk" IDS_COMP_ABBR10 "Jump Jets" IDS_COMP_ABBR11 "MedJump" IDS_COMP_ABBR12 "SmlJump" IDS_COMP_ABBR13 "Standard Optics" IDS_COMP_ABBR14 "Snsr (Inter.)" IDS_COMP_ABBR15 "Snsr (Adv.)" IDS_COMP_ABBR16 "Snsr (C-Bsc.)" IDS_COMP_ABBR17 "Snsr (C-Adv)" IDS_COMP_ABBR18 "Sensor-V" IDS_COMP_ABBR19 "Sensor-AV" IDS_COMP_ABBR20 "Gyro-IV" IDS_COMP_ABBR21 "Gyro-III" IDS_COMP_ABBR22 "Gyro-III" IDS_COMP_ABBR23 "Gyro-I" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP_ABBR24 "PwrAmp" IDS_COMP_ABBR25 "Armor" IDS_COMP_ABBR26 "FrroFbr-V" IDS_COMP_ABBR27 "FrroFbr" IDS_COMP_ABBR28 "FrroFbr-V" IDS_COMP_ABBR29 "EndoStl" IDS_COMP_ABBR30 "EndoStl" IDS_COMP_ABBR31 "Case" IDS_COMP_ABBR32 "Case" IDS_COMP_ABBR33 "ShldAct" IDS_COMP_ABBR34 "HipAct" IDS_COMP_ABBR35 "LifeSuprt" IDS_COMP_ABBR36 "undefined" IDS_COMP_ABBR37 "Beagle" IDS_COMP_ABBR38 "GrdECM" IDS_COMP_ABBR39 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP_ABBR40 "undefined" IDS_COMP_ABBR41 "undefined" IDS_COMP_ABBR42 "ECM Suite" IDS_COMP_ABBR43 "Sensor Probe" IDS_COMP_ABBR44 "undefined" IDS_COMP_ABBR45 "undefined" IDS_COMP_ABBR46 "undefined" IDS_COMP_ABBR47 "undefined" IDS_COMP_ABBR48 "undefined" IDS_COMP_ABBR49 "undefined" IDS_COMP_ABBR50 "undefined" IDS_COMP_ABBR51 "undefined" IDS_COMP_ABBR52 "undefined" IDS_COMP_ABBR53 "undefined" IDS_COMP_ABBR54 "undefined" IDS_COMP_ABBR55 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP_ABBR56 "undefined" IDS_COMP_ABBR57 "undefined" IDS_COMP_ABBR58 "undefined" IDS_COMP_ABBR59 "undefined" IDS_COMP_ABBR60 "undefined" IDS_COMP_ABBR61 "undefined" IDS_COMP_ABBR62 "undefined" IDS_COMP_ABBR63 "undefined" IDS_COMP_ABBR64 "undefined" IDS_COMP_ABBR65 "undefined" IDS_COMP_ABBR66 "undefined" IDS_COMP_ABBR67 "undefined" IDS_COMP_ABBR68 "undefined" IDS_COMP_ABBR69 "undefined" IDS_COMP_ABBR70 "undefined" IDS_COMP_ABBR71 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP_ABBR72 "undefined" IDS_COMP_ABBR73 "undefined" IDS_COMP_ABBR74 "undefined" IDS_COMP_ABBR75 "undefined" IDS_COMP_ABBR76 "undefined" IDS_COMP_ABBR77 "undefined" IDS_COMP_ABBR78 "undefined" IDS_COMP_ABBR79 "undefined" IDS_COMP_ABBR80 "undefined" IDS_COMP_ABBR81 "undefined" IDS_COMP_ABBR82 "undefined" IDS_COMP_ABBR83 "undefined" IDS_COMP_ABBR84 "undefined" IDS_COMP_ABBR85 "undefined" IDS_COMP_ABBR86 "undefined" IDS_COMP_ABBR87 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP_ABBR88 "undefined" IDS_COMP_ABBR89 "undefined" IDS_COMP_ABBR90 "undefined" IDS_COMP_ABBR91 "undefined" IDS_COMP_ABBR92 "undefined" IDS_COMP_ABBR93 "undefined" IDS_COMP_ABBR94 "undefined" IDS_COMP_ABBR95 "undefined" IDS_COMP_ABBR96 "undefined" IDS_COMP_ABBR97 "undefined" IDS_COMP_ABBR98 "Rail Gun" IDS_COMP_ABBR99 "Light Gauss" IDS_COMP_ABBR100 "Light AC" IDS_COMP_ABBR101 "Medium AC" IDS_COMP_ABBR102 "Heavy AC" IDS_COMP_ABBR103 "Ultra Light AC" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP_ABBR104 "Gauss" IDS_COMP_ABBR105 "Machine Gun" IDS_COMP_ABBR106 "AMS" IDS_COMP_ABBR107 "Light LBX" IDS_COMP_ABBR108 "Ultra Med AC" IDS_COMP_ABBR109 "C Ultra Hvy AC" IDS_COMP_ABBR110 "C Ultra Light AC" IDS_COMP_ABBR111 "C Ultra Med AC" IDS_COMP_ABBR112 "Ultra Heavy AC" IDS_COMP_ABBR113 "C Gauss" IDS_COMP_ABBR114 "MG Array" IDS_COMP_ABBR115 "AMS" IDS_COMP_ABBR116 "C Lt. LBX" IDS_COMP_ABBR117 "C LBX" IDS_COMP_ABBR118 "C Heavy LBX" IDS_COMP_ABBR119 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP_ABBR120 "LRM Rack" IDS_COMP_ABBR121 "LRM/15" IDS_COMP_ABBR122 "LRM/20" IDS_COMP_ABBR123 "Swarm LRM Rack" IDS_COMP_ABBR124 "SRM Pack" IDS_COMP_ABBR125 "ST SRM Pack" IDS_COMP_ABBR126 "Thunderbolt" IDS_COMP_ABBR127 "undefined" IDS_COMP_ABBR128 "undefined" IDS_COMP_ABBR129 "undefined" IDS_COMP_ABBR130 "C LRM Rack" IDS_COMP_ABBR131 "LRM/15" IDS_COMP_ABBR132 "LRM/20" IDS_COMP_ABBR133 "C SRM Pack" IDS_COMP_ABBR134 "SRM/6" IDS_COMP_ABBR135 "C ST SRM Pack" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP_ABBR136 "S-SRM/6" IDS_COMP_ABBR137 "undefined" IDS_COMP_ABBR138 "undefined" IDS_COMP_ABBR139 "C Hvy Laser" IDS_COMP_ABBR140 "Large Laser" IDS_COMP_ABBR141 "ER Large Laser" IDS_COMP_ABBR142 "Large Pulse Laser" IDS_COMP_ABBR143 "ER Laser" IDS_COMP_ABBR144 "Pulse Laser" IDS_COMP_ABBR145 "PPC" IDS_COMP_ABBR146 "ER PPC" IDS_COMP_ABBR147 "C Hvy Large Laser" IDS_COMP_ABBR148 "undefined" IDS_COMP_ABBR149 "undefined" IDS_COMP_ABBR150 "C ER Large Laser" IDS_COMP_ABBR151 "C Large Pulse Laser" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP_ABBR152 "C ER Laser" IDS_COMP_ABBR153 "C Pulse Laser" IDS_COMP_ABBR154 "C ER PPC" IDS_COMP_ABBR155 "Flamer Array" IDS_COMP_ABBR156 "Laser" IDS_COMP_ABBR157 "undefined" IDS_COMP_ABBR158 "undefined" IDS_COMP_ABBR159 "undefined" IDS_COMP_ABBR160 "Long Tom" IDS_COMP_ABBR161 "Thunderbolt" IDS_COMP_ABBR162 "undefined" IDS_COMP_ABBR163 "undefined" IDS_COMP_ABBR164 "undefined" IDS_COMP_ABBR165 "undefined" IDS_COMP_ABBR166 "undefined" IDS_COMP_ABBR167 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP_ABBR168 "undefined" IDS_COMP_ABBR169 "undefined" IDS_COMP_ABBR170 "undefined" IDS_COMP_ABBR171 "undefined" IDS_COMP_ABBR172 "undefined" IDS_COMP_ABBR173 "undefined" IDS_COMP_ABBR174 "undefined" IDS_COMP_ABBR175 "undefined" IDS_COMP_ABBR176 "undefined" IDS_COMP_ABBR177 "undefined" IDS_COMP_ABBR178 "undefined" IDS_COMP_ABBR179 "undefined" IDS_COMP_ABBR180 "undefined" IDS_COMP_ABBR181 "undefined" IDS_COMP_ABBR182 "undefined" IDS_COMP_ABBR183 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP_ABBR184 "undefined" IDS_COMP_ABBR185 "undefined" IDS_COMP_ABBR186 "undefined" IDS_COMP_ABBR187 "undefined" IDS_COMP_ABBR188 "undefined" IDS_COMP_ABBR189 "undefined" IDS_COMP_ABBR190 "undefined" IDS_COMP_ABBR191 "undefined" IDS_COMP_ABBR192 "undefined" IDS_COMP_ABBR193 "undefined" IDS_COMP_ABBR194 "undefined" IDS_COMP_ABBR195 "undefined" IDS_COMP_ABBR196 "undefined" IDS_COMP_ABBR197 "undefined" IDS_COMP_ABBR198 "Rail Gun Ammo" IDS_COMP_ABBR199 "Lt. Gauss Ammo" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP_ABBR200 "Lt. AC Ammo" IDS_COMP_ABBR201 "AC Ammo" IDS_COMP_ABBR202 "Hvy AC Ammo" IDS_COMP_ABBR203 "U-Lt.AC Ammo" IDS_COMP_ABBR204 "Gauss" IDS_COMP_ABBR205 "MG" IDS_COMP_ABBR206 "AMS" IDS_COMP_ABBR207 "Lt. LBX Ammo" IDS_COMP_ABBR208 "LBX Ammo" IDS_COMP_ABBR209 "Hvy. LBX Ammo" IDS_COMP_ABBR210 "C Ult Lt.AC Ammo" IDS_COMP_ABBR211 "C Ult.AC Ammo" IDS_COMP_ABBR212 "C Ult Hvy.AC Ammo" IDS_COMP_ABBR213 "C Gauss" IDS_COMP_ABBR214 "MG" IDS_COMP_ABBR215 "AMS" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP_ABBR216 "C Lt. LBX Ammo" IDS_COMP_ABBR217 "C LBX Ammo" IDS_COMP_ABBR218 "C Hvy. LBX Ammo" IDS_COMP_ABBR219 "undefined" IDS_COMP_ABBR220 "LRM Ammo" IDS_COMP_ABBR221 "LRM/15" IDS_COMP_ABBR222 "LRM/20" IDS_COMP_ABBR223 "SRM Ammo" IDS_COMP_ABBR224 "SRM/6" IDS_COMP_ABBR225 "ST SRM Ammo" IDS_COMP_ABBR226 "Tbolt Ammo" IDS_COMP_ABBR227 "Long Tom Ammo" IDS_COMP_ABBR228 "Sniper Ammo" IDS_COMP_ABBR229 "undefined" IDS_COMP_ABBR230 "C LRM Ammo" IDS_COMP_ABBR231 "LRM/15" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP_ABBR232 "LRM/20" IDS_COMP_ABBR233 "C SRM Ammo" IDS_COMP_ABBR234 "SRM/6" IDS_COMP_ABBR235 "C ST-SRM Ammo" IDS_COMP_ABBR236 "S-SRM/6" IDS_COMP_ABBR237 "undefined" IDS_COMP_ABBR238 "undefined" IDS_COMP_ABBR239 "undefined" IDS_COMP_ABBR240 "undefined" IDS_COMP_ABBR241 "undefined" IDS_COMP_ABBR242 "undefined" IDS_COMP_ABBR243 "undefined" IDS_COMP_ABBR244 "undefined" IDS_COMP_ABBR245 "undefined" IDS_COMP_ABBR246 "undefined" IDS_COMP_ABBR247 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMP_ABBR248 "undefined" IDS_COMP_ABBR249 "undefined" IDS_COMP_ABBR250 "undefined" IDS_COMP_ABBR251 "undefined" IDS_COMP_ABBR252 "undefined" IDS_COMP_ABBR253 "undefined" IDS_COMP_ABBR254 "undefined" IDS_COMP_ABBR255 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_PILOT1 "Rooster" END STRINGTABLE DISCARDABLE BEGIN IDS_PILOT1_DESC "Rooster is a grizzled veteran with a charming Southern accent." END STRINGTABLE DISCARDABLE BEGIN IDS_STRING_FIRST_LOGISTICS " " IDS_SKILL0_HELP "Piloting Help text goes here" IDS_SKILL1_HELP "Jump help goes here" IDS_SKILL2_HELP "Sensor help goes here" IDS_SKILL3_HELP "Gunnery help goes here" IDS_VEHICLE_CLASS "VEHICLE" IDS_VERY_LIGHT "Very Light" IDS_LIGHT_MECH "Light" END STRINGTABLE DISCARDABLE BEGIN IDS_HELP_PILOTING_INDICATOR "PILOTING Value =" IDS_HELP_SENSOR "SENSOR This displays the relative ability of the pilot to read his sensors" IDS_HELP_SENSOR_INDICATOR "SENSOR Value =" IDS_HELP_RANK "RANKING This displays the ranking of the pilot" IDS_HELP_HELP "HELP This area displays help information." IDS_HELP_PLAY "PLAY This will play the movie." IDS_HELP_STOP "STOP This will stop the movie." IDS_HELP_PAUSE "PAUSE This will pause the movie" IDS_HELP_LAUNCH "LAUNCH This starts the mission" IDS_HELP_DROPWEIGHT "DROPWEIGHT This displays how much your DEPLOYMENT TEAM weighs. You can only take a limited weight on every mission. " IDS_HELP_MECHWEIGHT "WEIGHT This displays the weight of the mech" IDS_HELP_ARMOR "ARMOR This displays the relative amount of Armour on the mech" IDS_HELP_ARMOR_INDICATOR "ARMOR Value =" IDS_HELP_SPEED "SPEED This displays the relative speed of the mech" IDS_HELP_SPEED_INDICATOR "SPEED Value =" IDS_MCL_SCRIPTS_LAST "The last of Brennan's space" END STRINGTABLE DISCARDABLE BEGIN IDS_SKILL0 "Piloting" IDS_SKILL1 "Jumping" IDS_SKILL2 "Sensors" IDS_SKILL3 "Gunnery" END STRINGTABLE DISCARDABLE BEGIN IDS_MEDIUM_MECH "Medium" IDS_HEAVY_MECH "Heavy" IDS_VERY_HEAVY "Assault" IDS_EXTREME "Extreme" IDS_DROPZONE "Drop zone" IDS_PILOT_REVIEW "Pilot Review" IDS_PILOT_NAME "Name: %s" IDS_PILOT_RANK "Rank: %s" IDS_PILOT_MISSIONS "Missions: %ld" IDS_PILOT_KILLS "Kills: %ld" IDS_KILLED_IN_ACTION "KILLED IN ACTION" IDS_ACTIVE_DUTY "ACTIVE DUTY" IDS_KILLS_NO_COUNT "KILLS:" IDS_PROMOTION_SELECTION_PROMPT "Select one specialty skill from below" IDS_PROMOTION_HEADER "PILOT PROMOTION" IDS_PROMOTION_SPECIALTY_SKILLS "SPECIALTY SKILLS" END STRINGTABLE DISCARDABLE BEGIN IDS_MR_MECHNAME_FONT "AgencyFB14.d3f" IDS_MR_VARIANT_NAME_FONT "AgencyFB11.d3f" IDS_MR_WEIGHT_FONT "AgencyFB11.d3f" IDS_MR_CBILLS_FONT "AgencyFB11.d3f" IDS_MR_DONE_FONT "AgencyFB20.d3f" IDS_MR_TITLE_FONT "AgencyFB20.d3f" IDS_MR_CHECK_FONT "AgencyFB14.d3f" IDS_MR_HELP_FONT "ArialNarrow8.d3f" IDS_MR_CBILLS_FONT_BIG "AgencyFB17.d3f" IDS_MR_MECHNAME_LBFONT "AgencyFB14.d3f" IDS_MR_PAYLOAD_FONT "AgencyFB14.d3f" IDS_MR_SALVAGE_LBWEIGHT "AgencyFB11.d3f" IDS_MR_LB_ARMOR_FONT "AgencyFB14.d3f" IDS_MR_LB_SPEED_FONT "AgencyFB14.d3f" IDS_MR_LB_JUMP_FONT "AgencyFB14.d3f" IDS_MR_LB_RANGE_FONT "AgencyFB14.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_Fonts "Fonts for interface" IDS_MAIN_FONT "Assets\\Graphics\\AgencyFB13.d3f" IDS_SMALL_FONT "Assets\\Graphics\\AgencyFB11.d3f" IDS_LARGE_FONT "Assets\\Graphics\\AgencyFB17.d3f" IDS_MEDIUM_FONT "Assets\\Graphics\\AgencyFB13.d3f" IDS_I20_FONT "Assets\\Graphics\\impact20.d3f" IDS_SALVAGE_LISTBOX_FONT "AgencyFB14.d3f" IDS_EXIT_CAPTION "EXIT?" IDS_CM_TITLE "MISSION SELECTION" IDS_CM_VIDCOM_TITLE "VIDEO COM" IDS_CM_MISSION_SCREEN_TITLE "MISSION SELECTION AREA" END STRINGTABLE DISCARDABLE BEGIN IDS_CM_CAMPAIGN_OVERVIEW_TITLE "CAMPAIGN OVERVIEW" IDS_CM_PLAY_BUTTON "PLAY COM" IDS_CM_STOP_BUTTON "STOP COM" IDS_CM_AREA_BUTTON_1 "DAVION ENCLAVE" IDS_CM_AREA_BUTTON_2 "DAVION WEAPONS RESEARCH" IDS_CM_AREA_BUTTON_3 "SEPARATIST COLONY" IDS_CM_AREA_BUTTON_4 "AREA 4" END STRINGTABLE DISCARDABLE BEGIN IDS_HELP_ALL_MAIN_MENU_BUTTON "MAIN MENU Return to the Main Menu." IDS_HELP_ALL_CBILLS "C-BILLS The amount of currency available for purchasing and customizing 'Mechs." IDS_HELP_CM_MISSION_SELECTION_AREA "CAMPAIGN MISSIONS A campaign map that keeps track of completed and upcoming missions. Select any available mission to access its overview and video. Click the Next button when you are ready to play the selected mission." IDS_HELP_CM_VIDEO_COM "VIDCOM A video device that plays communications from your officers. Here it provides an overview of the selected mission. Use the controls at the lower right to play, pause, and stop the VidCom." END STRINGTABLE DISCARDABLE BEGIN IDS_HELP_CM_PLAY_BUTTON "PLAY Play the mission overview video." IDS_HELP_CM_PAUSE_BUTTON "PAUSE Pause the mission overview video." IDS_HELP_CM_STOP_BUTTON "STOP Stop the mission overview video." IDS_HELP_CM_MISSION_OVERVIEW_TEXT_AREA "MISSION OVERVIEW An overview of the selected mission." IDS_HELP_CM_MISSION_SELECTION_SCREEN_TITLE "MISSION SELECTION In this screen, you can review the available missions in the current campaign and select one to play." IDS_HELP_CM_NEXT_BUTTON "NEXT Proceed to the Mission Briefing screen for the specifics and objectives of the selected mission." IDS_HELP_ADDMECHBAY "ADD Select a 'Mech in MECH STORAGE and hit this button to add it to the DEPLOYMENT TEAM" IDS_HELP_REMOVEMECHBAY "REMOVE Select a 'Mech in the DEPLOYMENT TEAM and hit this button to remove it and place it in MECH STORAGE" IDS_HELP_MB_MECHSTORAGE "'MECH STORAGE A list of 'Mechs in your inventory. Select a 'Mech here, and then click the Add 'Mech button to move it to the Deployment Team area. You can also drag or double-click a 'Mech to move it." IDS_HELP_BUYSELLMECH "MECH PURCHASING This takes you to the MECH PURCHASING screen where you can buy more 'Mechs" IDS_HELP_MB_WEAPONS "WEAPONS A list of weapons and other components the selected 'Mech is carrying." IDS_HELP_CHANGEWEAPONS "MECH LAB This takes you to MECH LAB, where you can change what weapons are on this 'Mech" IDS_HELP_MWASSIGNMENT "MECHWARRIOR ASSIGNMENT This is where you choose who pilots each 'Mech. Each 'Mech must have a Mechwarrior pilot" IDS_HELP_DEPLOYTEAMMW "DEPLOYMENT TEAM A list of 'Mechs ready for deployment. Select a 'Mech here, select a pilot in the Available Pilots list, and then click the Add Pilot button for assignment to the selected 'Mech. You can also drag or double-click a pilot for assignment to the selected 'Mech." IDS_HELP_ADDMW "ADD Select a Mechwarrior in AVAILABLE MECHWARRIORS and hit this button to add him/her to the DEPLOYMENT TEAM" IDS_HELP_REMOVEMW "REMOVE Select a Mechwarrior in the DEPLOYMENT TEAM and hit this button to remove him/her and place him/her in AVAILABLE MECHWARRIORS" END STRINGTABLE DISCARDABLE BEGIN IDS_CM_AREA_BUTTON_30 "AREA 30" IDS_MN_TITLE "MISSION BRIEFING" IDS_MISSION_MAP_TITLE "MISSION MAP" IDS_MISSION_INFO_TITLE "MISSION INFORMATION" IDS_MISSION_1_INFO_TEXT "MISSION 1 - DAVION ENCLAVE: Your mission is to assault the Davion Headquarters and eliminate all Davion presence in this quadrant. Be advised that significant Clan equipment has been spotted by recon and intel operatives." IDS_MISSION_2_INFO_TEXT "MISSION 2 - DAVION WEAPONS RESEARCH: Your mission is to raid a Davion Weapons & Research Facility. The materials and equipment gained here will enable us to stage a full-scale assault into the heart of Davion territory." IDS_MISSION_3_INFO_TEXT "MISSION 3 - SEPARATIST COLONY: A civilian colony in this quadrant has rebelled against House Liao. Your mission is to protect this colony from the Liao ""police"" force being vectored into this quadrant. Be advised that recon reports Heavy Starslayer 'Mechs are spearheading the Liao force." IDS_OBJECTIVE_1_1_TEXT "OBJECTIVE 1: Go over there and blow up big walking robots. " IDS_OBJECTIVE_1_2_TEXT "OBJECTIVE 2: Blow up all those pretty buildings and kill all the peasants." IDS_OBJECTIVE_1_3_TEXT "OBJECTIVE 3: Kill 'em all and salt the earth." IDS_MB_TITLE "'MECH BAY" IDS_MB_DEPLOYMENT_TITLE "DEPLOYMENT TEAM" END STRINGTABLE DISCARDABLE BEGIN IDS_MRPR_DONE_FONT "AgencyFB20.d3f" IDS_MRPR_TITLE_FONT "AgencyFB20.d3f" IDS_MRPR_KILLED_HEADER_FONT "AgencyFB17.d3f" IDS_MRPR_KILLED_NAME_FONT "AgencyFB14.d3f" IDS_MRPR_KILLED_RANK_FONT "AgencyFB11.d3f" IDS_MRPR_KILLED_MISSIONS_FONT "AgencyFB11.d3f" IDS_MRPR_KILLED_KILLS_FONT "AgencyFB11.d3f" IDS_MRPR_ACTIVE_NAME_FONT "AgencyFB14.d3f" IDS_MRPR_ACTIVE_MISSIONS_FONT "AgencyFB11.d3f" IDS_MRPR_ACTIVE_RANK_FONT "AgencyFB11.d3f" IDS_MRPR_ACTIVE_GUNNERY_FONT "AgencyFB11.d3f" IDS_MRPR_ACTIVE_PILOTING_FONT "AgencyFB11.d3f" IDS_MRPR_ACTIVE_KILLS_FONT "AgencyFB14.d3f" IDS_MRPR_MEDAL_HEADER_FONT "AgencyFB17.d3f" IDS_MRPR_MEDAL_DESCRIPTION_FONT "AgencyFB14.d3f" IDS_MRPR_PROMOTION_HEADER_FONT "AgencyFB17.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_MECH_ULLER "ULLER" IDS_MECH_WOLFHOUND "WOLFHOUND" IDS_MECH_SHADOWCAT "SHADOW CAT" IDS_MECH_ENFEILD "ENFIELD" IDS_MECH_VULTURE "VULTURE" IDS_MECH_JAGERMECH "JAGERMECH" IDS_MECH_MADCAT "MAD CAT" IDS_MECH_BLOODASP "BLOOD ASP" END STRINGTABLE DISCARDABLE BEGIN IDS_MECH_WEREWOLF28912 "RAZORBACK" IDS_MECH_HOLLANDER "HOLLANDER" IDS_MECH_HUNCHBACK "HUNCHBACK" IDS_MECH_BUSHWACKER "BUSHWACKER" IDS_SHOOTIST "SHOOTIST" IDS_MECH_ZEUS "ZEUS" IDS_MECH_HIGHLANDER "HIGHLANDER" IDS_MECH_ATLAS "ATLAS" IDS_MECH_SHAYU "SHA YU" IDS_MECH_RAVEN "RAVEN" IDS_MECH_ANUBIS "ANUBIS" IDS_MECH_STARSLAYER "STARSLAYER" IDS_MECH_MENSHEN "MEN SHEN" IDS_MECH_CATAPULT "CATAPULT" IDS_MECH_LAOHU "LAO HU" IDS_MECH_CYCLOPS "CYCLOPS" END STRINGTABLE DISCARDABLE BEGIN IDS_MV_LONG "LONG" IDS_MV_SHORT "SHORTRANGE" IDS_MECH_ULLER2 "A redesign for the Clan Puma-class 'Mech, the Cougar has reduced acceleration compared to its predecessor but significantly increased firepower. Some opponents may mistake the Cougar for the original Puma, although few live to learn from their mistake.\n\nThe Cougar's excellent heat dissipation system allows it to mount extensive laser and missile weaponry, making this 'Mech a potent and lightweight fire support unit.\n\n\n" IDS_P_BEAST "BEAST" IDS_P_FALCON "FALCON" IDS_P_HITMAN "HITMAN" IDS_P_MYSTIQUE "MYSTIQUE" IDS_P_DARKPRIEST "DARKPRIEST" IDS_P_MANTIS "MANTIS" IDS_P_SCARAB "SCARAB" IDS_P_VIXEN "VIXEN" IDS_MECH_WOLFHOUND2 "A Light 'Mech built more for combat than scouting, the Wolfhound design complements an array of energy weapons with excellent armor for a 'Mech in its class. \n\nTough, fast, and jump capable, the Wolfhound excels at base assault operations and combat in rugged terrain. Multiple lasers allow it to dispatch tanks and combat vehicles quickly, while the Large Laser allows it to combat 'Mech threats.\n\nConsidered by many experts as a high-performance unit, the Wolfhound is employed by some of the most famous mercenaries in the Inner Sphere, including the notorious Wolf's Dragoons." IDS_MECH_SHADOWCAT2 "Few other Medium 'Mechs boast a design honed so close to perfection as the Shadow Cat. It carries a Gauss Rifle, which is surprising for a 'Mech this light, along with good support weapons. With adequate armor and unusually fast acceleration, this 'Mech is ideal for reconnaissance missions.\n\nOn Luthien, outposts relayed news of approaching enemy forces led by Shadow Cats, only to be destroyed before their transmissions could finish. The Shadow Cat's top speed is tough to match for almost any other 'Mech.\n\nWith long-range weapons, jump jets, and blistering top speed, the Shadow Cat not only serves commanders well as an information-gathering 'Mech when sent to reconnoiter enemy positions, but it also can lay waste to structures and small groups of Light 'Mechs used as sentries.\n\nMany commanders have boasted in victory that the Shadow Cat devalues its own intelligence data, by destroying the very units it identifies for reports to headquarters.\n\n\n" IDS_MECH_ENFEILD2 "An effective medium-range fire-support 'Mech, the Enfield delivers a heavy blow in tandem with other 'Mechs. Commanders sacrifice relatively little drop weight to put an Enfield into battle and gain a nimble 'Mech with good weight-to-firepower ratio.\n\nMore than one battle team on Twycross praised the awesome combination of ballistic and energy firepower the Enfield adds to teams looking to maintain pace on medium-range missions." IDS_MECH_VULTURE2 "The fire-support Vulture can pound enemies from a distance with its long-range missile (LRM) pods. If anything survives, it can finish the job with its ample laser weaponry. Methodical 'Mech pilots can exploit the massive missile racks on the Vulture's shoulders.\n\nWhen raging battles prevent opposing forces from targeting it, the Vulture can stay out of range of smaller guns on an overlooking ridge and shower ordnance on its foes. When it can escape detection long enough to launch volleys, its missiles can wreak havoc on 'Mech battle groups on the march.\n\nWhen armed with Clan Large Pulse Lasers and Machine Gun (MG) Arrays in addition to the LRM Racks, the Vulture can handle mop-up duty on the battlefield. Without heavy short-range weaponry, however, the Vulture remains vulnerable to rushing tactics from opposing forces that fight through the missile and laser fire." IDS_MECH_JAGERMECH2 "The JagerMech has a prestigious heritage and a stable, if somewhat antiquated, design. As a long-range fire-support 'Mech, it rarely closes with its enemies, preferring to remain at long distances firing its Ultra Light Autocannons. \n\nCommanders often exploit a crushing barrage of JagerMech autocannon fire to open the door for lighter, nimbler 'Mechs or to rip open a seam on the battlefield in a concentrated heavyweight melee. Rarely outgunned and vulnerable principally when caught off guard in a face-to-face assault, the JagerMech is also a deadly defensive marksman against helicopter attack. Its fast-firing weapons change targets quickly and easily, making it effective against light vehicle swarms.\n\nWhen deployed without good short-range fire support, however, the JagerMech can be reduced to a nonentity on the battlefield. If deployed alone, it serves commanders best when kept well behind the lines.\n\n\n" END STRINGTABLE DISCARDABLE BEGIN IDS_GN_TONS "TONS" IDS_GN_DROP_WEIGHT "DROP WEIGHT" IDS_GN_AVAILABLE "AVAILABLE" IDS_GN_MAXIMUM "MAXIMUM" IDS_GN_CBILLS "C-BILLS" IDS_GN_KILLS "KILLS" IDS_GN_HEAT_FACTOR "HEAT FACTOR" IDS_GN_UNITS "UNITS" END STRINGTABLE DISCARDABLE BEGIN IDS_SKILL_1 "SKILL 1" IDS_SKILL_2 "SKILL 2" IDS_SKILL_3 "SKILL 3" IDS_SKILL_4 "SKILL 4" IDS_SKILL_5 "SKILL 5" IDS_SKILL_6 "SKILL 6" IDS_SKILL_7 "SKILL 7" IDS_SKILL_8 "SKILL 8" END STRINGTABLE DISCARDABLE BEGIN IDS_PC_1 "ACE" IDS_PC_2 "ELITE" IDS_PC_3 "VETERAN" IDS_PC_4 "REGULAR" IDS_PC_5 "GREEN" END STRINGTABLE DISCARDABLE BEGIN IDS_HELP_AVAILABLEMW "MECHWARRIORS These are the Mechwarriors that are available for this mission. Select a Mechwarrior and hit ADD to add him/her to the DEPLOYMENT TEAM" IDS_HELP_KILLS "KILLS The number of enemies destroyed by this Mechwarrior" IDS_HELP_DEPLOYMENT "DEPLOYMENT Here you review your mission objectives and give the command to LAUNCH this mission" IDS_HELP_DEPLOYTEAMDEP "DEPLOYMENT TEAM These are the 'Mechs and Mechwarriors that are ready to launch into this mission" IDS_HELP_AVAILABLE_MECHS "PURCHASABLE MECHS You may buy these 'Mechs into your MECH STORAGE" IDS_HELP_BUY_BUTTON "BUY Select a 'Mech in the PURCHASABLE MECHS and hit this button to add this 'Mech to your MECH STORAGE area" IDS_HELP_SELL_BUTTON "SELL Select a 'Mech in the MECH STORAGE area and hit this button to sell that 'Mech for additional CBILLS (money)." IDS_HELP_RATE "RATE HELP" IDS_HELP_AMMO "AMMO HELP" IDS_HELP_RANGE_INDICATOR "RANGE INDICATOR HELP" IDS_HELP_DAMAGE_INDICATOR "DAMAGE INDICATOR HELP" IDS_HELP_RATE_INDICATOR "RATE OF FIRE INDICATOR HELP" IDS_HELP_AMMO_INDICATOR "AMMO INDICATOR HELP" IDS_HELP_COMPONENT_LIST "COMPONENT LIST HELP" IDS_HELP_BALLISTIC_TAB "BALLISTIC TAB" IDS_HELP_ENERGY_TAB "ENERGY TAB" END STRINGTABLE DISCARDABLE BEGIN IDS_GAMEPAUSED "GAME PAUSED" IDS_HELP_MEDAL1 "CAMPAIGN 1 RIBBON Medal awarded to this pilot for participation in Campaign 1." IDS_HELP_MEDAL2 "CAMPAIGN 2 RIBBON Medal awarded to this pilot for participation in Campaign 2." IDS_HELP_MEDAL3 "CAMPAIGN 3 RIBBON Medal awarded to this pilot for participation in Campaign 3." IDS_CAMPAIGN_1_HONOR_RIBBON_HELP "CAMPAIGN 1 HONOR RIBBON Medal awarded to this pilot for participation in all missions of Campaign 1." IDS_CAMPAIGN_2_HONOR_RIBBON_HELP "CAMPAIGN 2 HONOR RIBBON Medal awarded to this pilot for participation in all missions of Campaign 2." IDS_CAMPAIGN_3_HONOR_RIBBON_HELP "CAMPAIGN 3 HONOR RIBBON Medal awarded to this pilot for participation in all missions of Campaign 3." IDS_PURPLE_HEART_HELP "PURPLE HEART Medal awarded to this pilot for getting wounded on the battlefield." IDS_VALOR_HELP "VALOR Medal awarded to this pilot for killing 3 or more 'Mechs during a mission." IDS_UNCOMMON_VALOR_HELP "UNCOMMON VALOR Medal awarded to this pilot for killing 7 or more 'Mechs during a mission." IDS_UNCOMMON_VALOR_HELP2 "UNCOMMON VALOR Medal awarded to this pilot for killing 7 or more 'Mechs during a mission." IDS_UNCOMMON_VALOR_HELP3 "UNCOMMON VALOR Medal awarded to this pilot for killing 7 or more 'Mechs during a mission." END STRINGTABLE DISCARDABLE BEGIN IDS_HELP_SPEC1 "PILOT SPECIALTY 1 This is help information for the pilot's first specialty" IDS_HELP_SPEC2 "PILOT SPECIALTY 2 This is help information for the pilot's first specialty" IDS_HELP_SPEC3 "PILOT SPECIALTY 3 This is help information for the pilot's first specialty" IDS_HELP_SPEC4 "PILOT SPECIALTY 4 This is help information for the pilot's first specialty" IDS_HELP_JUMPING "JUMPING This displays the relative jumping capability of the mech" IDS_HELP_JUMPING_INDICATOR "JUMPING Value =" IDS_HELP_EXPERIENCE "EXPERIENCE This displays the relative expercience of the pilot" IDS_HELP_EXPERIENCE_INDICATOR "EXPERIENCE Value =" IDS_HELP_TARGETING "TARGETING This displays the relative targeting ability of the pilot" IDS_HELP_TARGETING_INDICATOR "TARGETING Value =" IDS_HELP_PILOTING "PILOTING This displays the relative piloting ability of the pilot" END STRINGTABLE DISCARDABLE BEGIN IDS_HELP_MN_TITLE "MISSION BRIEFING In this screen, you can study the selected mission's terrain and objectives." IDS_HELP_MN_MISSION_MAP "MISSION MAP A dynamic reconnaissance photo of the selected mission's terrain and features. The mission's drop zone and objectives are shown in conjunction with the VidCom." IDS_HELP_MN_VIDCOM_AREA "VIDCOM A video device that plays communications from your officers. Here it provides a 3D view of the selected mission's objectives." IDS_HELP_MISSION_OBJECTIVES_AREA "MISSION OBJECTIVES The objectives and briefing of the current mission." IDS_HELP_MB_TITLE "'MECH BAY In this screen, you can establish your deployment team." IDS_HELP_MB_BUY_SELL_MECH "BUY/SELL 'MECHS Go to the 'Mech Purchasing screen." IDS_HELP_MB_DEPLOYMENT_TEAMS "DEPLOYMENT TEAM A list of 'Mechs selected for deployment and awaiting pilots. Select a 'Mech here, and then click the Remove 'Mech button to move it back to 'Mech Storage. You can also drag or double-click a 'Mech to remove it. " IDS_HELP_MB_TEAM_WEIGHT_LIMIT "TEAM WEIGHT LIMIT A scale that monitors the current weight of the deployment team in relation to the maximum weight allowed for this team." IDS_HELP_MB_TONNAGE "TONNAGE The weight, in tons, of the selected 'Mech." IDS_HELP_MB_RANGE "RANGE The dominant weapons range of the selected 'Mech." IDS_HELP_MB_ARMOR "ARMOR The amount of armor on the selected 'Mech." IDS_HELP_MB_SPEED "SPEED The speed, in kilometers per hour, of the selected 'Mech." IDS_HELP_MB_JUMPJETS "JUMP JETS The distance, in meters, that the selected 'Mech can jump." END STRINGTABLE DISCARDABLE BEGIN IDS_HELP_MISSILE_TAB "MISSILE TAB" IDS_HELP_COMPONENT_TAB "COMPONENT TAB" IDS_HELP_ALL_TAB "ALL COMPONENTS" IDS_HELP_HEATFACTOR "HEAT FACTOR This is help for the heat factor " IDS_HELP_MECHLAB "MECHLAB this is where you change the weapons loadouts on the Mech" IDS_HELP_ACCEPT_BUTTON "ACCEPT This accepts your changes" IDS_HELP_RANGE "RANGE HELP" IDS_HELP_DAMAGE "DAMAGE HELP" IDS_HELP_PM_HEADER_TEXT "'MECH PURCHASING In this screen, you can buy and sell 'Mechs." IDS_HELP_PM_MECH_STORAGE "'MECH STORAGE A list of 'Mechs in your inventory. Select a 'Mech here, and then click the Sell 'Mech button to sell it. You can also drag or double-click a 'Mech to sell it." IDS_HELP_PM_AVAILABLE_MECHS "AVAILABLE 'MECHS A list of available and unavailable 'Mechs. Select a 'Mech here, and then click the Buy 'Mech button to add it to your inventory. You can also drag or double-click a 'Mech to buy it." IDS_HELP_PM_MECH_NAME "CURRENT SELECTION The name and animation of the currently selected 'Mech." IDS_HELP_PM_MECH_VARIANT "'MECH VARIANT The variant of the selected 'Mech. Variants can be customized in the 'Mech Bay." IDS_HELP_MB_MECH_NAME "CURRENT SELECTION The name and animation of the currently selected 'Mech." IDS_HELP_MB_MECH_VARIANT "'MECH VARIANT The variant of the selected 'Mech. To customize this 'Mech variant, click the Modify 'Mech button." IDS_HELP_PM_TONNAGE "TONNAGE The weight, in tons, and class of the selected 'Mech." END STRINGTABLE DISCARDABLE BEGIN IDS_MC_TAB_TITLE3 "MISSILES" IDS_MC_TAB_TITLE4 "COMPONENTS" IDS_MC_RANGE "RANGE" IDS_MC_DAMAGE "DAMAGE" IDS_MC_FIRERATE "RATE OF FIRE" IDS_MC_AMMO "AMMO" IDS_KEYBOARD_REF_FONT "AgencyFB11.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_LONGRANGE_DESC "Order the selected 'Mechs to attack at long range." IDS_MEDIUMRANGE "Medium-Range Attack Command (M)" IDS_MEDIUMRANGE_DESC "Order the selected 'Mechs to attack at medium range." IDS_JUMP "Jump Command (J)" IDS_JUMPDESC "Order the selected units to jump on their next move command." IDS_RUN "Run Command (SPACEBAR)" IDS_RUN_DESC "Order the selected units to run on their next move command." IDS_GUARD "Guard Command (G)" IDS_GUARD_DESC "Order the selected units to guard another unit." IDS_FIREFROMCURRENTPOS "Fire from Current Position Command (C)" IDS_FIREFROMCURRENTPOS_DESC "Order the selected units to stop and fire from their current positions." IDS_STOP "Stop/Hold Fire Command (BACKSPACE)" IDS_STOP_DESC "Order the selected units to stop their previous commands." IDS_INFO "Info (I)" IDS_INFO_DESC "Display detailed information on the selected 'Mech or vehicle." IDS_OBJECTIVES_COMMAND "Objectives List (F9)" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECTIVES_COMMAND_DESC "Toggle the list of current mission objectives." IDS_SAVE "System Menu (ESC)" IDS_SAVE_DESC "Toggle the System Menu, which pauses the mission when open." IDS_TACMAP "Tactical Map" IDS_TACMAP_DESC "Display sensor contacts, objective locations, unit locations, and other information." IDS_VEHICLE_TAB "Support Palette" IDS_VEHICLE_TAB_DESC "Display artillery and vehicle reinforcement options." IDS_INFOTAB "Unit Info" IDS_INFOTAB_DESC "Display detailed information on the selected 'Mech or vehicle." IDS_LAYMINES "Lay Mines Toggle Command (V)" IDS_LAYMINES_DESC "Order the selected Minelayer to lay mines on its next movement command." IDS_REPAIR "Repair" IDS_REPAIR_DESC "Activates Repair Mode for the selected Repair Truck" IDS_SALVAGE "Recover" IDS_SALVAGE_DESC "Activates Recover Mode for the selected Salvage Craft" IDS_DEFAULTRANGE "Default Range" END STRINGTABLE DISCARDABLE BEGIN IDS_SPECIALTY "Light 'Mech Specialist" IDS_SPECIALTY2 "Laser Specialist" IDS_SPECIALTY4 "Light AC Specialist" IDS_SPECIALTY5 "Medium AC Specialist" IDS_SPECIALTY6 "SRM Specialist" IDS_SPECIALTY7 "Small Arms Specialist" IDS_SPECIALTY8 "Sensor Specialist" END STRINGTABLE DISCARDABLE BEGIN IDS_SPECIALTY9 "Toughness Specialist" IDS_SPECIALTY10 "Medium 'Mech Specialist" IDS_SPECIALTY11 "Pulse Laser Specialist" IDS_SPECIALTY12 "ER Laser Specialist" IDS_SPECIALTY13 "LRM Specialist" IDS_SPECIALTY14 "Scouting Specialist" IDS_SPECIALTY15 "Jump Jet Specialist" IDS_SPECIALTY16 "Heavy 'Mech Specialist" IDS_SPECIALTY17 "PPC Specialist" IDS_SPECIALTY18 "Heavy AC Specialist" IDS_SPECIALTY19 "Short-Range Specialist" IDS_SPECIALTY20 "Medium-Range Specialist" IDS_SPECIALTY21 "Long-Range Specialist" IDS_SPECIALTY22 "Assault 'Mech Specialist" IDS_SPECIALTY23 "Gauss Specialist" IDS_SPECIALTY24 "Sharpshooter Specialist" END STRINGTABLE DISCARDABLE BEGIN IDS_PILOT "Blade" IDS_PILOT2 "Bubba" IDS_PILOT3 "Chopper" IDS_PILOT4 "Creep" IDS_PILOT5 "Worm" IDS_PILOT6 "Flash" IDS_PILOT7 "Ghost" IDS_PILOT8 "Hacksaw" IDS_PILOT9 "Claymore" IDS_PILOT10 "Hammer" IDS_PILOT11 "Jinx" IDS_PILOT12 "Longshot" IDS_PILOT13 "Meat" IDS_PILOT14 "Mother" IDS_PILOT15 "Payback" IDS_PILOT16 "Psycho" END STRINGTABLE DISCARDABLE BEGIN IDS_PILOT17 "Rooster" IDS_PILOT18 "Scooter" IDS_PILOT19 "Steel" IDS_PILOT20 "Palerider" IDS_PILOT21 "Twitch" IDS_PILOT22 "Venom" IDS_PILOT23 "Wicked" IDS_PILOT24 "Dagger" IDS_PILOT25 "Nuke" IDS_PILOT26 "Cobra" IDS_PILOT27 "Shadow" IDS_PILOT28 "Artillery" IDS_PILOT29 "Unassigned" IDS_PILOT30 "Unassigned" IDS_PILOT31 "Unassigned" IDS_PILOT32 "Green" END STRINGTABLE DISCARDABLE BEGIN IDS_PILOT33 "Regular" IDS_PILOT34 "Veteran" IDS_PILOT35 "Elite" IDS_PILOT36 "Unassigned" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECTIVE_FONT_640 "ArialNarrow8.d3f" IDS_PAUSEDFONT_800 "Agencyfb14.d3f" IDS_PILOTICON_FONT_800 "ArialNarrow8.d3f" IDS_MISSIONRESULTS_800 "AgencyfB17.d3f" IDS_INFONAME_FONT_640 "ArialNarrow8.d3f" IDS_PAUSEDFONT_640 "AgencyfB14.d3f" IDS_PILOTICON_FONT_640 "ArialNarrow6.d3f" IDS_MISSIONRESULTS_640 "Agencyfb17.d3f" IDS_HELP_FONT_1024 "ArialNarrow8.d3f" IDS_OBJECTIVE_FONT_1024 "ArialNarrow8.d3f" IDS_INFONAME_FONT_1024 "AgencyfB14.d3f" IDS_PAUSEDFONT_1024 "AgencyfB14.d3f" IDS_PILOTICON_FONT_1024 "AgencyFB11.d3f" IDS_MISSIONRESULTS_1024 "AgencyfB17.d3f" IDS_PAUSEBUTTON640 "AgencyFB11.d3f" IDS_PAUSEBUTTON800 "AgencyfB11.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_PAUSEBUTTON1024 "Agencyfb11.d3f" IDS_VEHICLEFONT800 "ArialNarrow8.d3f" IDS_VEHICLEFONT640 "ArialNarrow6.d3f" IDS_VEHICLEFONT1024 "Agencyfb11.d3f" IDS_BIG_FONT_FOR_HEADERS "Agencyfb20.d3f" IDS_LISTBOX_HEADER "Agencyfb14.d3f" IDS_SALVAGE_AREA_MECH_NAME_FONT "AgencyFB14.d3f" IDS_SALVAGE_AREA_HELP_FONT "Agencyfb11.d3f" IDS_SALVAGE_AREA_CBILLS "Agencyfb17.d3f" IDS_SALVAGE_AREA_COMPONENTS "AgencyFB11.d3f" IDS_COMPONENTS800 "AgencyFB11.d3f" IDS_COMPONENTS640 "ArialNarrow8.d3f" IDS_COMPONENTS1024 "AgencyFB14.d3f" IDS_DEAD_PILOT_ENTRY_FONT "AgencyFB14.d3f" IDS_PILOT_REVIEW_HEADER_FONT "AgencyFB17.d3f" IDS_PILOT_REVIEW_SKILLS "AgencyFB14.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECTIVES "OBJECTIVES" IDS_INMISSION "QUICK SAVE" IDS_INMISSIONLOAD "QUICK LOAD" IDS_OPTIONS "OPTIONS" IDS_RESTART "ABORT MISSION" IDS_EXIT "EXIT GAME" IDS_RETURN_TOGAME "RETURN TO GAME" IDS_OBJECTIVES_HELPHEADER "Objectives List" END STRINGTABLE DISCARDABLE BEGIN IDS_INMISSIONSAVE_HEADER "Quick Save" IDS_INMISSIONLOAD_HEADER "Quick Load" IDS_OPTIONS_HHEADER "Options" IDS_RESTARTHEADER "Abort Mission" IDS_EXIT_HEADER "Exit Game" IDS_RETURN_TOGAME_HEADER "Return to Game" IDS_OBJECTIVES_HELP "Toggle the list of current mission objectives." IDS_INMISSION_HELP "Save the current mission." IDS_INMISSIONLOAD_HELP "Load your mission." IDS_OPTIONS_HELP "Customize game, graphics, audio, and control settings." IDS_RESTART_HELP "Quit the current mission." IDS_EXIT_HELP "Exit MechCommander 2." IDS_RETURN_TOGAME_HELP "Return to the current mission." END STRINGTABLE DISCARDABLE BEGIN IDS_MISSION_FAILED "Mission Failed" IDS_MISSION_SUCCESS "Mission Successful!" END STRINGTABLE DISCARDABLE BEGIN IDS_STRINGNEXT "!" IDS_REPAIRBAY "Repairs damaged 'Mechs in the field. Click the bay with a 'Mech selected to repair it." IDS_PERIMETERALARM "Detects enemies within a short radius. Destroy within 10 seconds or an alarm will sound." IDS_LOOKOUTPOST "Reveals a wide radius of visibility for the owner. Destroy to avoid detection." IDS_SALVAGE_STORAGE "Capture to secure its RPs for use in-mission. Cannot capture if enemy is in vicinity." IDS_SALVAGE_WAREHOUSE "Capture to secure its RPs for use in-mission. Cannot capture if enemy is in vicinity." IDS_TURRET_CONTROL "Capture to gain control of linked turrets. Cannot capture if enemy is in vicinity." IDS_BASE_GENERATOR "Powers linked gates and spotlights. Destroy to incapacitate linked buildings." END STRINGTABLE DISCARDABLE BEGIN IDS_TURRET_GENERATOR "Powers linked turrets. Destroy to stop turrets from firing." IDS_SENSOR_CONTROL "Capture to gain sensor information. Cannot capture if enemy is in vicinity." IDS_SENSORTOWER "Gathers sensor information in a wide radius. May be linked to a Sensor Control." IDS_GATECONTROL "Capture to open gates for friendly forces and close them to enemies. Cannot capture if enemy is in vicinity.\n\n\n\n" IDS_GATE "May be linked to a gate control." IDS_SPOTLIGHTCONTROL "Capture to control linked spotlights and reveal enemies. Cannot capture if enemy is in vicinity." IDS_SPOTLIGHT "Illuminates areas at night." IDS_LRMTURRET "Fires volleys of long-range missiles." IDS_SRM_TURRET "Fires packs of short-range missiles." IDS_GAUSSTURRET "Fires metal slugs at long range." IDS_LONGTOMTURRET "Fires area-effect artillery rounds at long range." IDS_AUTOCANNON "Fires autocannon rounds at medium range." IDS_LARGE_FUEL_TANK "Contains combustibles. Produces large area-effect blast when destroyed." IDS_SMALL_FUEL_TANK "Contains combustibles. Produces small area-effect blast when destroyed." IDS_FUEL_PIPE "Contains combustibles. Produces small area-effect blast when destroyed." IDS_FUEL_PIPE_JUNCTION "Contains combustibles. Produces small area-effect blast when destroyed." END STRINGTABLE DISCARDABLE BEGIN IDS_EXTRACTION_MARKER "Move all units to this marker to end the mission once primary objectives are complete." IDS_NAVMARKER "Move units to this navigation marker to complete an objective." IDS_VTOLMARKER "A Repair Truck or Salvage Craft will land here when the timer reaches zero." IDS_AIRSTRIKE_MARKER "An Airstrike will hit here when the timer reaches zero." IDS_VEHICLE_CREW "Artillery" IDS_VEHICLE_CREW2 "Repair" IDS_VEHICLE_CREW3 "Minelayer" IDS_VEHICLE_CREW4 "Scout" IDS_NOPILOT "No Pilot" IDS_NOUNIT "Select a Unit" IDS_TOTAL "Total: %ld" IDS_SALVAGE_MECH "'MECH SALVAGE" IDS_CHECK_MECHS "Select the 'Mechs you want to salvage." IDS_SALVAGE_SCREENMECH_LOADOUT "'MECH LOADOUT" IDS_DONE_HELP_CAPTION "Done" IDS_DONE_HELP_DESC "DONE Proceed to the Pilot Promotion screen." END STRINGTABLE DISCARDABLE BEGIN IDS_GRASS1 "Grasslands Accent 2 (Forest Floor)" IDS_GRASS2 "Grasslands Accent 1 (Forest Floor)" IDS_GRASS3 "Grasslands 1" IDS_GRASS4 "Grasslands 2" IDS_GRASS5 "Grasslands 3" IDS_GRASS6 "Grasslands 4" IDS_STRING10006 "Desert Accent 3 (Desert Scrub)" IDS_STRING10007 "Desert Accent 1 (Desert Scrub)" IDS_STRING10008 "Desert 2" IDS_STRING10009 "Desert 3" IDS_STRING10010 "Desert 4" IDS_STRING10011 "Desert 5" IDS_STRING10012 "Grasslands 5" IDS_STRING10013 "Desert Accent 2 (Desert Scrub)" IDS_STRING10014 "Grasslands Shore 1" IDS_STRING10015 "Grasslands Shore 2" END STRINGTABLE DISCARDABLE BEGIN IDS_STRING10016 "Water" IDS_STRING10017 "Grasslands Accent 3 (Forest Floor)" IDS_STRING10018 "Desert Shore 1" IDS_STRING10019 "Desert Shore 2" IDS_STRING10020 "Cement 1" IDS_STRING10021 "Cement 1 (angled)" IDS_STRING10022 "Cement 2" IDS_STRING10023 "Cement 2 (angled)" IDS_STRING10024 "Cement 3" IDS_STRING10025 "Cement 3 (angled)" IDS_STRING10026 "Cement 1 (crumbled)" IDS_STRING10027 "Cement 2 (crumbled)" IDS_STRING10028 "Grasslands Cliffs 1" IDS_STRING10029 "Desert Cliffs 1" IDS_STRING10030 "Desert Cliffs 2" IDS_STRING10031 "Grasslands Cliffs 2" END STRINGTABLE DISCARDABLE BEGIN IDS_STRING10032 "Jungle Shore 1" IDS_STRING10033 "Jungle Shore 2" IDS_STRING10034 "Tundra Accent 1 (Tundra Grass)" IDS_STRING10035 "Tundra Accent 2 (Tundra Grass)" IDS_STRING10036 "Tundra Accent 3 (Tundra Grass)" IDS_STRING10037 "Tundra 1" IDS_STRING10038 "Tundra 2" IDS_STRING10039 "Tundra 3" IDS_STRING10040 "Tundra 4" IDS_STRING10041 "Tundra 5" IDS_STRING10042 "Tundra Cliffs 1" IDS_STRING10043 "Tundra Cliffs 2" IDS_STRING10044 "Volcanic 1" IDS_STRING10045 "Volcanic 2" IDS_STRING10046 "Volcanic 3" IDS_STRING10047 "Volcanic 4" END STRINGTABLE DISCARDABLE BEGIN IDS_STRING10048 "Volcanic 5" IDS_STRING10049 "Volcanic Cliffs 1" IDS_STRING10050 "Volcanic Cliffs 2" IDS_STRING10051 "Volcanic Accent 1 (Volcanic Vegetation)" IDS_STRING10052 "Volcanic Accent 2 (Volcanic Vegetation)" IDS_STRING10053 "Volcanic Accent 3 (Volcanic Vegetation)" IDS_STRING10054 "Volcanic Shore 1" IDS_STRING10055 "Volcanic Shore 2" IDS_STRING10056 "Tundra Shore 1" IDS_STRING10057 "Tundra Shore 2" IDS_STRING10058 "Jungle 1" IDS_STRING10059 "Jungle 2" IDS_STRING10060 "Jungle 3" IDS_STRING10061 "Jungle 4" IDS_STRING10062 "Jungle 5" IDS_STRING10063 "Jungle Cliffs 1" END STRINGTABLE DISCARDABLE BEGIN IDS_DONE "DONE" IDS_SALVAGE_LISTBOX_HELP "Mech Item" IDS_SALVAGE_LISTBOXITEMHELP_HEADER "Click on this item to view its properties" IDS_SALVAGE_CHECKBOX_HELP "Click this item to Salvage it." IDS_SALVAGE_CHECKBOXITEMHELP_HEADER "SALVAGE BUTTON" IDS_AIRSTRIKE_MARKER_TITLE "Airstrike Marker" IDS_VTOL_CALL_MARKER "VTol Call Marker" IDS_AUTOCANNON_TURRET "Autocannon Turret" IDS_LIGHT_GATE "Light Gate" IDS_MEDIUM_GATE "Mediume Gate" IDS_HEAVY_GATE "Heavy Gate" IDS_LARGE_PULSE_DESC "Fires large pulse laser blasts. Best attacked from long range." IDS_SALVAGE_TITLE_HELP "'MECH SALVAGE In this screen, you can salvage 'Mechs disabled on the battlefield." IDS_SALVAGE_CBILLS_HELP "C-BILLS The amount of money you currently have, updated as you select 'Mechs to salvage." IDS_SALVAGE_ARMOR_HELP "ARMOR The amount of armor on the selected 'Mech." IDS_SALVAGE_SALVAGE_LIST_HELP "SALVAGE LIST Select each 'Mech you want to salvage." END STRINGTABLE DISCARDABLE BEGIN IDS_STRING10064 "Jungle Cliffs 2" IDS_STRING10065 "Jungle Accent 1 (Volcanic Vents)" IDS_STRING10066 "Jungle Accent 2 (Volcanic Vents)" IDS_STRING10067 "Jungle Accent 3 (Volcanic Vents)" IDS_STRING10068 "Desert 1" IDS_STRING10069 "Cement 3 (crumbled)" IDS_STRING10070 "D________________" IDS_STRING10071 "G________________" IDS_STRING10072 "J________________" IDS_STRING10073 "T________________" IDS_STRING10074 "V________________" IDS_STRING10075 "TEST" END STRINGTABLE DISCARDABLE BEGIN IDS_PILOTPROMOTION_BIG "AgencyFB14.d3f" IDS_PILOTPROMOTION_SMALL "AgencyFB11.d3f" IDS_PROMOTION_LISTBOX_FONT "ArialNarrow8.d3f" IDS_PILOTREVIEW_MEDAL_AWARDED_FONT "AgencyFB14.d3f" IDS_PILOTREVIEW_MEDALDESCRIPTION_FONT "AgencyFB11.d3f" IDS_PILOTREVIEW_PILOTPROMOTED "AgencyFB14.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_PROMOTION_SKILL "LIGHT 'MECH SPECIALIST\nAbility to avoid and evade a great amount of enemy weapons fire when piloting a Light 'Mech." IDS_PROMOTION_SKILL2 "LASER SPECIALIST\nAbility to fire the Laser, Large Laser, Heavy Laser, and Heavy Large Laser with high accuracy." IDS_PROMOTION_SKILL3 "LIGHT AUTOCANNON SPECIALIST\nAbility to fire all Light Autocannons with high accuracy." IDS_PROMOTION_SKILL4 "MEDIUM AUTOCANNON SPECIALIST\nAbility to fire all Medium Autocannons with high accuracy." IDS_PROMOTION_SKILL5 "SRM SPECIALIST\nAbility to fire all short-range missiles with high accuracy." IDS_PROMOTION_SKILL6 "SMALL ARMS SPECIALIST\nAbility to fire machine guns and flamers with high accuracy." IDS_PROMOTION_SKILL7 "SENSOR SPECIALIST\nAbility to discern additional information from sensor readouts. Level of information increases with pilot's rank." IDS_PROMOTION_SKILL8 "TOUGHNESS SPECIALIST\nAbility to withstand personal injury that would typically kill a normal pilot." IDS_PROMOTION_SKILL9 "MEDIUM 'MECH SPECIALIST\nAbility to avoid and evade a significant amount of enemy weapons fire when piloting a Medium 'Mech." IDS_PROMOTION_SKILL10 "PULSE LASER SPECIALIST\nAbility to fire Pulse Lasers and Large Pulse Lasers with high accuracy." IDS_PROMOTION_SKILL11 "ER LASER SPECIALIST\nAbility to fire ER Lasers and ER Large Lasers with high accuracy." IDS_PROMOTION_SKILL12 "LRM SPECIALIST\nAbility to fire all long-range missiles with high accuracy." IDS_PROMOTION_SKILL13 "SCOUTING SPECIALIST\nAbility to spot enemies beyond normal line of sight." IDS_PROMOTION_SKILL14 "JUMP JET SPECIALIST\nAbility to control Jump Jets, enabling longer jump distances." IDS_PROMOTION_SKILL15 "HEAVY 'MECH SPECIALIST\nAbility to avoid and evade a moderate amount of enemy weapons fire when piloting a Heavy 'Mech." IDS_PROMOTION_SKILL16 "PPC SPECIALIST\nAbility to fire all Particle Projection Cannons with high accuracy." END STRINGTABLE DISCARDABLE BEGIN IDS_PROMOTION_SKILL17 "HEAVY AUTOCANNON SPECIALIST\nAbility to fire all Heavy Autocannons with high accuracy." IDS_PROMOTION_SKILL18 "SHORT-RANGE SPECIALIST\nAbility to accurately target enemies within short range. Any target within 60 meters is easier to hit" IDS_PROMOTION_SKILL19 "MEDIUM-RANGE SPECIALIST\nAbility to accurately target enemies at medium range. Any target from 30 to 120 meters is easier to hit." IDS_PROMOTION_SKILL20 "LONG-RANGE SPECIALIST\nAbility to accurately target enemies at long range. Any target farther away than 60 meters is easier to hit." IDS_PROMOTION_SKILL21 "ASSAULT 'MECH SPECIALIST\nAbility to avoid and evade a moderate amount of enemy weapons fire when piloting an Assault 'Mech." IDS_PROMOTION_SKILL22 "GAUSS SPECIALIST\nAbility to fire all Gauss Rifles and Light Gauss Rifles with high accuracy." IDS_PROMOTION_SKILL23 "SHARPSHOOTER SPECIALIST\nAbility to target specific body parts on enemy 'Mechs with higher accuracy than normal." IDS_PROMOTION_SKILL24 "DEAD-EYE SPECIALIST\nAbility to target specific body parts on enemy 'Mechs with higher accuracy than normal." IDS_PROMOTION_SKILL25 "JUMP JET SPECIALIST\nAbility to control jump jets, enabling longer jump distances." IDS_PROMOTION_SKILL26 "JUMP JET SPECIALIST\nAbility to control jump jets, enabling longer jump distances." IDS_PROMOTION_SKILL27 "JUMP JET SPECIALIST\nAbility to control jump jets, enabling longer jump distances." IDS_PROMOTION_SKILL28 "JUMP JET SPECIALIST\nAbility to control jump jets, enabling longer jump distances." IDS_PROMOTION_SKILL29 "JUMP JET SPECIALIST\nAbility to control jump jets, enabling longer jump distances." IDS_PROMOTION_SKILL30 "JUMP JET SPECIALIST\nAbility to control jump jets, enabling longer jump distances." IDS_VETERAN_SKILLS "Veteran Skills" IDS_REGULAR_SKILLS "Regular Skills" END STRINGTABLE DISCARDABLE BEGIN IDS_SPECIALTY25 "Sharpshooter Specialist" IDS_SPECIALTY26 "Sensor Specialist" IDS_SPECIALTY27 "Sensor Specialist" IDS_SPECIALTY28 "Sensor Specialist" IDS_SPECIALTY_HELP1 "LIGHT 'MECH SPECIALIST Ability to avoid and evade a great amount of enemy weapons fire when piloting a Light 'Mech." IDS_SPECIALTY_HELP2 "LASER SPECIALIST Ability to fire the Laser, Large Laser, Heavy Laser, and Heavy Large Laser with high accuracy." IDS_SPECIALTY_HELP4 "LIGHT AC SPECIALIST Ability to fire all Light Autocannons with high accuracy." IDS_SPECIALTY_HELP5 "MEDIUM AC SPECIALIST Ability to fire all Medium Autocannons with high accuracy." IDS_SPECIALTY_HELP6 "SRM SPECIALIST Ability to fire all short-range missiles with high accuracy." IDS_SPECIALTY_HELP7 "SMALL ARMS SPECIALIST Ability to fire machine guns and flamers with high accuracy." IDS_SPECIALTY_HELP8 "SENSOR SPECIALIST Ability to discern additional information from sensor readouts. Level of information increases with pilot's rank." IDS_SPECIALTY_HELP9 "TOUGHNESS SPECIALIST Ability to withstand personal injury that would typically kill a normal pilot." IDS_SPECIALTY_HELP10 "MEDIUM 'MECH SPECIALIST Ability to avoid and evade a significant amount of enemy weapons fire when piloting a Medium 'Mech." IDS_SPECIALTY_HELP11 "PULSE LASER SPECIALIST Ability to fire Pulse Lasers and Large Pulse Lasers with high accuracy." END STRINGTABLE DISCARDABLE BEGIN IDS_SPECIALTY_HELP12 "ER LASER SPECIALIST Ability to fire ER Lasers and ER Large Lasers with high accuracy." IDS_SPECIALTY_HELP13 "LRM SPECIALIST Ability to fire all long-range missiles with high accuracy." IDS_SPECIALTY_HELP14 "SCOUTING SPECIALIST Ability to spot enemies beyond normal line of sight." IDS_SPECIALTY_HELP15 "JUMP JET SPECIALIST Ability to control Jump Jets, enabling longer jump distances." IDS_SPECIALTY_HELP16 "HEAVY 'MECH SPECIALIST Ability to avoid and evade a moderate amount of enemy weapons fire when piloting a Heavy 'Mech." IDS_SPECIALTY_HELP17 "PPC SPECIALIST Ability to fire all Particle Projection Cannons with high accuracy." IDS_SPECIALTY_HELP18 "HEAVY AC SPECIALIST Ability to fire all Heavy Autocannons with high accuracy." IDS_SPECIALTY_HELP19 "SHORT-RANGE SPECIALIST Ability to accurately target enemies within short range. Any target within 60 meters is easier to hit." IDS_SPECIALTY_HELP20 "MEDIUM-RANGE SPECIALIST Ability to accurately target enemies at medium range. Any target from 30 to 120 meters is easier to hit." IDS_SPECIALTY_HELP21 "LONG-RANGE SPECIALIST Ability to accurately target enemies at long range. Any target farther away than 60 meters is easier to hit." IDS_SPECIALTY_HELP22 "ASSAULT 'MECH SPECIALIST Ability to avoid and evade a moderate amount of enemy weapons fire when piloting an Assault 'Mech." IDS_SPECIALTY_HELP23 "GAUSS SPECIALIST Ability to fire all Gauss Rifles and Light Gauss Rifles with high accuracy." IDS_SPECIALTY_HELP24 "SHARPSHOOTER SPECIALTY Ability to target specific body parts on enemy 'Mechs with higher accuracy than normal." IDS_SPECIALTY_HELP26 "SENSOR SPECIALIST Ability to discern additional information from sensor readouts. Level of information increases with pilot's rank." IDS_SPECIALTY_HELP27 "SENSOR SPECIALIST Ability to discern additional information from sensor readouts. Level of information increases with pilot's rank." END STRINGTABLE DISCARDABLE BEGIN IDS_ELITE_SKILLS3 "Elite Skills" IDS_ACE_SKILLS "Ace Skills" IDS_ONE_MEDAL_AWARD "MEDAL AWARDED:" IDS_ONE_MEDAL_AWARD2 "MEDALS AWARDED:" IDS_PILOT_PROMOTED "PILOT PROMOTED TO %s" IDS_MEDAL "CAMPAIGN 1 RIBBON For participation." IDS_MEDAL2 "CAMPAIGN 2 RIBBON For participation." IDS_MEDAL3 "CAMPAIGN 3 RIBBON For participation." IDS_MEDAL4 "CAMPAIGN 1 HONOR RIBBON For participation in all missions in \nCampaign 1." IDS_MEDAL5 "CAMPAIGN 2 HONOR RIBBON For participation in all missions in \nCampaign 2." IDS_MEDAL6 "CAMPAIGN 3 HONOR RIBBON For participation in all missions in \nCampaign 3." IDS_MEDAL7 "PURPLE HEART For getting wounded in battle." IDS_MEDAL8 "VALOR For killing 3 or more 'Mechs during a mission." IDS_MEDAL9 "UNCOMMON VALOR For killing 7 or more 'Mechs during a mission." IDS_MEDAL10 "MISSION SPECIFIC 1 For the design squad to determine." IDS_MEDAL11 "MISSION SPECIFIC 2 For the design squad to determine." END STRINGTABLE DISCARDABLE BEGIN IDS_MEDAL12 "MISSION SPECIFIC 3 For the design squad to determine." IDS_MEDAL13 "MISSION SPECIFIC 3 For the design squad to determine." IDS_MEDAL14 "LIAO SUNBURST OF GALLANTRY For heroism under fire." IDS_MEDAL15 "DAVION SUNBURST MEDAL For exceptional duty, devotion, and sacrifice." IDS_MEDAL16 "STEINER ALLIANCE STAR For uncommon bravery and honor." END STRINGTABLE DISCARDABLE BEGIN IDS_SENSOR_HEAVY_MECH "Hvy 'Mech" IDS_SENSOR_MECH_UNKNOWN "UNKNOWN" IDS_SENSOR_ASSAULT_MECH "Assault 'Mech" IDS_STRING30915 "Ryoken" IDS_STRING30916 "Cougar" IDS_STRING30917 "Thor" END STRINGTABLE DISCARDABLE BEGIN IDS_HOTKEY1 "Short-Range Attack" IDS_HOTKEY2 "Medium-Range Attack" IDS_HOTKEY3 "Long-Range Attack" IDS_HOTKEY4 "Optimal-Range Range" IDS_HOTKEY5 "Ammo Conservation (Energy Weapons Only)" IDS_HOTKEY6 "Jump" IDS_HOTKEY7 "Fire from Current Position" IDS_HOTKEY8 "Guard" IDS_HOTKEY9 "Ammo Conservation" IDS_HOTKEY10 "Select Visible Units" IDS_HOTKEY11 "Force Fire" IDS_HOTKEY12 "Aim at Legs" IDS_HOTKEY13 "Aim at Arms" IDS_HOTKEY14 "Aim at Head" IDS_HOTKEY15 "Stop/Hold Fire" IDS_HOTKEY16 "Power Down" END STRINGTABLE DISCARDABLE BEGIN IDS_HOTKEY17 "Power Up" IDS_HOTKEY18 "Eject" IDS_HOTKEY19 "Run" IDS_HOTKEY20 "Get 'Mech Info" IDS_HOTKEY21 "Airstrike" IDS_HOTKEY22 "Sensor Probe" IDS_HOTKEY23 "Special Unit Command" IDS_HOTKEY24 "Toggle Compass" IDS_HOTKEY25 "Zoom In" IDS_HOTKEY26 "Zoom Out" IDS_HOTKEY27 "Toggle Objectives" IDS_HOT_KEY_FONT "ArialNarrow8.d3f" IDS_SHIFT "Shift" IDS_CONTROL "Control" IDS_ALT "Alt" IDS_HOTKEY_HEADER "KEYBOARD REFERENCE" END STRINGTABLE DISCARDABLE BEGIN IDS_HOT_KEY_HEADER_FONT "AgencyFB11.d3f" IDS_HOTKEY28 "Toggle Hot Keys" IDS_HOTKEY29 "Toggle Pause" IDS_HOTKEY30 "Toggle Objectives" IDS_HOTKEY31 "Toggle Objectives" IDS_HOTKEY32 "Toggle Objectives" IDS_HOTKEY33 "Hold Position Toggle Command (H)" IDS_HOTKEY34 "Order the selected units to not move until given a movement or capture command." IDS_GUARDTOWER "Suppression Fire Toggle Command (V)" IDS_GUARDTOWER_DESC "Order the selected Fixed Artillery to fire continuously at its next target." IDS_HOTKEY_TRACKL "Track Camera Left" IDS_HOTKEY_TRACKR "Track Camera Right" IDS_HOTKEY_TRACKU "Track Camera Up" IDS_HOTKEY_TRACKD "Track Camera Down" IDS_HOTKEY_ROTATEL "Rotate Camera Left" IDS_HOTKEY_ROTATER "Rotate Camera Right" END STRINGTABLE DISCARDABLE BEGIN IDS_NEXT "NEXT" IDS_BACK "BACK" IDS_CHANGE_WEAPONS "MODIFY 'MECH" IDS_BUY_SELL_BUTTON "BUY/SELL 'MECHS" END STRINGTABLE DISCARDABLE BEGIN IDS_MAIN_MENU_BUTTON "MAIN MENU" IDS_ADD_MECH "ADD 'MECH" IDS_REMOVE_MECH "REMOVE 'MECH" IDS_NEXT_BACK_FONT "AgencyFB17.d3f" IDS_MB_NEXT_HELP "NEXT Proceed to the Pilot Ready Area to review and assign pilots to the 'Mechs in the deployment team." IDS_MB_BACK_HELP "BACK Return to the Mission Briefing screen." IDS_MB_ADD_REMOVE_FONT "AgencyFB14.d3f" IDS_MB_HELP_ADD_MECH "ADD 'MECH Move the selected 'Mech in 'Mech Storage to the Deployment Team area." IDS_MB_HELP_REMOVE_MECH "REMOVE 'MECH Move the selected 'Mech in the Deployment Team area back to 'Mech Storage." IDS_MB_HELP_MAIN_MENU "MAIN MENU Return to the Main Menu." IDS_MB_HELP_CHANGE_WEAPONS "MODIFY 'MECH Go to the 'Mech Lab to modify the weapons, armor, and jump jet for the selected 'Mech. " IDS_MECH_BAY_HEADER "'MECH BAY" IDS_MECHBAY_FONT "AgencyFB17.d3f" IDS_DESPLOYMENT_HEADER "DEPLOYMENT TEAM" IDS_DEPLOYMENT_FONT "AgencyfB11.d3f" IDS_MECH_STORAGE "'MECH STORAGE" END STRINGTABLE DISCARDABLE BEGIN IDS_MECH_STORAGE_FONT "AgencyfB11.d3f" IDS_CBILLS_FONT "AgencyFB17.d3f" IDS_TEAM_WEIGHT_LIMIT "TEAM WEIGHT LIMIT" IDS_TEAM_WEIGHT_LIMIT_FONT "Agencyfb14.d3f" IDS_CURRENT_TEAM_HEADER "CURRENT:" IDS_CURRENT_TEAM_HEADER_FONT "AgencyFB11.d3f" IDS_DROP_WEIGHT_FONT "AgencyFB17.d3f" IDS_MB_MECHINFO_FONT "AgencyFB14.d3f" IDS_MB_MECHNAME_FONT "AgencyFB17.d3f" IDS_MB_VARIANTNAME_FONT "AgencyFB14.d3f" IDS_MB_HELPTEXT_FONT "ArialNarrow8.d3f" IDS_MB_WEIGHT "%ld/%ld" IDS_MB_MECH_WEIGHT "%.0lf Tons %s" IDS_SHORT_RANGE "SHORT" IDS_MED_RANGE "MEDIUM" IDS_LONG_RANGE "LONG" END STRINGTABLE DISCARDABLE BEGIN IDS_MB_MECH_ICON_FONT "ArialNarrow8.d3f" IDS_MAINMENU_FONT "AgencyFB14.d3f" IDS_PR_ADD_PILOT "ADD PILOT" IDS_PR_HELP_BACK "BACK Return to the 'Mech Bay." END STRINGTABLE DISCARDABLE BEGIN IDS_PR_HELP_NEXT "Press this button to continue to Mission review" IDS_PR_ADD_FONT "AgencyFB14.d3f" IDS_PR_ADD_HELP "ADD PILOT Assign the selected pilot to the 'Mech selected in the Deployment Team area." IDS_PR_REMOVE "REMOVE PILOT" IDS_PR_REMOVE_FONT "AgencyFB14.d3f" IDS_PR_REMOVE_HELP "REMOVE PILOT Remove the pilot from the selected 'Mech and return him or her to the Available Pilots list." IDS_PR_PILOT_READY "PILOT READY AREA" IDS_PR_PILOT_READY_FONT "AgencyFB17.d3f" IDS_PR_CBILLS "C-BILLS" IDS_PR_CBILLS_FONT "AgencyFB17.d3f" IDS_PR_DEPLOYMENT_TEAMS "DEPLOYMENT TEAM" IDS_PR_DEPLOYMENT_TEAMS_FONT "AgencyFB14.d3f" IDS_PR_AVAILABLE_PILOTS "AVAILABLE PILOTS" IDS_PR_AVAILABLE_PILOTS_FONT "AgencyFB14.d3f" IDS_PR_RANK_FONT "AgencyFB14.d3f" IDS_PR_PILOT_NAME_FONT "AgencyFB17.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_PR_SPECIALTY_SKILL_FONT "AgencyFB11.d3f" IDS_PR_NAME_LB_FONT "AgencyFB11.d3f" IDS_PR_RANK_LB_FONT "ArialNarrow8.d3f" IDS_STRING27171 "LAUNCH" IDS_PR_LISTBOX_ENTRY_FONT "AgencyFB11.d3f" IDS_PR_LIST_BOX_ENTRY_FONT2 "AgencyFB11.d3f" IDS_PR_MAINMENU_FONT "AgencyFB14.d3f" IDS_PR_NEXTBACK_FONT "AgencyFB17.d3f" IDS_PR_TARGETING_FONT "AgencyFB14.d3f" IDS_PR_HELPFONT "ArialNarrow8.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_PM_PURCHASE "Purchase 'Mech" IDS_PM_BUY "BUY 'MECH" IDS_PM_BUY_FONT "AgencyFB14.d3f" IDS_PM_BUY_HELP "BUY 'MECH Buy the 'Mech selected in the Available 'Mechs list. You can also drag or double-click a 'Mech to buy it." IDS_PM_SELL "SELL 'MECH" IDS_PM_SELL_HELP "SELL 'MECH Sell the 'Mech selected in 'Mech Storage. You can also drag or double-click a 'Mech to sell it." IDS_PM_CANCEL "CANCEL" IDS_PM_ACCEPT_CANCEL_FONT "AgencyFB17.d3f" IDS_PM_CANCEL_HELP "CANCEL Cancel your current selections and return to the 'Mech Bay." IDS_PM_ACCEPT "ACCEPT" IDS_PM_ACCEPT_HELP "ACCEPT Keep your current selections and return to the 'Mech Bay." IDS_PM_HEADER "'MECH PURCHASING" IDS_PM_HEADER_FONT "AgencyFB17.d3f" IDS_PM_CBILLS "C-BILLS" IDS_PM_CBILLS_FONT "AgencyFB17.d3f" IDS_PM_STORAGE "'MECH STORAGE" END STRINGTABLE DISCARDABLE BEGIN IDS_PM_STORAGE_FONT "AgencyFB14.d3f" IDS_PM_AVAILABLE "AVAILABLE 'MECHS" IDS_PM_AVAILABLE_FONT "AgencyFB14.d3f" IDS_PM_MECH_NAME_FONT "AgencyFB17.d3f" IDS_PM_VARIANT_NAME_FONT "AgencyFB14.d3f" IDS_PM_ATTRIBUTES_FONT "AgencyFB14.d3f" IDS_PM_HELP_FONT "AgencyFB11.d3f" IDS_PM_MAINMENU_FONT "agencyfb14.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_MC_CANCEL "CANCEL" IDS_MC_CANCEL_FONT "AgencyFB17.d3f" IDS_MC_CANCEL_HELP "CANCEL Cancel your current selections and return to the 'Mech Bay." IDS_MC_ACCEPT "ACCEPT" IDS_MC_ACCEPT_HELP "ACCEPT Keep your current selections and return to the 'Mech Bay. If this is a new variant, you will be asked to provide a name for this variant." IDS_MC_ADD_COMPONENT "ADD" IDS_MC_ADD_COMPONENT_FONT "AgencyFB14.d3f" IDS_MC_ADD_COMPONENT_HELP "ADD Add the selected weapon or component to an empty slot in the 'Mech's payload model. " IDS_MC_REMOVE_COMPONENT "REMOVE" IDS_MC_ADD_COMPONENT_HELP2 "REMOVE Remove the selected weapon or component back to the Available Components list." IDS_MC_BALLISTIC_HELP "BALLISTICS WEAPONS Review and purchase ballistics weapons. These weapons are typically heavy but generate a low amount of heat relative to the damage they inflict." END STRINGTABLE DISCARDABLE BEGIN IDS_ENERGY_TAB_HELP "ENERGY WEAPONS Review and purchase energy weapons. These weapons are typically light but generate a high amount of heat relative to the damage they inflict." IDS_MC_MISSILE_TAB_HELP "MISSILE WEAPONS Review and purchase missile weapons. These weapons are typically of medium weight and generate a high amount of heat relative to the damage they inflict." IDS_MC_JUMPJET_TAB_HELP "COMPONENTS Review and purchase jump jets, armor, and other nonweapon items." IDS_MC_MECHLAB "'MECH LAB" IDS_MC_MECH_LAB_FONT "AgencyFB17.d3f" IDS_MC_CBILLS_FONT "AgencyFB17.d3f" IDS_MC_AVAILABLE_COMPONENTS "AVAILABLE COMPONENTS" IDS_MC_AVAILABLE_COMPONENTS_FONT "AgencyFB14.d3f" IDS_MC_VARIANT_NAME_FONT "AgencyFB17.d3f" IDS_MC_CHANGE_COST "COST OF CHANGES" IDS_MC_CHANGE_COST_FONT "ArialNarrow8.d3f" IDS_MC_CHANGE_COST_NUMBER_FONT "AgencyFB14.d3f" IDS_MC_WEAPON_INFO "WEAPON INFO" IDS_MC_WEAPON_INFO_FONT "AgencyFB11.d3f" IDS_WEAPON_RANGE_FONT "AgencyFB11.d3f" IDS_WEAPON_INFO_DAMAGE_FONT "AgencyFB11.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_MC_HEAT "HEAT LIMIT:" IDS_MC_HEAT_FONT "AgencyFB11.d3f" IDS_MC_HEAT_NUMBER_FONT "AgencyFB17.d3f" IDS_MC_AMMO_FONT "AgencyFB11.d3f" IDS_MC_HELP_FONT "AgencyFB11.d3f" IDS_MC_COMBO_FONT "AgencyFB11.d3f" IDS_MC_COMPONENT_TOO_HOT "HEAT EXCEEDED" IDS_MC_COMPONENT_TOO_MUCH_ARMOR "ARMOR EXCEEDED" IDS_MC_MAINMENU_FONT "AgencyFB17.d3f" IDS_MC_INSUFFICIENT_CBILLS "You have insufficient C-bills to make these modifications." IDS_MC_UNAVAILABLE_TECH "You are removing a weapon that you cannot yet buy. If you click Accept, you will not be able to reload this weapon on the 'Mech." END STRINGTABLE DISCARDABLE BEGIN IDS_CM_HEADER "MISSION SELECTION" IDS_CM_HEADER_FONT "AgencyFB17.d3f" IDS_CM_VIDEO "VIDCOM" IDS_CM_VIDEO_FONT "AgencyFB14.d3f" IDS_CM_MISSION_SELECTION "CAMPAIGN MISSIONS" IDS_CM_MISSION_SELECTION_FONT "AgencyFB14.d3f" IDS_CM_MISSION_TEXT_FONT "AgencyFB11.d3f" IDS_CM_HELP_TEXT_FONT "AgencyFB11.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_CM_CBILLS_FONT "AgencyFB17.d3f" IDS_CM_HELP_NEXT "Continue to the Mission Briefing." IDS_CM_HELP_PLAY "PLAY Play the mission overview video." IDS_CM_PLAY "PLAY" IDS_CM_PAUSE "PAUSE" IDS_CM_PAUSE_DESC "PAUSE Pause the mission overview video." IDS_CM_STOP "STOP" IDS_CM_STOP_DESC "STOP Stop the mission overview video." IDS_CM_LB_FONT "AgencyFB14.d3f" IDS_CM_MAINMENU_FONT "AgencyFB14.d3f" IDS_CM_NEXTBACK_FONT "AgencyFB17.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_MN_HEADER "MISSION BRIEFING" IDS_MN_HEADER_FONT "AgencyFB17.d3f" IDS_MN_CBILLS_FONT "AgencyFB17.d3f" IDS_MN_MISSION_MAP "VIDCOM: MISSION MAP" END STRINGTABLE DISCARDABLE BEGIN IDS_MN_MISSION_MAP_FONT "AgencyFB14.d3f" IDS_MN_TEXTINFO "MISSION OBJECTIVES" IDS_MN_TEXTINFO_FONT "AgencyFB14.d3f" IDS_MN_NEXT_HELP "NEXT Proceed to the 'Mech Bay to prepare 'Mechs, weapons, and equipment for the mission." IDS_MN_BACK_HELP "BACK Return to the Mission Selection screen." IDS_MN_PLAY_HELP "PLAY Play the mission briefing video." IDS_MN_STOP "STOP" IDS_MN_PLAY "PLAY" IDS_MN_PAUSE "PAUSE" IDS_MN_PAUSE_HELP "PAUSE Pause the mission briefing video." IDS_MN_STOP_HELP "STOP Stop the mission briefing video." IDS_MN_HELP_FONT "AgencyFB11.d3f" IDS_MN_DIVIDER " " IDS_MN_LB_FONT "AgencyFB11.d3f" IDS_MN_MISSION_OBJECTIVES "MISSION OBJECTIVES" IDS_MN_LB_SMALL_FONT "ArialNarrow8.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_MM_NEWCAMPAIGN "NEW CAMPAIGN" IDS_MM_LOAD "LOAD GAME" IDS_MM_SAVE "SAVE GAME" IDS_MM_MULTIPLAYER "MULTIPLAYER" IDS_MM_RETURN_TO_GAME "RETURN TO GAME" IDS_MM_OPTIONS "OPTIONS" IDS_MM_ENCYCLOPEDIA "ENCYCLOPEDIA" IDS_MM_EXIT "EXIT" IDS_MM_NEWCAMPAIGN_HELP "Start a new campaign." IDS_MM_LOAD_HELP "Load a previously saved mission." IDS_MM_SAVE_HELP "Save the current mission." IDS_MM_MULTIPLAYER_HELP "Play a multiplayer game." IDS_MM_RETURN_TO_GAME2 "Return to the current game." IDS_MM_OPTIONS_HELP "Customize graphics, audio, game, and hotkey settings." IDS_MM_ENCYCLOPEDIA_HELP "Read about the hardware, the people, and the history of the BattleTech universe." IDS_MM_EXIT_HELP "Quit MechCommander 2." END STRINGTABLE DISCARDABLE BEGIN IDS_MM_FONT "AgencyFB17.d3f" IDS_MM_SKIRMISH "SOLO MISSION" IDS_MM_SKIRMISH_HELP "Load a previously completed mission from the campaign or a mission created with the Mission Editor." IDS_MM_LAWYER_BABBLE "LAWYER BABBLE GOES HERE" IDS_MM_LAWYER_BABBLE_FONT "ArialNarrow8.d3f" IDS_MM_FONT2 "AgencyFB17.d3f" IDS_MM_FONT3 "AgencyFB17.d3f" IDS_MM_FONT4 "AgencyFB17.d3f" IDS_MM_FONT5 "AgencyFB17.d3f" IDS_MM_FONT6 "AgencyFB17.d3f" IDS_MM_FONT7 "AgencyFB17.d3f" IDS_MM_FONT8 "AgencyFB17.d3f" IDS_MM_FONT9 "AgencyFB17.d3f" IDS_MM_FONT10 "AgencyFB17.d3f" IDS_MM_HELPFONT "AgencyFB11.d3f" IDS_PROMPT_TO_DISCONNECT "Disconnect from Multiplayer?" END STRINGTABLE DISCARDABLE BEGIN IDS_DIALOG_OK "OK" IDS_DIALOG_CANCEL "CANCEL" IDS_DIALOG_YES "YES" IDS_DIALOG_NO "NO" IDS_DIALOG_QUIT_PROMPT "Do you really want to quit?" IDS_DIALOG_FONT "AgencyFB17.d3f" IDS_DIALOG_TEXT_FONT "AgencyFB14.d3f" IDS_DIALOG_DELETE "DELETE" IDS_DIALOG_DELETE_FONT "AgencyFB14.d3f" IDS_DIALOG_SAVE "SAVE" IDS_DIALOG_SAVE_GAME "SAVE GAME" IDS_DIALOG_LOAD_GAME "LOAD GAME" IDS_DIALOG_GAME_LIST "GAME LIST" IDS_DIALOG_LIST_FONT "AgencyFB14.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_DIALOG_OVERWRITE_PROMPT "Overwrite %s?" IDS_LOAD "LOAD" IDS_DIALOG_VARIANT_SAVE "VARIANT SAVE" IDS_DIALOG_VARIANT_LIST "VARIANT LIST" IDS_DIALOG_DELETE_PROMPT "Delete %s?" IDS_DIALOG_ACCEPT_CHANGES "ACCEPT CHANGES" IDS_DIALOG_ACCEPT_CHANGES_FONT "AgencyFB17.d3f" IDS_DIALOG_ENTER_NAME "ENTER A NAME FOR THIS PARTICULAR 'MECH" IDS_DIALOG_ENTER_NAME_FONT "AGENCYFB11.d3f" IDS_DIALOG_ACCEPT_CHANGES_TEXT "This 'Mech uses weapon technology you do not possess yet. A variant cannot be saved until you capture the proper technology. You may click Save to keep the changes for this particular 'Mech." IDS_DIALOG_ACCEPT_CHANGES_TEXT_FONT "AgencyFB11.d3f" IDS_DIALOG_INFO_FONT "ArialNarrow9.d3f" IDS_DIALOG_VARIANT_ENTRY_FONT "AgencyFB11.d3f" IDS_DIALOG_ABORT_PROMPT "Do you really want to abort this mission?" IDS_DIALOG_CBILLS "C-BILLS : %ld" IDS_DIALOG_TIME "TIME : %s %s" END STRINGTABLE DISCARDABLE BEGIN IDS_MINELAYER_HELP "Select the Lay Mines button, then click the terrain to drop mines." IDS_MINELAYER_HELP2 "Select the Lay Mines button, then right-click the terrain to drop mines." IDS_REPAIR_HELP "Click a damaged 'Mech to repair." IDS_REPAIR_HELP2 "Right-click a damaged 'Mech to repair." END STRINGTABLE DISCARDABLE BEGIN IDS_AIRSTRIKE_HELP "Click a target to attack it with an Airstrike." IDS_AIRSTRIKE_HELP2 "Right-click a target to attack it with an Airstrike." IDS_AIRSTRIKE_HELP_NO_LOS "Click a target to attack it with an Airstrike." IDS_AIRSTRIKE_HELP_NO_LOS_2 "Right-click a target to attack it with an Airstrike." IDS_VEHICLE_GUARD_TOWER_HELP "Click a location in sight of your units to deploy Fixed Artillery. Once placed, it cannot be moved." IDS_VEHICLE_GUARD_TOWER_HELP2 "Right-click a location in sight of your units to deploy a Fixed Artillery piece. Once placed, it cannot be moved." IDS_SENSOR_PROBE_HELP_LOS "Click a location to drop a Sensor Probe." IDS_SENSOR_PROBE_HELP_LOS2 "Right-click a location to drop a Sensor Probe." IDS_VEHICLE_REPAIR_TRUCK_HELP "Click a location in sight of your units to deploy a Repair Truck." IDS_VEHICLE_REPAIRTRUCK_HELP2 "Right-click a location in sight of your units to deploy a Repair Truck." IDS_VEHICLE_SCOUT_HELP "Click a location in sight of your units to deploy a Scout 'Copter." IDS_VEHICLE_SCOUT_HELP2 "Right-click a location in sight of your units to deploy a Scout 'Copter." IDS_VEHICLE_MINELAYER_HELP "Click a location in sight of your units to deploy a Minelayer." IDS_VEHICLE_MINELAYER_HELP2 "Right-click a location in sight of your units to deploy a Minelayer." IDS_VEHICLE_RECOVERY_HELP "Click a disabled 'Mech to deploy a Salvage Craft." IDS_VEHICLE_RECOVERY_HELP2 "Right-click a disabled 'Mech to deploy a Salvage Craft." END STRINGTABLE DISCARDABLE BEGIN IDS_RECOVER_HELP "Click a disabled 'Mech to recover." IDS_RECOVER_HELP2 "Right-click a disabled 'Mech to recover." IDS_UNIT_HELP "Click terrain to move selected units to this location" IDS_UNIT_HELP2 "Right-click terrain to move selected units to this location." IDS_UNIT_SELECT_HELP "Click to select a unit." IDS_UNIT_SELECT_HELP2 "Left-click to select a unit." IDS_TACMAP_HELP "Click a location on the tactical map to move your camera there. " IDS_TACMAP_HELP2 "Left-click a location on the tactical map to move your camera there. Right-click map to move selected units there." IDS_OBJECTIVE_MARKER_FONT "arialBlack9.d3f" IDS_FLOAT_HELP_FONT "arial8.d3f" IDS_HOUSE_INVALID "Unknown House" IDS_HOUSE0 "LIAO" IDS_HOUSE1 "STEINER" IDS_HOUSE2 "DAVION" IDS_HOUSE3 "BANDIT" IDS_HOUSE4 "CLAN" END STRINGTABLE DISCARDABLE BEGIN IDS_EN_ENCYLOPEDIA "ENCYCLOPEDIA" IDS_EN_ENCYLOPEDIA_FONT "AgencyFB17.d3f" IDS_EN_MECHS "'MECHS Review the history, stats, and payload of the MechCommander 2 'Mechs." IDS_EN_BUILDINGS "BUILDINGS Review the buildings on the field of the MechCommander 2 universe." IDS_EN_VEHICLES "VEHICLES Review the vehicles you will encounter in MechCommander 2." IDS_EN_WEAPONS "WEAPONS AND COMPONENTS Review the history, stats, and advantages and disadvantages of weapons and components." IDS_EN_PERSONALITIES "PERSONALITIES Review the personalities of the MechCommander 2 universe." IDS_EN_HISTORY "HISTORY Review the history of the BattleTech universe." IDS_EN_CLOSE "CLOSE" IDS_EN_CLOSE_FONT "AgencyFB17.d3f" IDS_EN_CLOSE_HELP "CLOSE Return to the previous screen." IDS_EN_LISTBOX_FONT "AgencyFB11.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_MECH_MADCAT2 "Upon its first appearance to the Inner Sphere in the Oberon Confederation, ComStar named this impressive 'Mech the Mad Cat because it shares its hunched torso chassis with the old Marauder as well as the Catapult. Soon after, the Mad Cat gained an infamous reputation as a devastating opponent. \n\nA powerful mix of long-range weapons and speed; the Mad Cat often cripples enemies before they can even engage properly. Rushing tactics employed against other long-range 'Mechs prove suicidal against the Mad Cat, due to its excellent armor protection and arsenal of machine guns and lasers.\n\nMost closely associated with Clan Wolf, the Mad Cat has long been a symbol of Clan martial superiority. Although the fall of their homeworld has eliminated any immediate threat from the Clans, the appearance of the Mad Cat on a battlefield still unnerves even the most hardened mechwarrior." IDS_MECH_BLOODASP2 "Virtually unknown to the Inner Sphere, the Blood Asp was introduced recently by Clan Star Adder. Only a handful of these 'Mechs are known to be in Davion ownership, acquired during the assault on the Clan homeworld. \n\nOne of the first 'Mechs to field breakthrough Heavy Laser technology, the Blood Asp proves to be an offensive powerhouse. Delivering incredible damage at all ranges, the Blood Asp makes short work of any enemy regardless of size. All this firepower comes at the cost of mediocre armor protection, something that must be noted by commanders used to the durability of other assault 'Mechs.\n\n\n" IDS_MECH_WEREWOLF28913 "The Razorback serves as a scout 'Mech for Steiner forces throughout the Inner Sphere. Fast and jump capable, this unit combines mobility with enough firepower to hold its own against other Light-class 'Mechs.\n\nTypically seen in advance of the main forces, the Razorback tracks enemies with its sensor equipment and directs the more powerful units toward their targets. It also serves as a base infiltration unit, jumping over base walls to capture vulnerable control buildings inside, thus weakening the base for the main assault.\n\n\n" IDS_MECH_HOLLANDER2 "Commanders who can afford to spare a last few tons in their dropships take advantage of the unique features offered by the Hollander. Often called the ""'Mech built around a gun,"" the Hollander weighs only 35 tons but boasts the accurate long-range devastation of a Dragon Fire Gauss Rifle on its right shoulder.\n\nPayload restrictions limit the armor and support weapons the Hollander can carry, so it's most useful when a battle group lacks long-range sniper power. With a small investment in weight and resources, commanders can put teams of enemy 'Mechs out of commission after just a few salvos. Even Assault 'Mechs reel under a Hollander barrage, weakened and vulnerable to attack from the Hollander's mates." IDS_MECH_HUNCHBACK2 "The Hunchback has an impressive record for tightly staged urban fighting, where its Heavy Autocannon is lethal at short range. Its armor is adequate for its weight class, but it is not sufficient for extended toe-to-toe combat with Heavy or Assault 'Mechs.\n\nIn the 3012 battle for the city of Paramus, Hunchbacks led the sweep-and-clear maneuvers that preceded entry of the main invasion force. More than capable of obliterating light garrison 'Mechs and establishing a beachhead while slower and more powerful 'Mechs closed in on the battle theater, the Hunchbacks acquitted themselves admirably against their foes.\n\nHunchbacks make an excellent 'Mech to fire the opening salvos of battle, especially when camouflage positions behind buildings can obscure them from long-range weapons fire." IDS_MECH_BUSHWACKER2 "Designed with flexibility in mind, the Bushwacker is often called the ""Jack-of-all-trades."" Most commanders deploy it with an assortment of weapons in all ranges. Fast and maneuverable, it is ideal for reconnaissance missions.\n\nThe Bushwacker also offers intriguing possibilities in combat scenarios. With a variety of ballistic and energy weapons across all targeting ranges, the Bushwacker serves its pilots well on a variety of missions.\n\n\n" IDS_SHOOTIST2 "The name Shootist is somewhat misleading for this 'Mech, because it boasts superior armor protection as well as abundant firepower. The Shootist is clearly designed to withstand enough punishment to close in with their target and destroy them with powerful short range weaponry. Every location on the Shootist chassis is extremely well protected, although a concentrated salvo could breach the rear torso.\n\nBut the biggest advantage the Shootist affords commanders may not be in its ample armor or weapons, but in its low cost. Economic design considerations keep the Shootist priced well below other 'Mechs its size. " IDS_MECH_ZEUS2 "Despite an accelerated prototype cycle and early battle deployment, the Zeus has proven from its first tours of duty to be one of the most versatile of Assault-class 'Mechs. House Steiner requested an 80-ton unit with hit-and-run capability, and these BattleMechs rolled off the production line 3 years later literally to defend the very factories where the first ones were made.\n\nDesigned to lay down continual barrages of missile and energy weapons fire, the Zeus houses one of the best heat dissipation systems found in any 'Mech. The effectiveness of the initial design has carried the Zeus through history with relatively little change. The current Zeus models still bear the PPC and Long-Range Missiles of its predecessor. \n\nLinked for years with the Lyran Commonwealth, the Zeus still sees extensive duty under House Steiner." IDS_MECH_HIGHLANDER2 "The Highlander is an older Assault 'Mech equipped, surprisingly, with jump jets. For decades many Inner Sphere houses have used the Highlander as the backbone of countless mobile assaults. Though slow moving, its jump jets can carry it over almost any obstacle.\n\nMobility and diverse weaponry give the Highlander an advantage in many battle scenarios, from urban to barren. Jump jets permit quick tactical adjustments against forces strong in number, and the prospect of a combined laser and short-range missile barrage from one heavily armored 'Mech quickly complicates enemy strategy.\n\nThe Highlander's Gauss Rifle can seriously attenuate sentry or reconnaissance forces before the 'Mech enters the fray in earnest. The Highlander even handles harassing short-range units capably with the Machine Gun Array. Few 'Mechs perform so effectively on so many different battlefields.\n\n\n" IDS_MECH_ATLAS2 "Created from specs set down by General Kerensky himself, the Atlas was a powerful weapon in the arsenal of the Star League before the rise of the House Lords. Having seen combat action for several centuries, this design has been a dominant force in shaping Inner Sphere history. \n\nWeighing 100 tons, the Atlas shares the title with a few other 'Mechs of being the largest BattleMech in existence. Unsurpassed armor capacity and potent weaponry make it a tactical nightmare. To compensate for its slow speed, the Atlas carries powerful short- and long-range weapons, making it well prepared for any type of engagement." IDS_MECH_SHAYU2 "The lightning-quick Sha Yu reaches an impressive maximum speed of 119 kilometers per hour, making it one of the fastest 'Mechs in its weight class. Combined with jump capability, the Sha Yu offers unequal mobility without sacrificing combat effectiveness. With a blend of firepower and speed, this unit sees much of its action as an interceptor or emergency reinforcement.\n\nA new addition to Liao forces, the Sha Yu remains largely unrecognized on the battlefield. Unsure of its capabilities, many MechWarriors are left guessing on how to deal with it. Some theorize that House Liao has kept Sha Yu production numbers purposely low in order to take maximum advantage of the element of suprise.\n\n\n" IDS_MECH_RAVEN2 "The Raven is a mobile sensor and electronic warfare specialist, carrying equipment to detect enemies at extreme ranges while blinding hostile sensor frequencies with its electronic countermeasures (ECM) suit. It is almost always accompanied by a team of 'Mechs, as it has limited offensive and defensive capabilities.\n\nHellespont Industries on the planet Sian perfected the Raven with the introduction of the Hermes 210 XL engine. Space saved with the smaller engine permits the Raven to carry the target acquisition and interference electronics that turn the tide of battle to its team.\n\nAlthough in combat it cannot offer much more than light firepower, the Raven's auxilary capabilities make this unit as valuable as any Assault-class 'Mech.\n\n\n" IDS_MECH_ANUBIS2 "House Liao deploys the Anubis, one of the fastest 'Mechs in production, as a scout. The Anubis is well equipped for skirmish tactics, using its Jump Jets and Long-Range Missiles to soften enemy forces from a safe distance.\n\nThe Anubis is not an effective choice for extended combat, but it can exact harsh retribution on commanders foolhardy enough to ignore it." IDS_MECH_STARSLAYER2 "An aging design dating back to 2765, this BattleMech still sees service today with upgraded equipment. Dependable and resilient, the Starslayer has shown itself to be a work horse capable of various duties.\n\nHousing mostly energy weapons and excellent armor, the Starslayer is more than capable of winning extended firefights. And with the added mobility of its jump jets, the Starslayer performs well in most situations." IDS_MECH_MENSHEN2 "Centuries ago, Men Shen were the door guards of Chinese mythology said to protect a house from evil. Today the Men Shen is a more than formidable sentry as well as an accomplished combatant.\n\nSome pilots call this 'Mech a ""Raven on steroids,"" as it has all of the Raven's electronic countermeasures (ECM) and sensor capabilities as well as considerably more firepower and superior armor. With advanced sensors, Men Shen can detect and even identify enemy forces long before they show up on enemy sensors, and with the ECM suite Men Shen can ""jam"" enemy sensors and escape detection completely. As with most Liao designs, the Men Shen is fast compared to other 'Mechs of similar weight.\n\nUnlike many scouts, the Men Shen will hold its own for some time in a stand-up fight. Deadly to many 'Mechs especially at long ranges with Pulse Lasers and long-range missiles aboard, it can track enemies at great length, jam their sensors, and arrive unannounced for a quick kill.\n\nMany commanders deploy the Men Shen as a solo reconnaissance unit or as a point 'Mech, forging ahead for engagement when part of a team.\n\n\n\n" IDS_MECH_CATAPULT2 "The Catapult is the prototypical support 'Mech, carrying maximum long-range firepower, and is best used with other 'Mechs on the front lines. Its weak short-range weaponry and comparatively weak armor for a Heavy 'Mech make it vulnerable.\n\nA classic design, the Catapult loadout includes Long-Range Missile Racks, which can devastate opponents from a distance without the risk of opposing fire.\n\nJump jets and an effective complement of lasers make the Catapult flexible but slow on the battlefield. Capable of jumping out of range of short-range weapons or returning close volleys with laser blasts, few 'Mechs match the Catapult's deadly stalking prowess.\n\nWhen left alone too long, even against much smaller opponents, the Catapult's lack of defensive capabilities can become all too apparent.\n\n\n" END STRINGTABLE DISCARDABLE BEGIN IDS_MECH_LAOHU2 "A relatively new design drafted at the Victoria Academy of Arms and Technology, the Lao Hu first entered service in 3062 during the St. Ives conflict. Its outstanding performance sealed its role as a powerful new weapon for House Liao.\n\nCombining excellent mobility, jump capability, and state-of-the-art heat dissipation technology, the Lao Hu is an aggressive and deadly fighter. Commanders often assign this unit to the front line, an area where many Liao 'Mechs do not excel." IDS_MECH_CYCLOPS2 "House Liao's designers have updated the venerable Cyclops BattleMech with the most advanced communications and sensor hardware available. Able to tap into Liao's sophisticated satellite array even during combat situations, the Cyclops acts as the nerve center of a battle and mobile command center.\n\nIn combat, the Cyclops strikes strategically important targets from long range. Its weapons payload is not as impressive as that of other Assault-class 'Mechs but is more than adequate to handle most situations. " IDS_MECH_ULLER3 "Named after the Norse god of archery, the Uller is one of the few Light 'Mechs that can hold its own against Medium 'Mechs. With a weapons loadout of mixed ranges and impressive speed, the Uller is one of the most versatile 'Mechs available.\n\nOften seen in the field with surprisingly heavy weapons, some commanders count on the Uller to level other Light 'Mechs quickly.\n\nClose fighting with multiple 'Mechs of any tonnage will quickly wear out the Uller's armor and ammunition, but when scouting, providing long-range fire support in spot duty, or offering other combat support it serves its commanders well." IDS_URBANMECH2 "Short and armless, the UrbanMech presents a difficult profile to target acquisition systems. Especially effective in crowded urban environments, as its name implies, the UrbanMech can leap from place to place between buildings and unleash the potent Imperator-B Autocannon on unsuspecting 'Mechs.\n\nHistorically used in groups deployed in wide array, the UrbanMech takes quick cover, snipes relentlessly at opponents, and regroups at the next skirmish line. The low cost of this unit allows commanders to field large numbers of these units without problem." IDS_WOLFHOUND "A light 'Mech built more for combat than scouting, the Wolfhound design complements an array of energy weapons with excellent armor for a 'Mech in its class. \n\nTough, fast, and jump capable; the Wolfhound excels at base assault operations and combat in rugged terrain. Multiple lasers allow it to dispatch tanks and combat vehicles quickly, while the Large Laser is allow it to combat 'Mech threats.\n\nConsidered by many experts as a high performance unit, the Wolfhound is employed by some of the most famous mercenaries in the Inner Sphere, including the notorious Wolf's Dragoons." IDS_THOR "Often employed by the Clanners of Jade Falcon, the Thor is a favorite among aggressive mechwarriors who require a 'Mech capable of closing quickly and finishing an opponent. Possessing a powerful engine and jump capable, the Thor performs its duties easily with the aid of an Ultra Heavy Autocannon and Streak Short-Range Missiles.\n\nThe Thor sees use in numerous roles by commanders, from fire support to shock trooper. But in all of its configurations, the Thor is known for excellent mobility and relentless weapon fire. " IDS_RYOKEN "Extended-Range Lasers make the Ryoken a powerful fire platform. If given the chance to establish a secure position where it can open fire on exposed targets in support of its mates, the Ryoken can easily command a battlefield.\n\nHistorically a multifaceted 'Mech for Clan Smoke Jaguar and other clans, the Ryoken now offers commanders a wealth of deployment options. It is capable of covering a fair amount of territory and is devastatingly effective when given the advantage of surprise.\n\nEven-tempered pilots can turn the tables on this 'Mech if they face down the heavy opening barrage it delivers and then place their shots carefully.\n\n\n" IDS_COUGAR "A redesign for the Clan Puma-class 'Mech, the Cougar has reduced acceleration compared to its predecessor but significantly increased firepower. Some opponents may mistake the Cougar for the original Puma, although few live to learn from their mistake.\n\nTypically outfitted with Large Pulse Lasers and Long-Range Missiles, the Cougar excels as a fire support platform. Weighing in at only 35 tons, multiple Cougars can inflict heavy damage if defended properly.\n\n\n" IDS_FIREANT "FIRE ANT" IDS_FIREANT2 "Light, fast, and when deployed in number, the Fire Ant brings its Flamer Arrays to bear on 'Mech teams attacking fixed bases. Used extensively as a sentry, the Fire Ant fights relentlessly but rarely with the support of heavily armed 'Mechs.\n\nKeating Armaments took the contract to produce the Fire Ant and sprung a unique design. By conserving space and materials, Keating engineered an inexpensive 'Mech that could be produced in vast quantity and without depleting the armories of its customers. The equally inexpensive Flamer and Machine Gun Arrays arm the swarms of Fire Ants deployed in base defense." IDS_URBANMECH "URBANMECH" END STRINGTABLE DISCARDABLE BEGIN IDS_EN_MECHNAME_FONT "AgencyFB14.d3f" IDS_MECH_STATS "'MECH STATS" IDS_MECH_STATS_FONT "AgencyFB14.d3f" IDS_MECH_LOADOUT "WEAPONS LOADOUT" IDS_MECH_LOADOUT_FONT "AgencyFB14.d3f" IDS_EN_HOUSE "HOUSE : %s" IDS_EN_WEIGHT "WEIGHT : %.0lf tons" IDS_EN_CLASS "CLASS : %s" IDS_EN_SPEED "SPEED : %ld Km/h" IDS_EN_JUMP "JUMP : %ld m" IDS_EN_ARMOR "ARMOR: %s : %ld" IDS_EN_WEAPONS_HEADER "WEAPON STATS" IDS_EN_WEAPONS_HEADER_FONT "AgencyFB14.d3f" IDS_EN_WEAPON_WEIGHT "TONS : %.0lf" IDS_EN_WEAPON_FONT "AgencyFB11.d3f" IDS_EN_WEAPON_HEAT "HEAT : %ld" END STRINGTABLE DISCARDABLE BEGIN IDS_HOUSE5 "Clanner House" IDS_HOUSE6 "Clanner House" IDS_ARMOR0 "VERY LIGHT" IDS_ARMOR1 "LIGHT" IDS_ARMOR2 "MEDIUM" IDS_ARMOR3 "HEAVY" IDS_ARMOR4 "VERY HEAVY" IDS_ARMOR5 "VERY LIGHT" IDS_ARMOR6 "VERY LIGHT" IDS_ARMOR7 "VERY LIGHT" IDS_HELP_WEAPON_FACILITY "Stores weapons supplies. Capture to take over these weapons. Cannot capture if enemy is in vicinity." IDS_GUARD_RECIPIENT_LEFT_HELP "Click this unit to guard it." IDS_GUARD_RECIPIENT_RIGHT_HELP "Right-click this unit to guard it." IDS_RUN_CURSOR_LEFT_HELP "Click terrain to order selected units to run to this location." IDS_RUN_CURSOR_RIGHT_HELP "Right-click terrain to order selected units to run to this location." IDS_JUMP_CURSOR_LEFT_HELP "Click terrain to order selected units to jump to this location." END STRINGTABLE DISCARDABLE BEGIN IDS_JUMP_CURSOR_RIGHT_HELP "Right-click terrain to order selected units to jump to this location." IDS_WALK_WAYPOINT_CURSOR_LEFT_HELP "Click terrain to set a waypoint at this location." IDS_WALK_WAYPOINT_CURSOR_RIGHT_HELP "Right-click terrain to set a waypoint at this location." IDS_RUN_WAYPOINT_CURSOR_LEFT_HELP "Click terrain to set a run waypoint at this location." IDS_RUN_WAYPOINT_CURSOR_RIGHT_HELP "Right-click terrain to set a run waypoint at this location." IDS_JUMP_WAYPOINT_CURSOR_LEFT_HELP "Click terrain to set a jump waypoint at this location." IDS_JUMP_WAYPOINT_CURSOR_RIGHT_HELP "Right-click terrain to set a jump waypoint at this location." IDS_PATROL_CURSOR_LEFT_HELP "Click the first waypoint or the selected unit to establish a patrol path." IDS_PATROL_CURSOR_RIGHT_HELP "Right-click the first waypoint or the selected unit to establish a circular or linear patrol path, respectively." IDS_ATTACK_CURSOR_LEFT_HELP "Click a target to attack it." IDS_ATTACK_CURSOR_RIGHT_HELP "Right-click a target to attack it." IDS_AMMO_CONSERVE_CURSOR_LEFT_HELP "Click to attack this target using only energy weapons." IDS_AMMO_CONSERVE_CURSOR_RIGHT_HELP "Right-click to attack this target using only energy weapons." IDS_FIRE_FROM_CURRENT_POSITION_CURSOR_LEFT_HELP "Click to attack this target from the current position." IDS_FIRE_FROM_CURRENT_POSITION_CURSOR_RIGHT_HELP "Right-click to attack this target from the current position." IDS_SHORT_RANGE_CURSOR_LEFT_HELP "Click to attack this target from short range." END STRINGTABLE DISCARDABLE BEGIN IDS_EN_WEAPON_DAMAGE "DAMAGE : %ld" IDS_EN_WEAPON_RANGE "RANGE : %s" IDS_EN_PERSONALITY_HEADER_FONT "AgencyFB14.d3f" IDS_VEHICLE_STATS "VEHICLE STATS" IDS_EN_BUILDING_WEAPON "WEAPONS LOADOUT" IDS_EN_BUILDING_WEAPON_FONT "AgencyFB11.d3f" IDS_EN_BUILDING_WEIGHT "Structure Damage Points : %ld" IDS_EN_PERSONALITY_FONT "AgencyFB14.d3f" IDS_EN_UNIT_NAME_FONT "AgencyFB11.d3f" IDS_EN_TITLE_HELP "ENCYCLOPEDIA In this screen, you can review in detail the 'Mechs, vehicles, buildings, weapons, and components in MechCommander 2. The personalities involved are also studied, and a primer on BattleTech history is provided." IDS_EN_WEAPON_RATEOFFIRE "RATE OF FIRE: %.1lf" IDS_EN_WEAPON_COST "COST: %ld" IDS_EN_WEAPON_AMMO "AMMO : %ld" IDS_EN_WEAPON_ARMOR "ARMOR : %ld" IDS_EN_WEAPON_ARMOR_HELP "ARMOR HELP" END STRINGTABLE DISCARDABLE BEGIN IDS_COMPENCYCLO "undefined" IDS_COMPENCYCLO2 "undefined" IDS_COMPENCYCLO3 "undefined" IDS_COMPENCYCLO4 "undefined" IDS_COMPENCYCLO5 "undefined" IDS_COMPENCYCLO6 "undefined" IDS_COMPENCYCLO7 "The Adams OA-34 Heat Sink is indispensable for any 'Mech with energy or heavy ballistic weapons, both of which produce heat. Heat can interfere with engine and sensor systems as well as climate-control systems in the cockpit, so taking care of this during logistics is your only option.\n\nAdding heat sinks, or better yet multiple heat sinks, to your 'Mech configuration will alleviate the heat problem. After firing multiple salvos, not only are cannon and gun barrels scorched, but laser acceleration housings are near molten and auxiliary systems are taxed. The combination of these factors is known as the heat capacity of a 'Mech, and heat sinks increase that heat capacity.\n\nWith heat sinks, that excess energy accumulates much more slowly.\n\n\n\n" IDS_COMPENCYCLO8 "undefined" IDS_COMPENCYCLO9 "undefined" IDS_COMPENCYCLO10 "undefined" IDS_COMPENCYCLO11 "The advantages of deploying a Jump Jet-equipped 'Mech should be considered before any mission.\n\nScout 'Mechs can acquire excellent vantage points for observing enemy installations or battle team movements by vaulting to high ground from the leeward side.\n\nHaving a jump 'Mech in any weight class can help with both dogfights in open terrain and assault/siege attacks. In dogfights, fire-support 'Mechs can grab high ground before foot-bound 'Mechs and serially destroy enemy 'Mechs. 'Mechs on the valley floor, for example, would already be engaged with the jumper's battlemates and could offer diminished defensive fire. Such a jump 'Mech can turn any face-off beneath it into a two-on-one fight with a swivel of its torso.\n\nIn a base assault or siege maneuver, jumpers can hurdle base walls and capture interior structures such as turret and gate controls. Without a jumper ’Mech on the team, the others have to use prolonged barrages to ""open the door.""\n\n\n\n" IDS_COMPENCYCLO12 "undefined" IDS_COMPENCYCLO13 "undefined" IDS_COMPENCYCLO14 "undefined" IDS_COMPENCYCLO15 "undefined" IDS_COMPENCYCLO16 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMPENCYCLO17 "undefined" IDS_COMPENCYCLO18 "undefined" IDS_COMPENCYCLO19 "undefined" IDS_COMPENCYCLO20 "undefined" IDS_COMPENCYCLO21 "undefined" IDS_COMPENCYCLO22 "undefined" IDS_COMPENCYCLO23 "undefined" IDS_COMPENCYCLO24 "undefined" IDS_COMPENCYCLO25 "undefined" IDS_COMPENCYCLO26 "The base armor on a 'Mech may be enhanced by adding additional armor plating. Each armor component adds 32 points of armor divided among all of a 'Mech's locations such as the arms, legs, head, torso, and back.\n\nExtra armor is often incorporated into designs for 'Mechs used for frontline assaults, in order to draw enemy fire away from the lightly armored support 'Mechs.\n\nSeveral commanders have noted that heavy armor works well in conjunction with short-range weapons. The extra protection allows the 'Mech to survive initial enemy volleys until it can work its way into short range, where it can then take apart enemies unable to fire at short distances.\n\nThere is limited surface area on a 'Mech available for armor, so the maximum armor capacity of any 'Mech is determined by its size.\n\n\n\n" IDS_COMPENCYCLO27 "undefined" IDS_COMPENCYCLO28 "undefined" IDS_COMPENCYCLO29 "undef" IDS_COMPENCYCLO30 "undefined" IDS_COMPENCYCLO31 "undefined" IDS_COMPENCYCLO32 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMPENCYCLO33 "undefined" IDS_COMPENCYCLO34 "undefined" IDS_COMPENCYCLO35 "undefined" IDS_COMPENCYCLO36 "undefined" IDS_COMPENCYCLO37 "undefined" IDS_COMPENCYCLO38 "undefined" IDS_COMPENCYCLO39 "undefined" IDS_COMPENCYCLO40 "undefined" IDS_COMPENCYCLO41 "undefined" IDS_COMPENCYCLO42 "undefined" IDS_COMPENCYCLO43 "undefined" IDS_COMPENCYCLO44 "undefined" IDS_COMPENCYCLO45 "undefined" IDS_COMPENCYCLO46 "undefined" IDS_COMPENCYCLO47 "undefined" IDS_COMPENCYCLO48 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMPENCYCLO49 "undefined" IDS_COMPENCYCLO50 "undefined" IDS_COMPENCYCLO51 "undefined" IDS_COMPENCYCLO52 "undefined" IDS_COMPENCYCLO53 "undefined" IDS_COMPENCYCLO54 "undefined" IDS_COMPENCYCLO55 "undefined" IDS_COMPENCYCLO56 "undefined" IDS_COMPENCYCLO57 "undefined" IDS_COMPENCYCLO58 "undefined" IDS_COMPENCYCLO59 "undefined" IDS_COMPENCYCLO60 "undefined" IDS_COMPENCYCLO61 "undefined" IDS_COMPENCYCLO62 "undefined" IDS_COMPENCYCLO63 "undefined" IDS_COMPENCYCLO64 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMPENCYCLO65 "undefined" IDS_COMPENCYCLO66 "undefined" IDS_COMPENCYCLO67 "undefined" IDS_COMPENCYCLO68 "undefined" IDS_COMPENCYCLO69 "undefined" IDS_COMPENCYCLO70 "undefined" IDS_COMPENCYCLO71 "undefined" IDS_COMPENCYCLO72 "undefined" IDS_COMPENCYCLO73 "undefined" IDS_COMPENCYCLO74 "undefined" IDS_COMPENCYCLO75 "undefined" IDS_COMPENCYCLO76 "undefined" IDS_COMPENCYCLO77 "undefined" IDS_COMPENCYCLO78 "undefined" IDS_COMPENCYCLO79 "undefined" IDS_COMPENCYCLO80 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMPENCYCLO81 "undefined" IDS_COMPENCYCLO82 "undefined" IDS_COMPENCYCLO83 "undefined" IDS_COMPENCYCLO84 "undefined" IDS_COMPENCYCLO85 "undefined" IDS_COMPENCYCLO86 "undefined" IDS_COMPENCYCLO87 "undefined" IDS_COMPENCYCLO88 "undefined" IDS_COMPENCYCLO89 "undefined" IDS_COMPENCYCLO90 "undefined" IDS_COMPENCYCLO91 "undefined" IDS_COMPENCYCLO92 "undefined" IDS_COMPENCYCLO93 "undefined" IDS_COMPENCYCLO94 "undefined" IDS_COMPENCYCLO95 "undefined" IDS_COMPENCYCLO96 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMPENCYCLO97 "undefined" IDS_COMPENCYCLO98 "undefined" IDS_COMPENCYCLO99 "Undefine" IDS_COMPENCYCLO100 "Mechanically identical to the Gauss Rifle, the Light Gauss Rifle's main advantage is in its lightweight construction and compact size. This comes at the expense of firing a smaller projectile, which inflicts less damage than the standard Gauss Rifle.\n\n\n\n" IDS_COMPENCYCLO101 "The Light Autocannon fires shells 30 mm or larger and is effective out to long range. Used primarily on vehicles and tanks, the Light Autocannon occasionally sees duty mounted on 'Mechs designed to eliminate smaller, fast-moving threats. \n\nBelow-average armor penetration capability limits the Light Autocannon's effectiveness against 'Mechs.\n\n\n\n" IDS_COMPENCYCLO102 "The Medium Autocannon, or AC/10, has been a weapon in service in some form since the 20th century. Modern versions are automatic and self-feeding, firing shells 40-mm caliber or larger. A versatile and inexpensive weapon, the Medium Autocannon has been mounted on virtually every weapons platform in common use including 'Mechs, tanks, and turrets.\n\n\n\n" IDS_COMPENCYCLO103 "Also called the AC/20, the Inner Sphere Heavy Autocannon is a short-range weapon that fires large-caliber shells between 80 and 120 mm. Although bulky, expensive, and difficult to mount, the Heavy Autocannon overcomes all its faults by delivering extreme damage and excels at disabling heavily armored targets.\n\nFound primarily on larger 'Mechs, the Heavy Autocannon is only suited for anti-'Mech operations, as any other use is considered overkill.\n\n\n\n" IDS_COMPENCYCLO104 "Improvements in the design of the feed mechanisms and advanced materials allow Ultra Autocannons to sustain a higher cyclic firing rate over conventional autocannons. Firing the same caliber ammunition, Ultra Autocannons net a significant increase in damage potential as well as cost.\n\nThe Light Autocannon fires shells 30 mm or larger and is effective out to long range. Used primarily on vehicles and tanks, the Light Autocannon occasionally sees duty mounted on 'Mechs designed to eliminate smaller, fast-moving threats. \n\nBelow-average armor penetration capability limits the Light Autocannon's effectiveness against 'Mechs.\n\n\n\n" IDS_COMPENCYCLO105 "Gauss Rifles are electromagnetic weapons that fire solid projectiles at high velocities. Using electromagnetic rails to accelerate a low-profile slug made of conducting material, the Gauss Rifle delivers massive kinetic energy at long ranges. Because it fires without chemical combustion, Gauss Rifles generate less heat than autocannons and missiles.\n\n\n\n" IDS_COMPENCYCLO106 "Undefined" IDS_COMPENCYCLO107 "undefined" IDS_COMPENCYCLO108 "undefined" IDS_COMPENCYCLO109 "Improvements in the design of the feed mechanisms and advanced materials allow Ultra Autocannons to sustain a higher cyclic firing rate over conventional autocannons. Firing the same caliber ammunition, Ultra Autocannons net a significant increase in damage potential as well as cost.\n\nThe Medium Autocannon, or AC/10, has been a weapon in service in some form since the 20th century. Modern versions are automatic and self-feeding, firing shells 40-mm caliber or larger. A versatile and inexpensive weapon, the Medium Autocannon has been mounted on virtually every weapons platform in common use including 'Mechs, tanks, and turrets.\n\n\n\n" IDS_COMPENCYCLO110 "Clan Ultra Autocannons use mechanical principles similar to those of Ultra Autocannons, but advanced Clan engineering and materials produce even better performance. Overall rate of fire is increased over Ultra Autocannons.\n\nAlso called the AC/20, the Heavy Autocannon is a short-range weapon that fires large-caliber shells between 80 and 120 mm. Although bulky, expensive, and difficult to mount, the Heavy Autocannon overcomes all its faults by delivering extreme damage and excels at disabling heavily armored targets.\n\nFound primarily on larger 'Mechs, the Heavy Autocannon is only suited for anti-'Mech operations, as any other use is considered overkill.\n\n\n\n" IDS_COMPENCYCLO111 "Clan Ultra Autocannons use mechanical principles similar to those of Ultra Autocannons, but advanced Clan engineering and materials produce even better performance. Overall rate of fire is increased over that of Ultra Autocannons.\n\nThe Light Autocannon fires shells 30 mm or larger and is effective out to long range. Used primarily on vehicles and tanks, the Light Autocannon occasionally sees duty mounted on 'Mechs designed to eliminate smaller, fast-moving threats. \n\nBelow-average armor penetration capability limits the Light Autocannon's effectiveness against 'Mechs.\n\n\n\n" IDS_COMPENCYCLO112 "Clan Ultra Autocannons use mechanical principles similar to those of Ultra Autocannons, but advanced Clan engineering and materials produce even better performance. Overall rate of fire is increased over that of the Ultra Autocannons.\n\nThe Medium Autocannon, or AC/10, has been a weapon in service in some form since the 20th century. Modern versions are automatic and self-feeding, firing shells 40-mm caliber or larger. A versatile and inexpensive weapon, the Medium Autocannon has been mounted on virtually every weapons platform in common use including 'Mechs, tanks, and turrets.\n\n\n\n" END STRINGTABLE DISCARDABLE BEGIN IDS_COMPENCYCLO113 "Improvements in the design of the feed mechanisms and advanced materials allow Ultra Autocannons to sustain a higher cyclic firing rate over conventional autocannons. Firing the same caliber ammunition, Ultra Autocannons net a significant increase in damage potential as well as cost.\n\nAlso called the AC/20, the Heavy Autocannon is a short-range weapon that fires large-caliber shells between 80 and 120 mm. Although bulky, expensive, and difficult to mount, the Heavy Autocannon overcomes all its faults by delivering extreme damage and excels at disabling heavily armored targets.\n\nFound primarily on larger 'Mechs, the Heavy Autocannon is only suited for anti-'Mech operations, as any other use is considered overkill.\n\n\n\n" IDS_COMPENCYCLO114 "Clan Gauss Rifles function on the same principles as the standard Gauss Rifle, accelerating a solid slug along electromagnetic rails to high velocities. Clan engineering improvements over the standard Gauss Rifle can be seen in the power induction system and load mechanisms, resulting in a better firing rate." IDS_COMPENCYCLO115 "The MG Array is actually several machine guns chained together to fire as a single weapon. Although usually seen on tanks, vehicles, and helicopters, the MG Array appears on 'Mech designs as well because of its low cost and negligible heat ouput." IDS_COMPENCYCLO116 "undefined" IDS_COMPENCYCLO117 "undefined" IDS_COMPENCYCLO118 "undefined" IDS_COMPENCYCLO119 "undefined" IDS_COMPENCYCLO120 "undefined" IDS_COMPENCYCLO121 "The Inner Sphere Long-Range Missile (LRM) Rack fires missiles that can clear intervening obstacles. LRMs, when deployed as the only weaponry on a 'Mech or vehicle, can be defeated when opponents rush inside their minimum range, but when line of sight is blocked by base walls or landforms, few other weapons are so effective at finding their targets.\n\n\n\n" IDS_COMPENCYCLO122 "undefined" IDS_COMPENCYCLO123 "undefined" IDS_COMPENCYCLO124 "The Swarm LRM Rack is essentially a standard LRM Rack firing special Swarm munitions. Swarm missiles do not detonate on target like normal missiles. Instead, their warheads separate and scatter, damaging anything within their area of effect.\n\nSwarms are extremely useful against groups of enemies, especially in close formation. However, since the warheads separate before actually hitting their target, high-speed 'Mechs can move out of a Swarm's effect radius without being damaged. Similarly, airborne targets such as helicopters cannot be hit by the scattering warheads.\n\n\n\n" IDS_COMPENCYCLO125 "Short-range missiles carry less propellant than their long-range counterparts but are far more compact, enabling more missile volleys to be launched than a Long-Range Missile Rack. \n\nThese weapons are common throughout the Inner Sphere and can be found on 'Mechs, tanks, and even turrets." IDS_COMPENCYCLO126 "Short-range missiles carry less propellant than their long-range counterparts but are far more compact, enabling more missile volleys to be launched than a Long-Range Missile Rack. \n\nThese weapons are common throughout the Inner Sphere and can be found on 'Mechs, tanks, and even turrets." IDS_COMPENCYCLO127 "undefined" IDS_COMPENCYCLO128 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMPENCYCLO129 "undefined" IDS_COMPENCYCLO130 "undefined" IDS_COMPENCYCLO131 "The Clan Long-Range Missile Rack launches twice as many missile salvos as the standard LRM Rack while fitting in the same payload space. Advanced construction and lightweight materials found in many Clan weapons are evident in this device. \n\nThis weapon is found in many Clan 'Mech designs, a testament to its effectiveness." IDS_COMPENCYCLO132 "undefined" IDS_COMPENCYCLO133 "undefined" IDS_COMPENCYCLO134 "undefined" IDS_COMPENCYCLO135 "undefined" IDS_COMPENCYCLO136 "The Clan Streak SRM Pack is identical to the standard Streak SRM Pack, except it is constructed with typical high-quality Clan engineering and materials, resulting in a better firing rate.\n\n\n\n" IDS_COMPENCYCLO137 "undefined" IDS_COMPENCYCLO138 "undefined" IDS_COMPENCYCLO139 "undefined" IDS_COMPENCYCLO140 "Heavy Lasers represent the latest advancement and research in laser weapon technology. Aimed at increasing damage potential while retaining compact size, Heavy Lasers boast the highest damage-to-size ratio of any weapon. The main weakness of the Heavy Lasers is the immense heat output, limiting the number of these weapons that can be carried by any 'Mech." IDS_COMPENCYCLO141 "The Large Laser is a larger and more powerful version of the standard Laser. Firing a more coherent beam, the Larger Laser has better range and damage.\n\nThis weapon is a staple for both tanks and 'Mechs and can be found anywhere in the Inner Sphere." IDS_COMPENCYCLO142 "The Extended-Range Large Laser, a variant of the Large Laser, extends its destructive force to long distances and competes with the superior ranges of Clan lasers. Payload space and damage are identical to the standard Large Laser. Heat generation, however, is significantly increased, as is purchase price." IDS_COMPENCYCLO143 "The Pulse Laser and Large Pulse Laser fire rapid, short bursts of laser energy rather than a continuous beam. While this enables the weapon to deliver more overall damage, it also generates more heat." IDS_COMPENCYCLO144 "An upgrade to basic laser technology, the Extended-Range Laser does the same damage as the standard Laser, but its range is increased. Unfortunately, the stress on the heat capacity of the 'Mech has also been increased." END STRINGTABLE DISCARDABLE BEGIN IDS_COMPENCYCLO145 "The Pulse Laser and Large Pulse Laser fire rapid, short bursts of laser energy rather than a continuous beam. While this enables the weapon to deliver more overall damage, it also generates more heat. " IDS_COMPENCYCLO146 "The Particle Projection Cannon, or PPC, fires bolts consisting mainly of high-energy protons or ions. Unlike laser weapons, the PPC is able to deliver both kinetic and thermal energy, resulting in excellent penetration power against armor. \n\nAlthough larger than laser weapons while still generating large amounts of heat, the PPC is a favorite weapon among MechWarriors throughout the Inner Sphere.\n\n\n\n" IDS_COMPENCYCLO147 "The Particle Projection Cannon, or PPC, fires bolts consisting mainly of high-energy protons or ions. Unlike laser weapons, the PPC is able to deliver both kinetic and thermal energy, resulting in excellent penetration power against armor. \n\nThe ER, or Extended-Range, version of the PPC fires a more cohesive bolt that can inflict damage at long range, but at the expense of greatly increased heat generation.\n\n\n\n" IDS_COMPENCYCLO148 "Heavy Lasers represent the latest advancement and research in laser weapon technology. Aimed at increasing damage potential while retaining compact size, Heavy Lasers boast the highest damage-to-size ratio of any weapon. The main weakness of Heavy Lasers is their immense heat output, limiting the number of these weapons that can be carried by any 'Mech." IDS_COMPENCYCLO149 "undefined" IDS_COMPENCYCLO150 "undefined" IDS_COMPENCYCLO151 "The Clan Extended-Range (ER) Large Laser extends the effective range of the Clan Large Laser to long distances. It occupies the same payload space and fires faster than the Inner Sphere version." IDS_COMPENCYCLO152 "The Clan Large Pulse Laser can maintain a higher firing rate than the standard Large Pulse Laser. As with many Clan weapons, the enchanced performance comes at a high cost." IDS_COMPENCYCLO153 "The Clan version of the most fundamental energy weapon, this Extended-Range Laser packs good punch for its size and occupies little enough payload space to mount it singly or in clusters. The high cost of the weapon makes it an indulgence for commanders with limited resources." IDS_COMPENCYCLO154 "The Clan Pulse Laser can maintain a higher firing rate than the standard Pulse Laser. As with many Clan weapons, the enhanced performance comes at a high cost." IDS_COMPENCYCLO155 "The Particle Projection Cannon, or PPC, fires bolts consisting mainly of high-energy protons or ions. Unlike laser weapons, the PPC is able to deliver both kinetic and thermal energy, resulting in excellent penetration power against armor. \n\nAn impressive example of advanced Clan engineering, the Clan ER PPC is effective to long range and can maintain a higher firing rate than the standard PPC. Although prohibitively expensive, this weapon remains a favorite among elite Clan MechWarriors." IDS_COMPENCYCLO156 "The Flamer Array is a set of linked Flamer weapons typically seen on vehicles or smaller 'Mechs. Chained together into a single firing platform, the Flamer Array is capable of producing respectable damage the individual weapons could not." IDS_COMPENCYCLO157 "The Laser is a dependable and inexpensive weapon that can be found on any military unit, a true staple of modern warfare. Compact while still producing decent damage, even advanced 'Mech designs incorporate lasers to support more advanced weaponry.\n\n\n\n" IDS_COMPENCYCLO158 "undefined" IDS_COMPENCYCLO159 "undefined" IDS_COMPENCYCLO160 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMPENCYCLO161 "The Long Tom Cannon is a smaller version of the heavy artillery piece. This version can be mounted on a 'Mech chassis, although only the largest 'Mechs have enough payload space to accommodate one.\n\nThe Long Tom lobs high-explosive shells indirectly at targets, clearing any intervening obstacles. The shell itself inflicts high levels of damage to everything within a large radius.\n\nAlthough a powerful weapon, the Long Tom has been cited as the cause of numerous friendly fire casualties on the battlefield. Commanders are advised to be judicious when employing this dangerous device.\n\n\n\n" IDS_COMPENCYCLO162 "Experimental technology and not readily available, the Thunderbolt is a large cruise missile that inflicts severe damage to even Assault-class 'Mechs. The large size of the missile carries heavy penalties in terms of payload space and range. Only the largest 'Mechs can mount a Thunderbolt missile system, and the missile is limited to medium range." IDS_COMPENCYCLO163 "undefined" IDS_COMPENCYCLO164 "undefined" IDS_COMPENCYCLO165 "undefined" IDS_COMPENCYCLO166 "undefined" IDS_COMPENCYCLO167 "undefined" IDS_COMPENCYCLO168 "undefined" IDS_COMPENCYCLO169 "undefined" IDS_COMPENCYCLO170 "undefined" IDS_COMPENCYCLO171 "undefined" IDS_COMPENCYCLO172 "undefined" IDS_COMPENCYCLO173 "undefined" IDS_COMPENCYCLO174 "undefined" IDS_COMPENCYCLO175 "undefined" IDS_COMPENCYCLO176 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMPENCYCLO177 "undefined" IDS_COMPENCYCLO178 "undefined" IDS_COMPENCYCLO179 "undefined" IDS_COMPENCYCLO180 "undefined" IDS_COMPENCYCLO181 "undefined" IDS_COMPENCYCLO182 "undefined" IDS_COMPENCYCLO183 "undefined" IDS_COMPENCYCLO184 "undefined" IDS_COMPENCYCLO185 "undefined" IDS_COMPENCYCLO186 "undefined" IDS_COMPENCYCLO187 "undefined" IDS_COMPENCYCLO188 "undefined" IDS_COMPENCYCLO189 "undefined" IDS_COMPENCYCLO190 "undefined" IDS_COMPENCYCLO191 "undefined" IDS_COMPENCYCLO192 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMPENCYCLO193 "undefined" IDS_COMPENCYCLO194 "undefined" IDS_COMPENCYCLO195 "undefined" IDS_COMPENCYCLO196 "undefined" IDS_COMPENCYCLO197 "undefined" IDS_COMPENCYCLO198 "undefined" IDS_COMPENCYCLO199 "undefined" IDS_COMPENCYCLO200 "undefined" IDS_COMPENCYCLO201 "undefined" IDS_COMPENCYCLO202 "undefined" IDS_COMPENCYCLO203 "undefined" IDS_COMPENCYCLO204 "undefined" IDS_COMPENCYCLO205 "undefined" IDS_COMPENCYCLO206 "undefined" IDS_COMPENCYCLO207 "undefined" IDS_COMPENCYCLO208 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMPENCYCLO209 "undefined" IDS_COMPENCYCLO210 "undefined" IDS_COMPENCYCLO211 "undefined" IDS_COMPENCYCLO212 "undefined" IDS_COMPENCYCLO213 "undefined" IDS_COMPENCYCLO214 "undefined" IDS_COMPENCYCLO215 "undefined" IDS_COMPENCYCLO216 "undefined" IDS_COMPENCYCLO217 "undefined" IDS_COMPENCYCLO218 "undefined" IDS_COMPENCYCLO219 "undefined" IDS_COMPENCYCLO220 "undefined" IDS_COMPENCYCLO221 "undefined" IDS_COMPENCYCLO222 "undefined" IDS_COMPENCYCLO223 "undefined" IDS_COMPENCYCLO224 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMPENCYCLO225 "undefined" IDS_COMPENCYCLO226 "undefined" IDS_COMPENCYCLO227 "undefined" IDS_COMPENCYCLO228 "undefined" IDS_COMPENCYCLO229 "undefined" IDS_COMPENCYCLO230 "undefined" IDS_COMPENCYCLO231 "undefined" IDS_COMPENCYCLO232 "undefined" IDS_COMPENCYCLO233 "undefined" IDS_COMPENCYCLO234 "undefined" IDS_COMPENCYCLO235 "undefined" IDS_COMPENCYCLO236 "undefined" IDS_COMPENCYCLO237 "undefined" IDS_COMPENCYCLO238 "undefined" IDS_COMPENCYCLO239 "undefined" IDS_COMPENCYCLO240 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_COMPENCYCLO241 "undefined" IDS_COMPENCYCLO242 "undefined" IDS_COMPENCYCLO243 "undefined" IDS_COMPENCYCLO244 "undefined" IDS_COMPENCYCLO245 "undefined" IDS_COMPENCYCLO246 "undefined" IDS_COMPENCYCLO247 "undefined" IDS_COMPENCYCLO248 "undefined" IDS_COMPENCYCLO249 "undefined" IDS_COMPENCYCLO250 "undefined" IDS_COMPENCYCLO251 "undefined" IDS_COMPENCYCLO252 "undefined" IDS_COMPENCYCLO253 "undefined" IDS_COMPENCYCLO254 "undefined" IDS_COMPENCYCLO255 "undefined" END STRINGTABLE DISCARDABLE BEGIN IDS_VEHICLE_DESCRIPTION_0 "An Armored Car may carry command personnel or intelligence operatives. Its Machine Gun Array and light armor make it an easy target for anything heavier than infantry." IDS_VEHICLE_DESCRIPTION_1 "The Hunter brings long-range missile (LRM) support to the battlefield but, unlike the LRM Carrier, this vehicle is tracked, giving it increased mobility over rough terrain. It carries more armor than the LRM Carrier but carries fewer racks, so it performs best as base defense or on patrol.\n\nThe best way to defeat a Hunter is to rush inside the minimum range of its LRMs. Once upon the Hunter, enemies will find that it has no way to defend itself." IDS_VEHICLE_DESCRIPTION_2 "Commanders do well to heed the advice that the Hetzer wheeled assault gun is best destroyed from long range before it can engage its Heavy Autocannon. The prospect of facing down the torrential barrage of the Heavy Autocannon delivered from such a nimble platform should command the attention of every 'Mech pilot as soon as this vehicle shows up on sensor readouts.\n\nRelatively maneuverable and impervious to a first or even second direct hit, the Hetzer can knock 'Mechs out of commission if ignored too long." IDS_VEHICLE_DESCRIPTION_3 "The LRM Carrier is outfitted with multiple racks of long-range missiles, providing the maximum amount of firepower for a vehicle in this weight class. 'Mech pilots usually target this vehicle immediately before it can attack.\n\nLRM Carriers often provide support for short- and medium-range units, softening up enemies before they can close. Their role, however, is not limited to support. LRM Carriers may be brought onto the battlefield to serve as a mobile base defense where the construction of guard turrets may take too much time or be otherwise impractical.\n\nCommanders often bolster an existing base's defenses by placing LRM Carriers within its walls. More than one 'Mech pilot has been surprised after destroying a base's turret generators to witness a barrage of missiles streak over the walls toward him.\n\nBecause of their large weapon load and relatively light armor, commanders are wise to eliminate them from combat quickly before they can do real damage.\n\n\n\n" IDS_VEHICLE_DESCRIPTION_4 "Another useful addition to a garrison guard or patrol team, the Vedette boasts an autocannon that can cripple opposing 'Mechs if allowed to fire enough volleys at its legs.\n\nWell-armored for a 50-ton tank, the Vedette is nevertheless not to be regarded as a 'Mech-breaker on its own. Deployed in force as an auxiliary cavalry platoon in support of 'Mech groups, Vedettes can mount overwhelming ambushes, especially when given the high ground.\n\nWhen the St. Ives compact hired mercenary units to break McCarron's Armored Cavalry on Harloc, Christobal's Regiment lined a mountain pass with the Vedettes and, in a classic turn-and-fire chase, led the mercenary 'Mechs up into the mountains. The Regiment 'Mechs found a plateau, turned, and descended on the mercenaries, trapping them between the jaws of the Vedette cavalry.\n\nFacing fire from three sides and a tumble down the mountain on the fourth side, the mercenaries engaged the tanks, barely managing to go one round blow for blow with the Vedettes before succumbing. The Regiment lost seven Vedettes but took an equal number of ’Mechs twice their tonnage." IDS_VEHICLE_DESCRIPTION_5 "One of the few tanks that can pose a real threat to 'Mechs, the Storm fields two Particle Projection Cannons and enough armor to withstand fire from most 'Mechs. Slow speed limits its use to defense and garrison duties and also makes it vulnerable to fast or long-range 'Mechs." IDS_VEHICLE_DESCRIPTION_6 "A well-armored and powerful non-'Mech opponent, the Partisan's multiple rapid-firing Light Autocannons can inflict moderate damage on most 'Mechs.\n\nRelatively slow at 80 tons, the Partisan makes up for its late arrival and slow departure with well-stocked autocannon ammunition stores. Capable of delivering heavy fire support that can distract if not destroy 'Mechs as well as airborne threats, the Partisan acquits the armored cavalry well." IDS_VEHICLE_DESCRIPTION_7 "With prototyped weapons already deep into beta testing on live battlefields, the Legion offers armored cavalry divisions the chance to go toe to toe with 'Mechs. Heavily armored and bristling with heavy long-range weapons, the Legion is unlike any other vehicle in the combat theater.\n\nA distinctive target, the Legion is also a formidable foe. It announces its presence with authority via the long-range Gauss Rifle, and by the time 'Mechs are upon it their armor is already depleted. Then the Legion can open fire with SRMs (short range missiles) and its short-range Lasers.\n\nThe Legion is not a difficult vehicle to overtake on the chase, but if it takes high ground and maintains the element of surprise it is a more than worthy adversary for any 'Mech." IDS_VEHICLE_DESCRIPTION_8 "Dr. Vanessa England revolutionized scout vehicles with the creation of the hovercraft Centipede scout car in 3052. Armed with a medium-range Defiance B3M Laser, the Centipede can deliver jolts of light offensive fire to any units that catch it unawares on a scout mission and then flee quickly thanks to the velocity created by the hover powerplant." IDS_VEHICLE_DESCRIPTION_9 "The Harasser more than lives up to its name, striking quickly and unleashing missile fire before many 'Mechs can react. If it enters the field of battle undetected, it can introduce a great deal of mayhem for its 20 tons.\n\nWhen moving at full throttle, it is difficult for most vehicles and even most 'Mechs to gain target lock on the Harasser. It is best caught at long range before it can begin its strafing runs, when one shot from a heavy weapon can penetrate its light armor and obliterate the vehicle.\n\n\n\n" IDS_VEHICLE_DESCRIPTION_10 "A heavily armored hovercraft, the Scimitar can briefly withstand close combat with most 'Mechs. Its lack of firepower, however, is the Scimitar's weakness.\n\nTVR Hovercraft technology makes the Scimitar a rapid-deployment, light fire support unit; its Flamer Arrays can play havoc with infantry and other light opposition.\n\n\n\n" IDS_VEHICLE_DESCRIPTION_11 "The Drillson is well equipped for its role as a combat hovercraft because of its exceptional armor. Able to traverse over water and land, this mobile vehicle is well armed with multiple Streak Short-Range Missle Packs.\n\nShort range and comparatively slow speed, however, make the Drillson an easy target at long range." IDS_VEHICLE_DESCRIPTION_12 "As the lightest available helicopter, the Scout 'Copter is capable of gathering intelligence data quickly. It is an auxiliary support vehicle rather than a combat vehicle." IDS_VEHICLE_DESCRIPTION_13 "The Heavy 'Copter is a heavily armored mobile weapons platform used by commanders when they must operate in difficult terrain but must also withstand enemy fire. Outfitted with Streak Short-Range Missile Packs and Pulse Lasers, the Heavy 'Copter is more than capable of holding its own against smaller 'Mechs." IDS_VEHICLE_DESCRIPTION_14 "The Attack 'Copter serves as a fast, mobile attack vehicle that can operate in any terrain. Armed with a Medium Autocannon, it carries little armor but makes swift and hard-hitting first strikes rather than extended engagements." IDS_VEHICLE_DESCRIPTION_15 "The Aerospotter is a lightly armed and armored combat vehicle that carries extensive positioning and communication equipment. Its main threat lies in the ability to electronically paint targets for aerial bombardment from aerospace fighter bombers." END STRINGTABLE DISCARDABLE BEGIN IDS_VEHICLE_DESCRIPTION_16 "Placeholder text Long Tom Artillery:" IDS_VEHICLE_DESCRIPTION_17 "Lightly armored and slow even at top speed, the Swarm Long-Range Missile (LRM) Carrier is easily disposed of, but it must be located first. It does much of its damage from distant locations, functioning as a mobile heavy sniper. It hides behind base walls, hills, and thickets of trees and then opens fire with its area-effect LRMs.\n\nMore than a nuisance, this vehicle offers an added 'Mech-crippling threat to every battle it joins." IDS_VEHICLE_DESCRIPTION_18 "Unarmed but more heavily armored than the Armored Personnel Carrier, the Troop Transport carries infantry squadrons into battle, sometimes carrying infantry wearing Powered Armor. The Troop Transport offers more durability but at the cost of speed." IDS_VEHICLE_DESCRIPTION_19 "A Minelayer does not carry direct offensive weapons, but its mine bays carry enough ordnance to topple several opposing 'Mechs. Its anti-'Mech mines are powerful enough to cripple Assault 'Mechs; smaller units, however, such as light vehicles and Light 'Mechs, are not heavy enough to trigger the mines.\n\nEspecially effective when laying ambush or complicating long-range maneuvers for pursuers, the Minelayer can be called in as a support vehicle." IDS_VEHICLE_DESCRIPTION_20 "Transported into hostile combat situations via VTOL, the Repair Truck specializes in performing high-speed repairs to 'Mech armor and internal structures as well as restocking all weapons with ammunition. The Repair Truck, however, cannot subsititute for an actual BattleMech facility and cannot repair damaged weapons or restore blown-off 'Mech arms. It can jury-rig leg actuators well enough to restore full walking and running speed to crippled 'Mechs." IDS_VEHICLE_DESCRIPTION_21 "Placeholder text: This vehicle can be summoned as Vehicle Support (via the Support Tab). It allows the salvage (in-mission) of a single disabled 'Mech. After the salvage, the Recovery Vehicle becomes useless." IDS_VEHICLE_DESCRIPTION_22 "A Cargo Truck is unarmed and often found in convoys, on its way to a base for delivery of nonincendiary supplies." IDS_VEHICLE_DESCRIPTION_23 "Placeholder text: The VTOL is a large flying transport capable of carrying the Repair Vehicle and other units summoned for reinforcements and repair. It has a large bay door that opens and allows vehicles to roll out. VTOLs may be destroyed either during travel or on the ground. If the VTOL is destroyed while the summoned vehicle is rolling out then the vehicle is destroyed as well. If the VTOL is destroyed after the summoned vehicle has rolled out, the vehicle is not affected by the VTOL's destruction.\n" IDS_VEHICLE_DESCRIPTION_24 "The Shilone Bomber delivers an airstrike to any location chosen by the commander. Stealth technology allows the Shilone to enter battlefield airspace undetected and deliver enormous payloads before combatants can respond.\n\nThe Shilone drops multiple bomblets but requires a spotter with line of sight to accurately target moving or fixed enemy positions. Without line of sight, the Shilone's bomblets will spread and saturate an area rather than unleash the greatest damage to a specific target.\n\nCompact design and extraordinary maneuverability have allowed the Shilone to elude all offensive efforts to date. Not a single Shilone has been downed in the Carver system since its introduction 3 years ago.\n\nWith an extremely low-profile fuselage design, the Shilone has proven to be undetectable at any range.\n\n\n\n" IDS_VEHICLE_DESCRIPTION_25 "Exposed infantry on the combat floor are vulnerable to absolutely everything else in the fire zone. Light 'Mechs with Machine Gun Arrays can mop up infantry, as can any armed vehicles. Sensors will not detect or register infantry presence on the battlefield." IDS_VEHICLE_DESCRIPTION_26 "This is a single individual in power armor. Sensors will not detect or register powered armor, and more than a Machine Gun Array may be required to dispatch the infantryman contained in the armor." IDS_VEHICLE_DESCRIPTION_27 "A crucial element of every commander's deployment teams, Armored Personnel Carriers (APCs) of one sort or another have been through nearly every battle in known space.\n\nOn Carver V they occasionally make their way onto the battlefield as a means of ferrying pilots from place to place or to house pilots with some degree of safety. No armed APCs are deployed on Carver V." IDS_VEHICLE_DESCRIPTION_28 "A Fuel Truck is often found in a convoy or parked on a base. The truck is useful as a mobile incendiary device; just wait for it to reach your target, or your target to approach it, and then destroy the truck." IDS_VEHICLE_DESCRIPTION_29 "A Jeep may or may not carry command or intelligence personnel. It is an auxiliary rather than a combat vehicle." IDS_VEHICLE_DESCRIPTION_30 "When a Resource Truck is captured, resource points are earned, which can then be exchanged for tactical support. Resource points can only be used in the current mission and are not saved for use in any subsequent missions." IDS_VEHICLE_DESCRIPTION_31 "Vehicle needs descripton" END STRINGTABLE DISCARDABLE BEGIN IDS_VEHICLE_DESCRIPTION_32 "Vehicle needs descripton" IDS_VEHICLE_DESCRIPTION_33 "Vehicle needs descripton" IDS_VEHICLE_DESCRIPTION_34 "Vehicle needs descripton" IDS_VEHICLE_DESCRIPTION_35 "Vehicle needs descripton" IDS_VEHICLE_DESCRIPTION_36 "Vehicle needs descripton" IDS_VEHICLE_DESCRIPTION_37 "Vehicle needs descripton" IDS_VEHICLE_DESCRIPTION_38 "Vehicle needs descripton" IDS_VEHICLE_DESCRIPTION_39 "Vehicle needs descripton" IDS_VEHICLE_DESCRIPTION_40 "Vehicle needs descripton" END STRINGTABLE DISCARDABLE BEGIN IDS_PERSONALITY_0 "Archon Katrina Steiner" IDS_PERSONALITY_1 "Mandrissa Anita Cho" IDS_PERSONALITY_2 "Captain Jason Cho" IDS_PERSONALITY_3 "Major Susan Kelly" IDS_PERSONALITY_4 "Lieutenant Diaz" IDS_PERSONALITY_5 "Baxter" IDS_PERSONALITY_6 "Ambassador Yee" IDS_PERSONALITY_7 "Gunnery Sergeant Cash" IDS_PERSONALITY_8 "Prince Victor Davion" IDS_PERSONALITY_9 "Chancellor Sun Tzu Liao" IDS_PERSONALITY_10 "Colonel David Renard" IDS_PERSONALITY_11 "Placeholder 1" END STRINGTABLE DISCARDABLE BEGIN IDS_PERSONALITY_12 "Placeholder" IDS_PERSONALITY_13 "Placeholder" IDS_PERSONALITY_14 "Placeholder" IDS_PERONSALITY_DESCRIPTION0 "Born Katherine Morgan Steiner-Davion, the Archon of the Lyran Alliance and Princess of the Federated Commonwealth is heir to the Inner Sphere's most powerful ruling houses. Instead of being trained in the arts of warfare like her brother, Victor Steiner-Davion, Katherine has been groomed from childhood to govern. She is a master of the well-timed phrase and has an unrivaled skill at focusing the media spotlight on her causes.\n\nHer leadership skills have served not only her realm but the entire Inner Sphere. Most recently she sponsored the Whitting Conferences and the campaign to resurrect the Star League.\n\nHer detractors, however, paint another picture. They whisper that she had a hand in her mother's death and that she has forged secret military alliances with the now-defunct Clan Smoke Jaguar and others to carve up the Inner Sphere.\n\nSince Prince Victor's deception of Thomas Marik, Captain-General of the Free Worlds League, the family ties between Victor and Katrina have been tenuous at best. It was Victor’s deception that precipitated Katherine changing her name.\n\nOne thing is certain: Katrina is determined to become the first lord of the new Star League by any means necessary. Whether she achieves her aims by peaceful negotiations or acts of violence remains to be seen.\n\n\n\n\n\n\n" IDS_PERONSALITY_DESCRIPTION1 "Mandrissa Anita Cho leads House Liao forces through troubling times on Carver V. Circumstances have thrust the Mandrissa into a tenuous position; her husband was killed in action during battle with Davion forces and Liao leaders off-world put her in charge with little reinforcement after years of firefights.\n\nCarver V represents the last hope for the Cho family to keep their name alive as Liao commanders. The Mandrissa would like nothing more than to guide House Liao to victory in the civil war and install her son Jason as Mandarin before her death.\n\nWith the military forces at her disposal and her fierce desire to avenge her husband and install her son as the ruler of Carver V, Mandrissa Cho and House Liao are no trifling foe. She has no military background herself, which her generals admit has made her disturbingly fearless when ordering her 'Mech teams into the breach.\n\n\n\n\n\n\n" IDS_PERONSALITY_DESCRIPTION2 "Captain Jason Cho emerged recently as an academy hero and tactical mastermind in the war games conducted in off-worlds by House Liao. The young Captain Cho has never commanded forces under live enemy fire before arriving on Carver V.\n\nHis medals and decorations from the classroom and the wastelands reveal nothing about Cho as a warrior, however. He may prove fearless or reckless yet, but in the minds of so many successful young graduates, every fight can be won. It is a safe bet that he is enormously assured of the loyalty of his lieutenants and 'Mech pilots.\n\nCaptain Cho spent his youth on Carver V as the prince to his father's Mandrake. As a native he doubtless feels intense territoriality about Carver V and will do everything in his power to rule the planet he considers his homeland. Any 'Mech team that stands in his way must pay dearly or destroy him.\n\n\n\n\n\n\n" IDS_PERONSALITY_DESCRIPTION3 "Major Susan Kelly first came to the attention of Colonel David Renard when he did a short tour of duty teaching at the Davion Military Academy. Her outstanding marks and intuitive understanding of Clan fighting tactics set her on a path toward senior command almost before she saw active duty.\n\nIn 3050, the year of peace between Clan invasions of Inner Sphere space, Kelly returned to her alma mater as an adjunct professor. Her store of intelligence from the battlefront formed the core of advanced training curricula for the young academy graduates in Davion's armies on Carver V today.\n\nIn her time as a lecturer, Major Kelly built a steadfast reputation as a woman of honor and principle, teaching the philosophy of warfare with a strong ethical and moral background. Combining her sense of propriety with her ability to ""get inside the heads"" of opposing commanders, Major Kelly has proven herself one of the most adroit young officers in House Davion.\n\n\n\n\n\n\n" IDS_PERONSALITY_DESCRIPTION4 "With Gunnery Sergeant Cash, Lieutenant D.C. Diaz is the backbone of mercenary operations on Carver V as tactical officer. She has revealed little of her youth or training since joining the merc team 4 years ago. She has served admirably in Chaos March battles as well as in Terran Defense efforts.\n\nLieutenant Diaz rarely if ever strays from duty and, with her intense focus and selflessness, has proven to be adept in almost any company. She acts as liaison with clients' key operatives in charge of strategy and finance during battle, after contracts have been signed. Commanders, pilots, and technicians all welcome her presence and insight.\n\n\n\n\n\n\n" IDS_PERONSALITY_DESCRIPTION5 "Baxter is reputed to be the partisan leader of the provincial forces on Carver V attempting to lead an aboriginal grab for power.\n\n\n\n\n\n\n" IDS_PERONSALITY_DESCRIPTION6 "Ambassador Yee is House Steiner's key representative on Carver V. She has amassed power as quickly as any Steiner figure since the return to war among the houses; she is but a few years out of the academy and already holds sway over political and intelligence activities for Steiner on Carver V.\n\nShe serves Colonel David Renard with intelligence gathered by Steiner forces and apprises him of House Steiner's objectives. She also maintains a schedule in public life as Steiner's political face on Carver V. Already entrusted with the responsibility of an entire planet, her political future seems assured if she acquits herself well through the tests of the next few months.\n\n\n\n\n\n\n" IDS_PERONSALITY_DESCRIPTION7 "Gunnery Sergeant Cash is the favorite weapons officer of pilots and enlisted soldiers alike. As the senior noncommissioned officer in mercenary forces on Carver V, he makes excellent use of his extensive practical experience with 'Mechs. First-hand knowledge such as his, gained from loading and repairing 'Mechs, is invaluable.\n\nHe grew up on Mehldau, where merc teams fought each other for the chance to control seemingly nonexistent planetary resources. His first and only military assignment was as a grenadier in the Rossy Corps, so he also knows the battlefield all too well.\n\n\n\n\n\n\n" IDS_PERONSALITY_DESCRIPTION8 "Victor Davion has seen a brilliant career on the battlefield balanced unevenly by a rocky career as a politician. His mother's untimely death thrust him onto the throne too early; his middling skills in diplomacy fell far short of the mark. Time and time again he mishandled crises and cost himself the loyalty of his subjects and his peers.\n\nOn the battlefield, however, he is famous as a strategic mastermind. With age, his temperament has softened and he has taken a chessman's approach to governing, with slowly improving results.\n\nOn Carver V, Victor Davion's hand is felt at times in the strangely impetuous legacy he has spawned among all the commanders in his house. His soldier's sense of battlefield responsiveness too often colored his sense of compulsive loyalty even when evidence beggared a severing. Many Davion commanders served alongside Victor before serving him on Carver V.\n\n\n\n\n\n\n" IDS_PERONSALITY_DESCRIPTION9 "Long admired as one of the shrewdest politicians at the helm of any house, Sun-Tzu Liao's work is honored in unfamiliar ways by the current Liao leadership.\n\nSun-Tzu Liao, orphaned by a political assassination, took the throne and consolidated power more quickly with quiet maneuvering than he ever could have through brute force. Never known as a commander of any distinction, his political prowess gave him a career that combat never could have provided.\n\nThe rise of the Cho family on Carver V, however, has yet to leave House Liao with a clear legacy on the planet, and Mandrissa Cho, widow of the first ruler not to bear the Liao family name, may yet prove formidable in her golden years.\n\n\n\n\n\n\n" IDS_PERONSALITY_DESCRIPTION10 "Colonel David Renard's years of distinguished military service are at the very core of his being. As a field commander and briefly as an academy instructor, his insights and quick analytical abilities have distinguished him from his peers.\n\nHe began his military service in 3038, later entering combat for the first time when Theodore Kurita and the Davions joined forces to attack the Clans. In 3050, at the first victory over the Clans, Renard distinguished himself as a warrior and as a commander.\n\nServing on Luthien alongside the Kell Hounds with the ingenious Major Susan Kelly under his command, he parried Clan Nova Cat's advances despite being greatly outnumbered.\n\nHe fought with Victor Steiner-Davion on Strana Mechty, the homeworld of the Clans. His and Kelly's mastery of Clan battle tactics contributed greatly not only to the Inner Sphere victory there but also to the assurance of a military future for Renard within the Davion forces.\n\n\n\n\n\n\n" IDS_PERONSALITY_DESCRIPTION11 "Placeholder" END STRINGTABLE DISCARDABLE BEGIN IDS_PERONSALITY_DESCRIPTION12 "Placeholder" IDS_PERONSALITY_DESCRIPTION13 "Placeholder" IDS_PERONSALITY_DESCRIPTION14 "Placeholder" IDS_PERSONALITY_PICTURE0 "MCL_EN_Person_KatrinaSteiner.tga" IDS_PERSONALITY_PICTURE1 "MCL_EN_Person_LadyLiao.tga" IDS_PERSONALITY_PICTURE2 "MCL_EN_Person_LadyLiaoSon.tga" IDS_PERSONALITY_PICTURE3 "MCL_EN_Person_DavionCommand.tga" END STRINGTABLE DISCARDABLE BEGIN IDS_PERSONALITY_PICTURE4 "MCL_EN_Person_TacOfficer.tga" IDS_PERSONALITY_PICTURE5 "MCL_EN_Person_CivLeader.tga" IDS_PERSONALITY_PICTURE6 "MCL_EN_Person_SteinerPolitician.tga" IDS_PERSONALITY_PICTURE7 "MCL_EN_Person_MaintOfficer.tga" IDS_PERSONALITY_PICTURE8 "MCL_EN_Person_VictorDavion.tga" IDS_PERSONALITY_PICTURE9 "MCL_EN_Person_SunTzuLiao.tga" IDS_PERSONALITY_PICTURE10 "MCL_EN_Person_ColonelRenard.tga" IDS_PERSONALITY_PICTURE11 "Placeholder" IDS_PERSONALITY_PICTURE12 "Placeholder" IDS_PERSONALITY_PICTURE13 "Placeholder" IDS_PERSONALITY_PICTURE14 "Placeholder" END STRINGTABLE DISCARDABLE BEGIN IDS_COLORMAP0 "Tundra" IDS_COLORMAP1 "Forest" IDS_COLORMAP2 "Desert" IDS_COLORMAP3 "Lunar" IDS_COLORMAP4 "Volcanic" END STRINGTABLE DISCARDABLE BEGIN IDS_HISTORY_0 "Star League Rise and Collapse" IDS_HISTORY_1 "Warring Houses" IDS_HISTORY_2 "Return of the Clans" IDS_HISTORY_3 "Inner Sphere Civil War Returns" IDS_HISTORY_4 "War on Carver V" IDS_HISTORY_5 "Star League Rise and Collapse" IDS_HISTORY_6 "Star League Rise and Collapse" IDS_HISTORY_7 "Star League Rise and Collapse" IDS_HISTORY_8 "Star League Rise and Collapse" IDS_HISTORY_9 "Star League Rise and Collapse" IDS_HISTORY_10 "Star League Rise and Collapse" IDS_HISTORY_DESCRIPTION_0 "The advent of faster-than-light travel in 2108 allowed mankind to quickly colonize hundreds of new solar systems. This populated region would eventually span more than a thousand light-years in diameter and would become known as the Inner Sphere.\n\nIn 2271, the Treaty of Marik was signed, signaling the formation of the Free Worlds League: the first of the Great Houses that would each ultimately control hundreds of worlds. Within a century, four other powerful planetary alliances declared independence from Terra and the Terran Hegemony government; these states would become the star empires known as the Draconis Combine, Federated Suns, Capellan Confederation, and Lyran Commonwealth.\n\nAs the human race spread, however, they carried with them their desire for conflict. Petty brushfire wars raged throughout the Inner Sphere for centuries.\n\nIn 2571, humanity earned a respite from this tide of conflict. The Star League was formed and ushered in a golden age. For 200 years, the Star League gave its citizens peace and prosperity. Although it could not completely quell the seemingly essential human need for violence, it kept disputes between member-states under firm control.\n\nIn 2766, Stefan Amaris of the Rim Worlds Republic launched a coup and declared himself First Lord of the Star League. General Aleksandr Kerensky, commander of the Star League Defense Forces (SLDF), launched a 13-year war to unseat the usurper. Although he succeeded, the rulers of the Great Houses could not agree on a new leader and dissolved the Star League High Council in 2781. Rather than watch his beloved Star League crumble, Kerensky departed known space in 2784, taking with him 80 percent of the SLDF in an event later known as the Exodus, an apparent attempt to salvage the spirit of the Star League.\n\nBy 2787, each House Lord declared himself the ""rightful"" First Lord, as the Great Houses savagely attacked one another in the first of the Succession Wars. These conflicts would last for 200 years.\n\n\n\n\n" IDS_HISTORY_DESCRIPTION_1 "During three successive Succession Wars that ground humanity down and resulted in the net loss of many technologies, no significant territory was won or lost by any single House, leaving the borders relatively unchanged through two centuries of conflict.\n\nIn 3028, however, the marriage of First Prince Hanse Davion of the Federated Suns to Archon-Designate Melissa Steiner of the Lyran Commonwealth unified the two largest states in the Inner Sphere. The newborn Federated Commonwealth immediately launched the Fourth Succession War, conquering more worlds in two years than in all the wars of the previous two centuries.\n\n\n" IDS_HISTORY_DESCRIPTION_2 "In 3050, a mysterious invading force struck the coreward region of the Inner Sphere, attacking the Federated Commonwealth, Free Rasalhague Republic, and Draconis Combine. The invaders, called the Clans, were the descendants of Kerensky’s SLDF troops, forged into a warrior society dedicated to becoming the greatest fighting force in history; they intended to capture Terra and reestablish the Star League. With vastly superior technology and fanatical warriors, the Clans conquered world after world until troops belonging to ComStar, the quasi-religious organization that controls all communication within the Inner Sphere, halted their advance in the pivotal Battle of Tukayyid in 3052. The truce signed after that conflict stopped the Clan advance for fifteen years.\n\nIn 3057, the Free Worlds League and the Capellan Confederation launched a war of aggression against the Federated Commonwealth's Sarna March, the worlds taken from them during the Fourth Succession War. Many worlds were conquered once more, whereas others declared their independence from any of the Great Houses. Katherine Steiner-Davion pulled the Lyran half of the Federated Commonwealth out of the union in this ""emergency"" and formed the Lyran Alliance.\n\nOn Tharkad in 3058, leaders from throughout the Inner Sphere, in an effort to avoid another war like that of the previous year and to focus on the menace of the Clans, formally declared peace and joined forces to attack the Clans. After centuries of war, the Star League was finally reborn, although to fight Nicholas Kerensky’s legacy rather than to honor it.\n\nThe new Star League decided to attack one Clan first to prove their military might. The combined forces overran the Clan Smoke Jaguar occupation zone, decimated its warrior caste, and leveled its homeworld.\n\nPrince Victor carried on the fight to Strana Mechty, the cradle of Clan culture and civilization. In the bloody Trial of Refusal, the Inner Sphere defeated the Crusader Clans.\n\n\n\n\n\n" IDS_HISTORY_DESCRIPTION_3 "With the Clan threat diminished, the Houses of the Inner Sphere once again allowed their long-buried conflicts to rise to the surface, shattering their unsteady alliances.\n\nBy 3063, the Capellan Confederation had conquered its errant Commonality, the St. Ives Compact, while allying itself with the two largest Periphery realms--the Magistracy of Canopus and Taurian Concordat--becoming strong for the first time in centuries.\n\nKatherine Steiner-Davion (who now called herself Katrina Steiner) took unsteady command of the Federated Commonwealth's military forces in 3060 while her brother Victor was dealing with the Clan threat, raising questions of her loyalty to her brother.\n\nBy 3063, this move has, along with other acts of greed and aggression, shattered the fabulously powerful Federated Commonwealth; a full-fledged civil war between the Lyran Alliance and Federated Suns, spanning more then 800 worlds and a thousand light-years, has begun!\n\n\n" IDS_HISTORY_DESCRIPTION_4 "In the midst of the Sarna March, now dubbed Chaos March, the battle for House supremacy rages anew among Davion, Steiner, Liao, Marik, and other loyalist forces throughout the Inner Sphere. The battle here on the world of Carver V is but a skirmish in the imbroglio across the Inner Sphere.\n\nBattles between Liao and Davion ended the life of Mandarin Cho, leaving his widow at the helm of House Liao’s forces on Carver V. Her desire for vengeance must indeed burn more fiercely than that of any commander who has tasted mere defeat.\n\nDavion and Steiner forces continue their alliance, although even after numerous historical victories their union is not a perfect one, particularly in the face of civil war spreading fast throughout their respective realms. Both maintain forces on Carver V, and their cooperation could create a juggernaut.\n\nMarik, Kurita, and other notable military entities of the 31st century have not yet shown their hand on Carver V. Aboriginal movements of Carver citizens as well as more shadowy armed bandits on planet have definitely made their presence known, even if their identities and influence have yet to become clear.\n\nAs the wars of 3062 rage on, the future of Carver V is very much undecided.\n\n\n" END STRINGTABLE DISCARDABLE BEGIN IDS_HISTORY_DESCRIPTION_5 "place holder" IDS_HISTORY_DESCRIPTION_6 "place holder" IDS_HISTORY_DESCRIPTION_7 "place holder" IDS_HISTORY_DESCRIPTION_8 "place holder" IDS_HISTORY_DESCRIPTION_9 "place holder" IDS_HISTORY_PICTURE0 "mcl_en_history_starleague.tga" IDS_HISTORY_PICTURE1 "mcl_en_history_warringhouses.tga" IDS_HISTORY_PICTURE2 "mcl_en_history_clanreturn.tga" IDS_HISTORY_PICTURE3 "mcl_en_history_clandefeat.tga" IDS_HISTORY_PICTURE4 "mcl_en_history_ishousefight.tga" IDS_HISTORY_PICTURE5 "mcl_en_starleague.tga" IDS_HISTORY_PICTURE6 "mcl_en_starleague.tga" IDS_HISTORY_PICTURE7 "mcl_en_starleague.tga" IDS_HISTORY_PICTURE8 "mcl_en_starleague.tga" IDS_HISTORY_PICTURE9 "mcl_en_starleague.tga" IDS_SHILONE "Shilone Bomber" END STRINGTABLE DISCARDABLE BEGIN IDS_BUILDING_ENCYCLO0 "Ammo Dumps are lightly armored repositories for ammunition of every sort.\n\nAny Ammo Dump, regardless of controlling forces, can be targeted and destroyed to create significant collateral damage." IDS_BUILDING_ENCYCLO1 "Large Fuel Tanks dot several battle theaters. All sides in the battle for Carver V have taken great care to ensure deep redundancies in their fuel storage systems, so almost any fuel tank you encounter on the field is certain to be an attractive target with no consequences for you or your employers.\n\nThe intriguing aspect to the presence of Large Fuel Tanks is their unintended utility as spare ordnance on the field; lure opponents within range of the collateral damage of a tank, and then blast the tank for a crude incendiary device.\n\n\n\n" IDS_BUILDING_ENCYCLO2 "A Gate Control links to one or more gates, determining whether they open for friendly units or remain closed for enemy units. Gate Controls serve as the secondary target in base attacks; Turret Controls are always the first priority. Capture of a Gate Control changes the alignment of all the linked gates to the alignment of the capturing unit. Destruction of a Gate Control deactivates all of the linked gates.\n\nDestroying a Gate Control Generator leaves linked gates stuck in their position at the time the Gate Control was destroyed: Closed gates will stay closed, and open gates will remain open.\n\n'Mechs equipped with jump jets can vault into bases, capture the Gate Control, and open the gates for other units.\n\n\n\n" IDS_BUILDING_ENCYCLO3 "Placeholder text: Light Gate" IDS_BUILDING_ENCYCLO4 "Once a base's defenses are neutralized, its gates become the next priority. Any gate is almost always better controlled than destroyed if you can send a jump jet-equipped 'Mech into the base to capture the Gate Control and permit access for other 'Mechs. A Medium Gate can interfere with target acquisition while closed, but all gates can be worn down to rubble with prolonged offensive strikes.\n\n\n\n" IDS_BUILDING_ENCYCLO5 "Placeholder text: Heavy Gate " IDS_BUILDING_ENCYCLO6 "A Headquarters, or HQ, is the command and communication center for remote bases. These buildings often serve as the target for assault operations, in the hopes of occupying the base for future use." IDS_BUILDING_ENCYCLO7 "A night battle often plays out under the glare of a spotlight system operated by a Spotlight Control. This control serves only a spotlight system and does not augment sensor function even at night." END STRINGTABLE DISCARDABLE BEGIN IDS_BUILDING_ENCYCLO8 "A Lookout Tower augments the battle readiness of a Turret Control. Crippling a Lookout Tower may severely hamper a control's turrets for long-range targeting. Without a Lookout Tower, intelligence reports indicate that turrets may depend exclusively on line-of-sight target acquisition.\n\n\n\n" IDS_BUILDING_ENCYCLO9 "Placeholder text: Mech Warrior Barracks" IDS_BUILDING_ENCYCLO10 "The Perimeter Alarm detects any enemy unit. Its shrill claxons may summon unseen defenders, and it should be disabled before it can sound. Fortunately, it is not armored and is quickly dispatched." IDS_BUILDING_ENCYCLO11 "Short Pipes crisscross several battle theaters. All sides stand to suffer from the loss of fuel transport, but the web of pipelines and other transport alternatives is labyrinthine, and all sides seem able to withstand the loss of some pipelines.\n\nThe intriguing aspect to the presence of Short Pipes is their unintended utility as spare ordnance on the field; lure opponents within range of the collateral damage of a pipe, and then blast the pipe for a crude incendiary device.\n\n\n\n" IDS_BUILDING_ENCYCLO12 "A Power Generator links to gates, bridges, spotlights, and other noncritical base functions. As long as the generator is intact, all linked buildings are considered active and behave normally. As soon as a generator is destroyed, all linked buildings are considered inactive, but the effect is minimal, as turrets are linked to their own dedicated controls and generators.\n\n\n\n" IDS_BUILDING_ENCYCLO13 "Capturing a Repair Bay can repair a 'Mech's armor and internal structure. It can also repair damaged legs but not replace arms blown off a 'Mech. The Repair Bay will also resupply a 'Mech's ammunition, but destroyed weapons and components cannot be replaced.\n\nThe bay's status bar indicates its remaining capacity to make repairs. As this bar decreases, the resources of the bay are exhausted and no further repairs are possible." IDS_BUILDING_ENCYCLO14 "When a Resource Building is captured, resource points are earned, which can than be exchanged for tactical support. Resource points can only be used in the current mission and are not saved for use in any subsequent missions." IDS_BUILDING_ENCYCLO15 "A Sensor Control manages a network of Sensor Towers, which relay sensor data on the enemy to Headquarters or directly to 'Mechs in the field.\n\nCapture an enemy Sensor Control to align the towers with your team, depriving foes of their intelligence channels and boosting the effectiveness of your own reconnaissance." IDS_BUILDING_ENCYCLO16 "A Sensor Tower monitors the surrounding area with sensor equipment similar to that carried by 'Mechs. To commandeer this equipment, the local Sensor Control must be captured." IDS_BUILDING_ENCYCLO17 "A night battle often plays out under the glare of a spotlight system operated by a Spotlight Control. This control serves only a spotlight system." IDS_BUILDING_ENCYCLO18 "A Turret Control links to one or several turrets. Capture of a Turret Control changes the alignment of all its linked turrets to your team. Destruction of a Turret Control deactivates all of its linked turrets." IDS_BUILDING_ENCYCLO19 "A Turret Generator provides power for all linked defensive turrets. While the generator is intact, all linked turrets are active and fire normally. If a generator is destroyed, all linked turrets become inactive." IDS_BUILDING_ENCYCLO20 "A Light Wall prevents vehicles and 'Mechs from direct entry onto a base, but it can be destroyed with repeated salvos from energy or ballistic weaponry. A Light Wall is not tall enough to block the line of sight of Heavy and Assault 'Mechs." IDS_BUILDING_ENCYCLO21 "The Medium Wall is significantly tougher than the Light Wall but still less resistant to ordnance than the Heavy Wall. It is tall enough to block the line of sight of smaller 'Mechs and interfere with target acquisition." IDS_BUILDING_ENCYCLO22 "Considerably more resistant to firepower than a Medium Wall, a Heavy Wall is tall enough to block the line of sight of even an Assault 'Mech and is susceptible only to prolonged poundings. Long-range missiles, however, can easily clear the Heavy Wall and destroy targets behind it." IDS_BUILDING_ENCYCLO23 "When a Weapons Facility is captured, the technology being researched there is obtained, and all weapons and components associated with that technology can be manufactured. Technology acquisition is a permanent status and carries over into the logistics phase of any future mission." END STRINGTABLE DISCARDABLE BEGIN IDS_BUILDING_ENCYCLO24 "Although the weakest of all turret types, enough Short-Range Missile (SRM) Turrets clustered around a key position can shred a 'Mech team all too quickly, which makes them an inviting target for capture or destruction.\n\nA group of SRM Turrets depends on a Turret Generator and a Turret Control to function. Destroy the generator to cripple the turrets, or capture the control to align the turrets with your own team." IDS_BUILDING_ENCYCLO25 "Long-Range Missile (LRM) Turrets offer significant long-range firepower to bases and in defense of other fixed structures. Without requiring the attention of a pilot, LRM Turrets can lock on targets and inflict damage on approaching 'Mechs, in some cases even crippling Light 'Mechs.\n\nA group of LRM Turrets depends on a Turret Generator and a Turret Control to function. Destroy the generator to cripple the turrets, or capture the control to align the turrets with your own team.\n\n\n\n" IDS_BUILDING_ENCYCLO26 "The Autocannon Turret is capable of damaging vehicles and 'Mechs alike and severely damaging or even disabling Light 'Mechs. Autocannons are effective to medium range, and even when confronted with relatively few turrets the best tactic against them is to take the Turret Control, or at the very least destroy every turret as soon as possible.\n\nA group of Autocannon Turrets depends on a Turret Generator and a Turret Control to function. Destroy the generator to cripple the turrets, or capture the control to align the turrets with your own team." IDS_BUILDING_ENCYCLO27 "Troublesome when encountered during missions, the Gauss Turret locks on targets from long range and, when enjoying a direct line of sight, can lay waste to Light 'Mechs with one shot and significantly reduce the armor of larger 'Mechs. This turret is encountered only in Davion territories.\n\nGauss Turrets are effective at great distances and produce immense violence when they find their target. They often start damaging approaching 'Mechs before the opposing pilots even know they are there. They are most easily defeated at close range unless your 'Mech team can call in an airstrike or respond with a Gauss Rifle of its own. If they can be captured, Gauss Turrets offer a great strategic advantage to the MechCommander with large territories under control.\n\nA group of Gauss Turrets depends on a Turret Generator and a Turret Control to function. Destroy the generator to cripple the turrets, or capture the control to align the turrets with your own team.\n\n\n\n" IDS_BUILDING_ENCYCLO28 "Long Tom Cannons mounted on turrets are capable of devastating even the most heavily armored targets at long range and over obstacles between the turret itself and the approaching enemy.\n\nA group of Long Tom Turrets depends on a Turret Generator and a Turret Control to function. Destroy the generator to cripple the turrets, or capture the control to align the turrets with your own team." IDS_BUILDING_ENCYCLO30 "The Large Pulse Laser mounted on a turret does not fire a devastating individual blow, but if left alone for any length of time the Large Pulse Laser Turret, with its impressive rate of fire, will begin to crumple even heavy armor. Encountered only in Liao territory, this turret is effective to medium range.\n\nA group of Large Pulse Laser Turrets depends on a Turret Generator and a Turret Control to function. Destroy the generator to cripple the turrets, or capture the control to align the turrets with your own team." IDS_BUILDING_ENCYCLO31 "A Prison houses prisoners of war. Captured 'Mech pilots make up most of the inmate population, and capturing prisons can at times liberate 'Mech pilots who, out of gratitude, will make themselves available for your subsequent missions." IDS_BUILDING_ENCYCLO32 "Ammo Crates hold ammunition. They can be targeted and destroyed to create collateral damage." IDS_BUILDING_ENCYCLO33 "Small Fuel Tanks dot several battle theaters. All sides in the battle for Carver V have taken great care to ensure deep redundancies in their fuel storage systems, so almost any fuel tank you encounter on the field is certain to be an attractive target with no consequences for you or your employers.\n\nThe intriguing aspect to the presence of Small Fuel Tanks is their unintended utility as spare ordnance on the field; lure opponents within range of the collateral damage of a tank, and then blast the tank for a crude incendiary device.\n\n\n\n" IDS_BUILDING_ENCYCLO34 "Placeholder text: " IDS_BUILDING_ENCYCLO35 "Placeholder text: " END STRINGTABLE DISCARDABLE BEGIN IDS_FIRST_OPERATIONS_STRING "FirstString for operations" IDS_OP_MISSION_NAME_FONT "AgencyFB11.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_LAST_LOGISTICS_HELP_STRINGS "Last of Dana's Strings" END STRINGTABLE DISCARDABLE BEGIN IDS_HELP_PM_RANGE "RANGE The dominant weapons range of the selected 'Mech." IDS_HELP_PM_ARMOR "ARMOR The amount of armor on the selected 'Mech." IDS_HELP_PM_SPEED "SPEED The speed, in kilometers per hour, of the selected 'Mech." IDS_HELP_PM_JUMP "JUMP The distance, in meters, the selected 'Mech can jump." IDS_HELP_MC_MECH_LAB_TITLE "'MECH LAB In this screen, you can customize the weapons, armor, and jump jets of the selected 'Mech and create a new 'Mech variant." IDS_HELP_MC_VARIANT_DROP_DOWN_LIST_BOX "VARIANT Select a default or customized 'Mech variant in this drop-down list." IDS_HELP_MC_COST_OF_CHANGES "COST OF CHANGES The customization cost of the 'Mech variant, as shown in the current payload area." IDS_HELP_MC_AVAILABLE_COMPONENTS "AVAILABLE COMPONENTS A list of available and unavailable weapons and components. Select a tab, \nselect an available weapon or component, and then click the Add button to add it to your 'Mech. You can also drag or \ndouble-click an available weapon or component to add it." IDS_HELP_MC_SELECTED_COMPONENT_AVI "CURRENT SELECTION The name and animation of the currently selected weapon or component." IDS_HELP_MC_HEAT "HEAT CAPACITY The amount of heat the 'Mech will generate with its current payload, relative to the maximum amount of heat it can withstand before shutting down." IDS_HELP_MC_ARMOR "ARMOR The amount of weapon fire a 'Mech can withstand before suffering critical damage. Higher armor levels allow a 'Mech to survive longer in combat before requiring repairs." IDS_HELP_MC_RANGE "RANGE The range of the selected weapon." IDS_HELP_MC_DAMAGE "DAMAGE The damage caused by the selected weapon." IDS_HELP_MC_FIRE_RATE "RATE OF FIRE The rate at which the selected weapon fires per 10 seconds." IDS_HELP_MC_PAYLOAD_MODEL_GRID "PAYLOAD MODEL An inventory of what weapons and components this 'Mech is carrying. Select a weapon or component here, and then click the Remove button to remove it. You can also drag or double-click a weapon or component to remove. Orange = empty, green = short range, blue = medium range, red = long range, yellow = component." IDS_HELP_MC_HEAT_GENERATED "HEAT GENERATED The amount of heat the select weapon generates when fired." END STRINGTABLE DISCARDABLE BEGIN IDS_HELP_PR_HEADER_TEXT "PILOT READY AREA In this screen, you can review and assign pilots to the 'Mechs in the Deployment Team area." IDS_HELP_PR_DEPLOYMENT_TEAM "DEPLOYMENT TEAM A list of 'Mechs ready for deployment. Select a 'Mech here, select a pilot in the Available Pilots list, and then click the Add Pilot button for assignment to the selected 'Mech. You can also drag or double-click a pilot for assignment to the selected 'Mech." IDS_HELP_MC_AMMO "AMMO The amount of ammunition loaded on the selected weapon." IDS_HELP_PR_AVAILABLE_PILOTS "AVAILABLE PILOTS A list of pilots awaiting assignment. Select a pilot here, and then click the Add Pilot button to assign him or her to the 'Mech selected in the Deployment Team area. You can also drag or double-click a pilot to assign him or her to the selected 'Mech. Green = Green, yellow = Regular, red = Veteran, blue = Elite." IDS_HELP_PR_LAUNCH "LAUNCH Begin the mission." IDS_HELP_PR_RANK "RANK The rank of the selected pilot, as determined by gunnery and piloting skills." IDS_HELP_PR_GUNNERY_SKILL "GUNNERY SKILL The compentence level of the selected pilot's weapons control." IDS_HELP_PR_PILOTING_SKILL "PILOTING SKILL The competence level of the selected pilot's 'Mech control." IDS_HELP_PR_KILLS "KILLS The number of 'Mechs the pilot has destroyed." IDS_HELP_PR_CURRENT_SELECTION "CURRENT SELECTION The name and photo of the currently selected pilot." IDS_HELP_PR_PILOT_NAME "PILOT The name of the selected pilot." IDS_HELP_PR_SPECIALTY "SPECIALTY SKILLS The special skills of the selected pilot." END STRINGTABLE DISCARDABLE BEGIN IDS_HELP_COMP0 "UNDEFINED" IDS_HELP_COMP1 "FUSION ENGINE" IDS_HELP_COMP2 "XL FUSION ENGINE" IDS_HELP_COMP3 "C XL FUSION ENGINE" IDS_HELP_COMP4 "ARM ACTUATOR" IDS_HELP_COMP5 "LEG ACTUATOR" IDS_HELP_COMP6 "COCKPIT" IDS_HELP_COMP7 "HEAT SINK\nAdvantages: Raises a 'Mech's maximum heat capacity, allowing it to carry weapons that generate higher heat.\nDisadvantages: Consumes payload space normally used for weapons." IDS_HELP_COMP8 "DOUBLE HEAT SINK" IDS_HELP_COMP9 "C DOUBLE HEAT SINK" IDS_HELP_COMP10 "JUMP JETS\nAdvantages: Enables a 'Mech to fly over obstacles for short periods of time. Jump jets can clear most buildings and trees.\nDisadvantages: Generates high levels of heat. Only certain 'Mechs are equipped to handle jump jets." IDS_HELP_COMP11 "MEDIUM JUMP JET" IDS_HELP_COMP12 "SMALL JUMP JET" IDS_HELP_COMP13 "SENSOR - BASIC" IDS_HELP_COMP14 "SENSOR - INTERMEDIATE\nAdvantage: Detects enemies beyond visual range. Pilots with special sensor skills can determine enemy type and composition.\nDisadvantage: Only certain 'Mechs are equipped with sensors." IDS_HELP_COMP15 "SENSOR - ADVANCED\nAdvantage: Has increased range over Intermediate Sensors. Pilots with special sensor skills can determine enemy type and composition.\nDisadvantage: Only certain 'Mechs are equipped with sensors." END STRINGTABLE DISCARDABLE BEGIN IDS_HELP_COMP16 "C SENSOR - BASIC" IDS_HELP_COMP17 "C SENSOR - ADVANCED\nAdvantage: Has increased range over Intermediate Sensors. Pilots with special sensor skills can determine enemy type and composition.\nDisadvantages: Only certain 'Mechs are equipped with sensors." IDS_HELP_COMP18 "VEHICLE SENSOR" IDS_HELP_COMP19 "ADV VEHICLE SENSOR" IDS_HELP_COMP20 "GYROSCOPE IV" IDS_HELP_COMP21 "GYROSCOPE III" IDS_HELP_COMP22 "GYROSCOPE II" IDS_HELP_COMP23 "GYROSCOPE I" IDS_HELP_COMP24 "POWER AMPLIFIER" IDS_HELP_COMP25 "ARMOR \nAdvantage: Adds additional armor protection to a 'Mech, enabling it to survive longer in combat before requiring repairs.\nDisadvantage: Consumes payload space normally used for weapons." IDS_HELP_COMP26 "VEHICLE FERRO-FIBROUS ARMOR" IDS_HELP_COMP27 "C FERRO-FIBROUS ARMOR" IDS_HELP_COMP28 "C VEHICLE FERRO-FIBROUS" IDS_HELP_COMP29 "ENDOSTEEL INT STR" IDS_HELP_COMP30 "C ENDOSTEEL INT STR" IDS_HELP_COMP31 "CASE" END STRINGTABLE DISCARDABLE BEGIN IDS_HELP_COMP32 "C CASE" IDS_HELP_COMP33 "SHOULDER" IDS_HELP_COMP34 "HIP" IDS_HELP_COMP35 "LIFESUPPORT" IDS_HELP_COMP36 "VEHICLE SENSORS" IDS_HELP_COMP37 "BEAGLE PROBE" IDS_HELP_COMP38 "ECM SUITE\nAdvantage: Jams enemy sensors, providing a cloak of invisibility for surprise assaults.\nDisadvantage: Only certain 'Mechs are equipped with electronic countermeasures." IDS_HELP_COMP39 "UNDEFINED" IDS_HELP_COMP40 "UNDEFINED" IDS_HELP_COMP41 "UNDEFINED" IDS_HELP_COMP42 "MKII ECM SUITE" IDS_HELP_COMP43 "ACTIVE PROBE" IDS_HELP_COMP44 "UNDEFINED" IDS_HELP_COMP45 "UNDEFINED" IDS_HELP_COMP46 "UNDEFINED" IDS_HELP_COMP47 "UNDEFINED" END STRINGTABLE DISCARDABLE BEGIN IDS_HELP_COMP48 "UNDEFINED" IDS_HELP_COMP49 "UNDEFINED" IDS_HELP_COMP50 "UNDEFINED" IDS_HELP_COMP51 "UNDEFINED" IDS_HELP_COMP52 "UNDEFINED" IDS_HELP_COMP53 "UNDEFINED" IDS_HELP_COMP54 "UNDEFINED" IDS_HELP_COMP55 "UNDEFINED" IDS_HELP_COMP56 "UNDEFINED" IDS_HELP_COMP57 "UNDEFINED" IDS_HELP_COMP58 "UNDEFINED" IDS_HELP_COMP59 "UNDEFINED" IDS_HELP_COMP60 "UNDEFINED" IDS_HELP_COMP61 "UNDEFINED" IDS_HELP_COMP62 "UNDEFINED" IDS_HELP_COMP63 "UNDEFINED" END STRINGTABLE DISCARDABLE BEGIN IDS_HELP_COMP64 "UNDEFINED" IDS_HELP_COMP65 "UNDEFINED" IDS_HELP_COMP66 "UNDEFINED" IDS_HELP_COMP67 "UNDEFINED" IDS_HELP_COMP68 "UNDEFINED" IDS_HELP_COMP69 "UNDEFINED" IDS_HELP_COMP70 "UNDEFINED" IDS_HELP_COMP71 "UNDEFINED" IDS_HELP_COMP72 "UNDEFINED" IDS_HELP_COMP73 "UNDEFINED" IDS_HELP_COMP74 "UNDEFINED" IDS_HELP_COMP75 "UNDEFINED" IDS_HELP_COMP76 "UNDEFINED" IDS_HELP_COMP77 "UNDEFINED" IDS_HELP_COMP78 "UNDEFINED" IDS_HELP_COMP79 "UNDEFINED" END STRINGTABLE DISCARDABLE BEGIN IDS_HELP_COMP80 "UNDEFINED" IDS_HELP_COMP81 "UNDEFINED" IDS_HELP_COMP82 "UNDEFINED" IDS_HELP_COMP83 "UNDEFINED" IDS_HELP_COMP84 "UNDEFINED" IDS_HELP_COMP85 "UNDEFINED" IDS_HELP_COMP86 "UNDEFINED" IDS_HELP_COMP87 "UNDEFINED" IDS_HELP_COMP88 "UNDEFINED" IDS_HELP_COMP89 "UNDEFINED" IDS_HELP_COMP90 "UNDEFINED" IDS_HELP_COMP91 "UNDEFINED" IDS_HELP_COMP92 "UNDEFINED" IDS_HELP_COMP93 "UNDEFINED" IDS_HELP_COMP94 "UNDEFINED" IDS_HELP_COMP95 "UNDEFINED" END STRINGTABLE DISCARDABLE BEGIN IDS_HELP_COMP96 "UNDEFINED" IDS_HELP_COMP97 "UNDEFINED" IDS_HELP_COMP98 "RAIL GUN" IDS_HELP_COMP99 "LIGHT GAUSS RIFLE Damage: 6.0 Rate of fire: 1.5 Heat: 1.0\nAdvantages: Good damage at long range; low heat. \nDisadvantages: Large size; slow firing rate." IDS_HELP_COMP100 "LIGHT AUTOCANNON Damage: 2.0 Rate of fire: 3.3 Heat: 1.0\nAdvantages: Rapid firing and long range, ideal for small vehicle disposal; very inexpensive; low heat.\nDisadvantages: Light penetration; poor performance vs. large 'Mechs." IDS_HELP_COMP101 "MEDIUM AUTOCANNON Damage: 6.0 Rate of Fire: 1.8 Heat: 2.0\nAdvantages: Inexpensive; good damage; low heat.\nDisadvantage: Requires significant payload space." IDS_HELP_COMP102 "HEAVY AUTOCANNON Damage: 12.0 Rate of Fire: 1.7 Heat: 7.0\nAdvantage: Inflicts extremely heavy damage.\nDisadvantages: Short range; requires significant payload space." IDS_HELP_COMP103 "ULTRA LIGHT AUTOCANNON Damage: 2.0 Rate of Fire: 4.5 Heat: 1.0\nAdvantages: Fires faster than the Light Autocannon without generating any extra heat or causing less damage.\nDisadvantage: Costs more than the Light Autocannon." IDS_HELP_COMP104 "GAUSS RIFLE Damage: 10.0 Rate of Fire: 1.4 Heat: 1.0\nAdvantages: Causes heavy damage at long range; generates little heat.\nDisadvantages: Slow firing rate; requires significant payload space." IDS_HELP_COMP105 "MACHINE GUN" IDS_HELP_COMP106 "ANTI-MISSILE SYSTEM" IDS_HELP_COMP107 "LIGHT LBX AUTOCANNON" IDS_HELP_COMP108 "ULTRA MEDIUM AUTOCANNON Damage: 6.0 Rate of Fire: 2.5 Heat: 4.0\nAdvantage: Fires faster than the Medium Autocannon, causing the same damage.\nDisadvantages: Generates more heat and costs more than the Medium Autocannon." IDS_HELP_COMP109 "CLAN ULTRA HEAVY AUTOCANNON Damage: 12.0 Rate of Fire: 2.7 Heat: 8.0\nAdvantage: Faster rate of fire than the Heavy Autocannon or Ultra Heavy Autocannon.\nDisadvantage: Extremely expensive." IDS_HELP_COMP110 "CLAN ULTRA LIGHT AUTOCANNON Damage: 2.0 Rate of Fire: 5.6 Heat: 1.0\nAdvantage: Fires faster than the Light Autocannon or Ultra Light Autocannon.\nDisadvantage: More expensive than the Light Autocannon or Ultra Light Autocannon." IDS_HELP_COMP111 "CLAN ULTRA MEDIUM AUTOCANNON Damage: 6.0 Rate of Fire: 2.8 Heat: 3.0 \nAdvantage: Faster firing rate and less heat than the Ultra Medium Autocannon.\nDisadvantages: Very expensive." END STRINGTABLE DISCARDABLE BEGIN IDS_HELP_COMP112 "ULTRA HEAVY AUTOCANNON Damage: 12.0 Rate of Fire: 2.4 Heat: 8.0\nAdvantages: Inflicts heavy damage at a better firing rate than the Heavy Autocannon.\nDisadvantage: More expensive and higher heat than the Heavy Autocannon." IDS_HELP_COMP113 "CLAN GAUSS RIFLE Damage: 10.0 Rate of Fire: 1.6 Heat: 1.0\nAdvantage: Better firing rate than the Gauss Rifle.\nDisadvantage: Expensive." IDS_HELP_COMP114 "MG ARRAY Damage: 1.0 Rate of Fire: 4.0 Heat: 0.0\nAdvantages: Generates no heat; cheapest weapon available.\nDisadvantages: Poor damage; best suited against infantry and very light vehicles." IDS_HELP_COMP115 "CLAN ANTI-MISSILE SYSTEM" IDS_HELP_COMP116 "CLAN LIGHT LBX AUTOCANNON" IDS_HELP_COMP117 "CLAN LBX AUTOCANNON" IDS_HELP_COMP118 "CLAN HEAVY LBX AUTOCANNON" IDS_HELP_COMP119 "UNDEFINED" IDS_HELP_COMP120 "LRM RACK Damage: 3.0 Rate of Fire: 1.1 Heat: 2.0\nAdvantages: Fires over obstacles that block line of sight; long range.\nDisadvantage: Very slow firing rate." IDS_HELP_COMP121 "LR MISSILE/15" IDS_HELP_COMP122 "LR MISSILE/20" IDS_HELP_COMP123 "SWARM LRM RACK Damage: 3.0 Rate of Fire: 1.1 Heat: 2.0\nAdvantage: Fires special Swarm munitions that separate into multiple warheads and damage everything in a small area.\nDisadvantage: Much more expensive than the standard LRM Rack." IDS_HELP_COMP124 "SRM PACK Damage: 1.0 Rate of Fire: 2.8 Heat: 2.0\nAdvantage: Fires missiles that maneuver around obstacles." IDS_HELP_COMP125 "STREAK SRM PACK Damage: 2.0 Rate of Fire: 3.0 Heat: 2.0\nAdvantage: Decent damage for a small weapon.\nDisadvantage: Short range." IDS_HELP_COMP126 "HEAVY THUNDERBOLT" IDS_HELP_COMP127 "UNDEFINED" END STRINGTABLE DISCARDABLE BEGIN IDS_HELP_COMP128 "UNDEFINED" IDS_HELP_COMP129 "UNDEFINED" IDS_HELP_COMP130 "CLAN LRM RACK Damage: 3.0 Rate of Fire: 2.1 Heat: 4.0\nAdvantage: Fires twice as many missile salvos as the LRM Rack.\nDisadvantages: Generates twice as much heat and costs significantly more than the LRM Rack." IDS_HELP_COMP131 "CLAN LR MISSILE/15" IDS_HELP_COMP132 "CLAN LR MISSILE/20" IDS_HELP_COMP133 "CLAN SR MISSILE PACK" IDS_HELP_COMP134 "CLAN SR MISSILE/6" IDS_HELP_COMP135 "CLAN STREAK SRM PACK Damage: 2.0 Rate of Fire: 3.2 Heat: 2.0\nAdvantages: Slightly increased firing rate over the Streak SRM Pack.\nDisadvantage: More expensive than the Streak SRM Pack." IDS_HELP_COMP136 "CLAN STREAK SR MISSILE/6" IDS_HELP_COMP137 "UNDEFINED" IDS_HELP_COMP138 "UNDEFINED" IDS_HELP_COMP139 "CLAN HEAVY LASER Damage: 5.0 Rate of Fire: 2.0 Heat: 7.0\nAdvantages: Causes excellent damage; very small size.\nDisadvantages: Generates extreme heat; short range." IDS_HELP_COMP140 "LARGE LASER Damage: 4.0 Rate of Fire: 2.0 Heat: 8.0\nAdvantages: Good damage; medium range; moderate size.\nDisadvantage: Higher than average heat requirements." IDS_HELP_COMP141 "ER LARGE LASER Damage: 4.0 Rate of Fire: 2.0 Heat: 12.0\nAdvantage: Range extended to long.\nDisadvantage: Generates much more heat than the Large Laser." IDS_HELP_COMP142 "LARGE PULSE LASER Damage: 2.0 Rate of Fire: 5.6 Heat: 10.0\nAdvantage: Rapid firing rate delivers more overall damage over time than the Large Laser.\nDisadvantages: Generates more heat than the Large Laser; below average penetration capability." IDS_HELP_COMP143 "ER LASER Damage: 2.5 Rate of Fire: 2.4 Heat: 5.0\nAdvantage: Range extended to medium.\nDisadvantage: Generates more heat than the Laser." END STRINGTABLE DISCARDABLE BEGIN IDS_HELP_COMP144 "PULSE LASER Damage: 2.0 Rate of Fire: 3.5 Heat: 4.0\nAdvantage: Rapid firing rate delivers more damage over time than the Laser.\nDisadvantage: Generates more heat than the Laser." IDS_HELP_COMP145 "PPC Damage: 7.0 Rate of Fire: 1.5 Heat: 10.0\nAdvantage: Excellent damage makes this weapon effective against heavily armored targets.\nDisadvantage: Requires more payload space than other energy weapons." IDS_HELP_COMP146 "ER PPC Damage: 7.0 Rate of Fire: 1.5 Heat: 15.0\nAdvantage: Range extended to long.\nDisadvantage: Generates more heat than the PPC." IDS_HELP_COMP147 "CLAN HEAVY LARGE LASER Damage: 9.0 Rate of Fire: 1.8 Heat: 18.0\nAdvantages: Inflicts extremely heavy damage; medium range.\nDisadvantage: Generates high levels of heat." IDS_HELP_COMP148 "UNDEFINED" IDS_HELP_COMP149 "UNDEFINED" IDS_HELP_COMP150 "CLAN ER LARGE LASER Damage: 4.0 Rate of Fire: 2.5 Heat: 12.0\nAdvantage: Better firing rate than the ER Large Laser.\nDisadvantage: More expensive than the ER Large Laser." IDS_HELP_COMP151 "CLAN LARGE PULSE LASER Damage: 2.0 Rate of Fire: 6.2 Heat: 10\nAdvantage: Better firing rate than the Large Pulse Laser.\nDisadvantage: More expensive than the Large Pulse Laser." IDS_HELP_COMP152 "CLAN ER LASER Damage: 2.5 Rate of Fire: 3.0 Heat: 5.0\nAdvantage: Better firing rate than the ER Laser.\nDisadvantage: More expensive than the ER Laser." IDS_HELP_COMP153 "CLAN PULSE LASER Damage: 2.0 Rate of Fire: 4.0 Heat: 4.0\nAdvantage: Better firing rate than the Pulse Laser.\nDisadvantage: More expensive than the Pulse Laser." IDS_HELP_COMP154 "CLAN ER PPC Damage: 7.0 Rate of Fire: 2.2 Heat: 15.0\nAdvantage: Better firing rate than the ER PPC.\nDisadvantage: More expensive than the ER PPC." IDS_HELP_COMP155 "FLAMER ARRAY Damage: 3.5 Rate of Fire: 1.7 Heat: 7.0\nAdvantage: Good damage for a small weapon.\nDisadvantage: Generates large amounts of heat for a small weapon." IDS_HELP_COMP156 "LASER Damage: 2.5 Rate of Fire: 2.4 Heat: 3.0\nAdvantages: Small size; moderate heat requirements; inexpensive.\nDisadvantage: Short range." IDS_HELP_COMP157 "UNDEFINED" IDS_HELP_COMP158 "UNDEFINED" IDS_HELP_COMP159 "UNDEFINED" END STRINGTABLE DISCARDABLE BEGIN IDS_HELP_COMP160 "LONG TOM CANNON Damage: 15.0 Rate of Fire: 1.4 Heat: 20.0\nAdvantages: Fires over obstacles that block line of sight; explosive shells damage everything in a large area. \nDisadvantages: Extremely large; generates high heat; very expensive." IDS_HELP_COMP161 "THUNDERBOLT MISSILE Damage: 13.0 Rate of Fire: 1.7 Heat: 8.0\nAdvantage: Inflicts extremely heavy damage; performs well against heavily armored targets.\nDisadvantages: Large size; very expensive." IDS_HELP_COMP162 "UNDEFINED" IDS_HELP_COMP163 "UNDEFINED" IDS_HELP_COMP164 "UNDEFINED" IDS_HELP_COMP165 "UNDEFINED" IDS_HELP_COMP166 "UNDEFINED" IDS_HELP_COMP167 "UNDEFINED" IDS_HELP_COMP168 "UNDEFINED" IDS_HELP_COMP169 "UNDEFINED" IDS_HELP_COMP170 "UNDEFINED" IDS_HELP_COMP171 "UNDEFINED" IDS_HELP_COMP172 "UNDEFINED" IDS_HELP_COMP173 "UNDEFINED" IDS_HELP_COMP174 "UNDEFINED" IDS_HELP_COMP175 "UNDEFINED" END STRINGTABLE DISCARDABLE BEGIN IDS_HELP_COMP176 "UNDEFINED" IDS_HELP_COMP177 "UNDEFINED" IDS_HELP_COMP178 "UNDEFINED" IDS_HELP_COMP179 "UNDEFINED" IDS_HELP_COMP180 "UNDEFINED" IDS_HELP_COMP181 "UNDEFINED" IDS_HELP_COMP182 "UNDEFINED" IDS_HELP_COMP183 "UNDEFINED" IDS_HELP_COMP184 "UNDEFINED" IDS_HELP_COMP185 "UNDEFINED" IDS_HELP_COMP186 "UNDEFINED" IDS_HELP_COMP187 "UNDEFINED" IDS_HELP_COMP188 "UNDEFINED" IDS_HELP_COMP189 "UNDEFINED" IDS_HELP_COMP190 "UNDEFINED" IDS_HELP_COMP191 "UNDEFINED" END STRINGTABLE DISCARDABLE BEGIN IDS_HELP_COMP192 "UNDEFINED" IDS_HELP_COMP193 "UNDEFINED" IDS_HELP_COMP194 "UNDEFINED" IDS_HELP_COMP195 "UNDEFINED" IDS_HELP_COMP196 "UNDEFINED" IDS_HELP_COMP197 "UNDEFINED" IDS_HELP_COMP198 "RAIL GUN AMMO" IDS_HELP_COMP199 "LT. GAUSS AMMO" IDS_HELP_COMP200 "LT. AC AMMO" IDS_HELP_COMP201 "AC AMMO" IDS_HELP_COMP202 "HVY AC AMMO" IDS_HELP_COMP203 "LT. ULTRA AC AMMO" IDS_HELP_COMP204 "GAUSS RIFLE AMMO" IDS_HELP_COMP205 "MG ARRAY AMMO" IDS_HELP_COMP206 "ANTI-MISSILE AMMO" IDS_HELP_COMP207 "LT. LBX AMMO" END STRINGTABLE DISCARDABLE BEGIN IDS_HELP_COMP208 "ULTRA AC AMMO" IDS_HELP_COMP209 "HEAVY ULTRA AC AMMO" IDS_HELP_COMP210 "CLAN LT. ULTRA AC AMMO" IDS_HELP_COMP211 "CLAN ULTRA AC AMMO" IDS_HELP_COMP212 "CLAN HEAVY ULTRA AC AMMO" IDS_HELP_COMP213 "CLAN GAUSS RIFLE AMMO" IDS_HELP_COMP214 "C M GUN AMMO ?" IDS_HELP_COMP215 "C ANTI-MISSILE AMMO" IDS_HELP_COMP216 "C LT. LBX AMMO" IDS_HELP_COMP217 "C LBX AMMO" IDS_HELP_COMP218 "C HVY. LBX AMMO" IDS_HELP_COMP219 "UNDEFINED" IDS_HELP_COMP220 "LRM AMMO" IDS_HELP_COMP221 "LRM/15 PACK" IDS_HELP_COMP222 "LRM/20 PACK" IDS_HELP_COMP223 "SRM AMMO" END STRINGTABLE DISCARDABLE BEGIN IDS_HELP_COMP224 "SRM/6 PACK" IDS_HELP_COMP225 "ST SRM AMMO" IDS_HELP_COMP226 "HEAVY THUNDERBOLT AMMO" IDS_HELP_COMP227 "LONG TOM CANNON AMMO" IDS_HELP_COMP228 "THUNDERBOLT MISSILE AMMO" IDS_HELP_COMP229 "UNDEFINED" IDS_HELP_COMP230 "CLAN LRM AMMO" IDS_HELP_COMP231 "SWARM LRM AMMO" IDS_HELP_COMP232 "C LRM/20 PACK" IDS_HELP_COMP233 "CLAN SRM AMMO" IDS_HELP_COMP234 "C SRM/6 PACK" IDS_HELP_COMP235 "C ST SRM AMMO" IDS_HELP_COMP236 "C ST-SRM/2 PACK" IDS_HELP_COMP237 "UNDEFINED" IDS_HELP_COMP238 "UNDEFINED" IDS_HELP_COMP239 "UNDEFINED" END STRINGTABLE DISCARDABLE BEGIN IDS_HELP_COMP240 "UNDEFINED" IDS_HELP_COMP241 "UNDEFINED" IDS_HELP_COMP242 "UNDEFINED" IDS_HELP_COMP243 "UNDEFINED" IDS_HELP_COMP244 "UNDEFINED" IDS_HELP_COMP245 "UNDEFINED" IDS_HELP_COMP246 "UNDEFINED" IDS_HELP_COMP247 "UNDEFINED" IDS_HELP_COMP248 "UNDEFINED" IDS_HELP_COMP249 "UNDEFINED" IDS_HELP_COMP250 "UNDEFINED" IDS_HELP_COMP251 "UNDEFINED" IDS_HELP_COMP252 "UNDEFINED" IDS_HELP_COMP253 "UNDEFINED" IDS_HELP_COMP254 "UNDEFINED" END STRINGTABLE DISCARDABLE BEGIN IDS_HELP_COMP256 "First component help" END STRINGTABLE DISCARDABLE BEGIN IDS_STRING30784 "Tall Urban Concrete" IDS_STRING30785 "Tall Urban Abandoned" IDS_STRING30786 "Tall Urban Offices" IDS_STRING30787 "High Urban Concrete" IDS_STRING30788 "High Urban Abandoned" IDS_STRING30789 "High Urban Offices" IDS_STRING30790 "Davion Dropship" IDS_STRING30791 "Liao Dropship" IDS_STRING30792 "Kurita Dropship" IDS_STRING30793 "Steiner Dropship" IDS_STRING30794 "RYOKEN" IDS_STRING30795 "COUGAR" IDS_STRING30796 "THOR" IDS_STRING30797 "Steiner Flag" IDS_STRING30798 "AC Grassland Camo Turret" IDS_STRING30799 "SRM Grassland Camo Turret" END STRINGTABLE DISCARDABLE BEGIN IDS_SPECIALTY_HELP28 "LIGHT 'MECH SPECIALIST Ability to avoid and evade a great amount of enemy weapons fire when piloting a Light 'Mech." END STRINGTABLE DISCARDABLE BEGIN IDS_STRING_FIRST_MULTIPLAYER_SETUP "MULTIPLAYER SETUP STRINGS GO HERE" IDS_MPS_CONNECTION_TYPE "CONNECTION TYPE" IDS_STRING26002 "INTERNET (ZONE.COM)" IDS_STRING26003 "LOCAL NETWORK" IDS_STRING26004 "INTERNET (DIRECT TCP/IP)" IDS_STRING26005 "GO TO THE ZONE" IDS_STRING26006 "INTERNET (ZONE.COM) Select this connection type, and then click Go to the Zone to play a MechCommander 2 multiplayer game on the MSN Gaming Zone." IDS_STRING26007 "GO TO THE ZONE Click to close MechCommander 2 and point your Internet browser to the MechCommander 2 lobby on the MSN Gaming Zone. If you are not connected to the Internet, you will be prompted to connect if your computer does not automatically do so." IDS_STRING26008 "This connection type will close MechCommander 2 and point your Internet browser to the MechComnder 2 lobby on the MSN Gaming Zone. You must have a valid Zone account (free) to play MechCommander 2 on the Zone." IDS_STRING26009 "LOCAL NETWORK Select this connection type, and then click either Go to LAN Browser or Host Game to join or host a game on your local area network." IDS_STRING26010 "GO TO LAN BROWSER Click to proceed to the LAN browser, where you will find a list of games to play on your local area network." IDS_STRING26011 "This connection type will let you play a MechCommander 2 multiplayer game with other people on your local area network (LAN). You must have a LAN network adapter and be connected to a LAN to use this connection type." IDS_STRING26012 "GO TO LAN BROWSER" IDS_STRING26013 "JOIN GAME" IDS_STRING26014 "Type in the IP address of a server running a MechCommander 2 multiplayer game, and then click this button to join that game. \rIf the game is locked, full, or in progress, you will not be able to join." IDS_STRING26015 "HOST GAME" END STRINGTABLE DISCARDABLE BEGIN IDS_STRING26016 "HOST GAME Click to host a game." IDS_STRING26017 "This connection type will let you play a MechCommander 2 multiplayer game at a location on the Internet that you specify by providing a specific IP address. If you are the host, be sure to give your IP address to other players so they can join your game." IDS_STRING26018 "Host IP Address" IDS_STRING26019 "JOIN GAME Select an IP address in the drop-down list, or enter the IP address of a server running a MechCommander 2 multiplayer game, and then click Join Game. If the game is locked, full, or in progress, you will not be able to join." IDS_MP_CON_MAINMENU "AgencyFB17.d3f" IDS_MP_CONNECTION_TYPE_FONT "AgencyFB17.d3f" IDS_MP_CON_LOCALNETWORK_FONT "AgencyFB17.d3f" IDS_MP_CON_IPADDRESS "AgencyFB17.d3f" IDS_MP_CON_CONNECTIONTYPE_FONT "AgencyFB17.d3f" IDS_MP_CON_HELPFONT "ArialNarrow8.d3f" IDS_MP_CON_CONNECTIONTYPE_FONT2 "AgencyFB14.d3f" IDS_MP_CON_LAN_GOTOLAN_FONT "AgencyFb17.d3f" IDS_MP_CON_LAN_HOST_FONT "AgencyFB17.d3f" IDS_MP_CON_LAN_HELP "AgencyFB11.d3f" IDS_MP_CON_MODEM_JOINGAME_FONT "AgencyFB17.d3f" IDS_MP_CON_MODEM_HOST_FONT "AgencyFB17.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_MP_CON_MODEM_FONT "AgencyFB11.d3f" IDS_MP_CON_MODEM_CONNECTING "Connecting to game %s" IDS_STRING26050 "LAN BROWSER" IDS_STRING26051 "HOST GAME" IDS_STRING26052 "GAME NAME" IDS_STRING26053 "PLAYERS" IDS_STRING26054 "MAP NAME" IDS_STRING26055 "PING" IDS_STRING26056 "JOIN" IDS_MP_LANBROW_MAINMENU "AgencyFB14.d3f" IDS_MP_LANBROW_JOIN_FONT "AgencyFB17.d3f" IDS_MP_LANBROW_HOST "AgencyFB17.d3f" IDS_MP_LANBROW_BACKNEXT_FONT "AgencyFB17.d3f" IDS_MP_LANBROW_HEADER_FONT "AgencyFB17.d3f" IDS_MP_LANBROW_GAME_HEADER_FONT "AgencyFB11.d3f" IDS_MP_LANBROW_NUMPLAYER_FONT "AgencyFB11.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_STRING26100 "HOST GAME" IDS_STRING26101 "New Game Name" IDS_STRING26102 "Allow All Technologies" IDS_STRING26103 "Maximum Number of Players" IDS_MP_HOST_CANCEL_FONT "AgencyFB17.d3f" IDS_MP_HOST_ACCEPT_FONT "AgencyFB17.d3f" IDS_MP_HOST_HEADER_FONT "AgencyFB17.d3f" IDS_MP_HOST_NAME_HEADER_FONT "AgencyFB14.d3f" IDS_MP_HOST_ALLOWALL_FONT "AgencyFB14.d3f" IDS_MP_HOST_PLAYER_MAX "AgencyFB14.d3f" IDS_MP_HOST_HELP_FONT "AgencyFB11.d3f" IDS_MP_HOST_EDIT_FONT "AgencyFB14.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_STRING26150 "MISSION PARAMETERS: HOST" IDS_STRING26151 "PLAYER" IDS_STRING26152 "TEAM" IDS_STRING26153 "FACTION" IDS_STRING26154 "C-BILLS" IDS_STRING26155 "READY" IDS_STRING26156 "C-BILLS" IDS_STRING26157 "TIME LIMIT" IDS_STRING26158 "VARIANTS" IDS_STRING26159 "AMMUNITION" END STRINGTABLE DISCARDABLE BEGIN IDS_STRING26160 "RESOURCE PTS" IDS_STRING26161 "AIRSTRIKE" IDS_STRING26162 "MINELAYER" IDS_STRING26163 "SCOUT 'COPTER" IDS_STRING26164 "FIXED ARTILLERY" IDS_STRING26165 "UNLIMITED AMMO" IDS_STRING26166 "ALL TECH" IDS_STRING26167 "SENSOR PROBE" IDS_STRING26168 "REPAIR TRUCK" IDS_STRING26169 "SALVAGE CRAFT" IDS_STRING26170 "RESOURCE BLDG" IDS_STRING26171 "NO VARIANTS" IDS_STRING26172 "USE QUICKSTART" IDS_STRING26173 "PLAYER PREFS" IDS_STRING26174 "LOAD MAP" IDS_STRING26175 "MAP INFO" END STRINGTABLE DISCARDABLE BEGIN IDS_LS_LOADING "LOADING..." IDS_LS_LOADING_FONT "AgencyFB17.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_GN_MECHENTRY_FONT "AgencyFB11.d3f" IDS_GN_WEIGHT_FONT "ArialNarrow8.d3f" IDS_GN_COUNT_FONT "ArialNarrow8.d3f" IDS_GN_VARIANT_FONT "ArialNarrow8.d3f" IDS_GN_COST_FONT "ArialNarrow8.d3f" IDS_GN_MECHNAME_FONT "ArialNarrow8.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_GN_PILOTNAME_FONT "ArialNarrow8.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_MR_PROMOTION_NAME_FONT "AgencyFB14.d3f" IDS_MR_PROMOTION_MISSIONS_FONT "AgencyFB11.d3f" IDS_MR_PROMOTION_RANK_FONT "AgencyFB11.d3f" IDS_MR_PROMOTION_GUNNERY_FONT "AgencyFB11.d3f" IDS_MR_PROMOTION_PILOTING_FONT "AgencyFB11.d3f" IDS_MR_PROMOTION_SPECIALTY_FONT "AgencyFB14.d3f" IDS_MR_PROMOTION_DONE_FONT "AgencyFB20.d3f" IDS_MR_PROMOTION_SELECTION_PROMP_FONT "AgencyFB14.d3f" IDS_MR_PROMOTION_SKILL_LB_FONT "ArialNarrow8.d3f" IDS_MR_SPECIALTY_SKILLS_FONT "AgencyFB11.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_MN_MAINMENUFONT "AgencyFB17.d3f" IDS_MN_NEXTBACKFONT "AgencyFB17.d3f" IDS_MN_HELPFONT "ArialNarrow8.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_MP_CON_MODEM_PHONE_FONT "AgencyFB14.d3f" IDS_MP_CON_MODEM_MODEM_FONT "AgencyFB14.d3f" IDS_MP_CON_ZONE_GOTO_FONT "AgencyFB17.d3f" IDS_ERROR_NOT_CONNECTED "You are currently not connected to the Internet and will not be able to connect to games. Please connect to your Internet service provider and try again." IDS_UNNAMED_PLAYER "Unnamed Player" IDS_UNNAMED_UNIT "Unnamed Unit" IDS_MP_CONNECT_ERROR_NO_HOST "The host could not be found." IDS_MP_CONNECT_ERROR_NO_HOST_FONT "AgencyFB11.d3f" IDS_MP_CONNECT_ERROR_NO_CONNECTION "The connection could not be made." IDS_MP_CONNECT_ERROR_NO_CONNECTION_FONT "AgencyFB11.d3f" IDS_MP_CONNECT_ERROR_IN_PROGRESS "This session is already in progress." IDS_MP_CONNECT_ERROR_IN_PROGRESS_FONT "AgencyFB11.d3f" IDS_MP_CONNECT_ERROR_LOCKED "This session has been locked." IDS_MP_CONNECT_ERROR_LOCKED_FONT "AgencyFB11.d3f" IDS_MP_CONNECT_NO_SESSION "This session has disappeared." IDS_MP_CONNECT_ERROR_NO_SESSION_FONT "AgencyFB11.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_MP_HOST_DROPLIST_FONT "AgencyFB11.d3f" IDS_MP_LAN_LOCKED_HELP "LOCKED GAMES A locked game icon in this column indicates that the host has locked the game and it cannot be joined by any more players." END STRINGTABLE DISCARDABLE BEGIN IDS_MP_LANBROW_MAPNAME_FONT "AgencyFB11.d3f" IDS_MP_LANBROW_PING_FONT "AgencyFB11.d3f" IDS_MP_LANBROW_HELP_FONT "ArialNarrow8.d3f" IDS_MP_LANBROW_COMBO_FONT "AgencyFB11.d3f" IDS_MP_CON_IP_RADIO_HELP "INTERNET (DIRECT TCP/IP) Select this connection type, and then either enter the IP address of the game you want to join and click Join Game or click Host Game." IDS_MP_LANBROW_GAMENAME_HELP "GAME NAME The games currently on your local area network. To sort the entire browser list in descending or ascending alphabetical order by game name, click the Game Name heading." IDS_MP_LANBROW_PLAYERS_HELP "PLAYERS The number of players currently in each game and the maximum number allowed, as defined by the game host. To sort the entire browser list in descending or ascending numerical order by number of players currently in the game, click the Players heading." IDS_MP_LANBROW_MAPNAME_HELP "MAP NAME The map names of the games currently on your local area network. Map names are an indication of the type of gameplay that will be encountered. To sort the entire browser list in descending or ascending alphabetical order by map name, click the Map Name heading." IDS_MP_LANBROW_PING_HELP "PING The ping of the games currently on your local area network. The lower the ping, the better your connection will be to that game. Green = low ping, thus a better connection; yellow = medium; red = high." IDS_MP_LANBROW_JOINGAME_HELP "JOIN Proceed to the Mission Parameters screen for the game selected in the browser list." IDS_MP_LANBROW_HOSTGAME_HELP "HOST GAME Open the Host Game dialog box, where a new game is named." IDS_MP_LANBROW_BACK_HELP "BACK Return to the Connection Type screen." IDS_MP_LANBROW_TITLE_HELP "LAN BROWSER In this screen, you can review the games currently running on your local area network, join an existing game, or host a new game. Games can be sorted by clicking any column heading. A selected game is white, games that can be joined are orange, and games that are not available for selection are gray." IDS_MP_CON_TITLE_HELP "CONNECTION TYPE In this screen, you can choose which type of connection you want to play a multiplayer game." IDS_MP_PARAM_HOST_TITLE_HELP "MISSION PARAMETERS In this screen, the host can set all the desired parameters for the game. Players joining the game cannot make any changes to the Mission Parameters screen but will use the information for setting up their teams and setting their individual player preferences." IDS_MP_CONNECTION_ERROR_WRONG_VERSION "Unable to connect, game versions are different" END STRINGTABLE DISCARDABLE BEGIN IDS_MP_PARAM_MAINMENUFONT "AgencyFB17.d3f" IDS_MP_PARAM_LOAD_MAP_FONT "AgencyFB17.d3f" IDS_MP_PARAM_MAP_INFO_FONT "AgencyFB17.d3f" IDS_MP_PARAM_AIRSTRIKEFONT "AgencyFB11.d3f" IDS_MP_PARAM_SENSORPROBE "AgencyFB11.d3f" IDS_MP_PARAM_MINELAYER_FONT "AgencyFB11.d3f" IDS_MP_PARAM_REPAIR_FONT "AgencyFB11.d3f" IDS_MP_PARAM_SCOUT_FONT "AgencyFB11.d3f" IDS_MP_PARAM_RECOVERY_FONT "AgencyFB11.d3f" IDS_MP_PARAM_GUARD_FONT "AgencyFB11.d3f" IDS_MP_PARAM_RESOURCEBLDG_FONT "AgencyFB11.d3f" IDS_MP_PARAM_UNLIMITEDAMMO_FONT "AgencyFB11.d3f" IDS_MP_PARAM_VARIANT_FONT "AgencyFB11.d3f" IDS_MP_PARAM_ALLTECTH_FONT "AgencyFB11.d3f" IDS_MP_PARAM_QUICKSTART_FONT "AgencyFB17.d3f" IDS_MP_PARAM_BACK_FONT "AgencyFB17.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_MP_PARAM_PREFS_FONT "AgencyFB17.d3f" IDS_MP_PARAM_TITLE_FONT "AgencyFB17.d3f" IDS_MP_PARAM_MAPNAME_FONT "AgencyFB14.d3f" IDS_MP_PARAM_PLAYERHEADER_FONT "AgencyFB14.d3f" IDS_MP_PARAM_TEAMHEADER_FONT "AgencyFB11.d3f" IDS_MP_PARAM_FACTION_FONT "AgencyFB11.d3f" IDS_MP_PARAM_CBILLSHEADER_FONT "AgencyFB11.d3f" IDS_MP_PARAM_READYHEADER_FONT "AgencyFB11.d3f" IDS_MP_PARAM_MISSIONTYPE_FONT "AgencyFB11.d3f" IDS_MP_PARAM_CBILLS_FONT "AgencyFB11.d3f" IDS_MP_PARAM_CBILLSMAPINFO_FONT "AgencyFB11.d3f" IDS_MP_PARAM_TIMELIMITHEADER_FONT "AgencyFB11.d3f" IDS_MP_PARAM_TIMELIMIT_FONT "AgencyFB11.d3f" IDS_MP_PARAM_RP_FONT "AgencyFB11.d3f" IDS_MP_PARAM_RPHEADER_FONT "AgencyFB11.d3f" IDS_MP_PARAM_HOSTIP_FONT "AgencyFB11.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_MP_PARAM_HELP_FONT "ArialNarrow8.d3f" IDS_MP_PARAM_PLAYER_NAME_FONT "AgencyFB11.d3f" IDS_MP_PARAM_PLAYERCBILLS_FONT "AgencyFB11.d3f" IDS_MP_PARAM_PLAYERUNIT_FONT "ArialNarrow8.d3f" IDS_MP_PARAM_COMBO_FONT "AgencyFB11.d3f" IDS_MP_PARAM_DROPLIST_FONT "AgencyFB11.d3f" IDS_FACTION0 "Steiner" IDS_FACTION1 "Davion" IDS_FACTION2 "Liao" IDS_FACTION3 "Clan" IDS_FACTION4 "All" IDS_FACTION5 "All" IDS_FACTION6 "Davion" IDS_FACTION7 "Davion" IDS_MP_PARAM_RP_FOR_MECHS "RP FOR 'MECHS" IDS_MP_PARAM_RP_FOR_MECHS_FONT "AgencyFB11.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_STRING26250 "ADD AI PLAYER" IDS_ADD_AI_ADD_AI_PLAYER_FONT "AgencyFB17.d3f" IDS_STRING26252 "NAME ENTRY" IDS_ADD_AI_NAME_ENTRY_FONT "AgencyFB14.d3f" IDS_STRING26254 "EXPERIENCE" IDS_ADD_AI_EXPERIENCE_FONT "AgencyFB14.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_STRING26256 "FACTION" IDS_ADD_AI_FACTION_FONT "AgencyFB14.d3f" IDS_STRING26258 "AI PLAYER 'MECH/VEHICLE SLOTS" IDS_ADD_AI_AI_PLAYER_MECH_FONT "AgencyFB14.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECTIVES_START "OBJECTIVES STRINGS" IDS_OBJECTIVES_1_1 " 1. Investigate Abandoned Airfield" IDS_OBJECTIVES_1_2 " 2. Destroy Hangar" IDS_OBJECTIVES_1_3 " 3. Destroy Bandit Patrol" IDS_OBJECTIVES_1_4 " 4. Repair and Proceed to North Island" IDS_OBJECTIVES_1_5 " 5. Locate and Destroy Bandits" IDS_OBJECTIVES_1_6 " 6. Move All 'Mechs to Extraction Point" IDS_OBJECTIVES_2_1 " 1. Capture Resource Building" IDS_OBJECTIVES_2_2 " 2. Destroy All Bandits at Base Gemini South" IDS_OBJECTIVES_2_3 " 3. Capture Steiner Sensor Control" IDS_OBJECTIVES_2_4 " 4. Destroy All Bandits at Base Gemini North" IDS_OBJECTIVES_2_5 " 5. Capture Steiner Headquarters" IDS_OBJECTIVES_2_6 " Destroy All Bandit Forces Occupying Base Gemini " IDS_OBJECTIVES_3_1 " 1. Destroy Fuel Tanks" IDS_OBJECTIVES_3_2 " 2. Destroy Enemies at Checkpoint" IDS_OBJECTIVES_3_3 " 3. Capture Mobile HQ Vehicle" END STRINGTABLE DISCARDABLE BEGIN IDS_MP_LM_LOAD_MAP "LOAD MAP" IDS_MP_LM_LOAD_MAP_FONT "AgencyFB17.d3f" IDS_MP_LM_MAP_LIST "MAP LIST" IDS_MP_LM_MAP_LIST_FONT "Agencyfb14.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_MP_LM_MAP_LIST_MAX_PLAYERS "%ld MAX PLAYERS" IDS_MP_LM_MAP_LIST_MAX_PLAYERS_FONT "AgencyFB11.d3f" IDS_MP_LM_MAP_LIST_MAP_NAME "MAP NAME : %s" IDS_MP_LM_MAP_LIST_MAP_NAME_FONT "AgencyFB11.d3f" IDS_MP_LM_MAP_LIST_TYPE "MISSION TYPE : %s" IDS_MP_LM_MAP_LIST_TYPE_FONT "AgencyFB11.d3f" IDS_MP_LM_MAP_LIST_MAP_INFO "OTHER MAP INFO GOES HERE... WHERE DOES THIS COME FROM?" IDS_MP_LM_MAP_LIST_TYPE_MAP_INFO_FONT "AgencyFB11.d3f" IDS_MP_LM_HELP_FONT "ArialNarrow8.d3f" IDS_MP_LM_TYPE0 "Elimination" IDS_MP_LM_TYPE1 "King of the Hill" IDS_MP_LM_TYPE2 "Capture Base" IDS_MP_LM_TYPE3 "Territories" IDS_MP_LM_TYPE4 "Last Man Standing" IDS_MP_LM_TYPE5 "Last Man on the Hill" IDS_MP_LM_TYPE6 "Complex" END STRINGTABLE DISCARDABLE BEGIN IDS_MP_LM_TYPE7 "Mission Type 0" IDS_MP_LM_TYPE8 "Mission Type 0" IDS_MP_LM_TYPE9 "Mission Type 0" IDS_MP_PREFS_HEADER "PLAYER PREFERENCES" IDS_MP_PREFS_HEADER_FONT "AgencyFB17.d3f" IDS_MP_PREFS_PLAYER_NAME "PLAYER NAME" IDS_MP_PREFS_PLAYER_NAME_FONT "AgencyFB14.d3f" IDS_MP_PREFS_UNIT_NAME "UNIT NAME" IDS_MP_PREFS_UNIT_NAME_FONT "AgencyFB14.d3f" IDS_MP_PREFS_UNIT_INSIGNIA "UNIT INSIGNIA" IDS_MP_PREFS_UNIT_INSIGNIA_FONT "AgencyFB14.d3f" IDS_MP_PREFS_PLAYER_COLORS "PLAYER COLORS" IDS_MP_PREFS_PLAYER_COLORS_FONT "AgencyFB14.d3f" IDS_MP_PREFS_HELP_FONT "ArialNarrow8.d3f" IDS_MP_PREFS_BASE_COLOR "BASE COLOR" IDS_MP_PREFS_BASE_COLOR_FONT "AgencyFB11.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_TUTORIAL "Tutorial" IDS_STRING60001 "Order your selected 'Mechs to move to a specific location by right-clicking that location on the battlefield." IDS_STRING60002 "Select your 'Mechs by holding down the left mouse button while dragging an outline around them." IDS_STRING60003 "Order your selected 'Mechs to move to a specific location by left-clicking that location on the battlefield." IDS_STRING60004 "Order your selected 'Mechs to RUN by holding down the SPACEBAR while right-clicking their destination on the battlefield." IDS_STRING60005 "Order your selected 'Mechs to RUN by holding down the SPACEBAR while left-clicking their destination on the battlefield." IDS_STRING60006 "Order your selected 'Mechs to FIRE by right-clicking the target." IDS_STRING60007 "Order your selected 'Mechs to FIRE by left-clicking the target." IDS_STRING60008 "Enemies within sensor range will also show up on your battlefield as red, unidentified contact shapes." IDS_STRING60009 "Sensor Probes can be dropped anywhere on the battlefield. You can also use the tactical map to drop one." IDS_STRING60010 "Only a Sensor Probe and an Airstrike can be directed at any location. The other support options must be placed near one of your units." IDS_STRING60011 "Double-click a unit on the Deployment Team Bar to center that unit in the battlefield." IDS_STRING60012 "Select only 'Mechs when giving a capture command. Enemy 'Mechs and vehicles near the target building will interfere with capture attempts." IDS_STRING60013 "Order a selected 'Mech with jump jets to JUMP by holding down the J key while right-clicking its destination. 'Mechs have a limited jump range, so click near your 'Mech." IDS_STRING60014 "Order a selected 'Mech with jump jets to JUMP by holding down the J key while left-clicking its destination. 'Mechs have a limited jump range, so click near your 'Mech." IDS_AUTOSAVE_NAME "After_Mission_%s" END STRINGTABLE DISCARDABLE BEGIN IDS_MP_PARAM_DROPWEIGHT "DROP WEIGHT" IDS_MP_PARAM_DROPWEIGHT_FONT "AgencyFB11.d3f" IDS_MP_PARAM_NO_MAP "You do not have the map ""%s"" on your machine. Would you like to go to \n%s\n to download it?" IDS_MP_PARAM_NO_MAP_FONT "ArialNarrow8.d3f" IDS_MP_MAP_INFO "MAP INFO" IDS_MP_MAP_INFO_FONT "AgencyFB17.d3f" IDS_MP_MAP_INFO_CLOSE "CLOSE" IDS_MP_MAP_INFO_CLOSE_FONT "AgencyFB17.d3f" IDS_MAP_INFO_DESC_FONT "AgencyFB11.d3f" IDS_MP_PARAM_EDIT_FONT "AgencyFB11.d3f" IDS_MP_PARAM_ERROR_TOO_MANY_PLAYERS "Too many players for the current map." IDS_MP_PARAM_HOST_IP "HOST IP ADDRESS: %s" IDS_MP_PARAM_UNLIMITED "Unlimited" IDS_MP_PARAM_MAP_WRONG_VERSION "Your map is a different version than that of the host. Would you like to go to \n %s\n to download a new one?" END STRINGTABLE DISCARDABLE BEGIN IDS_BRIEF_START "Mission Briefings go here" IDS_BRIEF_01 "This sector marks the beginning of the area our units have encountered Bandit ambushes and attacks.\n\nInitialize your MechCommander software and systems, and proceed to investigate this area. You are given free license to terminate any Bandit hostiles without confirmation from Steiner High Command.\n\nTactical Officer Notes:\nWelcome to Carver V, Commander. I'll be adding my own notes to the briefings from our employer, House Steiner.\n\nOur patrol area goes through a chain of small islands. 'Mechs and hovercraft will be able to cross the shallow waters, but vehicles and tanks will not. If you encounter a large Bandit group, try to divide the 'Mechs from the vehicles by retreating back over shallow water." IDS_BRIEF_02 "Bandit forces surprised and captured Steiner Base Gemini in the Adam Sector, forcing the garrison stationed there to retreat. Colonel Renard has postponed most of his meetings because of this and has ordered hourly updates on the situation until this base is recaptured.\n\nYour orders are to eliminate Bandit presence at Base Gemini and recapture the Headquarters building. \n\nSteiner Recon reports Bandit composition of UrbanMech and Fire Ant BattleMechs, with significant LRM Carrier and hovertank support. \n\nTactical Officer Notes: \nBandits took a Steiner base? I'd hate to be the officer that let that happen. \n\nI know UrbanMechs carry medium-range Autocannons, while Fire Ants are mostly armed with short-range Flamers. I'd suggest good long-range 'Mechs with some short-range backup. You don't want to get yourself into a knife fight if all you've got are LRMs. The Bandits use a lot of vehicles too, which are slower going uphill. So if you're getting swarmed by a bunch of Centipedes, move to the top of a hill and pick 'em off as they try to come up after you." IDS_BRIEF_03 "Excellent work at Base Gemini: Steiner officers have completed re-occupation of the base without incident.\n\nInterrogation of the Bandits at Gemini revealed the existence of a heavily armed convoy escorting a Mobile HQ vehicle moving toward the Carroll sector. Intel calculates that the convoy destination must be the Bandit resupply station located in this sector.\n\nRenard wants the HQ vehicle captured and its data cores analyzed. Pending the decryption of the data cores, you will receive further instruction in the field. \n\nTactical Officer Notes:\nI've been studying the map Steiner Recon provided, and it looks like the best place to hit the convoy will be at the checkpoint south of the resupply station. Firing from the top of the hills near the checkpoint will give us a tactical advantage against the convoy's guards.\n\nThe Bandits use this resupply station to field and maintain 'Mechs. That means there's a good chance we'll find munitions or even a Weapons Facility." IDS_BRIEF_04 "Elements of a forward Recon unit have spotted a large Bandit convoy moving northeast in the general direction of Liao territory. \n\nIntercept and destroy the convoy, eliminating every 'Mech, truck, and vehicle. \n\nDo not, however, stray into Liao territory, unless Colonel Renard personally authorizes such an action. House Steiner cannot risk either the political or military repercussions at this time.\n\nBe prepared to receive orders in the field if you must approach Liao territory.\n\nTactical Officer Notes:\nSince we'll be searching and chasing down a Bandit convoy, we should be taking in fast 'Mechs and at least one scout 'Mech with sensors. I would advise Bushwackers for their speed and Razorbacks for their sensor capability. \n\nLet's keep an eye out for Resource Buildings, too. There's liable to be a few around.\n\nOne thing bugs me about this mission, Sir. House Liao. This could get messy.\n\n\n\n\n\n" IDS_BRIEF_05 "Colonel Renard has ordered the commencement of operations against House Liao. \n\nDrop into the Liao-controlled Darian Sector. Highest priority is the capture of the Prison Complex and rescue of a Steiner operative held there. Other priority targets are the Fuel Tank reserves, Weapons Facility, and Repair Bay in this sector.\n\nSteiner Crypto reports that the Mobile HQ captured in the Carroll Sector contains log files showing that Liao has been funding the Bandits with weapons and C-bills. Supplying Steiner enemies with military equipment is an act of aggression, and Steiner High Command has ordered active defensive measures against House Liao.\n\nTactical Officer Notes: \nThings are getting hot on Carver V, Commander. We're not taking on some local gangs this time; we're attacking one of the major Houses of the Inner Sphere. I hope you know what you're doing.\n\nBe careful around the Fuel Tanks; an explosion can destroy even Heavy 'Mechs. Take medium- or long-range 'Mechs and fire on those tanks from a distance. I've seen other commanders purposely ignite Fuel Tanks from long range to cripple nearby enemies.\n\nLiao typically fields fast, maneuverable units and has the best electronics and sensor gear available. All that speed has a price, though: Liao 'Mechs are lightly armored.\n\n\n\n\n\n" IDS_BRIEF_06 ">>> EMERGENCY COMM N110970ANE: \nYellowjacket Recon reports large numbers of Liao forces vectoring toward the Fetters Sector. Anticipated target is Base Aries.\n\nEliminate all attacking Liao forces and safeguard Base Aries Headquarters.\n\nThis sector also contains a Sensor Control with Sensor Tower network and a Turret Control. These are high-risk targets for the Liao offensive. Acquisition of these buildings are secondary objectives.\n\nTactical Officer Notes: \nLooks like Renard's actions against Liao have sparked a powder keg. Liao and Steiner are openly attacking each other and we've got mission assignments all over Carver V.\n\nThe commander of this base overextended his forces falling for a feint executed by Bandit skirmishers. He's lost the Sensor Tower network and Turret Control protecting the northern section of a major road. Taking these back would give us an edge.\n\nWe need at least one fast 'Mech to capture those control buildings. But we'll also need some power to defend them afterwards; otherwise, Liao forces will just recapture the buildings.\n\nIn a major offensive like this, expect to see some Raven BattleMechs. Ravens are equipped with ECMs, which will jam our sensors.\n\n\n\n\n\n" IDS_BRIEF_07 "Colonel Renard has ordered the seizure of all Liao encampments and neutralization of Liao military facilities that lie on the border of Steiner territory. \n\nDrop into the Garrison Sector. Capture the Headquarters of a Liao base located there, designated Base Leo. Proceed then to a Chemical Plant in operation to the west of the base and destroy it. \n\nIntel analysts consider Base Leo and its nearby chemical processing plant a potential chemical weapons hazard. Such weapons pose a severe threat to unenclosed ground troops and support personnel. Termination of Liao activities in this sector is imperative.\n\nTactical Officer Notes:\nRenard and Steiner High Command aren't playing around; they're launching full-scale assaults into Liao-owned space with every lance available, including us.\n\nSteiner Recon sent some terrain images, and they show minefields in the area. Vibrabomb mines are capable of crippling even Heavy and Assault 'Mechs, so avoid them at all costs. We can clear mines out of an area using Airstrikes.\n\nAnother thing, Commander: Cash tells me any unit 35 tons or lighter won't trigger these mines. We might be able to use that to our advantage.\n\n\n\n\n\n" END STRINGTABLE DISCARDABLE BEGIN IDS_BLURB_START "Mission Blurbs go here" IDS_BLURB_01 "Primary system checks and recon into Bandit area." IDS_BLURB_02 "A Steiner base complex has been taken over by Bandits, an embarrassment to Colonel Renard. Eliminate defenders and recapture base headquarters." IDS_BLURB_03 "Steiner Intel has tracked a Bandit Mobile HQ vehicle with armed escorts moving toward one of their bases. Intercept and capture the Mobile HQ." IDS_BLURB_04 "Intercept and destroy a Bandit convoy fleeing into Liao territory." IDS_BLURB_05 "Steiner is commencing strikes against Liao. Drop into Liao territory and engage multiple targets of opportunity." IDS_BLURB_06 "Detect, intercept, and negate enemy forces attempting to penetrate Steiner space." IDS_BLURB_07 "Drop into Liao territory and capture their Headquarters, then move west and destroy a Chemical Processing Plant." IDS_BLURB_08 "Locate and coordinate with remaining Steiner task force member to destroy Bandit Airfield." IDS_BLURB_09 "Drop into the heart of the Bandit territory. Cause maximum property damage en route to destroy the Bandit Headquarters." IDS_BLURB_10 "Rescue the civilians interred in Steiner's remote prison, the Gulag. Seize and defend the Gulag until Liao transport vehicles arrive to remove the prisoners." IDS_BLURB_11 "Incite aggression between Steiner and Davion by attacking Steiner with 'Mechs raided from a Davion base." IDS_BLURB_12 "Intercept Davion reinforcements before they strengthen a series of bases." IDS_BLURB_13 "Davion forces guard the HPG Transmitters located on Carver V's moon base. Destroy the transmitters, cutting off Carver V from the rest of the Inner Sphere." IDS_BLURB_14 "Infiltrate behind enemy lines and disable Orbital Guns protecting Steiner airspace." IDS_BLURB_15 "Destroy a new Steiner assault tank prototype and the facilities producing them." END STRINGTABLE DISCARDABLE BEGIN IDS_MIS_NAME_START "Mission Names go Here" IDS_MIS_NAME_01 "Scouting Patrol" IDS_MIS_NAME_02 "Reacquisition: Base Gemini" IDS_MIS_NAME_03 "Ambush & Acquire: Mobile HQ" IDS_MIS_NAME_04 "Search & Destroy: Bandit Convoy" IDS_MIS_NAME_05 "Night Ops: Liao Raid" IDS_MIS_NAME_06 "Defensive Counter: Base Aries" IDS_MIS_NAME_07 "Sector Occupation: Garrison" END STRINGTABLE DISCARDABLE BEGIN IDS_Condition_and_Action_Descriptions "Condition and Action Descriptions" IDS_DestroyAllEnemyUnits "All Enemy Units Are Destroyed" IDS_DestroyNumberOfEnemyUnits "Number of Enemy Units Are Destroyed" IDS_DestroySpecificEnemyUnit "Specific Enemy Unit Is Destroyed" IDS_DestroySpecificStructure "Specific Structure Is Destroyed" IDS_CaptureOrDestroyAllEnemyUnits "All Enemy Units Are Captured or Destroyed" IDS_CaptureOrDestroyNumberOfEnemyUnits "Number of Enemy Units Are Captured or Destroyed" IDS_CaptureOrDestroySpecificEnemyUnit "Specific Enemy Unit Is Captured or Destroyed" END STRINGTABLE DISCARDABLE BEGIN IDS_CaptureOrDestroySpecificStructure "Specific Structure Is Captured or Destroyed" IDS_DeadOrFledAllEnemyUnits "All Enemy Units Are Dead or Have Fled" IDS_DeadOrFledNumberOfEnemyUnits "Number of Enemy Units Are Dead or Have Fled" IDS_DeadOrFledEnemyUnitGroup "Enemy Unit Group Is Dead or Has Fled" IDS_DeadOrFledSpecificEnemyUnit "Specific Enemy Unit Is Dead or Has Fled" IDS_CaptureSpecificUnit "Specific Enemy Unit Is Captured" IDS_CaptureSpecificStructure "Specific Enemy Structure Is Captured" IDS_GuardSpecificUnit "Specific Friendly Unit Is Guarded (not destroyed or captured)" IDS_GuardSpecificStructure "Specific Friendly Structure Is Guarded (not destroyed or captured)" IDS_MoveAnyUnitToArea "Any Friendly Unit Is in Area" IDS_MoveAllUnitsToArea "All Friendly Units Are in Area" IDS_MoveAllSurvivingUnitsToArea "All Surviving Friendly Units Are in Area" IDS_MoveAllSurvivingMechsToArea "All Surviving Friendly Mechs Are in Area" IDS_BooleanFlagIsSet "Flag Is Set" IDS_ElapsedMissionTime "Elapsed Mission Time" END STRINGTABLE DISCARDABLE BEGIN IDS_PlayBIK "Play BIK" IDS_PlayWAV "Play WAV" IDS_DisplayTextMessage "Display Text Message" IDS_DisplayResourceTextMessage "Display Resource Text Message" IDS_SetBooleanFlag "Set Flag" IDS_MakeNewTechnologyAvailable "Make New Technology Available" END STRINGTABLE DISCARDABLE BEGIN IDS_MP_PREFS_STRIPE_COLOR2 "STRIPE COLOR" IDS_MP_PREFS_STRIPE_COLOR_FONT2 "AgencyFB11.d3f" IDS_MP_PLAYERPREFS_TITLE_HELP "PLAYER PREFERENCES In this screen, you can choose your name, unit name, insignia, and colors." IDS_MP_PLAYERPREFS_PLAYERNAME_HELP "PLAYER NAME Enter a new player name, or select an existing one in the drop-down list." IDS_MP_PLAYERPREFS_UNITNAME_HELP "UNIT NAME Enter a new unit name, or select an existing one in the drop-down list." IDS_MP_PLAYERPREFS_INSIGNIA_HELP "UNIT INSIGNIA Select an insignia in the drop-down list to represent your unit. Your own customized insignia will appear in this list if it is saved in the \\Multiplayer\\Insignia folder as a 32-by-32 24-bit Targa (.tga) file." IDS_MP_PLAYERPREFS_COLORS_HELP "COLORS Select a base or stripe color for your unit. Colors marked with an X are not available." IDS_MP_PARAM_LOADMAP_HELP "LOAD MAP Open the Load Map dialog box, where the host chooses the map for the game." IDS_MP_PARAM_MAPINFO_HELP "MAP INFO Display a synopsis of the map chosen for the current game, including information on the map creator." IDS_MP_PARAM_CBILLS_HELP "C-BILLS The amount of money allotted to each team, which is then divided equally among the team players. The host may change the selected map's default amount." IDS_MP_PARAM_TIMELIMIT_HELP "TIME LIMIT The maximum amount of time the mission will run. The host may change the selected map's default time limit; however, a map that does not allow an untimed mission may not be changed to an untimed mission." IDS_MP_PARAM_VARIANTS_HELP "VARIANTS Determines whether or not 'Mech variants can be used in the mission." IDS_MP_PARAM_AMMUNITION_HELP "AMMUNITION Determines whether or not unlimited ammunition is available during the mission." IDS_MP_PARAM_RESOURCEPOINTS_HELP "RESOURCE POINTS " IDS_MP_STATS_HEADER "STATS RECAP" IDS_MP_STATS_HEADER_FONT "AgencyFB17.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_STRING30800 "Hardened Resource Building" IDS_STRING30801 "Headquarters" END STRINGTABLE DISCARDABLE BEGIN IDS_CHAT_HELP_FONT "ArialNarrow8.d3f" IDS_CHAT_FONT "ArialNarrow9.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_MP_STATS_PLAYER_NAME "PLAYER" IDS_MP_STATS_PLAYER_NAME_FONT "AgencyFB11.d3f" IDS_MP_STATS_INGAME_FONT "AgencyFB11.d3f" IDS_MP_STATS_MAP_NAME_FONT "AgencyFB14.d3f" IDS_MP_STATS_SCORE "SCORE" IDS_MP_STATS_SCORE_FONT "AgencyFB11.d3f" IDS_MP_STATS_KILLS "KILLS" IDS_MP_STATS_KILLS_FONT "AgencyFB11.d3f" IDS_MP_STATS_LOSSES "LOSSES" IDS_MP_STATS_LOSSES_FONT "AgencyFB11.d3f" IDS_MP_STATS_MISSIONTYPE_FONT "AgencyFB11.d3f" IDS_MP_STATS_MAX_PLAYERS_FONT "AgencyFB11.d3f" IDS_MP_STATS_HEADER8 "SAVE TRANSCRIPT" IDS_MP_STATS_HEADER_FONT8 "AgencyFB14.d3f" IDS_MP_STATS_HELP_FONT "ArialNarrow8.d3f" IDS_MP_STATS_TEAM "TEAM" END STRINGTABLE DISCARDABLE BEGIN IDS_MP_STATS_RESULTS_ENTRY_FONT "AgencyFB11.d3f" IDS_MPLAYER_GAME_ABOUT_TO_START "The game will begin in 5 seconds. Deselect your Ready box to abort." IDS_MP_PARAMETERS_LOCK_GAME_HELP "LOCK GAME Prevent players from joining the game. Only the host can select Lock Game." IDS_MP_PARAMETERS_REMOVE_PLAYER_HELP "REMOVE PLAYER Remove the selected player from the game. When a player is removed, all Ready check boxes are deselected. Only the host can select Remove Player." IDS_MP_PARAMETERS_BACK_HELP "BACK Return to the previous screen." IDS_MP_PARAMETERS_LAUNCH_HELP "LAUNCH Begin the mission. Only the host can choose Launch." IDS_MP_PARAMETERS_PLAYER_PREFS_HELP "PLAYER PREFS Open the Player Preferences screen, where players can choose their individual and unit names, insignia, and colors." IDS_DIALOG_TRANSCRIPT_SAVE "SAVE TRANSCRIPT" IDS_DIALOG_TRANSCRIPT_LIST "FILES" IDS_MP_STATS_RESULTS_UNIT_NAME_FONT "ArialNarrow8.d3f" IDS_MP_LOAD_MAP_MAP_LIST_HELP "MAP LIST A list of all available maps for this game. Select a map to view its tactical map image. Click Accept to load the map for the current game. If the map you want does not appear in this list, make sure it is stored in the \\Data\\Missions folder where MechCommander 2 is installed on your hard drive." IDS_MP_LOAD_MAP_MAP_INFO_HELP "MAP INFO Information on the map selected in the Map List." IDS_MP_LOAD_MAP_ACCEPT_HELP "ACCEPT Keep your current map selection and return to the previous screen." IDS_MP_LOAD_MAP_CANCEL_HELP "CANCEL Cancel your current map selection and return to the previous screen." IDS_MP_LOAD_MAP_TITLE_HELP "LOAD MAP In this screen, you review and select a map and mission for the game." IDS_MP_PARAMETERS_PLAYER_HELP "PLAYER The name of each player currently connected to the mission and his or her unit name and insignia." END STRINGTABLE DISCARDABLE BEGIN IDS_OPTIONS_HEADER "OPTIONS" IDS_OPTIONS_HEADER_FONT "AgencyFB17.d3f" IDS_OPTIONS_GRAPHICS "GRAPHICS" IDS_OPTIONS_GRAPHICS_FONT "AgencyFB11.d3f" IDS_OPTIONS_AUDIO "AUDIO" IDS_OPTIONS_AUDIO_FONT "AgencyFB11.d3f" IDS_OPTIONS_GAMEPLAY "GAMEPLAY" IDS_OPTIONS_GAMEPLAY_FONT "AgencyFB11.d3f" IDS_OPTIONS_HOTKEYS "HOTKEYS" IDS_OPTIONS_HOTKEY_FONT "AgencyFB11.d3f" IDS_OPTIONS_FULL_SCREEN "FULL SCREEN" IDS_OPTIONS_FULL_SCREEN_FONT "AgencyFB11.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_OPTIONS_PILOT_VIDEOS "PILOT VIDEOS" IDS_OPTIONS_PILOT_VIDEO_FONT "AgencyFB11.d3f" IDS_OPTIONS_FULL_SCREEN3 "SHADOWS" IDS_OPTIONS_FULL_SHADOW_FONT "AgencyFB11.d3f" IDS_OPTIONS_LOCAL_SHADOWS "LOCAL SHADOWS" IDS_OPTIONS_LOCAL_SHADOW_FONT "AgencyFB11.d3f" IDS_OPTIONS_RASTERIZER "HARDWARE RASTERIZER" IDS_OPTIONS_RASTERIZER_FONT "AgencyFB11.d3f" IDS_OPTIONS_TERRAIN_DETAIL "DETAIL TEXTURES" IDS_OPTIONS_TERRAIN_DETAIL_FONT "AgencyFB11.d3f" IDS_OPTIONS_HIGH_OBJECT_DETAIL "HIGH OBJECT DETAIL" IDS_OPTIONS_HIGH_OBJECT_FONT "AgencyFB11.d3f" IDS_OPTIONS_NON_WEAPON_EFFECTS "NON-WEAPON EFFECTS" IDS_OPTIONS_NON_WEAPON_FONT "AgencyFB11.d3f" IDS_OPTIONS_USE_ASYNC_MOUSE "HARDWARE MOUSE UPDATE" IDS_OPTIONS_ASYNC_MOUSE_FONT "AgencyFB11.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_OPTIONS_RESOLUTION "RESOLUTION" IDS_OPTIONS_RESOLUTION_FONT "AgencyFB11.d3f" IDS_OPTIONS_FOG_DISTANCE "FOG DISTANCE" IDS_OPTIONS_FOG_DISTANCE_FONT "AgencyFB11.d3f" IDS_OPTIONS_NEAR "NEAR" IDS_OPTIONS_NEAR_FONT "AgencyFB11.d3f" IDS_OPTIONS_FAR "FAR" IDS_OPTIONS_FAR_FONT "AgencyFB11.d3f" IDS_OPTIONS_RESET "DEFAULT" IDS_OPTIONS_RESET_FONT "AgencyFB14.d3f" IDS_RESOLUTION0 "640 x 480 x 16" IDS_RESOLUTION1 "640 x 480 x 32" IDS_RESOLUTION2 "800 x 600 x 16" IDS_RESOLUTION3 "800 x 600 x 32" IDS_RESOLUTION4 "1024 x 768 x 16" IDS_RESOLUTION5 "1024 x 768 x 32" END STRINGTABLE DISCARDABLE BEGIN IDS_RESOLUTION6 "1280 x 1024 x 16" IDS_RESOLUTION7 "1280 x 1024 x 32" IDS_RESOLUTION8 "1600 x 1200 x 16" IDS_RESOLUTION9 "1600 x 1200 x 32" IDS_OPTIONS_MASTER_VOLUME "MASTER DIGITAL VOLUME" IDS_OPTIONS_MASTER_VOLUME_FONT "AgencyFB11.d3f" IDS_OPTIONS_MUSIC_VOLUME "MUSIC VOLUME" IDS_OPTIONS_MUSIC_VOLUME_FONT "AgencyFB11.d3f" IDS_OPTIONS_SFX_VOLUME "SOUND EFFECTS VOLUME" IDS_OPTIONS_SFX_VOLUME_FONT2 "AgencyFB11.d3f" IDS_OPTIONS_RADIO_VOLUME "RADIO CHATTER VOLUME" IDS_OPTIONS_RADIO_VOLUME_FONT "AgencyFB11.d3f" IDS_OPTIONS_COMPUTER_VOLUME "COMPUTER MESSAGE VOLUME" IDS_OPTIONS_COMPUTER_VOLUME_FONT "AgencyFB11.d3f" IDS_OPTIONS_VOLUME_LOW "LOW" IDS_OPTIONS_VOLUME_LOW_FONT "agencyfb11.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_OPTIONS_VOLUME_HIGH "HIGH" IDS_OPTIONS_VOLUME_HIGH_FONT "agencyfb11.d3f" IDS_OPTIONS_HELP_FONT "arialNarrow8.d3f" IDS_OPTIONS_DIFFICULTY "DIFFICULTY LEVEL" IDS_OPTIONS_DIFFICULTY_FONT "AgencyFb11.d3f" IDS_OPTIONS_GREEN "GREEN" IDS_OPTIONS_GREEN_FONT "AgencyFB11.d3f" IDS_OPTIONS_REGULAR "REGULAR" IDS_OPTIONS_REGULAR_FONT "AgencyFB11.d3f" IDS_OPTIONS_VETERAN "VETERAN" IDS_OPTIONS_VETERAN_FONT "AgencyFB11.d3f" IDS_OPTIONS_ELITE "ELITE" IDS_OPTIONS_ELITE_FONT "AgencyFB11.d3f" IDS_OPTIONS_UNIT_COLORS "UNIT COLORS" IDS_OPTIONS_UNIT_FONT "AGENCYFB11.D3F" IDS_OPTIONS_BASE_COLOR "BASE COLOR" END STRINGTABLE DISCARDABLE BEGIN IDS_OPTIONS_BASE_COLOR_FONT "AGENCYFB11.D3F" IDS_OPTIONS_ACCENT_COLOR "STRIPE COLOR" IDS_OPTIONS_ACCENT_COLOR_FONT "AGENCYFB11.D3F" IDS_OPTIONS_CLICK "LEFT-CLICK/RIGHT-CLICK MOUSE CONTROL" IDS_UNLIMITED_CLICK_FONT "AGENCYFB11.D3F" IDS_OPTIONS_SAVE_TRANSCRIPTS "SAVE MULTIPLAYER TRANSCRIPTS" IDS_OPTIONS_SAVE_TRANSCRIPTS_FONT "AGENCYFB11.D3F" IDS_OPTIONS_TUTORIALS "TRAINING MISSIONS" IDS_OPTIONS_TUTORIALS_FONT "AGENCYFB11.D3F" IDS_OPTIONS_UNLIMITED_AMMO "UNLIMITED AMMO" IDS_UNLIMITED_AMMO_FONT "AGENCYFB11.D3F" IDS_OPTIONS_COMMAND "COMMAND" IDS_OPTIONS_COMMAND_FONT "AgencyFB11.d3f" IDS_OPTIONS_HOTKEY "HOTKEY" IDS_OPTIONS_HOTKEY_HEADER_FONT "AgencyFB11.d3f" IDS_OPTIONS_HOTKEY_ENTRY_FONT "AgencyFB11.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_OPTIONS_HOTKEY_ERROR "Hotkey already in use. Overwrite it?" IDS_OPTIONS_HELP_GRAPHICS_TAB "GRAPHICS Set options that control the graphics in the game. In many cases, turning off these options may improve game performance." IDS_OPTIONS_HELP_AUDIO_TAB "AUDIO Set options that control the audio in the game." IDS_OPTIONS_HELP_GAMEPLAY_TAB "GAMEPLAY Set options that control various gameplay preferences." IDS_OPTIONS_HELP_HOTKEYS_TAB "HOTKEYS Change the actions of the hotkeys. Select the action in the Command column, type the hotkey you want for that action, and then click Accept. You can change as many hotkeys as you want before clicking Accept." IDS_OPTIONS_HELP_OPTIONS_TITLE "OPTIONS In this screen, you can customize your graphics, audio, gameplay, and hotkeys settings." IDS_OPTIONS_HELP_SHADOWS "SHADOWS Select to turn on shadows. Turning off shadows may dramatically improve performance." IDS_OPTIONS_HELP_DETAIL_TEXTURES "DETAIL TEXTURES Select to turn on the detail of terrain and water. Turning off these detail textures may dramatically improve performance." IDS_OPTIONS_HELP_HIGH_OBJECT_DETAIL "HIGH OBJECT DETAIL Select to turn on the high detail of objects. Turning off high detail may somewhat improve performance." IDS_OPTIONS_HELP_HARDWARE_RASTERIZER "HARDWARE RASTERIZER Select to turn on hardware mode. If you have a 3D accelerator card, it is strongly recommended that you select this option, as graphics and performance will suffer in software mode. NOTE: If you change this setting, you must reboot your computer for the new setting to take effect." IDS_OPTIONS_HELP_RESOLUTION "RESOLUTION Select the resolution of the in-mission screen. The higher the resolution, the better the graphics; however, performance may suffer on lower-end machines. Resolution cannot be changed during a mission." IDS_OPTIONS_HELP_FULL_SCREEN "FULL SCREEN Select to display the game in full screen mode. If this option is not selected, the game will be displayed in a window." IDS_OPTIONS_HELP_HARDWARE_MOUSE_UPDATE "HARDWARE MOUSE UPDATE Select to update your mouse every 30 frames per second, regardless of the game's frame rate. Some video cards may have trouble in this mode." IDS_OPTIONS_HELP_FOG_DISTANCE "FOG DISTANCE Set the distance at which terrain and objects can be seen. Moving the fog plane nearer may dramatically improve performance." IDS_OPTIONS_HELP_NONWEAPON_EFFECTS "NON-WEAPON EFFECTS Select to turn on special effects such as dust clouds and water wakes. Turning off non-weapon effects may improve performance." IDS_OPTIONS_HELP_LOCAL_SHADOWS "LOCAL SHADOWS Select to turn off shadows caused by special effects such as weapons fire and explosions. Turning off local shadows may dramatically improve performance." END STRINGTABLE DISCARDABLE BEGIN IDS_MP_CONNECTION_ERROR_WRONG_VERSION_FONT "AgencyFB11.d3f" IDS_MP_CONNECTION_ERROR_FULL "This session is already full." IDS_MP_CONNECTION_ERROR_FULL_FONT "AgencyFB11.d3f" IDS_MP_CON_ZONE_WARNING "MechCommander 2 will now close and take you to the Zone to play." IDS_MP_CON_ZONE_WARNING_NEXT "CONTINUE" IDS_MP_PARAMETER_NO_MAP_CHAT "The game will not launch until %s has the map." IDS_OUTLINE_CHAT_FONT "Arial9Chat.tga" IDS_CHAT_PLAYERNAME_FONT "arial9game.tga" IDS_MP_PARAMETERS_CANT_BOOT "You must select a player to boot." IDS_MP_PARAMTERS_BOOT_PROMPT "Boot %s?" IDS_MP_CONNECTION_HOSTIPADDRESS_HELP "HOST IP ADDRESS Enter the IP address of the game you want to play. The game's host can provide you with this number, which is shown in the Host IP Address box in the Mission Parameters screen. Click the down arrow to select an IP address in a list of previous IP addresses." IDS_MP_LAUNCH_ABORTED "The launch has been aborted." IDS_MP_STATS_RECAP_SAVE_TRANSCRIPT_HELP "SAVE TRANSCRIPT Save a transcript of the game." IDS_MP_STATS_RECAP_CLOSE_HELP "CLOSE Return to the Mission Parameters screen." IDS_MAP_WRONG_VERSION_CHAT "The game will not begin until %s has the proper version of the map." END STRINGTABLE DISCARDABLE BEGIN IDS_OPTIONS_HELP_PILOT_VIDEOS "PILOT VIDEOS Select to turn on pilot message videos that play during a mission. Turning off these videos may dramatically improve performance." IDS_OPTIONS_HELP_DEFAULT_ALL_SCREENS "DEFAULT Restore the default settings that were automatically selected when the game was installed." IDS_OPTIONS_HELP_MASTER_DIGITAL_VOLUME "MASTER DIGITAL VOLUME Set the volume of all sound in the game. When the slider is set to Low, no sound will be heard in the game." IDS_OPTIONS_HELP_MUSIC_VOLUME "MUSIC VOLUME Set the music volume. When the slider is set to Low, music will not be heard." IDS_OPTIONS_HELP_SOUND_EFFECTS_VOLUME "SOUND EFFECTS VOLUME Set the sound effects volume. When the slider is set to Low, no sound effects will be heard." IDS_OPTIONS_HELP_RADIO_CHATTER_VOLUME "RADIO CHATTER VOLUME Set the radio chatter volume. When the slider is set to Low, no radio chatter will be heard." IDS_OPTIONS_HELP_COMPUTER_MESSAGE_VOLUME "COMPUTER MESSAGE VOLUME Set the computer message volume. When the slider is set to Low, no computer messages will be heard." IDS_OPTIONS_HELP_DIFFICULTY_LEVEL "DIFFICULTY LEVEL Select the challenge intensity of the game." IDS_OPTIONS_HELP_UNLIMITED_AMMO "UNLIMITED AMMO Select to provide all units in the game with unlimited ammunition. If ammunition is limited, units must resupply using a Repair Truck or Repair Bay, and using the conserve ammo command is recommended. " IDS_OPTIONS_HELP_MOUSE_CONTROL "LEFT-CLICK/RIGHT-CLICK MOUSE CONTROL Select to use left-click/right-click mouse control for selecting/commanding units. Turning off this option will revert to left-click/left-click mouse control, like that used in MechCommander 1." IDS_OPTIONS_HELP_UNIT_COLORS "UNIT COLORS Select the base and accent colors of your units in single-player missions. Click the Base or Stripe tab, and then click the color on the palette." IDS_OPTIONS_HELP_SAVE_MULTIPLAYER_TRANSCRIPTS "SAVE MULTIPLAYER TRANSCRIPTS Select to save a text file containing multiplayer statistics and mission data to your hard drive." IDS_OPTIONS_HELP_TRAINING_MISSIONS "TRAINING MISSIONS Select to turn on certain voiceover and interface elements that teach you how to play MechCommander 2. It is strongly recommended that you do not turn off training missions your first time playing the game." IDS_OPTIONS_HELP_CANCEL_ALL_SCREENS "CANCEL Cancel all changes made in the Options screen and return to the previous screen." IDS_OPTIONS_ACCEPT_ALL_SCREENS "ACCEPT Accept all changes made in the Options screen return to the previous screen." IDS_OPTIONS_CARD "VIDEO CARD" END STRINGTABLE DISCARDABLE BEGIN IDS_LAWYER_BABBLE "(c) & (p) 1999-2001 Microsoft Corporation. All rights reserved.\n\nBattleTech, MechCommander, MechWarrior, BattleMech and 'Mech are trademarks or registered trademarks of FASA Corporation and Microsoft Corporation in the U.S. and/or other countries. Microsoft, Windows, DirectDraw, DirectPlay, DirectSound, DirectX, and MSN are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries/regions.\n\nUses movie Video. Copyright (C) 1997-2001 by RAD Game Tools, Inc.\n\nWarning: This computer program is protected by copyright law and international treaties. Unauthorized reproduction or distribution of this program, or any portion of it, may result in severe civil and criminal penalties, and will be prosecuted to the maximum extent possible under the law.\n\nThis product is licensed. Your product identification number is: %s\n" IDS_LAWYER_BABBLE2 "(c) & (p) 1999-2001 Microsoft Corporation. All rights reserved. This program is protected by U.S. and International copyright laws as described in the i screen.\n" IDS_LAWYER_BABBLE_FONT "AgencyFB11.d3f" IDS_LAWYER_BABBLE_FONT2 "AgencyFB11.d3f" IDS_PLAYER_LEFT "%s has left the game." IDS_CAMPAIGN_NAME "Carver V Campaign" IDS_TUTORIAL_NAME "Training Simulations" IDS_EULA "EULA.rtf" IDS_SNIFFER_INIT_MSG "MechCommander 2 will now check your computer's hardware to set the initial graphics options. This will take from 5 to 30 seconds, depending on the speed of your video card. Please click OK to continue." IDS_SNIFFER_INIT_TITLE "MechCommander 2 Configuration" IDS_SNIFFER_DONE_MSG "MechCommander 2 is now done checking your computer. You can rerun this program at any time by clicking Set Hardware Configuration for MechCommander 2 in the Start menu. Please restart the game." IDS_SWAP_RESOLUTION_WARNING "The resolution changes you have selected will not take effect until the next time you launch a mission." IDS_MULTIPLAYER_PLAYERLEFT "%s has left the game." IDS_MULTIPLAYER_PLAYERJOINED "%s has joined the game." IDS_MULTIPLAYER_PLAYERBOOT "%s was kicked out of the game." IDS_SWAPFILE_TOO_SMALL "The Swapfile must be at least 250 MB to run MechCommander 2. The current Swapfile is %d MB. Increase the Swapfile size." END STRINGTABLE DISCARDABLE BEGIN IDS_OPTIONS_CARD_FONT "AgencyFB11.d3f" IDS_OPTIONS_HELP_VIDEO_CARD "VIDEO CARD Select the video card you want to use." IDS_OPTIONS_ACCEPT_CANCEL_FONT "AgencyFB14.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_WATSON_CRASH_MSG "MechCommander 2 has crashed unexpectedly. Please send this information to Microsoft. There may be an available patch that fixes this. We cannot fix the problem if we don't know about it. Thank You!" IDS_QUICKSAVE_VERSION_WRONG "Cannot load Quick Save. Version does not match game. Click Continue." END STRINGTABLE DISCARDABLE BEGIN IDS_MP_PARAMETERS_TEAM_HELP "TEAM The team number each player is currently on. To change teams, click the drop-down arrow, and then select the desired team number in the list." IDS_MP_PARAMETERS_FACTION_HELP "FACTION The faction each player is currently playing as in a logistics game. To change factions, click the drop-down arrow, and then select the desired faction. Steiner, Davion, or Liao makes available all 'Mechs and equipment of those factions; Clan makes available only Clan 'Mechs and equipment; All (available only if the host has selected All Tech) makes available all 'Mechs (including those of the Bandits) and equipment." IDS_MP_PARAMETERS_CBILLS_HELP "C-BILLS The amount of C-bills available to each player, as determined by the selected map's default C-bills setting. As players join or change teams, C-bills are redistributed equally among team members. After teams are formed, the host can specify individual C-bill distribution by clicking the spin box arrows." IDS_MP_PARAMETERS_READY_HELP "READY When selected, indicates that the player has accepted the host settings and is ready to play. If the host changes any mission parameters after any players have selected Ready, their check boxes are deselected and they must reselect them before the host can launch the game." IDS_MP_PARAMETERS_MAP_IMAGE_HELP "MAP IMAGE The tactical map of the map chosen for the current game." IDS_MP_PARAMETERS_HOST_IP_HELP "HOST IP ADDRESS The host's IP address, which should be provided to players who want to connect to this game." IDS_MP_PARAMETERS_QUICKSTART_HELP "USE QUICKSTART When selected by the host, indicates that the game will bypass logistics and the 'Mechs and equipment available to the players will be those that were placed and aligned at the time of map design." IDS_MP_PARAMETERS_DROP_WEIGHT_HELP "DROP WEIGHT The maximum tonnage each player can have on a deployment team, as determined by the selected map's default drop weight setting. The host can change the maximum by clicking the spin box arrows." IDS_MP_PARAMETERS_CBILLSB_HELP "C-BILLS The amount of C-bills provided for each team, to be divided equally among team members, as determined by the selected map's default C-bills setting. The host can change the amount of C-bills by clicking the spin box arrows. Changing this amount will redistribute the C-bills each player receives, as indicated in the C-bills column." IDS_MP_PARAMETERS_TIME_LIMIT_HELP "TIME LIMIT The maximum time limit for the mission, as determined by the selected map's default time limit setting. The host can change the maximum by clicking the spin box arrows; however, Untimed is not available if the mission type does not allow untimed missions." IDS_MP_PARAMETERS_RESOURCE_PTS_HELP "RESOURCE PTS The amount of resource points (RPs) provided for each player, as determined by the selected map's default RP setting. The host can change the amount of RPs by clicking the spin box arrows." IDS_MP_PARAMETERS_AIRSTRIKE_HELP "AIRSTRIKE When selected, allows Airstrikes to be used." IDS_MP_PARAMETERS_MINELAYER_HELP "MINELAYER When selected, allows Minelayers to be used." IDS_MP_PARAMETERS_SCOUT_COPTER_HELP "SCOUT 'COPTER When selected, allows Scout 'Copters to be used." IDS_MP_PARAMETERS_FIXED_ARTILLERY_HELP "FIXED ARTILLERY When selected, allows Fixed Artillery pieces to be used." IDS_MP_PARAMETERS_UNLIMITED_AMMO_HELP "UNLIMITED AMMO When selected, allows players an unlimited supply of ammunition." END STRINGTABLE DISCARDABLE BEGIN IDS_MP_PARAMETERS_RP_FOR_MECHS_HELP "RP FOR 'MECHS When selected, awards resource points (RPs) to players every time they destroy a 'Mech or force a pilot to eject. The larger the 'Mech, the more RPs awarded. RPs will not be rewarded more than once per 'Mech unless it was salvaged in-between ""deaths.""" IDS_MP_PARAMETERS_SENSOR_PROBE_HELP "SENSOR PROBE When selected, allows Sensor Probes to be used." IDS_MP_PARAMETERS_REPAIR_TRUCK_HELP "REPAIR TRUCK When selected, allows Repair Trucks to be used." IDS_MP_PARAMETERS_SALVAGE_CRAFT_HELP "SALVAGE CRAFT When selected, allows Salvage Craft to be used." IDS_MP_PARAMETERS_RESOURCE_BLDG_HELP "RESOURCE BLDG When selected, randomly places resource buildings on the map." IDS_MP_PARAMETERS_NO_VARIANTS_HELP "NO VARIANTS When selected, prevents players from using 'Mech variants." IDS_MP_PARAMETERS_ALL_TECH_HELP "ALL TECH When selected, allows all 'Mechs and equipment to be available." IDS_MP_PARAMETERS_CHAT_DISPLAY_HELP "CHAT DISPLAY A transcript of the most recent communications among players. Player highlight color indicates the team each player is on; chat addressed to all players is white, and chat addressed to a player's team only is green." IDS_MP_PLAYERPREFS_BASE_TAB_HELP "BASE COLOR Select the primary color for your units. If you are on a team, only the captain can select your team's base color." IDS_MP_PLAYERPREFS_STRIPE_TAB_HELP "STRIPE COLOR Select the accent color for your units." IDS_MP_PLAYERPREFS_CANCEL_HELP "CANCEL Cancel your selections and return to the Mission Parameters screen." IDS_MP_PLAYERPREFS_ACCEPT_HELP "ACCEPT Keep your selections and return to the Mission Parameters screen." IDS_MP_CHAT_CHATHELP_TOGGLE_HELP "HELP/CHAT TOGGLE Switch between showing the rollover Help display and the Chat display." IDS_MP_CHAT_MAXIMIZEMINIMIZE_TOGGLE_HELP "MAXIMIZE/MINIMIZE TOGGLE Switch between showing the largest and smallest Chat display." IDS_MP_CHAT_TEAMONLYALL_TOGGLE_HELP "TEAM ONLY/ALL TOGGLE Switch between chatting to only your team members and chatting to all players in the game." END STRINGTABLE DISCARDABLE BEGIN IDS_MM_LEGAL_BUTTON_HELP "Access your product identification number." END STRINGTABLE DISCARDABLE BEGIN IDS_SHORT_RANGE_CURSOR_RIGHT_HELP "Right-click to attack this target from short range." IDS_MEDIUM_RANGE_CURSOR_LEFT_HELP "Click to attack this target from medium range." IDS_MEDIUM_RANGE_CURSOR_RIGHT_HELP "Right-click to attack this target from medium range." IDS_LONG_RANGE_CURSOR_LEFT_HELP "Click to attack this target from long range." IDS_LONG_RANGE_CURSOR_RIGHT_HELP "Right-click to attack this target from long range." IDS_FORCE_FIRE_CURSOR_LEFT_HELP "Click to force fire on this target." IDS_FORCE_FIRE_CURSOR_RIGHT_HELP "Right-click to force fire on this target." END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECTIVES_3_4 " 4. Capture Weapons Facility" IDS_OBJECTIVES_3_5 " 5. Defeat Bandit Counterattack" IDS_OBJECTIVES_4_1 " 1. Move to Bandit Convoy's Last Known Location" IDS_OBJECTIVES_4_2 " 2. Destroy Bandit Convoy" IDS_OBJECTIVES_4_3 " 3. Capture Weapons Facility" IDS_OBJECTIVES_4_4 " 4. Extract" IDS_OBJECTIVES_5_1 " 1. Destroy Fuel Tanks" IDS_OBJECTIVES_5_2 " 2. Capture Weapons Facility" IDS_OBJECTIVES_5_3 " 3. Capture Repair Bay" IDS_OBJECTIVES_5_4 " 4. Capture Prison Complex" IDS_OBJECTIVES_5_5 " 5. Extract" IDS_OBJECTIVES_5_6 " a. Capture Resource Trucks" IDS_OBJECTIVES_6_1 " 1. Protect Base Headquarters" IDS_OBJECTIVES_6_2 " 2. Destroy All Attacking Forces" IDS_OBJECTIVES_6_3 " a. Capture Sensor Control" IDS_OBJECTIVES_6_4 " b. Capture Turret Control" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECTIVES_7_1 " 1. Capture Liao Headquarters" IDS_OBJECTIVES_7_2 " 2. Destroy Chemical Plant" IDS_OBJECTIVES_7_3 " 3. Extract" IDS_OBJECTIVES_7_4 " a. Destroy All Enemy Units" IDS_OBJECTIVES_8_1 " 1. Destroy Air Traffic Control Tower " IDS_OBJECTIVES_8_2 " 2. Link Up with Claymore's Atlas" IDS_OBJECTIVES_8_3 " 3. Destroy Air Traffic Control Tower BETA" IDS_OBJECTIVES_8_4 " 4. Extract" IDS_OBJECTIVES_9_1 " 1. Capture Weapons Facility" IDS_OBJECTIVES_9_2 " 2. Destroy Fuel Tanks at Refinery" IDS_OBJECTIVES_9_3 " 3. Destroy Bandit HQ in Spacecraft Nose" IDS_OBJECTIVES_9_4 " Eliminate Bandit Leader at Bandit HQ" IDS_OBJECTIVES_9_5 " Extract" IDS_OBJECTIVES_10_1 " 1. Destroy All Gulag Defenders" IDS_OBJECTIVES_10_2 " a. Capture Steiner Headquarters" IDS_OBJECTIVES_11_1 " 1. Capture Davion Weapons Facility" END STRINGTABLE DISCARDABLE BEGIN IDS_MIS_NAME_08 "Combat Rescue: Claymore " IDS_MIS_NAME_09 "Breach: Bandit Headquarters" IDS_MIS_NAME_10 "Liberate: Gulag" IDS_MIS_NAME_11 "Facility Assault: Hijack " IDS_MIS_NAME_12 "Mobile Intercept: Killdeer" IDS_MIS_NAME_13 "Remote Assault: Eclipsed" IDS_MIS_NAME_14 "Covert Ops: Orbital " IDS_MIS_NAME_15 "Facility Assault: Legion" IDS_MIS_NAME_16 "Acquisition: Base Hermes" IDS_MIS_NAME_17 "Honor Guards" IDS_MIS_NAME_18 "Defensive Counter: Bannikburg" IDS_MIS_NAME_19 "Mobile Assault: Mt. Cho" IDS_MIS_NAME_20 "Combat Recovery: Dropship" IDS_MIS_NAME_21 "Night Ops: Scorpio" IDS_MIS_NAME_22 "Baxter's Gambit" IDS_MIS_NAME_23 "Liberate: Starport" END STRINGTABLE DISCARDABLE BEGIN IDS_BRIEF_08 "Task Force Sig-9 fell under heavy fire en route to disable a Bandit Airfield. The only survivor is MechWarrior Claymore, now trapped in a hostile area.\n\nDrop into the Hart Sector and link up with Claymore, and then complete his original mission to destroy the Bandit Airfield.\n\nSteiner High Command suspects the Hart Airfield to be the major supply artery between House Liao and Bandit forces. Elimination of the Airfield will leave the Bandits without critical supplies and munitions.\n\nTactical Officer Notes:\nThe Steiner MechWarrior is in a tough spot; he's surrounded by Bandits on all sides. We're going to punch through from the south and make our way toward his last transmitted location. His 'Mech will be powered down to avoid detection, so we won't have a sensor contact for him.\n\nOnce we find him, we're going to finish his original mission: to destroy the Bandit Airfield.\n\nBe careful, Commander. Claymore's task force was a heavy and assault lance. It doesn't make any sense that just Bandits could repel 'Mechs of that size, unless they had some help." IDS_BRIEF_09 "Steiner Intel has pinpointed the location of the Bandit Headquarters, confirmed by Recon imaging. Colonel Renard has committed all of his troops not engaging Liao to the front and drawn a similar Bandit response. Renard has ordered a small task force dropped into the central Bandit sector to destroy the Headquarters.\n\nDrop into the Ivan Sector and proceed to strategic targets: the Weapons Facility, the Fuel Reserves, and finally the main Bandit Headquarters.\n\nDenial of these critical assets will neutralize the Bandit forces as a threat to House Steiner on Carver V. \n\n>>> PRIORITY ADDENDUM L410464EHR\nFROM: COLONEL RENARD\nCommander, this operation is of the utmost importance to me. I will personally be monitoring the communication channels and your mission progress. Your victory here will eliminate a thorn in my side and earn you not only my gratitude but also that of the Archon herself.\n>>> ADDENDUM END \n\nTactical Officer Notes:\nThis is it, Sir. If we take out the Bandit Headquarters and these other targets, they're done for on Carver V.\n\nEven though Steiner has pulled away most of their defenses, we have to expect large numbers of Fire Ants and UrbanMechs protecting their main HQ.\n\nOne other thing: Steel mentioned that the Bandit leader was an ex-Liao officer, and a good one at that. So keep an eye on your sensors." IDS_BRIEF_10 "Commander:\n\nYour first assignment in the service of the Mandrissa is a noble one, the liberation of innocent Liao loyalists and their families, being held in an inhumane prison created by Colonel Renard, known to us as the Gulag.\n\nSecure this Gulag by eliminating all of its defenders, and we will send a convoy of ambulances and transports to evacuate the prisoners.\n\nWe know Renard as a vicious adversary; he may try to stop even this harmless operation with violence. Be prepared.\n\nHonor and Xin Sheng.\n\nTactical Officer Notes: \nSir, House Liao has given us amazing Recon and Intel data on this sector; they're wired into every rock on this planet.\n\nThe Gulag's main defenses consist of vehicles--Centipedes and Hunters--accompanied by BattleMechs. Expect Hunchbacks, armed with a dangerous short-range Heavy Autocannon. Also sighted was a Zeus, an Assault 'Mech." IDS_BRIEF_11 "Commander:\n\nOur thanks for your performance at the Gulag. The Mandrissa is most pleased with your actions.\n\nYour next assignment involves a unique opportunity. Within the Jacksen Sector, Steiner and Davion bases face each other, silently waiting for the other to make the first move. You will hasten the inevitable.\n\nEngage the weaker of the two, the Davion base. Capture the Davion Weapons Facility. There is also a Salvage Yard storing several Davion 'Mechs; use your Salvage Craft to commandeer them. Then proceed with the Davion 'Mechs to attack the Steiner bases.\n\nSteiner and Davion will blame each other for the loss of their Weapons Facilities, an advantageous situation for the Mandrissa.\n\nHonor and Xin Sheng.\n\nTactical Officer Notes: \nThis is a dangerous mission, attacking both Steiner and Davion. But if it works out, Davion will be at Steiner's throat and we'll come out of it with a large cache of weapons and some Davion 'Mechs.\n\nLiao Intel has informed us Davion is using Sensor Towers to guard the south route, which we'll be taking. They recommend that we use a Liao Raven or Men Shen, which can jam sensors; then we can sneak by and destroy the Sensor Towers, allowing our other 'Mechs to pass through undetected.\n\nThere's also a large amount of RPs in the Davion base; we have to save those to salvage the Davion 'Mechs at the Salvage Yard.\n\n\n\n\n\n" IDS_BRIEF_12 "Commander:\n\nThe Mandrissa sends her accolades.\n\nIn your next assignment, timing is crucial. Within the Dearborn Sector is a Davion base, which has so far proven resilient to our attacks. It has been weakened, but our Recon reports reinforcements en route to bolster its weakening defenses.\n\nYou must intercept and destroy these reinforcements; otherwise, Davion will be impossible to dislodge from this sector.\n\nHonor and Xin Sheng.\n\nTactical Officer Notes: \nLiao Recon and Intel are excellent on this mission as usual, Commander. Based on the images, we can expect some Medium and Light Davion 'Mechs with a large number of tank escorts. Be careful if you spot any Shadow Cats: They're fast, armed with a Gauss Rifle, and fitted with jump jets. \n\nThe bases, on the other hand, are mainly protected by just their LRM and Autocannon Turrets. If you're planning on hitting the bases first, I strongly suggest taking jump 'Mechs to capture those Turret Controls.\n" IDS_BRIEF_13 "Commander:\n\nThe Mandrissa has favored you with a mission of the highest importance.\n\nOur success in this conflict has depleted Steiner and Davion reserves. Reinforcements from the Inner Sphere, however, will quickly change the situation. The Mandrissa requires all transmissions from Carver V to be halted until the time is appropriate.\n\nTravel to Carver V's moon base, guarded by Davion forces. The HPG Transmitters located there are the only means of communication to the rest of the Inner Sphere. Render both transmitters inoperable, and destroy the Davion Dropship stationed there so Major Kelly does not recapture the moon base.\n\nAs an incentive for this dangerous undertaking, the Mandrissa gives you ownership of all the Davion Weapons Facilities located there. \n\nTactical Officer Notes: \nCommander, operating on Carver V's moon means we won't be able to rely on any support. Don't plan on being able to fly in Repair Trucks, Salvage Craft, or any of our support options. We only have what we bring.\n\nThis moon base holds Davion's main weapons storage facility as well as the HPG Station. That means it's going to be guarded with some heavy firepower. Expect the best stationary defense that Davion has: Gauss Rifle Turrets.\n\nTheir Intel also reports the presence of Clanners, probably Bondsmen serving under the Davion banner. Don't underestimate the Clanners: They're born and bred for 'Mech combat.\n\n\n" IDS_BRIEF_14 "Commander:\n\nWe have a rare opportunity before us that requires your expertise. One of our deep operatives in the Marko Sector has reported that a routine guard rotation has gone awry, and the sector's main defenses are delayed for a span of 10 hours. There are four Orbital Guns in the area. If they can be disabled, Steiner's airspace will be vulnerable to our satellites and dropships.\n\nThis sector is deep into Steiner territory, and the Orbital Guns will not allow a dropship to land; however, we can airlift a small tonnage of 'Mechs to this location, enough to deal with the handful of defenders currently guarding the Orbital Guns. Once the Orbital Guns have been destroyed, we will have a dropship ready to extract your task force.\n\nHonor and Xin Sheng.\n\nTactical Officer Notes:\nSir, remember this mission is behind enemy lines. That means we'll get no air support whatsoever, so our deployment team is on its own. I suggest taking a jump-capable 'Mech; we'll have to rely on capture tactics and mobility rather than brute force." IDS_BRIEF_15 "Commander:\n\nOur agents have given us a disturbing report on our adversary, House Steiner. For some time they have been guarding a manufacturing facility, which seems to be producing a class of war machine unknown to us, referred to as the Legion. Our agents estimate these massive vehicles to be between 90 and 100 tons.\n\nThe Mandrissa is disturbed by this news and wishes the production of these machines terminated. Destroy all existing Legion tanks and the Industrial Complexes building them.\n\nTo ensure success, our Intel operatives have leaked the location and purpose of the production facility to Baxter and partisan forces. They have confirmed that the partisans are massing to attack the facility and should provide a significant distraction for your own mission.\n\nHonor and Xin Sheng.\n\nTactical Officer Notes: \nThe Legion sounds dangerous, Commander. Don't take them lightly. At that size, they'll be able to destroy most 'Mechs in a straight firefight. The Steiner facilities on Carver V aren't known for their engineering, so I'm surprised they could design such a powerful unit.\n\nLiao Intel tells us that their operative is still in the area but laying low. It may be worthwhile to meet with him and get any information we can.\n\nRecon has pointed out some interesting strategic areas. The production facility is located in a low valley surrounded by mountains, which allows us to take the high ground. Thick woods in the area provide a perfect setup to use indirect-fire weapons such as LRMs and Fixed Artillery.\n\nIn addition, the Mandrissa is offering bonus C-bills if we can also destroy some other factories and a generator to guarantee that Steiner won't build another Legion facility.\n\n" IDS_BRIEF_16 "Commander:\n\nYou may have yet another opportunity to prove your worth to the Mandrissa. \n\nOur forces have besieged a lone Davion base deep in the Colddain Province. After several days of orbital bombardment and aerospace fighter strikes, the base's walls have been shattered, leaving it virtually defenseless. Major Kelly, however, has deployed reinforcements for the base, due to arrive within hours. Our own forces are all engaged with Renard's units and will arrive too late.\n\nYou must capture Base Hermes and destroy Kelly's reinforcements.\n\nBe advised that you are required to capture the base's facilities, not destroy them. The Mandrissa requires this base operational to be of use in our campaign against Renard.\n\nHonor and Xin Sheng.\n\nTactical Officer Notes:\nSir, based on these Recon images, it looks like Kelly is sending her best units to defend this base. These reports show a lot of Clan equipment: Ullers, Shadow Cats, Vultures and, worst of all, Mad Cats. They're extremely dangerous, but Cash will probably kiss you if you can salvage one of those.\n\n\n\n\n\n" IDS_BRIEF_17 "Commander:\n\nThe Mandrissa is most pleased to announce that Colonel Renard has finally seen the value in negotiation and has accepted an invitation to discuss terms of a cease-fire.\n\nYour role in establishing our dominance of Carver V has not been forgotten, and the Mandrissa has honored your unit with the highest privilege of escorting Captain Jason Cho to the rendezvous with Colonel Renard.\n\nAlthough this is a peaceful affair, Captain Cho is the last of the Liao nobility on Carver V, and Colonel Renard is known to be unstable at times. Stay alert, Commander: Lady Cho will be watching.\n\nHonor and Xin Sheng.\n\nTactical Officer Notes:\nA simple escort to a cease-fire, this should be the easiest C-bill we've made in a long time. \n\nLooks like an end to all this fighting might be in sight, Commander. Everybody is looking forward to some R&R and a place to spend some hard-earned cash.\n\nI'll get Cash to polish up the 'Mechs, Sir: We might as well look the part." IDS_BRIEF_18 "Commander, we've got a situation in the city of Bannikburg. A combined force of Steiner and Liao 'Mechs attacked the city at dawn yesterday and succeeded in taking control of most of the terrain north of the river. \n\nWe need to destroy the incoming Steiner and Liao units before they tear down the city. I've also listed important secondary objectives that we need recaptured.\n\nI can't stress the importance of Bannikburg enough. It's the largest city for several hundred miles and our primary resupply point. If Bannikburg falls, we could lose every sector in the region.\n\nBaxter\n\nTactical Officer Notes: \nWell, it looks like Steiner and Liao have finalized their treaty. This should be a tough engagement: Steiner's got heavy armor; Liao's got speed and stealth. Luckily, we have access to Davion's supply of Clan equipment. Clan 'Mechs and weapons are the cutting edge of technology; you won't find better.\n\nI imagine Steiner will come straight up the middle; they've got the armor for that. Liao, though, as we've learned, prefers the indirect approach. Keep an eye on your flanks, just in case they manage to sneak some units across the river.\n\nBaxter sent some maps along, and he wasn't kidding about Bannikburg being a resupply point. There's Resource Buildings all over the place and a couple of Repair Bays. Grab everything you can, because we'll need it." IDS_BRIEF_19 "Commander, the only hope we have of winning this war is to stop the Steiner-Liao alliance before they fully mobilize their forces together.\n\nMt. Cho is one of the strongest Liao positions on Carver V and their primary reinforcement point. We need you to hit this area and take out as many 'Mechs and vehicles as possible before they combine with Steiner troops. I've also listed some secondary targets that will weaken Liao's capacity to mount an offense.\n\nI hope you can pull this off, Commander. The hopes of the people go with you.\n\nBaxter\n\nTactical Officer Notes: \nI've got copies of what few maps there are of the area; I guess Liao didn't want anyone snooping around. Mt. Cho is big, and the obvious approaches are heavily defended. I'd scout around a bit; someplace that large must have a weakness.\n\nThe good news is that we might not have to go to the mountain at all. Liao isn't expecting any sort of attack here; most of their units are positioned outside the mountain." IDS_BRIEF_20 "Commander, we need your help in a recovery operation in the Pierce Sector. One of Major Kelly's dropships has been downed by enemy Orbital Gun fire. Looks like Liao managed to secretly construct an installation in that area, inadvertently discovered by the crew of that dropship. Loss of even one dropship is a severe blow to Davion's resources, we need her back.\n\nThe Orbital Guns are still active, so you'll have to travel to the dropship on ground. Secure it, and then rescue the crew. Once that's done, you'll need to destroy the Orbital Guns so we can safely extract you.\n\nGood luck to you, Commander.\n\nBaxter\n\nTactical Officer Notes: \nOkay, I've got satellite imaging of the area and it doesn't look too bad. Liao has started to build a major installation there, but it's not finished. There aren't any walls, and the buildings are still mostly temporary. I've spotted one Orbital Gun in the base and the others are MOGs, so they'll be roaming to avoid detection.\n\nStill, I would prepare for the worse. Liao is always hard to pin down; just because we can't see them doesn't mean they're not there.\n\n\n\n\n\n" IDS_BRIEF_21 "Some good news, Commander. Davion Recon has been operating surveillance on a Steiner base in the Ramses Sector and uncovered a weakness we can exploit. The sector is protected from dropships by roaming Mobile Orbital Guns, but after analyzing their patrol patterns we know there's a short span of time when the sector is unprotected.\n\nWe need you to drop into this sector and cause as much damage as you can and then reach the extraction point. You have to reach the extraction point before time runs out; otherwise, the dropship will have to leave without you to avoid the returning MOGs.\n\nThere's a well-defended Steiner base in the area, Base Scorpio. But there's plenty of important targets outside the base, so use your best judgment.\n\nStrike a blow for the people, Commander.\n\nBaxter\n\nTactical Officer Notes: \nTime is short on this mission, Sir. No matter what your plans are, we should leave the slow 'Mechs behind on this one. \n\nBaxter is letting us pick our own targets as opportunity permits, but I'd pay close attention to that Weapons Facility. All this security has to be here for a reason." IDS_BRIEF_22 "Commander, I'm about to ask you to undertake a difficult task. Despite our efforts, the people of Carver V are dying every day this war drags on. They need to know that the end is in sight, and we need to break the Steiner-Liao alliance.\n\nI'm asking you to take your team and pit them against the best of the Liao forces on their home ground. If you can break through and destroy Liao Palace, Carver V will know the tide is changing, and Steiner will be left without an ally.\n\nWe can win this war, Commander, but only with the help of the people. They need to know that if they fight for us, they won't die in vain. Show them that the noble Houses are not invincible, and they will rise up.\n\nBaxter\n\nTactical Officer Notes: \nSir, might I remind you that the palace is one of the most heavily fortified areas on the entire planet. Major Kelly's forces will spearhead the assault, but once she's opened an alley into the Palace Sector we're on our own.\n\nEven if we can break through the perimeter wall and its defenses, we'll still have to deal with the Elite Guard. These are Liao's best MechWarriors; they won't be like anything we're used to dealing with from Liao.\n\nMy professional opinion is that this is a suicide run, Commander." IDS_BRIEF_23 "Renard has finally gone mad. He has declared martial law, seized the civilian Starport, and confiscated all food and medical supplies. He's willing to let thousands die for his war.\n\nWe have to get that Starport back. Sending our forces to the Starport is exactly what Renard wants and he'll be prepared, but we have no choice.\n\nBut we do have an advantage. The destruction of Liao Palace has given the people hope, and a group of partisans are willing to join the cause against Steiner. They're located in a town northwest of the Starport. They won't be able to do much against trained Steiner units, but they're willing to fight for us.\n\nGo get that Starport back, Commander. Lives are at stake.\n\nBaxter\n\nTactical Officer Notes:\nSir, be very careful on this mission. Renard knows we're coming and we're severely outgunned.\n\nThe Sensor Control for the sector is located to the north; we should take that as soon as possible. It will deny the Steiner information and tell us where they are. If we let the Steiner track us and concentrate their forces, we won't stand a chance.\n" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECTIVES_11_2 " 2. Capture Steiner Weapons Facility" IDS_OBJECTIVES_11_3 " 3. Capture Steiner Headquarters" IDS_OBJECTIVES_11_4 " 4. Extract" IDS_OBJECTIVES_11_5 " a. Capture Resource Buildings at Davion Base " IDS_OBJECTIVES_11_6 " b. Salvage Davion 'Mechs at Salvage Yard" IDS_OBJECTIVES_12_1 " 1. Destroy Convoy Element A" IDS_OBJECTIVES_12_2 " 2. Destroy Convoy Element B" IDS_OBJECTIVES_12_3 " 3. Destroy Convoy Element C" IDS_OBJECTIVES_12_4 " 4. Destroy Convoy Element D" IDS_OBJECTIVES_12_5 " 5. Extract" IDS_OBJECTIVES_13_1 " 1. Destroy Both HPG Transmitters" IDS_OBJECTIVES_13_2 " 2. Capture Weapons Facility A" IDS_OBJECTIVES_13_3 " 3. Capture Weapons Facility B" IDS_OBJECTIVES_13_4 " 4. Capture Weapons Facility C" IDS_OBJECTIVES_13_5 " 5. Destroy Davion Dropship" IDS_OBJECTIVES_13_6 " 6. Extract" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECTIVES_10_3 " 2. Destroy Steiner Reinforcements" IDS_OBJECTIVES_10_4 " 3. Destroy All Airfield Defenders" IDS_OBJECTIVES_10_5 " 4. Extract" IDS_OBJECTIVES_14_1 " 1. Capture Meeting Hall to Contact Operative" IDS_OBJECTIVES_14_2 " 2. Destroy Orbital Gun Alpha" IDS_OBJECTIVES_14_3 " 3. Destroy Orbital Gun Beta" IDS_OBJECTIVES_14_4 " 4. Destroy Orbital Gun Gamma" IDS_OBJECTIVES_14_5 " 5. Destroy Mobile Orbital Gun Omega" IDS_OBJECTIVES_14_6 " 6. Extract" IDS_OBJECTIVES_14_7 " a. Capture Airport Sensor Control" IDS_OBJECTIVES_14_8 " b. Destroy Fuel Tanks at Resupply Depot" IDS_OBJECTIVES_14_9 " c. Capture Relay Station" IDS_OBJECTIVES_14_10 " d. Destroy All Enemy Units" IDS_OBJECTIVES_15_1 " 1. Destroy All Legion Tanks" IDS_OBJECTIVES_15_2 " 2. Destroy 3 Industrial Complexes" IDS_OBJECTIVES_15_3 " 3. Extract" END STRINGTABLE DISCARDABLE BEGIN IDS_BLURB_16 "Capture a vulnerable Davion base before units move in to reinforce the base." IDS_BLURB_17 "Liao and Steiner wish to meet and settle a truce. Protect and escort Jason Cho to the rendezvous point." IDS_BLURB_18 "Defend Bannikburg from the combined Liao-Steiner assault and prevent the city from falling under their control." IDS_BLURB_19 "Raid the Mt. Cho reinforcement station and cause maximum collateral damage to Liao property." IDS_BLURB_20 "Locate and secure the Davion Dropship, then rescue the crew and disable the Orbital Guns to enable an extraction." IDS_BLURB_21 "Destroy as many Steiner resources as possible and extract before time runs out." IDS_BLURB_22 "Break through the heart of Liao defenses and destroy the Palace, the seat of Liao power on Carver V." IDS_BLURB_23 "Free the Starport from Renard's control." IDS_BLURB_24 "Destroy the Steiner High Command and bring peace to Carver V." IDS_BLURB_T1 "Learn about camera control, the tac map, and movement." IDS_BLURB_T2 "Learn how to find enemies visually and using sensors. Learn about effectively firing on enemies." IDS_BLURB_T3 "Learn about capturing buildings and their tactical advantages." IDS_BLURB_T4 "Learn how to call for and use support vehicles during a mission." IDS_BLURB_T5 "Detailed explanation on all available support options." IDS_BLURB_M1 "Elimination: Destroy opponents for points. The player with the most points wins." IDS_BLURB_M2 "Last Man Standing: Destroy all opponents and have the last 'Mech still standing to win." END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECTIVES_15_4 " a. Destroy Relay Station's Power Generator" IDS_OBJECTIVES_15_5 " b. Destroy 2 Medium Factories" IDS_OBJECTIVES_15_6 " c. Rendezvous with Liao Operative" IDS_OBJECTIVES_16_1 " 1. Capture Sensor Control" IDS_OBJECTIVES_16_2 " 2. Destroy All Base Defenders" IDS_OBJECTIVES_16_3 " 3. Destroy All Reinforcements" IDS_OBJECTIVES_16_4 " 4. Capture Davion Base HQ" IDS_OBJECTIVES_16_5 " 5. Extract" IDS_OBJECTIVES_16_6 " a. Capture All Main Base Turret Controls" IDS_OBJECTIVES_16_7 " b. Capture All Main Base Gate Controls" IDS_OBJECTIVES_17_1 " 1. Escort Jason Cho to Rendezvous Location" IDS_OBJECTIVES_17_2 " Destroy All Enemy Forces" IDS_OBJECTIVES_17_3 " a. Move into Steiner Base" IDS_OBJECTIVES_18_1 " 1. Defend Bannikburg from Enemy Forces" IDS_OBJECTIVES_18_2 " 2. Destroy All Liao and Steiner Units" IDS_OBJECTIVES_18_3 " a. Recapture Davion Headquarters" END STRINGTABLE DISCARDABLE BEGIN IDS_MIS_NAME_24 "Operation Goliath" IDS_MP_NAME_01 "Ravines Remix" IDS_MP_NAME_02 "City Heat" IDS_MP_NAME_03 "Ravines" IDS_MP_NAME_04 "Wet Work" IDS_MP_NAME_05 "Elimination" IDS_MP_NAME_06 "IceLand" IDS_MP_NAME_07 "Last Man Standing" IDS_MP_NAME_08 "Mt. Renard" IDS_MP_NAME_09 "King of the Hill" IDS_MP_NAME_10 "Northpoint Station" IDS_MP_NAME_11 "Last Man on the Hill" IDS_MP_NAME_12 "Six Bases" IDS_MP_NAME_13 "Territories" IDS_MP_NAME_14 "CapBase Classic" IDS_MP_NAME_15 "Capture Base" END STRINGTABLE DISCARDABLE BEGIN IDS_MP_NAME_16 "2 of 3" IDS_MP_NAME_17 "Orbital" IDS_MP_NAME_18 "Ravines (CapBase)" IDS_MP_NAME_19 "IDS_MP_NAME_" IDS_MP_NAME_20 "IDS_MP_NAME_" IDS_MIS_NAME_T1 "Training 1: Basics" IDS_MIS_NAME_T2 "Training 2: LOS & Sensors" IDS_MIS_NAME_T3 "Training 3: Capturing" IDS_MIS_NAME_T4 "Training 4: Support" IDS_MIS_NAME_T5 "Training 5: Advanced Support" END STRINGTABLE DISCARDABLE BEGIN IDS_BRIEF_24 "Our victory at the Starport has driven Renard into a rage. He's attacking every town and city even remotely suspected of supporting us, destroying civilian homes without care for the lives lost.\n\nMajor Kelly has tried reasoning with Renard to convince him to give himself up, but he refuses. \n\nWe cannot allow Renard to continue his slaughter of Carver V. If we can destroy the Steiner High Command, the Steiner forces will be in disarray, and we can assume control and stop this bloodshed.\n\nRenard himself will be at the Steiner High Command. Major Kelly refuses to attack her former commanding officer. I need you to save this planet, Commander.\n\nBaxter\n\nTactical Officer Notes:\nSir, we won't be alone out there. The citizens of Carver V are willing to fight with us. Baxter has informed me that a group of partisans will join our assault.\n\nThe partisan forces will attack from the east, initially going after a fuel convoy sitting just outside the walls. The resulting blast should take out a section of wall and allow easy entry into the base proper. The partisans will then split into two groups. The first will move south toward the front of the base and attempt to capture the Turret Controls there. The second will move deeper into the base and engage any Steiner units they find, hopefully drawing units away from the first group.\n\nWhile the partisans draw the attention of the Steiner forces, our units will move in during the confusion and destroy the Steiner High Command itself.\n\nAll intelligence data has been uploaded, the pilots are rested, and Cash has the 'Mechs working like new. We're ready, Sir.\n\n\n\n\n\n\n" IDS_BRIEF_T1 "Topics:\n\nCamera and how to control the view.\nWalking, running, and jumping your units.\nUsing the tac map." IDS_BRIEF_T2 "Topics:\n\nLine of sight (LOS) and visually acquiring targets.\nSensors and their role in finding enemies that are not in LOS.\nWeapons ranges and what the optimal range is for your units." IDS_BRIEF_T3 "Topics:\n\nCapturing buildings so they function for you instead of for the enemy.\n\nTurret Control: Enables turrets to fire on enemies instead of you.\nGate Control: Enables gates to open for you and close on enemies.\nSensor Control: Enables remote Sensor Towers to display the location of enemies on your tac map." IDS_BRIEF_T4 "Topics:\n\nCapturing Resource Buildings to accumulate resource points (RPs).\nUsing RPs to call in support reinforcements.\n\nRepair Truck: Repairs armor, fixes broken legs, and restocks ammo.\nSalvage Craft: Flies in one of your MechWarriors to pilot a downed 'Mech." IDS_BRIEF_T5 "Topics:\n\nLearning full use of all support options available\n\nMinelayer: Places mines that will detonate and damage heavier units on the battlefield.\nFixed Artillery: A powerful gun emplacement that fires explosive, area-effect shells.\nAirstrike: Calls in aerospace bombers to perform a dive bombing run anywhere on the map.\nSensor Probe: Provides the position on any enemies beyond your own sensor range." IDS_BRIEF_m01 "Commander, your job is to clear out this sector. You've got a couple choices as to where to fight. If you plan to stick to the ravines, then watch out for enemy jumpers with LRMs. If they get above you, expect a lot of headshots. If you plan on moving into the central area, you've got a lot of shallow water that'll cordon movement. Remember that equipping your 'Mechs with the right loadout for the terrain is half the battle.\n\nThis is your basic deathmatch, with a mercenary twist. Every enemy unit you destroy gives you its relative value in C-bills. The winner is the player or team with the most C-bills at the end of the mission time, or when only one team has units remaining.\n\nNOTE: Area-effect weapons (Long Toms, Swarm LRMs, fuel tanks, etc.) do not count toward kills." IDS_BRIEF_m02 "Ever fought in a city before, Commander? Well now's your chance. There's a lot of tall buildings to block LOS and tight corners to hide behind. A couple 'Mechs with Heavy Autocannons could have a field day in there. Of course, there's plenty of open country around the city to move around as well. Another commander might decide to set up Fixed Artillery pieces on the city's perimeter and just blow the whole place up, so keep that in mind before rushing in.\n\nThis is your basic deathmatch, with a mercenary twist. Every enemy unit you destroy gives you its relative value in C-bills. The winner is the player or team with the most C-bills at the end of the mission time, or when only one team has units remaining.\n\nNOTE: Area-effect weapons (Long Toms, Swarm LRMs, fuel tanks, etc.) do not count toward kills." IDS_BRIEF_m03 "Commander, your job is to clear out this sector. You've got a couple choices as to where to fight. If you plan to stick to the ravines, then watch out for enemy jumpers with LRMs. If they get above you, expect a lot of headshots. If you plan on moving into the central area, you've got a lot of shallow water that'll cordon movement. Remember that equipping your 'Mechs with the right loadout for the terrain is half the battle.\n\nThis is your basic deathmatch, with a mercenary twist. Every enemy unit you destroy gives you its relative value in C-bills. The winner is the player or team with the most C-bills at the end of the mission time, or when only one team has units remaining.\n\nNOTE: Area-effect weapons (Long Toms, Swarm LRMs, fuel tanks, etc.) do not count toward kills." IDS_BRIEF_m04 "This sector's got a little bit of everything in it: shallows, hills, and even a couple of small fire bases scattered about. You can set up almost any force you like and find ground that you can fight effectively from. Granted, the enemy might not be polite enough to fight where you want, so a combined force could be the way to go here.\n\nThis is your basic deathmatch, with a mercenary twist. Every enemy unit you destroy gives you its relative value in C-bills. The winner is the player or team with the most C-bills at the end of the mission time, or when only one team has units remaining.\n\nNOTE: Area-effect weapons (Long Toms, Swarm LRMs, fuel tanks, etc.) do not count toward kills." IDS_BRIEF_m05 "This is your basic deathmatch, with a mercenary twist. Every enemy unit you destroy gives you its relative value in C-bills. The winner is the player or team with the most C-bills at the end of the mission time, or when only one team has units remaining.\n\nNOTE: Area-effect weapons (Long Toms, Swarm LRMs, fuel tanks, etc.) do not count toward kills." IDS_BRIEF_m06 "Your objective for this mission is to survive, regardless of how you do it. As long as you have the last unit on the map, you will win. There is a large base centered in the sector, complete with Resource Buildings and Turret Controls, so whoever can control that area will have an advantage. \n\nThe object of this mission type is to destroy all your enemies and be the Last Man Standing. If time runs out and there are still multiple combatants, the team with the most remaining units is the winner." IDS_BRIEF_m07 "The object of this mission type is to destroy all your enemies and be the Last Man Standing. If time runs out and there are still multiple combatants, the team with the most remaining units is the winner." IDS_BRIEF_m08 "You see that hill, Commander? See that HQ on top of it? That's your objective. You're in a competition to see who can capture and hold that HQ for the longest amount of time. Nothing matters except for that. Pick the loadout that you think will give you the maximum ability to hold that position. Oh, a Fixed Artillery piece or two up there wouldn't hurt a bit, either.\n\nYou're in a competition to see who can capture and hold the HQ atop the hill for the longest amount of time. Nothing matters except for that. When only one player has units remaining, the game is over and the remaining player automatically gets the time left on the clock." IDS_BRIEF_m09 "You're in a competition to see who can capture and hold the HQ atop the hill for the longest amount of time. Nothing matters except for that. When only one player has units remaining, the game is over and the remaining player automatically gets the time left on the clock." IDS_BRIEF_m10 "This mission has a time limit, Commander. When that timer runs out, you need to have captured the HQ on the top of the hill. It doesn't matter if you've had the most kills or held the HQ for most of the battle. Just be in possession of that HQ at the end. You could try and hold the HQ for the entirety of the battle, or sneak in at the last minute and seize it. Just remember, all the other commanders want it just as badly as you do." END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECTIVES_18_4 " b. Recapture the City's Power Generator" IDS_OBJECTIVES_18_5 " c. Recapture Sensor Control" IDS_OBJECTIVES_19_1 " 1. Destroy 1/3 of All Enemy Forces" IDS_OBJECTIVES_19_2 " 2. Extract" IDS_OBJECTIVES_19_3 " a. Destroy 2/3 of All Enemy Forces" IDS_OBJECTIVES_19_4 " b. Destroy All Enemy Forces" IDS_OBJECTIVES_19_5 " c. Capture Liao Headquarters" IDS_OBJECTIVES_19_6 " d. Destroy All 3 Power Generators at Liao Base" IDS_OBJECTIVES_19_7 " e. Destroy Both Industrial Complexes" IDS_OBJECTIVES_19_8 " f. Destroy All 5 Slayer Bombers" IDS_OBJECTIVES_19_9 " g. Capture Weapons Facility" IDS_OBJECTIVES_19_10 " a. Destroy All Enemies" IDS_OBJECTIVES_20_1 " 1. Move to Davion Dropship" IDS_OBJECTIVES_20_2 " 2. Rescue Dropship Crew at Prison" IDS_OBJECTIVES_20_3 " 3. Destroy Orbital Gun" IDS_OBJECTIVES_20_4 " 4. Destroy Mobile Orbital Gun A" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECTIVES_20_5 " 5. Destroy Mobile Orbital Gun B" IDS_OBJECTIVES_20_6 " 6. Extract " IDS_OBJECTIVES_21_1 " 1. Extract " IDS_OBJECTIVES_21_2 " a. Destroy Ammo Dump Alpha" IDS_OBJECTIVES_21_3 " b. Destroy Ammo Dump Beta" IDS_OBJECTIVES_21_4 " c. Destroy Power Generator Alpha" IDS_OBJECTIVES_21_5 " d. Destroy Power Generator Beta" IDS_OBJECTIVES_21_6 " e. Capture Weapons Facility" IDS_OBJECTIVES_22_1 " 1. Destroy the Liao Elite Guard" IDS_OBJECTIVES_22_2 " 2. Destroy the Liao Palace" IDS_OBJECTIVES_22_3 " 3. Extract" IDS_OBJECTIVES_23_1 " 1. Destroy All Steiner Units at Starport" IDS_OBJECTIVES_23_2 " 2. Destroy Steiner Reinforcements" IDS_OBJECTIVES_23_3 " a. Capture Sensor Control" IDS_OBJECTIVES_23_4 " b. Destroy Steiner Patrol Groups" IDS_OBJECTIVES_23_5 " c. Destroy Steiner Dropships" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECTIVES_23_6 " d. Capture Mobile HQ Vehicle" IDS_OBJECTIVES_24_1 " 1. Destroy Steiner High Command" IDS_OBJECTIVES_24_2 " Eliminate Renard" IDS_OBJECTIVES_24_3 " 3. Extract" IDS_OBJECTIVES_T1_1 " 1. Move All Units to Nav Point 1" IDS_OBJECTIVES_T1_2 " 2. RUN All Units to Nav Point 2" IDS_OBJECTIVES_T1_3 " 3. Move All Units to Nav Point 3" IDS_OBJECTIVES_T1_4 " 4. Jump Any Unit to Nav Point 4" IDS_OBJECTIVES_T2_1 " 2. Move to Nav Point 1" IDS_OBJECTIVES_T2_2 " 3. Destroy Cargo Trucks" IDS_OBJECTIVES_T2_3 " 4. Move to Nav Point 3" IDS_OBJECTIVES_T2_4 " 5. Destroy All Enemy Units" IDS_OBJECTIVES_T3_1 " 1. Move to Nav Point 1" IDS_OBJECTIVES_T3_2 " 2. Move to Nav Point 2" IDS_OBJECTIVES_T3_3 " 3. Capture Mobile HQ Vehicles" IDS_OBJECTIVES_T4_1 " 1. Capture Resource Building" END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECTIVES_T4_2 " 2. Destroy Enemy 'Mech" IDS_OBJECTIVES_T4_3 " 3. Salvage Enemy 'Mech" IDS_OBJECTIVES_T4_4 " 4. Move to Navpoint 4" IDS_OBJECTIVES_T4_5 " 5. Move to Navpoint 5" IDS_OBJECTIVES_T2_A " 1. Move to Ridge" IDS_OBJECTIVES_T2_B " Destroy 1st Cargo Truck" IDS_OBJECTIVES_T2_C " Destroy Abandoned Building" IDS_OBJECTIVES_T3_A " Capture Gate Control" IDS_OBJECTIVES_T3_B " Capture Turret Control" IDS_OBJECTIVES_T3_C " Capture Sensor Control" IDS_IDS_OBJECTIVES_21_A " f. Destroy Industrial Complex" IDS_OBJECTIVES_10_A " 2. Destroy Steiner Reinforcements" IDS_OBJECTIVES_10_B " 3. Destroy All Airfield Defenders" IDS_OBJECTIVES_10_C " 4. Extract" IDS_OBJECTIVES_T5_1 " 1. Move Unit to Area" IDS_OBJECTIVES_T5_2 " 2. Move Minelayer to Nav Marker" END STRINGTABLE DISCARDABLE BEGIN IDS_SALVAGE_TONNAGE_HELP "TONNAGE The weight, in tons, and class of the selected 'Mech." IDS_SALVAGE_RANGE_HELP "RANGE The dominant weapons range of the selected 'Mech." IDS_SALVAGE_SPEED_HELP "SPEED The speed, in kilometers per hour, of the selected 'Mech." IDS_SALVAGE_JUMPJETS_HELP "JUMP The distance, in meters, the selected 'Mech can jump." IDS_SALVAGE_IMAGE_HELP "CURRENT SELECTION The name and image of the currently selected 'Mech." END STRINGTABLE DISCARDABLE BEGIN IDS_HOTKEY_TILTU "Tilt Camera Up" IDS_HOTKEY_TILTD "Tilt Camera Down" IDS_HOTKEY_CHAT "Chat" IDS_HOTKEY_CHAT_TEAM "Team Chat" END STRINGTABLE DISCARDABLE BEGIN IDS_BRIEF_m11 "This mission has a time limit, Commander. When that timer runs out, you need to have captured the HQ on the top of the hill. It doesn't matter if you've had the most kills or held the HQ for most of the battle. Just be in possession of that HQ at the end. You could try and hold the HQ for the entirety of the battle, or sneak in at the last minute and seize it. Just remember, all the other commanders want it just as badly as you do." IDS_BRIEF_m12 "This mission isn't about how many 'Mechs you can drop but. rather, how much territory you can grab. There are six unaligned bases on the map, each with an HQ that can be captured. Grabbing one base isn't a problem; grabbing most of the bases is. You can choose to capture one or two bases, then defend those, hoping to whittle down your enemies, or make a dash for as many bases you can, trusting that your opponents won't be able to recapture them in time. The winner is the team that controls the most HQs when time runs out ... but if a team captures all the HQs, they instantly win!" IDS_BRIEF_m13 "This mission isn't about how many 'Mechs you can drop but, rather, how much territory you can grab. There are several unaligned bases on the map, each with a HQ that can be captured. Grabbing one base isn't a problem; grabbing most of the bases is. You can choose to capture one or two bases, then defend those, hoping to whittle down your enemies, or make a dash for as many bases you can, trusting that your opponents won't be able to recapture them in time. The winner is the team that controls the most HQs when time runs out ... but if a team captures all the HQs, they instantly win!" IDS_BRIEF_m14 "Your mission today is quite simple. There's another base in the area; your job is to go over there and capture it. The difficulty lies in the fact that the other base's commander is trying to do the same thing to you. Whatever you intend to do, be it attack or defend, always have a backup plan ready, 'cause you never know what your opponent is going to do." IDS_BRIEF_m15 "Each player has an HQ that they must defend. If a player's HQ is captured, all of their MechWarriors will eject, leaving their 'Mechs as salvage for the remaining players to fight over. The winning team is the one with the most captures." IDS_BRIEF_m16 "In the south of the map sit three bases, each with an HQ building. If your assignment is to attack the bases, then two of the three HQs need to belong to you at the same time in order to win. If you're the defender, then you have to prevent your opponent from capturing two of the three. It's kind of like a game of chess, only with big 'Mechs instead of little pieces." IDS_BRIEF_m17 "How many Orbital Guns does it take to shoot down a dropship? In this case, you need two out of three. If you've been hired to protect the Orbital Guns, then you need to prevent your opponent from destroying two out of the three guns under your protection. If you're the attacker, you need to destroy two of them. The battle continues until either two of the Orbital Guns are destroyed or the attacker loses all his forces." IDS_BRIEF_m18 "Commander, there are other bases in the area; your job is to capture them while defending your own. You've got a couple choices as to where to fight. If you plan to stick to the ravines, then watch out for enemy jumpers with LRMs. If they get above you, expect a lot of headshots. If you plan on moving into the central area, you've got a lot of shallow water that'll cordon movement. Remember that equipping your 'Mechs with the right loadout for the terrain is half the battle.\n\nEach player has an HQ that they must defend. If a player's HQ is captured, all of their MechWarriors will eject, leaving their 'Mechs as salvage for the remaining players to fight over. The winning team is the one with the most captures." END STRINGTABLE DISCARDABLE BEGIN IDS_SWAPFILE_CAPTION "Error: Swapfile Too Small!" IDS_MP_PLAYER_READY "%s is ready to launch." IDS_MC2_CDMISSING "Please insert the MechCommander 2 CD, and then click \nOK to continue." IDS_MC2_movieMISSING "MechCommander 2 could not open the movie movie %s.\n%s" IDS_MC2_MISSING_TITLE "MechCommander 2 CD Not Inserted" IDS_MC2_FILEMISSING "MechCommander 2 could not open the file %s.\n%s" IDS_FINAL_MISSION "AfterGame" IDS_MP_PLAYER_KICKED "You have been kicked out of the game." IDS_EDITOR_ERROR "MechCommander 2 Editor Error" IDS_EDITOR_VOODOO3 "The MechCommander 2 Mission Editor cannot run on a Voodoo 3 card with a desktop resolution higher than 1024x768. Desktop color depth must also be 16-bit color. Change your desktop resolution by right-clicking the desktop, clicking Properties, and then clicking the Settings tab." IDS_MULTIPLAYER_PLAYERHOST "%s has become the host." IDS_GAME_ERROR "MechCommander 2 Error" IDS_GAME_VOODOO3 "MechCommander 2 cannot run on a Voodoo 3 card with a desktop resolution higher than 1024x768. Desktop color depth must also be 16-bit color. Change your desktop resolution by right-clicking the desktop, clicking Properties, and then clicking the Settings tab." IDS_SERVER_MIGRATING "Trying to connect to server..." IDS_GAME_HDSPACE_ERROR "Insufficient Hard Disk Space Warning" IDS_GAME_HDSPACE_MSG "MechCommander 2 may not have enough disk space to save games. Press OK to continue. Press Cancel to exit the game and free up disk space." END STRINGTABLE DISCARDABLE BEGIN IDS_IME_USE_LANGDLL_SETTING "0" END STRINGTABLE DISCARDABLE BEGIN IDS_UNCOMMON_VALOR_HELP4 "UNCOMMON VALOR Medal awarded to this pilot for killing 7 or more 'Mechs during a mission." IDS_LIAO_MEDAL_HELP "LIAO SUNBURST OF GALLANTRY Medal awarded to this pilot for heroism under fire." IDS_DAVION_MEDAL_HELP "DAVION SUNBURST MEDAL Medal awarded to this pilot for exceptional duty, devotion, and sacrifice." IDS_STEINER_MEDAL_HELP "STEINER ALLIANCE STAR Medal awarded to this pilot for uncommon bravery and honor." END STRINGTABLE DISCARDABLE BEGIN IDS_BLURB_M3 "King of the Hill: Control the Headquarters at the top of the hill for the longest amount of time to win." IDS_BLURB_M4 "Last Man on the Hill: Have control of the Headquarters when the timer runs out to win." IDS_BLURB_M5 "Territories: Gain control of as many bases as possible before the timer runs out to win, or gain control of all bases to win instantly." IDS_BLURB_M6 "CapBase Classic: Capture your opponent's Headquarters." IDS_BLURB_M7 "CapBase: Capture an opponent's Headquarters to disable all of his units. The player with the most captures wins." IDS_BLURB_M8 "2 of 3: The attacking team must capture 2 out of 3 Headquarters to win; the defending team must stop them." IDS_BLURB_M9 "Orbital: The attacking team must destroy 2 out of 3 Orbital Guns to win; the defending team must protect the guns." IDS_BLURB_M10 "Multiplayer scenario mission." IDS_BLURB_M11 "Elimination: Destroy opponents for points. The player with the most points wins.\nUsing Quickstart allows everyone to control vehicles in this version of Ravines." END STRINGTABLE DISCARDABLE BEGIN IDS_OBJECTIVES_T5_3 " 3. Destroy Approaching Enemy Units" IDS_OBJECTIVES_T5_4 " 4. Move Scout 'Copter to Island" IDS_OBJECTIVES_T5_5 " 5. Destroy Convoy" IDS_OBJECTIVES_M1 " Destroy 2 of 3 Orbital Guns, or Destroy All Enemies" IDS_OBJECTIVES_M2 " Defend 2 of 3 Orbital Guns, or Destroy All Enemies" IDS_OBJECTIVES_M3 " Capture 2 of 3 HQ Buildings, or Destroy All Enemies" IDS_OBJECTIVES_M4 " Defend 2 of 3 HQ Buildings, or Destroy All Enemies" END STRINGTABLE DISCARDABLE BEGIN IDS_DIALOG_LB_FONT "AgencyFB11.d3f" END STRINGTABLE DISCARDABLE BEGIN IDS_MPLAYER_NO_MORE_SUPPORT_VEHICLES "Sgt. Cash: Sir, we're out of support vehicles. " IDS_MPLAYER_NO_MORE_SUPPORT_VEHICLES1 "Only Airstrikes, Sensor Probes and Salvage Craft are available." END #endif // English (U.S.) resources ///////////////////////////////////////////////////////////////////////////// #ifndef APSTUDIO_INVOKED ///////////////////////////////////////////////////////////////////////////// // // Generated from the TEXTINCLUDE 3 resource. // ///////////////////////////////////////////////////////////////////////////// #endif // not APSTUDIO_INVOKED