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Last active October 19, 2023 23:10
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Star Citizen 3.20 ENG Translation Template
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2019_Ann_Sale_Day1=Expo-hall Day 01
2019_Ann_Sale_Day2=Expo-hall Day 02
2019_Ann_Sale_Day3=Expo-hall Day 03
2019_Ann_Sale_Day4=Expo-hall Day 04
2019_Ann_Sale_Day5=Expo-hall Day 05
2019_Ann_Sale_Day6_01=Expo-hall Day 06_01
2019_Ann_Sale_Day6_02=Expo-hall Day 06_02
2019_Ann_Sale_Day7=Expo-hall Day 07
2019_Ann_Sale_Day8=Expo-hall Day 08
2019_Ann_Sale_Day9=Expo-hall Day 09 - Best of Show
890_J_MissionTest=WIP Disable the hack before it is complete %ls
890_J_Mission_Obj_VIP_Long=WIP - Protect the VIP
890_J_Mission_Obj_VIP_Short=WIP - Protect the VIP
890_J_Mission_WaypointVIP=WIP - Defend VIP
890_J_Mobi_Desc=WIP - Go to Hijacked 890 and stop hijacking / hack
890_J_Mobi_Title=WIP - 890 Jump in danger
890_J_Screen=
@Invictus_TourSoon=Invictus Coming Soon
@hud_mining_modifier_cluster_factor=Cluster Factor (~ItemModifierMethod(value)%)
@pause_options_esp_zone_inner=Pilot E.S.P. - Inner Zone Size (percent of zone size)
@ui_v_ifcs_esp_hold=E.S.P. - Enable Temporarily (Hold)
@vehicle_DescGRIN_STV=Manufacturer: Greycat Industrial\nFocus: Transport\n\nGet ready to have some serious fun on the job with the STV from Greycat. This Sport Terrain Vehicle was built by pros for pros and features blazing speed and convenient built-in storage.
ATC_Area18=Area18 Landing Services
ATC_Automated=Automated Landing Services
ATC_CryAstro=Cry-Astro Vehicle Services
ATC_GrimHEX=Green Imperial Landing Services
ATC_Levski=Levski Landing Control
ATC_Lorville=Lorville Landing Services
ATC_Lorville_Gate01=Lorville Gate 01
ATC_Lorville_Gate02=Lorville Gate 02
ATC_Lorville_Gate03=Lorville Gate 03
ATC_Lorville_Gate04=Lorville Gate 04
ATC_Lorville_Gate05=Lorville Gate 05
ATC_Lorville_Gate06=Lorville Gate 06
ATC_Orison=Orison Landing Services
ATC_OutpostArcCorp=ArcCorp Outpost Landing Service
ATC_OutpostGeneric=Outpost Landing Control
ATC_OutpostRayari=Rayari Outpost Landing Service
ATC_OutpostShubin=Shubin Outpost Landing Control
ATC_OutpostTerraMills=Terra Mills Outpost Landing Control
ATC_PlatinumBay=Platinum Bay Landing Services
ATC_PortOlisar=Port Olisar Landing Services
ATC_RandR=R&R Landing Services
AaronHalo=Aaron Halo
AbandonedOutpost_001=Abandoned Outpost
AbandonedOutpost_001_desc=KEEP OUT. This structure is no longer in active service. Do not use, occupy or enter.
Aciedo_CommArray_desc_shared=Owned and operated by Aciedo, this communication array provides comm coverage and ECN services to this sector of space.
Aciedo_RepUI_Area=UEE
Aciedo_RepUI_Description=Following the conclusion of the First Tevarin War, Humanity was eager to begin exploring the stars again. Aciedo began life as fledging ship manufacturer focused on creating long-range exploration vessels. While they saw moderate success with their initial ship design, it was the included communication drones that stood out for their reliability and transmission success. Captains across the newly formed Empire began asking Aciedo to sell them commdrones directly. Within the first year of offering them, sales skyrocketed, and it wasn't long before Aciedo decided to stop manufacturing ships entirely. Today, they are the UEE's largest communication service provider, handling over 70% of all comms, and operate commrelays, commarrays, and commdrones across the Empire.
Aciedo_RepUI_Focus=Communication Services
Aciedo_RepUI_Founded=2565
Aciedo_RepUI_Headquarters=Quinton, Angeli, Croshaw System
Aciedo_RepUI_Leadership=Narumi Arai, CEO
Aciedo_RepUI_Name=Aciedo Communications
Activation_Off=Revive
Activation_Offline=- Offline -
Activation_On=Reviving
Adagio_BasicSalvage_Desc_01=Attention:\n\nRights to a new Salvage Claim are available for purchase. Exclusive access to the ship’s verified coordinates in monitored space will be provided upon confirmed credit transfer. The coordinates will remain accessible as long as the accepted contract is active. When you are satisfied with the amount of material you've salvaged, you may abandon the contract early with no penalty to clear the coordinates from your Starmap.\n\nClaim #~mission(ClaimNumber):\n• SHIP: ~mission(Ship)\n• CAUSE OF ACCIDENT: ~mission(ShipStory)\n• LOCATION: ~mission(location)\n\nAdagio Rights Division
Adagio_BasicSalvage_Title_01=Claim #~mission(ClaimNumber): ~mission(Ship) Salvage Rights
Adagio_RepUI_Area=UEE
Adagio_RepUI_Description=Founded by retired Naval logistics personnel, Adagio found success supporting the voracious resource appetite of the Messer-era military-industrial complex through their salvaging operations. After the end of the Messer regime, Adagio, like many other military contractors, lost their contract, and the company was forced to find new sources of revenue. This ultimately led Adagio begin reselling salvage rights they’ve acquired to independent captains and other enterprises of various sizes.
Adagio_RepUI_DisplayName=Adagio Holdings
Adagio_RepUI_Focus=Salvaging
Adagio_RepUI_Founded=2577
Adagio_RepUI_HQ=Keene, Killian System
Adagio_RepUI_Leadership=Samoht Rhine, CEO
Adagio_from=Adagio Holdings
Admin_Ask_Work=Have any work?
Admin_Blackbox_Dropoff_Request=Drop off black box.
Admin_Counter_Marker_01=Delivery Drop Off
Admin_Deliver_Marker_01=Deliver
Admin_Delivery_Dropoff_Request=Make a delivery.
Admin_Delivery_Pickup_Request=Make a pickup.
Admin_Goodbye=Goodbye.
Admin_Help_Cargo=Sell some cargo.
Admin_Pickup_Marker_01=Pickup
Admin_Repair_Pickup_Request=Pick up a power core.
Admin_Small_Talk=How's it going?
Advocacy_RepUI_Area,P=[PH] Area
Advocacy_RepUI_Description,P=[PH] Advocacy Description
Advocacy_RepUI_Focus,P=[PH] Advocacy Focus
Advocacy_RepUI_Founded,P=[PH] N/A
Advocacy_RepUI_Headquarters,P=[PH] Advocacy Headquarters
Advocacy_RepUI_Leadership,P=[PH] Advocacy Leadership
Advocacy_RepUI_Name,P=[PH] Advocacy
Alerts_BeingArrested=Remain Where You Are, Arrest In Progress
Alerts_BeingScanned=Remain Stationary, Scan In Progress
AmbassadorFlights_Allies=Silver Leaf Society
AmbassadorFlights_RepUI_Area=UEE
AmbassadorFlights_RepUI_Description=Ambassador Flights has earned a reputation as the preferred shuttle service of executives and VIPs across the empire. While they operate their own fleet of premium vehicles that are contracted to fly their wealthy clientele around, to expand their services further they also contract with private pilots who meet their high standards of hygiene, comfort, and privacy.
AmbassadorFlights_RepUI_Focus=Livery Services
AmbassadorFlights_RepUI_Founded=2650
AmbassadorFlights_RepUI_Headquarters=New York City, Earth, Sol System
AmbassadorFlights_RepUI_Leadership=Anay Wolfe, CEO
AmbassadorFlights_RepUI_Name=Ambassador Flights
AmbassadorFlights_Rivals=N/A
ApprehendViolentInmate_DescriptionLong,P=Locate and bring to justice this vigilante
ApprehendViolentInmate_DescriptionShort,P=Locate and bring to justice this vigilante
ApprehendViolentInmate_HUD,P=Neutralize ~mission(Target)
ApprehendViolentInmate_Marker,P=Violent Inmate
ApprehendViolentInmate_MissionDescription,P=During their sentence a prison has violated prison rules. This prisoner has been committing violent offences during their sentence and must be stopped. Inmates who are willing to attempt to hunt this violent inmate will be rewarded for apprehending them.
ApprehendViolentInmate_Title,P=Apprehend Violent Inmate
ArcCorp_desc_shared=A mining facility owned and operated by ArcCorp.
AstroArmada_Salesperson_Conv_001_1,P=Line 1: blah blah blah
BHG_Certification_Criminal_Desc=Upon the recommendation of one our members, the Bounty Hunters Guild would like to offer you the chance to earn your Suspect Apprehension Certification.\n\nThis would signify that you are qualified to track and apprehend wanted suspects who have proven to be more elusive than typical bounties. They often have advanced piloting skills, difficult to predict behavior, and more resources than your average target, making them a real challenge. \n\nTo successfully complete this certification process, you must apprehend wanted suspect ~mission(TargetName).
BHG_Certification_Criminal_Title=Suspect Apprehension Certification
BHG_Certification_Easy_Desc=Based on an assessment of your developing abilities, the Bounty Hunters Guild would like to offer you the chance to earn your Tracker Beginner's Permit.\n\nThis permit would signify that you are qualified to track and apprehend Low-Risk Targets (LRT). These criminals traditionally fly smaller ships but typically have a few escorts which makes them more challenging.\n\nTo successfully complete this certification process, you must apprehend a LRT ranked criminal by the name of ~mission(TargetName) last seen at ~mission(Location|Address).
BHG_Certification_Easy_Title=Tracker Beginner's Permit Certification
BHG_Certification_EscapedConvict_Desc=Due to an increase in escapees in the area, the Bounty Hunters Guild would like to offer you the chance to earn your Fugitive Recovery Certification.\n\nThis would signify that you are qualified to track and apprehend escaped convicts. These desperate individuals can often prove quite difficult to recapture, requiring special skills and heightened intuition.\n\nTo successfully complete this certification process, you must apprehend the fugitive ~mission(TargetName). \n
BHG_Certification_EscapedConvict_Title=Fugitive Recovery Certification
BHG_Certification_Hard_Desc=As your standing in the community continues to grow, the Bounty Hunters Guild would like to offer you the chance to earn a Journeyman Tracker License.\n\nThis license would signify that you are qualified to track and apprehend High-Risk Targets (HRT). These criminals can travel in larger multicrew ships with several escorts. The additional offensive and defensive capabilities make them difficult targets for all but the most skilled guild members.\n\nTo successfully complete this certification process, you must apprehend a HRT ranked criminal by the name of ~mission(TargetName) last seen at ~mission(Location|Address).
BHG_Certification_Hard_Title=Journeyman Tracker License Certification
BHG_Certification_Medium_Desc=With the progress you have made in developing your skills, the Bounty Hunters Guild would like to offer you the chance to earn your full Tracker License.\n\nThis license would signify that you are qualified to track and apprehend Moderate-Risk Targets (MRT). These criminals traditionally fly medium-sized ships with several escorts. This class of outlaws make up a bulk of the contracts that typical bounty hunters will encounter.\n\nTo successfully complete this certification process, you must apprehend a MRT ranked criminal by the name of ~mission(TargetName) last seen at ~mission(Location|Address).
BHG_Certification_Medium_Title=Tracker License Certification
BHG_Certification_Super_Desc=As acknowledgment of your expertise in the craft, the Bounty Hunters Guild would like to offer you the chance to earn a Master Tracker License.\n\nThis license would signify that you are qualified to track and apprehend Extreme-Risk Targets (ERT). These are criminals who travel in sub-capital ships with heavy escorts. This class of bounty only gets assigned to the most experienced of trackers.\n\nTo successfully complete this certification process, you must apprehend an ERT ranked criminal by the name of ~mission(TargetName) last seen at ~mission(Location|Address).
BHG_Certification_Super_Title=Master Tracker License Certification
BHG_Certification_VeryEasy_Desc=Based on an assessment of your abilities, the Bounty Hunters Guild would like to offer you the chance to earn your Tracker Training Permit.\n\nThis permit would signify that you are qualified to track and apprehend Very Low-Risk Targets (VLRT). These criminals traditionally fly smaller ships and rarely have more than one escort. Ideal for Bounty Hunters who are just starting out.\n\nTo successfully complete this certification process, you must apprehend a VLRT ranked criminal by the name of ~mission(TargetName) last seen at ~mission(Location|Address).
BHG_Certification_VeryEasy_Title=Tracker Training Permit Certification
BHG_Certification_VeryHard_Desc=With your proven track record, the Bounty Hunters Guild would like to offer you the chance to earn an Advanced Tracker License.\n\nThis license would signify that you are qualified to track and apprehend Very High-Risk Targets (VHRT). These criminals can travel in larger multicrew ships with heavy escorts. With multiple hostiles to deal with, encounters with these targets can often be lethal.\n\nTo successfully complete this certification process, you must apprehend a VHRT ranked criminal by the name of ~mission(TargetName) last seen at ~mission(Location|Address).
BHG_Certification_VeryHard_Title=Advanced Tracker License Certification
BHG_From=Bounty Hunters Guild
BHG_ReputationJournal_CS3_BodyText=You are hereby certified by the Bounty Hunters Guild for Suspect Apprehension and are qualified to pursue and apprehend elusive individuals wanted by the law.
BHG_ReputationJournal_CS3_ShortTitle=Suspect Apprehension Certification Earned
BHG_ReputationJournal_CS3_Title=Suspect Apprehension Certification
BHG_ReputationJournal_CS4_BodyText,P=Elusive Bounty CS4 License Earned
BHG_ReputationJournal_CS4_ShortTitle,P=Elusive Bounty CS4 License Earned
BHG_ReputationJournal_CS4_Title,P=Elusive Bounty CS4 License Earned
BHG_ReputationJournal_CS5_BodyText,P=Elusive Bounty CS5 License Earned
BHG_ReputationJournal_CS5_ShortTitle,P=Elusive Bounty CS5 License Earned
BHG_ReputationJournal_CS5_Title,P=Elusive Bounty CS5 License Earned
BHG_ReputationJournal_Easy_BodyText=This permit issued by the Bounty Hunters Guild certifies that you are qualified to pursue and apprehend Low-Risk Targets (LRT).\n\nYour qualification also allows you to pursue bounties for individuals whose current abilities and resources are unknown (?RT). These should be undertaken with caution.
BHG_ReputationJournal_Easy_ShortTitle=Tracker Beginner's Permit Earned (LRT)
BHG_ReputationJournal_Easy_Title=Tracker Beginner's Permit (LRT)
BHG_ReputationJournal_EscapedConvict_BodyText=You are hereby certified by the Bounty Hunters Guild for Fugitive Recovery and are qualified to pursue and apprehend escaped convicts.
BHG_ReputationJournal_EscapedConvict_ShortTitle=Fugitive Recovery Certification Earned
BHG_ReputationJournal_EscapedConvict_Title=Fugitive Recovery Certification
BHG_ReputationJournal_Hard_BodyText=This license issued by the Bounty Hunters Guild certifies that you are qualified to pursue and apprehend High-Risk Targets (HRT).\n\nYour qualification also allows you to pursue bounties for individuals whose current abilities and resources are unknown (?RT). These should be undertaken with caution.
BHG_ReputationJournal_Hard_ShortTitle=Journeyman Tracker License Earned (HRT)
BHG_ReputationJournal_Hard_Title=Journeyman Tracker License (HRT)
BHG_ReputationJournal_Medium_BodyText=This license issued by the Bounty Hunters Guild certifies that you are qualified to pursue and apprehend Moderate-Risk Targets (MRT).\n\nYour qualification also allows you to pursue bounties for individuals whose current abilities and resources are unknown (?RT). These should be undertaken with caution.
BHG_ReputationJournal_Medium_ShortTitle=Tracker License Earned (MRT)
BHG_ReputationJournal_Medium_Title=Tracker License (MRT)
BHG_ReputationJournal_Super_BodyText=This license issued by the Bounty Hunters Guild certifies that you are qualified to pursue and apprehend Extreme-Risk Targets (ERT).\n\nYour qualification also allows you to pursue bounties for individuals whose current abilities and resources are unknown (?RT). These should be undertaken with caution.
BHG_ReputationJournal_Super_ShortTitle=Master Tracker License Earned (ERT)
BHG_ReputationJournal_Super_Title=Master Tracker License (ERT)
BHG_ReputationJournal_VeryEasy_BodyText=This permit issued by the Bounty Hunters Guild certifies that you are qualified to pursue and apprehend Very Low-Risk Targets (VLRT).\n\nYour qualification also allows you to pursue bounties for individuals whose current abilities and resources are unknown (?RT). These should be undertaken with caution.
BHG_ReputationJournal_VeryEasy_ShortTitle=Tracker Training Permit Earned (VLRT)
BHG_ReputationJournal_VeryEasy_Title=Tracker Training Permit (VLRT)
BHG_ReputationJournal_VeryHard_BodyText=This license issued by the Bounty Hunters Guild certifies that you are qualified to pursue and apprehend Very High-Risk Targets (VHRT).\n\nYour qualification also allows you to pursue bounties for individuals whose current abilities and resources are unknown (?RT). These should be undertaken with caution.
BHG_ReputationJournal_VeryHard_ShortTitle=Advanced Tracker License Earned (VHRT)
BHG_ReputationJournal_VeryHard_Title=Advanced Tracker License (VHRT)
Bacchus=Bacchus System
Bacchus1=Bacchus I
Bacchus1_Desc=A Super-Earth located close to the system's binary stars resulting in its rocky surface boiling away and the formation of an incredibly hot and smoggy atmosphere.
Bacchus2=Bacchus II
Bacchus2_Desc=An ocean planet dotted by many populated islands and archipelagos featuring a wide variety of climates and biodiversity. Though the Banu have so far not confirmed if Bacchus II is their home-world like some in the UEE theorize, it is known that the planet hosts the 'Gathering'; a special event where Banu congregate to make species-wide decisions.
Bacchus3=Bacchus III
Bacchus3_Desc=A gas giant featuring dynamic swirling clouds and frequent electrical storms.
Bacchus_AsteroidBelt1=Bacchus Belt Alpha
Bacchus_AsteroidBelt1_Desc=Heavily mined by generations of Banu, this asteroid belt has become a junkyard over time.
Bacchus_Desc=Many in the UEE believe that Bacchus, a binary star system, contains the Banu's homeworld, though, to date, the Banu themselves have not been able to or have chosen not to confirm one way or another. Like with most Banu systems, the trade lanes are always packed with travelers from Banu, Human and Xi'an space. A large permanent flotilla in the system's outer reaches is a popular destination for haulers and traders.\n
Bacchus_Flotilla=Bacchus Flotilla
Bacchus_Flotilla_Desc=A large cluster of ships that has become a permanent floating marketplace. Conveniently located near a jump point, it attracts a wide variety of travelers and traders entering and leaving the system.
Bacchus_JumpPoint_Garron=Bacchus - Garron Jump Point
Bacchus_JumpPoint_Garron_Desc=This jump point connects Bachhus to the UEE controlled Garron system.
Bacchus_JumpPoint_Geddon=Bacchus - Geddon Jump Point
Bacchus_JumpPoint_Geddon_Desc=This jump point connects Bachhus to the Geddon system.
Bacchus_Star1=Bacchus A
Bacchus_Star1_Desc=A class-G main sequence star that is part of a binary pairing with Bacchus B.
Bacchus_Star2=Bacchus B
Bacchus_Star2_Desc=A class-K main sequence star that is part of a binary pairing with Bacchus B.
BarMenu_Cognac=Cognac
BarMenu_CubaLibre=Cuba Libre (8 aUEC)
BarMenu_Gin=Gin
BarMenu_GinTonic=Gin and Tonic (8 aUEC)
BarMenu_Rum=Rum
BarMenu_RumCola=Rum and Cola (8 aUEC)
BarMenu_Screwdriver=Screwdriver (8 aUEC)
BarMenu_SubMenu_Beer=Beer
BarMenu_SubMenu_Liquor=Liquor
BarMenu_Tequila=Tequila
BarMenu_Vodka=Vodka
BarMenu_Whiskey=Whiskey
BarMenu_WhiskeyCola=Whiskey and Cola (8 aUEC)
BarMenu_beer_bottle_Hoffdor=Hoffdor Beer Bottle (5 aUEC)
BarMenu_beer_bottle_LibertyAleGen=Gen Liberty Ale Bottle (5 aUEC)
BarMenu_beer_bottle_LibertyAlePike=Pike Liberty Ale Bottle (5 aUEC)
BarMenu_beer_bottle_LibertyAleTerra=Terra Liberty Ale Bottle (5 aUEC)
BarMenu_beer_bottle_SmoltzLight=Smoltz Light Beer Bottle (5 aUEC)
BarMenu_beer_bottle_smoltz=Smoltz Bottle (5 aUEC)
BarMenu_beer_draft_01,P=Draft Beer 1 (7 aUEC)
BarMenu_beer_draft_02,P=Draft Beer 2 (7 aUEC)
BarMenu_beer_draft_03,P=Draft Beer 3 (7 aUEC)
BarMenu_beer_draft_04,P=Draft Beer 4 (7 aUEC)
BarMenu_beer_draft_05,P=Draft Beer 5 (7 aUEC)
BarMenu_beer_draft_06,P=Draft Beer 6 (7 aUEC)
BarMenu_beer_draft_Hoffdor=Hoffdor Beer Draft (7 aUEC)
BarMenu_beer_draft_LibertyAleGen=Gen Liberty Ale Draft (7 aUEC)
BarMenu_beer_draft_LibertyAlePike=Pike Liberty Ale Draft (7 aUEC)
BarMenu_beer_draft_LibertyAleTerra=Terra Liberty Ale Draft (7 aUEC)
BarMenu_beer_draft_SmoltzLight=Smoltz Light Beer Draft (7 aUEC)
BarMenu_beer_draft_smoltz=Smoltz Draft (7 aUEC)
Bartender_Convo_OrderBeer=Beer
Bartender_Convo_OrderNothing=Nothing
Bartender_Convo_OrderWhiskey=Whiskey
Bartender_Greet=Hey, can I get a drink?
BasicSalvage_obj_long_01=Salvage the ~mission(ship) at ~mission(location).
BasicSalvage_obj_marker_01=Salvage Claim
BasicSalvage_subobj_long_01a=Travel to ~mission(location) to find your claim.
BasicSalvage_subobj_long_01b=Salvage the ~mission(ship) at ~mission(location).
BasicSalvage_subobj_short_01a=Travel to ~mission(location)
BasicSalvage_subobj_short_01b=Salvage the ~mission(ship)
Battaglia_Allies=Miners Amalgamated, People's Alliance
Battaglia_Rivals=Dusters
Battaglia_convo_followup_more_work=Got anything else for me?
Battaglia_convo_shopping=Shopping.
Battaglia_convo_visiting=Just visiting.
Battaglia_convo_wanted_to_see_who_you_are=Just wanted to swing by and say hi.
Battaglia_convo_will_come_back_later=Never mind, I'll come back later
Battaglia_convo_work=Looking for work.
BeaconDropoff_ObjectiveMarker=Beacon
BitZeros_RepUI_Area=Stanton
BitZeros_RepUI_Description=A brazen hacker collective rumored to have been started by a group disaffected teens on microTech who bonded over their affinity for old technology. Bored by more serious criminals, they are thrill seekers out to make some money, live large, and stick it to the major corporations in Stanton. With a strong preference for digital infiltration and subterfuge, they have been known to bring in outside help when jobs require a more direct approach.
BitZeros_RepUI_DisplayName=Bit Zeros
BitZeros_RepUI_Focus=Espionage, Theft, Hacking
BitZeros_RepUI_Founded=2951
BitZeros_RepUI_HQ=microTech, Stanton System
BitZeros_RepUI_Leadership=Weevil
BlacJac_Allies=ArcCorp
BlacJac_RepUI_Area=Stanton III, Various
BlacJac_RepUI_Description=BlacJac was founded on Tram by local Jac Ngo as a protection service for businesses struggling with the growing outlaw problem there. Before long, the security group earned a reputation for effectiveness and larger corporations began contracting BlacJac to look after matters on other worlds. At the same time, ArcCorp had tried to establish their own security force to look at their newly purchased world, Stanton III, but after a series of setbacks and budget issues, made the decision to employ BlacJac, who had assisted the company in several other security matters, to take over policing duties for the planet in 2906.
BlacJac_RepUI_Focus=Private Security Firm
BlacJac_RepUI_Founded=2885
BlacJac_RepUI_Headquarters=Tram, Asura, Ferron System
BlacJac_RepUI_Leadership=Jac Ngo, Jr., CEO
BlacJac_RepUI_Name=BlacJac
BlacJac_ReputationJournal_Agent_Demotion_BodyText,P=[Authority] Demotion - Junior Agent
BlacJac_ReputationJournal_Agent_Demotion_ShortTitle,P=[Authority] Demotion - Junior Agent
BlacJac_ReputationJournal_Agent_Demotion_SubHeading,P=[Authority] Demotion - Junior Agent
BlacJac_ReputationJournal_Agent_Demotion_Title,P=[Authority] Demotion - Junior Agent
BlacJac_ReputationJournal_Agent_Promotion_BodyText,P=[Authority] Promotion - Senior Agent
BlacJac_ReputationJournal_Agent_Promotion_ShortTitle,P=[Authority] Promotion - Senior Agent
BlacJac_ReputationJournal_Agent_Promotion_SubHeading,P=[Authority] Promotion - Senior Agent
BlacJac_ReputationJournal_Agent_Promotion_Title,P=[Authority] Promotion - Senior Agent
BlacJac_ReputationJournal_Applicant_Promotion_BodyText,P=[Authority] Probation begun
BlacJac_ReputationJournal_Applicant_Promotion_ShortTitle,P=[Authority] Probation begun
BlacJac_ReputationJournal_Applicant_Promotion_SubHeading,P=[Authority] Probation begun
BlacJac_ReputationJournal_Applicant_Promotion_Title,P=[Authority] Probation begun
BlacJac_ReputationJournal_JuniorAgent_Demotion_BodyText,P=[Authority] On notice - back to Probation
BlacJac_ReputationJournal_JuniorAgent_Demotion_ShortTitle,P=[Authority] On notice - back to Probation
BlacJac_ReputationJournal_JuniorAgent_Demotion_SubHeading,P=[Authority] On notice - back to Probation
BlacJac_ReputationJournal_JuniorAgent_Demotion_Title,P=[Authority] On notice - back to Probation
BlacJac_ReputationJournal_JuniorAgent_Promotion_BodyText,P=[Authority] Promotion - Agent
BlacJac_ReputationJournal_JuniorAgent_Promotion_ShortTitle,P=[Authority] Promotion - Agent
BlacJac_ReputationJournal_JuniorAgent_Promotion_SubHeading,P=[Authority] Promotion - Agent
BlacJac_ReputationJournal_JuniorAgent_Promotion_Title,P=[Authority] Promotion - Agent
BlacJac_ReputationJournal_MasterAgent_Demotion_BodyText,P=[Authority] Demotion - Veteran Agent
BlacJac_ReputationJournal_MasterAgent_Demotion_ShortTitle,P=[Authority] Demotion - Veteran Agent
BlacJac_ReputationJournal_MasterAgent_Demotion_SubHeading,P=[Authority] Demotion - Veteran Agent
BlacJac_ReputationJournal_MasterAgent_Demotion_Title,P=[Authority] Demotion - Veteran Agent
BlacJac_ReputationJournal_Probation_Demotion_BodyText,P=[Authority] Termination of contract -BlacJac
BlacJac_ReputationJournal_Probation_Demotion_ShortTitle,P=[Authority] Termination of contract
BlacJac_ReputationJournal_Probation_Demotion_SubHeading,P=[Authority] Termination of contract
BlacJac_ReputationJournal_Probation_Demotion_Title,P=[Authority] Termination of contract -BlacJac
BlacJac_ReputationJournal_Probation_Promotion_BodyText,P=[Authority] Probation complete - Junior Agent
BlacJac_ReputationJournal_Probation_Promotion_ShortTitle,P=[Authority] Probation complete - Junior Agent
BlacJac_ReputationJournal_Probation_Promotion_SubHeading,P=[Authority] Probation complete - Junior Agent
BlacJac_ReputationJournal_Probation_Promotion_Title,P=[Authority] Probation complete - Junior Agent
BlacJac_ReputationJournal_SeniorAgent_Demotion_BodyText,P=[Authority] Demotion - Agent
BlacJac_ReputationJournal_SeniorAgent_Demotion_ShortTitle,P=[Authority] Demotion - Agent
BlacJac_ReputationJournal_SeniorAgent_Demotion_SubHeading,P=[Authority] Demotion - Agent
BlacJac_ReputationJournal_SeniorAgent_Demotion_Title,P=[Authority] Demotion - Agent
BlacJac_ReputationJournal_SeniorAgent_Promotion_BodyText,P=[Authority] Promotion - Veteran Agent
BlacJac_ReputationJournal_SeniorAgent_Promotion_ShortTitle,P=[Authority] Promotion - Veteran Agent
BlacJac_ReputationJournal_SeniorAgent_Promotion_SubHeading,P=[Authority] Promotion - Veteran Agent
BlacJac_ReputationJournal_SeniorAgent_Promotion_Title,P=[Authority] Promotion - Veteran Agent -BlacJac
BlacJac_ReputationJournal_VeteranAgent_Demotion_BodyText,P=[Authority] Demotion - Senior Agent
BlacJac_ReputationJournal_VeteranAgent_Demotion_ShortTitle,P=[Authority] Demotion - Senior Agent
BlacJac_ReputationJournal_VeteranAgent_Demotion_SubHeading,P=[Authority] Demotion - Senior Agent
BlacJac_ReputationJournal_VeteranAgent_Demotion_Title,P=[Authority] Demotion - Senior Agent
BlacJac_ReputationJournal_VeteranAgent_Promotion_BodyText,P=[Authority] Promotion - Master Agent
BlacJac_ReputationJournal_VeteranAgent_Promotion_ShortTitle,P=[Authority] Promotion - Master Agent
BlacJac_ReputationJournal_VeteranAgent_Promotion_SubHeading,P=[Authority] Promotion - Master Agent
BlacJac_ReputationJournal_VeteranAgent_Promotion_Title,P=[Authority] Promotion - Master Agent
BlacJac_Rivals=Eckhart Security, Northrock Service Group
BoardingGate_Verifying=Verifying
Boarding_Gate_Access_Granted=Access Granted
Boarding_Gate_Automatic_door=Automatic Door
Boarding_Gate_Caution=Caution
Boarding_Gate_Check_ID=please check your ID
Boarding_Gate_Confidential=Confidential
Boarding_Gate_Press_ID=Press ID To Screen
Boarding_Gate_Proceed=Proceed through gate
Boarding_Gate_Thank=Thank you
Boarding_Gate_Title=Gate Screen
Boarding_Gate_Try_Again=Try Again
Boarding_Gate_Wait=wait for confirmation screen
Boarding_Gate_Welcome=Welcome
Boarding_Gate__Access_Denied=Access Denied
BountyHuntersGuild_Allies=Advocacy, Mercenary's Guild
BountyHuntersGuild_RepUI_Area=UEE
BountyHuntersGuild_RepUI_Description=Operating for well over five centuries, the Bounty Hunters Guild has been active for almost as long as there have been outlaws in space. It is primarily a service union that provides its Bounty Hunter members with various resources and benefits such as discounts on supplies, vetting suitable contracts, and career training. Security forces tend to prefer using guild members for bounty work owing to the high standards maintained through their certification program.
BountyHuntersGuild_RepUI_Focus=Service Union, Training, and Certification
BountyHuntersGuild_RepUI_Founded=2387
BountyHuntersGuild_RepUI_Headquarters=New York City, Earth, Sol System
BountyHuntersGuild_RepUI_Leadership=Kristin Sobotka, President
BountyHuntersGuild_RepUI_Name=Bounty Hunters Guild
BountyHuntersGuild_Rivals=N/A
BrightSky_Desc=The CDF has partnered with Anvil Aerospace to find the most capable operatives in the system. \n\nIf you find one of these Platinum certifications, you can redeem the ticket at a ship kiosk at New Deal, Astro Armada or Crusader Showroom for a free F8C. \n\nThe catch is that your identity and location has been shared with participants throughout the system. For everyone else, if you can stop the ticketholder before they get to the kiosk, you can claim the ticket for your own.\n\nWhoever makes it will not only receive this next generation superiority fighter, but also prove that they have what it takes for the toughest CDF assignments.\n\nGood luck.
BrightSky_From=Civilian Defense Force
BrightSky_Hunter_Desc=In an effort to identify the most capable operatives, the CDF have partnered with Anvil Aerospace to give away a handful of F8C Superiority Fighters to anyone who can successfully turn in a platinum certification ticket. \n\nOne of these tickets has just been found by ~mission(PlayerThatFound). They will be attempting to turn it into an eligible ship kiosk at New Deal, Astro Armada, or the Crusader Showroom. Should you accept, you are charged with trying to stop them. If you obtain the ticket yourself and can get to the kiosk, the ship can be yours, but understand that you will be the hunted now.\n\nGood luck.
BrightSky_Hunter_From=Civilian Defense Force
BrightSky_Hunter_Objective_Long=Stop ~mission(PlayerThatFound) from turning in ticket at ship kiosk.
BrightSky_Hunter_Objective_Marker=~mission(PlayerThatFound)
BrightSky_Hunter_Objective_Short=Stop ~mission(PlayerThatFound)
BrightSky_Hunter_Title=The Hunt Begins
BrightSky_Objective_EndReason=All Tickets Redeemed
BrightSky_Objective_Long=Return the platinum ticket to eligible ship kiosk.
BrightSky_Objective_Marker=Ship Kiosk
BrightSky_Objective_Short=Turn in ticket.
BrightSky_TicketsFoundNotification=New Ticket has been found by ~mission(PlayerThatFound)
BrightSky_Title=Running the Gauntlet
BrightSky_Unclaimed_Objective_Long=Retrieve the unclaimed ticket to turn into kiosk.
BrightSky_Unclaimed_Objective_Marker=Unclaimed Ticket
BrightSky_Unclaimed_Objective_Short=Retrieve Ticket
Burrito_Name,P=Burrito
CDF_Allies=Advocacy, UEEN
CDF_RepUI_Area=UEE
CDF_RepUI_Description=Created as part of the Militia Mobilization Initiative, the Civilian Defense Force (CDF) is a volunteer militia that can be called upon by the UEE to provide support during times of crisis and large scale threats. The group is not intended to replace existing security forces, but rather temporarily bolster efforts during emergencies. CDF volunteers are called upon to fulfill a variety of roles from combat to support positions.
CDF_RepUI_Focus=Emergency Support
CDF_RepUI_Founded=2947
CDF_RepUI_Headquarters=Stalford, Rytif, Bremen System
CDF_RepUI_Leadership=Bryce Balewa, Director
CDF_RepUI_Name=Civilian Defense Force
CDF_Rivals=XenoThreat
CThing_LocateObject=Find the pad
CThing_Mission_Desc=Release ~mission(NameSave1)\nRelease ~mission(NameSave2)
CThing_Mission_Obj_1=WIP - Go to location
CThing_Mission_Obj_2_Long=WIP - Eliminate Security Forces
CThing_Mission_Obj_2_Short=Security: %Is
CThing_Mission_Obj_3_Long=Take care of them...
CThing_Mission_Obj_3_Short=Tubes: %Is
CThing_Mission_Title=WIP leak no no
CThing_logofstuff=This is the log of stuff
Cano=Cano System
Cano1=Cano I
Cano1_Desc=This tidally locked mesoplanet rapidly orbits the central star.\n
Cano2=Carteyna
Cano2_Desc=For centuries, geoengineers had tried to terraform this ocean planet with little success due to the difficulty in converting its relatively thick atmosphere, however all attempts were halted when microscopic organism were discovered deep in the water and Carteyna was placed under protective restrictions. Seeking to guard the developing indigenous life form, planetary settlements are strictly regulated.
Cano3=Cano III
Cano3_Desc=Home to a small research station looking into terraforming smog planets.\n
Cano4=Cano IV
Cano4_Desc=A large gas giant comprised of multiple bands of reds and browns. Surveys indicate that the planet suffers from massive storms, some as large as a thousand kilometers in diameter.
Cano_AsteroidBelt1=Cano Belt Alpha
Cano_AsteroidBelt1_Desc=An asteroid belt that saw a significant amount of mining activity while terraforming companies were active on Carteyna. \n
Cano_Desc=Cano is a four-planet UEE star system discovered in 2463. The largest population in the system is located on the the planet Carteyna (Cano II), an ocean world that geoengineers were attempting to terraform until developing life was discovered in the deep oceans. Since then, protective laws have been put into place and the current inhabitants are restricted to living in arcologies under the northern ice cap.
Cano_JumpPoint_Davien=Cano - Davien Jump Point
Cano_JumpPoint_Davien_Desc=This jump point connects Cano to the Davien system.
Cano_JumpPoint_Pyro=Cano - Pyro Jump Point
Cano_JumpPoint_Pyro_Desc=This jump point connects Cano to the unclaimed Pyro system.
Cano_Star=Cano
Cano_Star_Desc=A class-G main sequence star.
Casaba_Salesperson_Conv_001_1,P=Line 1: blah blah blah
Castra=Castra System
Castra1=Castra I
Castra1_Desc=Castra's first planet lacks an atmosphere or any raw materials worth large-scale mining. The UEE Navy stationed in the system used the dead world for bombing runs, earning the nickname 'Bullseye.'
Castra2=Cascom
Castra2_Desc=Originally settled as a forward military base and training facility, Castra II was cleared for civilian habitation after the collapse of the Messer Era.
Castra_Desc=Zoned as a staging area for Naval bombers, Castra was a key military position along the Perry Line during the Xi'an/Human tensions of 2530-2789. Once the Akari Treaty was recognized by Imperator Toi, the UEE military largely demilitarized the system and opened it for public habitation. Castra experienced a boom in population thanks to the inexpensive real estate that opened up in the wake of the military's departure.\n
Castra_JumpPoint_Hadrian=Castra - Hadrian Jump Point
Castra_JumpPoint_Hadrian_Desc=This jump point connects Castra to the Hadrian system.
Castra_JumpPoint_Nyx=Castra - Nyx Jump Point
Castra_JumpPoint_Nyx_Desc=This jump point connects Castra to the unclaimed Nyx system.
Castra_JumpPoint_Oso=Castra - Oso Jump Point
Castra_JumpPoint_Oso_Desc=This jump point connects Castra to the Oso system which is protected by the Fair Chance Act.
Castra_JumpPoint_Oya=Castra - Oya Jump Point
Castra_JumpPoint_Oya_Desc=This jump point connects Castra to the Oya system.
Castra_JumpPoint_Pyro=Castra - Pyro Jump Point
Castra_JumpPoint_Pyro_Desc=This jump point connects Castra to the unclaimed Pyro system.
Castra_Star=Castra
Castra_Star_Desc=Castra
ChainedDeliveryModule_Display_001=Deliveries Made %ls
ChainedDeliveryModule_Drop_Long_001=Deliver ~mission(Item1) to ~mission(Location2|Address).
ChainedDeliveryModule_Drop_Long_002=Deliver ~mission(Item2) to ~mission(Location3|Address).
ChainedDeliveryModule_Drop_Long_003=Deliver ~mission(Item3) to ~mission(Location1|Address).
ChainedDeliveryModule_Drop_Short_001=Deliver To ~mission(Location2).
ChainedDeliveryModule_Drop_Short_002=Deliver To ~mission(Location3).
ChainedDeliveryModule_Drop_Short_003=Deliver To ~mission(Location1).
ChainedDeliveryModule_Long_001=Pick up ~mission(Item1) from ~mission(Location1|Address).
ChainedDeliveryModule_Long_002=Pick up ~mission(Item2) from ~mission(Location2|Address).
ChainedDeliveryModule_Long_003=Pick up ~mission(Item3) from ~mission(Location3|Address).
ChainedDeliveryModule_Main_Long_001=Deliver all packages along the multi-stop route.
ChainedDeliveryModule_Main_Short_001=Deliver All Packages
ChainedDeliveryModule_Short_001=Pick Up ~mission(Item1)
ChainedDeliveryModule_Short_002=Pick Up ~mission(Item2)
ChainedDeliveryModule_Short_003=Pick Up ~mission(Item3)
CitCon17_Lorville_QT=Lorville Gateway
CitCon17_Lorville_QT_Desc=WIP
Civilian_RepUI_Area,P=[PH] Area
Civilian_RepUI_Description,P=[PH] Civilian Description
Civilian_RepUI_Focus,P=[PH] Civilian Focus
Civilian_RepUI_Founded,P=[PH] N/A
Civilian_RepUI_Headquarters,P=[PH] Civilian Headquarters
Civilian_RepUI_Leadership,P=[PH] Civilian Leadership
Civilian_RepUI_Name,P=[PH] Civilian
Clovis_Safe_WIP_Journal_Sub_Heading_Clue_01=Unable to open to safe door please send code
Clovis_Safe_WIP_Journal_Sub_Heading_Clue_02=-FAILED TO SEND MESSAGE-\nThe code to open the safe is 459256
Clovis_Safe_WIP_Journal_Title_Clue_01=Unable to Open Safe
Clovis_Safe_WIP_Journal_Title_Clue_02=RE: Unable to Open Safe
Clovis_Safe_WIP_Mission_Title_Text=Investigate Safe
Clovis_Safe_WIP_Objective-001_Text_Long=Go to the location of the missing safe
Clovis_Safe_WIP_Objective-001a_Text_Long=Find and collect the safe
Clovis_Safe_WIP_Objective-002_Text_Long=Return the safe to the admin
Clovis_Safe_WIP_Objective_001_Text_Short=Go to Safe Location
Clovis_Safe_WIP_Objective_001a_Text_Short=Find Safe
Clovis_Safe_WIP_Objective_002_Text_Short=Return Safe
Clovis_Safe_WIP_Objective_003_Text_Long=Investigate the clues that could provide a code for unlocking the safe
Clovis_Safe_WIP_Objective_003_Text_Short=Investigate Clues
Clovis_Safe_WIP_Objective_003a_Text_Long=Find the second datapad for the safe's code
Clovis_Safe_WIP_Objective_003a_Text_Short=Find the next datapad
Clovis_Safe_WIP_Objective_004_Text_Long=Return to the safe and unlock the chest
Clovis_Safe_WIP_Objective_004_Text_Short=Return to safe
Clovis_Safe_WIP_Objective_005_Text_Long=Return the mission item to the admin
Clovis_Safe_WIP_Objective_005_Text_Short=Return Mission Item
ClovusDarneely_RepUI_Association=Reclamation & Disposal
ClovusDarneely_RepUI_Biography=Clovus Darneely is a clerk at Reclamation & Disposal, Lorville's main salvage yard. With a reputation for being highly educated and a bit of an erudite, it is unclear among his clients why he works in such a remedial position.
ClovusDarneely_RepUI_Location=Lorville, Hurston, Stanton System
ClovusDarneely_RepUI_Occupation=Clerk
CollectCryptoKey_Lawful_Desc,P=Lawful: Mission Description
CollectCryptoKey_Lawful_Desc_Long_01,P=Lawful Text Long: Go to UGF Location and collect Crypto Key
CollectCryptoKey_Lawful_Desc_Short_01,P=Lawful Text Short: Collect Crypto Key
CollectCryptoKey_Lawful_Title,P=Lawful: Collect CryptoKey
CollectCryptoKey_ObjvMarker_01,P=Obv Marker: Search UGF
CollectCryptoKey_Unlawful_Desc,P=Unlawful: Mission Description
CollectCryptoKey_Unlawful_Desc_Long_01,P=Unlawful Text Long: Go to UGF Location and collect Crypto Key
CollectCryptoKey_Unlawful_Desc_Short_01,P=Unlawful Text Short: Collect Crypto Key
CollectCryptoKey_Unlawful_Title,P=Unlawful: Collect CryptoKey
CommArrayKill_Desc,P=Kill Target(s) located in the CommArray's visual range before they leave the area
CommArrayKill_Desc_001,P=Kill Player(s) around Comm Array
CommArrayKill_Desc_Long_001,P=Go to Comm Array location
CommArrayKill_Desc_Long_002,P=Kill the selected targets
CommArrayKill_Desc_Short_001,P=Go To Comm Array
CommArrayKill_Desc_Short_002,P=Kill Targets
CommArrayKill_Marker_001,P=Go To Comm Array
CommArrayKill_Marker_002,P=Kill Target
CommArrayKill_Title,P=Kill Target
CommArrayKill_Title_001,P=Kill Players
CommArray_Activate=Activate
CommArray_Deactivate=Deactivate
CommArray_Hack=Hack
CommArray_Login=Login
CommArray_Logout=Logout
CommArray_Repair=Repair
CommArray_desc_001=Wip prevent the hack at ~mission(Location)
CommArray_title_001=Prevent hack at ~mission(Location)
Commissary_Attract=Commissary
Commissary_Click=Click to Browse
Commissary_Collect_001=Thank You\nItem Ready to Collect
Commissary_Collect_Warning_001=Item Waiting\nPlease Claim Before Time Expires
Commissary_Collect_Warning_002=Warning\nUnclaimed Items will be Returned to Inventory
Commissary_Collect_Warning_003=Item Has Been Returned\nMake Another Selection
Commissary_Dispense_001=Dispense
Commissary_Dispensing_001=Standby\nItem Dispensing
Commissary_PlayerMerits=Your Merits:
Commissary_PurchaseItem,P=Purchase
Commissary_ScreenHeader=Make Your Selection
Commissary_SelectItem,P=Select
Commissary_nostock=Out of Stock
Commissary_restocking_001=Restocking
Community_Service_Desc=Remove all the trash from the area
Community_Service_Desc_Long=Trash removed %Is
Community_Service_Title=Clean up the streets
ConstantineHurston_RepUI_Association=Hurston Dynamics
ConstantineHurston_RepUI_Biography=A proud member of the Hurston family, Constantine Hurston has pledged himself to helping his family's legacy continue to grow. However, rather than rely on his name alone, Constantine claims that he prefers to earn any promotions by his own merit. While currently only a Jr. Outsourcing Agent, he firmly believes that he will soon prove his worth and quickly rise through the ranks of Hurston Dynamics.
ConstantineHurston_RepUI_Location=Lorville, Hurston, Stanton System
ConstantineHurston_RepUI_Occupation=Jr. Outsourcing Agent
Constantine_Allies=Hurston Dynamics
Constantine_Rivals=Worker's Party
CovalexIC_Courier=[COURIER] Covalex Independent Contractors
CovalexIC_Data=[DATA] Covalex Independent Contractors
CovalexIC_Haulage=[HAULAGE] Covalex Independent Contractors
CovalexIC_LightGoods=[LIGHT GOODS] Covalex Independent Contractors
Covalex_Allies=N/A
Covalex_Danger_001=One more thing, I'm seeing here that you'll be working in a heightened safety area. I'm sure you always follow best practices, but a little extra caution probably wouldn't be a bad idea. Better safe than sorry, right! 
Covalex_Danger_002=One last thing, it looks like some of our previous operators have reported outlaw activity in the area. Might be a good idea to plan for some extra security precautions. But if you do get into a situation (though you probably won't!), remember Covalex's policy of 'Flight, not fight.' 
Covalex_Danger_003=Also, unfortunately, it seems a security flag has been placed on this contract. Nothing to worry about too much... but that said, you should probably at least be extra careful during this job. Be ready for anything and you'll never be surprised! 
Covalex_Danger_004=One more little wrinkle. The system has flagged this contract as potentially hazardous. It might not mean anything, but don't be too surprised if you run into a bump or two or three while completing this one. 
Covalex_Danger_005=Last thing. This contract has been given a security flag. They add those when there is a higher risk involved. Sometimes it's hazardous routes, sometimes outlaw sightings, but you're going to want to be extra sharp on this one. 
Covalex_LocalDelivery_desc_01=Hi there!\n\nJust got a local delivery that we need taken care of, if you're available. \n\nPACKAGE FOR PICK UP\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n\nDROP OFF LOCATION\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_LocalDelivery_desc_02=Hello!\n\nAnother run popped into my queue and I figured I'd send it your way. Should be a quick little run with a couple stops.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_LocalDelivery_desc_03=Hey,\n\nI really hope your free because we are absolutely slammed at the moment. Here's a local run I was hoping you could pick up. \n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from ~mission(Pickup3|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to ~mission(Dropoff3|Address)\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_LocalDelivery_desc_04=Hi there,\n\nGot a delivery run with your name on it if you're available. It's a handful, so make sure you got the room.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from ~mission(Pickup3|Address)\n · Package #~mission(item4|serialnumber) from ~mission(Pickup4|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to ~mission(Dropoff3|Address)\n · Package #~mission(item4|serialnumber) to ~mission(Dropoff4|Address)\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_LocalDelivery_desc_05=Hello!\n\nI need a bunch of packages moved if you got the time and space. Here's the list.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from ~mission(Pickup3|Address)\n · Package #~mission(item4|serialnumber) from ~mission(Pickup4|Address)\n · Package #~mission(item5|serialnumber) from ~mission(Pickup5|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to ~mission(Dropoff3|Address)\n · Package #~mission(item4|serialnumber) to ~mission(Dropoff4|Address)\n · Package #~mission(item5|serialnumber) to ~mission(Dropoff5|Address)\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_LocalDelivery_desc_intro=Hi there!\n\nCovalex is currently on the lookout for new delivery contractors. To see if you're Covalex material or not, we've arranged for the below delivery route as evaluation of your skills.\n\nPACKAGE FOR PICK UP\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n\nDROP OFF LOCATION\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n\nSuccessfully completing this run will certify you as an official Covalex contractor.\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_LocalDelivery_desc_rehire=Hi,\n\nSince Covalex has been suffering from an abundance of deliveries and a lack of contractors, I was able to administration to reconsider your status. All you have to do is successfully complete the following delivery and you're back in the rotation.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from ~mission(Pickup3|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to ~mission(Dropoff3|Address)\n\nGood luck. It'd be great to have you on the roster again.\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_LocalDelivery_header_01=Covalex Local Delivery Route
Covalex_LocalDelivery_title_01=Covalex Local Delivery Route
Covalex_LocalDelivery_title_intro=Covalex Evaluation
Covalex_LocalDelivery_title_rehire=Covalex Re-evaluation
Covalex_LogIn=LOG_IN\nREQUIRED
Covalex_LogInText=PLACE FINGERS ON KEYPAD\nFOR VERIFICATION SCAN
Covalex_Messages=NEW\nMESSAGES\nPENDING
Covalex_QuantumSensitiveDelivery_DescPointer=~mission(Contractor|QuantumSensitiveDeliveryDesc)
Covalex_QuantumSensitiveDelivery_Desc_001=Hi,\n\nWe are in a bit of a tight spot, over here at Covalex. A shipment of Diluthermex was accidentally delivered to the wrong location and we're looking to get it delivered correctly as quickly as possible. It's the least we can do for our clients. \n\nNow the tricky bit of business is that Diluthermex is a bit unstable when exposed to quantum travel.\n\nNormally, we would have a fully kitted cargo ship handle the delivery, but since time is of the essence, I'm hoping you can do it and just not QT while you have it aboard your craft. Not ideal, but as long as you have a full tank of fuel you should be fine.\n\nHere are the details -\n\n~mission(Itinerary)\n\nRemember, slow and steady but as fast as possible!\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_QuantumSensitiveDelivery_Desc_002=Hi,\n\nGot a problem that I'm really hoping you can help me sort out. \n\nA shipment of Diluthermex was mistakenly delivered to the wrong address and they need be correctly delivered as soon as possible. \n\nTo further complicate things, as you may or may not know, Diluthermex is quantum sensitive which means that you either need a properly shielded hold or you can't QT with it onboard. \n\nUsually, I would bring in a contractor who had the proper set up, but with everything already so delayed, I'm just going to trust you to deliver these the old fashion way.\n\nHere are the details -\n\n~mission(Itinerary)\n\nAnd since you're going to be flying at regular speeds, I definitely recommend making sure to top off your fuel tank before heading out. Don't want to get stranded half way.\n\nThanks again for helping me out of this bind!\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_QuantumSensitiveDelivery_Desc_003=Hi,\n\nSo it seems that some forms got processed incorrectly and a shipment of Diluthermex was mistakenly delivered to the wrong address. Unfortunately, we only realized the mistake after the original transport ship left the system and now I need another pilot to correctly finish the delivery.\n\nThe reason why it would have been better for the original ship to take care of this is that delivery was quantum sensitive Diluthermex. Without the proper shielding, I'm afraid you'll have to make the deliveries without using your quantum drives or risk damaging the shipment (and your ship). \n\nHere are the details -\n\n~mission(Itinerary)\n\nBut hey, flying a little bit slower can be nice sometimes. Just think about all the pretty views! As long as you got a full tank of fuel, why not sit back and enjoy the flight. \n\nAppreciate your help,\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_QuantumSensitiveDelivery_Itinerary=DELIVERY ITINERARY\n\nPACKAGE PICK UP\n · Collect all packages from ~mission(Pickup1|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Deliver package #~mission(item1|serialnumber) to ~mission(DropOff1|Address)\n · Deliver package #~mission(item2|serialnumber) to ~mission(DropOff2|Address)\n
Covalex_QuantumSensitiveDelivery_Itinerary_Stanton1=DELIVERY ITINERARY\n\nPACKAGE PICK UP\n · Collect package from ~mission(Pickup1|Address)\n\nDROP OFF LOCATION\n · Deliver package to ~mission(DropOff1|Address)\n\n
Covalex_QuantumSensitiveDelivery_Title_001=Shipping Error - QT Sensitive Cargo
Covalex_Reaction_BadStreak_001=You haven't been having much luck out there have you? I don't want to get too overly dramatic, but your performance stats over the last few contracts have been falling well below average. However, your luck hasn't completely run out! Covalex believes firmly in cultivating talent and allowing people to learn from our mistakes ( Thankfully! I probably wouldn't be here otherwise :p ). So, let's put all that behind us as a learning experience and meet the future head on! 
Covalex_Reaction_BadStreak_002=This is part of my job that I do not look forward to. We have to talk about your recent string of contracts. Things have just not been going your way have they? I'm not gonna sugar coat it, your performance stats are not look so hot. But you know what they say, nothing makes up for the past like the present. Let's get you back out there, and see what you can really do. 
Covalex_Reaction_BadToGood_001=Got to say, you really turned it around with that last job! Awesome work! Now, let's just keep it up! 
Covalex_Reaction_BadToGood_002=Congrats on the flipping your performance status around! I was rooting for you, and sure enough, you really proved on that last job that when push comes to shove, you can get it done. Now we just got to keep that momentum going! 
Covalex_Reaction_Bad_001=Hate to do this, but wanted to check in about that last contract. Seems like you had some problems. Now, while we all run into unavoidable obstacles from time to time, I'm going to encourage you to take a moment to think about what went wrong and three things that you can improve upon for your next contract. It's a little exercise that always helps me improve my performance, and isn't that what life is about? Self improvement? All right, back to the exciting new business at hand! 
Covalex_Reaction_Bad_002=To get a bit of business out of the way, I briefly wanted to mention your performance on the last contract. I have in my notes that it was less than satisfactory. Probably just an off day, and I sure know about those, but I would like to strongly encourage you to use this contract as an opportunity to show us just how good you really are. 
Covalex_Reaction_GoodStreak_001=I was looking back through my records and wow! You've been doing a fantastic job recently. I've talked about you to some of the other Jr. Logistics Operators, and you didn't hear it from me, but they're pretty jealous I'm working with such a stellar contractor. Keep this up and we'll both be Covalex stars! 
Covalex_Reaction_GoodStreak_002=First off, I want to let you know how much I, and everyone here at Covalex Shipping, really appreciate the hard work you've been putting in. You've consistently have been completing contracts above and beyond my expectations. Alright, that's probably enough stroking your ego! 
Covalex_Reaction_GoodToBad_001=I'm going to confess, I was a little surprised seeing that report come in from your last contract. You had been doing so well! For now, let's just call it a fluke and focus on the next job, okay? 
Covalex_Reaction_GoodToBad_002=I have to ask - were you as disappointed about that last contract as I was? You had such a good record going! But don't worry. Everyone makes mistakes. It's what we do with those mistakes that matter. It's like that saying - "I'd rather try and fail, than fail to try." 
Covalex_Reaction_Good_001=My records show that you did a great job with that last contract! I personally wanted to say well done. It's that kind of performance that Covalex really loves to see. 
Covalex_Reaction_Good_002=Wanted to take a second to say that you did a stellar job with that last contract and that your hard work is not going unnoticed! 
Covalex_Reaction_LastWarning_001=So, with your recent performance issues, I'm afraid that if you don't turn things around, Covalex will be putting you on a probationary disciplinary period and remove you from active contractor status. But don't worry, this contract is you're chance show us how dedicated you are to meeting Covalex Shipping's high standards. I'm sure you'll do great. 
Covalex_Reaction_LastWarning_002=There's a bit of bad news. I've received notice that your time with Covalex may be transitioning to a less 'active' role. Seems that your track record hasn't been all that satisfactory. Good news is that it's not too late for you to change people's minds! You knock this next contract into the goal, and it'll show you still have some tricks up your sleeves. 
Covalex_Reaction_Renew_001=I know it's been a little while since we last spoke, but I'm happy to report that my manager has agreed to allow you to do another 'Evaluation Trial' to regain active status as a Covalex Independent Contractor. I'm a firm believer in giving people another chance to prove themselves, and this is yours! 
Covalex_Reaction_Renew_002=I've got some good news. We were directed to go through our probationary contractors list and see if there were candidates who we felt deserved to be reconsidered. You immediately came to mind! What do you say? You ready to wipe the slate clean and give it another try? 
Covalex_RepUI_Area=UEE
Covalex_RepUI_Description=Covalex is one of the largest hauling companies in the ’verse; thanks to its policy of contracting with independent ship operators. They learned early on that owners who fly their own ships are more invested in the success of the company and this commitment ensures a higher level of performance. In most systems, at any given time, a large percentage of the ships flying are working under contract to Covalex.
Covalex_RepUI_Focus=Delivery, Hauling, Courier Services
Covalex_RepUI_Founded=2782
Covalex_RepUI_Headquarters=Angeli, Croshaw System
Covalex_RepUI_Leadership=Gilbert Malagon, CEO
Covalex_RepUI_Name=Covalex
Covalex_Rivals=N/A
Covalex_SignOff_001=Thanks in advance for ensuring prompt service,
Covalex_SignOff_002=Good luck out there!
Covalex_SignOff_003=Talk to you soon,
Covalex_SignOff_004=And as the poster on my wall says, 'Bee Safe, Honey!'
Covalex_SignOff_005=Can't wait to hear how everything goes,
Covalex_SignOff_006=Have a good one,
Covalex_SignOff_007=Happy travels and fly safe!
Covalex_SignOff_008=I'm rooting for you. Make me proud!
Covalex_Timed_001=The order has been flagged as a 'Rush Priority' job, so you will be expected to complete the contract within the designated window. Hope that won't be a problem. 
Covalex_Timed_002=There is a tight deadline on this contract, so be sure to keep an eye on the clock. 
Covalex_Timed_003=Plus, we need everything wrapped up by a specific deadline. Got to keep the customers happy! 
Covalex_Timed_004=This will be a 'Rush Priority' job. That means that we can't afford any delays. 
Covalex_Timed_005=The customer requested 'Rush Priority' so you will have to keep a close eye on the time while you're working. 
Criminal_LocalDelivery_desc_01=We're running low on supply and need an extra pilot to help move things along.\n\nYou'll grab the raw ingredients from the farm, drop it off at the lab, take the refined stuff over to the stash to be cut and packaged, before taking the final product out to our runners. \n\nHere it is laid out plain so you don't get confused -\n\n~mission(Itinerary)\n\nAnd to make sure security doesn't start sniffing around, we arranged a dead-drop for the final hand off. \n\nJust keep it simple and follow the plan and it should be smooth sailing. Take care of everything on the list and you'll get a nice cut of the credits.\n
Criminal_LocalDelivery_desc_02=Things are starting to dry up at ~mission(DropOff1) and we need to get a new batch cooking. \n\nThink you can help us go farm to table on this?\n\n~mission(Itinerary)\n\nOnce you do the final dead-drop to the runners, you'll get rewarded with a nice fat share. \n\nAnd do me a favor. Try not to get arrested.\n
Criminal_LocalDelivery_desc_03=Thanks to an unfortunate accident, we're down a pilot and we got a whole batch that's got to get processed and packaged asap so we can bring it to market before it rots. \n\nHere's what we need -\n\n~mission(Itinerary)\n\nI know that security might be an issue so stay lowkey and try to be subtle when you use the dead-drop at ~mission(DropOff1). \n
Criminal_LocalDelivery_title_01=Supply Re-Up
Criminal_Localdelivery_header_01=Supply Re-Up
Criminal_RepUI_Area,P=[PH] Area
Criminal_RepUI_Description,P=[PH] Criminal Description
Criminal_RepUI_Focus,P=[PH] Criminal Focus
Criminal_RepUI_Founded,P=[PH] N/A
Criminal_RepUI_Headquarters,P=[PH] Criminal Headquarters
Criminal_RepUI_Leadership,P=[PH] Criminal Leadership
Criminal_RepUI_Name,P=[PH] Criminal
Criminal_RetrieveData_Reclaimer_ShipName=Black Kite
Criminal_RetrieveData_Reclaimer_desc=Been hunting down a particular parcel of data and right when I get a break the ship gets attacked by this converted Nine Tails Reclaimer called the Black Kite. I tried to hack into the servers on the Black Kite to see if they copied the data, but couldn't find a way to remotely get past their encryption protocols without the physical key.\n\nThat's where you come in. I need someone to breach their ship, get a hold of their decryption key, and decrypt the server so I can remotely pull down what I need.\n\nYou're smart enough to know who we're dealing with here, so plan accordingly. Since it's gonna ruffle some powerful feathers, let's not leave anything to chance. Destroy the Black Kite when you're done to cover both our asses.\n
Criminal_RetrieveData_Reclaimer_obj_long_01=Board the Black Kite.
Criminal_RetrieveData_Reclaimer_obj_long_02=Find the decryption key.
Criminal_RetrieveData_Reclaimer_obj_long_03=Insert the decryption key into the server.
Criminal_RetrieveData_Reclaimer_obj_long_04=Destroy the Black Kite.
Criminal_RetrieveData_Reclaimer_obj_marker_01=Black Kite
Criminal_RetrieveData_Reclaimer_obj_marker_03=Decryption Key
Criminal_RetrieveData_Reclaimer_obj_short_01=Board the Black Kite
Criminal_RetrieveData_Reclaimer_obj_short_02=Find the Decryption Key.
Criminal_RetrieveData_Reclaimer_obj_short_03=Insert Decryption Key Into Server
Criminal_RetrieveData_Reclaimer_obj_short_04=Destroy the Black Kite
Criminal_RetrieveData_Reclaimer_obj_short_05=Black Kite Self Destruct: %ls
Criminal_RetrieveData_Reclaimer_title=Seize the Data
Criminal_Steal_Danger_Easy_001=Criminal Easy Danger Placeholder text
Criminal_Steal_Danger_Medium_001=Criminal Medium Danger Placeholder text
Criminal_Steal_Easy_Desc_001=Criminal Easy Description Placeholder text ~mission(Danger) (Contractor|StealEasyTimed)
Criminal_Steal_Easy_Title_001=Criminal Easy Title Placeholder text
Criminal_Steal_Medium_Desc_001=Criminal Medium Description Placeholder text ~mission(Danger) (Contractor|StealMediumTimed)
Criminal_Steal_Medium_Title_001=Criminal Medium Title Placeholder text
Criminal_Steal_Timed_Easy_001=Criminal Easy Timed Placeholder text
Criminal_Steal_Timed_Medium_001=Criminal Medium Timed Placeholder text
Criminal_from=SENDER NOT FOUND
Crus_HistMarker_From=Crusader Historical Society
Crus_HistMarker_Text_01=Famed musician Carolyn 'Vortex' Thorson was born here on January 8, 2915. Her family's ship was en route to a nearby outpost when it set down to facilitate her birth. As a teenager, Thorson earned the nickname 'Vortex' for the impressive speed and dexterity she displayed behind the drums. As a founding member of Firmament, she helped redefine popular music, making her the most famous and mimicked drummer in the UEE for over a decade.
Crus_HistMarker_Text_02=Rayari scientists working here at the Hickes Research Outpost created a revolutionary nonsteroidal anti-inflammatory (NSAID) in 2938. The drug, known commonly as Ceprozin, has become widely used during cybernetic replacement surgeries, providing pain relief and curbing inflammation without any of the side effects common with other NSAIDs.
Crus_HistMarker_Text_03=Here, in 2941, Terra Mills researchers combined Cellin's unique soil composition with genetic augmentation to create a new fruit hybrid named the Terraberry. This uniquely tart, purple berry stays ripe longer than most other berries, making it ideal for interstellar shipping.
Crus_HistMarker_Text_04=Here sits the shelter that saved Bastien Nemitz. In 2930, Crusader Industries hired the noted adventurer to promote the beauty and diversity of their moons by hiking around each one and providing daily updates. Following successful journeys around Cellin and Yela, Nemitz failed to upload a daily diary from Yela on June 24th. A search party was organized but failed to find him. Days later, Nemitz contacted Crusader authorities from this shelter. He'd limped here on a shattered ankle suffering during a terrible fall that also destroyed his mobi. After he was rescued, Nemitz recovered and returned to the Talarine Divide shelter to complete his journey around Yela.
Crus_HistMarker_Text_05=This shelter was erected in part due to the generous contributions of Ethan Halton's friends and families. The large boulders and rocks that dot the Nakamura Valley have made it a popular destination for unregulated open canopy racers. Sadly, in 2917, amateur racer Ethan Halton, unable to handle the track's successive tight turns, died from injuries sustained during a racing crash. To help ensure that other racers would not share Ethan's fate, in 2918, this emergency shelter was erected.
Crus_HistMarker_Text_06=Mario Kosso was the first head of Crusader's emergency response unit. Established to provide support and rescue services to those who found themselves in need on Crusader's moons, Kosso lead the response to the team's first distress beacon, which came from this basin. It was named in his honor upon his retirement in 2938.
Crus_HistMarker_Text_07=The famous picture of Yela's ring illuminated against the darkened sky was taken here by noted photographer Juliana Aston in 2918. The vista became so connected to her artwork that in 2928 it was officially named 'Aston Ridge' in her honor.
Crus_HistMarker_Text_08=Situated above a junction of multiple canyons, Wolf Point earned its name thanks to Crusader surveyor Cally Stroble who had noted excitedly in her initial report that "Against all odds, it seems a family of wolf-like creatures somehow has found a way to settle the area. Their cries can be heard for kilometers around." However, when further investigation proved that the wolves were merely a prank by a fellow surveyor, the name stuck.
Crus_HistMarker_Text_09=This ridge was named for Crusader's former CEO August Dunlow. Many credit Dunlow's vision as instrumental into transforming Crusader Industries into the company it is today. With that in mind, Dunlow Ridge, with its expansive view of the Daymar landscape, was named in his honor.
Crus_HistMarker_Text_10=This section of Daymar became known as Eager Flats after an eccentric artist who called it home. Norman Eager gained notoriety in the 2920s for constructing a series of art installations so massive they could be seen by ships flying above the flats. Deemed 'ephemeral art' by Eager, the pieces were not meant to be permanent. Instead, they were slowly degraded and buried by the moon's constantly swirling sands.
Crus_HistMarker_Text_11=The Tamdon Plains were named in honor of Advocacy agent Crista Tamdon, who in 2912 was killed in the line of duty after being ambushed while crossing these plains in pursuit of a suspect.
Crus_HistMarker_Text_12=From 2923 to 2927, a mysterious benefactor took it upon themselves to see that this emergency shelter was stocked with jars of homemade marmalade. First reported by a stranded pilot, as word spread many other travelers would visit the shelter to try the jam for themselves. In 2927, when a reporter attempted to learn who was leaving the sweet treat, the marmalade supply stopped as mysteriously as it began. However, the tradition has been kept alive to this day by the many visitors who continue to leave preserves at the site.
Crus_HistMarker_Text_13=Crusader's former lead ship designer, Shelly Ashburn, became enamored with this location for its picturesque angle of Crusader on the horizon. She often visited the spot to channel her creative energy, earning it the nickname, Ashburn Channel, among her team. Following her retirement in 2940, the site officially adopted the title.
Crus_HistMarker_Text_14=In 2936, Crusader Industries sponsored a competition to find the best travelogue focused on one of their moons. Donnell Flanagan's account of his exciting experiences took top prize and this location, which featured heavily in his adventures, was named in his honor.
Crus_HistMarker_Text_15=Crusader CEO Kelly Caplan loved the landscape on this part of Cellin and requested that this ravine be named for her dog, Julep.
Crus_HistMarker_Text_16=Here on August 25th, 2912, Lakedra Walsh organized and won the first ground vehicle race on Yela. The track became famous among ground vehicle racing enthusiasts and subsequently the site of the first official race track on the moon.
Crus_HistMarker_Text_17=On this site in 2906, Darnell Ajay built the first permanent homestead on Daymar.
Crus_HistMarker_Text_18=On this site in 2906, Phillip Xu built the first permanent homestead on Cellin.
Crus_HistMarker_Text_19=On this site in 2907, Wilma Ivery built the first permanent homestead on Yela.
Crus_HistMarker_Text_20=Advocacy agents, alongside Hurston and Crusader Security forces, pursued Amir Tremaine after he crash-landed into this canyon on Oct. 23, 2929. The wanted fugitive used pieces of his ship to hastily construct a makeshift fortification. Thus began a dramatic, three-day standoff against law enforcement officers which garnered non-stop spectrum coverage up until the final, bloody moments when the Advocacy tried but failed, to take Tremaine alive.
Crus_HistMarker_Text_21=Here on October 2nd, 2904, Chad Fawley ended the first successful solo, circumnavigation of Cellin in a ground vehicle.
Crus_HistMarker_Text_22=In 2934, Esther Hurston was kidnapped and put into a stasis pod by outlaws looking to extract a hefty ransom from her family. The ship holding the twelve-year-old's cryo-pod hid here after its reg-tags were compromised. While one outlaw attempted to procure clean reg-tags, salvager Mac Petrosky discovered the ship. He reported its location and even hid nearby to keep an eye on the ship until authorities arrived on the scene. Petrosky was awarded a Commendation from Crusader Security upon the reunion of Esther and her family.
Crus_HistMarker_Text_23=The infamous Beringer Brothers nicknamed this the "Goodbye Geyser" after repeatedly using it to dispose of those opposed to their criminal enterprises during the early 2920s. It's believed to be the final resting place for at least 14 individuals including famed bounty hunter, Bree Kuznetsov. Attempts to recover remains from the site have proven unsuccessful.
Crus_HistMarker_Text_24=Here in 2909, famed botanist Bryan Shakir began his work cataloguing the diverse flora of Daymar. Published as "Daymar in Bloom: A Flora Field Guide to Stanton 2b," it is still considered by many to be the definitive source on the subject.
Crus_HistMarker_Text_25=Erma Triolo was born on this site in 2909, making her the first person to be born on Yela. Her parents, Albert and Nora Triolo, had traveled to the moon to participate in a race when Nora went into labor. Unable to fly to the nearest medical facilitate for the birth, Albert landed their Constellation at this location and successfully served as midwife.
Crus_HistMarker_Text_26=Prior to Crusader's purchase of the gas giant and its moons, the UEE Navy controlled this part of the system. Here, in 2904, the UEE Navy established a military installation to support and watch over the shipyards perched in Crusader's upper atmosphere. The facilities were retired and relocated in 2908.
Crus_HistMarker_Text_27=Strained relations between Hurston and their workforce in late 2927-2929 resulted in a series of riots. In response, Hurston severely limited traffic to and from the planet for nearly 15 standard months. Many workers wished to escape the dangerous situation, but few had the means. One bright spot was the Hurston Hotline, a comm channel that constantly shifted frequency. Those looking to flee the unrest, and lucky enough to know the current channel frequency, could request help leaving the planet. Specific instructions were delivered in person to volunteer pilots and had to be followed exactly. The network of labor activists responsible for the Hurston Hotline during this tumultuous time used this location to shelter fleeing workers prior to moving them out of the system.
Crus_HistMarker_Text_28=Cellin was named after the youngest sibling in the classic children's story A Gift for Baba,the moon's many dormant volcanoes embodying the character's simmering anger. This dormant volcano, named Cellin's Peak by volcanologists, is carefully watched and monitored as it is believed to have a high chance of one day becoming active.
Crus_HistMarker_Text_29=Daymar was named after the middle brother in A Gift for Baba. Known for his tendency to get lost, the character's name was also given to this twisting canyon by early explorers.
Crus_HistMarker_Text_30=Yela was named after the eldest sibling in A Gift for Baba, who is known for her cool and calculated demeanor. This expansive plain produced the coldest temperature recorded by the first scientific expedition to the moon, earning it the name Yela's Plain.
Crus_HistMarker_Text_31=The study of Cellin's geysers began with an observation station constructed on this location in 2908. Geologist Randell Engler spent nearly a decade investigating these natural wonders. He was first to hypothesize that the moon's geyser played an important role in dispersing vital nutrients and minerals into the soil.
Crus_HistMarker_Text_32=During Imperator Costigan's 2944 trip to the Stanton System, he shared a meal here at Gallete Family Farms. Imperator Costigan hoped his visit would draw attention to the hardworking, independent farmers across the Empire that would benefit from the agricultural subsidies legislation being debated by the Senate at the time.
Crus_HistMarker_Text_33=In 2927, Fakih Borisov introduced a herd of large, genetically modified land crabs to Daymar. Breed to withstand the moon's dry conditions, the crabs roamed this part of Daymar for nearly a decade, but Borisov's dream of turning the moon into a rancher's paradise never came to fruition. A key component to Borisov's plan was for the crab to graze on the moon's limited natural vegetation, yet doing so imbued the animals with an off-putting odor that clung to any products derived from them.
Crus_HistMarker_Text_34=On August 22, 2924, amateur archaeologist Sonny Pak revealed a fossil that he claimed belonged to a new sentient species that inhabited this moon. News of the discovery spread across the spectrum and excited the scientific community. However, instead of allowing scientists to examine the specimen, Sonny took the remains on a publicity tour and even sold tickets to those who wished to view them. His actions were condemned by the scientific community and, after the intervention of the UEE government, the fossil was proven to be a fake.
Crus_HistMarker_Text_35=Romantics believe that lovers who profess their affection for each other on this ledge will be together forever. This legend has its origin in the macabre tale of notorious outlaw couple Akiko 'Jackal' Bazin and Rick 'Shady' Milligan. In 2913, mere moments away from capture, the pair decided to avoid imprisonment and instead leapt to their death while holding hands.
Crus_HistMarker_Text_36=On December 31, 2940, the Stanton Knights sataball team landed here so their ship could undergo emergency repairs. While waiting, the team strategized for their championship match against the Kiel Guardians scheduled for the following day. According to team members, it was here that the Knights conceived of the now famous 'Franklin Flip' play that would propel the team to victory and the first SBPL championship in the club's history.
Crus_HistMarker_Text_37=On March 17, 2904, Meiko Norwood collapsed here while loading soil samples into her ship. She passed away later that day due to complications with an artificial heart valve, making her the first person to die on Daymar.
Crus_HistMarker_Text_38=In 2939, Crusader Security apprehended a fugitive here who was wanted in connection with a massive theft of credit chits. The money wasn't recovered during the arrest, but rumors swirled that the outlaw was in possession of digging implements. Ever since, treasure hunters have flocked here in search of the lost fortune, even though repeated scans have failed to show any sign of it. \n\nCrusader Industries discourages people from digging up the area and asks that any displaced ground be placed back where it came from to preserve the moon's natural beauty.
Crus_HistMarker_Text_39=The long lost Greg Caldwell painting "The Starman's Farewell" was discovered buried underneath a stone cairn on this site in 2908. Stolen from the Terra Museum of Contemporary Art in 2731, it remains a mystery as to how the work of art ended up here. The painting was returned to Terra.
Crus_HistMarker_Text_40=In 2945, independent miner Bruce Amodeo discovered a large serendibite gemstone near this outpost. Its sale at auction to an anonymous buyer broke records for the most credits per carat spent on a serendibite. Ever since, miners have flocked to the region in search of further serendibite deposits.
Crus_HistMarker_Text_41=Tragedy struck the Cuadrado outpost on May 15, 2941, due to a malfunctioning life support system. An excess of oxygen leaking into the outpost was sparked, resulting in an explosion that took nine lives. The catastrophe drove Crusader Industries to tighten regulations on outposts and mandate more frequent maintenance checks on all facilities.
Crus_HistMarker_Text_42=Crusader Industries commends Bountiful Harvest Hydroponics for their extraordinary response to those in need on Vega. Following the horrific Vanduul attacks on October 5, 2945, Bountiful Harvest produced and donated more emergency food supplies for the Vega relief effort than any other outpost on Crusader's moons. This outpost's extraordinary sacrifice serves as a reminder that the UEE will always stand behind those who come face-to-face with the Vanduul threat.
Crus_HistMarker_Text_43=Famed actress and noted naturist, Millicent Silverton, would often come to this remote area to camp in the wilderness. She was so fond of the site that she petitioned for its inclusion in the 2941 film "Onto the Break."
Crus_HistMarker_Text_44=The geysers here feature a unique set of small fissures, that when the pressure builds up to a specific amount, make a sound similar to moaning. It is this phenomenon that has lead to the erroneous rumors that the site is haunted.
Crus_HistMarker_Text_45=In 2932, this site hosted the infamous Slim Chance Rally. This gathering of Greycat buggy enthusiasts come together once a year in a remote location to compete in an illicit destruction derby.
Crus_HistMarker_Text_46=Crusader Industries often uses this location and its irregular terrain to field test their new ship designs' landing systems. It was here on March 25th, 2934, that the first and only landing of the failed Juno ship design occurred.
Crus_HistMarker_Title_01=Birthplace of Vortex Thorson
Crus_HistMarker_Title_02=Creation of Ceprozin
Crus_HistMarker_Title_03=The First Terraberry
Crus_HistMarker_Title_04=The Rescue of Bastien Nemitz
Crus_HistMarker_Title_05=Nakamura Valley Shelter
Crus_HistMarker_Title_06=Kosso Basin
Crus_HistMarker_Title_07=Aston Ridge
Crus_HistMarker_Title_08=Wolf Point
Crus_HistMarker_Title_09=Dunlow Ridge
Crus_HistMarker_Title_10=Eager Flats
Crus_HistMarker_Title_11=Tamdon Plains
Crus_HistMarker_Title_12=Mogote Marmalade
Crus_HistMarker_Title_13=Ashburn Channel
Crus_HistMarker_Title_14=Flanagan's Pass
Crus_HistMarker_Title_15=Julep Ravine
Crus_HistMarker_Title_16=Lakedra's Lap
Crus_HistMarker_Title_17=Darnell Ajay Homestead
Crus_HistMarker_Title_18=Phillip Xu Homestead
Crus_HistMarker_Title_19=Wilma Ivery Homestead
Crus_HistMarker_Title_20=Tremaine's Last Stand
Crus_HistMarker_Title_21=Fawley's Journey
Crus_HistMarker_Title_22=Rescue of Esther Hurston
Crus_HistMarker_Title_23=Goodbye Geyser
Crus_HistMarker_Title_24=Daymar in Bloom
Crus_HistMarker_Title_25=Erma Triolo Birthplace
Crus_HistMarker_Title_26=Alatorres Forward Operating Base
Crus_HistMarker_Title_27=Hurston Hotline
Crus_HistMarker_Title_28=Cellin's Peak
Crus_HistMarker_Title_29=Daymar's Run
Crus_HistMarker_Title_30=Yela's Plain
Crus_HistMarker_Title_31=Engler Observation Station
Crus_HistMarker_Title_32=Imperator Costigan on Cellin
Crus_HistMarker_Title_33=Borisov's Herd
Crus_HistMarker_Title_34=Sonny's Sham
Crus_HistMarker_Title_35=Lover's Ledge
Crus_HistMarker_Title_36=The Franklin Flip
Crus_HistMarker_Title_37=Meiko Norwood Memorial
Crus_HistMarker_Title_38=Looking for Lost Treasure
Crus_HistMarker_Title_39=The Starman's Farewell
Crus_HistMarker_Title_40=Bruce's Bounty
Crus_HistMarker_Title_41=Cuadrado Tragedy
Crus_HistMarker_Title_42=Bountiful Harvest
Crus_HistMarker_Title_43=Silverton Campsite
Crus_HistMarker_Title_44=Ghost Rocks
Crus_HistMarker_Title_45=Slim Chance Rally
Crus_HistMarker_Title_46=Crusader Landing Test Site
CrusaderSecurity_Allies=Advocacy, Crusader Industries
CrusaderSecurity_RepUI_Area=Stanton II
CrusaderSecurity_RepUI_Description=A subdivision of Crusader Industries, Crusader Security was created after the company purchased Stanton II from UEE in 2865 to perform general policing duties for Orison and the surrounding sector. Preferring to maintain a streamlined protective force, Crusader Security relies heavily on security contractors to bolster their peacekeeping efforts. They strive to maintain a professional and courteous demeanor that will make Crusader employees and visitors feel safe and comfortable.
CrusaderSecurity_RepUI_Focus=Police Force
CrusaderSecurity_RepUI_Founded=2865
CrusaderSecurity_RepUI_Headquarters=Orison, Crusader, Stanton System
CrusaderSecurity_RepUI_Leadership=Sasha Rust, Director
CrusaderSecurity_RepUI_Name=Crusader Security
CrusaderSecurity_Rivals=Nine Tails
Crusader_ReputationJournal_Agent_Demotion_BodyText=This notice is to inform you that after reviewing your files it has been determined that you no longer meet the qualifications of Security Associate and as such have been demoted to Junior Security Associate, losing all associated benefits.\n\nConsider this a chance to course correct and improve your standings with Crusader Security. If you do improve, we will be happy to reevaluate your standing.
Crusader_ReputationJournal_Agent_Demotion_Title=Crusader Security Demotion - Junior Security Associate
Crusader_ReputationJournal_Agent_Promotion_BodyText=Congratulations!\n\nTo acknowledge your continued contributions to Crusader Security, you have been promoted to Senior Security Associate.\n\nAs a benefit, you will now receive a 10% pay increase on your completed contracts. This is Crusader Security's way of letting you know how much we appreciate all you do. \n\nIf you continue to demonstrate your dedication and proficiency, you may earn the title of Security Partner along with additional benefits.\n\nAll of us here at Crusader Security are very proud of everything you've accomplished so far and look forward to a bright future.
Crusader_ReputationJournal_Agent_Promotion_Title=Crusader Security Promotion - Senior Security Associate
Crusader_ReputationJournal_Applicant_Promotion_BodyText=Congratulations! \n\nYou have been authorized to begin work as a Verified Freelancer for Crusader Security.\n\nContracts that match your qualification levels will be offered through your mobiGlas Contract Manager. We encourage you to regularly check for new contracts as they become available. A high completion rate will earn you the chance for promotion and additional benefits like higher pay. \n \nWe look forward to working together to make Crusader and the surrounding sector a safer place.
Crusader_ReputationJournal_Applicant_Promotion_ShortTitle=Crusader Security Work Authorization
Crusader_ReputationJournal_Applicant_Promotion_Title=Crusader Security Verified Freelancer Authorization
Crusader_ReputationJournal_Generic_Demotion_ShortTitle=Crusader Security Demotion
Crusader_ReputationJournal_Generic_Promotion_ShortTitle=Crusader Security Promotion
Crusader_ReputationJournal_JuniorAgent_Demotion_BodyText=This notice is to inform you that after reviewing your files it has been determined that you no longer meet the qualifications of a Junior Security Associate and as such have been demoted to Verified Freelancer.\n\nConsider this a chance to course correct and improve your standings with Crusader Security. If you do improve, we will be happy to reevaluate your standing.
Crusader_ReputationJournal_JuniorAgent_Demotion_Title=Crusader Security Demotion - Verified Freelancer
Crusader_ReputationJournal_JuniorAgent_Promotion_BodyText=Congratulations!\n\nTo acknowledge your continued contributions to Crusader Security, you have been promoted to Security Associate.\n\nAs a show of our appreciation for all your hard work, you will now receive a 5% pay increase on your completed contracts. \n\nIf you continue to complete contracts and show your dedication to making Crusader safer, you will soon be promoted to a Senior Security Associate and receive an additional payment bonus.\n\nCongratulations again!
Crusader_ReputationJournal_JuniorAgent_Promotion_Title=Crusader Security Promotion - Security Associate
Crusader_ReputationJournal_MasterAgent_Demotion_BodyText=This notice is to inform you that after reviewing your files it has been determined that you no longer meet the qualifications of Preferred Security Partner and as such have been demoted to Security Partner. Your pay bonus has likewise returned to 15%.\n\nThis is quite disappointing considering the high level of performance Crusader Security has come to expect from you. Please know that if you manage to change your current trajectory, we will be happy to reevaluate your standing.
Crusader_ReputationJournal_MasterAgent_Demotion_Title=Crusader Security Demotion - Security Partner
Crusader_ReputationJournal_Probation_Demotion_BodyText=This is to notify you that due to your recent performance issues, you are no longer authorized to work for Crusader Security.\n\nWe wish you the best of luck on your future endeavors.\n
Crusader_ReputationJournal_Probation_Demotion_ShortTitle=Crusader Security Termination
Crusader_ReputationJournal_Probation_Demotion_Title=Crusader Security Termination Notice
Crusader_ReputationJournal_Probation_Promotion_BodyText=Congratulations!\n\nTo acknowledge your outstanding work, you have been promoted to Junior Security Associate.\n\nIf you continue to complete contracts and show your dedication to making Crusader safer, you will soon be promoted to a full Security Associate and receive a payment bonus.\n\nKeep up the great work!
Crusader_ReputationJournal_Probation_Promotion_Title=Crusader Security Promotion - Junior Security Associate
Crusader_ReputationJournal_SeniorAgent_Demotion_BodyText=This notice is to inform you that after reviewing your files it has been determined that you no longer meet the qualifications of Senior Security Associate and as such have been demoted to Security Associate. Your pay bonus has likewise returned to 5%.\n\nConsider this a chance to course correct and improve your standings with Crusader Security. If you do improve, we will be happy to reevaluate your standing.
Crusader_ReputationJournal_SeniorAgent_Demotion_Title=Crusader Security Demotion - Security Associate
Crusader_ReputationJournal_SeniorAgent_Promotion_BodyText=Congratulations!\n\nTo acknowledge your continued contributions to Crusader Security, you have been promoted to Security Partner.\n\nAs a benefit, you will now receive a 15% pay increase on your completed contracts. This bonus is Crusader Security's way of letting you know how much we appreciate all you do. \n\nIf you continue to demonstrate your dedication and proficiency, you may earn the title of Preferred Security Partner along with additional benefits.\n\nWell done on all your outstanding work.
Crusader_ReputationJournal_SeniorAgent_Promotion_Title=Crusader Security Promotion - Security Partner
Crusader_ReputationJournal_VeteranAgent_Demotion_BodyText=This notice is to inform you that after reviewing your files it has been determined that you no longer meet the qualifications of Security Partner and as such have been demoted to Senior Security Associate. Your pay bonus has likewise returned to 10%.\n\nConsider this a chance to course correct and improve your standings with Crusader Security. If you do improve, we will be happy to reevaluate your standing.
Crusader_ReputationJournal_VeteranAgent_Demotion_Title=Crusader Security Demotion - Senior Security Associate
Crusader_ReputationJournal_VeteranAgent_Promotion_BodyText=Congratulations!\n\nThanks to your amazing service and dedication to Crusader Security, you have been promoted to Preferred Security Partner. This is the highest title we reward and very much an honor.\n\nAs a much deserved benefit, you will now receive a 20% pay increase on your completed contracts.\n\nOur sincerest thanks for everything you've done and we look forward to our continued mutual success.
Crusader_ReputationJournal_VeteranAgent_Promotion_Title=Crusader Security Promotion - Preferred Security Partner
Crusader_from=Crusader Security
CubbyBlast_Salesperson_Conv_001_1,P=Line 1: blah blah blah
CuriousMonument=Curious Monument
CurrentLoadout=Current Loadout
Customs_Attendant_Conv_001_1,P=Line 1: blah blah blah
Customs_Attendant_Conv_002_1,P=Line 1: blah blah blah
DXSH_MCAV_Ad_ANVL_Hornet_Commercial,P=Legendary Fighter Pilot Area Riley once said Give me a fully loaded Hornet, and I ll shake the gates of Heaven.\n\nAnvil Aerospaces Hornets have faced Vanduul, Shion, Pirates and Criminals.\n\nAnvil Aerospaces Hornets have logged more combat time and kills in more theatres than any other ship in the history of Space Combat.\n\nBattle Tested in the harshest conditions, the Hornet has proven time and again its ability to withstand damage, and still be able to dish it out.\n\nWith all the punishment it handles on a daily basis, don=t you think the new Hornet can handle yours\n\nAnvil s New Hornet F7C, see your authorized ship dealer for options.
DXSH_MCAV_Ad_CNOU_Mustang_Commercial,P=We are drawn towards the familiar. It is safe, reliable.\n\nBut it can shackle us to the ordinary when in our souls we long to strike out and become something new.\n\nWe started with a simple match. Dare to dream. Dare to challenge the expectations of what has come before. \n\nTo embrace the Unique, to put everything on the line.\n\nOnly when we risk everything can we discover something truly special, and redefine what it means to drive with the stars.\n\nTo explore the farthest reaches, to race on the cutting edge, to Protect what you love.\n\nSay goodbye to the familiar, and welcome the brand new Mustang, where risk, meets reward.
DXSH_MCAV_Ad_ORIG_M50_Commercial,P=Space, the best ships gracefully dance across its expense, the worst clumsily plod across its face. The new M50 doesnt have time for any of that.\n\nInstead, it simply slices its way through.The 2944 M50 was designed with one goal in mind: Make the ship that will win the next Murray Cup.\n\nThe surprising thing is, Origin may have just about done it.\n\nThe stats are an orgy of mind-bending numbers but it comes down to two things. Less weight and more power. Youll notice the nose cone has grown what I can only describe as a mustache, added to stabilize all the additional thrust that the retooled and updated Twin Hammer HM4point3 drives spew out. And the refinement doesnt stop there.\n\nThey ve narrowed the front fuselage, moved the wings forward for better balance, shaved the cockpit viewpane down to the finest it could still be and not shatter in your face.\n\nThe result. A pure flying machine. Each movement on the stick translates directly into unadulterated throttle action. Welcome back to the glory days of flying.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_30_Seconds_Left_01,P=The clock winds down, with only 30 seconds left.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_30_Seconds_Left_02,P=30 seconds left on the clock.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_30_Seconds_Left_03,P=This round is almost over.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_30_Seconds_Left_04,P=Time for the teams to make their final moves.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Arena_Doors_Close_01,P=With the gates closing, those combatants better get out there.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Arena_Doors_Close_02,P=A combatant is lingering in the Ready Room. With the gates closing, gotta wonder what they're waiting for.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Arena_Doors_Open_01,P=Gates are open!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Arena_Doors_Open_02,P=The gates open and the teams pour onto the field.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Encouragement_01,P=You got to admire skill like that.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Encouragement_02,P=Team's got to be feeling good about that.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Encouragement_03,P=It's moments like these that make me love the game.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Encouragement_04,P=Combatants are putting on a real show today.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Encouragement_05,P=Today's match of course, proudly sponsored by arena owners AstroArmada. Whem you're looking for a first class ride at a second hand price, make sure to check out all the certified pre-owned crafts at your local AstroArmada dealer.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Encouragement_06,P=These player's have got to be appreciating the recently renovated features here at the arena. New owners AstroArmada have really done wonders updating the facilities to 30th century standards .
DXSH_MCCV_INDI_SM_BattleArena_Announcer_First_Blood_01,P=And that's the first takedown of the round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_First_Blood_02,P=Things kick off as the first combatant is taken out.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_First_Blood_03,P=And with that first takedown, things are heating up.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Gain_Player_01,P=A substitution is made, and a new player joins the Aeros.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Gain_Player_02,P=A substitution is made, and a new player joins Jata ZGCC.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Game_Objective_Briefing_01,P=Today's match will see both teams battling till all the combatants on either side have have been eliminated.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Game_Objective_Briefing_02,P=Today's face off: Team Elimination, where, to win,the combatants will have take out the entirity of their openants team.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Good_Kill_01,P=That had to hurt.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Good_Kill_02,P=Another combatant down.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Good_Kill_03,P=A clean shot.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Good_Kill_04,P=Takedown!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Good_Kill_05,P=Aeros loses another combatant.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Good_Kill_06,P=Jata loses another combatant.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Greetings_01,P=Hello and welcome to Astro Arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Greetings_02,P=Glad you could join us. It's shaping up to be another exciting day here at Astro Arena. Today's match-up pits the Angeli Aeros against Jata ZGCC.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Greetings_03,P=Greetings from Astro Arena. And boy, do we have a fight shaping up for you. Jata ZGCC steps up against the Angeli Aeros.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Greetings_04,P=Let be the first to welcome everyone to the Astro Arena sponsered by AstroArmada.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Grenade_Kill_01,P=Boom!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Grenade_Kill_02,P=I love a grenade!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Grenade_Warning_01,P=Here comes a grenade!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Grenade_Warning_02,P=And a grenade hits the field.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Grenade_Warning_03,P=We've got grenade!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Halftime_01,P=We've reached the halfway mark, as the team's switch starting gates.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Halftime_02,P=Halfway done, the team's switch starting gates.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Kill_Assist_01,P=With a beautiful display of teamwork, this round is that much closer to being over.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Kill_Assist_02,P=Working seamlessly together, these combatants are making it look easy.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Kill_Assist_03,P=That take down really shows why this is a team sport.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Killing_Spree_01,P=Looks like there's no stopping this combatant folks.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Killing_Spree_02,P=Hot-streak alert! This combatant is on fire!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Killing_Spree_03,P=One by one this combatant is knocking out the competition.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Last_Player_Alive_01,P=The Aeros have to be feeling confident with only one Jata combatant left on the field.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Last_Player_Alive_02,P=Jata ZGCC has to be feeling confident with only one Aero combatant left on the field.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Last_Player_Alive_03,P=The Aeros are down to one last combatant.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Last_Player_Alive_04,P=Jata ZGCC is down to one last combatant.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Loadout_Confirmation_01,P=With selections made, we're just moments away.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Loadout_Confirmation_02,P=And as the last gear selections are made, the anticipation grows even higher.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Loadout_Selection_01,P=Both teams picking their loadouts, this is our first hint at the sort of strategies we'll be seeing in the match to come.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Loadout_Selection_02,P=When it comes to choosing gear, a lot of pros agree that it all comes down to two things, improving your strengths or compensating for your weaknesses.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Loadout_Selection_03,P=With a careful eye, the combatants pick their loadouts.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Lose_Player_01,P=Looks like the Aeros are going to continue on with one less combatant.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Lose_Player_02,P=Jata JGCC is going to have to continue on with one less combatant.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_01,P=The match comes to an end.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_02,P=Another game of Team Elimination is over.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_03,P=And that was the final round. Thanks for joining us. We'll see you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_04,P=A wonderful finish to an exciting match of Team Elimination. Stay tuned for the Empire Report.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_05,P=And that'll bring things to end here at Astro Arena. See you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_01,P=Jata ZGCC has got to be dissapointed as they lose the match, but sometimes that's the way it goes here at Astro Arena. So long everyone and see you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_02,P=Jata ZGCC tried their best, but this time it just wasn't good enough as the Angeli Aeros claim the match. Thanks for joining us here at Astro Arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_03,P=After a valiant struggle, Jata ZGCC ultimately falls to the Aeros. Another heart pounding game of Team Elimination here at Astro Arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_04,P=Team Elimination comes to an end, as the Angeli Aeros claim the match. That'll be it for today's game here at Astro Arena. See you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_05,P=They fought hard, but in the end Jata ZGCC just couldn't pull it off. That's it for Team Elimination here at Astro Arena. Join us again soon.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_06,P=So we come to the end and the Angeli Aeros have emerged victorious. I'd like to thank our sponsors and you our wonderful viewers for joining us.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_07,P=As the Aeros claim victory, our time at Astro Arena draws to a close. Thanks and see you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_08,P=Despite a hearty fight from Jata, the Aeros take the match, marking a fantastic end to a simply fantastic match. Make sure to join me again next time at Astro Arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_09,P=Now that is what I call Team Elimination! Job well done to the Angeli Aeros for a well-earned victory.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_10,P=An incredible victory here today for the Aeros at Astro Arena. Hope you all will join us again soon.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_01,P=The Angeli Aeros have got to be dissapointed as they lose the match, but sometimes that's the way it goes here at Astro Arena. So long everyone and see you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_02,P=The Aeros tried their best, but this time it just wasn't good enough as Jata ZGCC take the match. Thanks for joining us here at Astro Arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_03,P=After a valiant struggle, the Aeros fail to turn it around and lose the match. Another heart pounding game of Team Elimination here at Astro Arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_04,P=Team Elimination comes to an end, as Jata ZGCC claim the match. That'll be it for today's game here at Astro Arena. See you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_05,P=They fought hard, but in the end the Aeros just couldn't pull it off. That's it for Team Elimination here at Astro Arena. Join us again soon.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_06,P=So we come to the end and Jata has emerged victorious. I'd like to thank our sponsors and you our wonderful viewers for joining us.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_07,P=As Jata ZGCC claims victory, our time at Astro Arena draws to a close. Thanks and see you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_08,P=An exciting blue team victory marks a fantastic end to a simply fantastic match. Make sure to join me again next time at Astro Arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_09,P=Now that is what I call Team Elimination! Job well done to Jata ZGCC for a victory well earned.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_10,P=That's it. The match is over with Jata ZGCC defeating the Angeli Aeros.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_Start_01,P=With that, the match has begun.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_Start_02,P=That's the start of the game.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_Start_Countdown_01,P=5, 4, 3, 2, 1, and we're off!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_Start_Countdown_02,P=5, 4, 3, 2, 1, and Team Elimination has begun.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_Start_Countdown_03,P=5, 4, 3, 2, 1, and Astro Arena is open for business!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Melee_Kill_01,P=Take down like that's hard to watch, but fun to see.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Melee_Kill_02,P=It's hard not to take an intimate hit like that personally.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Melee_Kill_03,P=A fine example of why this game is so much more than firepower.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Melee_Kill_04,P=Oof. That look like it hurt.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Multi_Kill_01,P=Holy smokes. Please tell me you saw that epic multi-kill.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Multi_Kill_02,P=Just like that, a swath of the competition is out of play.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Multi_Kill_03,P=If anyone's keeping track, a whole bunch of combatants just got shut down.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Need_Medic_01,P=A combatant's down but not out. Bet they're hoping for a teammate with a medpack right about now.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Need_Medic_02,P=Ooo. That was a hard hit, and we have an injured combatant on the field.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Need_Medic_03,P=If ever there was a time for a medical assist, it's now.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Need_Medic_04,P=Let's see if someone will be able to heal combatant in time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_One_Enemy_Left_01,P=Only one combatant remains on the Aeros.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_One_Enemy_Left_02,P=Only one combatant remains on Jata's team.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_01,P=The round is over.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_02,P=That's the end of the round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_03,P=And the round comes to end.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_04,P=The Angeli Aeros have been eliminated, the round is over.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_05,P=With that, Jata ZGCC's final player is out, ending the round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_06,P=That's it. A final hit ends of the round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_01,P=A tough loss on that one, let's see if Jata can do better in the next round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_02,P=The round ends in defeat for Jata ZGCC. Hopefully they can pull it together as they prepare to head back out.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_03,P=With the loss of their last combatant, Jata is handily defeated that round. I'm sure they cannot be happy about their performance.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_04,P=After suffering a defeat that last round, Jata ZGCC will be looking for a way to turn things around.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_05,P=Despite some impressive moves from Jata, the Aeros manage to take the round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_06,P=With the Aeros' win that round, this match is one point closer to being decided.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_07,P=A decisive round victory for the Aeros as they show what skill and teamwork can accomplish in the battle arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_08,P=As the Aeros claims the win for that round, they've got to be feeling better about the outlook for this match. Here's hoping that Jata can pull back.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_Shutout_01,P=The Angeli Aeros absolutely dominated the team from Jata that round. Managing to wipe them out without suffering a single loss.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_Shutout_02,P=The Aeros viciously showed Jata just who's in charge here at Astro Arena, as they close out that round with a near flawless win.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_Shutout_03,P=With barely a scratch on them, the Angeli Aeros completely shuts out the competition that round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_Shutout_04,P=Eliminate! More like dominate! The Aeros take the round with zero combatants down.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_Shutout_05,P=Jata ZGCC closes out that round without a single kill and their fans have got to be disappointed.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_Shutout_06,P=The Aeros just eradicated the Zata in a decisive victory without a single combatant loss.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_01,P=A tough loss on that one, let's see if the Aeros can do better in the next round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_02,P=The round ends in defeat for the Angeli Aeros. Hopefully they can pull it together as they prepare to head back out.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_03,P=With the loss of their last combatant, the Aeros are handily defeated that round. I'm sure they cannot be happy about their performance.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_04,P=After suffering a defeat that last round, the Aeros will be looking for a way to turn things around.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_05,P=As Jata claims that round, they've got to be feeling better about the outlook for this match. Here's hoping that the Aeros still got some fight in them.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_06,P=Despite some impressive moves from the Aeros, Jata ZGCC takes the round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_07,P=A solid win that round for Jata, let's see if they can maintain the momentum as they head into the next.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_08,P=With Jata's win this round, this match is one point closer to being decided.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_09,P=Jata managed to overcome the Aeros this round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_10,P=A decisive win for Jata that round as they show what skill and hardwork can accomplish in the battle arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_Shutout_01,P=Jata executed that round flawlessly. They managed to take out every single Aero without losing a single player.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_Shutout_02,P=Jata ZGCC completely dominated that round. The Aeros couldn't make a single dent in their defenses.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_Shutout_03,P=I don't know if that was a perfectly executed battle plan or the definition of teamwork, but Jata just wiped out the Angeli Aeros without losing a single combatant.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_Shutout_04,P=With barely a scratch on them, Jata ZGCC completely shuts out the competition that round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_Shutout_05,P=Eliminate! More like dominate! Jata takes the round with zero combatants down.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_Shutout_06,P=The Aeros close out that round without a single kill and their fans have got to be disappointed.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_Start_01,P=It looks like the round is about to start.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_Start_02,P=The round is underway.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_Start_03,P=Another round kicking off.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_Start_04,P=Here we go with another round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_Start_05,P=That's the start of the round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_Start_Countdown_01,P=Countdown's going. 5, 4, 3, 2, 1. and the team's are away.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_Start_Countdown_02,P=Here's the countdown, 5, 4, 3, 2, 1. and the round has begun.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Waiting_Room_Cleansing_01,P=With round off to a strong start, the ready room is sterilized.
DXSH_MCCV_INDI_SM_Marine_30_Seconds_Left_01,P=We're running out of time. Let's bring it home.
DXSH_MCCV_INDI_SM_Marine_30_Seconds_Left_02,P=Clock's ticking down, it's now or never.
DXSH_MCCV_INDI_SM_Marine_Encouragement_01,P=Keep up the good work, Marine.
DXSH_MCCV_INDI_SM_Marine_Encouragement_02,P=That's what I like to see.
DXSH_MCCV_INDI_SM_Marine_Encouragement_03,P=Remember your training.
DXSH_MCCV_INDI_SM_Marine_Encouragement_04,P=Maintain focus.
DXSH_MCCV_INDI_SM_Marine_First_Blood_01,P=Quick and clean. You do the corps proud.
DXSH_MCCV_INDI_SM_Marine_First_Blood_02,P=No better way to show we mean business.
DXSH_MCCV_INDI_SM_Marine_First_Blood_03,P=Strike first, strike hard.
DXSH_MCCV_INDI_SM_Marine_Gain_Player_01,P=Looks like we got ourselves a new recruit.
DXSH_MCCV_INDI_SM_Marine_Gain_Player_02,P=Got a new Marine joining our ranks.
DXSH_MCCV_INDI_SM_Marine_Game_Objective_Briefing_01,P=Listen up, we got hostiles inside. This is elimination, we don't go home until they're put down.
DXSH_MCCV_INDI_SM_Marine_Game_Objective_Briefing_02,P=We need this area cleared of all combatants. Terminate every last one of these outlaws with extreme prejudice.
DXSH_MCCV_INDI_SM_Marine_Good_Kill_01,P=That's a kill.
DXSH_MCCV_INDI_SM_Marine_Good_Kill_05,P=Hostile down.
DXSH_MCCV_INDI_SM_Marine_Good_Kill_06,P=Smoked 'em.
DXSH_MCCV_INDI_SM_Marine_Greetings_01,P=All right, Marines, fall in.
DXSH_MCCV_INDI_SM_Marine_Greetings_02,P=Let's get down to business, shall we?
DXSH_MCCV_INDI_SM_Marine_Greetings_03,P=Welcome to the mission, Marines.
DXSH_MCCV_INDI_SM_Marine_Grenade_Kill_01,P=Fragged 'em.
DXSH_MCCV_INDI_SM_Marine_Grenade_Kill_02,P=Target down.
DXSH_MCCV_INDI_SM_Marine_Grenade_Warning_02,P=Grenade inbound!
DXSH_MCCV_INDI_SM_Marine_Grenade_Warning_03,P=Lookout!
DXSH_MCCV_INDI_SM_Marine_Halftime_01,P=We've been assigned a different infilitration point. Let's use it to our advantage.
DXSH_MCCV_INDI_SM_Marine_Halftime_02,P=Time to change tactics. We're moving to a different infiltration point.
DXSH_MCCV_INDI_SM_Marine_Kill_Assist_01,P=Nothing more lethal than teamwork.
DXSH_MCCV_INDI_SM_Marine_Kill_Assist_02,P=This squad's running like a well-oiled machine.
DXSH_MCCV_INDI_SM_Marine_Kill_Assist_03,P=Good looking out for your squadmate.
DXSH_MCCV_INDI_SM_Marine_Killing_Spree_01,P=You're like an unstoppable battalion of one.
DXSH_MCCV_INDI_SM_Marine_Killing_Spree_02,P=Multiple targets down. Fine work, marine.
DXSH_MCCV_INDI_SM_Marine_Killing_Spree_03,P=You are a damn efficient killing machine if I've ever seen one.
DXSH_MCCV_INDI_SM_Marine_Last_Player_Alive_01,P=You're all that's left, Marine. Everyone's counting on you now.
DXSH_MCCV_INDI_SM_Marine_Last_Player_Alive_02,P=You're the last Marine standing. Make their sacrifice mean something.
DXSH_MCCV_INDI_SM_Marine_Loadout_Confirmation_01,P=Got your gear? Head to the readyline.
DXSH_MCCV_INDI_SM_Marine_Loadout_Confirmation_02,P=Good choice. Get ready to roll out.
DXSH_MCCV_INDI_SM_Marine_Loadout_Selection_01,P=Your gear's your life. Think hard on what you're gonna bring into battle.
DXSH_MCCV_INDI_SM_Marine_Loadout_Selection_02,P=You gonna bring the pain? Help your squad? Strike a balance? Pickin' a loadout's all about strategy.
DXSH_MCCV_INDI_SM_Marine_Loadout_Selection_03,P=Choose your equipment carefully. If you bring it, plan to use it.
DXSH_MCCV_INDI_SM_Marine_Lose_Player_01,P=One of your squadmates went off-grid.
DXSH_MCCV_INDI_SM_Marine_Lose_Player_02,P=Orders came in. One of your squadmate's been reassigned.
DXSH_MCCV_INDI_SM_Marine_Match_End_Loss_01,P=I call that mission a complete failure. I think you're better than that, I think you know that too.
DXSH_MCCV_INDI_SM_Marine_Match_End_Loss_02,P=You all tried your best, and this time it wasn't good enough. But there's a lesson to be learned in that. Make sure that you learn it.
DXSH_MCCV_INDI_SM_Marine_Match_End_Loss_03,P=We lost today. No getting around that. The important part is what comes next. Are you going to carry defeat with you, or are you going to rise above it?
DXSH_MCCV_INDI_SM_Marine_Match_End_Loss_04,P=I am dissapointed in all of you. You let the UEE and the Marines down. Not just cause those outlaws got the better of us, but because I know you can do better. It's up to you to prove me right.
DXSH_MCCV_INDI_SM_Marine_Match_End_Loss_05,P=Those outlaws made a mockery of us today. That doesn't sit well with me, and sure as heck hope it doesn't sit well with you either. Remember that feeling next time you go to battle and use it.
DXSH_MCCV_INDI_SM_Marine_Match_End_Win_01,P=Let me be the first to say well done. You went in with a job to do, and you sure as heck did it.
DXSH_MCCV_INDI_SM_Marine_Match_End_Win_02,P=I've been at this awhile and... well, that was a sight to see. Congrats. First drink's on me tonight.
DXSH_MCCV_INDI_SM_Marine_Match_End_Win_03,P=This operation wasn't just a success, it was a thing of beauty. Each and every one of you poured your blood and sweat into it, and let me tell you, that means something. I'm proud of you.
DXSH_MCCV_INDI_SM_Marine_Match_End_Win_04,P=Mission accomplished. But that's just what Marines do, isn't it? Pack it up, and let's go home.
DXSH_MCCV_INDI_SM_Marine_Match_End_Win_05,P=That was some fine work you did out there today, and thanks to you, those outlaws won't be a problem anymore. All of you should feel proud of yourselves.
DXSH_MCCV_INDI_SM_Marine_Match_Start_01,P=Ready up, op is a go.
DXSH_MCCV_INDI_SM_Marine_Match_Start_02,P=Weapons free. Let's do this.
DXSH_MCCV_INDI_SM_Marine_Match_Start_Countdown_01,P=Breach in 5, 4, 3, 2, 1. Go, go, go!
DXSH_MCCV_INDI_SM_Marine_Match_Start_Countdown_02,P=Op starts in 5, 4, 3, 2, 1. We are go!
DXSH_MCCV_INDI_SM_Marine_Match_Start_Countdown_03,P=Going in 5, 4, 3, 2, 1. Go!
DXSH_MCCV_INDI_SM_Marine_Melee_Kill_01,P=Somebody ain't afraid to get their hands dirty.
DXSH_MCCV_INDI_SM_Marine_Melee_Kill_02,P=Old School, I like it.
DXSH_MCCV_INDI_SM_Marine_Melee_Kill_03,P=Some impressive wet work, Marine.
DXSH_MCCV_INDI_SM_Marine_Melee_Kill_04,P=Nothing wrong with getting up close and personal.
DXSH_MCCV_INDI_SM_Marine_Multi_Kill_01,P=There we go. Who's got time to kill 'em one by one.
DXSH_MCCV_INDI_SM_Marine_Multi_Kill_02,P=Damn. How many was that?
DXSH_MCCV_INDI_SM_Marine_Multi_Kill_03,P=That'll teach them not to bunch together.
DXSH_MCCV_INDI_SM_Marine_Need_Medic_01,P=Marine down and in need of medical.
DXSH_MCCV_INDI_SM_Marine_Need_Medic_02,P=We've got an injured Marine in need of help.
DXSH_MCCV_INDI_SM_Marine_Need_Medic_03,P=Need a medpack, lifesign's critical.
DXSH_MCCV_INDI_SM_Marine_Need_Medic_04,P=Marine down. Marine down.
DXSH_MCCV_INDI_SM_Marine_One_Enemy_Left_01,P=Only one hostile left. End it.
DXSH_MCCV_INDI_SM_Marine_One_Enemy_Left_02,P=We're down to the last target. Take 'em out.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_01,P=No way we let things stand at that. Let's get back out there.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_02,P=They hit us hard, but we got to go back and hit them harder.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_03,P=I ain't gonna surgar coat it, that was a mess. Learn from it. Don't let it happen again.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_04,P=We may've lost the battle, but we sure as hell can still win this war.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_05,P=We lost control of the situation. That can't happen. Next time, we need to focus, and we need to work together.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_Shutout_01,P=That was a complete bloodbath of epic proportions. Consider me dissapointed.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_Shutout_02,P=They completely dismantled our operation six ways from Sunday. We need to be better than that.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_Shutout_03,P=What the hell did I just witness? That went about as wrong as wrong can go.
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_01,P=We got them that time, but stay focused. This ain't over yet.
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_02,P=And that is how you stop a threat dead in it's tracks. Well done.
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_03,P=Mark one in the Win column.
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_04,P=That was one heck of a fight, but don't get cocky. There's plenty more work to do..
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_05,P=We put them in their place for now, but that's not going to stop them for long. Just another day on the job. Let's do it again.
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_Shutout_01,P=In and out, and not a single Marine down. Couldn't ask for a better op.
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_Shutout_02,P=That was near flawlass work, and you all deserve accomendations, but that comes later. Now we need to stay focus, It only takes one lucky shot to change everything.
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_Shutout_03,P=All that training really paid off. You put down those outlaws before they even had a chance to know what hit them.
DXSH_MCCV_INDI_SM_Marine_Round_Start_01,P=You waitin' for an invitation?!? Get out there!
DXSH_MCCV_INDI_SM_Marine_Round_Start_02,P=Move out!
DXSH_MCCV_INDI_SM_Marine_Round_Start_03,P=Go! Go! Go!
DXSH_MCCV_INDI_SM_Marine_Round_Start_04,P=We are go!
DXSH_MCCV_INDI_SM_Marine_Round_Start_05,P=Roll out.
DXSH_MCCV_INDI_SM_Marine_Round_Start_Countdown_01,P=Here we go. 5, 4, 3, 2, 1. Move out!
DXSH_MCCV_INDI_SM_Marine_Round_Start_Countdown_02,P=On my mark, 5, 4, 3, 2, 1, Go!
DXSH_MCCV_INDI_SM_Outlaw_30_Seconds_Left_01,P=Time's clickin' out. Step it up.
DXSH_MCCV_INDI_SM_Outlaw_30_Seconds_Left_02,P=Stomp them skags. We're running out of time.
DXSH_MCCV_INDI_SM_Outlaw_Encouragement_01,P=Don't punk out now.
DXSH_MCCV_INDI_SM_Outlaw_Encouragement_02,P=Take a breath. You got this.
DXSH_MCCV_INDI_SM_Outlaw_Encouragement_03,P=It's us or them. Remember that.
DXSH_MCCV_INDI_SM_Outlaw_Encouragement_04,P=You really gonna let some Marines stomp us like that?
DXSH_MCCV_INDI_SM_Outlaw_First_Blood_01,P=Way to send a message.
DXSH_MCCV_INDI_SM_Outlaw_First_Blood_02,P=Hit hard and fast, that's what I like to see.
DXSH_MCCV_INDI_SM_Outlaw_First_Blood_03,P=Bet they weren't expecting that.
DXSH_MCCV_INDI_SM_Outlaw_Gain_Player_01,P=Looks like someone finally woke up.
DXSH_MCCV_INDI_SM_Outlaw_Gain_Player_02,P=Got some new blood on the team.
DXSH_MCCV_INDI_SM_Outlaw_Game_Objective_Briefing_01,P=Alright, scumbags, listen up. We got rats in the clubhouse and I need them dead. Every single one.
DXSH_MCCV_INDI_SM_Outlaw_Game_Objective_Briefing_02,P=Here's the roll, we got a Marine team breaching. It's you or them.
DXSH_MCCV_INDI_SM_Outlaw_Good_Kill_01,P=Got 'em.
DXSH_MCCV_INDI_SM_Outlaw_Good_Kill_02,P=Tag, you dead.
DXSH_MCCV_INDI_SM_Outlaw_Good_Kill_04,P=Bye, bye.
DXSH_MCCV_INDI_SM_Outlaw_Good_Kill_05,P=That was fun to watch.
DXSH_MCCV_INDI_SM_Outlaw_Good_Kill_06,P=They won't be gettin' up anytime soon.
DXSH_MCCV_INDI_SM_Outlaw_Greetings_01,P=Hey, shut up for a second.
DXSH_MCCV_INDI_SM_Outlaw_Greetings_02,P=Who's ready to have a little fun?
DXSH_MCCV_INDI_SM_Outlaw_Greetings_03,P=Everyone here? Good.
DXSH_MCCV_INDI_SM_Outlaw_Grenade_Kill_01,P=Got 'em
DXSH_MCCV_INDI_SM_Outlaw_Grenade_Kill_02,P=Nice toss.
DXSH_MCCV_INDI_SM_Outlaw_Grenade_Warning_01,P=Frag! Frag!
DXSH_MCCV_INDI_SM_Outlaw_Grenade_Warning_02,P=Grenade!
DXSH_MCCV_INDI_SM_Outlaw_Grenade_Warning_03,P=Run, idiot!
DXSH_MCCV_INDI_SM_Outlaw_Halftime_01,P=We're gonna hit them from a different angle. Get ready.
DXSH_MCCV_INDI_SM_Outlaw_Halftime_02,P=Time to mix it up. Let's go at 'em from the other side.
DXSH_MCCV_INDI_SM_Outlaw_Kill_Assist_01,P=Someone totally nicked your kill.
DXSH_MCCV_INDI_SM_Outlaw_Kill_Assist_02,P=Clippin' 'em ain't the same as finishing 'em, but it's all the same to me.
DXSH_MCCV_INDI_SM_Outlaw_Kill_Assist_03,P=Seems like you couldn't get the job done yourself.
DXSH_MCCV_INDI_SM_Outlaw_Killing_Spree_01,P=That's some bloodlust right there.
DXSH_MCCV_INDI_SM_Outlaw_Killing_Spree_02,P=Ravenous. I like that.
DXSH_MCCV_INDI_SM_Outlaw_Killing_Spree_03,P=Don't stop 'til your heart stops beating.
DXSH_MCCV_INDI_SM_Outlaw_Last_Player_Alive_01,P=Take a sec. Breathe. It's you or nothin'.
DXSH_MCCV_INDI_SM_Outlaw_Last_Player_Alive_02,P=Time to hero up.
DXSH_MCCV_INDI_SM_Outlaw_Loadout_Confirmation_01,P=You set? Let's do this.
DXSH_MCCV_INDI_SM_Outlaw_Loadout_Confirmation_02,P=Sorted? Good, then rack up.
DXSH_MCCV_INDI_SM_Outlaw_Loadout_Selection_01,P=Arm up and get set, people. We got some killin' to do.
DXSH_MCCV_INDI_SM_Outlaw_Loadout_Selection_02,P=Grab what you want, we'll sort it later.
DXSH_MCCV_INDI_SM_Outlaw_Loadout_Selection_03,P=These are UEE Marines, so pick your load-out carefully.
DXSH_MCCV_INDI_SM_Outlaw_Lose_Player_01,P=Hold on. That son of a bitch skeeved out.
DXSH_MCCV_INDI_SM_Outlaw_Lose_Player_02,P=Wait a second. I lost one of our team.
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Loss_01,P=You're lucky they killed you because I wanna do so much worse.
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Loss_02,P=(off-mic) I ain't goin' back! (exchange of gunfire)
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Loss_03,P=Go, go, go let's get outta here.
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Loss_04,P=I set us up, make a perfect plan, and you just had to go and mess it up didn't you?
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Loss_05,P=Well we got beat, but then again, they're Marines and we're, well, we're us, so its not too big of surprise really.
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Win_01,P=That'll teach 'em to try and roust us.
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Win_02,P=Scav the bodies. You earned it. Make sure you vent 'em when you're done.
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Win_03,P=Fine job, my wonderful scumbags. Those UEE pukes didn't know what hit 'em.
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Win_04,P=And that is why we are still here. Who's drinking?
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Win_05,P=Trouncing those Marines felt a billion times better than I thought it would. I say this calls for celebration.
DXSH_MCCV_INDI_SM_Outlaw_Match_Start_01,P=Alright everyone, let's get this done.
DXSH_MCCV_INDI_SM_Outlaw_Match_Start_02,P=Ghost 'em.
DXSH_MCCV_INDI_SM_Outlaw_Match_Start_Countdown_01,P=5, 4, 3, 2, 1. Here they come.
DXSH_MCCV_INDI_SM_Outlaw_Match_Start_Countdown_02,P=We're going in 5, 4, 3, 2, 1.
DXSH_MCCV_INDI_SM_Outlaw_Match_Start_Countdown_03,P=Give 'em hell in 5, 4, 3, 2, 1.
DXSH_MCCV_INDI_SM_Outlaw_Melee_Kill_01,P=Ain't nothing like it, right?
DXSH_MCCV_INDI_SM_Outlaw_Melee_Kill_02,P=Drop 'em.
DXSH_MCCV_INDI_SM_Outlaw_Melee_Kill_03,P=Good night.
DXSH_MCCV_INDI_SM_Outlaw_Melee_Kill_04,P=Who needs a gun, right?
DXSH_MCCV_INDI_SM_Outlaw_Multi_Kill_01,P=That'll hurt their chances.
DXSH_MCCV_INDI_SM_Outlaw_Multi_Kill_02,P=It's nice when they clump together like that, right?
DXSH_MCCV_INDI_SM_Outlaw_Multi_Kill_03,P=Just mowin' 'em down aint't ya.
DXSH_MCCV_INDI_SM_Outlaw_Need_Medic_01,P=One of your people needs some meds.
DXSH_MCCV_INDI_SM_Outlaw_Need_Medic_02,P=Dose 'em and get 'em back on their feet.
DXSH_MCCV_INDI_SM_Outlaw_Need_Medic_03,P=Another one down? Really?
DXSH_MCCV_INDI_SM_Outlaw_Need_Medic_04,P=Will somebody help 'em already?
DXSH_MCCV_INDI_SM_Outlaw_One_Enemy_Left_01,P=There's one left. Hunt them down.
DXSH_MCCV_INDI_SM_Outlaw_One_Enemy_Left_02,P=Almost there. Finish them off.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_01,P=What the hell? You gotta do better than that.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_02,P=Fine. They got lucky this time. Load up and hit 'em again.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_03,P=Alright, okay... no, we still got this.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_04,P=You wanna let those fascist punks walk all over you. Get mad!
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_05,P=I'm paying you for better. Deliver.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_Shutout_01,P=Jesus, people, I just... I don't even know...
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_Shutout_02,P=These are Marines. Did you think this was going to be easy? You better rack your game up or I'll rack your brain with a pipe.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_Shutout_03,P=Another show like that and I'm gonna get out of here.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_01,P=There we go. One down.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_02,P=Hell yeah, people. That's what I like to see.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_03,P=This is our station!
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_04,P=You're getting private stock tonight. Keep it up.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_05,P=That's one for us.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_Shutout_01,P=<laughing> that... <laughing> That was amazing.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_Shutout_02,P=That. That. Just keep doing that.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_Shutout_03,P=There you go, the Empire's finest laid to waste.
DXSH_MCCV_INDI_SM_Outlaw_Round_Start_01,P=Go get 'em.
DXSH_MCCV_INDI_SM_Outlaw_Round_Start_02,P=It's all up to you. Kill 'em or die trying.
DXSH_MCCV_INDI_SM_Outlaw_Round_Start_03,P=Get out there!
DXSH_MCCV_INDI_SM_Outlaw_Round_Start_04,P=Go, go!
DXSH_MCCV_INDI_SM_Outlaw_Round_Start_05,P=What are you waiting for? Go!
DXSH_MCCV_INDI_SM_Outlaw_Round_Start_Countdown_01,P=Going again in 5, 4, 3, 2, 1. Go!
DXSH_MCCV_INDI_SM_Outlaw_Round_Start_Countdown_02,P=Mags and frags up in 5, 4, 3, 2, 1.
DXSH_MCCV_INDI_SM_Sataball_Cara_Angeli_Aeros_Win_Round_1,P=With the Aeros' win that round, this match is one point closer to being decided.
DXSH_MCCV_INDI_SM_Sataball_Cara_Angeli_Aeros_Win_Round_2,P=A decisive round victory for the Aeros as they show what skill and teamwork can accomplish in the battle arena.
DXSH_MCCV_INDI_SM_Sataball_Cara_Angeli_Aeros_Win_Round_3,P=As the Aeros claims the win for that round, they've got to be feeling better about the outlook for this match. Here's hoping that Jata can pull back.
DXSH_MCCV_INDI_SM_Sataball_Cara_Angeli_Aeros_Win_Round_4,P=Jata falls as the Aeros clinch the round.
DXSH_MCCV_INDI_SM_Sataball_Cara_Angeli_Aeros_Win_Round_5,P=Aeros take this one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Carrier_Stunned_1,P=The carrier is taken out with a stun.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Carrier_Stunned_2,P=With the carrier is stunned you got to ask where their team was on that one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Carrier_Stunned_3,P=You get that ball and it is basically like painting a big target on yourself.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Carrier_Stunned_4,P=The carrier went for the opening, but wound up with a face full of stun.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Carrier_Stunned_5,P=Yeah, that press is going nowhere with the carrier locked.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Hitting_Electric_Field_1,P=Slater Vonn used to say use the electric field like it's another teammate.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Hitting_Electric_Field_2,P=I once saw Soren Redmond score a goal off a field bounce like that.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Hitting_Electric_Field_3,P=Using the field like it was intended!
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Hitting_Electric_Field_4,P=I like a player who uses the whole arena.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Hitting_Electric_Field_5_Angeli,P=Angeli's_Jata's going for better ball positioning with a bounce off the field.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Hitting_Electric_Field_5_Jata,P=Angeli's_Jata's going for better ball positioning with a bounce off the field.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Intercepted_1,P=Look out. Gotta watch your passways.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Intercepted_2,P=Don't control your passes and you're going to lose the ball.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Intercepted_3,P=Right place, right time for the interception.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Intercepted_4_Angeli,P=A clean snatch. [Jata_Angeli] will be kicking themselves over that one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Intercepted_4_Jata,P=A clean snatch. [Jata_Angeli] will be kicking themselves over that one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Intercepted_5,P=Beautiful interception.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Kicked_Pushed_1,P=Moving the ball physically instead of using your Kagi can be a great way to defend yourself while in possession of the ball.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Kicked_Pushed_1_Alt,P=Moving the ball physically instead of using your Kagi can be a great way to defend yourself while in possession of the ball.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Kicked_Pushed_2,P=Looks like the ball may have gotten a little away from them there.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Kicked_Pushed_3,P=You got to control that ball by AMP. Any means possible.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Kicked_Pushed_4,P=Going old school, and physically moving that ball.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Kicked_Pushed_5_Angeli,P=Angeli _ Jata move in and knock the ball back.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Kicked_Pushed_5_Jata,P=Angeli _ Jata move in and knock the ball back.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Near_Goal_1_Angeli,P=Angeli_Jata has the ball in range of the goal.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Near_Goal_1_Jata,P=Angeli_Jata has the ball in range of the goal.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Near_Goal_2,P=The goal is close. How they choose to score is the big question.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Near_Goal_3,P=We're nearing the end of a scoring drive, with the goal in sight.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Near_Goal_4,P=I'm seeing the ball very near that goal.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Near_Goal_5_Angeli,P=Clever play by Angeli_Jata has put their ball in the right place.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Near_Goal_5_Jata,P=Clever play by Angeli_Jata has put their ball in the right place.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Passed_1,P=It's important to keep that ball moving.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Passed_2,P=Nice pass.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Passed_3,P=Right in the pocket, pass complete.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Passed_4,P=Showing zero fear with that pass.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Passed_5_Angeli,P=A solid throw bypasses the Jata _ Angeli defense.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Passed_5_Jata,P=A solid throw bypasses the Jata _ Angeli defense.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Intro_Match_1,P=CV: Tonight's match pits the Angeli Aeros against Jata ZGCC so it should be a good one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Intro_Match_2A,P=CV: And I'm Cara Vaughn.\n\n
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Intro_Match_2B,P=CV: With the Angeli Aeros and the Jata ZGCC warring it out in the sphere it is shaping up to be one to remember.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Intro_Match_3,P=CV: Cara Vaughn here with Max Seligmann. You are joining us for what looks to be a Sataball match that you do not want to miss.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Intro_Match_4,P=CV: Good to be here, Max. Today's match is one heck of a showdown as the Jata ZGCC look to take down the Angeli Aeros. There has been a lot of speculation flying as who will take it, but I think to say that whichever way it goes, it's going to be fun to watch.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Sample_01,P=CV: Quite a battle going on here.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Sign_Off_1,P=CV: And I'm Cara Vaughn.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Sign_Off_2,P=CV: It's been my pleasure, Max.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Team_A_B_Needs_To_Turn_It_Around_2,P=CV: Get back to basics. Execute plays based on the team your facing tonight, not the one you planned to face.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_1,P=Defense showing some strength.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_2,P=Nice shot.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_3_Angeli,P=Jata _ Angeli really trying to hold the line.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_3_Jata,P=Jata _ Angeli really trying to hold the line.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_4_Angeli,P=If I was out there I'd be doing just what the Jata _ Angeli are doing. Maintaining the goal with a judicious application of gunwork.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_4_Jata,P=If I was out there I'd be doing just what the Jata _ Angeli are doing. Maintaining the goal with a judicious application of gunwork.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_5_Angeli,P=Jata _ Angeli standing firm in the face of that press.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_5_Jata,P=Jata _ Angeli standing firm in the face of that press.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_1_Angeli,P=A smart play gains Angeli_Jata possession.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_1_Jata,P=A smart play gains Angeli_Jata possession.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_2_Angeli,P=Angeli_Jata takes possession of the ball.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_2_Jata,P=Angeli_Jata takes possession of the ball.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_3_Angeli,P=Moving just a little bit quicker, the ball finds its way into Angeli_Jata hands.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_3_Jata,P=Moving just a little bit quicker, the ball finds its way into Angeli_Jata hands.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_4_Angeli,P=I'm impressed with Angeli_Jata's offense for taking possession so definitively.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_4_Jata,P=I'm impressed with Angeli_Jata's offense for taking possession so definitively.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_5_Angeli,P=We're gonna have a change of possession here. Yep, it's Angeli_Jata.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_5_Jata,P=We're gonna have a change of possession here. Yep, it's Angeli_Jata.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gate_Opening_1,P=Gates are open!
DXSH_MCCV_INDI_SM_Sataball_Cara_Gate_Opening_2,P=I know this feeling well. As those gates open, your heart is beating a million times a minute.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gate_Opening_3,P=Gates open and both teams take the field.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gate_Opening_4,P=Taking the field can be intimidating, but you need to remember your battleplan, watch where your opponents are positioning themselves.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gate_Opening_5,P=Gates are open and here comes the action.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gates_Closing_1,P=With the gates starting to close, anyone who hasn't left could be looking at a penalty.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gates_Closing_2,P=I'm a little surprised to see that there are some players who have not yet left the gate as it begins to close.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gates_Closing_3,P=I see the gates closing which means things are going to heat up.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gates_Closing_4,P=And the gates are shutting. Let's do this.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Attempt_1,P=Coming in hot...
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Attempt_2_Angeli,P=Angeli_Jata looking to score...
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Attempt_2_Jata,P=Angeli_Jata looking to score...
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Attempt_3,P=Attempting a goal and...
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Attempt_4,P=Lining up the shot...
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Attempt_5,P=This is it...
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_1,P=Afte a block like that, the shooter has got to be fighting back tears.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_2_Angeli,P=Blocked! Jata _ Angeli really stepping up when it counts.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_2_Jata,P=Blocked! Jata _ Angeli really stepping up when it counts.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_3,P=Smacked back hard.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_4_Angeli,P=Denied! Jata _ Angeli are teaching a master class in defense here today.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_4_Jata,P=Denied! Jata _ Angeli are teaching a master class in defense here today.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_5_Angeli,P=No goal! Angeli _ Jata have to be hurting over that one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_5_Jata,P=No goal! Angeli _ Jata have to be hurting over that one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Missed_1,P=Another disappointment!
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Missed_2,P=No goal! The score'll stay where it is.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Missed_3,P=No good - it's wide!
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Missed_4,P=Nope, couldn't pull off the goal.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Missed_5,P=A solid attempt, but just not enough to score.
DXSH_MCCV_INDI_SM_Sataball_Cara_Hattrick_1,P=I hope you all appreciate the difficulty of what you just saw. Three goals. Color me impressed.
DXSH_MCCV_INDI_SM_Sataball_Cara_Hattrick_2,P=And that's three goals. That right there is something that every player longs to have in their stats.
DXSH_MCCV_INDI_SM_Sataball_Cara_Hattrick_3,P=That was goal number three. An incredible feat for any Sataball player.
DXSH_MCCV_INDI_SM_Sataball_Cara_Headshot_1,P=Right to the head.
DXSH_MCCV_INDI_SM_Sataball_Cara_Headshot_2,P=This is why it is so important to keep your head protected. Those extra seconds add up.
DXSH_MCCV_INDI_SM_Sataball_Cara_Headshot_3,P=An ugly headshot takes that player out.
DXSH_MCCV_INDI_SM_Sataball_Cara_Headshot_4,P=It's harder shot, but if you can get the head it is worth it.
DXSH_MCCV_INDI_SM_Sataball_Cara_Headshot_5,P=A headshot like that is a spirit breaker.
DXSH_MCCV_INDI_SM_Sataball_Cara_Intro_Match_1,P=This is Cara Vaughn and Max Seligmann coming at you from Astro Arena where we've got one hell of a game of Sataball shaping up. Angeli Aeros versus the Jata ZGCC. The statheads say its going to be close. I say it's going to come down to who wants it more.
DXSH_MCCV_INDI_SM_Sataball_Cara_Intro_Match_2,P=Welcome to Astro Arena, home of eight consecutive SataBall Championships, and the backdrop for today's exciting matchup between Jata ZGCC and the Angeli Aeros. I'm Cara Vaughn here with Max Seligmann to give you all the play by plays and blow by blows of today's match.
DXSH_MCCV_INDI_SM_Sataball_Cara_Intro_Match_3,P=Well you have tuned in for the right match, as the Angeli Aeros and Jata ZGCC face off in what is sure to be one hell of a Sataball match. I'm Cara Vaughn high above Astro Arena. Joining me is Max Seligmann and we are moments away from the start of today's action.
DXSH_MCCV_INDI_SM_Sataball_Cara_Intro_Match_4,P=Thanks for joing us here at Astro Arena. To my right is announcer extraordinaire Max Seligmann, and I'm Cara Vaughn. I have just gotten word that the teams are in place, which means that in just moments the Angeli Aeros and the Jata ZGCC will go head to head for what may turn out to be one of the most exciting Sataball matches this season.
DXSH_MCCV_INDI_SM_Sataball_Cara_Intro_Match_5,P=It is time again for another fantastic Sataball match up between the Jata ZGCC and the Angeli Aeros. This really could be anyone's game today here at the one and only Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Cara_Jata_Zgcc_Wins_Round_1,P=Despite some impressive moves from the Aeros, Jata ZGCC takes the round.
DXSH_MCCV_INDI_SM_Sataball_Cara_Jata_Zgcc_Wins_Round_2,P=A solid win that round for Jata, let's see if they can maintain the momentum as they head into the next.
DXSH_MCCV_INDI_SM_Sataball_Cara_Jata_Zgcc_Wins_Round_3,P=With Jata's win this round, this match is one point closer to being decided.
DXSH_MCCV_INDI_SM_Sataball_Cara_Jata_Zgcc_Wins_Round_4,P=Jata managed to overcome the Aeros this round.
DXSH_MCCV_INDI_SM_Sataball_Cara_Jata_Zgcc_Wins_Round_5,P=A decisive win for Jata that round as they show what skill and hardwork can accomplish in the battle arena.
DXSH_MCCV_INDI_SM_Sataball_Cara_Loadout_Selection_1,P=When it comes to choosing gear, to me it always comes down to two things, improving your strengths or compensating for your weaknesses.
DXSH_MCCV_INDI_SM_Sataball_Cara_Long_Pass_1,P=Distance and accuracy. A dangerous combination in a passer.
DXSH_MCCV_INDI_SM_Sataball_Cara_Long_Pass_2,P=A lot of teams try to keep their passing game short, I'm a firm believer in spreading out your office and going for those long passes.
DXSH_MCCV_INDI_SM_Sataball_Cara_Long_Pass_3,P=A risky long throw that pays off.
DXSH_MCCV_INDI_SM_Sataball_Cara_Long_Pass_4,P=Great effort in moving that ball as far up the field as possible.
DXSH_MCCV_INDI_SM_Sataball_Cara_Long_Pass_5,P=Taken full advantage of the zero g to hurl the ball across the arena.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Angeli_Aeros_Win_1,P=So we come to the end and the Angeli Aeros have emerged victorious. I'd like to thank our sponsors and you our wonderful viewers for joining us.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Angeli_Aeros_Win_2,P=As the Aeros claim victory, our time at Astro Arena draws to a close. Thanks and see you next time.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Angeli_Aeros_Win_3,P=Despite a hearty fight from Jata, the Aeros take the match, marking a fantastic end to a simply fantastic match. Make sure to join me again next time at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Angeli_Aeros_Win_4,P=Now that is what I call Sataball! Job well done to the Angeli Aeros for a well-earned victory.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Angeli_Aeros_Win_5,P=An incredible victory here today for the Aeros at Astro Arena. Hope you all will join us again soon.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Jata_Zgcc_Win_1,P=So we come to the end and Jata has emerged victorious. I'd like to thank our sponsors and you our wonderful viewers for joining us.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Jata_Zgcc_Win_2,P=As Jata Club claims victory, our time at Astro Arena draws to a close. Thanks and see you next time.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Jata_Zgcc_Win_3,P=An exciting blue team victory marks a fantastic end to a simply fantastic match. Make sure to join me again next time at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Jata_Zgcc_Win_4,P=Now that is what I call Sataball! Job well done to Jata ZGCC for a victory well earned.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Jata_Zgcc_Win_5,P=That's it. The match is over with Jata ZGCC defeating the Angeli Aeros.
DXSH_MCCV_INDI_SM_Sataball_Cara_Mistake_1,P=That might be the decisive moment in this match.
DXSH_MCCV_INDI_SM_Sataball_Cara_Mistake_2,P=A great lesson in what not to do, right there.
DXSH_MCCV_INDI_SM_Sataball_Cara_Mistake_3_Angeli,P=[Jata_Angeli] cannot affort to make errors like that.
DXSH_MCCV_INDI_SM_Sataball_Cara_Mistake_3_Jata,P=[Jata_Angeli] cannot affort to make errors like that.
DXSH_MCCV_INDI_SM_Sataball_Cara_Mistake_4,P=Rookie mistake.
DXSH_MCCV_INDI_SM_Sataball_Cara_Mistake_5,P=Important thing when you slip is to put it out of your mind and get back in the game.
DXSH_MCCV_INDI_SM_Sataball_Cara_Nice_Play_1,P=You got to admire skill like that.
DXSH_MCCV_INDI_SM_Sataball_Cara_Nice_Play_2,P=That's pro right there.
DXSH_MCCV_INDI_SM_Sataball_Cara_Nice_Play_3,P=That's the kind of play that wins games!
DXSH_MCCV_INDI_SM_Sataball_Cara_Nice_Play_4,P=This is what you like to see, a player really getting in there and getting things done.
DXSH_MCCV_INDI_SM_Sataball_Cara_Nice_Play_5,P=It's those kind of plays that can follow you throughout your career.
DXSH_MCCV_INDI_SM_Sataball_Cara_Offensive_Shooting_1,P=It's precise shooting like that that makes or breaks games.
DXSH_MCCV_INDI_SM_Sataball_Cara_Offensive_Shooting_2,P=You got to take out those defenders.
DXSH_MCCV_INDI_SM_Sataball_Cara_Offensive_Shooting_3_Angeli,P=They are just cutting a path through the [Jata_Aeros'] line.
DXSH_MCCV_INDI_SM_Sataball_Cara_Offensive_Shooting_3_Jata,P=They are just cutting a path through the [Jata_Aeros'] line.
DXSH_MCCV_INDI_SM_Sataball_Cara_Offensive_Shooting_4,P=Good, clean shot.
DXSH_MCCV_INDI_SM_Sataball_Cara_Offensive_Shooting_5,P=It takes a lot of practice or a lot of luck to shoot like that.
DXSH_MCCV_INDI_SM_Sataball_Cara_Player_Scores_On_Own_Goal_1,P=What a devastating turn of events.
DXSH_MCCV_INDI_SM_Sataball_Cara_Player_Scores_On_Own_Goal_2,P=Pathetic. My first coach would cut anyone who screwed up that bad.
DXSH_MCCV_INDI_SM_Sataball_Cara_Player_Scores_On_Own_Goal_3,P=(sighs heavily)
DXSH_MCCV_INDI_SM_Sataball_Cara_Player_Scores_On_Own_Goal_4,P=This is how good teams lose: by beating themselves.
DXSH_MCCV_INDI_SM_Sataball_Cara_Player_Scores_On_Own_Goal_5,P=How mortifying. Basic orientation is a skill every player requires.
DXSH_MCCV_INDI_SM_Sataball_Cara_Sataball_History_Comments_1,P=The rivalry between Angeli and Jata has definitely cooled since I was playing, but you still have fans that keep it alive.
DXSH_MCCV_INDI_SM_Sataball_Cara_Sataball_History_Comments_2,P=I really don't know what Jata Club is going to do when Tio Stockton retires at the end of this season, he has completely reinvigorated this team with his managing style.
DXSH_MCCV_INDI_SM_Sataball_Cara_Sataball_History_Comments_3,P=Some have called the Aeros' constant roster rotations as a sign of indecision, but this early in the season, I think they're just testing player combinations, looking for that golden team.
DXSH_MCCV_INDI_SM_Sataball_Cara_Sataball_History_Comments_4,P=I have to say, I'm really excited for this upcoming season of Sataball. I feel like we're going to get a lot of new, exciting players who are just hungry to play the game. That kind of passion and intensity always translates over to the fans watching.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_1,P=So many goals without a substantial response from the opposition.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_2_Angeli,P=[Angeli_Jata] have completely dismantled their opponents as they continue to keep the goals coming.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_2_Jata,P=[Angeli_Jata] have completely dismantled their opponents as they continue to keep the goals coming.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_3,P=What we're seeing now is exactly why you should fear a truly motivated team.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_4_Angeli,P=With yet another goal, [the Aeros continue_Jata continues] to maintain the pressure.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_4_Jata,P=With yet another goal, [the Aeros continue_Jata continues] to maintain the pressure.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_5_Angeli,P=As Angeli _ Jata puts up another point, it goes to show that with a proper offensive strategy the goals will come.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_5_Jata,P=As Angeli _ Jata puts up another point, it goes to show that with a proper offensive strategy the goals will come.
DXSH_MCCV_INDI_SM_Sataball_Cara_Sign_Off_2,P=This is Cara Vaughn and Max Seligmann signing off.
DXSH_MCCV_INDI_SM_Sataball_Cara_Stunned_1,P=I can tell you. It is a tough spot to be in, waiting for that stun to burn out.
DXSH_MCCV_INDI_SM_Sataball_Cara_Stunned_2,P=That player is stunned out. Let's hope they can get that time back.
DXSH_MCCV_INDI_SM_Sataball_Cara_Stunned_3,P=A strategic stun. We might start seeing some movement here.
DXSH_MCCV_INDI_SM_Sataball_Cara_Stunned_4,P=When your suit locks up like that, its important to use that time to think strategy.
DXSH_MCCV_INDI_SM_Sataball_Cara_Stunned_5,P=Nothing more frustrating than getting stunned on a play like that.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_1_Angeli,P=[Jata_Angeli] is about to close the book on this game.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_1_Jata,P=[Jata_Angeli] is about to close the book on this game.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_2_Angeli,P=With each passing second, a win is looking more and more certain for Jata _ Angeli.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_2_Jata,P=With each passing second, a win is looking more and more certain for Jata _ Angeli.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_3_Angeli,P=Victory is within their grasp, can Angeli _ Jata claim it?
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_3_Jata,P=Victory is within their grasp, can Angeli _ Jata claim it?
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_4_Angeli,P=With [Angeli_Jata] so close to victory, is that going to invigorate their opponents?
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_4_Jata,P=With [Angeli_Jata] so close to victory, is that going to invigorate their opponents?
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_5,P=I'll tell you, Max. Those players on both sides have to know that every single shot and move could be the one that seals this game up.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_1_Angeli,P=[Jata_Angeli] isn't taking it lying down - they're coming back to give [Angeli_Jata] a real match!
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_1_Jata,P=[Jata_Angeli] isn't taking it lying down - they're coming back to give [Angeli_Jata] a real match!
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_2_Angeli,P=[Jata_Angeli] is rising from the ashes of certain defeat!
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_2_Jata,P=[Jata_Angeli] is rising from the ashes of certain defeat!
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_3_Angeli,P=Apparently [Jata_Angeli] has finally decided to show this crowd what they've got!
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_3_Jata,P=Apparently [Jata_Angeli] has finally decided to show this crowd what they've got!
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_4,P=Looks like this is still anyone's game!
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_5,P=We have a real battle here.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Large_Score_Gap_1_Angeli,P=Everything [Angeli's_Jata's] doing is working tonight.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Large_Score_Gap_1_Jata,P=Everything [Angeli's_Jata's] doing is working tonight.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Large_Score_Gap_2,P=What you're seeing here is simply a breakdown of fundamental mechanics.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Large_Score_Gap_3,P=This is a total rout. I don't see this turning around.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Large_Score_Gap_4_Angeli,P=[Jata_The Aeros] just haven't been able to put together any kind of resistance this game.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Large_Score_Gap_4_Jata,P=[Jata_The Aeros] just haven't been able to put together any kind of resistance this game.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Large_Score_Gap_5,P=While these teams are usually evenly matched, that is certainly not the case today.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Needs_To_Turn_It_Around_1_Angeli,P=This game is 90% mental. If the Aeros can't get their head in the game, they'll never turn it around.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Needs_To_Turn_It_Around_1_Jata,P=This game is 90% mental. If the Aeros can't get their head in the game, they'll never turn it around.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Needs_To_Turn_It_Around_2,P=Sometimes a team needs to admit that their initial strategy isn't working and adopt a new one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Needs_To_Turn_It_Around_3_Angeli,P=[Angeli_Jata] need to get angry, get focused, something to snap them out of this skid.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Needs_To_Turn_It_Around_3_Jata,P=[Angeli_Jata] need to get angry, get focused, something to snap them out of this skid.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Needs_To_Turn_It_Around_4,P=This is where you really get a sense of the character of the team, how do they turn the tables when victory is getting further away?
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_Shutout_1,P=The Astros completely owned this game. They seemed to shut down Jata at every opportunity.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_Shutout_2,P=Sometimes there are days where everything works and then there are days like today. Jata fell in the latter.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_Shutout_3,P=The Angeli Aeros absolutely dominated the team from Jata that round. Managing to wipe them out without suffering a single loss.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Angeli_Aeros_Score_1,P=That's a point. It is clear that the Aeros came here to play.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Angeli_Aeros_Score_2,P=With that goal, you have to admire the Angeli for being able to pull the trigger when it counts.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Angeli_Aeros_Score_3,P=That is how you do it. Jata players take note. The Aeros just showed you how it's done.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Angeli_Aeros_Score_4,P=I think that goal was Aero's response to those who said they couldn't make it this far.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Angeli_Aeros_Score_5,P=And it's in the goal! Angeli's got to be riding high after pulling that play off.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_B_Shutout_1,P=Jata was really firing on all cylinders in this match. The Aeros could not shut them down.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_B_Shutout_2,P=With barely a scratch on them, Jata ZGCC completely shuts out the competition that round.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_B_Shutout_3,P=The Aeros close out that round without a single point and their fans have got to be disappointed.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Jata_Zgcc_Score_1,P=And it's good. Jata showing some inspired athleticism on the field today.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Jata_Zgcc_Score_2,P=That'll do. A point for Jata.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Jata_Zgcc_Score_3,P=Jata takes it to the goal with style.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Jata_Zgcc_Score_4,P=Goal! Jata has really pulled it together and all that training is really paying off.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Jata_Zgcc_Score_5,P=That goal could be a game changer for Jata.
DXSH_MCCV_INDI_SM_Sataball_Cara_Teamwork_1,P=These are the moments that you live for as a player and a fan, where a team seems to anticipate each other on a subconscious, almost psychic level.
DXSH_MCCV_INDI_SM_Sataball_Cara_Teamwork_2,P=That's what I love, when a team is really in sync, it makes their opponents look hopelessly outclassed.
DXSH_MCCV_INDI_SM_Sataball_Cara_Teamwork_3,P=Some fantastic handling going on, let's see if they can turn it into points.
DXSH_MCCV_INDI_SM_Sataball_Cara_Teamwork_4_Angeli,P=[Jata_the Aeros] have been putting in the hours to train for this match, it's really starting to show.
DXSH_MCCV_INDI_SM_Sataball_Cara_Teamwork_4_Jata,P=[Jata_the Aeros] have been putting in the hours to train for this match, it's really starting to show.
DXSH_MCCV_INDI_SM_Sataball_Cara_Teamwork_5,P=Effortless coordination here. It's incredible.
DXSH_MCCV_INDI_SM_Sataball_Cara_Time_Running_Out_1,P=That decreasing clock can be a real motivator. Let's see if it's a factor tonight.
DXSH_MCCV_INDI_SM_Sataball_Cara_Time_Running_Out_2,P=Some players thrive in a time crisis. Let's see if any are playing tonight.
DXSH_MCCV_INDI_SM_Sataball_Cara_Turnover_1,P=Ball turns over. Not a good time to lose possesion.
DXSH_MCCV_INDI_SM_Sataball_Cara_Turnover_2_Angeli,P=Angeli _ Jata has got the ball back. Let's see if they can make something happen.
DXSH_MCCV_INDI_SM_Sataball_Cara_Turnover_2_Jata,P=Angeli _ Jata has got the ball back. Let's see if they can make something happen.
DXSH_MCCV_INDI_SM_Sataball_Cara_Turnover_3,P=Talk about stepping up. Angeli _ Jata takes the ball back like they own the place.
DXSH_MCCV_INDI_SM_Sataball_Cara_Turnover_3_Jata,P=Talk about stepping up. Angeli _ Jata takes the ball back like they own the place.
DXSH_MCCV_INDI_SM_Sataball_Cara_Turnover_4,P=Turnovers like that can cost you the game.
DXSH_MCCV_INDI_SM_Sataball_Cara_Turnover_5,P=The great teams don't let turnovers like that slow them down.
DXSH_MCCV_INDI_SM_Sataball_Max_Angeli_Aeros_Win_Round_1,P=A tough loss on that one, let's see if Jata can do better in the next round.
DXSH_MCCV_INDI_SM_Sataball_Max_Angeli_Aeros_Win_Round_2,P=The round ends in defeat for Jata ZGCC. Hopefully they can pull it together as they prepare to head back out.
DXSH_MCCV_INDI_SM_Sataball_Max_Angeli_Aeros_Win_Round_3,P=With the loss of their last combatant, Jata is handily defeated that round. I'm sure they cannot be happy about their performance.
DXSH_MCCV_INDI_SM_Sataball_Max_Angeli_Aeros_Win_Round_4,P=After suffering a defeat that last round, Jata Club will be looking for a way to turn things around.
DXSH_MCCV_INDI_SM_Sataball_Max_Angeli_Aeros_Win_Round_5,P=Despite some impressive moves from Jata, the Aeros manage to take the round.
DXSH_MCCV_INDI_SM_Sataball_Max_Astro_Arena_Comments_1,P=These player's have got to be appreciating the recently renovated features here at the arena. New owners AstroArmada have really done wonders updating the facilities to 30th century standards.
DXSH_MCCV_INDI_SM_Sataball_Max_Astro_Arena_Comments_2,P=Astro Arena used to accomodate live audience viewing boxes just beyond the outer zone of the sphere, but the Banu fans proved to be too disruptive to the game.
DXSH_MCCV_INDI_SM_Sataball_Max_Astro_Arena_Comments_3,P=Personally I will miss the old barriers, I will not, however, miss the old broadcast booth.
DXSH_MCCV_INDI_SM_Sataball_Max_Astro_Arena_Comments_4,P=Astro Arena is also proud to host professional gravity tunnel racing during the off-season. Something to check out!
DXSH_MCCV_INDI_SM_Sataball_Max_Astro_Arena_Comments_5,P=You may notice something different when you look at the arena today: more than a fresh coat of paint, we're looking at state-of-the-art technology and a completely updated field of play.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Carrier_Stunned_1,P=With that decisive shot, the carrier is halted in their tracks.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Carrier_Stunned_2,P=A devastating strike as the carrier's locked.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Carrier_Stunned_3,P=Right as they had something going the carrier is mercilessly taken out.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Carrier_Stunned_4,P=Looks like the ball carrier... yes, yes, he's stunned out.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Carrier_Stunned_5,P=The offense is put on hold as the ball carrier's stunned.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_1,P=And we got a bounce...
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_1_Alt,P=And we got a bounce...
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_2,P=Looks like the field's going to be the one to put the ball back into play.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_3,P=Nice bounce off the electric field.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_4,P=The field can be your friend or foe.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_4_Alt,P=The field can be your friend or foe.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_5_Angeli,P=The ball bounces back from the field and Angeli still has control.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_5_Jata,P=The ball bounces back from the field and Jata still has control.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Intercepted_1,P=Mercy, what a snag!
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Intercepted_2,P=What a brilliant steal!
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Intercepted_3_Angeli,P=A disappointing interception for Angeli. No telling when they'll see that ball again.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Intercepted_3_Jata,P=A disappointing interception for Jata. No telling when they'll see that ball again.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Intercepted_4,P=Like candy from a baby!
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Intercepted_5_Angeli,P=Angeli ganks the ball mid-play. Nice steal.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Intercepted_5_Jata,P=Jata ganks the ball mid-play. Nice steal.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Kicked_Pushed_1,P=The ball is given a solid push.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Kicked_Pushed_2,P=And the ball is knocked farther down field.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Kicked_Pushed_3_Angeli,P=Angeli getting a little bit physical with the ball.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Kicked_Pushed_3_Jata,P=Jata getting a little bit physical with the ball.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Kicked_Pushed_4,P=We have contact!
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Kicked_Pushed_5,P=Getting in close, the ball is knocked away.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Near_Goal_1,P=Things are getting tense...
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Near_Goal_2,P=We may be close to a goal here.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Near_Goal_3_Angeli,P=Angeli must be holding their breath. I smell a goal in the next play.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Near_Goal_3_Jata,P=Jata must be holding their breath. I smell a goal in the next play.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Near_Goal_4,P=Is the defense aware their goal is in danger?
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Near_Goal_5,P=The offense has maneuvered into good position.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Passed_1_Angeli,P=Angeli moving the ball steadily across the field.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Passed_1_Jata,P=Jata moving the ball steadily across the field.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Passed_2,P=And the ball is passed.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Passed_3,P=A clean throw.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Passed_4,P=A completed pass and the ball changes hands.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Passed_4_Alt,P=A completed pass and the ball changes hands.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Passed_5,P=A respectable catch and the pass is complete.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Intro_Match_1,P=MS: Hello and welcome. This is Max Seligmann coming to you from Astro Arena and have I got some Sataball for you. Joining me is Hall of Famer Cara Vaughn.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Intro_Match_2A,P=MS: Hi, I'm Max Seligmann.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Intro_Match_2B,P=MS: Welcome to Astro Arena for another exciting match of Sataball.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Intro_Match_3,P=MS: That's right, Cara. With talent like the Angeli Aeros and the Jata ZGCC facing off, there is no telling what may happen here at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Intro_Match_3_Alt,P=MS: That's right, Cara. With talent like the Angeli Aeros and the Jata ZGCC facing off, there is no telling what may happen here at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Intro_Match_4,P=MS: Welcome back to Astro Arena and another exciting Sataball face off. To my left, giving us the real inside look into the mind of the player is hall of famer Cara Vaughn. What do you think of today's match, Cara?
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Sample_01,P=MS: Reminds me of a young Eryll Castro, before the booze and the women.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Sign_Off_1,P=MS: Join us next time for more Sataball action at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Sign_Off_2A,P=MS: That'll bring us to a close here. Thanks for joining me Cara.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Sign_Off_2B,P=MS: Join us next time here at Astro Arena for more Sataball action.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Team_A_B_Need_To_Turn_It_Around_2,P=MS: Cara, you've been in this situation before. What advice would you give?
DXSH_MCCV_INDI_SM_Sataball_Max_Defensive_Shooting_1,P=It takes confidence to block like that!
DXSH_MCCV_INDI_SM_Sataball_Max_Defensive_Shooting_2,P=Jata shuts it down with some solid defensive shooting!
DXSH_MCCV_INDI_SM_Sataball_Max_Defensive_Shooting_3,P=Effective defense there. Not pretty, but it got the job done.
DXSH_MCCV_INDI_SM_Sataball_Max_Defensive_Shooting_4,P=Really tight work from the defensive shooters.
DXSH_MCCV_INDI_SM_Sataball_Max_Defensive_Shooting_5_Angeli,P=With some careful aiming, Angeli lay out a tight defense.
DXSH_MCCV_INDI_SM_Sataball_Max_Defensive_Shooting_5_Jata,P=With some careful aiming, Jata lay out a tight defense.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_1_Angeli,P=Angeli has gained possesion.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_1_Jata,P=Jata has gained possesion.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_2,P=The ball is recovered and we're back to business.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_3_Angeli,P=Possession goes to Angeli.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_3_Jata,P=Possession goes to Jata.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_4,P=Just when you think you know what's coming, the ball changes hands.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_5_Angeli,P=And the ball goes to Angeli. The timing couldn't be better for them.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_5_Jata,P=And the ball goes to Jata. The timing couldn't be better for them.
DXSH_MCCV_INDI_SM_Sataball_Max_Gate_Opening_1,P=Gates are open!
DXSH_MCCV_INDI_SM_Sataball_Max_Gate_Opening_2,P=The gates open and the teams pour onto the field.
DXSH_MCCV_INDI_SM_Sataball_Max_Gate_Opening_3,P=Open sesame. Sataball is about to begin!
DXSH_MCCV_INDI_SM_Sataball_Max_Gate_Opening_4,P=Here are our two teams, our gladiators of the match.
DXSH_MCCV_INDI_SM_Sataball_Max_Gate_Opening_5,P=Gates are open and excitement is high.
DXSH_MCCV_INDI_SM_Sataball_Max_Gates_Closing_1,P=With the gates closing, those players better get out there.
DXSH_MCCV_INDI_SM_Sataball_Max_Gates_Closing_2,P=A player is lingering in the Ready Room. With the gates closing, gotta wonder what they're waiting for.
DXSH_MCCV_INDI_SM_Sataball_Max_Gates_Closing_3,P=The gates are closing and the round is about to kick off.
DXSH_MCCV_INDI_SM_Sataball_Max_Gates_Closing_4,P=With the closing of the gates the round is about to get underway.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Attempt_1,P=And......
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Attempt_2_Angeli,P=Angeli takes the shot...
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Attempt_2_Jata,P=Jata takes the shot...
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Attempt_3,P=They're going for it!
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Attempt_4,P=Here we go!
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Attempt_5,P=This could be it...
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Blocked_1,P=Deflected!
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Blocked_2,P=What a block!
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Blocked_3,P=Did that defender have eight arms? An incredible save.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Blocked_4_Angeli,P=Call the Advocacy, my friends. Angeli just got robbed.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Blocked_4_Jata,P=Call the Advocacy, my friends. Jata just got robbed.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Blocked_5_Angeli,P=Not on my watch, says Angeli.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Blocked_5_Jata,P=Not on my watch, says Jata.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Missed_1,P=So close.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Missed_1_Alt,P=So close.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Missed_2,P=Oh! You can feel the disappointment. That should've been a goal.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Missed_3,P=A waste of a gorgeous shot!
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Missed_4,P=Too bad. But that's why the game is so fun to watch.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Missed_5_Angeli,P=No goal for Angeli, but a heroic attempt.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Missed_5_Jata,P=No goal for Jata, but a heroic attempt.
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_1,P=I don't believe what I just saw! That's goal number three!
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_1_Alt,P=I don't believe what I just saw! That's goal number three!
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_1_Alt2,P=I don't believe what I just saw! That's goal number three!
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_2,P=That makes three. What a performance!
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_2_Alt,P=That makes three. What a performance!
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_2_Alt2,P=That makes three. What a performance!
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_3,P=We have the makings of a legend here, folks. Three goals, one match.
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_3_Alt,P=We have the makings of a legend here, folks. Three goals, one match.
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_3_Alt2,P=We have the makings of a legend here, folks. Three goals, one match.
DXSH_MCCV_INDI_SM_Sataball_Max_Headshot_1,P=A headshot and this player's out.
DXSH_MCCV_INDI_SM_Sataball_Max_Headshot_2,P=We're seeing some devastating aim as a headshot lands.
DXSH_MCCV_INDI_SM_Sataball_Max_Headshot_3,P=That is some surgical shooting right there with a direct shot to the head.
DXSH_MCCV_INDI_SM_Sataball_Max_Headshot_4,P=We have some precision shooters on the field today.
DXSH_MCCV_INDI_SM_Sataball_Max_Headshot_5,P=Another shot to the dome...
DXSH_MCCV_INDI_SM_Sataball_Max_Headshot_5_Alt,P=Another shot to the dome...
DXSH_MCCV_INDI_SM_Sataball_Max_Headshot_5_Alt2,P=Another shot to the dome...
DXSH_MCCV_INDI_SM_Sataball_Max_Intro_Match_1,P=Glad you could join us. Max Seligmann here with Cara Vaughn and it's shaping up to be another exciting day here at Astro Arena. Today's match-up pits the Angeli Aeros against Jata ZGCC.
DXSH_MCCV_INDI_SM_Sataball_Max_Intro_Match_2,P=Greetings from Astro Arena. And boy, do we have a fight shaping up for you. Jata ZGCC steps up against the Angeli Aeros.
DXSH_MCCV_INDI_SM_Sataball_Max_Intro_Match_3,P=Let me be the first to welcome everyone to the Astro Arena sponsored by AstroArmada. I'm your announcer Max Seligmann, and joining me is hall of famer, Cara Vaughn.
DXSH_MCCV_INDI_SM_Sataball_Max_Intro_Match_4,P=Hello ladies and gentlemen, I hope you're ready for SataBall because have we got a match for you. Croshaw's Angeli Aeros are squaring off against Jata ZGCC.
DXSH_MCCV_INDI_SM_Sataball_Max_Intro_Match_5,P=Thanks all for joining us at Astro Arena for what promises to be an exciting match between the Angeli Aeros and Jata ZGCC.
DXSH_MCCV_INDI_SM_Sataball_Max_Jata_Zgcc_Wins_Round_1,P=A tough loss on that one, let's see if the Aeros can do better in the next round.
DXSH_MCCV_INDI_SM_Sataball_Max_Jata_Zgcc_Wins_Round_2,P=The round ends in defeat for the Angeli Aeros. Hopefully they can pull it together as they prepare to head back out.
DXSH_MCCV_INDI_SM_Sataball_Max_Jata_Zgcc_Wins_Round_3,P=With the loss of their last combatant, the Aeros are handily defeated that round. I'm sure they cannot be happy about their performance.
DXSH_MCCV_INDI_SM_Sataball_Max_Jata_Zgcc_Wins_Round_4,P=After suffering a defeat that last round, the Aeros will be looking for a way to turn things around.
DXSH_MCCV_INDI_SM_Sataball_Max_Jata_Zgcc_Wins_Round_5,P=As Jata claims that round, they've got to be feeling better about the outlook for this match. Here's hoping that the Aeros still got some fight in them.
DXSH_MCCV_INDI_SM_Sataball_Max_Loadout_Selection_1,P=Both teams picking their loadouts, this is our first hint at the sort of strategies we'll be seeing in the match to come.
DXSH_MCCV_INDI_SM_Sataball_Max_Loadout_Selection_2,P=With a careful eye, the combatants pick their loadouts.
DXSH_MCCV_INDI_SM_Sataball_Max_Loadout_Selection_3,P=With selections made, we're just moments away.
DXSH_MCCV_INDI_SM_Sataball_Max_Long_Pass_1,P=Going deep!
DXSH_MCCV_INDI_SM_Sataball_Max_Long_Pass_2,P=Incredible. That pass almost went into orbit.
DXSH_MCCV_INDI_SM_Sataball_Max_Long_Pass_3,P=A beautiful long pass and the ball is in good position.
DXSH_MCCV_INDI_SM_Sataball_Max_Long_Pass_4,P=Terrific pass!
DXSH_MCCV_INDI_SM_Sataball_Max_Long_Pass_4_Alt,P=Terrific pass!
DXSH_MCCV_INDI_SM_Sataball_Max_Long_Pass_5,P=Sailing the distance there with a remarkable throw.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Angeli_Aeros_Win_1,P=Jata Club has got to be dissapointed as they lose the match, but sometimes that's the way it goes here at Astro Arena. So long everyone and see you next time.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Angeli_Aeros_Win_2,P=Jata tried their best, but this time it just wasn't good enough as the Angeli Aeros claim the match. Thanks for joining us here at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Angeli_Aeros_Win_3,P=After a valiant struggle, Jata ZGCC ultimately falls to the Aeros. Another heart pounding game of Sataball here at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Angeli_Aeros_Win_4,P=Sataball comes to an end, as the Angeli Aeros claim the match. That'll be it for today's game here at Astro Arena. See you next time.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Angeli_Aeros_Win_5,P=They fought hard, but in the end Jata ZGCC just couldn't pull it off. That's it for Sataball here at Astro Arena. Join us again soon.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Jata_Zgcc_Win_1,P=The Angeli Aeros have got to be dissapointed as they lose the match, but sometimes that's the way it goes here at Astro Arena. So long everyone and see you next time.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Jata_Zgcc_Win_2,P=The Aeros tried their best, but this time it just wasn't good enough as Jata Club take the match. Thanks for joining us here at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Jata_Zgcc_Win_3,P=After a valiant struggle, the Aeros fail to turn it around and lose the match. Another heart pounding game of Sataball here at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Jata_Zgcc_Win_4,P=Sataball comes to an end, as Jata Club claim the match. That'll be it for today's game here at Astro Arena. See you next time.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Jata_Zgcc_Win_5,P=They fought hard, but in the end the Aeros just couldn't pull it off. That's it for Sataball here at Astro Arena. Join us again soon.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_Start_1,P=With that, we're on.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_Start_2,P=With that, the match has begun.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_Start_3,P=That's the start of the game.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_Start_4,P=Here we go!
DXSH_MCCV_INDI_SM_Sataball_Max_Match_Start_5,P=We are underway.
DXSH_MCCV_INDI_SM_Sataball_Max_Mistake_1,P=A game can be lost on a silly mistake like that.
DXSH_MCCV_INDI_SM_Sataball_Max_Mistake_2,P=Oh, I'll bet they wish they could take that one back.
DXSH_MCCV_INDI_SM_Sataball_Max_Mistake_3,P=Nobody's perfect, I suppose.
DXSH_MCCV_INDI_SM_Sataball_Max_Mistake_4_Angeli,P=Let's see if Angeli can bounce back after a slip like that.
DXSH_MCCV_INDI_SM_Sataball_Max_Mistake_4_Jata,P=Let's see if Jata can bounce back after a slip like that.
DXSH_MCCV_INDI_SM_Sataball_Max_Mistake_5,P=A mis-step. Time will tell how critical it will turn out to be.
DXSH_MCCV_INDI_SM_Sataball_Max_Nice_Play_1,P=What a play!
DXSH_MCCV_INDI_SM_Sataball_Max_Nice_Play_2,P=Team's got to be feeling good about that.
DXSH_MCCV_INDI_SM_Sataball_Max_Nice_Play_3,P=It's moments like these that make me love the game.
DXSH_MCCV_INDI_SM_Sataball_Max_Nice_Play_4,P=Combatants are putting on a real show today.
DXSH_MCCV_INDI_SM_Sataball_Max_Nice_Play_5,P=That'll be on a highlight vid somewhere.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_1,P=Pushing their way through the defense, let's see what they can do.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_2_Angeli,P=A bold attack as Angeli makes for the goal.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_2_Jata,P=A bold attack as Jata makes for the goal.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_3,P=Some suppressive fire being laid to clear the way for the carrier.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_4_Angeli,P=Angeli making things happen as they stun their way to the goal.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_4_Jata,P=Jata making things happen as they stun their way to the goal.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_5_Angeli,P=Shooting their way forward, Angeli is making a serious effort here.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_5_Jata,P=Shooting their way forward, Jata is making a serious effort here.
DXSH_MCCV_INDI_SM_Sataball_Max_Player_Scores_On_Own_Goal_1,P=Oh... that is embarassing.
DXSH_MCCV_INDI_SM_Sataball_Max_Player_Scores_On_Own_Goal_2,P=And there's a... what happened?! Oh no, oh no.
DXSH_MCCV_INDI_SM_Sataball_Max_Player_Scores_On_Own_Goal_2_Alt,P=And there's a... what happened?! Oh no, oh no.
DXSH_MCCV_INDI_SM_Sataball_Max_Player_Scores_On_Own_Goal_3,P=Someone needs to remind that player which team they're on.
DXSH_MCCV_INDI_SM_Sataball_Max_Player_Scores_On_Own_Goal_4,P=Let's hope no one gets hurt in the locker room...
DXSH_MCCV_INDI_SM_Sataball_Max_Player_Scores_On_Own_Goal_5,P=Looks like someone forgot which goal was which.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_End_1,P=And another round comes to a close.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_End_2,P=The round is over.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_End_3,P=That's the end of the round.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_End_4,P=And the round comes to end.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_End_5,P=That's it. A final hit ends of the round.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_Start_1,P=The round is underway.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_Start_2,P=Another round kicking off.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_Start_3,P=Here we go with another round.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_Start_4,P=That's the start of the round.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_Start_5,P=Both sides are feeling the heat. Let's see how they handle it.
DXSH_MCCV_INDI_SM_Sataball_Max_Sataball_History_Comments_1,P=Interesting fact, thirteen years ago today, Scopey Walsh broke Hannah Forbes' single-game goal record.
DXSH_MCCV_INDI_SM_Sataball_Max_Sataball_History_Comments_2,P=In other news around Sataball, analysts predict a big announcement from Vega Olympique this week.
DXSH_MCCV_INDI_SM_Sataball_Max_Sataball_History_Comments_2_Alt,P=In other news around Sataball, analysts predict a big announcement from Vega Olympique this week.
DXSH_MCCV_INDI_SM_Sataball_Max_Sataball_History_Comments_3,P=Another interesting fact, thirty-eight years ago, Drop Johnson staged, what many call, one of the greatest solo comebacks in SataBall history. With his entire team frozen, ol' Drop secured and carried the ball to win the match.
DXSH_MCCV_INDI_SM_Sataball_Max_Sataball_History_Comments_4,P=In the aftermath of what is affectionately known among SataBall historians as the Trade of Doom, Felicity Goan played her first game here in Astro Arena, going on to be a six-time MVP.
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_1_Angeli,P=Things are really clicking for Angeli as they score another goal.
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_1_Jata,P=Things are really clicking for Jata as they score another goal.
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_2,P=And another GOAL!!!
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_3_Angeli,P=There is no stopping Angeli as they score again.
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_3_Jata,P=There is no stopping Jata as they score again.
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_4_Angeli,P=That is another goal. Angeli are on quite a run.
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_4_Jata,P=That is another goal. Jata are on quite a run.
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_5_Angeli,P=Can you taste that? The sweet tang of a win in the air? With another goal scored, I know Angeli can!
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_5_Jata,P=Can you taste that? The sweet tang of a win in the air? With another goal scored, I know Jata can!
DXSH_MCCV_INDI_SM_Sataball_Max_Sign_Off_1,P=That brings today's match to a close. I've been your announcer Max Seligmann with commentator Cara Vaughn. See you next time.
DXSH_MCCV_INDI_SM_Sataball_Max_Sign_Off_2,P=With the match over, it means it's time for us to sign off. As always I'm Max Seligmann. See you next time at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Sponsor_Shoutouts_1,P=Today's match of course, proudly sponsored by arena owners AstroArmada. Whem you're looking for a first class ride at a second hand price, make sure to check out all the certified pre-owned crafts at your local AstroArmada dealer.
DXSH_MCCV_INDI_SM_Sataball_Max_Sponsor_Shoutouts_2,P=Today's SpecCam is brought to you by Torreele Foodstuffs, makers of vacuum-sealed, vitamin-rich foodstuffs. Torreele: For the distance.
DXSH_MCCV_INDI_SM_Sataball_Max_Sponsor_Shoutouts_3,P=We'd like to welcome our newest sponsor, Clark Defense Systems, makers of commercial and military personal armor solutions. Unsurpassed strength and flexibility for today's toughest jobs.
DXSH_MCCV_INDI_SM_Sataball_Max_Sponsor_Shoutouts_4,P=Tonight's game being brought to you by CDS' PAB light armor solution for maximum mobility with superior core protection.
DXSH_MCCV_INDI_SM_Sataball_Max_Sponsor_Shoutouts_4_Alt,P=Tonight's game being brought to you by CDS' PAB light armor solution for maximum mobility with superior core protection.
DXSH_MCCV_INDI_SM_Sataball_Max_Sponsor_Shoutouts_5,P=This break is brought to you by Voyager Direct. One Stop. Unlimited Options.
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_1_Angeli,P=And a Angeli player is stunned.
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_1_Jata,P=And a Jata player is stunned.
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_2,P=That's a stun!
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_2_Alt,P=That's a stun!
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_2_Alt2,P=That's a stun!
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_3_Angeli,P=Angeli could have done without that player being stunned.
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_3_Jata,P=Jata could have done without that player being stunned.
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_4_Angeli,P=A suit goes rigid and Angeli is down a player for the moment.
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_4_Jata,P=A suit goes rigid and Jata is down a player for the moment.
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_5,P=Stunned out, and that player will have a little time to think about letting down their team.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_1_Angeli,P=Angeli Aeros inches closer to victory.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_1_Jata,P=Jata Club inches closer to victory.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_2_Angeli,P=Angeli are so close to securing that victory. Let's see if they bring it home.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_2_Jata,P=Jata are so close to securing that victory. Let's see if they bring it home.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_3,P=Looks like this match is close to over.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_4_Angeli,P=We are in the final stretch of this match folks and it is looking like Angeli may just have about locked up.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_4_Jata,P=We are in the final stretch of this match folks and it is looking like Jata may just have about locked up.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_5_Angeli,P=We are on the threshold of an Angeli victory.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_5_Jata,P=We are on the threshold of an Jata victory.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_1_Angeli,P=Aeros take the lead! What a shot.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_1_Jata,P=Jata take the lead! What a shot.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_2_Angeli,P=Angeli Aeros turned the table on Jata Club to grab the lead.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_2_Jata,P=Jata turned the table on Angeli Aeros to grab the lead.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_3,P=Looks like we're gonna get a real game after all!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_4_Angeli,P=With that point, The Aeros seize the lead.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_4_Jata,P=With that point, Jata seizes the lead.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_5,P=And BOOM - they're back in this thing!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_1_Angeli,P=Angeli Aeros are just coasting here.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_1_Jata,P=Jata is just coasting here.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_2_Angeli,P=Things are looking pretty grim for the Aero fans hoping for a comeback
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_2_Jata,P=Things are looking pretty grim for the Jata fans hoping for a comeback
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_3_Angeli,P=The Aeros are just dominating Jata in almost every way, especially the most important one: the score.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_3_Jata,P=Jata are just dominating the Aeros in almost every way, especially the most important one: the score.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_4,P=What a massacre this is turning out to be!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_5_Angeli,P=I don't think there's any doubt that the Aeros are ruling the Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_5_Jata,P=I don't think there's any doubt that Jata is ruling the Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_1_Angeli,P=The Angeli Aeros are looking defeat in the face if they don't change their approach.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_1_Jata,P=Jata is looking defeat in the face if they don't change their approach.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_2_Angeli,P=The Aeros are running out of opportunities to turn this around.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_2_Jata,P=Jata are running out of opportunities to turn this around.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_3_Angeli,P=With another round down, the Aeros need to step up or get ready for a long sad ride home.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_3_Jata,P=With another round down, Jata needs to step up or get ready for a long sad ride home.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_4_Angeli,P=Angeli is perilously close to letting this match slip away.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_4_Jata,P=Jata is perilously close to letting this match slip away.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_Shutout_1,P=I don't know about you, but I would not want to be in the Jata locker room after that performance.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_Shutout_2,P=The Angeli Astros blank Jata in a decisive victory.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_Shutout_3,P=The Aeros viciously showed Jata just who's in charge here at Astro Arena, as they close out that round with a near flawless win.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Angeli_Aeros_Score_1,P=Aeros score! Aeros score!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Angeli_Aeros_Score_2,P=Angeli Aeros putting up points and making it look easy.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Angeli_Aeros_Score_3,P=HAPPY BIRTHDAY to Angeli! That point was a GIFT!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Angeli_Aeros_Score_4,P=An unbelievable goal by the Aeros!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Angeli_Aeros_Score_5,P=A beauty of a goal as Angeli puts another point on the board.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_B_Shutout_1,P=Jata had a plan and executed. It's just that simple. They made the Aeros look like an amateur team.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_B_Shutout_2,P=Though they had some opportunities, the Aeros simply couldn't convert them into points.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Jata_Zgcc_Score_1,P=Jata scores!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Jata_Zgcc_Score_2,P=And Jata takes it in!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Jata_Zgcc_Score_3,P=Jata, just owning the goal, plants the ball in deep.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Jata_Zgcc_Score_4,P=The defenders can't hold them off... Jata takes the goal!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Jata_Zgcc_Score_5,P=Jata scores a devasting point.
DXSH_MCCV_INDI_SM_Sataball_Max_Teamwork_1,P=They are moving the ball really well.
DXSH_MCCV_INDI_SM_Sataball_Max_Teamwork_2,P=This team is totally in sync right now.
DXSH_MCCV_INDI_SM_Sataball_Max_Teamwork_3,P=They truly are of one mind today.
DXSH_MCCV_INDI_SM_Sataball_Max_Teamwork_4,P=I almost don't know what to say, I'm transfixed by this seamless teamwork.
DXSH_MCCV_INDI_SM_Sataball_Max_Teamwork_5,P=Classic Sataball on display right now.
DXSH_MCCV_INDI_SM_Sataball_Max_Time_Running_Out_1,P=Time is winding down.
DXSH_MCCV_INDI_SM_Sataball_Max_Time_Running_Out_2,P=Mere seconds left on the clock.
DXSH_MCCV_INDI_SM_Sataball_Max_Time_Running_Out_3,P=This round is almost over.
DXSH_MCCV_INDI_SM_Sataball_Max_Time_Running_Out_4,P=Time for the teams to make their final moves.
DXSH_MCCV_INDI_SM_Sataball_Max_Time_Running_Out_5,P=Coming into the final seconds of the round.
DXSH_MCCV_INDI_SM_Sataball_Max_Turnover_1,P=That turnover was so fast, I can almost smell the smoke!
DXSH_MCCV_INDI_SM_Sataball_Max_Turnover_2,P=The ball's changed hands. Let's see if they can capitalize on the momentum.
DXSH_MCCV_INDI_SM_Sataball_Max_Turnover_3_Angeli,P=Angeli loses the ball.
DXSH_MCCV_INDI_SM_Sataball_Max_Turnover_3_Jata,P=Jata loses the ball.
DXSH_MCCV_INDI_SM_Sataball_Max_Turnover_4,P=Another turnover. It's almost like the don't want the ball.
DXSH_MCCV_INDI_SM_Sataball_Max_Turnover_5_Angeli,P=Angeli takes the ball in the turnover. Can their offense do something with it?
DXSH_MCCV_INDI_SM_Sataball_Max_Turnover_5_Jata,P=Jata takes the ball in the turnover. Can their offense do something with it?
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Collision_08,P=And that's why in racing we have the saying, "ships don't win pretty."
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Collision_10,P=After a crash like that, these pilots have got to be asking, "Did I remember to give my welder a gift last Citizen Day?"
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Gen_Chat_NewHorizonSpeedway_06,P=Couldn't argue for better conditions to race in, I suppose. Call me old-fashioned, but I follow the Waylon Vickers mantra: "I love it when the weather's an opponent."
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Player_Doing_Badly_02,P=Some pilots try to win through pure speed, others with percision, and by the looks of it, we have a few pilots out there trying to win through a new strategy I'm going to dub, "being awful."
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Player_Got_Any_Position_04,P="What an exciting finish!" is something I wish I could say. Instead I am forced to go with, "That race was certainly something that happened."
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Player_Got_Any_Position_10,P=That race may be best described by my old Equivalency instructor when she said, "there's room for improvement."
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Player_Got_First_Place_06,P=Did everyone just see that?!? And people wonder why I constantly scream, "I love racing!"
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Taking_Fire_10,P=I can say from experience, when you're getting shot like that, the main thing running through your head is, "Please don't hit my thrusters."
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0020_Player_Dawdles_03,P=Still waiting...
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0040_Player_Report_To_Pod,P=We're gonna set you up in the ship on the landing pad to your right. Hustle over and let's get going.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0070_Cockpit_Intro_03,P=Let's get ready for takeoff. I'll do this step by step to show you how it's done. Look over at me and watch what I do.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0320_Targeting_Intro_03,P=When pursuing a target, you'll want to keep your speed as close to their as possible. Give it a shot. Make sure I'm targeted and hit Match Speed.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0410_Flight_Match_Speed_Target_Speed_Change,P=Remember, this isn't autopilot, so you still have to steer, but you'll notice that once you're locked, your computer will continue to monitor my speed and adjust. It doesn't matter if I speed up slowly...
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0430_Flight_Axial_Roll_Intro,P=Moving on. Now this is my favourite part of training: the Axial Roll.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0520_Combat_Target_Weapons_Online,P=Now your weapons are online.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0670_Combat_Missile_Hold_For_Lock,P=Hold...
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0820_Combat_Decoupled_Mode_Intro_01,P=If the Drone gets behind you, enter Decoupled mode to disengage your main engines and allow you to spin your ship around while retaining your original vector.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0830_Combat_Decoupled_Mode_Player_Rotates,P=You got your missiles back. Take it out.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0900_Landing_Good_Deploy_Distance,P=This should be close enough.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0970_Landing_Landing_Radar,P=Your radar is replaced by the landing system. It'll guide you to your landing pad and help you perform a safe landing.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_1010_Landing_Bad_Landing,P=<sigh> That needs a lot of work.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_1230_Combat_Intro,P=Hold on, I've got contacts inbound
DXSH_MCCV_OSYS_AC_Wingman_Vixen_Player_Order_Defend_My_Target_01,P=...... fine.
DXSH_MCCV_OSYS_AC_Wingman_Vixen_Player_Order_Witch_To_Formation_01,P=<Formation 1> confirmed
DXSH_MCCV_OSYS_AC_Wingman_Vixen_Player_Order_Witch_To_Formation_02,P=<Formation 2> confirmed
DXSH_MCCV_OSYS_AC_Wingman_Vixen_Player_Order_Witch_To_Formation_03,P=<Formation 3> confirmed
DXSH_MCCV_OSYS_AC_Wingman_Vixen_Player_Order_Witch_To_Formation_04,P=<Formation 4> confirmed
DXSH_MCCV_OSYS_AC_Wingman_Warlord_Player_Order_Defend_My_Target_02,P=......yes, sir.
DXSH_MCCV_OSYS_AC_Wingman_Warlord_Player_Order_Witch_To_Formation_01,P=<Formation 1> confirmed
DXSH_MCCV_OSYS_AC_Wingman_Warlord_Player_Order_Witch_To_Formation_02,P=<Formation 2> confirmed
DXSH_MCCV_OSYS_AC_Wingman_Warlord_Player_Order_Witch_To_Formation_03,P=<Formation 3> confirmed
DXSH_MCCV_OSYS_AC_Wingman_Warlord_Player_Order_Witch_To_Formation_04,P=<Formation 4> confirmed
DXSM_MCCV_INDI_SM_Simulator_Announcer_Arena_Doors_Closing_01,P=Warning. The arena gates are now closing.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Arena_Doors_Open_01,P=Attention. The arena gates are not open.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Game_Objective_Briefing_01,P=Round Objective: Completely eliminate the opposing team's forces.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Game_Objective_Briefing_02,P=Team Elimination.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Initial_Loading_01,P=Loading Simulation.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Initial_Loading_02,P=Loading Level.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Initial_Loading_03,P=Loading Team Elimination.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Kill_Assist_01,P=Kill Assist.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Kill_First_Blood_01,P=First Blood.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Kill_Melee_01,P=Melee Kill.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Kill_Multi_01,P=Multi-Kill.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Kill_Spree_01,P=Killing Spree.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Loadout_Confirmation_01,P=Lead-out selection confirmed.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Loadout_Confirmation_02,P=Equipment selection confirmed.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Loadout_Selection_01,P=Please select a load-out.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Loadout_Selection_02,P=Equipment available for selection.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_01,P=Match over.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_02,P=Outlaws win.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_03,P=Marines win.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_04,P=Red team wins.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_05,P=Blue team wins.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_06,P=Game over.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_Loss_01,P=Your team has been defeated.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_Loss_02,P=Condolences, your team has lost.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_Win_01,P=Your team is victorious.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_Win_02,P=Congratulations, your team has won.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_Start_01,P=Team Elimination match is about to begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_Start_02,P=Match is about to begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_Start_Countdown_01,P=Match starting in 5, 4, 3, 2, 1, begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_Start_Countdown_02,P=Team elimination starting in 5, 4, 3, 2, 1, begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_Start_Countdown_03,P=5, 4, 3, 2, 1
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_Thirty_Seconds_01,P=Thirty seconds remaining.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Room_Cleansing_01,P=Caution, the ready room will now be steralized.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_01,P=The round is over.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_02,P=Round over.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_03,P=Team eliminated.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Loss_01,P=Your team has been eliminated.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Loss_02,P=Your team has lost the round.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Loss_03,P=Outlaws lose.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Loss_04,P=Marines lose.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Loss_05,P=Red team loses.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Loss_06,P=Blue team loses.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Win_01,P=The opposing team has been eliminated.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Win_02,P=Outlaws win.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Win_03,P=Marines win.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Win_04,P=Red team wins.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Win_05,P=Blue team wins.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Win_06,P=Your team has won the round.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_Start_01,P=Round is about to begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_Start_02,P=New round is about to begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_Start_03,P=Final round is about to begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_Start_Countdown_01,P=Round will start in 5, 4, 3, 2, 1 begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_Start_Countdown_02,P=New round starting in 5, 4, 3, 2, 1, begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_Thirty_Seconds_01,P=Thirty seconds left in round.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Team_Halftime_Announcement_01,P=The teams are now switching starting points.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Team_Last_One_Standing_01,P=You are the last team member alive.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Team_One_Enemy_Remaining_01,P=One enemy player remains.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Team_Player_Joined_01,P=A new player has joined your team.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Team_Player_Left_01,P=A player has left your team.
DXSM_MCCV_OSYS_AC_Simulator_Announcer_Conquest_Win_Whitewash,P=Friendlies have captured all zones. This simulation will succeed in...
DXSM_MCCV_OSYS_AC_Simulator_Announcer_Race_Entering_Hotzone,P=Entering Hot-Zone...
DXSM_MCCV_OSYS_AC_Simulator_Announcer_Race_Leaving_Hotzone,P=Leaving Hot-Zone...
DXSM_MCCV_OSYS_AC_Simulator_Announcer_Sim_Init_Swarm,P=Swarm Initiated
DXSM_SSCV_AEGS_OEM_UI_Comstab_Disengaged,P=COMSTAB disengaged
DXSM_SSCV_AEGS_OEM_UI_Comstab_Engaged,P=COMSTAB engaged
DXSM_SSCV_AEGS_OEM_UI_Confirmed_Enemy_Target,P=Hostile
DXSM_SSCV_AEGS_OEM_UI_Countermeasure_Chaff_Selected,P=Noise Ready
DXSM_SSCV_AEGS_OEM_UI_Countermeasure_Flare_Selected,P=Decoy Ready
DXSM_SSCV_AEGS_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_AEGS_OEM_UI_Docking_Request_Approved=Docking request approved.
DXSM_SSCV_AEGS_OEM_UI_Docking_Request_Denied=Docking request denied.
DXSM_SSCV_AEGS_OEM_UI_Ejection=
DXSM_SSCV_AEGS_OEM_UI_Engine_Depleted,P=Engines Low
DXSM_SSCV_AEGS_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off request approved
DXSM_SSCV_AEGS_OEM_UI_Generic_Offline_B,P=(system) offline
DXSM_SSCV_AEGS_OEM_UI_HUD_Combat_Mode_Active,P=Weapon mode engaged
DXSM_SSCV_AEGS_OEM_UI_HUD_Landing_Mode_Active,P=Landing mode engaged
DXSM_SSCV_AEGS_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_AEGS_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_AEGS_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_AEGS_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_AEGS_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_AEGS_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_AEGS_OEM_UI_Landing_Alignment_Off,P=Adjust landing alignment
DXSM_SSCV_AEGS_OEM_UI_Landing_Assisted,P=Assisted landing initiated
DXSM_SSCV_AEGS_OEM_UI_Landing_Automated,P=Automated landing initiated
DXSM_SSCV_AEGS_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_AEGS_OEM_UI_Landing_Gear_Deployed,P=Landing gear deployed
DXSM_SSCV_AEGS_OEM_UI_Landing_Gear_Retracted,P=Landing gear retracted
DXSM_SSCV_AEGS_OEM_UI_Landing_Manual,P=Manual landing initiated
DXSM_SSCV_AEGS_OEM_UI_Landing_Request_Approved,P=Landing request approved
DXSM_SSCV_AEGS_OEM_UI_Landing_Request_Denied,P=Landing request denied
DXSM_SSCV_AEGS_OEM_UI_Launch_Complete,P=Launch complete
DXSM_SSCV_AEGS_OEM_UI_Launch_Initiated,P=Launch initiated
DXSM_SSCV_AEGS_OEM_UI_Launch_Request_Approved,P=Launch request approved
DXSM_SSCV_AEGS_OEM_UI_Launch_Request_Denied,P=Launch request denied
DXSM_SSCV_AEGS_OEM_UI_Override_Landing_Assist,P=Assisted landing overridden
DXSM_SSCV_AEGS_OEM_UI_Proximity_Aft,P=Proximity Alert Aft
DXSM_SSCV_AEGS_OEM_UI_Proximity_Deck,P=Proximity Alert Deck
DXSM_SSCV_AEGS_OEM_UI_Proximity_Front,P=Proximity Alert Head
DXSM_SSCV_AEGS_OEM_UI_Proximity_Overhead,P=Proximity Alert Overhead
DXSM_SSCV_AEGS_OEM_UI_Proximity_Port,P=Proximity Alert Port
DXSM_SSCV_AEGS_OEM_UI_Proximity_Starboard,P=Proximity Alert Starboard
DXSM_SSCV_AEGS_OEM_UI_QTravel_Disabled=
DXSM_SSCV_AEGS_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_AEGS_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_AEGS_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_AEGS_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_AEGS_OEM_UI_Scanners_Being_Scanned,P=Incoming Scan
DXSM_SSCV_AEGS_OEM_UI_Scanners_Scanning,P=Begin Scan
DXSM_SSCV_AEGS_OEM_UI_Self_Destruct_Aborted,P=Self-Destruct Aborted
DXSM_SSCV_AEGS_OEM_UI_Self_Destruct_Initiated,P=Self-Destruct Initiated
DXSM_SSCV_AEGS_OEM_UI_Sensor_Incoming_Ramming,P=Collision Imminent
DXSM_SSCV_AEGS_OEM_UI_Sensor_Nearby_Acquisition=
DXSM_SSCV_AEGS_OEM_UI_Shields_Back_0_Percent,P=Rear Shield Down
DXSM_SSCV_AEGS_OEM_UI_Shields_Back_25_Percent,P=Danger, Rear Shield 25%
DXSM_SSCV_AEGS_OEM_UI_Shields_Back_50_Percent,P=Rear Shield 50%
DXSM_SSCV_AEGS_OEM_UI_Shields_Back_75_Percent,P=Rear Shield 75%
DXSM_SSCV_AEGS_OEM_UI_Shields_Bottom_0_Percent,P=Deck Shield Down
DXSM_SSCV_AEGS_OEM_UI_Shields_Bottom_25_Percent,P=Danger, Deck Shield 25%
DXSM_SSCV_AEGS_OEM_UI_Shields_Bottom_50_Percent,P=Deck Shield 50%
DXSM_SSCV_AEGS_OEM_UI_Shields_Bottom_75_Percent,P=Deck Shield 75%
DXSM_SSCV_AEGS_OEM_UI_Shields_Charging,P=Shields Recharging
DXSM_SSCV_AEGS_OEM_UI_Shields_Collision_Alert=
DXSM_SSCV_AEGS_OEM_UI_Shields_Front_0_Percent,P=Head Shield Down
DXSM_SSCV_AEGS_OEM_UI_Shields_Front_25_Percent,P=Danger, Head Shield 25%
DXSM_SSCV_AEGS_OEM_UI_Shields_Front_50_Percent,P=Head Shield 50%
DXSM_SSCV_AEGS_OEM_UI_Shields_Front_75_Percent,P=Head shield 75%
DXSM_SSCV_AEGS_OEM_UI_Shields_Full,P=Shields up
DXSM_SSCV_AEGS_OEM_UI_Shields_Hit_Back,P=Rear shield under fire
DXSM_SSCV_AEGS_OEM_UI_Shields_Hit_Bottom,P=Deck shield under fire
DXSM_SSCV_AEGS_OEM_UI_Shields_Hit_Front,P=Head shield under fire
DXSM_SSCV_AEGS_OEM_UI_Shields_Hit_Left,P=Port shield under fire
DXSM_SSCV_AEGS_OEM_UI_Shields_Hit_Right,P=Starboard shield under fire
DXSM_SSCV_AEGS_OEM_UI_Shields_Hit_Top,P=Overhead shield under fire
DXSM_SSCV_AEGS_OEM_UI_Shields_Left_0_Percent,P=Port Shield Down
DXSM_SSCV_AEGS_OEM_UI_Shields_Left_25_Percent,P=Danger, Port Shield 25%
DXSM_SSCV_AEGS_OEM_UI_Shields_Left_50_Percent,P=Port Shield 50%
DXSM_SSCV_AEGS_OEM_UI_Shields_Left_75_Percent,P=Port Shield 75%
DXSM_SSCV_AEGS_OEM_UI_Shields_Right_0_Percent,P=Starboard Shield Down
DXSM_SSCV_AEGS_OEM_UI_Shields_Right_25_Percent,P=Danger, Starboard Shield 25%
DXSM_SSCV_AEGS_OEM_UI_Shields_Right_50_Percent,P=Starboard Shield 50%
DXSM_SSCV_AEGS_OEM_UI_Shields_Right_75_Percent,P=Starboard Shield 75%
DXSM_SSCV_AEGS_OEM_UI_Shields_System_Activated,P=(system) active
DXSM_SSCV_AEGS_OEM_UI_Shields_Top_0_Percent,P=Overhead Shield Down
DXSM_SSCV_AEGS_OEM_UI_Shields_Top_25_Percent,P=Danger, Overhead Shield 25%
DXSM_SSCV_AEGS_OEM_UI_Shields_Top_50_Percent,P=Overhead Shield 50%
DXSM_SSCV_AEGS_OEM_UI_Shields_Top_75_Percent,P=Overhead Shield 75%
DXSM_SSCV_AEGS_OEM_UI_Status_Radiation_Critical,P=Danger, radiation critical
DXSM_SSCV_AEGS_OEM_UI_Systems_Autopilot_Disengaged,P=AP Deactivated
DXSM_SSCV_AEGS_OEM_UI_Systems_Autopilot_Engaged,P=AP Activated
DXSM_SSCV_AEGS_OEM_UI_Systems_Bitchingbetty,P=Actvvv... Reset..... deactv....
DXSM_SSCV_AEGS_OEM_UI_Systems_Bootup,P=Aegis Combat Assist Activated
DXSM_SSCV_AEGS_OEM_UI_Systems_Comms_Jammed,P=Comm Error
DXSM_SSCV_AEGS_OEM_UI_Systems_Communications,P=Comm
DXSM_SSCV_AEGS_OEM_UI_Systems_Coolant,P=Coolant
DXSM_SSCV_AEGS_OEM_UI_Systems_Destruction_Imminent,P=Eject. Eject.
DXSM_SSCV_AEGS_OEM_UI_Systems_Ejection_Offline,P=Ejection system offline
DXSM_SSCV_AEGS_OEM_UI_Systems_Ejection_Online,P=Ejection system online
DXSM_SSCV_AEGS_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_AEGS_OEM_UI_Systems_Engines=
DXSM_SSCV_AEGS_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_AEGS_OEM_UI_Systems_Engines_Online,P=Engines online
DXSM_SSCV_AEGS_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_AEGS_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_AEGS_OEM_UI_Systems_Flightcontrol,P=Core
DXSM_SSCV_AEGS_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted landing engaged
DXSM_SSCV_AEGS_OEM_UI_Systems_Lifesupport,P=PLSS
DXSM_SSCV_AEGS_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering systems online
DXSM_SSCV_AEGS_OEM_UI_Systems_Objective_Received,P=OBJECTIVE RECEIVED
DXSM_SSCV_AEGS_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Danger, powercore radiation critical
DXSM_SSCV_AEGS_OEM_UI_Systems_Radar,P=Scan
DXSM_SSCV_AEGS_OEM_UI_Systems_Sensors=
DXSM_SSCV_AEGS_OEM_UI_Systems_Shieldgen,P=Shield
DXSM_SSCV_AEGS_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_AEGS_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_AEGS_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_AEGS_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_AEGS_OEM_UI_Systems_Systems_Online,P=Systems green
DXSM_SSCV_AEGS_OEM_UI_Systems_Systems_Overheating,P=Danger, system overheating
DXSM_SSCV_AEGS_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_AEGS_OEM_UI_Systems_Weapons,P=OT
DXSM_SSCV_AEGS_OEM_UI_Weapons_Ammunition_Depleted,P=Ammo Depleted
DXSM_SSCV_AEGS_OEM_UI_Weapons_Ammunition_Low,P=Ammo Low
DXSM_SSCV_AEGS_OEM_UI_Weapons_Chaff_Depleted,P=Noise Dry
DXSM_SSCV_AEGS_OEM_UI_Weapons_Chaff_Launched,P=Noise Drop
DXSM_SSCV_AEGS_OEM_UI_Weapons_Chaff_Low=
DXSM_SSCV_AEGS_OEM_UI_Weapons_Charging,P=Standby for Weapon Charge
DXSM_SSCV_AEGS_OEM_UI_Weapons_Fired_At_Friendly,P=Friendly Target
DXSM_SSCV_AEGS_OEM_UI_Weapons_Flare_Depleted,P=Decoy Dry
DXSM_SSCV_AEGS_OEM_UI_Weapons_Flare_Launched,P=Decoy Drop
DXSM_SSCV_AEGS_OEM_UI_Weapons_Flare_Low,P=Decoy Low
DXSM_SSCV_AEGS_OEM_UI_Weapons_Missile_Lock_Succeeds,P=MISSILE LOCK
DXSM_SSCV_AEGS_OEM_UI_Weapons_Missiles_Depleted,P=Missiles Dry
DXSM_SSCV_AEGS_OEM_UI_Weapons_Missiles_Low=
DXSM_SSCV_AEGS_OEM_UI_Weapons_Missiles_Offline,P=Missile systems offline
DXSM_SSCV_AEGS_OEM_UI_Weapons_Missiles_Online,P=Missile systems online
DXSM_SSCV_AEGS_OEM_UI_Weapons_Offline,P=Weapon systems offline
DXSM_SSCV_AEGS_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapon and missile systems offline
DXSM_SSCV_AEGS_OEM_UI_Weapons_Online,P=Weapon systems online
DXSM_SSCV_AEGS_OEM_UI_Weapons_Overheating=
DXSM_SSCV_AEGS_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_AEGS_OEM_UI_Weapons_Target_Destroyed,P=Kill
DXSM_SSCV_AEGS_OEM_UI_Weapons_Targeting_Online,P=Targeting systems online
DXSM_SSCV_ANVL_OEM_UI_Comstab_Disengaged,P=COMSTAB disengaged
DXSM_SSCV_ANVL_OEM_UI_Comstab_Engaged,P=COMSTAB engaged
DXSM_SSCV_ANVL_OEM_UI_Confirmed_Enemy_Target,P=Bandit
DXSM_SSCV_ANVL_OEM_UI_Countermeasure_Chaff_Selected,P=Noise Online
DXSM_SSCV_ANVL_OEM_UI_Countermeasure_Flare_Selected,P=Decoy Online
DXSM_SSCV_ANVL_OEM_UI_Critical_Hit_A=
DXSM_SSCV_ANVL_OEM_UI_Critical_Hit_B=
DXSM_SSCV_ANVL_OEM_UI_Ejection=
DXSM_SSCV_ANVL_OEM_UI_Engine_Depleted,P=Propulsion Low
DXSM_SSCV_ANVL_OEM_UI_Flight_TakeOff_Initiated,P=Take-off initiated
DXSM_SSCV_ANVL_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off request approved
DXSM_SSCV_ANVL_OEM_UI_Generic_Offline_A=
DXSM_SSCV_ANVL_OEM_UI_Generic_Offline_B=
DXSM_SSCV_ANVL_OEM_UI_HUD_Combat_Mode_Active,P=Weapon mode engaged
DXSM_SSCV_ANVL_OEM_UI_HUD_Landing_Mode_Active,P=Landing mode engaged
DXSM_SSCV_ANVL_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_ANVL_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_ANVL_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_ANVL_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_ANVL_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_ANVL_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_ANVL_OEM_UI_Landing_Alignment_Off,P=Incorrect alignment
DXSM_SSCV_ANVL_OEM_UI_Landing_Assisted,P=Assisted
DXSM_SSCV_ANVL_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_ANVL_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_ANVL_OEM_UI_Landing_Gear_Deployed,P=Landing gear deployed
DXSM_SSCV_ANVL_OEM_UI_Landing_Gear_Retracted,P=Landing gear raised
DXSM_SSCV_ANVL_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_ANVL_OEM_UI_Landing_Request_Approved,P=Landing request approved
DXSM_SSCV_ANVL_OEM_UI_Landing_Request_Denied,P=Landing request denied
DXSM_SSCV_ANVL_OEM_UI_Launch_Complete,P=Take-off complete
DXSM_SSCV_ANVL_OEM_UI_Launch_Initiated,P=Take-off initiated
DXSM_SSCV_ANVL_OEM_UI_Launch_Request_Approved,P=Take-off request approved
DXSM_SSCV_ANVL_OEM_UI_Launch_Request_Denied,P=Take-off request denied
DXSM_SSCV_ANVL_OEM_UI_Override_Landing_Assist,P=Manual landing initiated
DXSM_SSCV_ANVL_OEM_UI_Proximity_Aft,P=Aft Proximity Alert
DXSM_SSCV_ANVL_OEM_UI_Proximity_Deck,P=Deck Proximity Alert
DXSM_SSCV_ANVL_OEM_UI_Proximity_Front,P=Forward Proximity Alert
DXSM_SSCV_ANVL_OEM_UI_Proximity_Overhead,P=Overhead Proximity Alert
DXSM_SSCV_ANVL_OEM_UI_Proximity_Port,P=Port Proximity Alert
DXSM_SSCV_ANVL_OEM_UI_Proximity_Starboard,P=Starboard Proximity Alert
DXSM_SSCV_ANVL_OEM_UI_QTravel_Disabled=
DXSM_SSCV_ANVL_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_ANVL_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_ANVL_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_ANVL_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_ANVL_OEM_UI_Scanners_Being_Scanned=
DXSM_SSCV_ANVL_OEM_UI_Scanners_Scanning=
DXSM_SSCV_ANVL_OEM_UI_Self_Destruct_Aborted,P=Self-Destruct Cancelled
DXSM_SSCV_ANVL_OEM_UI_Self_Destruct_Initiated,P=Self-Destruct Protocol Accepted
DXSM_SSCV_ANVL_OEM_UI_Sensor_Incoming_Ramming=
DXSM_SSCV_ANVL_OEM_UI_Sensor_Nearby_Acquisition=
DXSM_SSCV_ANVL_OEM_UI_Shields_Back_0_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Back_25_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Back_50_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Back_75_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Bottom_0_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Bottom_25_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Bottom_50_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Bottom_75_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Charging=
DXSM_SSCV_ANVL_OEM_UI_Shields_Collision_Alert=
DXSM_SSCV_ANVL_OEM_UI_Shields_Front_0_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Front_25_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Front_50_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Front_75_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Full,P=Shields Full
DXSM_SSCV_ANVL_OEM_UI_Shields_Hit_Back,P=Aft Hit
DXSM_SSCV_ANVL_OEM_UI_Shields_Hit_Bottom,P=Deck Hit
DXSM_SSCV_ANVL_OEM_UI_Shields_Hit_Front,P=Forward Hit
DXSM_SSCV_ANVL_OEM_UI_Shields_Hit_Left,P=Port Hit
DXSM_SSCV_ANVL_OEM_UI_Shields_Hit_Right,P=Starboard Hit
DXSM_SSCV_ANVL_OEM_UI_Shields_Hit_Top,P=Overhead Hit
DXSM_SSCV_ANVL_OEM_UI_Shields_Left_0_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Left_25_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Left_50_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Left_75_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Right_0_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Right_25_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Right_50_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Right_75_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_System_Activated=
DXSM_SSCV_ANVL_OEM_UI_Shields_Top_0_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Top_25_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Top_50_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Top_75_Percent=
DXSM_SSCV_ANVL_OEM_UI_Status_Radiation_Critical,P=Radiation levels critical
DXSM_SSCV_ANVL_OEM_UI_Systems_Autopilot_Disengaged=
DXSM_SSCV_ANVL_OEM_UI_Systems_Autopilot_Engaged=
DXSM_SSCV_ANVL_OEM_UI_Systems_Bitchingbetty=
DXSM_SSCV_ANVL_OEM_UI_Systems_Bootup=
DXSM_SSCV_ANVL_OEM_UI_Systems_Comms_Jammed=
DXSM_SSCV_ANVL_OEM_UI_Systems_Communications=
DXSM_SSCV_ANVL_OEM_UI_Systems_Coolant=
DXSM_SSCV_ANVL_OEM_UI_Systems_Destruction_Imminent=
DXSM_SSCV_ANVL_OEM_UI_Systems_Ejection_Offline,P=Ejection system offline
DXSM_SSCV_ANVL_OEM_UI_Systems_Ejection_Online,P=Ejection system online
DXSM_SSCV_ANVL_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_ANVL_OEM_UI_Systems_Engines=
DXSM_SSCV_ANVL_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_ANVL_OEM_UI_Systems_Engines_Online,P=Engines online
DXSM_SSCV_ANVL_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_ANVL_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_ANVL_OEM_UI_Systems_Flightcontrol=
DXSM_SSCV_ANVL_OEM_UI_Systems_Lifesupport=
DXSM_SSCV_ANVL_OEM_UI_Systems_Maneuvering_Online,P=Manoeuvring systems online
DXSM_SSCV_ANVL_OEM_UI_Systems_Objective_Received=
DXSM_SSCV_ANVL_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Warning: Power plant compromised. Radiation levels exceed safe parameters.
DXSM_SSCV_ANVL_OEM_UI_Systems_Radar=
DXSM_SSCV_ANVL_OEM_UI_Systems_Sensors=
DXSM_SSCV_ANVL_OEM_UI_Systems_Shieldgen=
DXSM_SSCV_ANVL_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_ANVL_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_ANVL_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_ANVL_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_ANVL_OEM_UI_Systems_Systems_Online=
DXSM_SSCV_ANVL_OEM_UI_Systems_Systems_Overheating=
DXSM_SSCV_ANVL_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_ANVL_OEM_UI_Systems_Weapons=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Ammunition_Depleted=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Ammunition_Low=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Chaff_Depleted=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Chaff_Launched=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Chaff_Low=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Charging=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Fired_At_Friendly,P=CHECK FIRE
DXSM_SSCV_ANVL_OEM_UI_Weapons_Flare_Depleted=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Flare_Launched=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Flare_Low=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Missile_Lock_Succeeds=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Missiles_Depleted,P=MISSILES DRY
DXSM_SSCV_ANVL_OEM_UI_Weapons_Missiles_Low=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Missiles_Offline,P=Missiles offline
DXSM_SSCV_ANVL_OEM_UI_Weapons_Missiles_Online,P=Missiles online
DXSM_SSCV_ANVL_OEM_UI_Weapons_Offline,P=Weapon offline
DXSM_SSCV_ANVL_OEM_UI_Weapons_Offline_Missiles_Offline,P=Missiles offline. Weapons offline.
DXSM_SSCV_ANVL_OEM_UI_Weapons_Online,P=Weapons online
DXSM_SSCV_ANVL_OEM_UI_Weapons_Overheating=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Target_Destroyed=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Targeting_Online,P=Targeting systems online
DXSM_SSCV_ARGO_OEM_UI_Abort_Landing,P=Landing stopped
DXSM_SSCV_ARGO_OEM_UI_Aftshields_0_Percent,P=Rear shields down
DXSM_SSCV_ARGO_OEM_UI_Aftshields_25_Percent,P=Rear shields: 25%
DXSM_SSCV_ARGO_OEM_UI_Aftshields_50_Percent,P=Rear shields: 50%
DXSM_SSCV_ARGO_OEM_UI_Aftshields_75_Percent,P=Rear shields: 75%
DXSM_SSCV_ARGO_OEM_UI_All_Systems_Online,P=System operational
DXSM_SSCV_ARGO_OEM_UI_Ammunition_Depleted,P=Weapon Empty
DXSM_SSCV_ARGO_OEM_UI_Ammunition_Low,P=Weapon Low
DXSM_SSCV_ARGO_OEM_UI_Approaching_Hanger,P=Maintain course.
DXSM_SSCV_ARGO_OEM_UI_Autopilot_Disengaged,P=Autopilot OFF
DXSM_SSCV_ARGO_OEM_UI_Autopilot_Engaged,P=Autopilot ON
DXSM_SSCV_ARGO_OEM_UI_Back_Shield_Taking_Damage,P=Attack on rear shield
DXSM_SSCV_ARGO_OEM_UI_Being_Scanned,P=Alert: Scan
DXSM_SSCV_ARGO_OEM_UI_Bitching_Betty_Dead,P=<warbled voice>
DXSM_SSCV_ARGO_OEM_UI_Boot_Up,P=System's Activating
DXSM_SSCV_ARGO_OEM_UI_Bottom_Shield_Taking_Damage,P=Attack on bottom shield
DXSM_SSCV_ARGO_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_ARGO_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_ARGO_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_ARGO_OEM_UI_Chaff_Selected,P=Noise ON
DXSM_SSCV_ARGO_OEM_UI_Collision_Alert,P=Alert: Crash
DXSM_SSCV_ARGO_OEM_UI_Comms_Jammed,P=Alert: Comms Jammed
DXSM_SSCV_ARGO_OEM_UI_Communications=
DXSM_SSCV_ARGO_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_ARGO_OEM_UI_Comstab_Disengaged,P=Comstab OFF
DXSM_SSCV_ARGO_OEM_UI_Comstab_Engaged,P=Comstab ON
DXSM_SSCV_ARGO_OEM_UI_Confirmed_Enemy_Target,P=ENEMY
DXSM_SSCV_ARGO_OEM_UI_Coolant,P=Cooling system
DXSM_SSCV_ARGO_OEM_UI_Critical_Hit_A,P=Major damage to (system)
DXSM_SSCV_ARGO_OEM_UI_Critical_Hit_B,P=(system) suffered major damage
DXSM_SSCV_ARGO_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_ARGO_OEM_UI_De_Coupled_Mode_Disengaged,P=De-coupled Mode OFF
DXSM_SSCV_ARGO_OEM_UI_De_Coupled_Mode_Engaged,P=De-coupled Mode ON
DXSM_SSCV_ARGO_OEM_UI_Deckshields_0_Percent,P=Deck shields down
DXSM_SSCV_ARGO_OEM_UI_Deckshields_25_Percent,P=Deck shields: 25%
DXSM_SSCV_ARGO_OEM_UI_Deckshields_50_Percent,P=Deck shields: 50%
DXSM_SSCV_ARGO_OEM_UI_Deckshields_75_Percent,P=Deck shields: 75%
DXSM_SSCV_ARGO_OEM_UI_Destruction_Imminent,P=Destruction near
DXSM_SSCV_ARGO_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_ARGO_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_ARGO_OEM_UI_Docking_Request_Denied=Docking denied.
DXSM_SSCV_ARGO_OEM_UI_Ejection=
DXSM_SSCV_ARGO_OEM_UI_Engines=
DXSM_SSCV_ARGO_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_ARGO_OEM_UI_Fired_At_Friendly,P=Target FRIENDLY
DXSM_SSCV_ARGO_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_ARGO_OEM_UI_Flare_Selected,P=Decoy on
DXSM_SSCV_ARGO_OEM_UI_Flares_Depleted,P=Decoy Empty
DXSM_SSCV_ARGO_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_ARGO_OEM_UI_Flight_Control=
DXSM_SSCV_ARGO_OEM_UI_Flight_TakeOff_Initiated,P=Take-off Initiated
DXSM_SSCV_ARGO_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off Approved
DXSM_SSCV_ARGO_OEM_UI_Flight_TakeOff_Request_Denied,P=Take-off denied
DXSM_SSCV_ARGO_OEM_UI_Forwardshields_0_Percent,P=Front shields down
DXSM_SSCV_ARGO_OEM_UI_Forwardshields_25_Percent,P=Front shields: 25%
DXSM_SSCV_ARGO_OEM_UI_Forwardshields_50_Percent,P=Front shields: 50%
DXSM_SSCV_ARGO_OEM_UI_Forwardshields_75_Percent,P=Front shields: 75%
DXSM_SSCV_ARGO_OEM_UI_Front_Shield_Taking_Damage,P=Attack on front shield
DXSM_SSCV_ARGO_OEM_UI_G_Safe_Disengaged,P=G-safe OFF
DXSM_SSCV_ARGO_OEM_UI_G_Safe_Engaged,P=G-safe ON
DXSM_SSCV_ARGO_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_ARGO_OEM_UI_Generic_Offline_A,P=(system) failure
DXSM_SSCV_ARGO_OEM_UI_Generic_Offline_B,P=Failure of (system)
DXSM_SSCV_ARGO_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_ARGO_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_ARGO_OEM_UI_Get_Ship_Oriented,P=Align Ship
DXSM_SSCV_ARGO_OEM_UI_HUD_Combat_Mode_Active,P=HUD Combat ON
DXSM_SSCV_ARGO_OEM_UI_HUD_Landing_Mode_Active,P=HUD Landing ON
DXSM_SSCV_ARGO_OEM_UI_Head_To_Landing_Pad,P=Go to Landing Pad.
DXSM_SSCV_ARGO_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_ARGO_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_ARGO_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_ARGO_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_ARGO_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_ARGO_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_ARGO_OEM_UI_Incoming_Ramming_Attack,P=Alert: Enemy ship impact
DXSM_SSCV_ARGO_OEM_UI_Landing_Alignment_Off,P=Alignment wrong
DXSM_SSCV_ARGO_OEM_UI_Landing_Assisted,P=Assist Activated
DXSM_SSCV_ARGO_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_ARGO_OEM_UI_Landing_Complete,P=Landing Complete
DXSM_SSCV_ARGO_OEM_UI_Landing_Gear_Deployed,P=Landing gear down
DXSM_SSCV_ARGO_OEM_UI_Landing_Gear_Is_Up,P=Landing Gear is up.
DXSM_SSCV_ARGO_OEM_UI_Landing_Gear_Retracted,P=Landing gear up
DXSM_SSCV_ARGO_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_ARGO_OEM_UI_Landing_Request_Approved,P=Landing Approved
DXSM_SSCV_ARGO_OEM_UI_Landing_Request_Denied,P=Landing denied
DXSM_SSCV_ARGO_OEM_UI_Launch_Complete,P=Launch Complete
DXSM_SSCV_ARGO_OEM_UI_Launch_Initiated,P=Launch started
DXSM_SSCV_ARGO_OEM_UI_Launch_Request_Approved,P=Launch Approved
DXSM_SSCV_ARGO_OEM_UI_Launch_Request_Denied,P=Launch Denied
DXSM_SSCV_ARGO_OEM_UI_Left_Shield_Taking_Damage,P=Attack on left shield
DXSM_SSCV_ARGO_OEM_UI_Life_Support=
DXSM_SSCV_ARGO_OEM_UI_Locked_On_To_Landing_Pad,P=Landing Pad Locked
DXSM_SSCV_ARGO_OEM_UI_Missile_Lock_Succeeds,P=Missile LOCKED
DXSM_SSCV_ARGO_OEM_UI_Missiles_Depleted,P=Missiles Empty
DXSM_SSCV_ARGO_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_ARGO_OEM_UI_Nearby_Sensor_Acquisition,P=Contact.
DXSM_SSCV_ARGO_OEM_UI_Objective_Received,P=Data received
DXSM_SSCV_ARGO_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield down
DXSM_SSCV_ARGO_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield: 25%
DXSM_SSCV_ARGO_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield: 50%
DXSM_SSCV_ARGO_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield: 75%
DXSM_SSCV_ARGO_OEM_UI_Override_Auto_Pilot,P=Manual Control Activated
DXSM_SSCV_ARGO_OEM_UI_Override_Landing_Assist,P=Manual Landing
DXSM_SSCV_ARGO_OEM_UI_Portshields_0_Percent,P=Port shield down
DXSM_SSCV_ARGO_OEM_UI_Portshields_25_Percent,P=Port shield 25%
DXSM_SSCV_ARGO_OEM_UI_Portshields_50_Percent,P=Port shield: 50%
DXSM_SSCV_ARGO_OEM_UI_Portshields_75_Percent,P=Port shield: 75%
DXSM_SSCV_ARGO_OEM_UI_Proximity_Aft,P=Alert: Rear Crash Close
DXSM_SSCV_ARGO_OEM_UI_Proximity_Deck,P=Alert: Deck Crash Close
DXSM_SSCV_ARGO_OEM_UI_Proximity_Front,P=Alert: Front Crash Close
DXSM_SSCV_ARGO_OEM_UI_Proximity_Overhead,P=Alert: Overhead Crash Close
DXSM_SSCV_ARGO_OEM_UI_Proximity_Port,P=Alert: Port Crash Close
DXSM_SSCV_ARGO_OEM_UI_Proximity_Starboard,P=Alert: Starboard Crash Close
DXSM_SSCV_ARGO_OEM_UI_QTravel_Disabled=
DXSM_SSCV_ARGO_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_ARGO_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_ARGO_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_ARGO_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_ARGO_OEM_UI_Radar=
DXSM_SSCV_ARGO_OEM_UI_Right_Shield_Taking_Damage,P=Attack on right shield
DXSM_SSCV_ARGO_OEM_UI_Scanning=
DXSM_SSCV_ARGO_OEM_UI_Self_Destruct_Aborted,P=Self-destruct Cancel
DXSM_SSCV_ARGO_OEM_UI_Self_Destruct_Initiated,P=Self-destruct ON
DXSM_SSCV_ARGO_OEM_UI_Sensors=
DXSM_SSCV_ARGO_OEM_UI_Shield_Generator=
DXSM_SSCV_ARGO_OEM_UI_Shields_Charging,P=Shields charging
DXSM_SSCV_ARGO_OEM_UI_Shields_Full,P=Shields fully charged
DXSM_SSCV_ARGO_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields down
DXSM_SSCV_ARGO_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields: 25%
DXSM_SSCV_ARGO_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields: 50%
DXSM_SSCV_ARGO_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields: 75%
DXSM_SSCV_ARGO_OEM_UI_Status_Radiation_Critical,P=Alert: High Radiation
DXSM_SSCV_ARGO_OEM_UI_Status_Radiation_Nominal,P=Low Radiation
DXSM_SSCV_ARGO_OEM_UI_System_Activated,P=(system) ON
DXSM_SSCV_ARGO_OEM_UI_System_Destroyed_During_Use,P=(system) destroyed
DXSM_SSCV_ARGO_OEM_UI_System_Overheating,P=(system) too hot.
DXSM_SSCV_ARGO_OEM_UI_Systems_Ejection_Offline,P=Eject system OFF
DXSM_SSCV_ARGO_OEM_UI_Systems_Ejection_Online,P=Eject system ON
DXSM_SSCV_ARGO_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_ARGO_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_ARGO_OEM_UI_Systems_Engines_Online,P=Engines ON
DXSM_SSCV_ARGO_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_ARGO_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_ARGO_OEM_UI_Systems_Gravity_Offline,P=Gravity OFF
DXSM_SSCV_ARGO_OEM_UI_Systems_Gravity_Online,P=Gravity ON
DXSM_SSCV_ARGO_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted Landing ON
DXSM_SSCV_ARGO_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering ON
DXSM_SSCV_ARGO_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Alert: Powercore Radiation Critical
DXSM_SSCV_ARGO_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_ARGO_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_ARGO_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_ARGO_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_ARGO_OEM_UI_Systems_Systems_Online,P=Systems ON
DXSM_SSCV_ARGO_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_ARGO_OEM_UI_Target_Destroyed,P=Target DESTROYED
DXSM_SSCV_ARGO_OEM_UI_Top_Shield_Taking_Damage,P=Attack on top shield
DXSM_SSCV_ARGO_OEM_UI_Touch_Down,P=Landed
DXSM_SSCV_ARGO_OEM_UI_Wait_For_Dock_Arm=Hold for dock arm.
DXSM_SSCV_ARGO_OEM_UI_Waiting,P=Hold
DXSM_SSCV_ARGO_OEM_UI_Weapons_Charging,P=Weapons charging
DXSM_SSCV_ARGO_OEM_UI_Weapons_Missiles_Offline,P=Missiles OFF
DXSM_SSCV_ARGO_OEM_UI_Weapons_Missiles_Online,P=Missiles ON
DXSM_SSCV_ARGO_OEM_UI_Weapons_Offline,P=Weapons OFF
DXSM_SSCV_ARGO_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapons and Missiles OFF
DXSM_SSCV_ARGO_OEM_UI_Weapons_Online,P=Weapons ON
DXSM_SSCV_ARGO_OEM_UI_Weapons_Overheating=
DXSM_SSCV_ARGO_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_ARGO_OEM_UI_Weapons_System,P=Weapons
DXSM_SSCV_ARGO_OEM_UI_Weapons_Targeting_Online,P=Targeting ON
DXSM_SSCV_CNOU_OEM_UI_Comstab_Disengaged,P=COMSTAB disengaged
DXSM_SSCV_CNOU_OEM_UI_Comstab_Engaged,P=COMSTAB engaged
DXSM_SSCV_CNOU_OEM_UI_Confirmed_Enemy_Target,P=Hostile Target Confirmed
DXSM_SSCV_CNOU_OEM_UI_Countermeasure_Chaff_Selected,P=Noise Selected
DXSM_SSCV_CNOU_OEM_UI_Countermeasure_Flare_Selected,P=Decoy Selected
DXSM_SSCV_CNOU_OEM_UI_Critical_Hit_A,P=Suffered Critical Hit
DXSM_SSCV_CNOU_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_CNOU_OEM_UI_Docking_Request_Approved=Docking request approved.
DXSM_SSCV_CNOU_OEM_UI_Docking_Request_Denied=Docking request rejected.
DXSM_SSCV_CNOU_OEM_UI_Ejection=
DXSM_SSCV_CNOU_OEM_UI_Engine_Depleted,P=Engine Low
DXSM_SSCV_CNOU_OEM_UI_Flight_TakeOff_Initiated,P=Take-off engaged
DXSM_SSCV_CNOU_OEM_UI_Generic_Offline_B,P=(system) Disabled
DXSM_SSCV_CNOU_OEM_UI_HUD_Combat_Mode_Active,P=Weapons mode activated
DXSM_SSCV_CNOU_OEM_UI_HUD_Landing_Mode_Active,P=Landing mode activated
DXSM_SSCV_CNOU_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_CNOU_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_CNOU_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_CNOU_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_CNOU_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_CNOU_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_CNOU_OEM_UI_Landing_Alignment_Off,P=Adjust landing alignment
DXSM_SSCV_CNOU_OEM_UI_Landing_Assisted,P=Assisted landing engaged
DXSM_SSCV_CNOU_OEM_UI_Landing_Automated,P=Automated landing engaged
DXSM_SSCV_CNOU_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_CNOU_OEM_UI_Landing_Gear_Deployed,P=Landing gear engaged
DXSM_SSCV_CNOU_OEM_UI_Landing_Gear_Retracted,P=Landing gear retracted
DXSM_SSCV_CNOU_OEM_UI_Landing_Manual,P=Manual landing engaged
DXSM_SSCV_CNOU_OEM_UI_Landing_Request_Approved,P=Landing request approved
DXSM_SSCV_CNOU_OEM_UI_Landing_Request_Denied,P=Landing request rejected
DXSM_SSCV_CNOU_OEM_UI_Launch_Complete,P=Launch complete
DXSM_SSCV_CNOU_OEM_UI_Launch_Initiated,P=Launch engaged
DXSM_SSCV_CNOU_OEM_UI_Launch_Request_Approved,P=Launch request approved
DXSM_SSCV_CNOU_OEM_UI_Launch_Request_Denied,P=Launch request rejected
DXSM_SSCV_CNOU_OEM_UI_Override_Landing_Assist,P=Assisted landing overridden
DXSM_SSCV_CNOU_OEM_UI_Proximity_Aft,P=Proximity Alert Rear
DXSM_SSCV_CNOU_OEM_UI_Proximity_Deck,P=Proximity Alert Deck
DXSM_SSCV_CNOU_OEM_UI_Proximity_Front,P=Proximity Alert Front
DXSM_SSCV_CNOU_OEM_UI_Proximity_Overhead,P=Proximity Alert High
DXSM_SSCV_CNOU_OEM_UI_Proximity_Port,P=Proximity Alert Left
DXSM_SSCV_CNOU_OEM_UI_Proximity_Starboard,P=Proximity Alert Right
DXSM_SSCV_CNOU_OEM_UI_QTravel_Disabled=
DXSM_SSCV_CNOU_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_CNOU_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_CNOU_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_CNOU_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_CNOU_OEM_UI_Scanners_Being_Scanned,P=Incoming Scan
DXSM_SSCV_CNOU_OEM_UI_Scanners_Scanning=
DXSM_SSCV_CNOU_OEM_UI_Self_Destruct_Aborted,P=Self-Destruct Disabled
DXSM_SSCV_CNOU_OEM_UI_Self_Destruct_Initiated,P=Self-Destruct Activated
DXSM_SSCV_CNOU_OEM_UI_Sensor_Incoming_Ramming,P=Contact on Direct Intercept
DXSM_SSCV_CNOU_OEM_UI_Sensor_Nearby_Acquisition=
DXSM_SSCV_CNOU_OEM_UI_Shields_Back_0_Percent,P=Rear shield 0%
DXSM_SSCV_CNOU_OEM_UI_Shields_Back_25_Percent,P=Rear Shield 25%
DXSM_SSCV_CNOU_OEM_UI_Shields_Back_50_Percent,P=Rear Shield 50%
DXSM_SSCV_CNOU_OEM_UI_Shields_Back_75_Percent,P=Rear Shield 75%
DXSM_SSCV_CNOU_OEM_UI_Shields_Bottom_0_Percent,P=Deck Shield 0%
DXSM_SSCV_CNOU_OEM_UI_Shields_Bottom_25_Percent,P=Deck Shield 25%
DXSM_SSCV_CNOU_OEM_UI_Shields_Bottom_50_Percent,P=Deck Shield 50%
DXSM_SSCV_CNOU_OEM_UI_Shields_Bottom_75_Percent,P=Deck Shield 75%
DXSM_SSCV_CNOU_OEM_UI_Shields_Charging=
DXSM_SSCV_CNOU_OEM_UI_Shields_Collision_Alert,P=Warning. Imminent Collision
DXSM_SSCV_CNOU_OEM_UI_Shields_Front_0_Percent,P=Front Shield 0%
DXSM_SSCV_CNOU_OEM_UI_Shields_Front_25_Percent,P=Front Shield 25%
DXSM_SSCV_CNOU_OEM_UI_Shields_Front_50_Percent=
DXSM_SSCV_CNOU_OEM_UI_Shields_Front_75_Percent,P=Front Shield 75%
DXSM_SSCV_CNOU_OEM_UI_Shields_Full,P=Shield at Full Strength
DXSM_SSCV_CNOU_OEM_UI_Shields_Hit_Back,P=Rear Shield Hit
DXSM_SSCV_CNOU_OEM_UI_Shields_Hit_Bottom,P=Deck Shield Hit
DXSM_SSCV_CNOU_OEM_UI_Shields_Hit_Front,P=Front Shield Hit
DXSM_SSCV_CNOU_OEM_UI_Shields_Hit_Left,P=Left Shield hit
DXSM_SSCV_CNOU_OEM_UI_Shields_Hit_Right,P=Right Shield Hit
DXSM_SSCV_CNOU_OEM_UI_Shields_Left_0_Percent,P=Right Shield 0%
DXSM_SSCV_CNOU_OEM_UI_Shields_Left_25_Percent,P=Right Shield 25%
DXSM_SSCV_CNOU_OEM_UI_Shields_Left_50_Percent,P=Right Shield 50%
DXSM_SSCV_CNOU_OEM_UI_Shields_Left_75_Percent,P=Right Shield 75%
DXSM_SSCV_CNOU_OEM_UI_Shields_Right_0_Percent,P=Left Shield 0%
DXSM_SSCV_CNOU_OEM_UI_Shields_Right_25_Percent,P=Left Shield 25%
DXSM_SSCV_CNOU_OEM_UI_Shields_Right_50_Percent,P=Left Shield 50%
DXSM_SSCV_CNOU_OEM_UI_Shields_Right_75_Percent,P=Left Shield 75%
DXSM_SSCV_CNOU_OEM_UI_Shields_System_Activated,P=(system) Enabled.
DXSM_SSCV_CNOU_OEM_UI_Shields_Top_0_Percent,P=High Shield 0%
DXSM_SSCV_CNOU_OEM_UI_Shields_Top_25_Percent,P=High Shield 25%
DXSM_SSCV_CNOU_OEM_UI_Shields_Top_50_Percent,P=High Shield 50%
DXSM_SSCV_CNOU_OEM_UI_Shields_Top_75_Percent,P=High Shield 75%
DXSM_SSCV_CNOU_OEM_UI_Status_Radiation_Critical,P=Warning, radiation critical
DXSM_SSCV_CNOU_OEM_UI_Systems_Autopilot_Disengaged,P=Flight Assist Disabled
DXSM_SSCV_CNOU_OEM_UI_Systems_Autopilot_Engaged,P=Flight Assist Activated
DXSM_SSCV_CNOU_OEM_UI_Systems_Bitchingbetty,P=Error Error Errorrrr errrrrrrr
DXSM_SSCV_CNOU_OEM_UI_Systems_Bootup,P=Welcome. Your journey begins now.
DXSM_SSCV_CNOU_OEM_UI_Systems_Comms_Jammed,P=Comm Error
DXSM_SSCV_CNOU_OEM_UI_Systems_Communications,P=Comm
DXSM_SSCV_CNOU_OEM_UI_Systems_Coolant,P=Coolant
DXSM_SSCV_CNOU_OEM_UI_Systems_Destruction_Imminent,P=Evacuate. Evacuate.
DXSM_SSCV_CNOU_OEM_UI_Systems_Ejection_Offline,P=Ejection system disabled
DXSM_SSCV_CNOU_OEM_UI_Systems_Ejection_Online,P=Ejection system enabled
DXSM_SSCV_CNOU_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_CNOU_OEM_UI_Systems_Engines,P=Engine
DXSM_SSCV_CNOU_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_CNOU_OEM_UI_Systems_Engines_Online,P=Engines systems enabled
DXSM_SSCV_CNOU_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_CNOU_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_CNOU_OEM_UI_Systems_Flightcontrol,P=Flight Control
DXSM_SSCV_CNOU_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted landing engaged
DXSM_SSCV_CNOU_OEM_UI_Systems_Lifesupport,P=Life Systems
DXSM_SSCV_CNOU_OEM_UI_Systems_Maneuvering_Online,P=Manoeuvring systems enabled
DXSM_SSCV_CNOU_OEM_UI_Systems_Objective_Received,P=Objective Received
DXSM_SSCV_CNOU_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Warning, powercore radiation critical
DXSM_SSCV_CNOU_OEM_UI_Systems_Radar,P=Scans
DXSM_SSCV_CNOU_OEM_UI_Systems_Sensors=
DXSM_SSCV_CNOU_OEM_UI_Systems_Shieldgen=
DXSM_SSCV_CNOU_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_CNOU_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_CNOU_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_CNOU_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_CNOU_OEM_UI_Systems_Systems_Online,P=All Systems Operational
DXSM_SSCV_CNOU_OEM_UI_Systems_Systems_Overheating,P=(system) failure imminent
DXSM_SSCV_CNOU_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_CNOU_OEM_UI_Systems_Weapons,P=Weapons
DXSM_SSCV_CNOU_OEM_UI_Top_Shield_Taking_Damage,P=High Shield hit
DXSM_SSCV_CNOU_OEM_UI_Weapons_Ammunition_Depleted,P=Weapon Empty
DXSM_SSCV_CNOU_OEM_UI_Weapons_Ammunition_Low,P=Weapon ammunition low
DXSM_SSCV_CNOU_OEM_UI_Weapons_Chaff_Depleted=
DXSM_SSCV_CNOU_OEM_UI_Weapons_Chaff_Launched,P=Noise Deployed
DXSM_SSCV_CNOU_OEM_UI_Weapons_Chaff_Low=
DXSM_SSCV_CNOU_OEM_UI_Weapons_Charging,P=Standby for Weapon Charge
DXSM_SSCV_CNOU_OEM_UI_Weapons_Fired_At_Friendly,P=Warning. Target is marked as friendly
DXSM_SSCV_CNOU_OEM_UI_Weapons_Flare_Depleted,P=Decoy Empty
DXSM_SSCV_CNOU_OEM_UI_Weapons_Flare_Launched,P=Decoy Deployed
DXSM_SSCV_CNOU_OEM_UI_Weapons_Flare_Low,P=Decoy Low
DXSM_SSCV_CNOU_OEM_UI_Weapons_Missile_Lock_Succeeds,P=Missile Lock
DXSM_SSCV_CNOU_OEM_UI_Weapons_Missiles_Depleted,P=Missiles Empty
DXSM_SSCV_CNOU_OEM_UI_Weapons_Missiles_Low=
DXSM_SSCV_CNOU_OEM_UI_Weapons_Missiles_Offline,P=Missile systems disabled
DXSM_SSCV_CNOU_OEM_UI_Weapons_Missiles_Online,P=Missile systems enabled
DXSM_SSCV_CNOU_OEM_UI_Weapons_Offline,P=Weapon systems disabled
DXSM_SSCV_CNOU_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapon and missile systems disabled
DXSM_SSCV_CNOU_OEM_UI_Weapons_Online,P=Weapon systems enabled
DXSM_SSCV_CNOU_OEM_UI_Weapons_Overheating=
DXSM_SSCV_CNOU_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_CNOU_OEM_UI_Weapons_Target_Destroyed,P=Target has been destroyed
DXSM_SSCV_CNOU_OEM_UI_Weapons_Targeting_Online,P=Targeting systems enabled
DXSM_SSCV_CRUS_OEM_UI_Abort_Landing,P=Landing stopped
DXSM_SSCV_CRUS_OEM_UI_Aftshields_0_Percent,P=Rear shields down
DXSM_SSCV_CRUS_OEM_UI_Aftshields_25_Percent,P=Rear shields: 25%
DXSM_SSCV_CRUS_OEM_UI_Aftshields_50_Percent,P=Rear shields: 50%
DXSM_SSCV_CRUS_OEM_UI_Aftshields_75_Percent,P=Rear shields: 75%
DXSM_SSCV_CRUS_OEM_UI_All_Systems_Online,P=System operational
DXSM_SSCV_CRUS_OEM_UI_Ammunition_Depleted,P=Weapon Empty
DXSM_SSCV_CRUS_OEM_UI_Ammunition_Low,P=Weapon Low
DXSM_SSCV_CRUS_OEM_UI_Approaching_Hanger,P=Maintain course.
DXSM_SSCV_CRUS_OEM_UI_Autopilot_Disengaged,P=Autopilot OFF
DXSM_SSCV_CRUS_OEM_UI_Autopilot_Engaged,P=Autopilot ON
DXSM_SSCV_CRUS_OEM_UI_Back_Shield_Taking_Damage,P=Attack on rear shield
DXSM_SSCV_CRUS_OEM_UI_Being_Scanned,P=Alert: Scan
DXSM_SSCV_CRUS_OEM_UI_Bitching_Betty_Dead,P=<warbled voice>
DXSM_SSCV_CRUS_OEM_UI_Boot_Up,P=System's Activating
DXSM_SSCV_CRUS_OEM_UI_Bottom_Shield_Taking_Damage,P=Attack on bottom shield
DXSM_SSCV_CRUS_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_CRUS_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_CRUS_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_CRUS_OEM_UI_Chaff_Selected,P=Noise ON
DXSM_SSCV_CRUS_OEM_UI_Collision_Alert,P=Alert: Crash
DXSM_SSCV_CRUS_OEM_UI_Comms_Jammed,P=Alert: Comms Jammed
DXSM_SSCV_CRUS_OEM_UI_Communications=
DXSM_SSCV_CRUS_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_CRUS_OEM_UI_Comstab_Disengaged,P=Comstab OFF
DXSM_SSCV_CRUS_OEM_UI_Comstab_Engaged,P=Comstab ON
DXSM_SSCV_CRUS_OEM_UI_Confirmed_Enemy_Target,P=ENEMY
DXSM_SSCV_CRUS_OEM_UI_Coolant,P=Cooling system
DXSM_SSCV_CRUS_OEM_UI_Critical_Hit_A,P=Major damage to (system)
DXSM_SSCV_CRUS_OEM_UI_Critical_Hit_B,P=(system) suffered major damage
DXSM_SSCV_CRUS_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_CRUS_OEM_UI_De_Coupled_Mode_Disengaged,P=De-coupled Mode OFF
DXSM_SSCV_CRUS_OEM_UI_De_Coupled_Mode_Engaged,P=De-coupled Mode ON
DXSM_SSCV_CRUS_OEM_UI_Deckshields_0_Percent,P=Deck shields down
DXSM_SSCV_CRUS_OEM_UI_Deckshields_25_Percent,P=Deck shields: 25%
DXSM_SSCV_CRUS_OEM_UI_Deckshields_50_Percent,P=Deck shields: 50%
DXSM_SSCV_CRUS_OEM_UI_Deckshields_75_Percent,P=Deck shields: 75%
DXSM_SSCV_CRUS_OEM_UI_Destruction_Imminent,P=Destruction near
DXSM_SSCV_CRUS_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_CRUS_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_CRUS_OEM_UI_Docking_Request_Denied=Docking denied.
DXSM_SSCV_CRUS_OEM_UI_Ejection=
DXSM_SSCV_CRUS_OEM_UI_Engines=
DXSM_SSCV_CRUS_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_CRUS_OEM_UI_Fired_At_Friendly,P=Target FRIENDLY
DXSM_SSCV_CRUS_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_CRUS_OEM_UI_Flare_Selected,P=Decoy on
DXSM_SSCV_CRUS_OEM_UI_Flares_Depleted,P=Decoy Empty
DXSM_SSCV_CRUS_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_CRUS_OEM_UI_Flight_Control=
DXSM_SSCV_CRUS_OEM_UI_Flight_TakeOff_Initiated,P=Take-off Initiated
DXSM_SSCV_CRUS_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off Approved
DXSM_SSCV_CRUS_OEM_UI_Flight_TakeOff_Request_Denied,P=Take-off denied
DXSM_SSCV_CRUS_OEM_UI_Forwardshields_0_Percent,P=Front shields down
DXSM_SSCV_CRUS_OEM_UI_Forwardshields_25_Percent,P=Front shields: 25%
DXSM_SSCV_CRUS_OEM_UI_Forwardshields_50_Percent,P=Front shields: 50%
DXSM_SSCV_CRUS_OEM_UI_Forwardshields_75_Percent,P=Front shields: 75%
DXSM_SSCV_CRUS_OEM_UI_Front_Shield_Taking_Damage,P=Attack on front shield
DXSM_SSCV_CRUS_OEM_UI_G_Safe_Disengaged,P=G-safe OFF
DXSM_SSCV_CRUS_OEM_UI_G_Safe_Engaged,P=G-safe ON
DXSM_SSCV_CRUS_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_CRUS_OEM_UI_Generic_Offline_A,P=(system) failure
DXSM_SSCV_CRUS_OEM_UI_Generic_Offline_B,P=Failure of (system)
DXSM_SSCV_CRUS_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_CRUS_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_CRUS_OEM_UI_Get_Ship_Oriented,P=Align Ship
DXSM_SSCV_CRUS_OEM_UI_HUD_Combat_Mode_Active,P=HUD Combat ON
DXSM_SSCV_CRUS_OEM_UI_HUD_Landing_Mode_Active,P=HUD Landing ON
DXSM_SSCV_CRUS_OEM_UI_Head_To_Landing_Pad,P=Go to Landing Pad.
DXSM_SSCV_CRUS_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_CRUS_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_CRUS_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_CRUS_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_CRUS_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_CRUS_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_CRUS_OEM_UI_Incoming_Ramming_Attack,P=Alert: Enemy ship impact
DXSM_SSCV_CRUS_OEM_UI_Landing_Alignment_Off,P=Alignment wrong
DXSM_SSCV_CRUS_OEM_UI_Landing_Assisted,P=Assist Activated
DXSM_SSCV_CRUS_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_CRUS_OEM_UI_Landing_Complete,P=Landing Complete
DXSM_SSCV_CRUS_OEM_UI_Landing_Gear_Deployed,P=Landing gear down
DXSM_SSCV_CRUS_OEM_UI_Landing_Gear_Is_Up,P=Landing Gear is up.
DXSM_SSCV_CRUS_OEM_UI_Landing_Gear_Retracted,P=Landing gear up
DXSM_SSCV_CRUS_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_CRUS_OEM_UI_Landing_Request_Approved,P=Landing Approved
DXSM_SSCV_CRUS_OEM_UI_Landing_Request_Denied,P=Landing denied
DXSM_SSCV_CRUS_OEM_UI_Launch_Complete,P=Launch Complete
DXSM_SSCV_CRUS_OEM_UI_Launch_Initiated,P=Launch started
DXSM_SSCV_CRUS_OEM_UI_Launch_Request_Approved,P=Launch Approved
DXSM_SSCV_CRUS_OEM_UI_Launch_Request_Denied,P=Launch Denied
DXSM_SSCV_CRUS_OEM_UI_Left_Shield_Taking_Damage,P=Attack on left shield
DXSM_SSCV_CRUS_OEM_UI_Life_Support=
DXSM_SSCV_CRUS_OEM_UI_Locked_On_To_Landing_Pad,P=Landing Pad Locked
DXSM_SSCV_CRUS_OEM_UI_Missile_Lock_Succeeds,P=Missile LOCKED
DXSM_SSCV_CRUS_OEM_UI_Missiles_Depleted,P=Missiles Empty
DXSM_SSCV_CRUS_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_CRUS_OEM_UI_Nearby_Sensor_Acquisition,P=Contact.
DXSM_SSCV_CRUS_OEM_UI_Objective_Received,P=Data received
DXSM_SSCV_CRUS_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield down
DXSM_SSCV_CRUS_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield: 25%
DXSM_SSCV_CRUS_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield: 50%
DXSM_SSCV_CRUS_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield: 75%
DXSM_SSCV_CRUS_OEM_UI_Override_Auto_Pilot,P=Manual Control Activated
DXSM_SSCV_CRUS_OEM_UI_Override_Landing_Assist,P=Manual Landing
DXSM_SSCV_CRUS_OEM_UI_Portshields_0_Percent,P=Port shield down
DXSM_SSCV_CRUS_OEM_UI_Portshields_25_Percent,P=Port shield 25%
DXSM_SSCV_CRUS_OEM_UI_Portshields_50_Percent,P=Port shield: 50%
DXSM_SSCV_CRUS_OEM_UI_Portshields_75_Percent,P=Port shield: 75%
DXSM_SSCV_CRUS_OEM_UI_Proximity_Aft,P=Alert: Rear Crash Close
DXSM_SSCV_CRUS_OEM_UI_Proximity_Deck,P=Alert: Deck Crash Close
DXSM_SSCV_CRUS_OEM_UI_Proximity_Front,P=Alert: Front Crash Close
DXSM_SSCV_CRUS_OEM_UI_Proximity_Overhead,P=Alert: Overhead Crash Close
DXSM_SSCV_CRUS_OEM_UI_Proximity_Port,P=Alert: Port Crash Close
DXSM_SSCV_CRUS_OEM_UI_Proximity_Starboard,P=Alert: Starboard Crash Close
DXSM_SSCV_CRUS_OEM_UI_QTravel_Disabled=
DXSM_SSCV_CRUS_OEM_UI_QTravel_Disengaged=
DXSM_SSCV_CRUS_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_CRUS_OEM_UI_QTravel_Engaged=
DXSM_SSCV_CRUS_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_CRUS_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_CRUS_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_CRUS_OEM_UI_Radar=
DXSM_SSCV_CRUS_OEM_UI_Right_Shield_Taking_Damage,P=Attack on right shield
DXSM_SSCV_CRUS_OEM_UI_Scanning=
DXSM_SSCV_CRUS_OEM_UI_Self_Destruct_Aborted,P=Self-destruct Cancel
DXSM_SSCV_CRUS_OEM_UI_Self_Destruct_Initiated,P=Self-destruct ON
DXSM_SSCV_CRUS_OEM_UI_Sensors=
DXSM_SSCV_CRUS_OEM_UI_Shield_Generator=
DXSM_SSCV_CRUS_OEM_UI_Shields_Charging,P=Shields charging
DXSM_SSCV_CRUS_OEM_UI_Shields_Full,P=Shields fully charged
DXSM_SSCV_CRUS_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields down
DXSM_SSCV_CRUS_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields: 25%
DXSM_SSCV_CRUS_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields: 50%
DXSM_SSCV_CRUS_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields: 75%
DXSM_SSCV_CRUS_OEM_UI_Status_Radiation_Critical,P=Alert: High Radiation
DXSM_SSCV_CRUS_OEM_UI_Status_Radiation_Nominal,P=Low Radiation
DXSM_SSCV_CRUS_OEM_UI_System_Activated,P=(system) ON
DXSM_SSCV_CRUS_OEM_UI_System_Destroyed_During_Use,P=(system) destroyed
DXSM_SSCV_CRUS_OEM_UI_System_Overheating,P=(system) too hot.
DXSM_SSCV_CRUS_OEM_UI_Systems_Ejection_Offline,P=Eject system OFF
DXSM_SSCV_CRUS_OEM_UI_Systems_Ejection_Online,P=Eject system ON
DXSM_SSCV_CRUS_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_CRUS_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_CRUS_OEM_UI_Systems_Engines_Online,P=Engines ON
DXSM_SSCV_CRUS_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_CRUS_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_CRUS_OEM_UI_Systems_Gravity_Offline,P=Gravity OFF
DXSM_SSCV_CRUS_OEM_UI_Systems_Gravity_Online,P=Gravity ON
DXSM_SSCV_CRUS_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted Landing ON
DXSM_SSCV_CRUS_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering ON
DXSM_SSCV_CRUS_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Alert: Powercore Radiation Critical
DXSM_SSCV_CRUS_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_CRUS_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_CRUS_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_CRUS_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_CRUS_OEM_UI_Systems_Systems_Online,P=Systems ON
DXSM_SSCV_CRUS_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_CRUS_OEM_UI_Target_Destroyed,P=Target DESTROYED
DXSM_SSCV_CRUS_OEM_UI_Top_Shield_Taking_Damage,P=Attack on top shield
DXSM_SSCV_CRUS_OEM_UI_Touch_Down,P=Landed
DXSM_SSCV_CRUS_OEM_UI_Wait_For_Dock_Arm=Hold for dock arm.
DXSM_SSCV_CRUS_OEM_UI_Waiting,P=Hold
DXSM_SSCV_CRUS_OEM_UI_Weapons_Charging,P=Weapons charging
DXSM_SSCV_CRUS_OEM_UI_Weapons_Missiles_Offline,P=Missiles OFF
DXSM_SSCV_CRUS_OEM_UI_Weapons_Missiles_Online,P=Missiles ON
DXSM_SSCV_CRUS_OEM_UI_Weapons_Offline,P=Weapons OFF
DXSM_SSCV_CRUS_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapons and Missiles OFF
DXSM_SSCV_CRUS_OEM_UI_Weapons_Online,P=Weapons ON
DXSM_SSCV_CRUS_OEM_UI_Weapons_Overheating=
DXSM_SSCV_CRUS_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_CRUS_OEM_UI_Weapons_System,P=Weapons
DXSM_SSCV_CRUS_OEM_UI_Weapons_Targeting_Online,P=Targeting ON
DXSM_SSCV_DRAK_OEM_UI_Confirmed_Enemy_Target,P=Target aquired
DXSM_SSCV_DRAK_OEM_UI_Countermeasure_Chaff_Selected,P=Your Noise is ready
DXSM_SSCV_DRAK_OEM_UI_Countermeasure_Flare_Selected,P=Your Lures are ready
DXSM_SSCV_DRAK_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_DRAK_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_DRAK_OEM_UI_Docking_Request_Denied=Docking denied.
DXSM_SSCV_DRAK_OEM_UI_Ejection,P=You are now ejecting
DXSM_SSCV_DRAK_OEM_UI_Engine_Depleted,P=Thrusters are running Low
DXSM_SSCV_DRAK_OEM_UI_HUD_Combat_Mode_Active,P=Weapons mode is on
DXSM_SSCV_DRAK_OEM_UI_HUD_Landing_Mode_Active,P=Landing mode is on
DXSM_SSCV_DRAK_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_DRAK_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_DRAK_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_DRAK_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_DRAK_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_DRAK_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_DRAK_OEM_UI_Landing_Assisted,P=Standby for EDL Assist
DXSM_SSCV_DRAK_OEM_UI_Landing_Automated,P=Automated landing
DXSM_SSCV_DRAK_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_DRAK_OEM_UI_Landing_Gear_Deployed,P=Landing gear down
DXSM_SSCV_DRAK_OEM_UI_Landing_Gear_Retracted,P=Landing gear up
DXSM_SSCV_DRAK_OEM_UI_Landing_Manual,P=Manual landing
DXSM_SSCV_DRAK_OEM_UI_Landing_Request_Approved,P=Landing request approved
DXSM_SSCV_DRAK_OEM_UI_Landing_Request_Denied,P=Landing request denied
DXSM_SSCV_DRAK_OEM_UI_Launch_Complete,P=Launch complete
DXSM_SSCV_DRAK_OEM_UI_Launch_Initiated,P=Standby for launch
DXSM_SSCV_DRAK_OEM_UI_Launch_Request_Approved,P=Launch request approved
DXSM_SSCV_DRAK_OEM_UI_Launch_Request_Denied,P=Launch request denied
DXSM_SSCV_DRAK_OEM_UI_Proximity_Aft,P=Rear Impact Warning
DXSM_SSCV_DRAK_OEM_UI_Proximity_Deck,P=Deck Impact Warning
DXSM_SSCV_DRAK_OEM_UI_Proximity_Front,P=Front Impact Warning
DXSM_SSCV_DRAK_OEM_UI_Proximity_Overhead,P=Overhead Impact Warning
DXSM_SSCV_DRAK_OEM_UI_Proximity_Port,P=Port Impact Warning
DXSM_SSCV_DRAK_OEM_UI_Proximity_Starboard,P=Starboard Impact Warning
DXSM_SSCV_DRAK_OEM_UI_QTravel_Disabled=
DXSM_SSCV_DRAK_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_DRAK_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_DRAK_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_DRAK_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_DRAK_OEM_UI_Scanners_Being_Scanned,P=You are being scanned
DXSM_SSCV_DRAK_OEM_UI_Scanners_Scanning,P=Now Scanning
DXSM_SSCV_DRAK_OEM_UI_Self_Destruct_Aborted=
DXSM_SSCV_DRAK_OEM_UI_Self_Destruct_Initiated,P=Self-Destruct sequence is online
DXSM_SSCV_DRAK_OEM_UI_Sensor_Incoming_Ramming,P=Warning. Your about to crash
DXSM_SSCV_DRAK_OEM_UI_Sensor_Nearby_Acquisition=
DXSM_SSCV_DRAK_OEM_UI_Shields_Back_0_Percent,P=Your Rear Shield is now offline.
DXSM_SSCV_DRAK_OEM_UI_Shields_Back_25_Percent,P=Attention: Rear Shield is at 25%
DXSM_SSCV_DRAK_OEM_UI_Shields_Back_50_Percent,P=Your rear shield is at 50%
DXSM_SSCV_DRAK_OEM_UI_Shields_Back_75_Percent,P=Your rear shield is at 75%
DXSM_SSCV_DRAK_OEM_UI_Shields_Bottom_0_Percent,P=Your Deck Shield is now offline.
DXSM_SSCV_DRAK_OEM_UI_Shields_Bottom_25_Percent,P=Attention: Deck Shield is at 25%
DXSM_SSCV_DRAK_OEM_UI_Shields_Bottom_50_Percent,P=Your Deck Shield is at 50%
DXSM_SSCV_DRAK_OEM_UI_Shields_Bottom_75_Percent,P=Your Deck Shield is at 75%
DXSM_SSCV_DRAK_OEM_UI_Shields_Charging,P=Your shields are replenishing
DXSM_SSCV_DRAK_OEM_UI_Shields_Collision_Alert,P=INCOMING
DXSM_SSCV_DRAK_OEM_UI_Shields_Front_0_Percent,P=Your front shield is now offline
DXSM_SSCV_DRAK_OEM_UI_Shields_Front_25_Percent,P=Attention: Front Shield is at 25%.
DXSM_SSCV_DRAK_OEM_UI_Shields_Front_50_Percent,P=Your front shield is at 50%
DXSM_SSCV_DRAK_OEM_UI_Shields_Front_75_Percent,P=Your front shield is at 75%
DXSM_SSCV_DRAK_OEM_UI_Shields_Full,P=Your shields are now full
DXSM_SSCV_DRAK_OEM_UI_Shields_Hit_Back,P=Your Rear shield is taking fire
DXSM_SSCV_DRAK_OEM_UI_Shields_Hit_Bottom,P=Your Deck shield is taking fire
DXSM_SSCV_DRAK_OEM_UI_Shields_Hit_Front,P=Your Front shield is taking fire
DXSM_SSCV_DRAK_OEM_UI_Shields_Hit_Left,P=Your Port shield is taking fire
DXSM_SSCV_DRAK_OEM_UI_Shields_Hit_Right,P=Your Starboard shield is taking fire
DXSM_SSCV_DRAK_OEM_UI_Shields_Hit_Top,P=Your Overhead shield is taking fire
DXSM_SSCV_DRAK_OEM_UI_Shields_Left_0_Percent,P=Your Port Shield is now offline.
DXSM_SSCV_DRAK_OEM_UI_Shields_Left_25_Percent,P=Attention: Port Shield is at 25%
DXSM_SSCV_DRAK_OEM_UI_Shields_Left_50_Percent,P=Your Port Shield is at 50%
DXSM_SSCV_DRAK_OEM_UI_Shields_Right_0_Percent,P=Your Starboard Shield is now offline.
DXSM_SSCV_DRAK_OEM_UI_Shields_Right_25_Percent,P=Attention: Starboard Shield is at 25%
DXSM_SSCV_DRAK_OEM_UI_Shields_Right_50_Percent,P=Your Starboard Shield is at 50%
DXSM_SSCV_DRAK_OEM_UI_Shields_Right_75_Percent,P=Your Starboard Shield is at 75%
DXSM_SSCV_DRAK_OEM_UI_Shields_System_Activated,P=(system) online.
DXSM_SSCV_DRAK_OEM_UI_Shields_Top_0_Percent,P=Your Overhead Shield is now offline.
DXSM_SSCV_DRAK_OEM_UI_Shields_Top_25_Percent,P=Attention: Overhead Shield is at 25%
DXSM_SSCV_DRAK_OEM_UI_Shields_Top_50_Percent,P=Your Overhead Shield is at 50%
DXSM_SSCV_DRAK_OEM_UI_Shields_Top_75_Percent,P=Your Overhead Shield is at 75%
DXSM_SSCV_DRAK_OEM_UI_Systems_Autopilot_Disengaged,P=Autopilot is now off.
DXSM_SSCV_DRAK_OEM_UI_Systems_Autopilot_Engaged,P=Autopilot is now on.
DXSM_SSCV_DRAK_OEM_UI_Systems_Bitchingbetty,P=You are... destroyed.
DXSM_SSCV_DRAK_OEM_UI_Systems_Bootup,P=Hello and welcome aboard your Drake Interplanetary craft.
DXSM_SSCV_DRAK_OEM_UI_Systems_Comms_Jammed,P=Comm is offline.
DXSM_SSCV_DRAK_OEM_UI_Systems_Communications=
DXSM_SSCV_DRAK_OEM_UI_Systems_Coolant=
DXSM_SSCV_DRAK_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_DRAK_OEM_UI_Systems_Engines=
DXSM_SSCV_DRAK_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_DRAK_OEM_UI_Systems_Engines_Online=
DXSM_SSCV_DRAK_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_DRAK_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_DRAK_OEM_UI_Systems_Is_Offline,P=System is offline
DXSM_SSCV_DRAK_OEM_UI_Systems_Lifesupport=
DXSM_SSCV_DRAK_OEM_UI_Systems_Objective_Received,P=OBJECTIVE IS MARKED.
DXSM_SSCV_DRAK_OEM_UI_Systems_Radar=
DXSM_SSCV_DRAK_OEM_UI_Systems_Sensors=
DXSM_SSCV_DRAK_OEM_UI_Systems_Shieldgen=
DXSM_SSCV_DRAK_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_DRAK_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_DRAK_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_DRAK_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_DRAK_OEM_UI_Systems_Systems_Online,P=Your systems are online.
DXSM_SSCV_DRAK_OEM_UI_Systems_Systems_Overheating,P=Attention, system is overheating.
DXSM_SSCV_DRAK_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_DRAK_OEM_UI_Systems_Weapons,P=Weapons System
DXSM_SSCV_DRAK_OEM_UI_Weapons_Ammunition_Depleted,P=You are out of ammo
DXSM_SSCV_DRAK_OEM_UI_Weapons_Ammunition_Low,P=Your ammo is low
DXSM_SSCV_DRAK_OEM_UI_Weapons_Chaff_Depleted,P=You are out of Noise
DXSM_SSCV_DRAK_OEM_UI_Weapons_Chaff_Launched=
DXSM_SSCV_DRAK_OEM_UI_Weapons_Chaff_Low,P=Your Noise is running low
DXSM_SSCV_DRAK_OEM_UI_Weapons_Charging,P=Energy Weapons are charging
DXSM_SSCV_DRAK_OEM_UI_Weapons_Fired_At_Friendly,P=Non-hostile target damaged
DXSM_SSCV_DRAK_OEM_UI_Weapons_Flare_Depleted,P=You are out of flares.
DXSM_SSCV_DRAK_OEM_UI_Weapons_Flare_Launched=
DXSM_SSCV_DRAK_OEM_UI_Weapons_Flare_Low,P=Your flares are running low
DXSM_SSCV_DRAK_OEM_UI_Weapons_Missile_Lock_Succeeds,P=MISSILE LOCKED
DXSM_SSCV_DRAK_OEM_UI_Weapons_Missiles_Depleted,P=You are out of missiles
DXSM_SSCV_DRAK_OEM_UI_Weapons_Missiles_Low,P=Your missiles are running low
DXSM_SSCV_DRAK_OEM_UI_Weapons_Offline=
DXSM_SSCV_DRAK_OEM_UI_Weapons_Online=
DXSM_SSCV_DRAK_OEM_UI_Weapons_Overheating=
DXSM_SSCV_DRAK_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_DRAK_OEM_UI_Weapons_Target_Destroyed,P=Congratulations. Target is destroyed.
DXSM_SSCV_ESPR_OEM_UI_Abort_Landing,P=Landing stopped
DXSM_SSCV_ESPR_OEM_UI_Aftshields_0_Percent,P=Rear shields down
DXSM_SSCV_ESPR_OEM_UI_Aftshields_25_Percent,P=Rear shields: 25%
DXSM_SSCV_ESPR_OEM_UI_Aftshields_50_Percent,P=Rear shields: 50%
DXSM_SSCV_ESPR_OEM_UI_Aftshields_75_Percent,P=Rear shields: 75%
DXSM_SSCV_ESPR_OEM_UI_All_Systems_Online,P=System operational
DXSM_SSCV_ESPR_OEM_UI_Ammunition_Depleted,P=Weapon Empty
DXSM_SSCV_ESPR_OEM_UI_Ammunition_Low,P=Weapon Low
DXSM_SSCV_ESPR_OEM_UI_Approaching_Hanger,P=Maintain course.
DXSM_SSCV_ESPR_OEM_UI_Autopilot_Disengaged,P=Autopilot OFF
DXSM_SSCV_ESPR_OEM_UI_Autopilot_Engaged,P=Autopilot ON
DXSM_SSCV_ESPR_OEM_UI_Back_Shield_Taking_Damage,P=Attack on rear shield
DXSM_SSCV_ESPR_OEM_UI_Being_Scanned,P=Alert: Scan
DXSM_SSCV_ESPR_OEM_UI_Bitching_Betty_Dead,P=<warbled voice>
DXSM_SSCV_ESPR_OEM_UI_Boot_Up,P=System's Activating
DXSM_SSCV_ESPR_OEM_UI_Bottom_Shield_Taking_Damage,P=Attack on bottom shield
DXSM_SSCV_ESPR_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_ESPR_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_ESPR_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_ESPR_OEM_UI_Chaff_Selected,P=Noise ON
DXSM_SSCV_ESPR_OEM_UI_Collision_Alert,P=Alert: Crash
DXSM_SSCV_ESPR_OEM_UI_Comms_Jammed,P=Alert: Comms Jammed
DXSM_SSCV_ESPR_OEM_UI_Communications=
DXSM_SSCV_ESPR_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_ESPR_OEM_UI_Comstab_Disengaged,P=Comstab OFF
DXSM_SSCV_ESPR_OEM_UI_Comstab_Engaged,P=Comstab ON
DXSM_SSCV_ESPR_OEM_UI_Confirmed_Enemy_Target,P=ENEMY
DXSM_SSCV_ESPR_OEM_UI_Coolant,P=Cooling system
DXSM_SSCV_ESPR_OEM_UI_Critical_Hit_A,P=Major damage to (system)
DXSM_SSCV_ESPR_OEM_UI_Critical_Hit_B,P=(system) suffered major damage
DXSM_SSCV_ESPR_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_ESPR_OEM_UI_De_Coupled_Mode_Disengaged,P=De-coupled Mode OFF
DXSM_SSCV_ESPR_OEM_UI_De_Coupled_Mode_Engaged,P=De-coupled Mode ON
DXSM_SSCV_ESPR_OEM_UI_Deckshields_0_Percent,P=Deck shields down
DXSM_SSCV_ESPR_OEM_UI_Deckshields_25_Percent,P=Deck shields: 25%
DXSM_SSCV_ESPR_OEM_UI_Deckshields_50_Percent,P=Deck shields: 50%
DXSM_SSCV_ESPR_OEM_UI_Deckshields_75_Percent,P=Deck shields: 75%
DXSM_SSCV_ESPR_OEM_UI_Destruction_Imminent,P=Destruction near
DXSM_SSCV_ESPR_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_ESPR_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_ESPR_OEM_UI_Docking_Request_Denied=Docking denied.
DXSM_SSCV_ESPR_OEM_UI_Ejection=
DXSM_SSCV_ESPR_OEM_UI_Engines=
DXSM_SSCV_ESPR_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_ESPR_OEM_UI_Fired_At_Friendly,P=Target FRIENDLY
DXSM_SSCV_ESPR_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_ESPR_OEM_UI_Flare_Selected,P=Decoy on
DXSM_SSCV_ESPR_OEM_UI_Flares_Depleted,P=Decoy Empty
DXSM_SSCV_ESPR_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_ESPR_OEM_UI_Flight_Control=
DXSM_SSCV_ESPR_OEM_UI_Flight_TakeOff_Initiated,P=Take-off Initiated
DXSM_SSCV_ESPR_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off Approved
DXSM_SSCV_ESPR_OEM_UI_Flight_TakeOff_Request_Denied,P=Take-off denied
DXSM_SSCV_ESPR_OEM_UI_Forwardshields_0_Percent,P=Front shields down
DXSM_SSCV_ESPR_OEM_UI_Forwardshields_25_Percent,P=Front shields: 25%
DXSM_SSCV_ESPR_OEM_UI_Forwardshields_50_Percent,P=Front shields: 50%
DXSM_SSCV_ESPR_OEM_UI_Forwardshields_75_Percent,P=Front shields: 75%
DXSM_SSCV_ESPR_OEM_UI_Front_Shield_Taking_Damage,P=Attack on front shield
DXSM_SSCV_ESPR_OEM_UI_G_Safe_Disengaged,P=G-safe OFF
DXSM_SSCV_ESPR_OEM_UI_G_Safe_Engaged,P=G-safe ON
DXSM_SSCV_ESPR_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_ESPR_OEM_UI_Generic_Offline_A,P=(system) failure
DXSM_SSCV_ESPR_OEM_UI_Generic_Offline_B,P=Failure of (system)
DXSM_SSCV_ESPR_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_ESPR_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_ESPR_OEM_UI_Get_Ship_Oriented,P=Align Ship
DXSM_SSCV_ESPR_OEM_UI_HUD_Combat_Mode_Active,P=HUD Combat ON
DXSM_SSCV_ESPR_OEM_UI_HUD_Landing_Mode_Active,P=HUD Landing ON
DXSM_SSCV_ESPR_OEM_UI_Head_To_Landing_Pad,P=Go to Landing Pad.
DXSM_SSCV_ESPR_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_ESPR_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_ESPR_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_ESPR_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_ESPR_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_ESPR_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_ESPR_OEM_UI_Incoming_Ramming_Attack,P=Alert: Enemy ship impact
DXSM_SSCV_ESPR_OEM_UI_Landing_Alignment_Off,P=Alignment wrong
DXSM_SSCV_ESPR_OEM_UI_Landing_Assisted,P=Assist Activated
DXSM_SSCV_ESPR_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_ESPR_OEM_UI_Landing_Complete,P=Landing Complete
DXSM_SSCV_ESPR_OEM_UI_Landing_Gear_Deployed,P=Landing gear down
DXSM_SSCV_ESPR_OEM_UI_Landing_Gear_Is_Up,P=Landing Gear is up.
DXSM_SSCV_ESPR_OEM_UI_Landing_Gear_Retracted,P=Landing gear up
DXSM_SSCV_ESPR_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_ESPR_OEM_UI_Landing_Request_Approved,P=Landing Approved
DXSM_SSCV_ESPR_OEM_UI_Landing_Request_Denied,P=Landing denied
DXSM_SSCV_ESPR_OEM_UI_Launch_Complete,P=Launch Complete
DXSM_SSCV_ESPR_OEM_UI_Launch_Initiated,P=Launch started
DXSM_SSCV_ESPR_OEM_UI_Launch_Request_Approved,P=Launch Approved
DXSM_SSCV_ESPR_OEM_UI_Launch_Request_Denied,P=Launch Denied
DXSM_SSCV_ESPR_OEM_UI_Left_Shield_Taking_Damage,P=Attack on left shield
DXSM_SSCV_ESPR_OEM_UI_Life_Support=
DXSM_SSCV_ESPR_OEM_UI_Locked_On_To_Landing_Pad,P=Landing Pad Locked
DXSM_SSCV_ESPR_OEM_UI_Missile_Lock_Succeeds,P=Missile LOCKED
DXSM_SSCV_ESPR_OEM_UI_Missiles_Depleted,P=Missiles Empty
DXSM_SSCV_ESPR_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_ESPR_OEM_UI_Nearby_Sensor_Acquisition,P=Contact.
DXSM_SSCV_ESPR_OEM_UI_Objective_Received,P=Data received
DXSM_SSCV_ESPR_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield down
DXSM_SSCV_ESPR_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield: 25%
DXSM_SSCV_ESPR_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield: 50%
DXSM_SSCV_ESPR_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield: 75%
DXSM_SSCV_ESPR_OEM_UI_Override_Auto_Pilot,P=Manual Control Activated
DXSM_SSCV_ESPR_OEM_UI_Override_Landing_Assist,P=Manual Landing
DXSM_SSCV_ESPR_OEM_UI_Portshields_0_Percent,P=Port shield down
DXSM_SSCV_ESPR_OEM_UI_Portshields_25_Percent,P=Port shield 25%
DXSM_SSCV_ESPR_OEM_UI_Portshields_50_Percent,P=Port shield: 50%
DXSM_SSCV_ESPR_OEM_UI_Portshields_75_Percent,P=Port shield: 75%
DXSM_SSCV_ESPR_OEM_UI_Proximity_Aft,P=Alert: Rear Crash Close
DXSM_SSCV_ESPR_OEM_UI_Proximity_Deck,P=Alert: Deck Crash Close
DXSM_SSCV_ESPR_OEM_UI_Proximity_Front,P=Alert: Front Crash Close
DXSM_SSCV_ESPR_OEM_UI_Proximity_Overhead,P=Alert: Overhead Crash Close
DXSM_SSCV_ESPR_OEM_UI_Proximity_Port,P=Alert: Port Crash Close
DXSM_SSCV_ESPR_OEM_UI_Proximity_Starboard,P=Alert: Starboard Crash Close
DXSM_SSCV_ESPR_OEM_UI_QTravel_Disabled=
DXSM_SSCV_ESPR_OEM_UI_QTravel_Disengaged=
DXSM_SSCV_ESPR_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_ESPR_OEM_UI_QTravel_Engaged=
DXSM_SSCV_ESPR_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_ESPR_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_ESPR_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_ESPR_OEM_UI_Radar=
DXSM_SSCV_ESPR_OEM_UI_Right_Shield_Taking_Damage,P=Attack on right shield
DXSM_SSCV_ESPR_OEM_UI_Scanning=
DXSM_SSCV_ESPR_OEM_UI_Self_Destruct_Aborted,P=Self-destruct Cancel
DXSM_SSCV_ESPR_OEM_UI_Self_Destruct_Initiated,P=Self-destruct ON
DXSM_SSCV_ESPR_OEM_UI_Sensors=
DXSM_SSCV_ESPR_OEM_UI_Shield_Generator=
DXSM_SSCV_ESPR_OEM_UI_Shields_Charging,P=Shields charging
DXSM_SSCV_ESPR_OEM_UI_Shields_Full,P=Shields fully charged
DXSM_SSCV_ESPR_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields down
DXSM_SSCV_ESPR_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields: 25%
DXSM_SSCV_ESPR_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields: 50%
DXSM_SSCV_ESPR_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields: 75%
DXSM_SSCV_ESPR_OEM_UI_Status_Radiation_Critical,P=Alert: High Radiation
DXSM_SSCV_ESPR_OEM_UI_Status_Radiation_Nominal,P=Low Radiation
DXSM_SSCV_ESPR_OEM_UI_System_Activated,P=(system) ON
DXSM_SSCV_ESPR_OEM_UI_System_Destroyed_During_Use,P=(system) destroyed
DXSM_SSCV_ESPR_OEM_UI_System_Overheating,P=(system) too hot.
DXSM_SSCV_ESPR_OEM_UI_Systems_Ejection_Offline,P=Eject system OFF
DXSM_SSCV_ESPR_OEM_UI_Systems_Ejection_Online,P=Eject system ON
DXSM_SSCV_ESPR_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_ESPR_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_ESPR_OEM_UI_Systems_Engines_Online,P=Engines ON
DXSM_SSCV_ESPR_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_ESPR_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_ESPR_OEM_UI_Systems_Gravity_Offline,P=Gravity OFF
DXSM_SSCV_ESPR_OEM_UI_Systems_Gravity_Online,P=Gravity ON
DXSM_SSCV_ESPR_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted Landing ON
DXSM_SSCV_ESPR_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering ON
DXSM_SSCV_ESPR_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Alert: Powercore Radiation Critical
DXSM_SSCV_ESPR_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_ESPR_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_ESPR_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_ESPR_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_ESPR_OEM_UI_Systems_Systems_Online,P=Systems ON
DXSM_SSCV_ESPR_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_ESPR_OEM_UI_Target_Destroyed,P=Target DESTROYED
DXSM_SSCV_ESPR_OEM_UI_Top_Shield_Taking_Damage,P=Attack on top shield
DXSM_SSCV_ESPR_OEM_UI_Touch_Down,P=Landed
DXSM_SSCV_ESPR_OEM_UI_Wait_For_Dock_Arm=Hold for dock arm.
DXSM_SSCV_ESPR_OEM_UI_Waiting,P=Hold
DXSM_SSCV_ESPR_OEM_UI_Weapons_Charging,P=Weapons charging
DXSM_SSCV_ESPR_OEM_UI_Weapons_Missiles_Offline,P=Missiles OFF
DXSM_SSCV_ESPR_OEM_UI_Weapons_Missiles_Online,P=Missiles ON
DXSM_SSCV_ESPR_OEM_UI_Weapons_Offline,P=Weapons OFF
DXSM_SSCV_ESPR_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapons and Missiles OFF
DXSM_SSCV_ESPR_OEM_UI_Weapons_Online,P=Weapons ON
DXSM_SSCV_ESPR_OEM_UI_Weapons_Overheating=
DXSM_SSCV_ESPR_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_ESPR_OEM_UI_Weapons_System,P=Weapons
DXSM_SSCV_ESPR_OEM_UI_Weapons_Targeting_Online,P=Targeting ON
DXSM_SSCV_GRIN_OEM_UI_Abort_Landing,P=Landing stopped
DXSM_SSCV_GRIN_OEM_UI_Aftshields_0_Percent,P=Rear shields down
DXSM_SSCV_GRIN_OEM_UI_Aftshields_25_Percent,P=Rear shields: 25%
DXSM_SSCV_GRIN_OEM_UI_Aftshields_50_Percent,P=Rear shields: 50%
DXSM_SSCV_GRIN_OEM_UI_Aftshields_75_Percent,P=Rear shields: 75%
DXSM_SSCV_GRIN_OEM_UI_All_Systems_Online,P=System operational
DXSM_SSCV_GRIN_OEM_UI_Ammunition_Depleted,P=Weapon Empty
DXSM_SSCV_GRIN_OEM_UI_Ammunition_Low,P=Weapon Low
DXSM_SSCV_GRIN_OEM_UI_Approaching_Hanger,P=Maintain course.
DXSM_SSCV_GRIN_OEM_UI_Autopilot_Disengaged,P=Autopilot OFF
DXSM_SSCV_GRIN_OEM_UI_Autopilot_Engaged,P=Autopilot ON
DXSM_SSCV_GRIN_OEM_UI_Back_Shield_Taking_Damage,P=Attack on rear shield
DXSM_SSCV_GRIN_OEM_UI_Being_Scanned,P=Alert: Scan
DXSM_SSCV_GRIN_OEM_UI_Bitching_Betty_Dead,P=<warbled voice>
DXSM_SSCV_GRIN_OEM_UI_Boot_Up,P=System's Activating
DXSM_SSCV_GRIN_OEM_UI_Bottom_Shield_Taking_Damage,P=Attack on bottom shield
DXSM_SSCV_GRIN_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_GRIN_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_GRIN_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_GRIN_OEM_UI_Chaff_Selected,P=Noise ON
DXSM_SSCV_GRIN_OEM_UI_Collision_Alert,P=Alert: Crash
DXSM_SSCV_GRIN_OEM_UI_Comms_Jammed,P=Alert: Comms Jammed
DXSM_SSCV_GRIN_OEM_UI_Communications=
DXSM_SSCV_GRIN_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_GRIN_OEM_UI_Comstab_Disengaged,P=Comstab OFF
DXSM_SSCV_GRIN_OEM_UI_Comstab_Engaged,P=Comstab ON
DXSM_SSCV_GRIN_OEM_UI_Confirmed_Enemy_Target,P=ENEMY
DXSM_SSCV_GRIN_OEM_UI_Coolant,P=Cooling system
DXSM_SSCV_GRIN_OEM_UI_Critical_Hit_A,P=Major damage to (system)
DXSM_SSCV_GRIN_OEM_UI_Critical_Hit_B,P=(system) suffered major damage
DXSM_SSCV_GRIN_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_GRIN_OEM_UI_De_Coupled_Mode_Disengaged,P=De-coupled Mode OFF
DXSM_SSCV_GRIN_OEM_UI_De_Coupled_Mode_Engaged,P=De-coupled Mode ON
DXSM_SSCV_GRIN_OEM_UI_Deckshields_0_Percent,P=Deck shields down
DXSM_SSCV_GRIN_OEM_UI_Deckshields_25_Percent,P=Deck shields: 25%
DXSM_SSCV_GRIN_OEM_UI_Deckshields_50_Percent,P=Deck shields: 50%
DXSM_SSCV_GRIN_OEM_UI_Deckshields_75_Percent,P=Deck shields: 75%
DXSM_SSCV_GRIN_OEM_UI_Destruction_Imminent,P=Destruction near
DXSM_SSCV_GRIN_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_GRIN_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_GRIN_OEM_UI_Docking_Request_Denied=Docking denied.
DXSM_SSCV_GRIN_OEM_UI_Ejection=
DXSM_SSCV_GRIN_OEM_UI_Engines=
DXSM_SSCV_GRIN_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_GRIN_OEM_UI_Fired_At_Friendly,P=Target FRIENDLY
DXSM_SSCV_GRIN_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_GRIN_OEM_UI_Flare_Selected,P=Decoy on
DXSM_SSCV_GRIN_OEM_UI_Flares_Depleted,P=Decoy Empty
DXSM_SSCV_GRIN_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_GRIN_OEM_UI_Flight_Control=
DXSM_SSCV_GRIN_OEM_UI_Flight_TakeOff_Initiated,P=Take-off Initiated
DXSM_SSCV_GRIN_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off Approved
DXSM_SSCV_GRIN_OEM_UI_Flight_TakeOff_Request_Denied,P=Take-off denied
DXSM_SSCV_GRIN_OEM_UI_Forwardshields_0_Percent,P=Front shields down
DXSM_SSCV_GRIN_OEM_UI_Forwardshields_25_Percent,P=Front shields: 25%
DXSM_SSCV_GRIN_OEM_UI_Forwardshields_50_Percent,P=Front shields: 50%
DXSM_SSCV_GRIN_OEM_UI_Forwardshields_75_Percent,P=Front shields: 75%
DXSM_SSCV_GRIN_OEM_UI_Front_Shield_Taking_Damage,P=Attack on front shield
DXSM_SSCV_GRIN_OEM_UI_G_Safe_Disengaged,P=G-safe OFF
DXSM_SSCV_GRIN_OEM_UI_G_Safe_Engaged,P=G-safe ON
DXSM_SSCV_GRIN_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_GRIN_OEM_UI_Generic_Offline_A,P=(system) failure
DXSM_SSCV_GRIN_OEM_UI_Generic_Offline_B,P=Failure of (system)
DXSM_SSCV_GRIN_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_GRIN_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_GRIN_OEM_UI_Get_Ship_Oriented,P=Align Ship
DXSM_SSCV_GRIN_OEM_UI_HUD_Combat_Mode_Active,P=HUD Combat ON
DXSM_SSCV_GRIN_OEM_UI_HUD_Landing_Mode_Active,P=HUD Landing ON
DXSM_SSCV_GRIN_OEM_UI_Head_To_Landing_Pad,P=Go to Landing Pad.
DXSM_SSCV_GRIN_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_GRIN_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_GRIN_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_GRIN_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_GRIN_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_GRIN_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_GRIN_OEM_UI_Incoming_Ramming_Attack,P=Alert: Enemy ship impact
DXSM_SSCV_GRIN_OEM_UI_Landing_Alignment_Off,P=Alignment wrong
DXSM_SSCV_GRIN_OEM_UI_Landing_Assisted,P=Assist Activated
DXSM_SSCV_GRIN_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_GRIN_OEM_UI_Landing_Complete,P=Landing Complete
DXSM_SSCV_GRIN_OEM_UI_Landing_Gear_Deployed,P=Landing gear down
DXSM_SSCV_GRIN_OEM_UI_Landing_Gear_Is_Up,P=Landing Gear is up.
DXSM_SSCV_GRIN_OEM_UI_Landing_Gear_Retracted,P=Landing gear up
DXSM_SSCV_GRIN_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_GRIN_OEM_UI_Landing_Request_Approved,P=Landing Approved
DXSM_SSCV_GRIN_OEM_UI_Landing_Request_Denied,P=Landing denied
DXSM_SSCV_GRIN_OEM_UI_Launch_Complete,P=Launch Complete
DXSM_SSCV_GRIN_OEM_UI_Launch_Initiated,P=Launch started
DXSM_SSCV_GRIN_OEM_UI_Launch_Request_Approved,P=Launch Approved
DXSM_SSCV_GRIN_OEM_UI_Launch_Request_Denied,P=Launch Denied
DXSM_SSCV_GRIN_OEM_UI_Left_Shield_Taking_Damage,P=Attack on left shield
DXSM_SSCV_GRIN_OEM_UI_Life_Support=
DXSM_SSCV_GRIN_OEM_UI_Locked_On_To_Landing_Pad,P=Landing Pad Locked
DXSM_SSCV_GRIN_OEM_UI_Missile_Lock_Succeeds,P=Missile LOCKED
DXSM_SSCV_GRIN_OEM_UI_Missiles_Depleted,P=Missiles Empty
DXSM_SSCV_GRIN_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_GRIN_OEM_UI_Nearby_Sensor_Acquisition,P=Contact.
DXSM_SSCV_GRIN_OEM_UI_Objective_Received,P=Data received
DXSM_SSCV_GRIN_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield down
DXSM_SSCV_GRIN_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield: 25%
DXSM_SSCV_GRIN_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield: 50%
DXSM_SSCV_GRIN_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield: 75%
DXSM_SSCV_GRIN_OEM_UI_Override_Auto_Pilot,P=Manual Control Activated
DXSM_SSCV_GRIN_OEM_UI_Override_Landing_Assist,P=Manual Landing
DXSM_SSCV_GRIN_OEM_UI_Portshields_0_Percent,P=Port shield down
DXSM_SSCV_GRIN_OEM_UI_Portshields_25_Percent,P=Port shield 25%
DXSM_SSCV_GRIN_OEM_UI_Portshields_50_Percent,P=Port shield: 50%
DXSM_SSCV_GRIN_OEM_UI_Portshields_75_Percent,P=Port shield: 75%
DXSM_SSCV_GRIN_OEM_UI_Proximity_Aft,P=Alert: Rear Crash Close
DXSM_SSCV_GRIN_OEM_UI_Proximity_Deck,P=Alert: Deck Crash Close
DXSM_SSCV_GRIN_OEM_UI_Proximity_Front,P=Alert: Front Crash Close
DXSM_SSCV_GRIN_OEM_UI_Proximity_Overhead,P=Alert: Overhead Crash Close
DXSM_SSCV_GRIN_OEM_UI_Proximity_Port,P=Alert: Port Crash Close
DXSM_SSCV_GRIN_OEM_UI_Proximity_Starboard,P=Alert: Starboard Crash Close
DXSM_SSCV_GRIN_OEM_UI_QTravel_Disabled=
DXSM_SSCV_GRIN_OEM_UI_QTravel_Disengaged=
DXSM_SSCV_GRIN_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_GRIN_OEM_UI_QTravel_Engaged=
DXSM_SSCV_GRIN_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_GRIN_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_GRIN_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_GRIN_OEM_UI_Radar=
DXSM_SSCV_GRIN_OEM_UI_Right_Shield_Taking_Damage,P=Attack on right shield
DXSM_SSCV_GRIN_OEM_UI_Scanning=
DXSM_SSCV_GRIN_OEM_UI_Self_Destruct_Aborted,P=Self-destruct Cancel
DXSM_SSCV_GRIN_OEM_UI_Self_Destruct_Initiated,P=Self-destruct ON
DXSM_SSCV_GRIN_OEM_UI_Sensors=
DXSM_SSCV_GRIN_OEM_UI_Shield_Generator=
DXSM_SSCV_GRIN_OEM_UI_Shields_Charging,P=Shields charging
DXSM_SSCV_GRIN_OEM_UI_Shields_Full,P=Shields fully charged
DXSM_SSCV_GRIN_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields down
DXSM_SSCV_GRIN_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields: 25%
DXSM_SSCV_GRIN_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields: 50%
DXSM_SSCV_GRIN_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields: 75%
DXSM_SSCV_GRIN_OEM_UI_Status_Radiation_Critical,P=Alert: High Radiation
DXSM_SSCV_GRIN_OEM_UI_Status_Radiation_Nominal,P=Low Radiation
DXSM_SSCV_GRIN_OEM_UI_System_Activated,P=(system) ON
DXSM_SSCV_GRIN_OEM_UI_System_Destroyed_During_Use,P=(system) destroyed
DXSM_SSCV_GRIN_OEM_UI_System_Overheating,P=(system) too hot.
DXSM_SSCV_GRIN_OEM_UI_Systems_Ejection_Offline,P=Eject system OFF
DXSM_SSCV_GRIN_OEM_UI_Systems_Ejection_Online,P=Eject system ON
DXSM_SSCV_GRIN_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_GRIN_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_GRIN_OEM_UI_Systems_Engines_Online,P=Engines ON
DXSM_SSCV_GRIN_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_GRIN_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_GRIN_OEM_UI_Systems_Gravity_Offline,P=Gravity OFF
DXSM_SSCV_GRIN_OEM_UI_Systems_Gravity_Online,P=Gravity ON
DXSM_SSCV_GRIN_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted Landing ON
DXSM_SSCV_GRIN_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering ON
DXSM_SSCV_GRIN_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Alert: Powercore Radiation Critical
DXSM_SSCV_GRIN_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_GRIN_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_GRIN_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_GRIN_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_GRIN_OEM_UI_Systems_Systems_Online,P=Systems ON
DXSM_SSCV_GRIN_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_GRIN_OEM_UI_Target_Destroyed,P=Target DESTROYED
DXSM_SSCV_GRIN_OEM_UI_Top_Shield_Taking_Damage,P=Attack on top shield
DXSM_SSCV_GRIN_OEM_UI_Touch_Down,P=Landed
DXSM_SSCV_GRIN_OEM_UI_Wait_For_Dock_Arm=Hold for dock arm.
DXSM_SSCV_GRIN_OEM_UI_Waiting,P=Hold
DXSM_SSCV_GRIN_OEM_UI_Weapons_Charging,P=Weapons charging
DXSM_SSCV_GRIN_OEM_UI_Weapons_Missiles_Offline,P=Missiles OFF
DXSM_SSCV_GRIN_OEM_UI_Weapons_Missiles_Online,P=Missiles ON
DXSM_SSCV_GRIN_OEM_UI_Weapons_Offline,P=Weapons OFF
DXSM_SSCV_GRIN_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapons and Missiles OFF
DXSM_SSCV_GRIN_OEM_UI_Weapons_Online,P=Weapons ON
DXSM_SSCV_GRIN_OEM_UI_Weapons_Overheating=
DXSM_SSCV_GRIN_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_GRIN_OEM_UI_Weapons_System,P=Weapons
DXSM_SSCV_GRIN_OEM_UI_Weapons_Targeting_Online,P=Targeting ON
DXSM_SSCV_KRIG_OEM_UI_Abort_Landing,P=Landing terminated
DXSM_SSCV_KRIG_OEM_UI_Aftshields_0_Percent,P=Aft shield depleted
DXSM_SSCV_KRIG_OEM_UI_Aftshields_25_Percent,P=Aft shield at 25%
DXSM_SSCV_KRIG_OEM_UI_Aftshields_50_Percent,P=Aft shield at 50%
DXSM_SSCV_KRIG_OEM_UI_Aftshields_75_Percent,P=Aft shield at 75%
DXSM_SSCV_KRIG_OEM_UI_All_Systems_Online,P=All Systems Responsive
DXSM_SSCV_KRIG_OEM_UI_Ammunition_Depleted,P=Ammunition Empty
DXSM_SSCV_KRIG_OEM_UI_Ammunition_Low,P=Ammunition Low
DXSM_SSCV_KRIG_OEM_UI_Approaching_Hanger,P=Continue on path
DXSM_SSCV_KRIG_OEM_UI_Autopilot_Disengaged,P=Autopilot Disengaged
DXSM_SSCV_KRIG_OEM_UI_Autopilot_Engaged,P=Autopilot Activated
DXSM_SSCV_KRIG_OEM_UI_Back_Shield_Taking_Damage,P=Aft shield under attack
DXSM_SSCV_KRIG_OEM_UI_Being_Scanned,P=Ship is being scanned
DXSM_SSCV_KRIG_OEM_UI_Bitching_Betty_Dead,P=Please... check... system...
DXSM_SSCV_KRIG_OEM_UI_Boot_Up,P=Your adventure courtesy of Kruger Intergalactic
DXSM_SSCV_KRIG_OEM_UI_Bottom_Shield_Taking_Damage,P=Deck shield under attack
DXSM_SSCV_KRIG_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_KRIG_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_KRIG_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_KRIG_OEM_UI_Chaff_Selected,P=Noise Selected
DXSM_SSCV_KRIG_OEM_UI_Collision_Alert,P=Warning: Collision
DXSM_SSCV_KRIG_OEM_UI_Comms_Jammed,P=Warning: Comms signal blocked
DXSM_SSCV_KRIG_OEM_UI_Communications=
DXSM_SSCV_KRIG_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_KRIG_OEM_UI_Comstab_Disengaged,P=Comstab Disengaged
DXSM_SSCV_KRIG_OEM_UI_Comstab_Engaged,P=Comstab Activated
DXSM_SSCV_KRIG_OEM_UI_Confirmed_Enemy_Target,P=Hostile Target
DXSM_SSCV_KRIG_OEM_UI_Coolant,P=Cooling system
DXSM_SSCV_KRIG_OEM_UI_Critical_Hit_A,P=Significant damage done to (system)
DXSM_SSCV_KRIG_OEM_UI_Critical_Hit_B,P=(system)suffereing significant damage
DXSM_SSCV_KRIG_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_KRIG_OEM_UI_De_Coupled_Mode_Disengaged,P=DeCoupled Mode Disengaged
DXSM_SSCV_KRIG_OEM_UI_De_Coupled_Mode_Engaged,P=Decoupled Mode Activated
DXSM_SSCV_KRIG_OEM_UI_Deckshields_0_Percent,P=Deck shield depleted
DXSM_SSCV_KRIG_OEM_UI_Deckshields_25_Percent,P=Deck shield 25%
DXSM_SSCV_KRIG_OEM_UI_Deckshields_50_Percent,P=Deck shield 50%
DXSM_SSCV_KRIG_OEM_UI_Deckshields_75_Percent,P=Deck shield at 75%
DXSM_SSCV_KRIG_OEM_UI_Destruction_Imminent,P=Destruction of ship impending
DXSM_SSCV_KRIG_OEM_UI_Docking_Complete=Docking concluded.
DXSM_SSCV_KRIG_OEM_UI_Docking_Request_Approved=Request to dock granted.
DXSM_SSCV_KRIG_OEM_UI_Docking_Request_Denied=Request to dock denied.
DXSM_SSCV_KRIG_OEM_UI_Ejection,P=Ejection activated
DXSM_SSCV_KRIG_OEM_UI_Engines=
DXSM_SSCV_KRIG_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_KRIG_OEM_UI_Fired_At_Friendly,P=Friendly Target!
DXSM_SSCV_KRIG_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_KRIG_OEM_UI_Flare_Selected,P=Decoy selected
DXSM_SSCV_KRIG_OEM_UI_Flares_Depleted,P=Flares empty
DXSM_SSCV_KRIG_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_KRIG_OEM_UI_Flight_Control,P=Avoinics
DXSM_SSCV_KRIG_OEM_UI_Flight_TakeOff_Initiated,P=Begin take-off
DXSM_SSCV_KRIG_OEM_UI_Flight_TakeOff_Request_Approved,P=Request to take off granted
DXSM_SSCV_KRIG_OEM_UI_Flight_TakeOff_Request_Denied,P=Request to take-off denied
DXSM_SSCV_KRIG_OEM_UI_Forwardshields_0_Percent,P=Forward shield depleted
DXSM_SSCV_KRIG_OEM_UI_Forwardshields_25_Percent,P=Forward shield 25%
DXSM_SSCV_KRIG_OEM_UI_Forwardshields_50_Percent,P=Forward shield 50%
DXSM_SSCV_KRIG_OEM_UI_Forwardshields_75_Percent,P=Forward shield at 75%
DXSM_SSCV_KRIG_OEM_UI_Front_Shield_Taking_Damage,P=Forward shield under attack
DXSM_SSCV_KRIG_OEM_UI_G_Safe_Disengaged,P=G-Safe Disengaged
DXSM_SSCV_KRIG_OEM_UI_G_Safe_Engaged,P=G-Safe Activated
DXSM_SSCV_KRIG_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_KRIG_OEM_UI_Generic_Offline_A,P=Warning: Unrepsonsive (system)
DXSM_SSCV_KRIG_OEM_UI_Generic_Offline_B,P=(system) is unresponsive
DXSM_SSCV_KRIG_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_KRIG_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_KRIG_OEM_UI_Get_Ship_Oriented,P=Please align ship
DXSM_SSCV_KRIG_OEM_UI_HUD_Combat_Mode_Active,P=HUD combat mode activated
DXSM_SSCV_KRIG_OEM_UI_HUD_Landing_Mode_Active,P=HUD landing mode activated
DXSM_SSCV_KRIG_OEM_UI_Head_To_Landing_Pad,P=Proceed to Landing Pad
DXSM_SSCV_KRIG_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_KRIG_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_KRIG_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_KRIG_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_KRIG_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_KRIG_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_KRIG_OEM_UI_Incoming_Ramming_Attack,P=Warning: Crash attack
DXSM_SSCV_KRIG_OEM_UI_Landing_Alignment_Off,P=Warning Adjust Landing Alignment
DXSM_SSCV_KRIG_OEM_UI_Landing_Assisted,P=Landing aid activated
DXSM_SSCV_KRIG_OEM_UI_Landing_Automated,P=Auto-land activated
DXSM_SSCV_KRIG_OEM_UI_Landing_Complete,P=Safe Arrival Achieved
DXSM_SSCV_KRIG_OEM_UI_Landing_Gear_Deployed,P=Landing gear deployed
DXSM_SSCV_KRIG_OEM_UI_Landing_Gear_Is_Up,P=Deploy landing gear
DXSM_SSCV_KRIG_OEM_UI_Landing_Gear_Retracted,P=Landing gear raised
DXSM_SSCV_KRIG_OEM_UI_Landing_Manual,P=Manual landing activated
DXSM_SSCV_KRIG_OEM_UI_Landing_Request_Approved,P=Request to land granted
DXSM_SSCV_KRIG_OEM_UI_Landing_Request_Denied,P=Request to land denied
DXSM_SSCV_KRIG_OEM_UI_Launch_Complete,P=Launch successful
DXSM_SSCV_KRIG_OEM_UI_Launch_Initiated,P=Begin launch sequence
DXSM_SSCV_KRIG_OEM_UI_Launch_Request_Approved,P=Request to launch granted
DXSM_SSCV_KRIG_OEM_UI_Launch_Request_Denied,P=Request to launch denied
DXSM_SSCV_KRIG_OEM_UI_Left_Shield_Taking_Damage,P=Left shield under attack
DXSM_SSCV_KRIG_OEM_UI_Life_Support,P=Life support
DXSM_SSCV_KRIG_OEM_UI_Locked_On_To_Landing_Pad,P=Proceed with landing procedure
DXSM_SSCV_KRIG_OEM_UI_Missile_Lock_Succeeds,P=Target lock
DXSM_SSCV_KRIG_OEM_UI_Missiles_Depleted,P=Missiles empty
DXSM_SSCV_KRIG_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_KRIG_OEM_UI_Nearby_Sensor_Acquisition,P=Contact confirmed
DXSM_SSCV_KRIG_OEM_UI_Objective_Received,P=Objective Obtained
DXSM_SSCV_KRIG_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield depleted
DXSM_SSCV_KRIG_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield at 25%
DXSM_SSCV_KRIG_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield at 50%
DXSM_SSCV_KRIG_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield at 75%
DXSM_SSCV_KRIG_OEM_UI_Override_Auto_Pilot,P=Manual piloting activated
DXSM_SSCV_KRIG_OEM_UI_Override_Landing_Assist,P=Landing Assist Disengaged
DXSM_SSCV_KRIG_OEM_UI_Portshields_0_Percent,P=Port shield depleted
DXSM_SSCV_KRIG_OEM_UI_Portshields_25_Percent,P=Port shield at 25%
DXSM_SSCV_KRIG_OEM_UI_Portshields_50_Percent,P=Port shield at 50%
DXSM_SSCV_KRIG_OEM_UI_Portshields_75_Percent,P=Port shield at 75%
DXSM_SSCV_KRIG_OEM_UI_Proximity_Aft,P=Warning: rear collision near
DXSM_SSCV_KRIG_OEM_UI_Proximity_Deck,P=Warning: deck collision near
DXSM_SSCV_KRIG_OEM_UI_Proximity_Front,P=Warning: front collision near
DXSM_SSCV_KRIG_OEM_UI_Proximity_Overhead,P=Warning: overhead collision near
DXSM_SSCV_KRIG_OEM_UI_Proximity_Port,P=Warning: port collision near
DXSM_SSCV_KRIG_OEM_UI_Proximity_Starboard,P=Warning: starboard collision near
DXSM_SSCV_KRIG_OEM_UI_QTravel_Disabled=
DXSM_SSCV_KRIG_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_KRIG_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_KRIG_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_KRIG_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_KRIG_OEM_UI_Radar=
DXSM_SSCV_KRIG_OEM_UI_Right_Shield_Taking_Damage,P=Right shield under attack
DXSM_SSCV_KRIG_OEM_UI_Scanning,P=Scan in process
DXSM_SSCV_KRIG_OEM_UI_Self_Destruct_Aborted,P=Self-destruct terminated
DXSM_SSCV_KRIG_OEM_UI_Self_Destruct_Initiated,P=Self-destruct activated
DXSM_SSCV_KRIG_OEM_UI_Sensors=
DXSM_SSCV_KRIG_OEM_UI_Shield_Generator=
DXSM_SSCV_KRIG_OEM_UI_Shields_Charging,P=Shields charging
DXSM_SSCV_KRIG_OEM_UI_Shields_Full,P=Charge of shields complete
DXSM_SSCV_KRIG_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields depleted
DXSM_SSCV_KRIG_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields at 25%
DXSM_SSCV_KRIG_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields at 50%
DXSM_SSCV_KRIG_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields at 75%
DXSM_SSCV_KRIG_OEM_UI_Status_Radiation_Critical,P=Radiation levels critical
DXSM_SSCV_KRIG_OEM_UI_Status_Radiation_Nominal,P=Light Radiation detected
DXSM_SSCV_KRIG_OEM_UI_System_Activated,P=System activated
DXSM_SSCV_KRIG_OEM_UI_System_Destroyed_During_Use,P=System damaged
DXSM_SSCV_KRIG_OEM_UI_System_Overheating,P=Major system issues
DXSM_SSCV_KRIG_OEM_UI_Systems_Ejection_Offline,P=Ejection System Disengaged
DXSM_SSCV_KRIG_OEM_UI_Systems_Ejection_Online,P=Ejection System Active
DXSM_SSCV_KRIG_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_KRIG_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_KRIG_OEM_UI_Systems_Engines_Online,P=Engine System Active
DXSM_SSCV_KRIG_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_KRIG_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_KRIG_OEM_UI_Systems_Gravity_Offline,P=Gravity disengaged
DXSM_SSCV_KRIG_OEM_UI_Systems_Gravity_Online,P=Gravity activated
DXSM_SSCV_KRIG_OEM_UI_Systems_Landing_Assist_Engaged,P=Landing Assist Activated
DXSM_SSCV_KRIG_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering Thrusters Active
DXSM_SSCV_KRIG_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Warning, PowerCore Radiation levels critical
DXSM_SSCV_KRIG_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_KRIG_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_KRIG_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_KRIG_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_KRIG_OEM_UI_Systems_Systems_Online,P=Systems Active
DXSM_SSCV_KRIG_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_KRIG_OEM_UI_Target_Destroyed,P=Target destroyed
DXSM_SSCV_KRIG_OEM_UI_Top_Shield_Taking_Damage,P=Top shield under attack
DXSM_SSCV_KRIG_OEM_UI_Touch_Down,P=Safe Arrival
DXSM_SSCV_KRIG_OEM_UI_Wait_For_Dock_Arm=Awaiting docking arm.
DXSM_SSCV_KRIG_OEM_UI_Waiting,P=Patience please
DXSM_SSCV_KRIG_OEM_UI_Weapons_Charging,P=Energy Weapons charging
DXSM_SSCV_KRIG_OEM_UI_Weapons_Missiles_Offline,P=Missiles Disengaged
DXSM_SSCV_KRIG_OEM_UI_Weapons_Missiles_Online,P=Missiles Active
DXSM_SSCV_KRIG_OEM_UI_Weapons_Offline,P=Weapons Disengaged
DXSM_SSCV_KRIG_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapons and Missiles Disengaged
DXSM_SSCV_KRIG_OEM_UI_Weapons_Online,P=Weapons Active
DXSM_SSCV_KRIG_OEM_UI_Weapons_Overheating=
DXSM_SSCV_KRIG_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_KRIG_OEM_UI_Weapons_System,P=Weapons system
DXSM_SSCV_KRIG_OEM_UI_Weapons_Targeting_Online,P=Weapon Targeting Active
DXSM_SSCV_MISC_OEM_UI_Abort_Landing,P=Landing terminated
DXSM_SSCV_MISC_OEM_UI_Aftshields_0_Percent,P=Aft shield depleted
DXSM_SSCV_MISC_OEM_UI_Aftshields_25_Percent,P=Aft shield at 25%
DXSM_SSCV_MISC_OEM_UI_Aftshields_50_Percent,P=Aft shield at 50%
DXSM_SSCV_MISC_OEM_UI_Aftshields_75_Percent,P=Aft shield at 75%
DXSM_SSCV_MISC_OEM_UI_All_Systems_Online,P=All Systems Responsive
DXSM_SSCV_MISC_OEM_UI_Ammunition_Depleted,P=Ammunition Empty
DXSM_SSCV_MISC_OEM_UI_Ammunition_Low,P=Ammunition Low
DXSM_SSCV_MISC_OEM_UI_Approaching_Hanger,P=Continue on path
DXSM_SSCV_MISC_OEM_UI_Autopilot_Disengaged,P=Autopilot Disengaged
DXSM_SSCV_MISC_OEM_UI_Autopilot_Engaged,P=Autopilot Activated
DXSM_SSCV_MISC_OEM_UI_Back_Shield_Taking_Damage,P=Aft shield under attack
DXSM_SSCV_MISC_OEM_UI_Being_Scanned,P=Ship is being scanned
DXSM_SSCV_MISC_OEM_UI_Bitching_Betty_Dead,P=Please... check... system...
DXSM_SSCV_MISC_OEM_UI_Boot_Up=
DXSM_SSCV_MISC_OEM_UI_Bottom_Shield_Taking_Damage,P=Deck shield under attack
DXSM_SSCV_MISC_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_MISC_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_MISC_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_MISC_OEM_UI_Chaff_Selected,P=Noise Selected
DXSM_SSCV_MISC_OEM_UI_Collision_Alert,P=Warning: Collision
DXSM_SSCV_MISC_OEM_UI_Comms_Jammed,P=Warning: Comms signal blocked
DXSM_SSCV_MISC_OEM_UI_Communications=
DXSM_SSCV_MISC_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_MISC_OEM_UI_Comstab_Disengaged,P=COMSTAB disengaged
DXSM_SSCV_MISC_OEM_UI_Comstab_Engaged,P=COMSTAB engaged
DXSM_SSCV_MISC_OEM_UI_Confirmed_Enemy_Target,P=Bandit
DXSM_SSCV_MISC_OEM_UI_Coolant,P=Cooling system
DXSM_SSCV_MISC_OEM_UI_Critical_Hit_A=
DXSM_SSCV_MISC_OEM_UI_Critical_Hit_B=
DXSM_SSCV_MISC_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_MISC_OEM_UI_De_Coupled_Mode_Disengaged,P=DeCoupled Mode Disengaged
DXSM_SSCV_MISC_OEM_UI_De_Coupled_Mode_Engaged,P=Decoupled Mode Activated
DXSM_SSCV_MISC_OEM_UI_Deckshields_0_Percent,P=Deck shield depleted
DXSM_SSCV_MISC_OEM_UI_Deckshields_25_Percent,P=Deck shield 25%
DXSM_SSCV_MISC_OEM_UI_Deckshields_50_Percent,P=Deck shield 50%
DXSM_SSCV_MISC_OEM_UI_Deckshields_75_Percent,P=Deck shield at 75%
DXSM_SSCV_MISC_OEM_UI_Destruction_Imminent,P=Destruction of ship impending
DXSM_SSCV_MISC_OEM_UI_Docking_Complete=Docking concluded.
DXSM_SSCV_MISC_OEM_UI_Docking_Request_Approved=Request to dock granted.
DXSM_SSCV_MISC_OEM_UI_Docking_Request_Denied=Request to dock denied.
DXSM_SSCV_MISC_OEM_UI_Ejection=
DXSM_SSCV_MISC_OEM_UI_Engines=
DXSM_SSCV_MISC_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_MISC_OEM_UI_Extraction_Mode=
DXSM_SSCV_MISC_OEM_UI_Fired_At_Friendly,P=Friendly Target!
DXSM_SSCV_MISC_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_MISC_OEM_UI_Flare_Selected,P=Decoy Selected
DXSM_SSCV_MISC_OEM_UI_Flares_Depleted,P=Flares empty
DXSM_SSCV_MISC_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_MISC_OEM_UI_Flight_Control,P=Avoinics
DXSM_SSCV_MISC_OEM_UI_Flight_TakeOff_Initiated,P=Take-off initiated
DXSM_SSCV_MISC_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off request approved
DXSM_SSCV_MISC_OEM_UI_Flight_TakeOff_Request_Denied,P=Request to take-off denied
DXSM_SSCV_MISC_OEM_UI_Forwardshields_0_Percent,P=Forward shield depleted
DXSM_SSCV_MISC_OEM_UI_Forwardshields_25_Percent,P=Forward shield 25%
DXSM_SSCV_MISC_OEM_UI_Forwardshields_50_Percent,P=Forward shield 50%
DXSM_SSCV_MISC_OEM_UI_Forwardshields_75_Percent,P=Forward shield at 75%
DXSM_SSCV_MISC_OEM_UI_Fracturing_Mode=
DXSM_SSCV_MISC_OEM_UI_Front_Shield_Taking_Damage,P=Forward shield under attack
DXSM_SSCV_MISC_OEM_UI_G_Safe_Disengaged,P=G-Safe Disengaged
DXSM_SSCV_MISC_OEM_UI_G_Safe_Engaged,P=G-Safe Activated
DXSM_SSCV_MISC_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_MISC_OEM_UI_Generic_Offline_A=
DXSM_SSCV_MISC_OEM_UI_Generic_Offline_B=
DXSM_SSCV_MISC_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_MISC_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_MISC_OEM_UI_Get_Ship_Oriented,P=Please align ship
DXSM_SSCV_MISC_OEM_UI_HUD_Combat_Mode_Active,P=Weapon mode engaged
DXSM_SSCV_MISC_OEM_UI_HUD_Landing_Mode_Active,P=Landing mode engaged
DXSM_SSCV_MISC_OEM_UI_Head_To_Landing_Pad,P=Proceed to Landing Pad
DXSM_SSCV_MISC_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_MISC_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_MISC_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_MISC_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_MISC_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_MISC_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_MISC_OEM_UI_Incoming_Ramming_Attack,P=Warning: Crash attack
DXSM_SSCV_MISC_OEM_UI_Landing_Alignment_Off,P=Incorrect alignment
DXSM_SSCV_MISC_OEM_UI_Landing_Assisted,P=Assisted
DXSM_SSCV_MISC_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_MISC_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_MISC_OEM_UI_Landing_Gear_Deployed,P=Landing gear deployed
DXSM_SSCV_MISC_OEM_UI_Landing_Gear_Is_Up,P=Deploy landing gear
DXSM_SSCV_MISC_OEM_UI_Landing_Gear_Retracted,P=Landing gear raised
DXSM_SSCV_MISC_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_MISC_OEM_UI_Landing_Request_Approved,P=Landing request approved
DXSM_SSCV_MISC_OEM_UI_Landing_Request_Denied,P=Landing request denied
DXSM_SSCV_MISC_OEM_UI_Launch_Complete,P=Take-off complete
DXSM_SSCV_MISC_OEM_UI_Launch_Initiated,P=Take-off initiated
DXSM_SSCV_MISC_OEM_UI_Launch_Request_Approved,P=Take-off request approved
DXSM_SSCV_MISC_OEM_UI_Launch_Request_Denied,P=Take-off request denied
DXSM_SSCV_MISC_OEM_UI_Left_Shield_Taking_Damage,P=Left shield under attack
DXSM_SSCV_MISC_OEM_UI_Life_Support,P=Life support
DXSM_SSCV_MISC_OEM_UI_Locked_On_To_Landing_Pad,P=Proceed with landing procedure
DXSM_SSCV_MISC_OEM_UI_Mining_Mode_Disabled=
DXSM_SSCV_MISC_OEM_UI_Mining_Mode_Enabled=
DXSM_SSCV_MISC_OEM_UI_Missile_Lock_Succeeds,P=Target lock
DXSM_SSCV_MISC_OEM_UI_Missiles_Depleted,P=Missiles empty
DXSM_SSCV_MISC_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_MISC_OEM_UI_Nearby_Sensor_Acquisition,P=Contact confirmed
DXSM_SSCV_MISC_OEM_UI_Objective_Received,P=Objective Obtained
DXSM_SSCV_MISC_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield depleted
DXSM_SSCV_MISC_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield at 25%
DXSM_SSCV_MISC_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield at 50%
DXSM_SSCV_MISC_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield at 75%
DXSM_SSCV_MISC_OEM_UI_Override_Auto_Pilot,P=Manual piloting activated
DXSM_SSCV_MISC_OEM_UI_Override_Landing_Assist,P=Manual landing initiated
DXSM_SSCV_MISC_OEM_UI_Portshields_0_Percent,P=Port shield depleted
DXSM_SSCV_MISC_OEM_UI_Portshields_25_Percent,P=Port shield at 25%
DXSM_SSCV_MISC_OEM_UI_Portshields_50_Percent,P=Port shield at 50%
DXSM_SSCV_MISC_OEM_UI_Portshields_75_Percent,P=Port shield at 75%
DXSM_SSCV_MISC_OEM_UI_Proximity_Aft,P=Aft Proximity Alert
DXSM_SSCV_MISC_OEM_UI_Proximity_Deck,P=Deck Proximity Alert
DXSM_SSCV_MISC_OEM_UI_Proximity_Front,P=Forward Proximity Alert
DXSM_SSCV_MISC_OEM_UI_Proximity_Overhead,P=Overhead Proximity Alert
DXSM_SSCV_MISC_OEM_UI_Proximity_Port,P=Port Proximity Alert
DXSM_SSCV_MISC_OEM_UI_Proximity_Starboard,P=Starboard Proximity Alert
DXSM_SSCV_MISC_OEM_UI_QTravel_Disabled=
DXSM_SSCV_MISC_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_MISC_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_MISC_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_MISC_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_MISC_OEM_UI_Radar=
DXSM_SSCV_MISC_OEM_UI_Right_Shield_Taking_Damage,P=Right shield under attack
DXSM_SSCV_MISC_OEM_UI_Scan_Complete=
DXSM_SSCV_MISC_OEM_UI_Scanning,P=Scan in process
DXSM_SSCV_MISC_OEM_UI_Self_Destruct_Aborted,P=Self-Destruct Cancelled
DXSM_SSCV_MISC_OEM_UI_Self_Destruct_Initiated,P=Self-Destruct Protocol Accepted
DXSM_SSCV_MISC_OEM_UI_Sensors=
DXSM_SSCV_MISC_OEM_UI_Shield_Generator=
DXSM_SSCV_MISC_OEM_UI_Shields_Charging=
DXSM_SSCV_MISC_OEM_UI_Shields_Full,P=Shields Full
DXSM_SSCV_MISC_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields depleted
DXSM_SSCV_MISC_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields at 25%
DXSM_SSCV_MISC_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields at 50%
DXSM_SSCV_MISC_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields at 75%
DXSM_SSCV_MISC_OEM_UI_Status_Radiation_Critical,P=Radiation levels critical
DXSM_SSCV_MISC_OEM_UI_Status_Radiation_Nominal,P=Light Radiation detected
DXSM_SSCV_MISC_OEM_UI_System_Activated,P=System activated
DXSM_SSCV_MISC_OEM_UI_System_Destroyed_During_Use,P=System damaged
DXSM_SSCV_MISC_OEM_UI_System_Overheating,P=Major system issues
DXSM_SSCV_MISC_OEM_UI_Systems_Ejection_Offline,P=Ejection system offline
DXSM_SSCV_MISC_OEM_UI_Systems_Ejection_Online,P=Ejection system online
DXSM_SSCV_MISC_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_MISC_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_MISC_OEM_UI_Systems_Engines_Online,P=Engine
DXSM_SSCV_MISC_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_MISC_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_MISC_OEM_UI_Systems_Gravity_Offline,P=Gravity disengaged
DXSM_SSCV_MISC_OEM_UI_Systems_Gravity_Online,P=Gravity activated
DXSM_SSCV_MISC_OEM_UI_Systems_Maneuvering_Online,P=Manoeuvring systems online
DXSM_SSCV_MISC_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Warning: Power plant compromised. Radiation levels exceed safe parameters.
DXSM_SSCV_MISC_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_MISC_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_MISC_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_MISC_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_MISC_OEM_UI_Systems_Systems_Online=
DXSM_SSCV_MISC_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_MISC_OEM_UI_Target_Destroyed,P=Target destroyed
DXSM_SSCV_MISC_OEM_UI_Top_Shield_Taking_Damage,P=Top shield under attack
DXSM_SSCV_MISC_OEM_UI_Touch_Down,P=Safe Arrival
DXSM_SSCV_MISC_OEM_UI_Wait_For_Dock_Arm=Awaiting docking arm.
DXSM_SSCV_MISC_OEM_UI_Waiting,P=Patience please
DXSM_SSCV_MISC_OEM_UI_Warning_Cargo_Full=
DXSM_SSCV_MISC_OEM_UI_Warning_Deposit_Power_Crit=
DXSM_SSCV_MISC_OEM_UI_Weapons_Charging=
DXSM_SSCV_MISC_OEM_UI_Weapons_Missiles_Offline,P=Missiles offline
DXSM_SSCV_MISC_OEM_UI_Weapons_Missiles_Online,P=Missiles online
DXSM_SSCV_MISC_OEM_UI_Weapons_Offline,P=Weapon offline
DXSM_SSCV_MISC_OEM_UI_Weapons_Offline_Missiles_Offline,P=Missiles offline. Weapons offline.
DXSM_SSCV_MISC_OEM_UI_Weapons_Online,P=Weapons online
DXSM_SSCV_MISC_OEM_UI_Weapons_Overheating=
DXSM_SSCV_MISC_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_MISC_OEM_UI_Weapons_System,P=Weapons system
DXSM_SSCV_MISC_OEM_UI_Weapons_Targeting_Online,P=Targeting systems online
DXSM_SSCV_ORIG_OEM_UI_Ammunition_Depleted=
DXSM_SSCV_ORIG_OEM_UI_Confirmed_Enemy_Target=
DXSM_SSCV_ORIG_OEM_UI_Countermeasure_Chaff_Selected,P=Noise countermeasure active
DXSM_SSCV_ORIG_OEM_UI_Countermeasure_Flare_Selected,P=Decoy countermeasure active
DXSM_SSCV_ORIG_OEM_UI_Critical_Hit_B=
DXSM_SSCV_ORIG_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_ORIG_OEM_UI_Docking_Request_Approved=Docking has been approved.
DXSM_SSCV_ORIG_OEM_UI_Ejection,P=Prepare to Eject
DXSM_SSCV_ORIG_OEM_UI_Engine_Depleted,P=Thrusters depleting rapidly
DXSM_SSCV_ORIG_OEM_UI_Generic_Offline_B=
DXSM_SSCV_ORIG_OEM_UI_HUD_Combat_Mode_Active,P=Weapons mode activate
DXSM_SSCV_ORIG_OEM_UI_HUD_Landing_Mode_Active,P=Landing mode activate
DXSM_SSCV_ORIG_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_ORIG_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_ORIG_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_ORIG_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_ORIG_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_ORIG_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_ORIG_OEM_UI_Landing_Assisted,P=EDL assist initiated
DXSM_SSCV_ORIG_OEM_UI_Landing_Automated,P=Automated landing initiated
DXSM_SSCV_ORIG_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_ORIG_OEM_UI_Landing_Gear_Deployed,P=Deploying landing gear
DXSM_SSCV_ORIG_OEM_UI_Landing_Gear_Retracted,P=Landing gear retracted
DXSM_SSCV_ORIG_OEM_UI_Landing_Manual,P=Manual landing initiated
DXSM_SSCV_ORIG_OEM_UI_Landing_Request_Approved,P=Landing has been approved
DXSM_SSCV_ORIG_OEM_UI_Launch_Complete,P=Launch complete
DXSM_SSCV_ORIG_OEM_UI_Proximity_Aft,P=Warning Collision Stern
DXSM_SSCV_ORIG_OEM_UI_Proximity_Deck,P=Warning Collision Nadir
DXSM_SSCV_ORIG_OEM_UI_Proximity_Front,P=Warning Collision Fore
DXSM_SSCV_ORIG_OEM_UI_Proximity_Overhead,P=Warning Collision Zenith
DXSM_SSCV_ORIG_OEM_UI_Proximity_Port,P=Warning Collision Port
DXSM_SSCV_ORIG_OEM_UI_Proximity_Starboard,P=Warning Collision Starboard
DXSM_SSCV_ORIG_OEM_UI_QTravel_Disabled=
DXSM_SSCV_ORIG_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_ORIG_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_ORIG_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_ORIG_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_ORIG_OEM_UI_Scanners_Being_Scanned=
DXSM_SSCV_ORIG_OEM_UI_Scanners_Scanning=
DXSM_SSCV_ORIG_OEM_UI_Self_Destruct_Aborted,P=Self-Destruct Deactivated
DXSM_SSCV_ORIG_OEM_UI_Self_Destruct_Initiated,P=Beginning Self-Destruct Procedure
DXSM_SSCV_ORIG_OEM_UI_Sensor_Incoming_Ramming=
DXSM_SSCV_ORIG_OEM_UI_Sensor_Nearby_Acquisition=
DXSM_SSCV_ORIG_OEM_UI_Shields_Back_0_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Back_25_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Back_50_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Back_75_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Bottom_0_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Bottom_25_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Bottom_50_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Bottom_75_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Charging=
DXSM_SSCV_ORIG_OEM_UI_Shields_Collision_Alert=
DXSM_SSCV_ORIG_OEM_UI_Shields_Front_0_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Front_25_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Front_50_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Front_75_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Full,P=Shields at full strength
DXSM_SSCV_ORIG_OEM_UI_Shields_Hit_Back,P=Stern shield under attack
DXSM_SSCV_ORIG_OEM_UI_Shields_Hit_Bottom,P=Nadir shield under attack
DXSM_SSCV_ORIG_OEM_UI_Shields_Hit_Front,P=Fore shield under attack
DXSM_SSCV_ORIG_OEM_UI_Shields_Hit_Left,P=Port shield under attack
DXSM_SSCV_ORIG_OEM_UI_Shields_Hit_Right,P=Starboard shield under attack
DXSM_SSCV_ORIG_OEM_UI_Shields_Hit_Top,P=Zenith shield under attack
DXSM_SSCV_ORIG_OEM_UI_Shields_Left_0_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Left_25_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Left_50_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Left_75_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Right_0_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Right_25_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Right_50_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Right_75_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_System_Activated=
DXSM_SSCV_ORIG_OEM_UI_Shields_Top_0_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Top_25_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Top_50_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Top_75_Percent=
DXSM_SSCV_ORIG_OEM_UI_Systems_Autopilot_Disengaged=
DXSM_SSCV_ORIG_OEM_UI_Systems_Autopilot_Engaged=
DXSM_SSCV_ORIG_OEM_UI_Systems_Bitchingbetty,P=Welcome to ... Origin... I...assist...
DXSM_SSCV_ORIG_OEM_UI_Systems_Bootup=
DXSM_SSCV_ORIG_OEM_UI_Systems_Comms_Jammed=
DXSM_SSCV_ORIG_OEM_UI_Systems_Communications=
DXSM_SSCV_ORIG_OEM_UI_Systems_Coolant=
DXSM_SSCV_ORIG_OEM_UI_Systems_Destruction_Imminent=
DXSM_SSCV_ORIG_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_ORIG_OEM_UI_Systems_Engines=
DXSM_SSCV_ORIG_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_ORIG_OEM_UI_Systems_Engines_Online=
DXSM_SSCV_ORIG_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_ORIG_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_ORIG_OEM_UI_Systems_Flightcontrol=
DXSM_SSCV_ORIG_OEM_UI_Systems_Lifesupport=
DXSM_SSCV_ORIG_OEM_UI_Systems_Objective_Received=
DXSM_SSCV_ORIG_OEM_UI_Systems_Radar=
DXSM_SSCV_ORIG_OEM_UI_Systems_Sensors=
DXSM_SSCV_ORIG_OEM_UI_Systems_Shieldgen=
DXSM_SSCV_ORIG_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_ORIG_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_ORIG_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_ORIG_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_ORIG_OEM_UI_Systems_Systems_Online=
DXSM_SSCV_ORIG_OEM_UI_Systems_Systems_Overheating=
DXSM_SSCV_ORIG_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_ORIG_OEM_UI_Weapons_Ammunition_Low=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Chaff_Depleted=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Chaff_Launched=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Chaff_Low=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Charging=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Fired_At_Friendly,P=CHECK FIRE
DXSM_SSCV_ORIG_OEM_UI_Weapons_Flare_Depleted=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Flare_Launched=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Flare_Low=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Missile_Lock_Succeeds=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Missiles_Depleted,P=MISSILES DEPLETED
DXSM_SSCV_ORIG_OEM_UI_Weapons_Missiles_Low=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Offline=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Online=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Overheating=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_ORIG_OEM_UI_Weapons_System=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Target_Destroyed=
DXSM_SSCV_RSI_OEM_UI_Confirmed_Enemy_Target=
DXSM_SSCV_RSI_OEM_UI_Countermeasure_Chaff_Selected,P=Noise Selected
DXSM_SSCV_RSI_OEM_UI_Countermeasure_Flare_Selected,P=Decoy Selected
DXSM_SSCV_RSI_OEM_UI_Critical_Hit_A=
DXSM_SSCV_RSI_OEM_UI_Critical_Hit_B=
DXSM_SSCV_RSI_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_RSI_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_RSI_OEM_UI_Ejection,P=Ejection Initiated
DXSM_SSCV_RSI_OEM_UI_Engine_Depleted,P=Engines Low
DXSM_SSCV_RSI_OEM_UI_Generic_Offline_B=
DXSM_SSCV_RSI_OEM_UI_HUD_Combat_Mode_Active,P=Engaging weapons mode
DXSM_SSCV_RSI_OEM_UI_HUD_Landing_Mode_Active,P=Engaging landing mode
DXSM_SSCV_RSI_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_RSI_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_RSI_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_RSI_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_RSI_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_RSI_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_RSI_OEM_UI_Landing_Assisted,P=Activating EDL assist
DXSM_SSCV_RSI_OEM_UI_Landing_Automated,P=Activating automated landing
DXSM_SSCV_RSI_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_RSI_OEM_UI_Landing_Gear_Deployed,P=Landing gear deployed
DXSM_SSCV_RSI_OEM_UI_Landing_Gear_Retracted,P=Landing gear retracted
DXSM_SSCV_RSI_OEM_UI_Landing_Manual,P=Activating manual landing
DXSM_SSCV_RSI_OEM_UI_Landing_Request_Approved,P=Landing approved
DXSM_SSCV_RSI_OEM_UI_Launch_Complete,P=Take-off complete
DXSM_SSCV_RSI_OEM_UI_Proximity_Aft,P=Collision Alert Rear
DXSM_SSCV_RSI_OEM_UI_Proximity_Deck,P=Collision Alert Low
DXSM_SSCV_RSI_OEM_UI_Proximity_Front,P=Collision Alert Front
DXSM_SSCV_RSI_OEM_UI_Proximity_Overhead,P=Collision Alert High
DXSM_SSCV_RSI_OEM_UI_Proximity_Port,P=Collision Alert Port
DXSM_SSCV_RSI_OEM_UI_Proximity_Starboard,P=Collision Alert Starboard
DXSM_SSCV_RSI_OEM_UI_QTravel_Disabled=
DXSM_SSCV_RSI_OEM_UI_QTravel_Disengaged=
DXSM_SSCV_RSI_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_RSI_OEM_UI_QTravel_Engaged=
DXSM_SSCV_RSI_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_RSI_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_RSI_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_RSI_OEM_UI_Scanners_Being_Scanned=
DXSM_SSCV_RSI_OEM_UI_Scanners_Scanning=
DXSM_SSCV_RSI_OEM_UI_Self_Destruct_Aborted,P=Self-Destruct Cancelled
DXSM_SSCV_RSI_OEM_UI_Self_Destruct_Initiated,P=Self-Destruct Activated
DXSM_SSCV_RSI_OEM_UI_Sensor_Incoming_Ramming=
DXSM_SSCV_RSI_OEM_UI_Sensor_Nearby_Acquisition=
DXSM_SSCV_RSI_OEM_UI_Shields_Back_0_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Back_25_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Back_50_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Back_75_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Bottom_0_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Bottom_25_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Bottom_50_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Bottom_75_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Charging,P=Standby for shields
DXSM_SSCV_RSI_OEM_UI_Shields_Collision_Alert=
DXSM_SSCV_RSI_OEM_UI_Shields_Front_0_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Front_25_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Front_50_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Front_75_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Full,P=Shields Max
DXSM_SSCV_RSI_OEM_UI_Shields_Hit_Back,P=Rear shields damaged
DXSM_SSCV_RSI_OEM_UI_Shields_Hit_Bottom,P=Low shields damaged
DXSM_SSCV_RSI_OEM_UI_Shields_Hit_Front,P=Front shields damaged
DXSM_SSCV_RSI_OEM_UI_Shields_Hit_Left,P=Port shields damaged
DXSM_SSCV_RSI_OEM_UI_Shields_Hit_Right,P=Starboard shields damaged
DXSM_SSCV_RSI_OEM_UI_Shields_Hit_Top,P=High shields damaged
DXSM_SSCV_RSI_OEM_UI_Shields_Left_0_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Left_25_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Left_50_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Left_75_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Right_0_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Right_25_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Right_50_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Right_75_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_System_Activated=
DXSM_SSCV_RSI_OEM_UI_Shields_Top_0_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Top_25_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Top_50_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Top_75_Percent=
DXSM_SSCV_RSI_OEM_UI_Systems_Autopilot_Disengaged=
DXSM_SSCV_RSI_OEM_UI_Systems_Autopilot_Engaged=
DXSM_SSCV_RSI_OEM_UI_Systems_Bitchingbetty,P=<<<hum>>>
DXSM_SSCV_RSI_OEM_UI_Systems_Bootup=
DXSM_SSCV_RSI_OEM_UI_Systems_Comms_Jammed=
DXSM_SSCV_RSI_OEM_UI_Systems_Communications=
DXSM_SSCV_RSI_OEM_UI_Systems_Coolant=
DXSM_SSCV_RSI_OEM_UI_Systems_Destruction_Imminent=
DXSM_SSCV_RSI_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_RSI_OEM_UI_Systems_Engines=
DXSM_SSCV_RSI_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_RSI_OEM_UI_Systems_Engines_Online,P=Engines online
DXSM_SSCV_RSI_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_RSI_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_RSI_OEM_UI_Systems_Flightcontrol=
DXSM_SSCV_RSI_OEM_UI_Systems_Lifesupport=
DXSM_SSCV_RSI_OEM_UI_Systems_Objective_Received=
DXSM_SSCV_RSI_OEM_UI_Systems_Radar=
DXSM_SSCV_RSI_OEM_UI_Systems_Sensors=
DXSM_SSCV_RSI_OEM_UI_Systems_Shieldgen=
DXSM_SSCV_RSI_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_RSI_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_RSI_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_RSI_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_RSI_OEM_UI_Systems_Systems_Online=
DXSM_SSCV_RSI_OEM_UI_Systems_Systems_Overheating=
DXSM_SSCV_RSI_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_RSI_OEM_UI_Systems_Weapons=
DXSM_SSCV_RSI_OEM_UI_Weapons_Ammunition_Depleted=
DXSM_SSCV_RSI_OEM_UI_Weapons_Ammunition_Low=
DXSM_SSCV_RSI_OEM_UI_Weapons_Chaff_Depleted=
DXSM_SSCV_RSI_OEM_UI_Weapons_Chaff_Launched=
DXSM_SSCV_RSI_OEM_UI_Weapons_Chaff_Low=
DXSM_SSCV_RSI_OEM_UI_Weapons_Charging=
DXSM_SSCV_RSI_OEM_UI_Weapons_Fired_At_Friendly,P=CHECK FIRE
DXSM_SSCV_RSI_OEM_UI_Weapons_Flare_Depleted=
DXSM_SSCV_RSI_OEM_UI_Weapons_Flare_Launched=
DXSM_SSCV_RSI_OEM_UI_Weapons_Flare_Low=
DXSM_SSCV_RSI_OEM_UI_Weapons_Missile_Lock_Succeeds=
DXSM_SSCV_RSI_OEM_UI_Weapons_Missiles_Depleted,P=MISSILES EMPTY
DXSM_SSCV_RSI_OEM_UI_Weapons_Missiles_Low=
DXSM_SSCV_RSI_OEM_UI_Weapons_Offline=
DXSM_SSCV_RSI_OEM_UI_Weapons_Online,P=weapons online
DXSM_SSCV_RSI_OEM_UI_Weapons_Overheating=
DXSM_SSCV_RSI_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_RSI_OEM_UI_Weapons_Target_Destroyed=
DXSM_SSCV_TMBL_OEM_UI_Confirmed_Enemy_Target=
DXSM_SSCV_TMBL_OEM_UI_Countermeasure_Chaff_Selected,P=Noise Selected
DXSM_SSCV_TMBL_OEM_UI_Countermeasure_Flare_Selected,P=Decoy Selected
DXSM_SSCV_TMBL_OEM_UI_Critical_Hit_A=
DXSM_SSCV_TMBL_OEM_UI_Critical_Hit_B=
DXSM_SSCV_TMBL_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_TMBL_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_TMBL_OEM_UI_Ejection,P=Ejection Initiated
DXSM_SSCV_TMBL_OEM_UI_Engine_Depleted,P=Engines Low
DXSM_SSCV_TMBL_OEM_UI_Generic_Offline_B=
DXSM_SSCV_TMBL_OEM_UI_HUD_Combat_Mode_Active,P=Engaging weapons mode
DXSM_SSCV_TMBL_OEM_UI_HUD_Landing_Mode_Active,P=Engaging landing mode
DXSM_SSCV_TMBL_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_TMBL_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_TMBL_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_TMBL_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_TMBL_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_TMBL_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_TMBL_OEM_UI_Landing_Assisted,P=Activating EDL assist
DXSM_SSCV_TMBL_OEM_UI_Landing_Automated,P=Activating automated landing
DXSM_SSCV_TMBL_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_TMBL_OEM_UI_Landing_Gear_Deployed,P=Landing gear deployed
DXSM_SSCV_TMBL_OEM_UI_Landing_Gear_Retracted,P=Landing gear retracted
DXSM_SSCV_TMBL_OEM_UI_Landing_Manual,P=Activating manual landing
DXSM_SSCV_TMBL_OEM_UI_Landing_Request_Approved,P=Landing approved
DXSM_SSCV_TMBL_OEM_UI_Launch_Complete,P=Take-off complete
DXSM_SSCV_TMBL_OEM_UI_Proximity_Aft,P=Collision Alert Rear
DXSM_SSCV_TMBL_OEM_UI_Proximity_Deck,P=Collision Alert Low
DXSM_SSCV_TMBL_OEM_UI_Proximity_Front,P=Collision Alert Front
DXSM_SSCV_TMBL_OEM_UI_Proximity_Overhead,P=Collision Alert High
DXSM_SSCV_TMBL_OEM_UI_Proximity_Port,P=Collision Alert Port
DXSM_SSCV_TMBL_OEM_UI_Proximity_Starboard,P=Collision Alert Starboard
DXSM_SSCV_TMBL_OEM_UI_QTravel_Disabled=
DXSM_SSCV_TMBL_OEM_UI_QTravel_Disengaged=
DXSM_SSCV_TMBL_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_TMBL_OEM_UI_QTravel_Engaged=
DXSM_SSCV_TMBL_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_TMBL_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_TMBL_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_TMBL_OEM_UI_Scanners_Being_Scanned=
DXSM_SSCV_TMBL_OEM_UI_Scanners_Scanning=
DXSM_SSCV_TMBL_OEM_UI_Self_Destruct_Aborted,P=Self-Destruct Cancelled
DXSM_SSCV_TMBL_OEM_UI_Self_Destruct_Initiated,P=Self-Destruct Activated
DXSM_SSCV_TMBL_OEM_UI_Sensor_Incoming_Ramming=
DXSM_SSCV_TMBL_OEM_UI_Sensor_Nearby_Acquisition=
DXSM_SSCV_TMBL_OEM_UI_Shields_Back_0_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Back_25_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Back_50_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Back_75_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Bottom_0_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Bottom_25_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Bottom_50_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Bottom_75_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Charging,P=Standby for shields
DXSM_SSCV_TMBL_OEM_UI_Shields_Collision_Alert=
DXSM_SSCV_TMBL_OEM_UI_Shields_Front_0_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Front_25_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Front_50_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Front_75_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Full,P=Shields Max
DXSM_SSCV_TMBL_OEM_UI_Shields_Hit_Back,P=Rear shields damaged
DXSM_SSCV_TMBL_OEM_UI_Shields_Hit_Bottom,P=Low shields damaged
DXSM_SSCV_TMBL_OEM_UI_Shields_Hit_Front,P=Front shields damaged
DXSM_SSCV_TMBL_OEM_UI_Shields_Hit_Left,P=Port shields damaged
DXSM_SSCV_TMBL_OEM_UI_Shields_Hit_Right,P=Starboard shields damaged
DXSM_SSCV_TMBL_OEM_UI_Shields_Hit_Top,P=High shields damaged
DXSM_SSCV_TMBL_OEM_UI_Shields_Left_0_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Left_25_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Left_50_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Left_75_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Right_0_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Right_25_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Right_50_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Right_75_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_System_Activated=
DXSM_SSCV_TMBL_OEM_UI_Shields_Top_0_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Top_25_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Top_50_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Top_75_Percent=
DXSM_SSCV_TMBL_OEM_UI_Systems_Autopilot_Disengaged=
DXSM_SSCV_TMBL_OEM_UI_Systems_Autopilot_Engaged=
DXSM_SSCV_TMBL_OEM_UI_Systems_Bitchingbetty,P=<<<hum>>>
DXSM_SSCV_TMBL_OEM_UI_Systems_Bootup=
DXSM_SSCV_TMBL_OEM_UI_Systems_Comms_Jammed=
DXSM_SSCV_TMBL_OEM_UI_Systems_Communications=
DXSM_SSCV_TMBL_OEM_UI_Systems_Coolant=
DXSM_SSCV_TMBL_OEM_UI_Systems_Destruction_Imminent=
DXSM_SSCV_TMBL_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_TMBL_OEM_UI_Systems_Engines=
DXSM_SSCV_TMBL_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_TMBL_OEM_UI_Systems_Engines_Online,P=Engines online
DXSM_SSCV_TMBL_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_TMBL_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_TMBL_OEM_UI_Systems_Flightcontrol=
DXSM_SSCV_TMBL_OEM_UI_Systems_Lifesupport=
DXSM_SSCV_TMBL_OEM_UI_Systems_Objective_Received=
DXSM_SSCV_TMBL_OEM_UI_Systems_Radar=
DXSM_SSCV_TMBL_OEM_UI_Systems_Sensors=
DXSM_SSCV_TMBL_OEM_UI_Systems_Shieldgen=
DXSM_SSCV_TMBL_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_TMBL_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_TMBL_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_TMBL_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_TMBL_OEM_UI_Systems_Systems_Online=
DXSM_SSCV_TMBL_OEM_UI_Systems_Systems_Overheating=
DXSM_SSCV_TMBL_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_TMBL_OEM_UI_Systems_Weapons=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Ammunition_Depleted=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Ammunition_Low=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Chaff_Depleted=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Chaff_Launched=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Chaff_Low=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Charging=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Fired_At_Friendly,P=CHECK FIRE
DXSM_SSCV_TMBL_OEM_UI_Weapons_Flare_Depleted=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Flare_Launched=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Flare_Low=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Missile_Lock_Succeeds=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Missiles_Depleted,P=MISSILES EMPTY
DXSM_SSCV_TMBL_OEM_UI_Weapons_Missiles_Low=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Offline=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Online,P=weapons online
DXSM_SSCV_TMBL_OEM_UI_Weapons_Overheating=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Target_Destroyed=
DXSM_SSCV_VNCL_OEM_UI_Abort_Landing,P=Landing stopped
DXSM_SSCV_VNCL_OEM_UI_Aftshields_0_Percent,P=Rear shields down
DXSM_SSCV_VNCL_OEM_UI_Aftshields_25_Percent,P=Rear shields: 25%
DXSM_SSCV_VNCL_OEM_UI_Aftshields_50_Percent,P=Rear shields: 50%
DXSM_SSCV_VNCL_OEM_UI_Aftshields_75_Percent,P=Rear shields: 75%
DXSM_SSCV_VNCL_OEM_UI_All_Systems_Online,P=System operational
DXSM_SSCV_VNCL_OEM_UI_Ammunition_Depleted,P=Weapon Empty
DXSM_SSCV_VNCL_OEM_UI_Ammunition_Low,P=Weapon Low
DXSM_SSCV_VNCL_OEM_UI_Approaching_Hanger,P=Maintain course.
DXSM_SSCV_VNCL_OEM_UI_Autopilot_Disengaged,P=Autopilot OFF
DXSM_SSCV_VNCL_OEM_UI_Autopilot_Engaged,P=Autopilot ON
DXSM_SSCV_VNCL_OEM_UI_Back_Shield_Taking_Damage,P=Attack on rear shield
DXSM_SSCV_VNCL_OEM_UI_Being_Scanned,P=Alert: Scan
DXSM_SSCV_VNCL_OEM_UI_Bitching_Betty_Dead,P=<warbled voice>
DXSM_SSCV_VNCL_OEM_UI_Boot_Up,P=System's Activating
DXSM_SSCV_VNCL_OEM_UI_Bottom_Shield_Taking_Damage,P=Attack on bottom shield
DXSM_SSCV_VNCL_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_VNCL_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_VNCL_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_VNCL_OEM_UI_Chaff_Selected,P=Noise ON
DXSM_SSCV_VNCL_OEM_UI_Collision_Alert,P=Alert: Crash
DXSM_SSCV_VNCL_OEM_UI_Comms_Jammed,P=Alert: Comms Jammed
DXSM_SSCV_VNCL_OEM_UI_Communications=
DXSM_SSCV_VNCL_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_VNCL_OEM_UI_Comstab_Disengaged,P=Comstab OFF
DXSM_SSCV_VNCL_OEM_UI_Comstab_Engaged,P=Comstab ON
DXSM_SSCV_VNCL_OEM_UI_Confirmed_Enemy_Target,P=ENEMY
DXSM_SSCV_VNCL_OEM_UI_Coolant,P=Cooling system
DXSM_SSCV_VNCL_OEM_UI_Critical_Hit_A,P=Major damage to (system)
DXSM_SSCV_VNCL_OEM_UI_Critical_Hit_B,P=(system) suffered major damage
DXSM_SSCV_VNCL_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_VNCL_OEM_UI_De_Coupled_Mode_Disengaged,P=De-coupled Mode OFF
DXSM_SSCV_VNCL_OEM_UI_De_Coupled_Mode_Engaged,P=De-coupled Mode ON
DXSM_SSCV_VNCL_OEM_UI_Deckshields_0_Percent,P=Deck shields down
DXSM_SSCV_VNCL_OEM_UI_Deckshields_25_Percent,P=Deck shields: 25%
DXSM_SSCV_VNCL_OEM_UI_Deckshields_50_Percent,P=Deck shields: 50%
DXSM_SSCV_VNCL_OEM_UI_Deckshields_75_Percent,P=Deck shields: 75%
DXSM_SSCV_VNCL_OEM_UI_Destruction_Imminent,P=Destruction near
DXSM_SSCV_VNCL_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_VNCL_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_VNCL_OEM_UI_Docking_Request_Denied=Docking denied.
DXSM_SSCV_VNCL_OEM_UI_Ejection=
DXSM_SSCV_VNCL_OEM_UI_Engines=
DXSM_SSCV_VNCL_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_VNCL_OEM_UI_Fired_At_Friendly,P=Target FRIENDLY
DXSM_SSCV_VNCL_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_VNCL_OEM_UI_Flare_Selected,P=Decoy on
DXSM_SSCV_VNCL_OEM_UI_Flares_Depleted,P=Decoy Empty
DXSM_SSCV_VNCL_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_VNCL_OEM_UI_Flight_Control=
DXSM_SSCV_VNCL_OEM_UI_Flight_TakeOff_Initiated,P=Take-off Initiated
DXSM_SSCV_VNCL_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off Approved
DXSM_SSCV_VNCL_OEM_UI_Flight_TakeOff_Request_Denied,P=Take-off denied
DXSM_SSCV_VNCL_OEM_UI_Forwardshields_0_Percent,P=Front shields down
DXSM_SSCV_VNCL_OEM_UI_Forwardshields_25_Percent,P=Front shields: 25%
DXSM_SSCV_VNCL_OEM_UI_Forwardshields_50_Percent,P=Front shields: 50%
DXSM_SSCV_VNCL_OEM_UI_Forwardshields_75_Percent,P=Front shields: 75%
DXSM_SSCV_VNCL_OEM_UI_Front_Shield_Taking_Damage,P=Attack on front shield
DXSM_SSCV_VNCL_OEM_UI_G_Safe_Disengaged,P=G-safe OFF
DXSM_SSCV_VNCL_OEM_UI_G_Safe_Engaged,P=G-safe ON
DXSM_SSCV_VNCL_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_VNCL_OEM_UI_Generic_Offline_A,P=(system) failure
DXSM_SSCV_VNCL_OEM_UI_Generic_Offline_B,P=Failure of (system)
DXSM_SSCV_VNCL_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_VNCL_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_VNCL_OEM_UI_Get_Ship_Oriented,P=Align Ship
DXSM_SSCV_VNCL_OEM_UI_HUD_Combat_Mode_Active,P=HUD Combat ON
DXSM_SSCV_VNCL_OEM_UI_HUD_Landing_Mode_Active,P=HUD Landing ON
DXSM_SSCV_VNCL_OEM_UI_Head_To_Landing_Pad,P=Go to Landing Pad.
DXSM_SSCV_VNCL_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_VNCL_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_VNCL_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_VNCL_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_VNCL_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_VNCL_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_VNCL_OEM_UI_Incoming_Ramming_Attack,P=Alert: Enemy ship impact
DXSM_SSCV_VNCL_OEM_UI_Landing_Alignment_Off,P=Alignment wrong
DXSM_SSCV_VNCL_OEM_UI_Landing_Assisted,P=Assist Activated
DXSM_SSCV_VNCL_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_VNCL_OEM_UI_Landing_Complete,P=Landing Complete
DXSM_SSCV_VNCL_OEM_UI_Landing_Gear_Deployed,P=Landing gear down
DXSM_SSCV_VNCL_OEM_UI_Landing_Gear_Is_Up,P=Landing Gear is up.
DXSM_SSCV_VNCL_OEM_UI_Landing_Gear_Retracted,P=Landing gear up
DXSM_SSCV_VNCL_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_VNCL_OEM_UI_Landing_Request_Approved,P=Landing Approved
DXSM_SSCV_VNCL_OEM_UI_Landing_Request_Denied,P=Landing denied
DXSM_SSCV_VNCL_OEM_UI_Launch_Complete,P=Launch Complete
DXSM_SSCV_VNCL_OEM_UI_Launch_Initiated,P=Launch started
DXSM_SSCV_VNCL_OEM_UI_Launch_Request_Approved,P=Launch Approved
DXSM_SSCV_VNCL_OEM_UI_Launch_Request_Denied,P=Launch Denied
DXSM_SSCV_VNCL_OEM_UI_Left_Shield_Taking_Damage,P=Attack on left shield
DXSM_SSCV_VNCL_OEM_UI_Life_Support=
DXSM_SSCV_VNCL_OEM_UI_Locked_On_To_Landing_Pad,P=Landing Pad Locked
DXSM_SSCV_VNCL_OEM_UI_Missile_Lock_Succeeds,P=Missile LOCKED
DXSM_SSCV_VNCL_OEM_UI_Missiles_Depleted,P=Missiles Empty
DXSM_SSCV_VNCL_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_VNCL_OEM_UI_Nearby_Sensor_Acquisition,P=Contact.
DXSM_SSCV_VNCL_OEM_UI_Objective_Received,P=Data received
DXSM_SSCV_VNCL_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield down
DXSM_SSCV_VNCL_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield: 25%
DXSM_SSCV_VNCL_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield: 50%
DXSM_SSCV_VNCL_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield: 75%
DXSM_SSCV_VNCL_OEM_UI_Override_Auto_Pilot,P=Manual Control Activated
DXSM_SSCV_VNCL_OEM_UI_Override_Landing_Assist,P=Manual Landing
DXSM_SSCV_VNCL_OEM_UI_Portshields_0_Percent,P=Port shield down
DXSM_SSCV_VNCL_OEM_UI_Portshields_25_Percent,P=Port shield 25%
DXSM_SSCV_VNCL_OEM_UI_Portshields_50_Percent,P=Port shield: 50%
DXSM_SSCV_VNCL_OEM_UI_Portshields_75_Percent,P=Port shield: 75%
DXSM_SSCV_VNCL_OEM_UI_Proximity_Aft,P=Alert: Rear Crash Close
DXSM_SSCV_VNCL_OEM_UI_Proximity_Deck,P=Alert: Deck Crash Close
DXSM_SSCV_VNCL_OEM_UI_Proximity_Front,P=Alert: Front Crash Close
DXSM_SSCV_VNCL_OEM_UI_Proximity_Overhead,P=Alert: Overhead Crash Close
DXSM_SSCV_VNCL_OEM_UI_Proximity_Port,P=Alert: Port Crash Close
DXSM_SSCV_VNCL_OEM_UI_Proximity_Starboard,P=Alert: Starboard Crash Close
DXSM_SSCV_VNCL_OEM_UI_QTravel_Disabled=
DXSM_SSCV_VNCL_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_VNCL_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_VNCL_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_VNCL_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_VNCL_OEM_UI_Radar=
DXSM_SSCV_VNCL_OEM_UI_Right_Shield_Taking_Damage,P=Attack on right shield
DXSM_SSCV_VNCL_OEM_UI_Scanning=
DXSM_SSCV_VNCL_OEM_UI_Self_Destruct_Aborted,P=Self-destruct Cancel
DXSM_SSCV_VNCL_OEM_UI_Self_Destruct_Initiated,P=Self-destruct ON
DXSM_SSCV_VNCL_OEM_UI_Sensors=
DXSM_SSCV_VNCL_OEM_UI_Shield_Generator=
DXSM_SSCV_VNCL_OEM_UI_Shields_Charging,P=Shields charging
DXSM_SSCV_VNCL_OEM_UI_Shields_Full,P=Shields fully charged
DXSM_SSCV_VNCL_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields down
DXSM_SSCV_VNCL_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields: 25%
DXSM_SSCV_VNCL_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields: 50%
DXSM_SSCV_VNCL_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields: 75%
DXSM_SSCV_VNCL_OEM_UI_Status_Radiation_Critical,P=Alert: High Radiation
DXSM_SSCV_VNCL_OEM_UI_Status_Radiation_Nominal,P=Low Radiation
DXSM_SSCV_VNCL_OEM_UI_System_Activated,P=(system) ON
DXSM_SSCV_VNCL_OEM_UI_System_Destroyed_During_Use,P=(system) destroyed
DXSM_SSCV_VNCL_OEM_UI_System_Overheating,P=(system) too hot.
DXSM_SSCV_VNCL_OEM_UI_Systems_Ejection_Offline,P=Eject system OFF
DXSM_SSCV_VNCL_OEM_UI_Systems_Ejection_Online,P=Eject system ON
DXSM_SSCV_VNCL_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_VNCL_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_VNCL_OEM_UI_Systems_Engines_Online,P=Engines ON
DXSM_SSCV_VNCL_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_VNCL_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_VNCL_OEM_UI_Systems_Gravity_Offline,P=Gravity OFF
DXSM_SSCV_VNCL_OEM_UI_Systems_Gravity_Online,P=Gravity ON
DXSM_SSCV_VNCL_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted Landing ON
DXSM_SSCV_VNCL_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering ON
DXSM_SSCV_VNCL_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Alert: Powercore Radiation Critical
DXSM_SSCV_VNCL_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_VNCL_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_VNCL_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_VNCL_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_VNCL_OEM_UI_Systems_Systems_Online,P=Systems ON
DXSM_SSCV_VNCL_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_VNCL_OEM_UI_Target_Destroyed,P=Target DESTROYED
DXSM_SSCV_VNCL_OEM_UI_Top_Shield_Taking_Damage,P=Attack on top shield
DXSM_SSCV_VNCL_OEM_UI_Touch_Down,P=Landed
DXSM_SSCV_VNCL_OEM_UI_Wait_For_Dock_Arm=Hold for dock arm.
DXSM_SSCV_VNCL_OEM_UI_Waiting,P=Hold
DXSM_SSCV_VNCL_OEM_UI_Weapons_Charging,P=Weapons charging
DXSM_SSCV_VNCL_OEM_UI_Weapons_Missiles_Offline,P=Missiles OFF
DXSM_SSCV_VNCL_OEM_UI_Weapons_Missiles_Online,P=Missiles ON
DXSM_SSCV_VNCL_OEM_UI_Weapons_Offline,P=Weapons OFF
DXSM_SSCV_VNCL_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapons and Missiles OFF
DXSM_SSCV_VNCL_OEM_UI_Weapons_Online,P=Weapons ON
DXSM_SSCV_VNCL_OEM_UI_Weapons_Overheating=
DXSM_SSCV_VNCL_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_VNCL_OEM_UI_Weapons_System,P=Weapons
DXSM_SSCV_VNCL_OEM_UI_Weapons_Targeting_Online,P=Targeting ON
DXSM_SSCV_XIAN_OEM_UI_Abort_Landing,P=Landing stopped
DXSM_SSCV_XIAN_OEM_UI_Aftshields_0_Percent,P=Rear shields down
DXSM_SSCV_XIAN_OEM_UI_Aftshields_25_Percent,P=Rear shields: 25%
DXSM_SSCV_XIAN_OEM_UI_Aftshields_50_Percent,P=Rear shields: 50%
DXSM_SSCV_XIAN_OEM_UI_Aftshields_75_Percent,P=Rear shields: 75%
DXSM_SSCV_XIAN_OEM_UI_All_Systems_Online,P=System operational
DXSM_SSCV_XIAN_OEM_UI_Ammunition_Depleted,P=Weapon Empty
DXSM_SSCV_XIAN_OEM_UI_Ammunition_Low,P=Weapon Low
DXSM_SSCV_XIAN_OEM_UI_Approaching_Hanger,P=Maintain course.
DXSM_SSCV_XIAN_OEM_UI_Autopilot_Disengaged,P=Autopilot OFF
DXSM_SSCV_XIAN_OEM_UI_Autopilot_Engaged,P=Autopilot ON
DXSM_SSCV_XIAN_OEM_UI_Back_Shield_Taking_Damage,P=Attack on rear shield
DXSM_SSCV_XIAN_OEM_UI_Being_Scanned,P=Alert: Scan
DXSM_SSCV_XIAN_OEM_UI_Bitching_Betty_Dead,P=<warbled voice>
DXSM_SSCV_XIAN_OEM_UI_Boot_Up,P=System's Activating
DXSM_SSCV_XIAN_OEM_UI_Bottom_Shield_Taking_Damage,P=Attack on bottom shield
DXSM_SSCV_XIAN_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_XIAN_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_XIAN_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_XIAN_OEM_UI_Chaff_Selected,P=Noise ON
DXSM_SSCV_XIAN_OEM_UI_Collision_Alert,P=Alert: Crash
DXSM_SSCV_XIAN_OEM_UI_Comms_Jammed,P=Alert: Comms Jammed
DXSM_SSCV_XIAN_OEM_UI_Communications=
DXSM_SSCV_XIAN_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_XIAN_OEM_UI_Comstab_Disengaged,P=Comstab OFF
DXSM_SSCV_XIAN_OEM_UI_Comstab_Engaged,P=Comstab ON
DXSM_SSCV_XIAN_OEM_UI_Confirmed_Enemy_Target,P=ENEMY
DXSM_SSCV_XIAN_OEM_UI_Coolant,P=Cooling system
DXSM_SSCV_XIAN_OEM_UI_Critical_Hit_A,P=Major damage to (system)
DXSM_SSCV_XIAN_OEM_UI_Critical_Hit_B,P=(system) suffered major damage
DXSM_SSCV_XIAN_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_XIAN_OEM_UI_De_Coupled_Mode_Disengaged,P=De-coupled Mode OFF
DXSM_SSCV_XIAN_OEM_UI_De_Coupled_Mode_Engaged,P=De-coupled Mode ON
DXSM_SSCV_XIAN_OEM_UI_Deckshields_0_Percent,P=Deck shields down
DXSM_SSCV_XIAN_OEM_UI_Deckshields_25_Percent,P=Deck shields: 25%
DXSM_SSCV_XIAN_OEM_UI_Deckshields_50_Percent,P=Deck shields: 50%
DXSM_SSCV_XIAN_OEM_UI_Deckshields_75_Percent,P=Deck shields: 75%
DXSM_SSCV_XIAN_OEM_UI_Destruction_Imminent,P=Destruction near
DXSM_SSCV_XIAN_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_XIAN_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_XIAN_OEM_UI_Docking_Request_Denied=Docking denied.
DXSM_SSCV_XIAN_OEM_UI_Ejection=
DXSM_SSCV_XIAN_OEM_UI_Engines=
DXSM_SSCV_XIAN_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_XIAN_OEM_UI_Fired_At_Friendly,P=Target FRIENDLY
DXSM_SSCV_XIAN_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_XIAN_OEM_UI_Flare_Selected,P=Decoy on
DXSM_SSCV_XIAN_OEM_UI_Flares_Depleted,P=Decoy Empty
DXSM_SSCV_XIAN_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_XIAN_OEM_UI_Flight_Control=
DXSM_SSCV_XIAN_OEM_UI_Flight_TakeOff_Initiated,P=Take-off Initiated
DXSM_SSCV_XIAN_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off Approved
DXSM_SSCV_XIAN_OEM_UI_Flight_TakeOff_Request_Denied,P=Take-off denied
DXSM_SSCV_XIAN_OEM_UI_Forwardshields_0_Percent,P=Front shields down
DXSM_SSCV_XIAN_OEM_UI_Forwardshields_25_Percent,P=Front shields: 25%
DXSM_SSCV_XIAN_OEM_UI_Forwardshields_50_Percent,P=Front shields: 50%
DXSM_SSCV_XIAN_OEM_UI_Forwardshields_75_Percent,P=Front shields: 75%
DXSM_SSCV_XIAN_OEM_UI_Front_Shield_Taking_Damage,P=Attack on front shield
DXSM_SSCV_XIAN_OEM_UI_G_Safe_Disengaged,P=G-safe OFF
DXSM_SSCV_XIAN_OEM_UI_G_Safe_Engaged,P=G-safe ON
DXSM_SSCV_XIAN_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_XIAN_OEM_UI_Generic_Offline_A,P=(system) failure
DXSM_SSCV_XIAN_OEM_UI_Generic_Offline_B,P=Failure of (system)
DXSM_SSCV_XIAN_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_XIAN_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_XIAN_OEM_UI_Get_Ship_Oriented,P=Align Ship
DXSM_SSCV_XIAN_OEM_UI_HUD_Combat_Mode_Active,P=HUD Combat ON
DXSM_SSCV_XIAN_OEM_UI_HUD_Landing_Mode_Active,P=HUD Landing ON
DXSM_SSCV_XIAN_OEM_UI_Head_To_Landing_Pad,P=Go to Landing Pad.
DXSM_SSCV_XIAN_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_XIAN_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_XIAN_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_XIAN_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_XIAN_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_XIAN_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_XIAN_OEM_UI_Incoming_Ramming_Attack,P=Alert: Enemy ship impact
DXSM_SSCV_XIAN_OEM_UI_Landing_Alignment_Off,P=Alignment wrong
DXSM_SSCV_XIAN_OEM_UI_Landing_Assisted,P=Assist Activated
DXSM_SSCV_XIAN_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_XIAN_OEM_UI_Landing_Complete,P=Landing Complete
DXSM_SSCV_XIAN_OEM_UI_Landing_Gear_Deployed,P=Landing gear down
DXSM_SSCV_XIAN_OEM_UI_Landing_Gear_Is_Up,P=Landing Gear is up.
DXSM_SSCV_XIAN_OEM_UI_Landing_Gear_Retracted,P=Landing gear up
DXSM_SSCV_XIAN_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_XIAN_OEM_UI_Landing_Request_Approved,P=Landing Approved
DXSM_SSCV_XIAN_OEM_UI_Landing_Request_Denied,P=Landing denied
DXSM_SSCV_XIAN_OEM_UI_Launch_Complete,P=Launch Complete
DXSM_SSCV_XIAN_OEM_UI_Launch_Initiated,P=Launch started
DXSM_SSCV_XIAN_OEM_UI_Launch_Request_Approved,P=Launch Approved
DXSM_SSCV_XIAN_OEM_UI_Launch_Request_Denied,P=Launch Denied
DXSM_SSCV_XIAN_OEM_UI_Left_Shield_Taking_Damage,P=Attack on left shield
DXSM_SSCV_XIAN_OEM_UI_Life_Support=
DXSM_SSCV_XIAN_OEM_UI_Locked_On_To_Landing_Pad,P=Landing Pad Locked
DXSM_SSCV_XIAN_OEM_UI_Missile_Lock_Succeeds,P=Missile LOCKED
DXSM_SSCV_XIAN_OEM_UI_Missiles_Depleted,P=Missiles Empty
DXSM_SSCV_XIAN_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_XIAN_OEM_UI_Nearby_Sensor_Acquisition,P=Contact.
DXSM_SSCV_XIAN_OEM_UI_Objective_Received,P=Data received
DXSM_SSCV_XIAN_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield down
DXSM_SSCV_XIAN_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield: 25%
DXSM_SSCV_XIAN_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield: 50%
DXSM_SSCV_XIAN_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield: 75%
DXSM_SSCV_XIAN_OEM_UI_Override_Auto_Pilot,P=Manual Control Activated
DXSM_SSCV_XIAN_OEM_UI_Override_Landing_Assist,P=Manual Landing
DXSM_SSCV_XIAN_OEM_UI_Portshields_0_Percent,P=Port shield down
DXSM_SSCV_XIAN_OEM_UI_Portshields_25_Percent,P=Port shield 25%
DXSM_SSCV_XIAN_OEM_UI_Portshields_50_Percent,P=Port shield: 50%
DXSM_SSCV_XIAN_OEM_UI_Portshields_75_Percent,P=Port shield: 75%
DXSM_SSCV_XIAN_OEM_UI_Proximity_Aft,P=Alert: Rear Crash Close
DXSM_SSCV_XIAN_OEM_UI_Proximity_Deck,P=Alert: Deck Crash Close
DXSM_SSCV_XIAN_OEM_UI_Proximity_Front,P=Alert: Front Crash Close
DXSM_SSCV_XIAN_OEM_UI_Proximity_Overhead,P=Alert: Overhead Crash Close
DXSM_SSCV_XIAN_OEM_UI_Proximity_Port,P=Alert: Port Crash Close
DXSM_SSCV_XIAN_OEM_UI_Proximity_Starboard,P=Alert: Starboard Crash Close
DXSM_SSCV_XIAN_OEM_UI_QTravel_Disabled=
DXSM_SSCV_XIAN_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_XIAN_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_XIAN_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_XIAN_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_XIAN_OEM_UI_Radar=
DXSM_SSCV_XIAN_OEM_UI_Right_Shield_Taking_Damage,P=Attack on right shield
DXSM_SSCV_XIAN_OEM_UI_Scanning=
DXSM_SSCV_XIAN_OEM_UI_Self_Destruct_Aborted,P=Self-destruct Cancel
DXSM_SSCV_XIAN_OEM_UI_Self_Destruct_Initiated,P=Self-destruct ON
DXSM_SSCV_XIAN_OEM_UI_Sensors=
DXSM_SSCV_XIAN_OEM_UI_Shield_Generator=
DXSM_SSCV_XIAN_OEM_UI_Shields_Charging,P=Shields charging
DXSM_SSCV_XIAN_OEM_UI_Shields_Full,P=Shields fully charged
DXSM_SSCV_XIAN_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields down
DXSM_SSCV_XIAN_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields: 25%
DXSM_SSCV_XIAN_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields: 50%
DXSM_SSCV_XIAN_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields: 75%
DXSM_SSCV_XIAN_OEM_UI_Status_Radiation_Critical,P=Alert: High Radiation
DXSM_SSCV_XIAN_OEM_UI_Status_Radiation_Nominal,P=Low Radiation
DXSM_SSCV_XIAN_OEM_UI_System_Activated,P=(system) ON
DXSM_SSCV_XIAN_OEM_UI_System_Destroyed_During_Use,P=(system) destroyed
DXSM_SSCV_XIAN_OEM_UI_System_Overheating,P=(system) too hot.
DXSM_SSCV_XIAN_OEM_UI_Systems_Ejection_Offline,P=Eject system OFF
DXSM_SSCV_XIAN_OEM_UI_Systems_Ejection_Online,P=Eject system ON
DXSM_SSCV_XIAN_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_XIAN_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_XIAN_OEM_UI_Systems_Engines_Online,P=Engines ON
DXSM_SSCV_XIAN_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_XIAN_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_XIAN_OEM_UI_Systems_Gravity_Offline,P=Gravity OFF
DXSM_SSCV_XIAN_OEM_UI_Systems_Gravity_Online,P=Gravity ON
DXSM_SSCV_XIAN_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted Landing ON
DXSM_SSCV_XIAN_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering ON
DXSM_SSCV_XIAN_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Alert: Powercore Radiation Critical
DXSM_SSCV_XIAN_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_XIAN_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_XIAN_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_XIAN_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_XIAN_OEM_UI_Systems_Systems_Online,P=Systems ON
DXSM_SSCV_XIAN_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_XIAN_OEM_UI_Target_Destroyed,P=Target DESTROYED
DXSM_SSCV_XIAN_OEM_UI_Top_Shield_Taking_Damage,P=Attack on top shield
DXSM_SSCV_XIAN_OEM_UI_Touch_Down,P=Landed
DXSM_SSCV_XIAN_OEM_UI_Wait_For_Dock_Arm=Hold for dock arm.
DXSM_SSCV_XIAN_OEM_UI_Waiting,P=Hold
DXSM_SSCV_XIAN_OEM_UI_Weapons_Charging,P=Weapons charging
DXSM_SSCV_XIAN_OEM_UI_Weapons_Missiles_Offline,P=Missiles OFF
DXSM_SSCV_XIAN_OEM_UI_Weapons_Missiles_Online,P=Missiles ON
DXSM_SSCV_XIAN_OEM_UI_Weapons_Offline,P=Weapons OFF
DXSM_SSCV_XIAN_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapons and Missiles OFF
DXSM_SSCV_XIAN_OEM_UI_Weapons_Online,P=Weapons ON
DXSM_SSCV_XIAN_OEM_UI_Weapons_Overheating=
DXSM_SSCV_XIAN_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_XIAN_OEM_UI_Weapons_System,P=Weapons
DXSM_SSCV_XIAN_OEM_UI_Weapons_Targeting_Online,P=Targeting ON
Darneely_Allies=N/A
Darneely_Convo_Mission=I'm looking for work.
Darneely_Convo_Scrap=I've got some scrap to sell.
Darneely_Rivals=N/A
DataDownload_From=~mission(Contractor)
DataDownload_Mission_Waypoint=WIP Counterfeit Stations.
DataDownload_Mobi_Description=WIP I have heard you are the right person for this job, so I will cut to the chase. We have located a UEC counterfeiting station at an old wreck site. If you get to the counterfeiting station quickly, you will be able to download the UEC for yourself. They have got some guards defending the wreck site, but I'm sure you'll be able to handle it. Oh and a final heads up. I am not the only person with this information, so expect a fight.
DataDownload_Mobi_Title=WIP Counterfeit Stations.
DataDownload_Obj_LongDescription=Defeat the guards and steal from the counterfeit stations.
DataDownload_Obj_Pool=29900 / 29900
DataDownload_Obj_ShortDescription=Steal from the counterfeit stations.
DataDownload_Screen_Shutdown=Shutdown
DataDownload_Screen_Status_01=Generating
DataDownload_Screen_Status_02=Downloading 
DataDownload_Screen_Withdraw=Withdraw
DataHeist_ServerName_001,P=S-594
DataHeist_ServerName_002,P=S-667
DataHeist_ServerName_003,P=S-317
DataHeist_ServerName_004,P=S-694
DataHeist_ServerName_005,P=S-817
DataHeist_ServerName_006,P=S-156
DataHeist_ServerName_007,P=S-756
DataHeist_ServerName_008,P=S-944
DataHeist_ServerName_009,P=S-445
DataHeist_ServerRackName_001,P=SR-A
DataHeist_ServerRackName_002,P=SR-B
DataHeist_ServerRackName_003,P=SR-C
DataHeist_ServerRackName_004,P=SR-D
DataHeist_ServerRackName_005,P=SR-E
DataHeist_SvR_Cooling_Disable,P=Disable
DataHeist_SvR_Cooling_Disabled,P=Cooling Disabled
DataHeist_SvR_Cooling_Enable,P=Enable
DataHeist_SvR_Cooling_Enabled,P=Cooling Enabled
DataHeist_SvR_Cooling_Status_Off,P=Cooling Status: Off
DataHeist_SvR_Cooling_Status_On,P=Cooling Status: On
DataHeist_SvR_DataTransfer,P=Data Transfer
DataHeist_SvR_Temperature,P=Temperature
DataHeist_SvR_Terminal_TopInfo,P=Server Cluster Systems
Datapad_TextTest=Dont...\nLeak...\nThis...\nMission...\nPlz...
Datapad_general_01_msg=Dear All,\n\nWe would like to remind you that the break room is meant to be enjoyed, but its upkeep falls to all of us. Please dispose of trash in the proper receptacles and wash any dishes or utensils that you use. Also, when warming meals containing fish or other strong smelling foods, please turn on the exhaust fan. Finally, protocol requires that weapons either be kept on your person or stored in your locker and not left lying about common areas. \n\nThanks for your understanding and compliance in the matters above. Only together can we make this workplace better for all!
Datapad_general_01_recipient=To: All Personnel
Datapad_general_01_subject=Subject: Break Room Etiquette
Datapad_general_02_msg=Hi All, \n\nPlease welcome the newest member of our security team, Shoji Cunniff. Before joining us, Shoji worked as an independent security professional with over 15 years of experience in volatile systems, including Charon, Magnus, and Pyro. Shoji spent the past five years exclusively in Nexus providing protection services and running escort missions.\n \nShoji Cunniff is our new Security Professional I, and will be focused on upholding security protocols and defending the site against hostile actors. Shoji looks forward to the comradery that comes with being a part of a team, updating and expanding his skills as a security professional, and getting to know the Stanton system better. \n\nPlease join us in welcoming Shoji to the team!
Datapad_general_02_recipient=To: All Personnel
Datapad_general_02_subject=Subject: Welcome Our Newest Team Member!
Datapad_general_03_msg=Fellow Cass-fanatic, \n\nThe rumors are true! Ellroy Cass is back to deliver the most memorable and intimate experience of his genre-defying career. The legendary multi-hyphenate artist and performer has commandeered an 890 Jump and turned it into the ultimate venue that’s part performance space, part art gallery, and a complete sensory experience.\n\nAs a certified Cass-fanatic, Ellroy is offering you the opportunity to purchase a ticket to this exclusive experience. Explore the ship to see some of his most famous and controversial art installations, hop into a simpod to be transported into scenes from some of Ellroy’s most legendary vid performances, and then dance the day away to an intimate and career-spanning music set. It’s guaranteed to be a once-in-a-lifetime event unlike anything you’ve ever experienced. \n\nIf you are interested in spending a day with Ellroy Cass and a ship full of fellow fanatics, reply to the comm for price and location details. Due to the intimate nature of the event, tickets are extremely limited and cannot be resold or transferred. Don’t miss your chance to see the latest masterpiece from this enigmatic, incendiary, and boundary-pushing performer!
Datapad_general_03_recipient=To: CassaNovaKid08
Datapad_general_03_subject=Subject: Ellroy Cass Fan Club: Exclusive Pre-sale!
Datapad_general_04_msg=Happy birthday!! \n\nHoping you had a great day and took some time off to celebrate. You deserve it with how hard you work. Wanted to let you know I’m thinking of you, and hope your next year is filled with health, happiness, and a whole lot of luck. \n\nLet me know next time you’re in Area18 and I’ll buy you dinner to celebrate. \n\nCheers!\nHarrison
Datapad_general_04_recipient=To: Reggie
Datapad_general_04_subject=Subject: Happy Birthday!
Datapad_general_05_msg=Consider this a friendly reminder, since I saw you didn’t write any of this down:\n\nRothman’s Ginger Elixir (6 pack)\nRecor & Son Firedbrand Extra Spiced Rhum (Please NOT the Original)\nSmoltz (12 pack)\nLiberty Lake (12 pack)\n- Aero Liberty, if possible. Otherwise Pike Liberty works.\nTwo bottles of Miner’s Gap (One red, one white)\nBottle of Nightingale 12\nBunch of Pips\nRingalings (For Kara)\nHandful of Snaggle Sticks\nMa’s Ready to Eat (Variety pack)\nCorvium Plus\nZaranex MAX\n\nComm me if you have any questions!\n\nKP\n
Datapad_general_05_recipient=To: Junius
Datapad_general_05_subject=Subject: Shopping List
Debug_Text_Bounty_Intro_Desc=*WIP* Bounty Intro Description
Debug_Text_Bounty_Intro_Title=*WIP* Bounty Intro Title
Debug_Text_Collect=*WIP* Collect
Debug_Text_Destroy=*WIP* Destroy
Debug_Text_DestroyCargo_Description=*WIP* Destroy Cargo Description
Debug_Text_DestroyCargo_Objective_01_Long=*WIP* Go to the location where the communication device was spotted
Debug_Text_DestroyCargo_Objective_01_Short=*WIP* Go to Location
Debug_Text_DestroyCargo_Objective_02_Long=*WIP* Destroy the communication device to prevent any more encoded messages to pass through
Debug_Text_DestroyCargo_Objective_02_Marker=*WIP* Communication Device
Debug_Text_DestroyCargo_Objective_02_Short=*WIP* Destroy the device
Debug_Text_DestroyCargo_Title=*WIP* Destroy Cargo Title
Debug_Text_DropOff=*WIP* Drop off
Debug_Text_EnterVehicle=*WIP* Enter Vehicle
Debug_Text_GoTo=*WIP* Go to
Debug_Text_Interact=*WIP* Interact
Debug_Text_Investigate=*WIP* Investigate
Debug_Text_Mission_Title_001=*WIP* Retrieve Stolen Cargo
Debug_Text_Mission_Title_002=*WIP* Find Missing Rover
Debug_Text_PickUp=*WIP* Pick up
Debug_Text_PlantExplosives_Desc=*WIP* Plant Explosives Description
Debug_Text_PlantExplosives_Obj_01_Long=*WIP* Head over to the outpost and collect the explosive devices
Debug_Text_PlantExplosives_Obj_01_Marker=*WIP* Collect Explosive
Debug_Text_PlantExplosives_Obj_01_Short=*WIP* Head to Outpost
Debug_Text_PlantExplosives_Obj_02_Long=*WIP* Take the explosives to Covalex Shipping Hub to plant them inside.
Debug_Text_PlantExplosives_Obj_02_Short=*WIP* Go To Covalex
Debug_Text_PlantExplosives_Obj_03_Long=*WIP* Place the explosive at the location marked in the station
Debug_Text_PlantExplosives_Obj_03_Short=*WIP* Place Explosive
Debug_Text_PlantExplosives_Title=*WIP* Plant Explosives Title
Debug_Text_Protect=*WIP* Protect
Debug_Text_RemoveExplosives_Desc=*WIP* Remove Explosives Description
Debug_Text_RemoveExplosives_Obj_01_Long=*WIP* Head over to Covalex where there has been reports of explosives planted within the cargo
Debug_Text_RemoveExplosives_Obj_01_Short=*WIP* Head to Covalex
Debug_Text_RemoveExplosives_Obj_02_Long=*WIP* Locate and remove all cargo that appears to be explosive. Listen out for anything different when inspecting the cargo
Debug_Text_RemoveExplosives_Obj_02_Short=*WIP* Locate and remove explosive cargo
Debug_Text_RemoveExplosives_Title=*WIP* Remove Explosives Title
Debug_Text_Talk=*WIP* Talk
Delamar=Delamar
Delamar_Desc=A moon-sized asteroid hidden deep within a thick cluster. Anti-UEE activists, political radicals and criminals now occupy Levski, a deserted mining facility built inside this asteroid.
Delamar_Levski=Levski
Delamar_Levski_Desc=This mining facility was abandoned for years before UEE refugees took up residence. Dedicated to creating an egalitarian society, this group of activists wanted to build the kind of community that the Messers had taken away. Levski has evolved into a self-sustaining port of political activists and those wishing to escape the eye of the Empire.
DelantyWIP_024=~mission(TitleDescription|Title)
DelantyWIP_025=~mission(TitleDescription|Description)
Delivery_DeepSpace=Deep Space Delivery
Delivery_Interplanetary=Interplanetary Delivery
Delivery_Interstellar=Interstellar Delivery
Delivery_Local=Local Delivery
Delivery_Tag_Courier=Courier
Delivery_Tag_Data=Data
Delivery_Tag_Haulage=Haulage
Delivery_Tag_LightGoods=Light Goods
Derelict_CleanUp_Marker=Derelict
Derelict_CleanUp_Objective_01=Get to the derelict
Derelict_CleanUp_Objective_02=Neutralize threats
Derelict_CleanUp_desc=Our company offers authentic scavenger experiences for the whole family to feel like a genuine scavenger. \nHowever, one of our derelicts seems to have been taken over by _actual_ scavengers and needs to be cleaned up before our next tour. \nCare to have a look at it? 
Derelict_CleanUp_from=Stanton Experience Tours, Ltd.
Derelict_CleanUp_title=Derelict "preparation" required
DestroyDebris_Desc_001=Reports of a satellite are falling to the planet's surface! We need you to break this satellite up into smaller debris pieces to lower the amount of damage
DestroyDebris_From_001=Some Guy
DestroyDebris_Objective_Long_001=Go to the known location of the satellite falling to the planet
DestroyDebris_Objective_Long_002=Destroy the satellite before it hits the surface
DestroyDebris_Objective_Short_001=Go to Satellite location
DestroyDebris_Objective_Short_002=Destroy Satellite
DestroyDebris_Title_001=Destroy Satellite Debris
DestroyEvidence_MissionFail_LostEvidence=The evidence was not destroyed.
DestroyEvidence_MissionSuccess=The evidence was destroyed.
DestroyEvidence_desc=~mission(Contractor|DestroyEvidenceDescription)
DestroyEvidence_from=~mission(Contractor|DestroyEvidenceFrom)
DestroyEvidence_obj_long_01=Destroy evidence that is currently stored at ~mission(location|address).
DestroyEvidence_obj_marker_01=Destroy Evidence
DestroyEvidence_obj_short_01=Destroy Evidence
DestroyEvidence_title=~mission(Contractor|DestroyEvidenceTitle)
DestroyObj_Text_Long=Go and Rendevous at Port Olisar Station
DestroyObj_Text_Marker=Rendevouz
DestroyObj_Text_Short=Rendezvous At Olisar
Dlg_SC_Tutorial_2nd_half_introTraining_1050_2nd_Half_Intro=Topped off. Let's get back out there.
Dlg_SC_Tutorial_2nd_half_launchTraining_1060_2nd_Half_Launch=Take off when you're ready.
Dlg_SC_Tutorial_adjust_backTraining_0250_Take_Off_Player_Adjust_Back=Back a bit.
Dlg_SC_Tutorial_adjust_forwardTraining_0240_Take_Off_Player_Adjust_Forward=A little forward.
Dlg_SC_Tutorial_adjust_leftTraining_0260_Take_Off_Player_Adjust_Left=Left a bit.
Dlg_SC_Tutorial_adjust_rightTraining_0270_Take_Off_Player_Adjust_Right=Right a touch.
Dlg_SC_Tutorial_approach_landing_padTraining_0850_Landing_Gentle_Encouragement=Set her down gently.
Dlg_SC_Tutorial_auto_or_manualTraining_0960_Landing_Auto_Or_Manual_Landing=You can use the automatic EDL landing procedure or do the whole thing manually.
Dlg_SC_Tutorial_average_landingTraining_1000_Landing_Average_Landing=Not bad. You'll get the hang of it.
Dlg_SC_Tutorial_back_to_baseTraining_1460_Training_Complete_Return_To_Base=Let's get you back to base. First round's on me.
Dlg_SC_Tutorial_bad_landingTraining_1010_Landing_Bad_Landing=<sigh> That needs a lot of work.
Dlg_SC_Tutorial_barrel_roll_executedTraining_0440_Flight_Barrel_Roll_Gilly_Executed=Ah... so much fun.
Dlg_SC_Tutorial_barrel_roll_explanationTraining_0450_Flight_Barrel_Roll_Explanation=Rolling is a great way to orient your ship to fit through tight gaps or evade incoming fire. Now you give it a go.
Dlg_SC_Tutorial_barrel_roll_introTraining_0430_Flight_Barrel_Roll_Intro=Moving on. Now this is my favorite part of training: the barrel roll.
Dlg_SC_Tutorial_beckoning_playerTraining_0010_Player_Report_To_Leader=Hey there. Hustle on over.
Dlg_SC_Tutorial_boost_alt_useTraining_1090_Flight_Boost_Alt_Use=You can also use it to overpower you manoeuvring thrusters in order to take tighter corners.
Dlg_SC_Tutorial_boost_introTraining_1080_Flight_Boost_Explanation=If you need to get up to top speed in a hurry, try boosting.
Dlg_SC_Tutorial_boost_rechargeTraining_1100_Flight_Boost_Recharge=You do have a limited amount that takes time to replenish, so don't go nuts with it.
Dlg_SC_Tutorial_chaff_difficultyTraining_0800_Combat_CM_Chaff_Difficulty=Deploying Noise takes more skill than Decoys. To be successful, you need to put it between you and the missile.
Dlg_SC_Tutorial_chaff_explanationTraining_0790_Combat_CM_Chaff_Explanation=Good. Now, a Noise creates a cloud of electromagnetic interference to mask your signature from the missile.
Dlg_SC_Tutorial_chase_player_dawdles_1Training_0580_Combat_Chase_Player_Dawdles_01=What are you waiting for? Go finish it off.
Dlg_SC_Tutorial_chase_player_dawdles_2Training_0580_Combat_Chase_Player_Dawdles_02=Let's go. You're on the clock, rookie.
Dlg_SC_Tutorial_chase_player_dawdles_3Training_0580_Combat_Chase_Player_Dawdles_03=Get a move on.
Dlg_SC_Tutorial_complete_barrel_rollTraining_0460_Flight_Player_Compliment_01=Nice one.
Dlg_SC_Tutorial_comstab_explanationTraining_1170_Flight_Comstab_Explanation=You also have COMSTAB which adjusts your forward velocity so you can make controlled turns. Disabling COMSTAB will allow you maintain your velocity in turns, but you will drift wider..
Dlg_SC_Tutorial_cycleTraining_0780_Combat_CM_Cycle_Countermeasure=He's switched to EM tracking missiles. Cycle to Noise.
Dlg_SC_Tutorial_decoupled_autoTraining_0150_Landing_Mode_Auto_Engage_Decoupled=Activating landing mode restricts you to decoupled mode, meaning only your manoeuvring thrusters fire, which is handy for precise movement in tight areas.
Dlg_SC_Tutorial_decoupled_manualTraining_0150_Landing_Mode_Manual_Engage_Decoupled=I've gone ahead and restricted you to decoupled mode, which makes it much easier to position yourself for a launch. In Decoupled Mode, your main engine is disengaged, allowing you to move more precisely using your manoeuvring thrusters.
Dlg_SC_Tutorial_decoupled_modeTraining_0820_Combat_Decoupled_Mode_Intro_01=Remember Decoupled Mode from taking off? If the Drone gets behind you, enter Decoupled mode to disengage your main engines and allow you to spin your ship around while retaining your original vector.
Dlg_SC_Tutorial_decoupled_player_tryTraining_0820_Combat_Decoupled_Mode_Intro_03=Give it a try, just remember to disengage it when you're done.
Dlg_SC_Tutorial_decoupled_reminder_autoTraining_0880_Landing_Mode_Auto_Engage_Decoupled=Remember, entering Landing Mode will automatically Decouple your ship, so don't activate it too far away from the landing pad as it cuts down your speed.
Dlg_SC_Tutorial_decoupled_reminder_manualTraining_0890_Landing_Mode_Manual_Engage_Decoupled=The flight system automatically cuts down on your speed when you deploy the landing gear, so don't activate it too far away from the landing pad.
Dlg_SC_Tutorial_decoupled_warningTraining_0820_Combat_Decoupled_Mode_Intro_02=It's a great way to dissuade a pursuer, but make sure you've checked your path ahead first.
Dlg_SC_Tutorial_deviate_from_landingTraining_0950_Landing_Deviate_From_Landing=If you raise you landing gear or stray too far from the pad, you'll have to request it again.
Dlg_SC_Tutorial_disabled_controlsTraining_0070_Cockpit_Intro_02=You'll notice the majority of your systems are disabled. I'll be controlling when they are on and offline to simulate potential scenarios in combat situations.
Dlg_SC_Tutorial_doors_openTraining_0110_Take_Off_Doors_Open=Once you're aligned, the tower will open the doors.
Dlg_SC_Tutorial_drone_1_introTraining_0470_Combat_Intro_03=Don't worry - it's just a training drone. It handles just like the real thing, but it's weapons are less lethal. Saying that - they still pack a punch so try not to take any hits you don't have to.
Dlg_SC_Tutorial_drone_2_killedTraining_0840_Combat_Decoupled_Mode_Player_Kill_Drone=Good kill. We're heading back to the landing pad to restock and refuel for the final part of your training.
Dlg_SC_Tutorial_drone_deadTraining_0700_Combat_Drone_Dead=Good kill.
Dlg_SC_Tutorial_drone_fleesTraining_0570_Combat_Fire_Drone_Flees=Yeah, it didn't like that.
Dlg_SC_Tutorial_drone_missileTraining_0720_Combat_Missiles_Incoming=He's got lock. Missiles incoming.
Dlg_SC_Tutorial_drone_shields_downTraining_0650_Combat_Drone_Shields_Down=Its shields are down. Finish it off with a missile.
Dlg_SC_Tutorial_eject_player_dawdles_1Training_1450_Self-Destruct_Eject_Player_Dawdles_01=Come on, bail out.
Dlg_SC_Tutorial_eject_player_dawdles_2Training_1450_Self-Destruct_Eject_Player_Dawdles_02=Get out of there!
Dlg_SC_Tutorial_ejects_before_warning_1Training_1410_Self-Destruct_Player_Hit_Eject_Before_Warning=I can't let you eject without initiating self-destruct.
Dlg_SC_Tutorial_ejects_before_warning_2Training_1420_Self-Destruct_Player_Eject_Prompt_01=It's the only thing I can't do it remotely, kid. You have to initiate. Hurry.
Dlg_SC_Tutorial_ejects_before_warning_3Training_1420_Self-Destruct_Player_Eject_Prompt_02=Your plant's leaking radiation. You need to self-destruct now.
Dlg_SC_Tutorial_ejects_before_warning_4Training_1420_Self-Destruct_Player_Eject_Prompt_03=Hit self-destruct, now!
Dlg_SC_Tutorial_engines_checkTraining_0070_Cockpit_Intro_05=Engines, check.
Dlg_SC_Tutorial_enter_landing_modeTraining_0870_Landing_Entering_Landing_Mode=To enter landing mode you need to lower your landing gear.
Dlg_SC_Tutorial_fails_to_mark_targetTraining_1270_Combat_Player_Did_Not_Mark_Target=You gotta mark a target, kid.
Dlg_SC_Tutorial_fire_player_dawdles_1Training_0550_Combat_Fire_Player_Dawdles_01=This kind of hesitation can get you killed. Fire.
Dlg_SC_Tutorial_fire_player_dawdles_2Training_0550_Combat_Fire_Player_Dawdles_02=Shoot the drone.
Dlg_SC_Tutorial_fire_player_dawdles_3Training_0550_Combat_Fire_Player_Dawdles_03=Let's go. Fire
Dlg_SC_Tutorial_fire_player_doesnt_fireTraining_0540_Combat_Target_Fire_When_Ready_02=Go ahead, shoot. The drone isn't going to mind.
Dlg_SC_Tutorial_flare_durationTraining_0760_Combat_CM_Flare_Duration=Flares have a short lifetime, don't be too quick to fire them.
Dlg_SC_Tutorial_flare_explanationTraining_0740_Combat_CM_Flare_Explanation=Last missile was heat-seeking so equip your flares. Helpful tip, don't boost after dropping a flare. Boosted thrusters are much hotter than a flare.
Dlg_SC_Tutorial_flare_launch_successTraining_0770_Combat_CM_Flare_Launch_Good=Good.
Dlg_SC_Tutorial_free_lookTraining_0070_Cockpit_Intro_01=Alright. First thing's first, take a look around your cockpit and familiarise yourself with the layout. It's imperative to quickly find and access specific controls. Last thing you want to be doing in a scrap is bringing up the instructions.
Dlg_SC_Tutorial_glaive_defeatedTraining_1360_Combat_Vanduul_Glaive_Defeated=Good kill. Glaive's down.
Dlg_SC_Tutorial_glaive_idTraining_1330_Combat_Vanduul_Id_Glaive=That Glaive's a recognised Ace, enemy designation is Tank. We're gonna have to work together to take it down.
Dlg_SC_Tutorial_glaive_id_short_0001=We got more hostiles inbound. Looks like there's a a recognised Ace in the mix.
Dlg_SC_Tutorial_good_alignment_1Training_0230_Take_Off_Player_Good_Alignment_01=Alignment's looking solid.
Dlg_SC_Tutorial_good_alignment_2Training_0230_Take_Off_Player_Good_Alignment_02=That's a good line, pilot.
Dlg_SC_Tutorial_good_distanceTraining_0900_Landing_Good_Deploy_Distance=This should be close enough. Deploy your landing gear.
Dlg_SC_Tutorial_good_landingTraining_0990_Landing_Good_Landing=Touchdown. Great work.
Dlg_SC_Tutorial_gsafe_explanationTraining_1130_Flight_G-Safe_Explanation_01=Still with me, kid? Good job. Now one thing you need to understand, every ship's outfitted with systems to look out for you.
Dlg_SC_Tutorial_gsafe_explanation_2Training_1130_Flight_G-Safe_Explanation_02=That last sharp turn you probably felt your ship clamp down on the turn. That's your G-Safe system kicking in, making sure that you aren't taking too many G-forces and blacking out.
Dlg_SC_Tutorial_gsafe_explanation_3Training_1130_Flight_G-Safe_Explanation_03=If you need to get that extra edge in turning, you can disable G-Safe, but be warned. An unconscious pilot turns into a dead one pretty quick.
Dlg_SC_Tutorial_guns_backTraining_0810_Combat_Guns_Up_Missles_Later=You got your guns back, but I'll need more time to get your missiles up.
Dlg_SC_Tutorial_heavy_damageTraining_0300_Take_Off_Heavy_Damage=Ah, don't sweat it, everybody tags their ship the first time. Your ship is still spaceworthy so I we'll just press on.
Dlg_SC_Tutorial_hudTraining_0140_Take_Off_Hud_Mode_Active=Take note that you're in take-off and landing mode..
Dlg_SC_Tutorial_initiate_self_destructTraining_1430_Self-Destruct_Player_Finally_Initiates=Cutting it close there, kid.
Dlg_SC_Tutorial_introductionTraining_0030_Introduction_01=I'm Lucas Baramsco, but everyone knows me as Gilly. I've served in six squadrons and qualified on almost a dozen ships, so if you put in the time, I'll get you on the path to dogfighting with the best of them.
Dlg_SC_Tutorial_introductionTraining_0030_Introduction_03=Let's get started.
Dlg_SC_Tutorial_introductionTraining_0040_Player_Report_To_Pod=We're gonna set you up in the F7C on the landing pad over there. Hustle over and let's get going.
Dlg_SC_Tutorial_keep_shootingTraining_0630_Combat_Chase_Keep_Shooting=There you go. Keep on the pressure.
Dlg_SC_Tutorial_landing_mode_infoTraining_0910_Landing_Hud_Landing_Specific_Info=Once Landing Mode's active, your HUD's going to swap out your combat systems for landing specific functionality..
Dlg_SC_Tutorial_landing_pad_idTraining_0860_Landing_Id_Landing_Pad=Free landing pads will appear on your HUD.
Dlg_SC_Tutorial_landing_radarTraining_0970_Landing_Landing_Radar=Now that you're on approach, your radar is replaced by the landing system. It'll guide you to your landing pad and help you perform a safe landing.
Dlg_SC_Tutorial_landing_radar_helpTraining_0980_Landing_Landing_Radar_Help=Make sure your ship stays within the bounds of the pad and keep your eye on your pitch and roll.
Dlg_SC_Tutorial_lead_targetTraining_0600_Combat_Hud_Pip_Lead_Target=Okay, try targetting the ship with the PIPs.
Dlg_SC_Tutorial_leader_exitsTraining_0120_Take_Off_Gilly_Exits=That's it. Once I clear out, it'll be your turn.
Dlg_SC_Tutorial_leader_player_dawdles_1Training_0050_Player_Dawdles_01=What are you, on break? Let's move it, rook.
Dlg_SC_Tutorial_leader_player_dawdles_2Training_0050_Player_Dawdles_02=Let's go.
Dlg_SC_Tutorial_leader_player_dawdles_3Training_0050_Player_Dawdles_03=Move it, move it, move it.
Dlg_SC_Tutorial_leader_targetedTraining_0320_Targeting_Intro_02=Good
Dlg_SC_Tutorial_mark_targetTraining_1260_Combat_Player_Mark_Target=Mark your target.
Dlg_SC_Tutorial_marks_targetTraining_1280_Combat_Player_Did_Mark_Target=Copy that. I got the other. Good luck.
Dlg_SC_Tutorial_match_speed_explainTraining_0320_Targeting_Intro_03=When pursuing a target, you'll want to keep your speed as close to their as possible. Give it a shot. Make sure I’m targeted and hit Match Speed.
Dlg_SC_Tutorial_match_speed_fast_brakeTraining_0420_Flight_Match_Speed_Fast_Brake=Or stop fast.
Dlg_SC_Tutorial_match_speed_target_speedTraining_0410_Flight_Match_Speed_Target_Speed_Change=Remember, this isn't autopilot, so you still have to steer, but you'll notice that once you're locked, your computer will continue to monitor my speed and adjust. It doesn't matter if I speed up slowly…
Dlg_SC_Tutorial_missile_launchTraining_0680_Combat_Missile_Fire=Launch. Launch.
Dlg_SC_Tutorial_missile_lock_explanationTraining_0660_Combat_Missile_Lock_Explanation=Missile locking sensors are on the nose so keep your target in front of you long enough to lock on.
Dlg_SC_Tutorial_missile_lock_holdTraining_0670_Combat_Missile_Hold_For_Lock=Hold… hold…
Dlg_SC_Tutorial_missile_player_dawdles_1Training_0690_Combat_Missile_Player_Dawdles_01=You have lock. Fire.
Dlg_SC_Tutorial_missiles_backTraining_0830_Combat_Decoupled_Mode_Player_Rotates=Great. You got your missiles back. Take it out.
Dlg_SC_Tutorial_move_it_rookieTraining_0020_Player_Dawdles_06=Let's move it, rookie. You aren't getting paid by the hour.
Dlg_SC_Tutorial_multiple_missilesTraining_1310_Combat_Multiple_Missile=You can lock multiple missiles at once, just don't get too trigger happy.
Dlg_SC_Tutorial_multiple_pipTraining_0590_Combat_Hud_Pip_Multiple_Reticles=Notice you have multiple PIPs with varying lag? Each of those indicates a weapon on your ship. The computer's trying to compensate for the varying speeds between your ballistic and energy projectiles.
Dlg_SC_Tutorial_new_drone_targetTraining_0710_Combat_New_Drone_Target=Let's move on - uh-oh! Looks like he had a friend. Take a look in your rear-view camera.
Dlg_SC_Tutorial_on_the_clockTraining_0020_Player_Dawdles_05=We're on a clock here, let's go.
Dlg_SC_Tutorial_outroTraining_0470_Combat_Intro_01=Well, you seem to be able handle your ship, so let's see if you can handle a bit of combat.
Dlg_SC_Tutorial_performance_averageTraining_1030_1st_Half_Performance_Average=You could use some extra hours in the sim, but you weren't too bad back there.
Dlg_SC_Tutorial_performance_goodTraining_1020_1st_Half_Performance_Good=You did good back there, kid. Let me guess - you're an Arena Commander fan?
Dlg_SC_Tutorial_performance_poorTraining_1040_1st_Half_Performance_Poor=I know it's your first time out there, but you're going to have to try harder if you want your wings.
Dlg_SC_Tutorial_permissionTraining_0940_Landing_Call_For_Permission=Once you've targeted a landing pad, request permission to land.
Dlg_SC_Tutorial_permission_for_launchTraining_0070_Cockpit_Intro_06=Tower, permission for launch
Dlg_SC_Tutorial_pip_explanationTraining_0530_Combat_Target_Pip_Intro=Now you have a target, you will have extra aim reticules. Those are Predicted-Impact-Points or PIPs. They'll show you where to shoot to hit a moving target.
Dlg_SC_Tutorial_pitch_rollTraining_0160_Take_Off_Pitch_Roll_Warning=Make sure you don't pitch or roll. It'll be tough to get back into proper alignment.
Dlg_SC_Tutorial_player_alignedTraining_0210_Take_Off_Player_Aligned_Doors_Open=The tower will open the doors once you're lined up.
Dlg_SC_Tutorial_player_boards_gilly_ship_1Training_0060_Player_Wrong_Pod_01=Easy there, rookie. That's my ride.
Dlg_SC_Tutorial_player_boards_gilly_ship_2Training_0060_Player_Wrong_Pod_02=What are you doing? You're over there.
Dlg_SC_Tutorial_player_causes_damage_1Training_0390_Flight_Player_Causes_Damage_01=Watch it, rookie.
Dlg_SC_Tutorial_player_causes_damage_2Training_0390_Flight_Player_Causes_Damage_02=Careful! These ships aren't cheap.
Dlg_SC_Tutorial_player_causes_damage_3Training_0390_Flight_Player_Causes_Damage_03=What the hell's wrong with you?
Dlg_SC_Tutorial_player_completes_1Training_1160_Race_Player_Completes_01=Nice job.
Dlg_SC_Tutorial_player_completes_2Training_1210_Race_Player_Completes_02=Still with me? Alright, I'm a little impressed.
Dlg_SC_Tutorial_player_damageTraining_0290_Take_Off_No_Damage=Great job. I haven't seen many pull one off on the first try.
Dlg_SC_Tutorial_player_dawdlesTraining_1350_Combat_Vanduul_Player_Dawdles_Target_Glaive=Stop screwing around and target the Glaive.
Dlg_SC_Tutorial_player_dawdles_1Training_0020_Player_Dawdles_01=I'm waiting, rook.
Dlg_SC_Tutorial_player_dawdles_2Training_0020_Player_Dawdles_02=On me. Let's go.
Dlg_SC_Tutorial_player_dawdles_3Training_0020_Player_Dawdles_03=Still waiting…
Dlg_SC_Tutorial_player_fail_line_1Training_0360_Flight_Player_Fail_Line_01=Playtime's over, kid.
Dlg_SC_Tutorial_player_fail_line_2Training_0360_Flight_Player_Fail_Line_02=Shut it down. You're done.
Dlg_SC_Tutorial_player_fail_line_3Training_0360_Flight_Player_Fail_Line_03=I don't have time for this.
Dlg_SC_Tutorial_player_failsTraining_1200_Race_Player_Fails=Okay, that's enough. I don't think you're ready yet.
Dlg_SC_Tutorial_player_falls_behind_1Training_1150_Race_Player_Falls_Behind_01=Come on. You can do better than that.
Dlg_SC_Tutorial_player_falls_behind_2Training_1180_Race_Player_Falls_Behind_02=Let's go, let's go. I'm falling asleep up here.
Dlg_SC_Tutorial_player_falls_behind_warning_1Training_1190_Race_Player_Falls_Behind_Warning_01=Keep up, kid, you're blowing it.
Dlg_SC_Tutorial_player_falls_behind_warning_2Training_1190_Race_Player_Falls_Behind_Warning_02=You gonna give up now? Come on, push yourself.
Dlg_SC_Tutorial_player_falls_off_trailTraining_0620_Combat_Chase_Player_Falls_Off_Trail=Don't lose it. Stay on its tail.
Dlg_SC_Tutorial_player_final_warningTraining_0380_Flight_Player_Final_Warning_01=Last chance.
Dlg_SC_Tutorial_player_flies_away_1Training_0340_Flight_Player_Flies_Away_01=Where are you going?
Dlg_SC_Tutorial_player_flies_away_2Training_0340_Flight_Player_Flies_Away_02=On me, rookie.
Dlg_SC_Tutorial_player_flies_away_3Training_0340_Flight_Player_Flies_Away_03=Get back here.
Dlg_SC_Tutorial_player_flies_away_last_warning_Training_0350_Flight_Player_Flies_Away_Last_Warning=Turn around. I won't say it again.
Dlg_SC_Tutorial_player_general_warning_1Training_0370_Flight_Player_General_Warning_01=Stay focused. Let's get through this.
Dlg_SC_Tutorial_player_general_warning_2Training_0370_Flight_Player_General_Warning_02=Let's get back on track. We got a lot to cover.
Dlg_SC_Tutorial_player_general_warning_3Training_0370_Flight_Player_General_Warning_03=Just so we're clear, kid: you will follow orders or you will fail this training exercise.
Dlg_SC_Tutorial_player_general_warning_4Training_0370_Flight_Player_General_Warning_04=Stay on track, kid.
Dlg_SC_Tutorial_player_general_warning_5Training_0370_Flight_Player_General_Warning_05=Sharpen up, rookie. This isn't going to cut it.
Dlg_SC_Tutorial_player_gets_hitTraining_0640_Combat_Drone_Player_Gets_Hit=You're taking hits. Check your HUD for shield and damage status.
Dlg_SC_Tutorial_player_hits_droneTraining_0560_Combat_Fire_Player_Hits_Shields=Good shot. See its shields weakening on your HUD?
Dlg_SC_Tutorial_player_lags_1Training_0330_Flight_Player_Lags_01=Come on. Keep up
Dlg_SC_Tutorial_player_lags_2Training_0330_Flight_Player_Lags_02=You're lagging, kid. Hurry up.
Dlg_SC_Tutorial_player_lags_3Training_0330_Flight_Player_Lags_03=You reading me? What the hell's wrong with you?
Dlg_SC_Tutorial_player_lags_4Training_0330_Flight_Player_Lags_04=Waiting on you, kid.
Dlg_SC_Tutorial_player_lags_5Training_0330_Flight_Player_Lags_05=Any time.
Dlg_SC_Tutorial_player_lags_6Training_0330_Flight_Player_Lags_06=Stop wasting my time, rook.
Dlg_SC_Tutorial_player_lined_upTraining_0220_Take_Off_Player_In_Correct_Position=You're lined up.
Dlg_SC_Tutorial_player_match_speedTraining_0400_Flight_Player_Has_Matched_Speed=Great, you're locked on.
Dlg_SC_Tutorial_player_no_weaponsTraining_0730_Combat_No_Weapons=That hit took out your weapons. You'll have to hold out until they come back online. Countermeasures are still online. Use them.
Dlg_SC_Tutorial_player_off_centreTraining_0200_Take_Off_Player_Off-Centre=Don't align yourself with the middle of the doors. You'd be surprised how many 'cruits forget that the cockpit is not the centre of the ship.
Dlg_SC_Tutorial_player_strafe_forwardTraining_0180_Take_Off_Player_Move_Forward=Okay. Now strafe forward onto the taxiway. If you need it, the tower should have lit up your path.
Dlg_SC_Tutorial_player_take_offTraining_0170_Take_Off_Player_Dust_Off=Nice, you're clear of the pad.
Dlg_SC_Tutorial_player_testTraining_1120_Race_Challenge_01=Think you can put all this together? Let's see.
Dlg_SC_Tutorial_player_turningTraining_0190_Take_Off_Player_Turning=Don't turn too much. You don't want to fall out of alignment.
Dlg_SC_Tutorial_players_turnTraining_0130_Take_Off_Players_Turn=Ready? I'm enabling your systems and will monitor your progress from up here.
Dlg_SC_Tutorial_power_plant_warningTraining_1390_Power_Plant_Warning=I'm getting erratic power spikes from your ship. They must have hit your power plant!
Dlg_SC_Tutorial_race_introTraining_1220_Race_Challenge_02=Race you to the Spire.
Dlg_SC_Tutorial_race_intro_2Training_1070_Race_Intro=Think you can stay on my tail?
Dlg_SC_Tutorial_radar_checkTraining_0470_Combat_Intro_02=Check your radar. You should have a contact.
Dlg_SC_Tutorial_select_landing_padTraining_0930_Landing_Select_Landing_Pad=Go ahead and pick a landing pad.
Dlg_SC_Tutorial_selecting_landing_padTraining_0920_Landing_Hud_Selecting_Landing_Pad=You can cycle through available landing pads the same as cycling through targets.
Dlg_SC_Tutorial_self_destruct_introTraining_1400_Self-Destruct_Intro=Your ship's loaded with military intel, so we can't let it fall into enemy hands. You'll have to initiate self-destruct before you eject.
Dlg_SC_Tutorial_ship_checkTraining_0070_Cockpit_Intro_03=Let's get ready for takeoff. I'll do this step by step to show you how it's done. Systems, check. Engines, check. Tower, permission for launch.
Dlg_SC_Tutorial_ship_menu_groupsTraining_1490_Ship_Config_Menu_Intro_02=In there you'll see your weapon groups, shield configuration and power distribution.
Dlg_SC_Tutorial_ship_menu_introTraining_1480_Ship_Config_Menu_Intro_01=While we're waiting, feel free to take a look at your ship's setup.
Dlg_SC_Tutorial_ship_menu_warningsTraining_1500_Ship_Config_Menu_Intro_03=I wouldn't mess around with them during training.
Dlg_SC_Tutorial_ship_positionTraining_0750_Combat_CM_Ship_Position=Another pro tip: countermeasures are fired backward so never fly at a missile head-on, launch a countermeasure and expect it to work.
Dlg_SC_Tutorial_shortcutTraining_1140_Race_Shortcut=Think fast.
Dlg_SC_Tutorial_somedamageTraining_0280_Take_Off_Some_Damage=A little shaky, but vertical take-offs take some practice.
Dlg_SC_Tutorial_space_brake_introTraining_1110_Flight_Space_Brake_Explanation=If you need to cut speed in a hurry, use your space brake - it's much quicker than dialing back your engines and the moment you let go of it you'll automatically accelerate back up to your previous speed.
Dlg_SC_Tutorial_spire_fillerTraining_1470_Filler_And_Foreshadow_The_Spire=That, my friend, is the Spire. Isn't she a beauty?
Dlg_SC_Tutorial_strafe_forwardTraining_0090_Take_Off_Move_Forward=Now that I'm clear I can strafe forward onto the taxiway.
Dlg_SC_Tutorial_strafe_sidewaysTraining_0100_Take_Off_Center_Under_Doors=Now I square my ship up with the ceiling doors ready for a vertical take-off.
Dlg_SC_Tutorial_successful_targetTraining_0520_Combat_Target_Weapons_Online=Good. Now your weapons are online.
Dlg_SC_Tutorial_system_checkTraining_0070_Cockpit_Intro_04=Systems, check.
Dlg_SC_Tutorial_takes_damageTraining_1290_Combat_Player_Hull_Damage=You're taking a lot of hull damage. Try and keep a shield between you and the enemy.
Dlg_SC_Tutorial_target_closestTraining_0480_Combat_Target_Enemy_01=Use your targeting system to quickly target the closest enemy.
Dlg_SC_Tutorial_target_glaiveTraining_1340_Combat_Vanduul_Target_Glaive=Target the Glaive.
Dlg_SC_Tutorial_target_hitTraining_0610_Combat_Hud_Pip_Fire_On_Target=Good hit. Keep firing.
Dlg_SC_Tutorial_target_hudTraining_0480_Combat_Target_Enemy_02=Use your targeting system to target the closest enemy.
Dlg_SC_Tutorial_target_hud_explanationTraining_0490_Combat_Target_Enemy_Hud_Explanation_01=Okay, now look at the top right of your HUD. You should see you target displayed. This will show realtime damage, shield status and a few other things.
Dlg_SC_Tutorial_target_hud_explanation_2Training_0490_Combat_Target_Enemy_Hud_Explanation_02=Shields are drawn as panels floating around the ship. They'll shrink as they weaken until they disappear completely. At that point, your shots will hit the hull and cause lasting damage.
Dlg_SC_Tutorial_target_leaderTraining_0320_Targeting_Intro_01=I've just enabled your targeting system. Use it to target me.
Dlg_SC_Tutorial_target_lines_upTraining_0540_Combat_Target_Fire_When_Ready_01=Line up your target and fire when you're ready.
Dlg_SC_Tutorial_target_player_dawdles_1Training_0500_Combat_Target_Player_Dawdles_01=Come on, select nearest target.
Dlg_SC_Tutorial_target_player_dawdles_2Training_0500_Combat_Target_Player_Dawdles_02=Target the drone.
Dlg_SC_Tutorial_target_player_failTraining_0510_Combat_Target_Player_Fail_01=Let's head back. Guess you need more time in the sims.
Dlg_SC_Tutorial_told_to_eject_0001=Eject!
Dlg_SC_Tutorial_too_much_damageTraining_0310_Take_Off_Too_Much_Damage=Yeah, I don't think your ship can take any more. I think we'll need to get it patched up and try again.
Dlg_SC_Tutorial_tower_permissionTraining_0070_Cockpit_Intro_07=Copy that, tower.
Dlg_SC_Tutorial_vanduul_all_deadTraining_1380_Combat_Vanduul_All_Dead=We're clear. Hell of a training session, huh.
Dlg_SC_Tutorial_vanduul_freefireTraining_1370_Combat_Vanduul_Freefire=You're cleared to engage the rest. Good luck.
Dlg_SC_Tutorial_vanduul_intro_1Training_1230_Combat_Intro=Hold on, I've got contacts inbound…
Dlg_SC_Tutorial_vanduul_intro_2Training_1240_Combat_Vanduul_Contact=Contact! Vanduul fighter, dead ahead.
Dlg_SC_Tutorial_vanduul_intro_3Training_1250_Combat_All_Weapon_Systems_Active=This is not a drill. I repeat, this is not a drill. All your systems are active. This is a live-fire encounter.
Dlg_SC_Tutorial_vanduul_wave_2Training_1320_Combat_Vanduul_Wave_Two=Stay sharp. We got more hostiles inbound. Looks like there's a Glaive in the mix.
Dlg_SC_Tutorial_vertical_lift_offTraining_0080_Take_Off_Dust_Off=Alright, first I want to lift vertically until I'm just clear of the landing pad.
Dlg_SC_Tutorial_waitingTraining_0020_Player_Dawdles_04=What are you waiting for?
Dlg_SC_Tutorial_warningTraining_0030_Introduction_02=Don't think you can slink your way through this. You need to focus and execute my commands because there is zero room for error in the black. We clear?
Dlg_SC_Tutorial_weapons_hotTraining_1300_Combat_Player_Weapons_Overheating_01=Ease up. Your weapons are getting hot.
Dlg_SC_Tutorial_weapons_overheat_adviceTraining_1300_Combat_Player_Weapons_Overheating_02=Fire in controlled bursts and give your weapons time to cool or they'll overheat.
Dlg_SC_ac_bludgeon_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=My zone is contested
Dlg_SC_ac_bludgeon_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=I need help over here
Dlg_SC_ac_bludgeon_conquest_in_contested_zone_call_for_assistance_0550=My zone is contested
Dlg_SC_ac_bludgeon_conquest_in_contested_zone_call_for_assistance_0551=I need help over here
Dlg_SC_ac_bludgeon_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Lost the zone
Dlg_SC_ac_bludgeon_conquest_lost_control_of_a_zone_0570=Lost the zone
Dlg_SC_ac_bludgeon_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
Dlg_SC_ac_bludgeon_conquest_taken_control_of_a_zone_0560=Zone taken
Dlg_SC_ac_bludgeon_ctc_allies_score_pointCTC_Allies_Score_Point_01=Point to us
Dlg_SC_ac_bludgeon_ctc_allies_score_pointCTC_Allies_Score_Point_02=Good job everyone.
Dlg_SC_ac_bludgeon_ctc_allies_score_point_0540=Point to us
Dlg_SC_ac_bludgeon_ctc_allies_score_point_0541=Good job everyone.
Dlg_SC_ac_bludgeon_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
Dlg_SC_ac_bludgeon_ctc_enemy_has_core_0510=They have the core
Dlg_SC_ac_bludgeon_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Point to them
Dlg_SC_ac_bludgeon_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=I can do better.
Dlg_SC_ac_bludgeon_ctc_enemy_scores_point_0530=Point to them
Dlg_SC_ac_bludgeon_ctc_enemy_scores_point_0531=I can do better.
Dlg_SC_ac_bludgeon_ctc_player_has_coreCTC_Player_Has_Core=Nice one. Get the core back
Dlg_SC_ac_bludgeon_ctc_player_has_core_0500=Nice one. Get the core back
Dlg_SC_ac_bludgeon_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core
Dlg_SC_ac_bludgeon_ctc_this_ai_has_core_0520=I have the core
Dlg_SC_ac_bludgeon_generic_response_noGeneric_Response_No_01=No, sir.
Dlg_SC_ac_bludgeon_generic_response_noGeneric_Response_No_02=Negative.
Dlg_SC_ac_bludgeon_generic_response_no_0310=No, sir.
Dlg_SC_ac_bludgeon_generic_response_no_0311=Negative.
Dlg_SC_ac_bludgeon_generic_response_yesGeneric_Response_Yes_01=Copy
Dlg_SC_ac_bludgeon_generic_response_yesGeneric_Response_Yes_02=Roger that
Dlg_SC_ac_bludgeon_generic_response_yes_0300=Copy
Dlg_SC_ac_bludgeon_generic_response_yes_0301=Roger that
Dlg_SC_ac_bludgeon_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'll cover you
Dlg_SC_ac_bludgeon_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Standby, Flying in.
Dlg_SC_ac_bludgeon_player_order_assistance_required_0120=I'll cover you
Dlg_SC_ac_bludgeon_player_order_assistance_required_0121=Stand by. Flying in.
Dlg_SC_ac_bludgeon_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Target confirmed
Dlg_SC_ac_bludgeon_player_order_attack_my_target_0100=Target confirmed
Dlg_SC_ac_bludgeon_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run initiated
Dlg_SC_ac_bludgeon_player_order_bomb_my_target_0230=Bombing run initiated
Dlg_SC_ac_bludgeon_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking and engaging
Dlg_SC_ac_bludgeon_player_order_break_and_engage_0210=Breaking and engaging
Dlg_SC_ac_bludgeon_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Understood, Defending target
Dlg_SC_ac_bludgeon_player_order_defend_my_target_0110=Understood, Defending target
Dlg_SC_ac_bludgeon_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting your target
Dlg_SC_ac_bludgeon_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Copy. Moving to escort.
Dlg_SC_ac_bludgeon_player_order_escort_my_target_0220=Escorting your target
Dlg_SC_ac_bludgeon_player_order_escort_my_target_0221=Copy. Moving to escort.
Dlg_SC_ac_bludgeon_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Copy. Instituting 'don't get shot' parameters.
Dlg_SC_ac_bludgeon_player_order_evasive_manoeuvers_0200=Copy. Instituting 'don't get shot' parameters.
Dlg_SC_ac_bludgeon_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Falling in on your position.
Dlg_SC_ac_bludgeon_player_order_form_up_on_me_0130=Falling in on your position.
Dlg_SC_ac_bludgeon_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading home
Dlg_SC_ac_bludgeon_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back
Dlg_SC_ac_bludgeon_player_order_return_to_base_0240=Heading home
Dlg_SC_ac_bludgeon_player_order_return_to_base_0241=Heading back
Dlg_SC_ac_bludgeon_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=Formation 1 confirmed
Dlg_SC_ac_bludgeon_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=Formation 2 confirmed
Dlg_SC_ac_bludgeon_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=Formation 3 confirmed
Dlg_SC_ac_bludgeon_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=Formation 4 confirmed
Dlg_SC_ac_bludgeon_player_order_witch_to_formation_0251=Formation 1 confirmed
Dlg_SC_ac_bludgeon_player_order_witch_to_formation_0252=Formation 2 confirmed
Dlg_SC_ac_bludgeon_player_order_witch_to_formation_0253=Formation 3 confirmed
Dlg_SC_ac_bludgeon_player_order_witch_to_formation_0254=Formation 4 confirmed
Dlg_SC_ac_bludgeon_reaction_Gets_a_killReaction_Gets_A_Kill_01=Bogey's down
Dlg_SC_ac_bludgeon_reaction_Gets_a_killReaction_Gets_A_Kill_02=Hostile destroyed
Dlg_SC_ac_bludgeon_reaction_Gets_a_kill_0400=Bogey's down
Dlg_SC_ac_bludgeon_reaction_Gets_a_kill_0401=Hostile destroyed
Dlg_SC_ac_bludgeon_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check your targets
Dlg_SC_ac_bludgeon_reaction_being_hit_by_friendly_fire_0480=Check your targets
Dlg_SC_ac_bludgeon_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=My fault. Rookie mistake.
Dlg_SC_ac_bludgeon_reaction_commiting_friendly_fire_0490=My fault. Rookie mistake.
Dlg_SC_ac_bludgeon_reaction_ejectReaction_Eject=I'm sorry, it won't happen again.
Dlg_SC_ac_bludgeon_reaction_eject_0470=I'm sorry, it won't happen again.
Dlg_SC_ac_bludgeon_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly unit lost
Dlg_SC_ac_bludgeon_reaction_friendly_gets_killed_0450=Friendly unit lost
Dlg_SC_ac_bludgeon_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Hostiles inbound
Dlg_SC_ac_bludgeon_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Hostiles approaching
Dlg_SC_ac_bludgeon_reaction_incoming_enemies_0420=Hostiles inbound
Dlg_SC_ac_bludgeon_reaction_incoming_enemies_0421=Hostiles approaching
Dlg_SC_ac_bludgeon_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Falling back. I'm sorry.
Dlg_SC_ac_bludgeon_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Sorry, I'm too damaged.
Dlg_SC_ac_bludgeon_reaction_leaving_battle_retreating_0440=Falling back. I'm sorry.
Dlg_SC_ac_bludgeon_reaction_leaving_battle_retreating_0441=Sorry, I'm too damaged.
Dlg_SC_ac_bludgeon_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice kill
Dlg_SC_ac_bludgeon_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Good shot
Dlg_SC_ac_bludgeon_reaction_player_gets_a_kill_0410=Nice kill
Dlg_SC_ac_bludgeon_reaction_player_gets_a_kill_0411=Good shot
Dlg_SC_ac_bludgeon_reaction_rejoining_battleReaction_Rejoining_Battle=Back on the line.
Dlg_SC_ac_bludgeon_reaction_rejoining_battle_0430=Back on the line.
Dlg_SC_ac_bludgeon_reaction_taking_damageReaction_Taking_Damage_01=Need support.
Dlg_SC_ac_bludgeon_reaction_taking_damageReaction_Taking_Damage_02=Maybe my callsign should be Bullet Sponge.
Dlg_SC_ac_bludgeon_reaction_taking_damage_0460=Need support.
Dlg_SC_ac_bludgeon_reaction_taking_damage_0461=Maybe my callsign should be Bullet Sponge.
Dlg_SC_ac_bullseye_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Ral chawin, bring alls. (People are messing with us. Bring everybody)
Dlg_SC_ac_bullseye_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Come ons, alls, where bein (Come on, people, where are you?)
Dlg_SC_ac_bullseye_conquest_in_contested_zone_call_for_assistance_0550=Ral chawin, bring alls. (People are messing with us. Bring everybody)
Dlg_SC_ac_bullseye_conquest_in_contested_zone_call_for_assistance_0551=Come ons, alls, where bein (Come on, people, where are you?)
Dlg_SC_ac_bullseye_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=All slick, is loss (Nice job, [we] lost it)
Dlg_SC_ac_bullseye_conquest_lost_control_of_a_zone_0570=All slick, is loss (Nice job, [we] lost it)
Dlg_SC_ac_bullseye_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Gras it. (Grabbed it)
Dlg_SC_ac_bullseye_conquest_taken_control_of_a_zone_0560=Gras it. (Grabbed it)
Dlg_SC_ac_bullseye_ctc_allies_score_pointCTC_Allies_Score_Point=Shan, peeps. (Shiny, people)
Dlg_SC_ac_bullseye_ctc_allies_score_point_0540=Shan, peeps. (Shiny, people)
Dlg_SC_ac_bullseye_ctc_enemy_has_coreCTC_Enemy_Has_Core=Skrum bassad willin billaball (Scum bastards took the core)
Dlg_SC_ac_bullseye_ctc_enemy_has_core_0510=Skrum bassad willin billaball (Scum bastards took the core)
Dlg_SC_ac_bullseye_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Kuiza, man. Dez winn. (%$*&, man. They're winning)
Dlg_SC_ac_bullseye_ctc_enemy_scores_point_0530=Kuiza, man. Dez winn. (%$*&, man. They're winning)
Dlg_SC_ac_bullseye_ctc_player_has_coreCTC_Player_Has_Core=You wit billaball (You have the core)
Dlg_SC_ac_bullseye_ctc_player_has_core_0500=You wit billaball (You have the core)
Dlg_SC_ac_bullseye_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I wit billaball (I have the core)
Dlg_SC_ac_bullseye_ctc_this_ai_has_core_0520=I wit billaball (I have the core)
Dlg_SC_ac_bullseye_generic_response_noGeneric_Response_No_01=Nah
Dlg_SC_ac_bullseye_generic_response_no_0310=Nah
Dlg_SC_ac_bullseye_generic_response_yesGeneric_Response_Yes_01=Yeah
Dlg_SC_ac_bullseye_generic_response_yesGeneric_Response_Yes_02=Keen
Dlg_SC_ac_bullseye_generic_response_yes_0300=Yeah
Dlg_SC_ac_bullseye_generic_response_yes_0301=Keen
Dlg_SC_ac_bullseye_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=On 'em.
Dlg_SC_ac_bullseye_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Yeah.
Dlg_SC_ac_bullseye_player_order_assistance_required_0120=On 'em.
Dlg_SC_ac_bullseye_player_order_assistance_required_0121=Yeah.
Dlg_SC_ac_bullseye_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=I's on 'em (I'm on them)
Dlg_SC_ac_bullseye_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Skrum's mah. (Scum's mine)
Dlg_SC_ac_bullseye_player_order_attack_my_target_0100=I's on 'em (I'm on them)
Dlg_SC_ac_bullseye_player_order_attack_my_target_0101=Skrum's mah. (Scum's mine)
Dlg_SC_ac_bullseye_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Leverin' the bi kill. (Delivering the big kill)
Dlg_SC_ac_bullseye_player_order_bomb_my_target_0230=Leverin' the bi kill. (Delivering the big kill)
Dlg_SC_ac_bullseye_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Lesen all dem to beddewan. (Leave them to us)
Dlg_SC_ac_bullseye_player_order_break_and_engage_0210=Lesen all dem to beddewan. (Leave them to us)
Dlg_SC_ac_bullseye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Em laz is mah laz. (Their lasers are my lasers)
Dlg_SC_ac_bullseye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Scoddi don' wa. (Covering them)
Dlg_SC_ac_bullseye_player_order_escort_my_target_0220=Em laz is mah laz. (Their lasers are my lasers)
Dlg_SC_ac_bullseye_player_order_escort_my_target_0221=Scoddi don' wa. (Covering them)
Dlg_SC_ac_bullseye_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Tazen on them waggle. (Taking them on a ride)
Dlg_SC_ac_bullseye_player_order_evasive_manoeuvers_0200=Tazen on them waggle. (Taking them on a ride)
Dlg_SC_ac_bullseye_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Flyin on.
Dlg_SC_ac_bullseye_player_order_form_up_on_me_0130=Flyin on.
Dlg_SC_ac_bullseye_player_order_return_to_basePlayer_Order_Return_To_Base_01=Seatin' offa the collapsin (Heading back to crash)
Dlg_SC_ac_bullseye_player_order_return_to_basePlayer_Order_Return_To_Base_02=Hearin' an' backin (Copy. Heading back)
Dlg_SC_ac_bullseye_player_order_return_to_base_0240=Seatin' offa the collapsin (Heading back to crash)
Dlg_SC_ac_bullseye_player_order_return_to_base_0241=Hearin' an' backin (Copy. Heading back)
Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_bullseye_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got yas! (Got you)
Dlg_SC_ac_bullseye_reaction_Gets_a_killReaction_Gets_A_Kill_02=Spattered 'em.
Dlg_SC_ac_bullseye_reaction_Gets_a_kill_0400=Got yas! (Got you)
Dlg_SC_ac_bullseye_reaction_Gets_a_kill_0401=Spattered 'em.
Dlg_SC_ac_bullseye_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Ay! Seem wan keesher (Hey! Watch yourself)
Dlg_SC_ac_bullseye_reaction_being_hit_by_friendly_fire_0480=Ay! Seem wan keesher (Hey! Watch yourself)
Dlg_SC_ac_bullseye_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Haha. Don ge agro (Don't get mad)
Dlg_SC_ac_bullseye_reaction_commiting_friendly_fire_0490=Haha. Don ge agro (Don't get mad)
Dlg_SC_ac_bullseye_reaction_ejectReaction_Eject=Fallin ou' (Bailing out)
Dlg_SC_ac_bullseye_reaction_eject_0470=Fallin ou' (Bailing out)
Dlg_SC_ac_bullseye_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Loss em (Lost one)
Dlg_SC_ac_bullseye_reaction_friendly_gets_killed_0450=Loss em (Lost one)
Dlg_SC_ac_bullseye_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Blots on scren (Contacts on my screen)
Dlg_SC_ac_bullseye_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Whole buncha comin nah (Whole lot [of people] coming in.
Dlg_SC_ac_bullseye_reaction_incoming_enemies_0420=Blots on scren (Contacts on my screen)
Dlg_SC_ac_bullseye_reaction_incoming_enemies_0421=Whole buncha comin nah (Whole lot [of people] coming in.)
Dlg_SC_ac_bullseye_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Outta (I'm out of here)
Dlg_SC_ac_bullseye_reaction_leaving_battle_retreating_0440=Outta (I'm out of here)
Dlg_SC_ac_bullseye_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Real devil. (A phrase of endearment)
Dlg_SC_ac_bullseye_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Frizza nice (Exploded real nice)
Dlg_SC_ac_bullseye_reaction_player_gets_a_kill_0410=Real devil. (A phrase of endearment)
Dlg_SC_ac_bullseye_reaction_player_gets_a_kill_0411=Frizza nice (Exploded real nice)
Dlg_SC_ac_bullseye_reaction_rejoining_battleReaction_Rejoining_Battle=YAAAAAAA. (Battle Charge)
Dlg_SC_ac_bullseye_reaction_rejoining_battle_0430=YAAAAAAA. (Battle Charge)
Dlg_SC_ac_bullseye_reaction_taking_damageReaction_Taking_Damage_01=Skrums follin' mah dingo. (Scumbags right on my ass)
Dlg_SC_ac_bullseye_reaction_taking_damageReaction_Taking_Damage_02=Bucho mat (Son of a bitch)
Dlg_SC_ac_bullseye_reaction_taking_damage_0460=Skrums follin' mah dingo. (Scumbags right on my ass)
Dlg_SC_ac_bullseye_reaction_taking_damage_0461=Bucho mat (Son of a bitch)
Dlg_SC_ac_deadeye_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Zone critical.
Dlg_SC_ac_deadeye_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Need help
Dlg_SC_ac_deadeye_conquest_in_contested_zone_call_for_assistance_0550=Zone critical.
Dlg_SC_ac_deadeye_conquest_in_contested_zone_call_for_assistance_0551=Need help
Dlg_SC_ac_deadeye_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
Dlg_SC_ac_deadeye_conquest_lost_control_of_a_zone_0570=Zone lost
Dlg_SC_ac_deadeye_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours
Dlg_SC_ac_deadeye_conquest_taken_control_of_a_zone_0560=Zone is ours
Dlg_SC_ac_deadeye_ctc_allies_score_pointCTC_Allies_Score_Point=Point to us
Dlg_SC_ac_deadeye_ctc_allies_score_point_0540=Point to us
Dlg_SC_ac_deadeye_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got the core
Dlg_SC_ac_deadeye_ctc_enemy_has_core_0510=They got the core
Dlg_SC_ac_deadeye_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=They score
Dlg_SC_ac_deadeye_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Point to them
Dlg_SC_ac_deadeye_ctc_enemy_scores_point_0530=They score
Dlg_SC_ac_deadeye_ctc_enemy_scores_point_0531=Point to them
Dlg_SC_ac_deadeye_ctc_player_has_coreCTC_Player_Has_Core=You have the core
Dlg_SC_ac_deadeye_ctc_player_has_core_0500=You have the core
Dlg_SC_ac_deadeye_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core acquired, on me.
Dlg_SC_ac_deadeye_ctc_this_ai_has_core_0520=Core acquired, on me.
Dlg_SC_ac_deadeye_generic_response_noGeneric_Response_No_01=No
Dlg_SC_ac_deadeye_generic_response_noGeneric_Response_No_02=Nyet
Dlg_SC_ac_deadeye_generic_response_no_0310=No
Dlg_SC_ac_deadeye_generic_response_no_0311=Nyet
Dlg_SC_ac_deadeye_generic_response_yesGeneric_Response_Yes_01=Yes….sir
Dlg_SC_ac_deadeye_generic_response_yesGeneric_Response_Yes_02=Da
Dlg_SC_ac_deadeye_generic_response_yes_0300=Yes….sir
Dlg_SC_ac_deadeye_generic_response_yes_0301=Da
Dlg_SC_ac_deadeye_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=On my way.
Dlg_SC_ac_deadeye_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I will help you
Dlg_SC_ac_deadeye_player_order_assistance_required_0120=On my way.
Dlg_SC_ac_deadeye_player_order_assistance_required_0121=I will help you
Dlg_SC_ac_deadeye_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=With pleasure.
Dlg_SC_ac_deadeye_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=I have them in sight
Dlg_SC_ac_deadeye_player_order_attack_my_target_0100=With pleasure.
Dlg_SC_ac_deadeye_player_order_attack_my_target_0101=I have them in sight
Dlg_SC_ac_deadeye_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Heavy weapons cleared.
Dlg_SC_ac_deadeye_player_order_bomb_my_target_0230=Heavy weapons cleared.
Dlg_SC_ac_deadeye_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Heavy weapons cleared.
Dlg_SC_ac_deadeye_player_order_break_and_engage_0210=Heavy weapons cleared.
Dlg_SC_ac_deadeye_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=I'll think about it.
Dlg_SC_ac_deadeye_player_order_defend_my_target_0110=I'll think about it.
Dlg_SC_ac_deadeye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=…copy that.
Dlg_SC_ac_deadeye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_deadeye_player_order_escort_my_target_0220=…copy that.
Dlg_SC_ac_deadeye_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_deadeye_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading now
Dlg_SC_ac_deadeye_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evasive action
Dlg_SC_ac_deadeye_player_order_evasive_manoeuvers_0200=Evading now
Dlg_SC_ac_deadeye_player_order_evasive_manoeuvers_0201=Evasive action
Dlg_SC_ac_deadeye_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving to formation now
Dlg_SC_ac_deadeye_player_order_form_up_on_me_0130=Moving to formation now
Dlg_SC_ac_deadeye_player_order_return_to_basePlayer_Order_Return_To_Base_01=Scope's clear. Return to base
Dlg_SC_ac_deadeye_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back
Dlg_SC_ac_deadeye_player_order_return_to_base_0240=Scope's clear. Return to base
Dlg_SC_ac_deadeye_player_order_return_to_base_0241=Heading back
Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_deadeye_reaction_Gets_a_killReaction_Gets_A_Kill_01=Dead.
Dlg_SC_ac_deadeye_reaction_Gets_a_killReaction_Gets_A_Kill_02=Ghosted
Dlg_SC_ac_deadeye_reaction_Gets_a_kill_0400=Dead.
Dlg_SC_ac_deadeye_reaction_Gets_a_kill_0401=Ghosted
Dlg_SC_ac_deadeye_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=I am a friendly! Idiots
Dlg_SC_ac_deadeye_reaction_being_hit_by_friendly_fire_0480=I am a friendly! Idiots
Dlg_SC_ac_deadeye_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=I apologise
Dlg_SC_ac_deadeye_reaction_commiting_friendly_fire_0490=I apologise
Dlg_SC_ac_deadeye_reaction_ejectReaction_Eject=Going down.
Dlg_SC_ac_deadeye_reaction_eject_0470=Going down.
Dlg_SC_ac_deadeye_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Ally destroyed
Dlg_SC_ac_deadeye_reaction_friendly_gets_killed_0450=Ally destroyed
Dlg_SC_ac_deadeye_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Target inbound
Dlg_SC_ac_deadeye_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Hostile approaching
Dlg_SC_ac_deadeye_reaction_incoming_enemies_0420=Target inbound
Dlg_SC_ac_deadeye_reaction_incoming_enemies_0421=Hostile approaching
Dlg_SC_ac_deadeye_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Regrouping.
Dlg_SC_ac_deadeye_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Sustained too much damage.
Dlg_SC_ac_deadeye_reaction_leaving_battle_retreating_0440=Regrouping.
Dlg_SC_ac_deadeye_reaction_leaving_battle_retreating_0441=Sustained too much damage.
Dlg_SC_ac_deadeye_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Good kill
Dlg_SC_ac_deadeye_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice killing
Dlg_SC_ac_deadeye_reaction_player_gets_a_kill_0410=Good kill
Dlg_SC_ac_deadeye_reaction_player_gets_a_kill_0411=Nice killing
Dlg_SC_ac_deadeye_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back
Dlg_SC_ac_deadeye_reaction_rejoining_battle_0430=I'm back
Dlg_SC_ac_deadeye_reaction_taking_damageReaction_Taking_Damage_01=Taking fire.
Dlg_SC_ac_deadeye_reaction_taking_damageReaction_Taking_Damage_02=Getting chewed up.
Dlg_SC_ac_deadeye_reaction_taking_damage_0460=Taking fire.
Dlg_SC_ac_deadeye_reaction_taking_damage_0461=Getting chewed up.
Dlg_SC_ac_dodger_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=You gonna help me take this zone or what?
Dlg_SC_ac_dodger_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Pull your finger out you lot, help me!
Dlg_SC_ac_dodger_conquest_in_contested_zone_call_for_assistance_0550=You gonna help me take this zone or what?
Dlg_SC_ac_dodger_conquest_in_contested_zone_call_for_assistance_0551=Pull your finger out you lot, help me!
Dlg_SC_ac_dodger_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Lost the zone
Dlg_SC_ac_dodger_conquest_lost_control_of_a_zone_0570=Lost the zone
Dlg_SC_ac_dodger_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Got the zone
Dlg_SC_ac_dodger_conquest_taken_control_of_a_zone_0560=Got the zone
Dlg_SC_ac_dodger_ctc_allies_score_pointCTC_Allies_Score_Point=Up yours! We scored!
Dlg_SC_ac_dodger_ctc_allies_score_point_0540=Up yours! We scored!
Dlg_SC_ac_dodger_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our sodding core!
Dlg_SC_ac_dodger_ctc_enemy_has_core_0510=They got our sodding core!
Dlg_SC_ac_dodger_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Bugger. They scored
Dlg_SC_ac_dodger_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Point to them
Dlg_SC_ac_dodger_ctc_enemy_scores_point_0530=Bugger. They scored
Dlg_SC_ac_dodger_ctc_enemy_scores_point_0531=Point to them
Dlg_SC_ac_dodger_ctc_player_has_coreCTC_Player_Has_Core=Core is yours, take her home
Dlg_SC_ac_dodger_ctc_player_has_core_0500=Core is yours, take her home
Dlg_SC_ac_dodger_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I got the core. Watch me back fellas
Dlg_SC_ac_dodger_ctc_this_ai_has_core_0520=I got the core. Watch me back fellas
Dlg_SC_ac_dodger_generic_response_noGeneric_Response_No_01=No
Dlg_SC_ac_dodger_generic_response_noGeneric_Response_No_02=Are you kidding? Nah
Dlg_SC_ac_dodger_generic_response_no_0310=No
Dlg_SC_ac_dodger_generic_response_no_0311=Are you kidding? Nah
Dlg_SC_ac_dodger_generic_response_yesGeneric_Response_Yes_01=Roger
Dlg_SC_ac_dodger_generic_response_yesGeneric_Response_Yes_02=Yeah, Yeah
Dlg_SC_ac_dodger_generic_response_yes_0300=Roger
Dlg_SC_ac_dodger_generic_response_yes_0301=Yeah, Yeah
Dlg_SC_ac_dodger_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Here to save your arse
Dlg_SC_ac_dodger_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I'll help ya
Dlg_SC_ac_dodger_player_order_assistance_required_0120=Here to save your arse
Dlg_SC_ac_dodger_player_order_assistance_required_0121=I'll help ya
Dlg_SC_ac_dodger_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=He's mine.
Dlg_SC_ac_dodger_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Coming in loud and proud
Dlg_SC_ac_dodger_player_order_attack_my_targetPlayer_Order_Attack_My_Target_03=Target locked in,
Dlg_SC_ac_dodger_player_order_attack_my_target_0100=He's mine.
Dlg_SC_ac_dodger_player_order_attack_my_target_0101=Coming in loud and proud
Dlg_SC_ac_dodger_player_order_attack_my_target_0102=Target locked in,
Dlg_SC_ac_dodger_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run
Dlg_SC_ac_dodger_player_order_bomb_my_target_0230=Bombing run
Dlg_SC_ac_dodger_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking formation to engage
Dlg_SC_ac_dodger_player_order_break_and_engage_0210=Breaking formation to engage
Dlg_SC_ac_dodger_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=I'm a nanny, good job mate
Dlg_SC_ac_dodger_player_order_defend_my_target_0110=I'm a nanny, good job mate
Dlg_SC_ac_dodger_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
Dlg_SC_ac_dodger_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=I'll get them where they're going.
Dlg_SC_ac_dodger_player_order_escort_my_target_0220=Escorting
Dlg_SC_ac_dodger_player_order_escort_my_target_0221=I'll get them where they're going.
Dlg_SC_ac_dodger_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Consider 'em lost.
Dlg_SC_ac_dodger_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evasive maneouvers
Dlg_SC_ac_dodger_player_order_evasive_manoeuvers_0200=Consider 'em lost.
Dlg_SC_ac_dodger_player_order_evasive_manoeuvers_0201=Evasive maneouvers
Dlg_SC_ac_dodger_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=On my way.
Dlg_SC_ac_dodger_player_order_form_up_on_me_0130=On my way.
Dlg_SC_ac_dodger_player_order_return_to_basePlayer_Order_Return_To_Base_01=I'll head back and repair
Dlg_SC_ac_dodger_player_order_return_to_basePlayer_Order_Return_To_Base_02=Going back to base
Dlg_SC_ac_dodger_player_order_return_to_base_0240=I'll head back and repair
Dlg_SC_ac_dodger_player_order_return_to_base_0241=Going back to base
Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_dodger_reaction_Gets_a_killReaction_Gets_A_Kill_01=Ghosted.
Dlg_SC_ac_dodger_reaction_Gets_a_killReaction_Gets_A_Kill_02=Merked 'em, boss.
Dlg_SC_ac_dodger_reaction_Gets_a_kill_0400=Ghosted.
Dlg_SC_ac_dodger_reaction_Gets_a_kill_0401=Merked 'em, boss.
Dlg_SC_ac_dodger_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Bloody hell, you muppet.
Dlg_SC_ac_dodger_reaction_being_hit_by_friendly_fire_0480=Bloody hell, you muppet.
Dlg_SC_ac_dodger_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Damn it, sorry
Dlg_SC_ac_dodger_reaction_commiting_friendly_fire_0490=Damn it, sorry
Dlg_SC_ac_dodger_reaction_ejectReaction_Eject=Spent up. Ejecting.
Dlg_SC_ac_dodger_reaction_eject_0470=Spent up. Ejecting.
Dlg_SC_ac_dodger_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly in smoke
Dlg_SC_ac_dodger_reaction_friendly_gets_killed_0450=Friendly in smoke
Dlg_SC_ac_dodger_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Multiple contacts, coming in fast
Dlg_SC_ac_dodger_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Bogeys inbound
Dlg_SC_ac_dodger_reaction_incoming_enemies_0420=Multiple contacts, coming in fast
Dlg_SC_ac_dodger_reaction_incoming_enemies_0421=Bogeys inbound
Dlg_SC_ac_dodger_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Gotta bug out a minute
Dlg_SC_ac_dodger_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Keep the fight warm. I'll be back.
Dlg_SC_ac_dodger_reaction_leaving_battle_retreating_0440=Gotta bug out a minute
Dlg_SC_ac_dodger_reaction_leaving_battle_retreating_0441=Keep the fight warm. I'll be back.
Dlg_SC_ac_dodger_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Good shooting.
Dlg_SC_ac_dodger_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice one.
Dlg_SC_ac_dodger_reaction_player_gets_a_kill_0410=Good shooting.
Dlg_SC_ac_dodger_reaction_player_gets_a_kill_0411=Nice one.
Dlg_SC_ac_dodger_reaction_rejoining_battleReaction_Rejoining_Battle=Dodger's here, don't worry
Dlg_SC_ac_dodger_reaction_rejoining_battle_0430=Dodger's here, don't worry
Dlg_SC_ac_dodger_reaction_taking_damageReaction_Taking_Damage_01=They're smacking the shit outta me here!
Dlg_SC_ac_dodger_reaction_taking_damageReaction_Taking_Damage_02=How 'bout lending a hand?!
Dlg_SC_ac_dodger_reaction_taking_damage_0460=They're smacking the shit outta me here!
Dlg_SC_ac_dodger_reaction_taking_damage_0461=How 'bout lending a hand?!
Dlg_SC_ac_grudge_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Enemies in my zone, need immediate assistance
Dlg_SC_ac_grudge_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Zone contested, help please.
Dlg_SC_ac_grudge_conquest_in_contested_zone_call_for_assistance_0550=Enemies in my zone, need immediate assistance
Dlg_SC_ac_grudge_conquest_in_contested_zone_call_for_assistance_0551=Zone contested, help please.
Dlg_SC_ac_grudge_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone.
Dlg_SC_ac_grudge_conquest_lost_control_of_a_zone_0570=We lost the zone.
Dlg_SC_ac_grudge_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We took the zone
Dlg_SC_ac_grudge_conquest_taken_control_of_a_zone_0560=We took the zone
Dlg_SC_ac_grudge_ctc_allies_score_pointCTC_Allies_Score_Point=Scored!
Dlg_SC_ac_grudge_ctc_allies_score_point_0540=Scored!
Dlg_SC_ac_grudge_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core
Dlg_SC_ac_grudge_ctc_enemy_has_core_0510=They got our core
Dlg_SC_ac_grudge_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Surprise, surprise.
Dlg_SC_ac_grudge_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Whatever, they got a point
Dlg_SC_ac_grudge_ctc_enemy_scores_point_0530=Surprise, surprise.
Dlg_SC_ac_grudge_ctc_enemy_scores_point_0531=Whatever, they got a point
Dlg_SC_ac_grudge_ctc_player_has_coreCTC_Player_Has_Core=Nice snag, sir, get the core back
Dlg_SC_ac_grudge_ctc_player_has_core_0500=Nice snag, sir, get the core back
Dlg_SC_ac_grudge_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Help! Help! I got the core!
Dlg_SC_ac_grudge_ctc_this_ai_has_core_0520=Help! Help! I got the core!
Dlg_SC_ac_grudge_generic_response_noGeneric_Response_No_01=Nah, sorry
Dlg_SC_ac_grudge_generic_response_noGeneric_Response_No_02=There's no point doing that
Dlg_SC_ac_grudge_generic_response_no_0310=Nah, sorry
Dlg_SC_ac_grudge_generic_response_no_0311=There's no point doing that
Dlg_SC_ac_grudge_generic_response_yesGeneric_Response_Yes_01=Copy
Dlg_SC_ac_grudge_generic_response_yesGeneric_Response_Yes_02=I guess.
Dlg_SC_ac_grudge_generic_response_yes_0300=Copy
Dlg_SC_ac_grudge_generic_response_yes_0301=I guess.
Dlg_SC_ac_grudge_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'm coming
Dlg_SC_ac_grudge_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Moving to assist you
Dlg_SC_ac_grudge_player_order_assistance_required_0120=I'm coming
Dlg_SC_ac_grudge_player_order_assistance_required_0121=Moving to assist you
Dlg_SC_ac_grudge_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=I see them.
Dlg_SC_ac_grudge_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Engaging.
Dlg_SC_ac_grudge_player_order_attack_my_target_0100=I see them.
Dlg_SC_ac_grudge_player_order_attack_my_target_0101=Engaging.
Dlg_SC_ac_grudge_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Stand by. Bomb run initialised
Dlg_SC_ac_grudge_player_order_bomb_my_target_0230=Stand by. Bomb run initialised
Dlg_SC_ac_grudge_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking to engage
Dlg_SC_ac_grudge_player_order_break_and_engage_0210=Breaking to engage
Dlg_SC_ac_grudge_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Sure.
Dlg_SC_ac_grudge_player_order_defend_my_target_0110=Sure.
Dlg_SC_ac_grudge_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escort confirmed
Dlg_SC_ac_grudge_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_grudge_player_order_escort_my_target_0220=Escort confirmed
Dlg_SC_ac_grudge_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_grudge_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I can't shake them.
Dlg_SC_ac_grudge_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evading now
Dlg_SC_ac_grudge_player_order_evasive_manoeuvers_0200=I can't shake them.
Dlg_SC_ac_grudge_player_order_evasive_manoeuvers_0201=Evading now
Dlg_SC_ac_grudge_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01_01=Falling in line.
Dlg_SC_ac_grudge_player_order_form_up_on_me_0130=Falling in line.
Dlg_SC_ac_grudge_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back to base
Dlg_SC_ac_grudge_player_order_return_to_basePlayer_Order_Return_To_Base_02=I'm out.
Dlg_SC_ac_grudge_player_order_return_to_base_0240=Heading back to base
Dlg_SC_ac_grudge_player_order_return_to_base_0241=I'm out.
Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_grudge_reaction_Gets_a_killReaction_Gets_A_Kill_01=Splash one bogey
Dlg_SC_ac_grudge_reaction_Gets_a_killReaction_Gets_A_Kill_02=Got one.
Dlg_SC_ac_grudge_reaction_Gets_a_kill_0400=Splash one bogey
Dlg_SC_ac_grudge_reaction_Gets_a_kill_0401=Got one.
Dlg_SC_ac_grudge_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Alright, which one of you idiots hit me?
Dlg_SC_ac_grudge_reaction_being_hit_by_friendly_fire_0480=Alright, which one of you idiots hit me?
Dlg_SC_ac_grudge_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Whoops, sorry.
Dlg_SC_ac_grudge_reaction_commiting_friendly_fire_0490=Whoops, sorry.
Dlg_SC_ac_grudge_reaction_ejectReaction_Eject_01=Ejecting
Dlg_SC_ac_grudge_reaction_ejectReaction_Eject_02=Bailing out.
Dlg_SC_ac_grudge_reaction_eject_0470=Ejecting
Dlg_SC_ac_grudge_reaction_eject_0471=Bailing out.
Dlg_SC_ac_grudge_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly down
Dlg_SC_ac_grudge_reaction_friendly_gets_killed_0450=Friendly down
Dlg_SC_ac_grudge_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got company
Dlg_SC_ac_grudge_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Scope's full.
Dlg_SC_ac_grudge_reaction_incoming_enemies_0420=We got company
Dlg_SC_ac_grudge_reaction_incoming_enemies_0421=Scope's full.
Dlg_SC_ac_grudge_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Retreating
Dlg_SC_ac_grudge_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Copy that. Falling back.
Dlg_SC_ac_grudge_reaction_leaving_battle_retreating_0440=Retreating
Dlg_SC_ac_grudge_reaction_leaving_battle_retreating_0441=Copy that. Falling back.
Dlg_SC_ac_grudge_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Not a bad kill
Dlg_SC_ac_grudge_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice
Dlg_SC_ac_grudge_reaction_player_gets_a_kill_0410=Not a bad kill
Dlg_SC_ac_grudge_reaction_player_gets_a_kill_0411=Nice
Dlg_SC_ac_grudge_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back
Dlg_SC_ac_grudge_reaction_rejoining_battle_0430=I'm back
Dlg_SC_ac_grudge_reaction_taking_damageReaction_Taking_Damage_01=Where's my back-up?
Dlg_SC_ac_grudge_reaction_taking_damageReaction_Taking_Damage_02=Shields holding, but I'm taking fire
Dlg_SC_ac_grudge_reaction_taking_damage_0460=Where's my back-up?
Dlg_SC_ac_grudge_reaction_taking_damage_0461=Shields holding, but I'm taking fire
Dlg_SC_ac_hitman_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist=Zone contested. All ships converge.
Dlg_SC_ac_hitman_conquest_in_contested_zone_call_for_assistance_0550=Zone contested. All ships converge.
Dlg_SC_ac_hitman_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
Dlg_SC_ac_hitman_conquest_lost_control_of_a_zone_0570=Zone lost
Dlg_SC_ac_hitman_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
Dlg_SC_ac_hitman_conquest_taken_control_of_a_zone_0560=Zone taken
Dlg_SC_ac_hitman_ctc_allies_score_pointCTC_Allies_Score_Point=Point to us
Dlg_SC_ac_hitman_ctc_allies_score_point_0540=Point to us
Dlg_SC_ac_hitman_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core. Get it back
Dlg_SC_ac_hitman_ctc_enemy_has_core_0510=They got our core. Get it back
Dlg_SC_ac_hitman_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Point to them
Dlg_SC_ac_hitman_ctc_enemy_scores_point_0530=Point to them
Dlg_SC_ac_hitman_ctc_player_has_coreCTC_Player_Has_Core=Get the core back to base
Dlg_SC_ac_hitman_ctc_player_has_core_0500=Get the core back to base
Dlg_SC_ac_hitman_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core. Assist me
Dlg_SC_ac_hitman_ctc_this_ai_has_core_0520=I have the core. Assist me
Dlg_SC_ac_hitman_generic_response_noGeneric_Response_No_01=Negative
Dlg_SC_ac_hitman_generic_response_no_0310=Negative
Dlg_SC_ac_hitman_generic_response_yesGeneric_Response_Yes_01=Copy
Dlg_SC_ac_hitman_generic_response_yes_0300=Copy
Dlg_SC_ac_hitman_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Hang tight
Dlg_SC_ac_hitman_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Incoming.
Dlg_SC_ac_hitman_player_order_assistance_required_0120=Hang tight
Dlg_SC_ac_hitman_player_order_assistance_required_0121=Incoming.
Dlg_SC_ac_hitman_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Attack. Right
Dlg_SC_ac_hitman_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=You got it.
Dlg_SC_ac_hitman_player_order_attack_my_target_0100=Attack. Right
Dlg_SC_ac_hitman_player_order_attack_my_target_0101=You got it.
Dlg_SC_ac_hitman_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bomb run locked in
Dlg_SC_ac_hitman_player_order_bomb_my_target_0230=Bomb run locked in
Dlg_SC_ac_hitman_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking now.
Dlg_SC_ac_hitman_player_order_break_and_engage_0210=Breaking now.
Dlg_SC_ac_hitman_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending
Dlg_SC_ac_hitman_player_order_defend_my_target_0110=Defending
Dlg_SC_ac_hitman_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
Dlg_SC_ac_hitman_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target
Dlg_SC_ac_hitman_player_order_escort_my_target_0220=Escorting
Dlg_SC_ac_hitman_player_order_escort_my_target_0221=Escorting target
Dlg_SC_ac_hitman_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading
Dlg_SC_ac_hitman_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evasive maneouvers
Dlg_SC_ac_hitman_player_order_evasive_manoeuvers_0200=Evading
Dlg_SC_ac_hitman_player_order_evasive_manoeuvers_0201=Evasive maneouvers
Dlg_SC_ac_hitman_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Copy that. En route to you.
Dlg_SC_ac_hitman_player_order_form_up_on_me_0130=Copy that. En route to you.
Dlg_SC_ac_hitman_player_order_return_to_basePlayer_Order_Return_To_Base_01=Going back
Dlg_SC_ac_hitman_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back
Dlg_SC_ac_hitman_player_order_return_to_base_0240=Going back
Dlg_SC_ac_hitman_player_order_return_to_base_0241=Heading back
Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_hitman_reaction_Gets_a_killReaction_Gets_A_Kill=Hostile destroyed
Dlg_SC_ac_hitman_reaction_Gets_a_kill_0400=Hostile destroyed
Dlg_SC_ac_hitman_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check your fire. Friendly.
Dlg_SC_ac_hitman_reaction_being_hit_by_friendly_fire_0480=Check your fire. Friendly.
Dlg_SC_ac_hitman_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Sorry. My fault.
Dlg_SC_ac_hitman_reaction_commiting_friendly_fire_0490=Sorry. My fault.
Dlg_SC_ac_hitman_reaction_ejectReaction_Eject=Ejecting, good luck
Dlg_SC_ac_hitman_reaction_eject_0470=Ejecting, good luck
Dlg_SC_ac_hitman_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly down
Dlg_SC_ac_hitman_reaction_friendly_gets_killed_0450=Friendly down
Dlg_SC_ac_hitman_reaction_incoming_enemiesReaction_Incoming_Enemies=Hostiles inbound
Dlg_SC_ac_hitman_reaction_incoming_enemies_0420=Hostiles inbound
Dlg_SC_ac_hitman_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Retreating
Dlg_SC_ac_hitman_reaction_leaving_battle_retreating_0440=Retreating
Dlg_SC_ac_hitman_reaction_player_gets_a_killReaction_Player_Gets_A_Kill=Good kill
Dlg_SC_ac_hitman_reaction_player_gets_a_kill_0410=Good kill
Dlg_SC_ac_hitman_reaction_rejoining_battleReaction_Rejoining_Battle=Hitman, back in the battle
Dlg_SC_ac_hitman_reaction_rejoining_battle_0430=Hitman, back in the battle
Dlg_SC_ac_hitman_reaction_taking_damageReaction_Taking_Damage=Under fire. Repeat. Under fire.
Dlg_SC_ac_hitman_reaction_taking_damage_0460=Under fire. Repeat. Under fire.
Dlg_SC_ac_outback_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=We're getting swarmed here.
Dlg_SC_ac_outback_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Converge on zone. Now!
Dlg_SC_ac_outback_conquest_in_contested_zone_call_for_assistance_0550=We're getting swarmed here.
Dlg_SC_ac_outback_conquest_in_contested_zone_call_for_assistance_0551=Converge on zone. Now!
Dlg_SC_ac_outback_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone
Dlg_SC_ac_outback_conquest_lost_control_of_a_zone_0570=We lost the zone
Dlg_SC_ac_outback_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We took the zone
Dlg_SC_ac_outback_conquest_taken_control_of_a_zone_0560=We took the zone
Dlg_SC_ac_outback_ctc_allies_score_pointCTC_Allies_Score_Point=Hell yeah, people.
Dlg_SC_ac_outback_ctc_allies_score_point_0540=Hell yeah, people.
Dlg_SC_ac_outback_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy has the core!
Dlg_SC_ac_outback_ctc_enemy_has_core_0510=Enemy has the core!
Dlg_SC_ac_outback_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Come on, people, they scored.
Dlg_SC_ac_outback_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Enemy have a point.
Dlg_SC_ac_outback_ctc_enemy_scores_point_0510=Enemy have a point.
Dlg_SC_ac_outback_ctc_enemy_scores_point_0511=Come on, people, they scored.
Dlg_SC_ac_outback_ctc_player_has_coreCTC_Player_Has_Core=Take the core back to base
Dlg_SC_ac_outback_ctc_player_has_core_0500=Take the core back to base
Dlg_SC_ac_outback_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I've got the core, sir
Dlg_SC_ac_outback_ctc_this_ai_has_core_0520=I've got the core, sir
Dlg_SC_ac_outback_generic_response_noGeneric_Response_No_01=No
Dlg_SC_ac_outback_generic_response_noGeneric_Response_No_02=Think I'll pass.
Dlg_SC_ac_outback_generic_response_no_0310=No
Dlg_SC_ac_outback_generic_response_no_0311=Think I'll pass.
Dlg_SC_ac_outback_generic_response_yesGeneric_Response_Yes_01=Yeah. No problem.
Dlg_SC_ac_outback_generic_response_yesGeneric_Response_Yes_02=All right
Dlg_SC_ac_outback_generic_response_yes_0300=Yeah. No problem.
Dlg_SC_ac_outback_generic_response_yes_0301=All right
Dlg_SC_ac_outback_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Since you asked so nice...
Dlg_SC_ac_outback_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Alright. Stop whining.
Dlg_SC_ac_outback_player_order_assistance_required_0120=Since you asked so nice...
Dlg_SC_ac_outback_player_order_assistance_required_0121=Alright. Stop whining.
Dlg_SC_ac_outback_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Not yet.
Dlg_SC_ac_outback_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Target acquired.
Dlg_SC_ac_outback_player_order_attack_my_target_0100=Not yet.
Dlg_SC_ac_outback_player_order_attack_my_target_0101=Target acquired.
Dlg_SC_ac_outback_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Crunching firing solution, sir
Dlg_SC_ac_outback_player_order_bomb_my_target_0230=Crunching firing solution, sir
Dlg_SC_ac_outback_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=I got this.
Dlg_SC_ac_outback_player_order_break_and_engage_0210=I got this.
Dlg_SC_ac_outback_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target
Dlg_SC_ac_outback_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=I got 'em covered.
Dlg_SC_ac_outback_player_order_defend_my_target_0110=Defending your target
Dlg_SC_ac_outback_player_order_defend_my_target_0111=I got 'em covered.
Dlg_SC_ac_outback_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
Dlg_SC_ac_outback_player_order_escort_my_target_0220=Escorting
Dlg_SC_ac_outback_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading now
Dlg_SC_ac_outback_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=I'll dump 'em easy.
Dlg_SC_ac_outback_player_order_evasive_manoeuvers_0200=Evading now
Dlg_SC_ac_outback_player_order_evasive_manoeuvers_0201=I'll dump 'em easy.
Dlg_SC_ac_outback_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Usually I'm in the lead.
Dlg_SC_ac_outback_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving into formation.
Dlg_SC_ac_outback_player_order_form_up_on_me_0130=Usually I'm in the lead.
Dlg_SC_ac_outback_player_order_form_up_on_me_0131=Moving into formation.
Dlg_SC_ac_outback_player_order_return_to_basePlayer_Order_Return_To_Base_01=Copy. Zeroing home.
Dlg_SC_ac_outback_player_order_return_to_basePlayer_Order_Return_To_Base_02=I'm out.
Dlg_SC_ac_outback_player_order_return_to_base_0240=Copy. Zeroing home.
Dlg_SC_ac_outback_player_order_return_to_base_0241=I'm out.
Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_outback_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_outback_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_outback_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_outback_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_outback_reaction_Gets_a_killReaction_Gets_A_Kill_01=Target eliminated.
Dlg_SC_ac_outback_reaction_Gets_a_killReaction_Gets_A_Kill_02=I got one.
Dlg_SC_ac_outback_reaction_Gets_a_kill_0400=Target eliminated.
Dlg_SC_ac_outback_reaction_Gets_a_kill_0401=I got one.
Dlg_SC_ac_outback_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey, ya bloody idiot, watch your aim
Dlg_SC_ac_outback_reaction_being_hit_by_friendly_fire_0480=Hey, ya bloody idiot, watch your aim
Dlg_SC_ac_outback_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Clear my line of fire.
Dlg_SC_ac_outback_reaction_commiting_friendly_fire_0490=Clear my line of fire.
Dlg_SC_ac_outback_reaction_ejectReaction_Eject_01=I gotta bail
Dlg_SC_ac_outback_reaction_ejectReaction_Eject_02=Ejecting!
Dlg_SC_ac_outback_reaction_eject_0470=I gotta bail
Dlg_SC_ac_outback_reaction_eject_0471=Ejecting!
Dlg_SC_ac_outback_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We're down one.
Dlg_SC_ac_outback_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=That's on you.
Dlg_SC_ac_outback_reaction_friendly_gets_killed_0450=We're down one.
Dlg_SC_ac_outback_reaction_friendly_gets_killed_0451=That's on you.
Dlg_SC_ac_outback_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got company!
Dlg_SC_ac_outback_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Incoming!
Dlg_SC_ac_outback_reaction_incoming_enemies_0420=We got company!
Dlg_SC_ac_outback_reaction_incoming_enemies_0421=Incoming!
Dlg_SC_ac_outback_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=I'm pulling out
Dlg_SC_ac_outback_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Bugging out.
Dlg_SC_ac_outback_reaction_leaving_battle_retreating_0440=I'm pulling out
Dlg_SC_ac_outback_reaction_leaving_battle_retreating_0441=Bugging out.
Dlg_SC_ac_outback_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Beaut. Good kill
Dlg_SC_ac_outback_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice one mate.
Dlg_SC_ac_outback_reaction_player_gets_a_kill_0410=Beaut. Good kill
Dlg_SC_ac_outback_reaction_player_gets_a_kill_0411=Nice one mate.
Dlg_SC_ac_outback_reaction_rejoining_battleReaction_Rejoining_Battle=Re-engaging,
Dlg_SC_ac_outback_reaction_rejoining_battle_0430=Re-engaging,
Dlg_SC_ac_outback_reaction_taking_damageReaction_Taking_Damage_01=Taking fire
Dlg_SC_ac_outback_reaction_taking_damageReaction_Taking_Damage_02=Shit, I'm taking damage.
Dlg_SC_ac_outback_reaction_taking_damage_0460=Taking fire
Dlg_SC_ac_outback_reaction_taking_damage_0461=Shit, I'm taking damage.
Dlg_SC_ac_powpow_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=I need help over here!
Dlg_SC_ac_powpow_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Assistance required in this zone!
Dlg_SC_ac_powpow_conquest_in_contested_zone_call_for_assistance_0550=I need help over here!
Dlg_SC_ac_powpow_conquest_in_contested_zone_call_for_assistance_0551=Assistance required in this zone!
Dlg_SC_ac_powpow_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone, sir!
Dlg_SC_ac_powpow_conquest_lost_control_of_a_zone_0570=We lost the zone, sir!
Dlg_SC_ac_powpow_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone secured, sir
Dlg_SC_ac_powpow_conquest_taken_control_of_a_zone_0560=Zone secured, sir
Dlg_SC_ac_powpow_ctc_allies_score_pointCTC_Allies_Score_Point_01=Yeah! Way to go guys. One point to us!
Dlg_SC_ac_powpow_ctc_allies_score_pointCTC_Allies_Score_Point_02=Score one for us…
Dlg_SC_ac_powpow_ctc_allies_score_point_0540=Yeah! Way to go guys. One point to us!
Dlg_SC_ac_powpow_ctc_allies_score_point_0541=Score one for us…
Dlg_SC_ac_powpow_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy have the core, sir!
Dlg_SC_ac_powpow_ctc_enemy_has_core_0510=Enemy have the core, sir!
Dlg_SC_ac_powpow_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Damn, they got the core home
Dlg_SC_ac_powpow_ctc_enemy_scores_point_0530=Damn, they got the core home
Dlg_SC_ac_powpow_ctc_player_has_coreCTC_Player_Has_Core_01=Take her home, sir
Dlg_SC_ac_powpow_ctc_player_has_coreCTC_Player_Has_Core_02=You got it. Go!
Dlg_SC_ac_powpow_ctc_player_has_core_0500=Take her home, sir
Dlg_SC_ac_powpow_ctc_player_has_core_0501=You got it. Go!
Dlg_SC_ac_powpow_ctc_this_ai_has_coreCTC_This_Ai_Has_Core_01=I…I…got the core, protect me!
Dlg_SC_ac_powpow_ctc_this_ai_has_coreCTC_This_Ai_Has_Core_02=Core retreived, help me
Dlg_SC_ac_powpow_ctc_this_ai_has_core_0520=I…I…got the core, protect me!
Dlg_SC_ac_powpow_ctc_this_ai_has_core_0521=Core retreived, help me
Dlg_SC_ac_powpow_generic_response_noGeneric_Response_No_01=Sorry sir, I can't
Dlg_SC_ac_powpow_generic_response_noGeneric_Response_No_02=I can't do that right now, sir
Dlg_SC_ac_powpow_generic_response_noGeneric_Response_No_03=Really sorry sir, no can do!
Dlg_SC_ac_powpow_generic_response_no_0310=Sorry sir, I can't
Dlg_SC_ac_powpow_generic_response_no_0311=I can't do that right now, sir
Dlg_SC_ac_powpow_generic_response_no_0312=Really sorry sir, no can do!
Dlg_SC_ac_powpow_generic_response_yesGeneric_Response_Yes_01=Yes, sir!
Dlg_SC_ac_powpow_generic_response_yesGeneric_Response_Yes_02=Will do.
Dlg_SC_ac_powpow_generic_response_yesGeneric_Response_Yes_03=All copy.
Dlg_SC_ac_powpow_generic_response_yes_0300=Yes, sir!
Dlg_SC_ac_powpow_generic_response_yes_0301=Will do.
Dlg_SC_ac_powpow_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I’ll try and help out, sir
Dlg_SC_ac_powpow_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hang in there sir, I’m coming!
Dlg_SC_ac_powpow_player_order_assistance_requiredPlayer_Order_Assistance_Required_03=Copy. Copy! On my way!
Dlg_SC_ac_powpow_player_order_assistance_required_0120=I’ll try and help out, sir
Dlg_SC_ac_powpow_player_order_assistance_required_0121=Hang in there sir, I’m coming!
Dlg_SC_ac_powpow_player_order_assistance_required_0122=Copy. Copy! On my way!
Dlg_SC_ac_powpow_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Copy. Acquiring target, sir...
Dlg_SC_ac_powpow_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Yes, sir
Dlg_SC_ac_powpow_player_order_attack_my_targetPlayer_Order_Attack_My_Target_03=I'll…I'll engage, sir
Dlg_SC_ac_powpow_player_order_attack_my_target_0100=Copy. Acquiring target, sir...
Dlg_SC_ac_powpow_player_order_attack_my_target_0101=Yes, sir
Dlg_SC_ac_powpow_player_order_attack_my_target_0102=I'll…I'll engage, sir
Dlg_SC_ac_powpow_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Prepping bomb run on your target, sir
Dlg_SC_ac_powpow_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_02=Bombing run engaged on your target, sir
Dlg_SC_ac_powpow_player_order_bomb_my_target_0230=Prepping bomb run on your target, sir
Dlg_SC_ac_powpow_player_order_bomb_my_target_0231=Bombing run engaged on your target, sir
Dlg_SC_ac_powpow_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking now, sir
Dlg_SC_ac_powpow_player_order_break_and_engage_0210=Breaking now, sir
Dlg_SC_ac_powpow_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target, sir
Dlg_SC_ac_powpow_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=Course locked for defend, sir
Dlg_SC_ac_powpow_player_order_defend_my_target_0110=Defending your target, sir
Dlg_SC_ac_powpow_player_order_defend_my_target_0111=Course locked for defend, sir
Dlg_SC_ac_powpow_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Moving to escort your target, sir
Dlg_SC_ac_powpow_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Confirmed escort to your target, sir
Dlg_SC_ac_powpow_player_order_escort_my_target_0220=Moving to escort your target, sir
Dlg_SC_ac_powpow_player_order_escort_my_target_0221=Confirmed escort to your target, sir
Dlg_SC_ac_powpow_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Copy that. Evasive manoeuvres, sir
Dlg_SC_ac_powpow_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evasion pattern... Delta... initialised, sir
Dlg_SC_ac_powpow_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_03=Evasive manoeuvres confirmed, sir
Dlg_SC_ac_powpow_player_order_evasive_manoeuvers_0200=Copy that. Evasive manoeuvres, sir
Dlg_SC_ac_powpow_player_order_evasive_manoeuvers_0201=Evasive manoeuvres confirmed, sir
Dlg_SC_ac_powpow_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up on you, sir
Dlg_SC_ac_powpow_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving into formation, sir
Dlg_SC_ac_powpow_player_order_form_up_on_me_0130=Forming up on you, sir
Dlg_SC_ac_powpow_player_order_form_up_on_me_0131=Moving into formation, sir
Dlg_SC_ac_powpow_player_order_return_to_basePlayer_Order_Return_To_Base_01=Return and Repair confirmed, sir
Dlg_SC_ac_powpow_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back for Repair, sir
Dlg_SC_ac_powpow_player_order_return_to_base_0240=Return and Repair confirmed, sir
Dlg_SC_ac_powpow_player_order_return_to_base_0241=Heading back for Repair, sir
Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_powpow_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got one!
Dlg_SC_ac_powpow_reaction_Gets_a_killReaction_Gets_A_Kill_02=Yeah!
Dlg_SC_ac_powpow_reaction_Gets_a_killReaction_Gets_A_Kill_03=Scratch one bogie!
Dlg_SC_ac_powpow_reaction_Gets_a_kill_0400=Got one!
Dlg_SC_ac_powpow_reaction_Gets_a_kill_0401=Yeah!
Dlg_SC_ac_powpow_reaction_Gets_a_kill_0402=Scratch one bogie!
Dlg_SC_ac_powpow_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey! Watch your aim
Dlg_SC_ac_powpow_reaction_being_hit_by_friendly_fire_0480=Hey! Watch your aim
Dlg_SC_ac_powpow_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Shit. Sorry. It won't happen again.
Dlg_SC_ac_powpow_reaction_commiting_friendly_fire_0490=Shit. Sorry. It won't happen again.
Dlg_SC_ac_powpow_reaction_ejectReaction_Eject_01=Help!
Dlg_SC_ac_powpow_reaction_ejectReaction_Eject_02=I'm bailing out, sir!
Dlg_SC_ac_powpow_reaction_eject_0470=Help!
Dlg_SC_ac_powpow_reaction_eject_0471=I'm bailing out, sir!
Dlg_SC_ac_powpow_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=NO!
Dlg_SC_ac_powpow_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Damn it, we're losing people
Dlg_SC_ac_powpow_reaction_friendly_gets_killed_0450=NO!
Dlg_SC_ac_powpow_reaction_friendly_gets_killed_0451=Damn it, we're losing people
Dlg_SC_ac_powpow_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Enemies inbound, sir
Dlg_SC_ac_powpow_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Multiple contacts!
Dlg_SC_ac_powpow_reaction_incoming_enemies_0420=Enemies inbound, sir
Dlg_SC_ac_powpow_reaction_incoming_enemies_0421=Multiple contacts!
Dlg_SC_ac_powpow_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Combat ineffective, sir.
Dlg_SC_ac_powpow_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating, sir
Dlg_SC_ac_powpow_reaction_leaving_battle_retreating_0440=Combat ineffective, sir.
Dlg_SC_ac_powpow_reaction_leaving_battle_retreating_0441=Retreating, sir
Dlg_SC_ac_powpow_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice shooting, sir
Dlg_SC_ac_powpow_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Wooh! You got him, sir
Dlg_SC_ac_powpow_reaction_player_gets_a_kill_0410=Nice shooting, sir
Dlg_SC_ac_powpow_reaction_player_gets_a_kill_0411=Wooh! You got him, sir
Dlg_SC_ac_powpow_reaction_rejoining_battleReaction_Rejoining_Battle=Re-engaging, sir
Dlg_SC_ac_powpow_reaction_rejoining_battle_0430=Re-engaging, sir
Dlg_SC_ac_powpow_reaction_taking_damageReaction_Taking_Damage_01=I'm under fire, sir!
Dlg_SC_ac_powpow_reaction_taking_damageReaction_Taking_Damage_02=Getting hit, sir
Dlg_SC_ac_powpow_reaction_taking_damage_0460=I'm under fire, sir!
Dlg_SC_ac_powpow_reaction_taking_damage_0461=Getting hit, sir
Dlg_SC_ac_pro_conquest_in_contested_zone_call_for_assistance_0550=Requesting help securing zone
Dlg_SC_ac_pro_conquest_in_contested_zone_call_for_assistance_0551=Assistance needed over here
Dlg_SC_ac_pro_conquest_lost_control_of_a_zone_0570=Zone lost, sir.!
Dlg_SC_ac_pro_conquest_taken_control_of_a_zone_0560=Zone taken, sir
Dlg_SC_ac_pro_ctc_allies_score_point_0540=Well done people, we scored.
Dlg_SC_ac_pro_ctc_allies_score_point_0541=One point to us.
Dlg_SC_ac_pro_ctc_enemy_has_core_0510=Hostile has the mark.
Dlg_SC_ac_pro_ctc_enemy_scores_point_0530=Damn it, they got it back
Dlg_SC_ac_pro_ctc_player_has_core_0500=Get it back safely, sir
Dlg_SC_ac_pro_ctc_this_ai_has_core_0520=I have the mark, sir
Dlg_SC_ac_pro_ctc_this_ai_has_core_0521=Mark retrieved. On me.
Dlg_SC_ac_pro_generic_response_no_0310=Cannot comply, sir.
Dlg_SC_ac_pro_generic_response_no_0311=No, sir.
Dlg_SC_ac_pro_generic_response_yes_0300=Roger that
Dlg_SC_ac_pro_generic_response_yes_0301=Copy
Dlg_SC_ac_pro_generic_response_yes_0302=Copy that.
Dlg_SC_ac_pro_player_order_assistance_required_0120=On my way.
Dlg_SC_ac_pro_player_order_assistance_required_0121=Hold tight, I'll help out.
Dlg_SC_ac_pro_player_order_attack_my_target_0100=Yeah, on it.
Dlg_SC_ac_pro_player_order_attack_my_target_0101=Target engaged.
Dlg_SC_ac_pro_player_order_bomb_my_target_0230=Bombing run locked in.
Dlg_SC_ac_pro_player_order_break_and_engage_0210=Breaking formation.
Dlg_SC_ac_pro_player_order_break_and_engage_0211=Break, break.
Dlg_SC_ac_pro_player_order_defend_my_target_0110=Defending the target
Dlg_SC_ac_pro_player_order_defend_my_target_0111=I'll keep him safe
Dlg_SC_ac_pro_player_order_escort_my_target_0220=Escorting, sir
Dlg_SC_ac_pro_player_order_escort_my_target_0221=I'll protect it
Dlg_SC_ac_pro_player_order_evasive_manoeuvers_0200=Evasive manoeuvres...
Dlg_SC_ac_pro_player_order_evasive_manoeuvers_0201=Confirm evasive action, sir
Dlg_SC_ac_pro_player_order_form_up_on_me_0130=Moving to formation.
Dlg_SC_ac_pro_player_order_form_up_on_me_0131=Moving to your wing.
Dlg_SC_ac_pro_player_order_return_to_base_0240=Returning to base
Dlg_SC_ac_pro_player_order_return_to_base_0241=Heading back to base
Dlg_SC_ac_pro_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_pro_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_pro_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_pro_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_pro_reaction_Gets_a_kill_0400=Contact eliminated.
Dlg_SC_ac_pro_reaction_Gets_a_kill_0401=Enemy down
Dlg_SC_ac_pro_reaction_Gets_a_kill_0402=Threat neutralised.
Dlg_SC_ac_pro_reaction_being_hit_by_friendly_fire_0480=Oy. Watch your fire
Dlg_SC_ac_pro_reaction_commiting_friendly_fire_0490=Damn it. Sorry.
Dlg_SC_ac_pro_reaction_eject_0470=What the hell?!.
Dlg_SC_ac_pro_reaction_eject_0471=Ejecting!
Dlg_SC_ac_pro_reaction_friendly_gets_killed_0450=Damn it.
Dlg_SC_ac_pro_reaction_friendly_gets_killed_0451=Friendly down, sir!
Dlg_SC_ac_pro_reaction_incoming_enemies_0420=Threat sighted, sir
Dlg_SC_ac_pro_reaction_incoming_enemies_0421=Enemies incoming
Dlg_SC_ac_pro_reaction_leaving_battle_retreating_0440=Moving to safe distance, sir
Dlg_SC_ac_pro_reaction_leaving_battle_retreating_0441=Retreating, sir
Dlg_SC_ac_pro_reaction_player_gets_a_kill_0410=Nice move, sir
Dlg_SC_ac_pro_reaction_player_gets_a_kill_0411=Good shooting, sir
Dlg_SC_ac_pro_reaction_rejoining_battle_0430=Back in it, sir.
Dlg_SC_ac_pro_reaction_taking_damage_0460=Help! Help!
Dlg_SC_ac_pro_reaction_taking_damage_0461=Hostile on my six.
Dlg_SC_ac_rocksteady_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=I need help over here guys
Dlg_SC_ac_rocksteady_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Help. Zone contested
Dlg_SC_ac_rocksteady_conquest_in_contested_zone_call_for_assistance_0550=I need help over here guys
Dlg_SC_ac_rocksteady_conquest_in_contested_zone_call_for_assistance_0551=Help. Zone contested
Dlg_SC_ac_rocksteady_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
Dlg_SC_ac_rocksteady_conquest_lost_control_of_a_zone_0570=Zone lost
Dlg_SC_ac_rocksteady_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We took this zone
Dlg_SC_ac_rocksteady_conquest_taken_control_of_a_zone_0560=We took this zone
Dlg_SC_ac_rocksteady_ctc_allies_score_pointCTC_Allies_Score_Point=Yeah! We got a point!
Dlg_SC_ac_rocksteady_ctc_allies_score_point_0540=Yeah! We got a point!
Dlg_SC_ac_rocksteady_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
Dlg_SC_ac_rocksteady_ctc_enemy_has_core_0510=They have the core
Dlg_SC_ac_rocksteady_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=They scored
Dlg_SC_ac_rocksteady_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Point to them
Dlg_SC_ac_rocksteady_ctc_enemy_scores_point_0530=They scored
Dlg_SC_ac_rocksteady_ctc_enemy_scores_point_0531=Point to them
Dlg_SC_ac_rocksteady_ctc_player_has_coreCTC_Player_Has_Core=You have the core
Dlg_SC_ac_rocksteady_ctc_player_has_core_0500=You have the core
Dlg_SC_ac_rocksteady_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core retreived
Dlg_SC_ac_rocksteady_ctc_this_ai_has_core_0520=Core retreived
Dlg_SC_ac_rocksteady_generic_response_noGeneric_Response_No_01=No, sir.
Dlg_SC_ac_rocksteady_generic_response_noGeneric_Response_No_02=I can't do that, sir.
Dlg_SC_ac_rocksteady_generic_response_no_0310=No, sir.
Dlg_SC_ac_rocksteady_generic_response_no_0311=I can't do that, sir.
Dlg_SC_ac_rocksteady_generic_response_yesGeneric_Response_Yes_01=Copy that
Dlg_SC_ac_rocksteady_generic_response_yesGeneric_Response_Yes_02=You got it.
Dlg_SC_ac_rocksteady_generic_response_yes_0300=Copy that
Dlg_SC_ac_rocksteady_generic_response_yes_0301=You got it.
Dlg_SC_ac_rocksteady_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Keep twisting. I'm on my way.
Dlg_SC_ac_rocksteady_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I'll help you out
Dlg_SC_ac_rocksteady_player_order_assistance_required_0120=Keep twisting. I'm on my way.
Dlg_SC_ac_rocksteady_player_order_assistance_required_0121=I'll help you out
Dlg_SC_ac_rocksteady_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Stand by. Confirming attack.
Dlg_SC_ac_rocksteady_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Engaging your mark
Dlg_SC_ac_rocksteady_player_order_attack_my_target_0100=Stand by. Confirming attack.
Dlg_SC_ac_rocksteady_player_order_attack_my_target_0101=Engaging your mark
Dlg_SC_ac_rocksteady_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run initiated
Dlg_SC_ac_rocksteady_player_order_bomb_my_target_0230=Bombing run initiated
Dlg_SC_ac_rocksteady_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=B&E, confirm.
Dlg_SC_ac_rocksteady_player_order_break_and_engage_0210=B&E, confirm.
Dlg_SC_ac_rocksteady_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target
Dlg_SC_ac_rocksteady_player_order_defend_my_target_0110=Defending your target
Dlg_SC_ac_rocksteady_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=I got 'em, sir.
Dlg_SC_ac_rocksteady_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Copy, moving to escort.
Dlg_SC_ac_rocksteady_player_order_escort_my_target_0220=I got 'em, sir.
Dlg_SC_ac_rocksteady_player_order_escort_my_target_0221=Copy, moving to escort.
Dlg_SC_ac_rocksteady_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading
Dlg_SC_ac_rocksteady_player_order_evasive_manoeuvers_0200=Evading
Dlg_SC_ac_rocksteady_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving into formation
Dlg_SC_ac_rocksteady_player_order_form_up_on_me_0130=Moving into formation
Dlg_SC_ac_rocksteady_player_order_return_to_basePlayer_Order_Return_To_Base_01=Copy, RTB.
Dlg_SC_ac_rocksteady_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back, sir.
Dlg_SC_ac_rocksteady_player_order_return_to_base_0240=Copy, RTB.
Dlg_SC_ac_rocksteady_player_order_return_to_base_0241=Heading back, sir.
Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_rocksteady_pro_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Requesting help securing zone
Dlg_SC_ac_rocksteady_pro_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Assistance needed over here
Dlg_SC_ac_rocksteady_pro_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost, sir.!
Dlg_SC_ac_rocksteady_pro_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken, sir
Dlg_SC_ac_rocksteady_pro_ctc_allies_score_pointCTC_Allies_Score_Point_01=Well done people, we scored.
Dlg_SC_ac_rocksteady_pro_ctc_allies_score_pointCTC_Allies_Score_Point_02=One point to us.
Dlg_SC_ac_rocksteady_pro_ctc_enemy_has_coreCTC_Enemy_Has_Core=Hostile has the mark.
Dlg_SC_ac_rocksteady_pro_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Damn it, they got it back
Dlg_SC_ac_rocksteady_pro_ctc_player_has_coreCTC_Player_Has_Core=Get it back safely, sir
Dlg_SC_ac_rocksteady_pro_ctc_this_ai_has_coreCTC_This_Ai_Has_Core_01=I have the mark, sir
Dlg_SC_ac_rocksteady_pro_ctc_this_ai_has_coreCTC_This_Ai_Has_Core_02=Mark retrieved. On me.
Dlg_SC_ac_rocksteady_pro_generic_response_noGeneric_Response_No_01=Cannot comply, sir.
Dlg_SC_ac_rocksteady_pro_generic_response_noGeneric_Response_No_02=No, sir.
Dlg_SC_ac_rocksteady_pro_generic_response_yesGeneric_Response_Yes_01=Roger that
Dlg_SC_ac_rocksteady_pro_generic_response_yesGeneric_Response_Yes_02=Copy
Dlg_SC_ac_rocksteady_pro_generic_response_yesGeneric_Response_Yes_03=Copy that.
Dlg_SC_ac_rocksteady_pro_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=On my way.
Dlg_SC_ac_rocksteady_pro_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hold tight, I'll help out.
Dlg_SC_ac_rocksteady_pro_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Yeah, on it.
Dlg_SC_ac_rocksteady_pro_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Target engaged.
Dlg_SC_ac_rocksteady_pro_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run locked in.
Dlg_SC_ac_rocksteady_pro_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking formation.
Dlg_SC_ac_rocksteady_pro_player_order_break_and_engagePlayer_Order_Break_And_Engage_02=Break, break.
Dlg_SC_ac_rocksteady_pro_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending the target
Dlg_SC_ac_rocksteady_pro_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=I'll keep him safe
Dlg_SC_ac_rocksteady_pro_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting, sir
Dlg_SC_ac_rocksteady_pro_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=I'll protect it
Dlg_SC_ac_rocksteady_pro_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive manoeuvres...
Dlg_SC_ac_rocksteady_pro_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Confirm evasive action, sir
Dlg_SC_ac_rocksteady_pro_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving to formation.
Dlg_SC_ac_rocksteady_pro_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving to your wing.
Dlg_SC_ac_rocksteady_pro_player_order_return_to_basePlayer_Order_Return_To_Base_01=Returning to base
Dlg_SC_ac_rocksteady_pro_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back to base
Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_rocksteady_pro_reaction_Gets_a_killReaction_Gets_A_Kill_01=Contact eliminated.
Dlg_SC_ac_rocksteady_pro_reaction_Gets_a_killReaction_Gets_A_Kill_02=Enemy down
Dlg_SC_ac_rocksteady_pro_reaction_Gets_a_killReaction_Gets_A_Kill_03=Threat neutralised.
Dlg_SC_ac_rocksteady_pro_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Oy. Watch your fire
Dlg_SC_ac_rocksteady_pro_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Damn it. Sorry.
Dlg_SC_ac_rocksteady_pro_reaction_ejectReaction_Eject_01=What the hell?!.
Dlg_SC_ac_rocksteady_pro_reaction_ejectReaction_Eject_02=Ejecting!
Dlg_SC_ac_rocksteady_pro_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=Damn it.
Dlg_SC_ac_rocksteady_pro_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Friendly down, sir!
Dlg_SC_ac_rocksteady_pro_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Threat sighted, sir
Dlg_SC_ac_rocksteady_pro_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Enemies incoming
Dlg_SC_ac_rocksteady_pro_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Moving to safe distance, sir
Dlg_SC_ac_rocksteady_pro_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating, sir
Dlg_SC_ac_rocksteady_pro_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice move, sir
Dlg_SC_ac_rocksteady_pro_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Good shooting, sir
Dlg_SC_ac_rocksteady_pro_reaction_rejoining_battleReaction_Rejoining_Battle=Back in it, sir.
Dlg_SC_ac_rocksteady_pro_reaction_taking_damageReaction_Taking_Damage_01=Help! Help!
Dlg_SC_ac_rocksteady_pro_reaction_taking_damageReaction_Taking_Damage_02=Hostile on my six.
Dlg_SC_ac_rocksteady_reaction_Gets_a_killReaction_Gets_A_Kill_01=Bagged one
Dlg_SC_ac_rocksteady_reaction_Gets_a_killReaction_Gets_A_Kill_02=Enemy down
Dlg_SC_ac_rocksteady_reaction_Gets_a_kill_0400=Bagged one
Dlg_SC_ac_rocksteady_reaction_Gets_a_kill_0401=Enemy down
Dlg_SC_ac_rocksteady_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Stop shooting at me
Dlg_SC_ac_rocksteady_reaction_being_hit_by_friendly_fire_0480=Stop shooting at me
Dlg_SC_ac_rocksteady_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Damn, sorry.
Dlg_SC_ac_rocksteady_reaction_commiting_friendly_fire_0490=Damn, sorry.
Dlg_SC_ac_rocksteady_reaction_ejectReaction_Eject=Ejecting!
Dlg_SC_ac_rocksteady_reaction_eject_0470=Ejecting!
Dlg_SC_ac_rocksteady_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Dammit! Friendly down!
Dlg_SC_ac_rocksteady_reaction_friendly_gets_killed_0450=Dammit! Friendly down!
Dlg_SC_ac_rocksteady_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Enemies inbound
Dlg_SC_ac_rocksteady_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Multiple contacts approaching
Dlg_SC_ac_rocksteady_reaction_incoming_enemies_0420=Enemies inbound
Dlg_SC_ac_rocksteady_reaction_incoming_enemies_0421=Multiple contacts approaching
Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Retreating
Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Need to fall back.
Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreating_0440=Retreating
Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreating_0441=Need to fall back.
Dlg_SC_ac_rocksteady_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Kill confirmed.
Dlg_SC_ac_rocksteady_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Cool. You got one
Dlg_SC_ac_rocksteady_reaction_player_gets_a_kill_0410=Kill confirmed.
Dlg_SC_ac_rocksteady_reaction_player_gets_a_kill_0411=Cool. You got one
Dlg_SC_ac_rocksteady_reaction_rejoining_battleReaction_Rejoining_Battle=Back in it, sir.
Dlg_SC_ac_rocksteady_reaction_rejoining_battle_0430=Back in it, sir.
Dlg_SC_ac_rocksteady_reaction_taking_damageReaction_Taking_Damage_01=Under fire!
Dlg_SC_ac_rocksteady_reaction_taking_damageReaction_Taking_Damage_02=On me. Need help.
Dlg_SC_ac_rocksteady_reaction_taking_damage_0460=Under fire!
Dlg_SC_ac_rocksteady_reaction_taking_damage_0461=On me. Need help.
Dlg_SC_ac_sarc_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Could do with some help in this zone
Dlg_SC_ac_sarc_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=On me! Zone's being contested.
Dlg_SC_ac_sarc_conquest_in_contested_zone_call_for_assistance_0550=Could do with some help in this zone
Dlg_SC_ac_sarc_conquest_in_contested_zone_call_for_assistance_0551=On me! Zone's being contested.
Dlg_SC_ac_sarc_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Lost the zone.
Dlg_SC_ac_sarc_conquest_lost_control_of_a_zone_0570=Lost the zone.
Dlg_SC_ac_sarc_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours
Dlg_SC_ac_sarc_conquest_taken_control_of_a_zone_0560=Zone is ours
Dlg_SC_ac_sarc_ctc_allies_score_pointCTC_Allies_Score_Point=Get in there! Point to us.
Dlg_SC_ac_sarc_ctc_allies_score_point_0540=Get in there! Point to us.
Dlg_SC_ac_sarc_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have our core
Dlg_SC_ac_sarc_ctc_enemy_has_core_0510=They have our core
Dlg_SC_ac_sarc_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Lucky bastards scored
Dlg_SC_ac_sarc_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=They got a point
Dlg_SC_ac_sarc_ctc_enemy_scores_point_0530=Lucky bastards scored
Dlg_SC_ac_sarc_ctc_enemy_scores_point_0531=They got a point
Dlg_SC_ac_sarc_ctc_player_has_coreCTC_Player_Has_Core=Get the core home, now
Dlg_SC_ac_sarc_ctc_player_has_core_0500=Get the core home, now
Dlg_SC_ac_sarc_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Got the core. Cover me.
Dlg_SC_ac_sarc_ctc_this_ai_has_core_0520=Got the core. Cover me.
Dlg_SC_ac_sarc_generic_response_noGeneric_Response_No_01=Piss off
Dlg_SC_ac_sarc_generic_response_noGeneric_Response_No_02=I think that's ill-advised, sir.
Dlg_SC_ac_sarc_generic_response_no_0310=Piss off
Dlg_SC_ac_sarc_generic_response_no_0311=I think that's ill-advised, sir.
Dlg_SC_ac_sarc_generic_response_yesGeneric_Response_Yes_01=Aye
Dlg_SC_ac_sarc_generic_response_yesGeneric_Response_Yes_02=Copy that.
Dlg_SC_ac_sarc_generic_response_yes_0300=Aye
Dlg_SC_ac_sarc_generic_response_yes_0301=Copy that.
Dlg_SC_ac_sarc_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Need help eh? I'm on my way
Dlg_SC_ac_sarc_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=There in a flash.
Dlg_SC_ac_sarc_player_order_assistance_required_0120=Need help eh? I'm on my way
Dlg_SC_ac_sarc_player_order_assistance_required_0121=There in a flash.
Dlg_SC_ac_sarc_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Target acquired.
Dlg_SC_ac_sarc_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=He'll be a goner.
Dlg_SC_ac_sarc_player_order_attack_my_target_0100=Target acquired.
Dlg_SC_ac_sarc_player_order_attack_my_target_0101=He'll be a goner.
Dlg_SC_ac_sarc_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing maneouver
Dlg_SC_ac_sarc_player_order_bomb_my_target_0230=Bombing maneouver
Dlg_SC_ac_sarc_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=I'm breaking off now
Dlg_SC_ac_sarc_player_order_break_and_engage_0210=I'm breaking off now
Dlg_SC_ac_sarc_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending
Dlg_SC_ac_sarc_player_order_defend_my_target_0110=Defending
Dlg_SC_ac_sarc_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
Dlg_SC_ac_sarc_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_sarc_player_order_escort_my_target_0220=Escorting
Dlg_SC_ac_sarc_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_sarc_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I'll lose this little shit
Dlg_SC_ac_sarc_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Happily.
Dlg_SC_ac_sarc_player_order_evasive_manoeuvers_0200=I'll lose this little shit
Dlg_SC_ac_sarc_player_order_evasive_manoeuvers_0201=Happily.
Dlg_SC_ac_sarc_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Getting into formation now
Dlg_SC_ac_sarc_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving to formation
Dlg_SC_ac_sarc_player_order_form_up_on_me_0130=Getting into formation now
Dlg_SC_ac_sarc_player_order_form_up_on_me_0131=Moving to formation
Dlg_SC_ac_sarc_player_order_return_to_basePlayer_Order_Return_To_Base_01=Copy that. Heading home.
Dlg_SC_ac_sarc_player_order_return_to_basePlayer_Order_Return_To_Base_02=Gladly, sir.
Dlg_SC_ac_sarc_player_order_return_to_base_0240=Copy that. Heading home.
Dlg_SC_ac_sarc_player_order_return_to_base_0241=Gladly, sir.
Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_sarc_reaction_Gets_a_killReaction_Gets_A_Kill_01=Crash and burn, ya bastard!
Dlg_SC_ac_sarc_reaction_Gets_a_killReaction_Gets_A_Kill_02=Blasted.
Dlg_SC_ac_sarc_reaction_Gets_a_kill_0400=Crash and burn, ya bastard!
Dlg_SC_ac_sarc_reaction_Gets_a_kill_0401=Blasted.
Dlg_SC_ac_sarc_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Adjust fire, you bloody idiot
Dlg_SC_ac_sarc_reaction_being_hit_by_friendly_fire_0480=Adjust fire, you bloody idiot
Dlg_SC_ac_sarc_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=You're in my way!
Dlg_SC_ac_sarc_reaction_commiting_friendly_fire_0490=You're in my way!
Dlg_SC_ac_sarc_reaction_ejectReaction_Eject_01=Ejecting
Dlg_SC_ac_sarc_reaction_ejectReaction_Eject_02=Ship's lost!
Dlg_SC_ac_sarc_reaction_eject_0470=Ejecting
Dlg_SC_ac_sarc_reaction_eject_0471=Ship's lost!
Dlg_SC_ac_sarc_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We lost a friendly
Dlg_SC_ac_sarc_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Friendly down
Dlg_SC_ac_sarc_reaction_friendly_gets_killed_0450=We lost a friendly
Dlg_SC_ac_sarc_reaction_friendly_gets_killed_0451=Friendly down
Dlg_SC_ac_sarc_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Incoming!
Dlg_SC_ac_sarc_reaction_incoming_enemiesReaction_Incoming_Enemies_02=More enemies inbound
Dlg_SC_ac_sarc_reaction_incoming_enemies_0420=Incoming!
Dlg_SC_ac_sarc_reaction_incoming_enemies_0421=More enemies inbound
Dlg_SC_ac_sarc_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Gotta go
Dlg_SC_ac_sarc_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating.
Dlg_SC_ac_sarc_reaction_leaving_battle_retreating_0440=Gotta go
Dlg_SC_ac_sarc_reaction_leaving_battle_retreating_0441=Retreating.
Dlg_SC_ac_sarc_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice kill, sunshine
Dlg_SC_ac_sarc_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Good kill
Dlg_SC_ac_sarc_reaction_player_gets_a_kill_0410=Nice kill, sunshine
Dlg_SC_ac_sarc_reaction_player_gets_a_kill_0411=Good kill
Dlg_SC_ac_sarc_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back in the fray
Dlg_SC_ac_sarc_reaction_rejoining_battle_0430=I'm back in the fray
Dlg_SC_ac_sarc_reaction_taking_damageReaction_Taking_Damage_01=Bastards got a line on me!
Dlg_SC_ac_sarc_reaction_taking_damageReaction_Taking_Damage_02=Taking hits
Dlg_SC_ac_sarc_reaction_taking_damage_0460=Bastards got a line on me!
Dlg_SC_ac_sarc_reaction_taking_damage_0461=Taking hits
Dlg_SC_ac_showboat_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Could do with a hand in this zone
Dlg_SC_ac_showboat_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Zone's getting overrun.
Dlg_SC_ac_showboat_conquest_in_contested_zone_call_for_assistance_0550=Could do with a hand in this zone
Dlg_SC_ac_showboat_conquest_in_contested_zone_call_for_assistance_0551=Zone's getting overrun.
Dlg_SC_ac_showboat_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
Dlg_SC_ac_showboat_conquest_lost_control_of_a_zone_0570=Zone lost
Dlg_SC_ac_showboat_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
Dlg_SC_ac_showboat_conquest_taken_control_of_a_zone_0560=Zone taken
Dlg_SC_ac_showboat_ctc_allies_score_pointCTC_Allies_Score_Point=We scored. That's cos of me you know...
Dlg_SC_ac_showboat_ctc_allies_score_point_0540=We scored. That's cos of me you know...
Dlg_SC_ac_showboat_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core. Get them.
Dlg_SC_ac_showboat_ctc_enemy_has_core_0510=They got our core. Get them.
Dlg_SC_ac_showboat_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Hey newbies, you're letting them score!
Dlg_SC_ac_showboat_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=This is bullshit
Dlg_SC_ac_showboat_ctc_enemy_scores_point_0530=Hey newbies, you're letting them score!
Dlg_SC_ac_showboat_ctc_enemy_scores_point_0531=This is bullshit
Dlg_SC_ac_showboat_ctc_player_has_coreCTC_Player_Has_Core=You got the core, go! Go!
Dlg_SC_ac_showboat_ctc_player_has_core_0500=You got the core, go! Go!
Dlg_SC_ac_showboat_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core, watch me fly.
Dlg_SC_ac_showboat_ctc_this_ai_has_core_0520=I have the core, watch me fly.
Dlg_SC_ac_showboat_generic_response_noGeneric_Response_No_01=Negative
Dlg_SC_ac_showboat_generic_response_noGeneric_Response_No_02=Waste of my talents.
Dlg_SC_ac_showboat_generic_response_no_0310=Negative
Dlg_SC_ac_showboat_generic_response_no_0311=Waste of my talents.
Dlg_SC_ac_showboat_generic_response_yesGeneric_Response_Yes_01=Copy
Dlg_SC_ac_showboat_generic_response_yesGeneric_Response_Yes_02=Yuuup!
Dlg_SC_ac_showboat_generic_response_yes_0300=Copy
Dlg_SC_ac_showboat_generic_response_yes_0301=Yuuup!
Dlg_SC_ac_showboat_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Don't worry, I'll save you!
Dlg_SC_ac_showboat_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=You owe me for this one.
Dlg_SC_ac_showboat_player_order_assistance_required_0120=Don't worry, I'll save you!
Dlg_SC_ac_showboat_player_order_assistance_required_0121=You owe me for this one.
Dlg_SC_ac_showboat_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Leave it to me.
Dlg_SC_ac_showboat_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Doesn't stand a chance.
Dlg_SC_ac_showboat_player_order_attack_my_target_0100=Leave it to me.
Dlg_SC_ac_showboat_player_order_attack_my_target_0101=Doesn't stand a chance.
Dlg_SC_ac_showboat_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Lighting 'em up
Dlg_SC_ac_showboat_player_order_bomb_my_target_0230=Lighting 'em up
Dlg_SC_ac_showboat_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Break and Bake!
Dlg_SC_ac_showboat_player_order_break_and_engage_0210=Break and Bake!
Dlg_SC_ac_showboat_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=I got 'em. Don't worry.
Dlg_SC_ac_showboat_player_order_defend_my_target_0110=I got 'em. Don't worry.
Dlg_SC_ac_showboat_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
Dlg_SC_ac_showboat_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_showboat_player_order_escort_my_target_0220=Escorting
Dlg_SC_ac_showboat_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_showboat_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I can dodge this guy in my sleep
Dlg_SC_ac_showboat_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Shaking him off
Dlg_SC_ac_showboat_player_order_evasive_manoeuvers_0200=I can dodge this guy in my sleep
Dlg_SC_ac_showboat_player_order_evasive_manoeuvers_0201=Shaking him off
Dlg_SC_ac_showboat_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Engaging formation
Dlg_SC_ac_showboat_player_order_form_up_on_me_0130=Engaging formation
Dlg_SC_ac_showboat_player_order_return_to_basePlayer_Order_Return_To_Base_01=Returning to LZ
Dlg_SC_ac_showboat_player_order_return_to_base_0240=Returning to LZ
Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_showboat_reaction_Gets_a_killReaction_Gets_A_Kill_01=Did you see that!? Woooooh!
Dlg_SC_ac_showboat_reaction_Gets_a_killReaction_Gets_A_Kill_02=Suck it, losers.
Dlg_SC_ac_showboat_reaction_Gets_a_kill_0400=Did you see that!? Woooooh!
Dlg_SC_ac_showboat_reaction_Gets_a_kill_0401=Suck it, losers.
Dlg_SC_ac_showboat_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=You rookies. Stop shooting me!
Dlg_SC_ac_showboat_reaction_being_hit_by_friendly_fire_0480=You rookies. Stop shooting me!
Dlg_SC_ac_showboat_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Who shot you?
Dlg_SC_ac_showboat_reaction_commiting_friendly_fire_0490=Who shot you?
Dlg_SC_ac_showboat_reaction_ejectReaction_Eject_01=Punching out
Dlg_SC_ac_showboat_reaction_ejectReaction_Eject_02=Cheats! I have to bail
Dlg_SC_ac_showboat_reaction_eject_0470=Punching out
Dlg_SC_ac_showboat_reaction_eject_0471=Cheats! I have to bail
Dlg_SC_ac_showboat_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=I knew they'd be next.
Dlg_SC_ac_showboat_reaction_friendly_gets_killed_0450=I knew they'd be next.
Dlg_SC_ac_showboat_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Hostiles approaching
Dlg_SC_ac_showboat_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Bunch of notches for the kill list incoming.
Dlg_SC_ac_showboat_reaction_incoming_enemies_0420=Hostiles approaching
Dlg_SC_ac_showboat_reaction_incoming_enemies_0421=Bunch of notches for the kill list incoming.
Dlg_SC_ac_showboat_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=They got lucky, need repairs
Dlg_SC_ac_showboat_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Back soon, gotta repair
Dlg_SC_ac_showboat_reaction_leaving_battle_retreating_0440=They got lucky, need repairs
Dlg_SC_ac_showboat_reaction_leaving_battle_retreating_0441=Back soon, gotta repair
Dlg_SC_ac_showboat_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=You're nearly as good as me
Dlg_SC_ac_showboat_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Well that took you long enough!
Dlg_SC_ac_showboat_reaction_player_gets_a_kill_0410=You're nearly as good as me
Dlg_SC_ac_showboat_reaction_player_gets_a_kill_0411=Well that took you long enough!
Dlg_SC_ac_showboat_reaction_rejoining_battleReaction_Rejoining_Battle=Rejoining the battle
Dlg_SC_ac_showboat_reaction_rejoining_battle_0430=Rejoining the battle
Dlg_SC_ac_showboat_reaction_taking_damageReaction_Taking_Damage_01=They're getting some lucky shots in here
Dlg_SC_ac_showboat_reaction_taking_damageReaction_Taking_Damage_02=Took a bit of damage here
Dlg_SC_ac_showboat_reaction_taking_damage_0460=They're getting some lucky shots in here
Dlg_SC_ac_showboat_reaction_taking_damage_0461=Took a bit of damage here
Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Some help in this zone please?
Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Assistance in my zone please.
Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_03=Ich bitte um Entschuldigung, etwas Hilfe?
Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistance_0550=Some help in this zone please?
Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistance_0551=Assistance in my zone please.
Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistance_0552=Ich bitte um Entschuldigung, etwas Hilfe?
Dlg_SC_ac_sidearm_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost.
Dlg_SC_ac_sidearm_conquest_lost_control_of_a_zone_0570=Zone lost.
Dlg_SC_ac_sidearm_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
Dlg_SC_ac_sidearm_conquest_taken_control_of_a_zone_0560=Zone taken
Dlg_SC_ac_sidearm_ctc_allies_score_pointCTC_Allies_Score_Point=Yes! We got a point
Dlg_SC_ac_sidearm_ctc_allies_score_point_0540=Yes! We got a point
Dlg_SC_ac_sidearm_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
Dlg_SC_ac_sidearm_ctc_enemy_has_core_0510=They have the core
Dlg_SC_ac_sidearm_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Enemy have scored.
Dlg_SC_ac_sidearm_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Not acceptable. They scored
Dlg_SC_ac_sidearm_ctc_enemy_scores_point_0530=Enemy have scored.
Dlg_SC_ac_sidearm_ctc_enemy_scores_point_0531=Not acceptable. They scored
Dlg_SC_ac_sidearm_ctc_player_has_coreCTC_Player_Has_Core=You have the core
Dlg_SC_ac_sidearm_ctc_player_has_core_0500=You have the core
Dlg_SC_ac_sidearm_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=The core is on me
Dlg_SC_ac_sidearm_ctc_this_ai_has_core_0520=The core is on me
Dlg_SC_ac_sidearm_generic_response_noGeneric_Response_No_01=Negative, sir
Dlg_SC_ac_sidearm_generic_response_noGeneric_Response_No_02=I'm afraid not.
Dlg_SC_ac_sidearm_generic_response_no_0310=Negative, sir
Dlg_SC_ac_sidearm_generic_response_no_0311=I'm afraid not.
Dlg_SC_ac_sidearm_generic_response_yesGeneric_Response_Yes_01=Copy, sir
Dlg_SC_ac_sidearm_generic_response_yesGeneric_Response_Yes_02=Natürlich
Dlg_SC_ac_sidearm_generic_response_yes_0300=Copy, sir
Dlg_SC_ac_sidearm_generic_response_yes_0301=Natürlich
Dlg_SC_ac_sidearm_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'll be right there
Dlg_SC_ac_sidearm_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Assistance incoming.
Dlg_SC_ac_sidearm_player_order_assistance_required_0120=I'll be right there
Dlg_SC_ac_sidearm_player_order_assistance_required_0121=Assistance incoming.
Dlg_SC_ac_sidearm_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Engaging enemy
Dlg_SC_ac_sidearm_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Um… copy. Engaging...
Dlg_SC_ac_sidearm_player_order_attack_my_target_0100=Engaging enemy
Dlg_SC_ac_sidearm_player_order_attack_my_target_0101=Um… copy. Engaging...
Dlg_SC_ac_sidearm_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run locked in
Dlg_SC_ac_sidearm_player_order_bomb_my_target_0230=Bombing run locked in
Dlg_SC_ac_sidearm_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Understood. Will find a good approach.
Dlg_SC_ac_sidearm_player_order_break_and_engage_0210=Understood. Will find a good approach.
Dlg_SC_ac_sidearm_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending
Dlg_SC_ac_sidearm_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=Moving to defensive position.
Dlg_SC_ac_sidearm_player_order_defend_my_target_0110=Defending
Dlg_SC_ac_sidearm_player_order_defend_my_target_0111=Moving to defensive position.
Dlg_SC_ac_sidearm_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Sticking close to target
Dlg_SC_ac_sidearm_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_sidearm_player_order_escort_my_target_0220=Sticking close to target
Dlg_SC_ac_sidearm_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_sidearm_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive maneouvers engaged
Dlg_SC_ac_sidearm_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Ducking them, sir.
Dlg_SC_ac_sidearm_player_order_evasive_manoeuvers_0200=Evasive maneouvers engaged
Dlg_SC_ac_sidearm_player_order_evasive_manoeuvers_0201=Ducking them, sir.
Dlg_SC_ac_sidearm_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up on you
Dlg_SC_ac_sidearm_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Lead the way.
Dlg_SC_ac_sidearm_player_order_form_up_on_me_0130=Forming up on you
Dlg_SC_ac_sidearm_player_order_form_up_on_me_0131=Lead the way.
Dlg_SC_ac_sidearm_player_order_return_to_basePlayer_Order_Return_To_Base_01=Returning to base
Dlg_SC_ac_sidearm_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading home
Dlg_SC_ac_sidearm_player_order_return_to_base_0240=Returning to base
Dlg_SC_ac_sidearm_player_order_return_to_base_0241=Heading home
Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_sidearm_reaction_Gets_a_killReaction_Gets_A_Kill_01=Enemy destroyed.
Dlg_SC_ac_sidearm_reaction_Gets_a_killReaction_Gets_A_Kill_02=Target eliminated.
Dlg_SC_ac_sidearm_reaction_Gets_a_kill_0400=Enemy destroyed.
Dlg_SC_ac_sidearm_reaction_Gets_a_kill_0401=Target eliminated.
Dlg_SC_ac_sidearm_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Stop shooting me.
Dlg_SC_ac_sidearm_reaction_being_hit_by_friendly_fire_0480=Stop shooting me.
Dlg_SC_ac_sidearm_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Verdammt nochmal!
Dlg_SC_ac_sidearm_reaction_commiting_friendly_fire_0490=Verdammt nochmal!
Dlg_SC_ac_sidearm_reaction_ejectReaction_Eject_01=Ejecting
Dlg_SC_ac_sidearm_reaction_ejectReaction_Eject_02=Auswerfen!
Dlg_SC_ac_sidearm_reaction_eject_0470=Ejecting
Dlg_SC_ac_sidearm_reaction_eject_0471=Auswerfen!
Dlg_SC_ac_sidearm_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We lost one.
Dlg_SC_ac_sidearm_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Scheiße! Ally destroyed
Dlg_SC_ac_sidearm_reaction_friendly_gets_killed_0450=We lost one.
Dlg_SC_ac_sidearm_reaction_friendly_gets_killed_0451=Scheiße! Ally destroyed
Dlg_SC_ac_sidearm_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Incoming enemies
Dlg_SC_ac_sidearm_reaction_incoming_enemiesReaction_Incoming_Enemies_02=We have contact. Multiple contacts.
Dlg_SC_ac_sidearm_reaction_incoming_enemies_0420=Incoming enemies
Dlg_SC_ac_sidearm_reaction_incoming_enemies_0421=We have contact. Multiple contacts.
Dlg_SC_ac_sidearm_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Falling back, sir.
Dlg_SC_ac_sidearm_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating.
Dlg_SC_ac_sidearm_reaction_leaving_battle_retreating_0440=Falling back, sir.
Dlg_SC_ac_sidearm_reaction_leaving_battle_retreating_0441=Retreating.
Dlg_SC_ac_sidearm_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Great shot sir
Dlg_SC_ac_sidearm_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Good kill.
Dlg_SC_ac_sidearm_reaction_player_gets_a_kill_0410=Great shot sir
Dlg_SC_ac_sidearm_reaction_player_gets_a_kill_0411=Good kill.
Dlg_SC_ac_sidearm_reaction_rejoining_battleReaction_Rejoining_Battle=Rearmed, sir
Dlg_SC_ac_sidearm_reaction_rejoining_battle_0430=Rearmed, sir
Dlg_SC_ac_sidearm_reaction_taking_damageReaction_Taking_Damage_01=Get this Scheiße-Kopf away from me!
Dlg_SC_ac_sidearm_reaction_taking_damageReaction_Taking_Damage_02=I am hit!
Dlg_SC_ac_sidearm_reaction_taking_damage_0460=Get this Scheiße-Kopf away from me!
Dlg_SC_ac_sidearm_reaction_taking_damage_0461=I am hit!
Dlg_SC_ac_simulator_afterburners_offlineRace_Afterburners_Offline=Boost Offline
Dlg_SC_ac_simulator_afterburners_offline_2170=Boost Offline
Dlg_SC_ac_simulator_afterburners_onlineRace_Afterburners_Online=Boost Online
Dlg_SC_ac_simulator_afterburners_online_2160=Boost Online
Dlg_SC_ac_simulator_ally_team_scores_1380=You have seized the enemy core
Dlg_SC_ac_simulator_assist_killSim_Game_Player_Assist_Kill=Assist
Dlg_SC_ac_simulator_assist_kill_1290=Assist
Dlg_SC_ac_simulator_blue_core_dropped_1400=Blue Core abandoned
Dlg_SC_ac_simulator_blue_core_returned_1360=Blue Core restored
Dlg_SC_ac_simulator_blue_losingConquest_Blue_Losing=Blue Team has fallen behind
Dlg_SC_ac_simulator_blue_losing_1440=Blue Team has fallen behind
Dlg_SC_ac_simulator_checkpointRace_Checkpoint=Checkpoint
Dlg_SC_ac_simulator_checkpoint_1900=Checkpoint
Dlg_SC_ac_simulator_competitor_destroyedRace_Competitor_Destroyed=Competitor destroyed
Dlg_SC_ac_simulator_competitor_destroyed_1980=Competitor destroyed
Dlg_SC_ac_simulator_confirmed_killSim_Game_Player_Has_Confirmed_Kill=Hostile destroyed
Dlg_SC_ac_simulator_confirmed_kill_1280=Hostile destroyed
Dlg_SC_ac_simulator_death_in_spaceSim_Player_Death_In_Space=Session restarting. Please hold
Dlg_SC_ac_simulator_death_in_space_1510=Session restarting. Please hold
Dlg_SC_ac_simulator_drill_capturedConquest_Item_Captured=…captured.
Dlg_SC_ac_simulator_drill_capturedConquest_Item_Drill=Drill…
Dlg_SC_ac_simulator_drill_captured_1620=…captured.
Dlg_SC_ac_simulator_drill_captured_1640=Drill…
Dlg_SC_ac_simulator_drill_contestedConquest_Item_Contested=…contested.
Dlg_SC_ac_simulator_drill_contestedConquest_Item_Drill=Drill…
Dlg_SC_ac_simulator_drill_contested_1610=…contested.
Dlg_SC_ac_simulator_drill_contested_1640=Drill…
Dlg_SC_ac_simulator_drill_lostConquest_Item_Drill=Drill…
Dlg_SC_ac_simulator_drill_lostConquest_Item_Lost=…lost.
Dlg_SC_ac_simulator_drill_lost_1620=…lost.
Dlg_SC_ac_simulator_drill_lost_1640=Drill…
Dlg_SC_ac_simulator_eighth_placeRace_Eighth_Place=8th Place
Dlg_SC_ac_simulator_eighth_place_2070=8th Place
Dlg_SC_ac_simulator_enemy_core_capturedCTC_Enemy_Core_Captured=Core Captured
Dlg_SC_ac_simulator_enemy_core_droppedCTC_Player_Lost_Enemy_Core=The core has been dropped
Dlg_SC_ac_simulator_enemy_core_returnedCTC_Enemy_Core_Returned=The core has been returned
Dlg_SC_ac_simulator_enemy_final_killBattleRoyale_Enemy_Final_Kill=An enemy requires a final kill
Dlg_SC_ac_simulator_enemy_final_killSquadronBattle_Enemy_Team_Final_Kill=Enemy team requires a final kill
Dlg_SC_ac_simulator_enemy_has_coreCTC_Enemy_Has_Core=The enemy has your core
Dlg_SC_ac_simulator_enemy_team_scores_1370=Hostile forces have acquired your core
Dlg_SC_ac_simulator_enemy_team_wonSquadronBattle_Enemy_Team_Won=Your team lost
Dlg_SC_ac_simulator_entering_hotzoneRace_Entering_Hotzone=Entering Hot-Zone…
Dlg_SC_ac_simulator_entering_hotzone_1920=Entering Hot-Zone…
Dlg_SC_ac_simulator_fifth_placeRace_Fifth_Place=5th Place
Dlg_SC_ac_simulator_fifth_place_2040=5th Place
Dlg_SC_ac_simulator_final_lapRace_Final_Lap=Final Lap
Dlg_SC_ac_simulator_final_lap_1850=Final Lap
Dlg_SC_ac_simulator_finish_lapRace_Finish_Lap=Lap Complete
Dlg_SC_ac_simulator_finish_lap_1830=Lap Complete
Dlg_SC_ac_simulator_first_killSim_Game_Player_Makes_First_Kill=First Blood
Dlg_SC_ac_simulator_five_killsSim_Game_Player_Makes_Five_Kills=You have achieved Ace status
Dlg_SC_ac_simulator_fourth_placeRace_Fourth_Place=4th Place
Dlg_SC_ac_simulator_fourth_place_2030=4th Place
Dlg_SC_ac_simulator_friendly_core_capturedCTC_Friendly_Core_Captured=The enemy captured your core
Dlg_SC_ac_simulator_friendly_core_droppedCTC_Friendly_Core_Dropped=The enemy dropped your core
Dlg_SC_ac_simulator_friendly_core_returnedCTC_Friendly_Core_Returned=Your core has been returned
Dlg_SC_ac_simulator_friendly_final_killSquadronBattle_Friendly_Final_Kill=Your team requires a final kill
Dlg_SC_ac_simulator_friendly_team_wonSquadronBattle_Friendly_Team_Won=Your team won
Dlg_SC_ac_simulator_game_overSim_Game_Over=Simulation deactivated
Dlg_SC_ac_simulator_game_over_1270=Simulation deactivated
Dlg_SC_ac_simulator_game_startSim_Game_Start=Simulation activated
Dlg_SC_ac_simulator_game_start_1260=Simulation activated
Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Battle_Royale=Battle Royale initiated
Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Capture_The_Core=Capture the Core initiated
Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Conquest=Conquest initiated
Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Free_Flight=Free-Flight Mode initiated
Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Squadron_Battle=Squadron Battle initiated
Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Vanduul_Swarm=Vanduul Swarm initiated
Dlg_SC_ac_simulator_game_type_initiated_1000=Squadron Battle initiated
Dlg_SC_ac_simulator_game_type_initiated_1010=Battle Royale initiated
Dlg_SC_ac_simulator_game_type_initiated_1020=Capture the Core initiated
Dlg_SC_ac_simulator_game_type_initiated_1030=Conquest initiated
Dlg_SC_ac_simulator_game_type_initiated_1040=Free-Flight Mode initiated
Dlg_SC_ac_simulator_game_type_initiated_1050=Vanduul Swarm Engaged
Dlg_SC_ac_simulator_got_enemy_coreCTC_Player_Got_Enemy_Core=You have obtained the enemy core
Dlg_SC_ac_simulator_got_enemy_core_1340=You have obtained the enemy core
Dlg_SC_ac_simulator_hazardRace_Hazard=Hazard
Dlg_SC_ac_simulator_hazard_1890=Hazard
Dlg_SC_ac_simulator_init_blitz_modeRace_Blitz_Mode=Initiating Murray Cup Race Simulator: Blitz mode
Dlg_SC_ac_simulator_init_blitz_mode_1790=Initiating Murray Cup Race Simulator: Blitz mode
Dlg_SC_ac_simulator_init_rush_modeRace_Rush_Mode=Initiating Murray Cup Race Simulator: Rush mode
Dlg_SC_ac_simulator_init_rush_mode_1780=Initiating Murray Cup Race Simulator: Rush mode
Dlg_SC_ac_simulator_iris_closingRace_Iris_Closing=Warning: Checkpoint iris closing
Dlg_SC_ac_simulator_iris_closing_2190=Warning: Checkpoint iris closing
Dlg_SC_ac_simulator_lap_recordRace_Lap_Record=New personal lap record
Dlg_SC_ac_simulator_lap_record_1840=New personal lap record
Dlg_SC_ac_simulator_laps_remainingRace_Lap_Remaining=Laps remaining
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_01=One
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_02=Two
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_03=Three
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_04=Four
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_05=Five
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_06=Six
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_07=Seven
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_08=Eight
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_09=Nine
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_10=Ten
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remaining=Lap remaining
Dlg_SC_ac_simulator_laps_remaining_2180=Laps remaining
Dlg_SC_ac_simulator_laps_remaining_2181=Lap remaining
Dlg_SC_ac_simulator_laps_remaining_2200=One
Dlg_SC_ac_simulator_laps_remaining_2210=Two
Dlg_SC_ac_simulator_laps_remaining_2220=Three
Dlg_SC_ac_simulator_laps_remaining_2230=Four
Dlg_SC_ac_simulator_laps_remaining_2240=Five
Dlg_SC_ac_simulator_laps_remaining_2250=Six
Dlg_SC_ac_simulator_laps_remaining_2260=Seven
Dlg_SC_ac_simulator_laps_remaining_2270=Eight
Dlg_SC_ac_simulator_laps_remaining_2280=Nine
Dlg_SC_ac_simulator_laps_remaining_2290=Ten
Dlg_SC_ac_simulator_leading_raceRace_Leading_Race=You are leading the race
Dlg_SC_ac_simulator_leading_race_1860=You are leading the race
Dlg_SC_ac_simulator_leaving_hotzoneRace_Leaving_Hotzone=Leaving Hot-Zone…
Dlg_SC_ac_simulator_leaving_hotzone_1930=Leaving Hot-Zone…
Dlg_SC_ac_simulator_leaving_mapSim_Player_Leaving_Map=Warning. You are approaching simulation boundary
Dlg_SC_ac_simulator_leaving_map_1480=Warning. You are approaching simulation boundary
Dlg_SC_ac_simulator_lose_whitewashConquest_Lose_Whitewash=Hostiles have captured all zones. This simulation will fail in...
Dlg_SC_ac_simulator_lose_whitewash_1460=Hostiles have captured all zones. This simulation will fail in...
Dlg_SC_ac_simulator_lost_ally_core_1330=Your team has lost the core
Dlg_SC_ac_simulator_lost_leadRace_Lost_Lead=You have lost the lead
Dlg_SC_ac_simulator_lost_lead_1870=You have lost the lead
Dlg_SC_ac_simulator_lost_raceRace_Lost_Race=You lost the race
Dlg_SC_ac_simulator_lost_race_2080=You lost the race
Dlg_SC_ac_simulator_multiplayer_introductionRace_Blitz_Mode=Initiating Murray Cup Race Simulation
Dlg_SC_ac_simulator_new_lap_recordRace_New_Lap_Record=New lap record
Dlg_SC_ac_simulator_new_lap_record_2110=New lap record
Dlg_SC_ac_simulator_new_personal_race_recordRace_New_Race_Record_02=New race record
Dlg_SC_ac_simulator_player_ace_killedSim_Game_Player_Is_Ace_Killed=Your Ace status has been revoked
Dlg_SC_ac_simulator_player_final_killBattleRoyale_Player_Final_Kill=You require a final kill
Dlg_SC_ac_simulator_player_kills_aceSim_Game_Player_Kills_Ace=Ace Killed
Dlg_SC_ac_simulator_player_losesBattleRoyale_Player_Loses=You Lost!
Dlg_SC_ac_simulator_player_winsBattleRoyale_Player_Wins=You are Victorious
Dlg_SC_ac_simulator_pylon_capturedConquest_Item_Captured=…captured.
Dlg_SC_ac_simulator_pylon_capturedConquest_Item_Pylon=Pylon…
Dlg_SC_ac_simulator_pylon_captured_1600=Pylon…
Dlg_SC_ac_simulator_pylon_captured_1620=…captured.
Dlg_SC_ac_simulator_pylon_contestedConquest_Item_Contested=…contested.
Dlg_SC_ac_simulator_pylon_contestedConquest_Item_Pylon=Pylon…
Dlg_SC_ac_simulator_pylon_contested_1600=Pylon…
Dlg_SC_ac_simulator_pylon_contested_1610=…contested.
Dlg_SC_ac_simulator_pylon_lostConquest_Item_Lost=…lost.
Dlg_SC_ac_simulator_pylon_lostConquest_Item_Pylon=Pylon…
Dlg_SC_ac_simulator_pylon_lost_1600=Pylon…
Dlg_SC_ac_simulator_pylon_lost_1620=…lost.
Dlg_SC_ac_simulator_race_abandonedRace_Abandoned=Race Abandoned
Dlg_SC_ac_simulator_race_abandoned_1950=Race Abandoned
Dlg_SC_ac_simulator_race_completeRace_Complete=Race Complete
Dlg_SC_ac_simulator_race_complete_1880=Race Complete
Dlg_SC_ac_simulator_race_mode_initialiseRace_Mode_Initialise=Initiating Murray Cup Race Simulator
Dlg_SC_ac_simulator_race_mode_initialise_1810=Initiating Murray Cup Race Simulator
Dlg_SC_ac_simulator_race_startRace_Start=3,2,1... Start
Dlg_SC_ac_simulator_race_start_1820=3,2,1... Start
Dlg_SC_ac_simulator_racer_quitRace_Racer_Quit=Competitor has left the race
Dlg_SC_ac_simulator_racer_quit_1960=Competitor has left the race
Dlg_SC_ac_simulator_rearming_shipRace_Rearming_Ship=Re-arming Ship
Dlg_SC_ac_simulator_rearming_ship_2100=Re-arming Ship
Dlg_SC_ac_simulator_red_core_dropped_1390=Red Core abandoned
Dlg_SC_ac_simulator_red_core_returned_1350=Red Core restored
Dlg_SC_ac_simulator_red_losingConquest_Red_Losing=Red Team has fallen behind
Dlg_SC_ac_simulator_red_losing_1450=Red Team has fallen behind
Dlg_SC_ac_simulator_repairs_initiatedRace_Repairs_Initiated=Repairs Initiated
Dlg_SC_ac_simulator_repairs_initiated_2090=Repairs Initiated
Dlg_SC_ac_simulator_respawnSim_Player_Respawn=Standbv for reintegration
Dlg_SC_ac_simulator_respawn_1500=Stand by for reintegration
Dlg_SC_ac_simulator_second_placeRace_Second_Place=2nd Place
Dlg_SC_ac_simulator_second_place_2010=2nd Place
Dlg_SC_ac_simulator_seventh_placeRace_Seventh_Place=7th Place
Dlg_SC_ac_simulator_seventh_place_2060=7th Place
Dlg_SC_ac_simulator_shields_offlineRace_Shields_Offline=Shields Offline
Dlg_SC_ac_simulator_shields_offline_2150=Shields Offline
Dlg_SC_ac_simulator_shields_onlineRace_Shields_Online=Shields Online
Dlg_SC_ac_simulator_shields_online_2140=Shields Online
Dlg_SC_ac_simulator_single_player_introductionRace_Rush_Mode=Initiating Murray Cup Practice Simulation
Dlg_SC_ac_simulator_sixth_placeRace_Sixth_Place=6th Place
Dlg_SC_ac_simulator_sixth_place_2050=6th Place
Dlg_SC_ac_simulator_survival_all_allies_lostSurvival_All_Allies_Lost=All allies lost
Dlg_SC_ac_simulator_survival_all_allies_lost_1100=All allies lost
Dlg_SC_ac_simulator_survival_ally_lostSurvival_Ally_Lost=Ally eliminated
Dlg_SC_ac_simulator_survival_ally_lost_1110=Ally eliminated
Dlg_SC_ac_simulator_survival_boss_wave_defeatedSurvival_Boss_Wave_Defeated=Elite units eliminated.
Dlg_SC_ac_simulator_survival_boss_wave_defeated_1140=Elite units eliminated.
Dlg_SC_ac_simulator_survival_boss_wave_incomingSurvival_Boss_Wave_Incoming=Contact: Elite units en-route.
Dlg_SC_ac_simulator_survival_boss_wave_incoming_1130=Contact: Elite units en-route.
Dlg_SC_ac_simulator_survival_destroyed_waveSurvival_Destroyed_Wave=Zero hostile contacts remaining
Dlg_SC_ac_simulator_survival_destroyed_wave_1080=Zero hostile contacts remaining
Dlg_SC_ac_simulator_survival_game_overSurvival_Game_Over=Simulation Over
Dlg_SC_ac_simulator_survival_game_over_1120=Simulation Over
Dlg_SC_ac_simulator_survival_player_defeatSurvival_Player_Defeat=Objective not achieved
Dlg_SC_ac_simulator_survival_player_defeat_1090=Objective not achieved
Dlg_SC_ac_simulator_survival_repairs_commenceSurvival_Repairs_Commence=Hold for automated repairs.
Dlg_SC_ac_simulator_survival_repairs_commence_1150=Hold for automated repairs.
Dlg_SC_ac_simulator_survival_wave_incomingSurvival_Wave_Incoming=Warning: There are multiple hostiles inbound
Dlg_SC_ac_simulator_survival_wave_incoming_1060=
Dlg_SC_ac_simulator_team_joinTeam_Join_01=Blue Team
Dlg_SC_ac_simulator_team_joinTeam_Join_02=Linked to...
Dlg_SC_ac_simulator_team_joinTeam_Win_01=Red Team
Dlg_SC_ac_simulator_team_join_1300=Red Team
Dlg_SC_ac_simulator_team_join_1310=Blue Team
Dlg_SC_ac_simulator_team_join_1490=Linked to...
Dlg_SC_ac_simulator_team_winTeam_Join_01=Blue Team
Dlg_SC_ac_simulator_team_winTeam_Win_01=Red Team
Dlg_SC_ac_simulator_team_winTeam_Win_03=is victorious
Dlg_SC_ac_simulator_team_win_1300=Red Team
Dlg_SC_ac_simulator_team_win_1310=Blue Team
Dlg_SC_ac_simulator_team_win_1320=is victorious
Dlg_SC_ac_simulator_third_placeRace_Third_Place=3rd Place
Dlg_SC_ac_simulator_third_place_2020=3rd Place
Dlg_SC_ac_simulator_time_extensionRace_Time_Extension=Time extension
Dlg_SC_ac_simulator_time_extension_1990=Time extension
Dlg_SC_ac_simulator_weapons_disabledRace_Weapons_Disabled=Weapons Disabled
Dlg_SC_ac_simulator_weapons_disabled_2130=Weapons Disabled
Dlg_SC_ac_simulator_weapons_enabledRace_Weapons_Enabled=Weapons Enabled
Dlg_SC_ac_simulator_weapons_enabled_2120=Weapons Enabled
Dlg_SC_ac_simulator_weapons_lockedRace_Weapons_Locked=Race Mode Initiated: Weapon safeties enabled
Dlg_SC_ac_simulator_weapons_locked_1800=Race Mode Initiated: Weapon safeties enabled
Dlg_SC_ac_simulator_win_raceRace_Win_Race=You have won the race!
Dlg_SC_ac_simulator_win_race_2000=You have won the race!
Dlg_SC_ac_simulator_win_whitewashConquest_Win_Whitewash=Friendlies have captured all zones. This simulation will succeed in…
Dlg_SC_ac_simulator_win_whitewash_1470=Friendlies have captured all zones. This simulation will succeed in…
Dlg_SC_ac_simulator_wrong_directionRace_Wrong_Direction=Wrong Direction
Dlg_SC_ac_simulator_wrong_direction_1910=Wrong Direction
Dlg_SC_ac_simulator_zone_number_contestedCount_00=Zero
Dlg_SC_ac_simulator_zone_number_contestedCount_01=One
Dlg_SC_ac_simulator_zone_number_contestedCount_02=Two
Dlg_SC_ac_simulator_zone_number_contestedCount_03=Three
Dlg_SC_ac_simulator_zone_number_contestedCount_04=Four
Dlg_SC_ac_simulator_zone_number_contestedCount_05=Five
Dlg_SC_ac_simulator_zone_number_contestedCount_06=Six
Dlg_SC_ac_simulator_zone_number_contestedCount_07=Seven
Dlg_SC_ac_simulator_zone_number_contestedCount_08=Eight
Dlg_SC_ac_simulator_zone_number_contestedCount_09=Nine
Dlg_SC_ac_simulator_zone_number_contestedCount_10=Ten
Dlg_SC_ac_simulator_zone_number_contestedZone_Number_Contested=Hostiles attacking zone
Dlg_SC_ac_simulator_zone_number_contested_1160=Ten
Dlg_SC_ac_simulator_zone_number_contested_1170=Nine
Dlg_SC_ac_simulator_zone_number_contested_1180=Eight
Dlg_SC_ac_simulator_zone_number_contested_1190=Seven
Dlg_SC_ac_simulator_zone_number_contested_1200=Six
Dlg_SC_ac_simulator_zone_number_contested_1210=Five
Dlg_SC_ac_simulator_zone_number_contested_1220=Four
Dlg_SC_ac_simulator_zone_number_contested_1230=Three
Dlg_SC_ac_simulator_zone_number_contested_1240=Two
Dlg_SC_ac_simulator_zone_number_contested_1250=One
Dlg_SC_ac_simulator_zone_number_contested_1251=Zero
Dlg_SC_ac_simulator_zone_number_contested_1410=Hostiles attacking zone
Dlg_SC_ac_simulator_zone_number_lostCount_00=Zero
Dlg_SC_ac_simulator_zone_number_lostCount_01=One
Dlg_SC_ac_simulator_zone_number_lostCount_02=Two
Dlg_SC_ac_simulator_zone_number_lostCount_03=Three
Dlg_SC_ac_simulator_zone_number_lostCount_04=Four
Dlg_SC_ac_simulator_zone_number_lostCount_05=Five
Dlg_SC_ac_simulator_zone_number_lostCount_06=Six
Dlg_SC_ac_simulator_zone_number_lostCount_07=Seven
Dlg_SC_ac_simulator_zone_number_lostCount_08=Eight
Dlg_SC_ac_simulator_zone_number_lostCount_09=Nine
Dlg_SC_ac_simulator_zone_number_lostCount_10=Ten
Dlg_SC_ac_simulator_zone_number_lostZone_Number_Lost=Hostile element have seized zone
Dlg_SC_ac_simulator_zone_number_lost_1160=Ten
Dlg_SC_ac_simulator_zone_number_lost_1170=Nine
Dlg_SC_ac_simulator_zone_number_lost_1180=Eight
Dlg_SC_ac_simulator_zone_number_lost_1190=Seven
Dlg_SC_ac_simulator_zone_number_lost_1200=Six
Dlg_SC_ac_simulator_zone_number_lost_1210=Five
Dlg_SC_ac_simulator_zone_number_lost_1220=Four
Dlg_SC_ac_simulator_zone_number_lost_1230=Three
Dlg_SC_ac_simulator_zone_number_lost_1240=Two
Dlg_SC_ac_simulator_zone_number_lost_1250=One
Dlg_SC_ac_simulator_zone_number_lost_1251=Zero
Dlg_SC_ac_simulator_zone_number_lost_1420=Hostile elements have seized zone
Dlg_SC_ac_simulator_zone_number_takenCount_00=Zero
Dlg_SC_ac_simulator_zone_number_takenCount_01=One
Dlg_SC_ac_simulator_zone_number_takenCount_02=Two
Dlg_SC_ac_simulator_zone_number_takenCount_03=Three
Dlg_SC_ac_simulator_zone_number_takenCount_04=Four
Dlg_SC_ac_simulator_zone_number_takenCount_05=Five
Dlg_SC_ac_simulator_zone_number_takenCount_06=Six
Dlg_SC_ac_simulator_zone_number_takenCount_07=Seven
Dlg_SC_ac_simulator_zone_number_takenCount_08=Eight
Dlg_SC_ac_simulator_zone_number_takenCount_09=Nine
Dlg_SC_ac_simulator_zone_number_takenCount_10=Ten
Dlg_SC_ac_simulator_zone_number_takenTeam_Join_01=Blue Team
Dlg_SC_ac_simulator_zone_number_takenTeam_Win_01=Red Team
Dlg_SC_ac_simulator_zone_number_takenZone_Number_Taken=have captured zone
Dlg_SC_ac_simulator_zone_number_taken_1160=Ten
Dlg_SC_ac_simulator_zone_number_taken_1170=Nine
Dlg_SC_ac_simulator_zone_number_taken_1180=Eight
Dlg_SC_ac_simulator_zone_number_taken_1190=Seven
Dlg_SC_ac_simulator_zone_number_taken_1200=Six
Dlg_SC_ac_simulator_zone_number_taken_1210=Five
Dlg_SC_ac_simulator_zone_number_taken_1220=Four
Dlg_SC_ac_simulator_zone_number_taken_1230=Three
Dlg_SC_ac_simulator_zone_number_taken_1240=Two
Dlg_SC_ac_simulator_zone_number_taken_1250=One
Dlg_SC_ac_simulator_zone_number_taken_1251=Zero
Dlg_SC_ac_simulator_zone_number_taken_1300=Red Team
Dlg_SC_ac_simulator_zone_number_taken_1310=Blue Team
Dlg_SC_ac_simulator_zone_number_taken_1430=have captured zone
Dlg_SC_ac_slingshot_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Need some help in this zone please.
Dlg_SC_ac_slingshot_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=They're trying to take this zone. Some help guys?
Dlg_SC_ac_slingshot_conquest_in_contested_zone_call_for_assistance_0550=Need some help in this zone please.
Dlg_SC_ac_slingshot_conquest_in_contested_zone_call_for_assistance_0551=They're trying to take this zone. Some help guys?
Dlg_SC_ac_slingshot_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone.
Dlg_SC_ac_slingshot_conquest_lost_control_of_a_zone_0570=We lost the zone.
Dlg_SC_ac_slingshot_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours
Dlg_SC_ac_slingshot_conquest_taken_control_of_a_zone_0560=Zone is ours
Dlg_SC_ac_slingshot_ctc_allies_score_pointCTC_Allies_Score_Point_01=Great job, people!
Dlg_SC_ac_slingshot_ctc_allies_score_pointCTC_Allies_Score_Point_02=Kick ass!
Dlg_SC_ac_slingshot_ctc_allies_score_point_0540=Great job, people!
Dlg_SC_ac_slingshot_ctc_allies_score_point_0541=Kick ass!
Dlg_SC_ac_slingshot_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
Dlg_SC_ac_slingshot_ctc_enemy_has_core_0510=They have the core
Dlg_SC_ac_slingshot_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Opposition scored.
Dlg_SC_ac_slingshot_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=We're letting them score!
Dlg_SC_ac_slingshot_ctc_enemy_scores_point_0530=Opposition scored.
Dlg_SC_ac_slingshot_ctc_enemy_scores_point_0531=We're letting them score!
Dlg_SC_ac_slingshot_ctc_player_has_coreCTC_Player_Has_Core=You got the core, sir
Dlg_SC_ac_slingshot_ctc_player_has_core_0500=You got the core, sir
Dlg_SC_ac_slingshot_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I've got the core, sir
Dlg_SC_ac_slingshot_ctc_this_ai_has_core_0520=I've got the core, sir
Dlg_SC_ac_slingshot_generic_response_noGeneric_Response_No_01=Errr…That's a negative
Dlg_SC_ac_slingshot_generic_response_noGeneric_Response_No_02=I can't follow that order, sir.
Dlg_SC_ac_slingshot_generic_response_no_0310=Errr…That's a negative
Dlg_SC_ac_slingshot_generic_response_no_0311=I can't follow that order, sir.
Dlg_SC_ac_slingshot_generic_response_yesGeneric_Response_Yes_01=Roger that
Dlg_SC_ac_slingshot_generic_response_yesGeneric_Response_Yes_02=Yes, sir
Dlg_SC_ac_slingshot_generic_response_yes_0300=Roger that
Dlg_SC_ac_slingshot_generic_response_yes_0301=Yes, sir
Dlg_SC_ac_slingshot_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Copy. Inbound.
Dlg_SC_ac_slingshot_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hang tight. Assistance incoming.
Dlg_SC_ac_slingshot_player_order_assistance_required_0120=Copy. Inbound.
Dlg_SC_ac_slingshot_player_order_assistance_required_0121=Hang tight. Assistance incoming.
Dlg_SC_ac_slingshot_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Attacking target
Dlg_SC_ac_slingshot_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Moving in
Dlg_SC_ac_slingshot_player_order_attack_my_target_0100=Attacking target
Dlg_SC_ac_slingshot_player_order_attack_my_target_0101=Moving in
Dlg_SC_ac_slingshot_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run initiated
Dlg_SC_ac_slingshot_player_order_bomb_my_target_0230=Bombing run initiated
Dlg_SC_ac_slingshot_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Leaving formation, commencing attack
Dlg_SC_ac_slingshot_player_order_break_and_engage_0210=Leaving formation, commencing attack
Dlg_SC_ac_slingshot_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Definding your target
Dlg_SC_ac_slingshot_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=You got it. I'll make sure they're safe.
Dlg_SC_ac_slingshot_player_order_defend_my_target_0110=Defending your target
Dlg_SC_ac_slingshot_player_order_defend_my_target_0111=You got it. I'll make sure they're safe.
Dlg_SC_ac_slingshot_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Taking up escort.
Dlg_SC_ac_slingshot_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_slingshot_player_order_escort_my_target_0220=Taking up escort.
Dlg_SC_ac_slingshot_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_slingshot_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Copy. Slip and clip.
Dlg_SC_ac_slingshot_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Hope they're ready for this.
Dlg_SC_ac_slingshot_player_order_evasive_manoeuvers_0200=Copy. Slip and clip.
Dlg_SC_ac_slingshot_player_order_evasive_manoeuvers_0201=Hope they're ready for this.
Dlg_SC_ac_slingshot_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up
Dlg_SC_ac_slingshot_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving into formation
Dlg_SC_ac_slingshot_player_order_form_up_on_me_0130=Forming up
Dlg_SC_ac_slingshot_player_order_form_up_on_me_0131=Moving into formation
Dlg_SC_ac_slingshot_player_order_return_to_basePlayer_Order_Return_To_Base_01=Copy that. See you back at the base.
Dlg_SC_ac_slingshot_player_order_return_to_basePlayer_Order_Return_To_Base_02=Affirmative. Heading back
Dlg_SC_ac_slingshot_player_order_return_to_base_0240=Copy that. See you back at the base.
Dlg_SC_ac_slingshot_player_order_return_to_base_0241=Affirmative. Heading back
Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_slingshot_reaction_Gets_a_killReaction_Gets_A_Kill_01=Target's been handled.
Dlg_SC_ac_slingshot_reaction_Gets_a_killReaction_Gets_A_Kill_02=One Bogey Pk.
Dlg_SC_ac_slingshot_reaction_Gets_a_kill_0400=Target's been handled.
Dlg_SC_ac_slingshot_reaction_Gets_a_kill_0401=One Bogey Pk.
Dlg_SC_ac_slingshot_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Argh! Watch it!
Dlg_SC_ac_slingshot_reaction_being_hit_by_friendly_fire_0480=Argh! Watch it!
Dlg_SC_ac_slingshot_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Sorry, sorry
Dlg_SC_ac_slingshot_reaction_commiting_friendly_fire_0490=Sorry, sorry
Dlg_SC_ac_slingshot_reaction_ejectReaction_Eject_01=Ejecting now
Dlg_SC_ac_slingshot_reaction_ejectReaction_Eject_02=Ship's FUBAR. Gotta bounce.
Dlg_SC_ac_slingshot_reaction_eject_0470=Ejecting now
Dlg_SC_ac_slingshot_reaction_eject_0471=Ship's FUBAR. Gotta bounce.
Dlg_SC_ac_slingshot_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We lost someone
Dlg_SC_ac_slingshot_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Shit, pilot down
Dlg_SC_ac_slingshot_reaction_friendly_gets_killed_0450=We lost someone
Dlg_SC_ac_slingshot_reaction_friendly_gets_killed_0451=Shit, pilot down
Dlg_SC_ac_slingshot_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We have incoming
Dlg_SC_ac_slingshot_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Enemies Inbound
Dlg_SC_ac_slingshot_reaction_incoming_enemies_0420=We have incoming
Dlg_SC_ac_slingshot_reaction_incoming_enemies_0421=Enemies Inbound
Dlg_SC_ac_slingshot_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=I'm bugging out
Dlg_SC_ac_slingshot_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating. I'll be back
Dlg_SC_ac_slingshot_reaction_leaving_battle_retreating_0440=I'm bugging out
Dlg_SC_ac_slingshot_reaction_leaving_battle_retreating_0441=Retreating. I'll be back
Dlg_SC_ac_slingshot_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=(no line)
Dlg_SC_ac_slingshot_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=(no line)
Dlg_SC_ac_slingshot_reaction_player_gets_a_kill_0410=(no line)
Dlg_SC_ac_slingshot_reaction_rejoining_battleReaction_Rejoining_Battle=Back in it, sir.
Dlg_SC_ac_slingshot_reaction_rejoining_battle_0430=Back in it, sir.
Dlg_SC_ac_slingshot_reaction_taking_damageReaction_Taking_Damage_01=Getting hit here.
Dlg_SC_ac_slingshot_reaction_taking_damageReaction_Taking_Damage_02=Taking enemy fire!
Dlg_SC_ac_slingshot_reaction_taking_damage_0460=Getting hit here.
Dlg_SC_ac_slingshot_reaction_taking_damage_0461=Taking enemy fire!
Dlg_SC_ac_spitfire_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=I need help securing this shit
Dlg_SC_ac_spitfire_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Little help?
Dlg_SC_ac_spitfire_conquest_in_contested_zone_call_for_assistance_0550=I need help securing this shit
Dlg_SC_ac_spitfire_conquest_in_contested_zone_call_for_assistance_0551=Little help?
Dlg_SC_ac_spitfire_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone, sir
Dlg_SC_ac_spitfire_conquest_lost_control_of_a_zone_0570=We lost the zone, sir
Dlg_SC_ac_spitfire_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours!
Dlg_SC_ac_spitfire_conquest_taken_control_of_a_zone_0560=Zone is ours!
Dlg_SC_ac_spitfire_ctc_allies_score_pointCTC_Allies_Score_Point_01=Woooh! Way to go
Dlg_SC_ac_spitfire_ctc_allies_score_pointCTC_Allies_Score_Point_02=Point to us.
Dlg_SC_ac_spitfire_ctc_allies_score_point_0540=Woooh! Way to go
Dlg_SC_ac_spitfire_ctc_allies_score_point_0541=Point to us.
Dlg_SC_ac_spitfire_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy has the core!
Dlg_SC_ac_spitfire_ctc_enemy_has_core_0510=Enemy has the core!
Dlg_SC_ac_spitfire_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Mierda!
Dlg_SC_ac_spitfire_ctc_enemy_scores_point_0530=Mierda!
Dlg_SC_ac_spitfire_ctc_player_has_coreCTC_Player_Has_Core=You got the core!
Dlg_SC_ac_spitfire_ctc_player_has_core_0500=You got the core!
Dlg_SC_ac_spitfire_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core, sir
Dlg_SC_ac_spitfire_ctc_this_ai_has_core_0520=I have the core, sir
Dlg_SC_ac_spitfire_generic_response_noGeneric_Response_No_01=Negativo
Dlg_SC_ac_spitfire_generic_response_noGeneric_Response_No_02=Não posso
Dlg_SC_ac_spitfire_generic_response_no_0310=Negativo
Dlg_SC_ac_spitfire_generic_response_no_0311=Não posso
Dlg_SC_ac_spitfire_generic_response_yesGeneric_Response_Yes_01=Yes, sir.
Dlg_SC_ac_spitfire_generic_response_yesGeneric_Response_Yes_02=Roger
Dlg_SC_ac_spitfire_generic_response_yes_0300=Yes, sir.
Dlg_SC_ac_spitfire_generic_response_yes_0301=Roger
Dlg_SC_ac_spitfire_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Responding.
Dlg_SC_ac_spitfire_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I got you.
Dlg_SC_ac_spitfire_player_order_assistance_required_0120=Responding.
Dlg_SC_ac_spitfire_player_order_assistance_required_0121=I got you.
Dlg_SC_ac_spitfire_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Attacking.
Dlg_SC_ac_spitfire_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Weapons hot, sir.
Dlg_SC_ac_spitfire_player_order_attack_my_target_0100=Attacking.
Dlg_SC_ac_spitfire_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bringing the thunder.
Dlg_SC_ac_spitfire_player_order_bomb_my_target_0230=Bringing the thunder.
Dlg_SC_ac_spitfire_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Hunting now, sir.
Dlg_SC_ac_spitfire_player_order_break_and_engage_0210=Hunting now, sir.
Dlg_SC_ac_spitfire_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Nobody's gonna get near them, sir
Dlg_SC_ac_spitfire_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=I got their back, sir.
Dlg_SC_ac_spitfire_player_order_defend_my_target_0110=Nobody's gonna get near them, sir
Dlg_SC_ac_spitfire_player_order_defend_my_target_0111=I got their back, sir.
Dlg_SC_ac_spitfire_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Taking them in, sir.
Dlg_SC_ac_spitfire_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now, sir
Dlg_SC_ac_spitfire_player_order_escort_my_target_0220=Taking them in, sir.
Dlg_SC_ac_spitfire_player_order_escort_my_target_0221=Escorting target now, sir
Dlg_SC_ac_spitfire_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I'll shake 'em off
Dlg_SC_ac_spitfire_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Confirm evasive action, sir
Dlg_SC_ac_spitfire_player_order_evasive_manoeuvers_0200=I'll shake 'em off
Dlg_SC_ac_spitfire_player_order_evasive_manoeuvers_0201=Confirm evasive action, sir
Dlg_SC_ac_spitfire_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up.
Dlg_SC_ac_spitfire_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Formation set, sir.
Dlg_SC_ac_spitfire_player_order_form_up_on_me_0130=Forming up.
Dlg_SC_ac_spitfire_player_order_form_up_on_me_0131=Formation set, sir.
Dlg_SC_ac_spitfire_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back to base, sir
Dlg_SC_ac_spitfire_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back, sir
Dlg_SC_ac_spitfire_player_order_return_to_base_0240=Heading back to base, sir
Dlg_SC_ac_spitfire_player_order_return_to_base_0241=Heading back, sir
Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_spitfire_reaction_Gets_a_killReaction_Gets_A_Kill_01=I… I got one.
Dlg_SC_ac_spitfire_reaction_Gets_a_killReaction_Gets_A_Kill_02=Inimigo destruído
Dlg_SC_ac_spitfire_reaction_Gets_a_kill_0400=I… I got one.
Dlg_SC_ac_spitfire_reaction_Gets_a_kill_0401=Inimigo destruído
Dlg_SC_ac_spitfire_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey, watch it!
Dlg_SC_ac_spitfire_reaction_being_hit_by_friendly_fire_0480=Hey, watch it!
Dlg_SC_ac_spitfire_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Shit! That was a stupid shot. Sorry.
Dlg_SC_ac_spitfire_reaction_commiting_friendly_fire_0490=Shit! That was a stupid shot. Sorry.
Dlg_SC_ac_spitfire_reaction_ejectReaction_Eject_01=Mierda! I'm out...
Dlg_SC_ac_spitfire_reaction_ejectReaction_Eject_02=Bailing out!
Dlg_SC_ac_spitfire_reaction_eject_0470=Mierda! I'm out...
Dlg_SC_ac_spitfire_reaction_eject_0471=Bailing out!
Dlg_SC_ac_spitfire_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=Man down.
Dlg_SC_ac_spitfire_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Friendly down, sir!
Dlg_SC_ac_spitfire_reaction_friendly_gets_killed_0450=Man down.
Dlg_SC_ac_spitfire_reaction_friendly_gets_killed_0451=Friendly down, sir!
Dlg_SC_ac_spitfire_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got hostiles.
Dlg_SC_ac_spitfire_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Bogeys incoming!
Dlg_SC_ac_spitfire_reaction_incoming_enemies_0420=We got hostiles.
Dlg_SC_ac_spitfire_reaction_incoming_enemies_0421=Bogeys incoming!
Dlg_SC_ac_spitfire_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Disengaging combat, sir
Dlg_SC_ac_spitfire_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=I'm out of here.
Dlg_SC_ac_spitfire_reaction_leaving_battle_retreating_0440=Disengaging combat, sir
Dlg_SC_ac_spitfire_reaction_leaving_battle_retreating_0441=I'm out of here.
Dlg_SC_ac_spitfire_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice going, sir
Dlg_SC_ac_spitfire_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Get some!
Dlg_SC_ac_spitfire_reaction_player_gets_a_kill_0410=Nice going, sir
Dlg_SC_ac_spitfire_reaction_player_gets_a_kill_0411=Get some!
Dlg_SC_ac_spitfire_reaction_rejoining_battleReaction_Rejoining_Battle=Re-engaging, sir
Dlg_SC_ac_spitfire_reaction_rejoining_battle_0430=Re-engaging, sir
Dlg_SC_ac_spitfire_reaction_taking_damageReaction_Taking_Damage_01=Help!
Dlg_SC_ac_spitfire_reaction_taking_damageReaction_Taking_Damage_02=Filho da puta!
Dlg_SC_ac_spitfire_reaction_taking_damage_0460=Help!
Dlg_SC_ac_spitfire_reaction_taking_damage_0461=Filho da puta!
Dlg_SC_ac_tanto_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Need help in this zone!
Dlg_SC_ac_tanto_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Help me out in this zone, anyone?
Dlg_SC_ac_tanto_conquest_in_contested_zone_call_for_assistance_0550=Need help in this zone!
Dlg_SC_ac_tanto_conquest_in_contested_zone_call_for_assistance_0551=Help me out in this zone, anyone?
Dlg_SC_ac_tanto_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone
Dlg_SC_ac_tanto_conquest_lost_control_of_a_zone_0570=We lost the zone
Dlg_SC_ac_tanto_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=The zone is ours
Dlg_SC_ac_tanto_conquest_taken_control_of_a_zone_0560=The zone is ours
Dlg_SC_ac_tanto_ctc_allies_score_pointCTC_Allies_Score_Point=Great job!
Dlg_SC_ac_tanto_ctc_allies_score_point_0540=Great job!
Dlg_SC_ac_tanto_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have our core
Dlg_SC_ac_tanto_ctc_enemy_has_core_0510=They have our core
Dlg_SC_ac_tanto_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Good effort, all
Dlg_SC_ac_tanto_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=They got a point
Dlg_SC_ac_tanto_ctc_enemy_scores_point_0530=Good effort, all
Dlg_SC_ac_tanto_ctc_enemy_scores_point_0531=They got a point
Dlg_SC_ac_tanto_ctc_player_has_coreCTC_Player_Has_Core=You got the core. Go for it.
Dlg_SC_ac_tanto_ctc_player_has_core_0500=You got the core. Go for it.
Dlg_SC_ac_tanto_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core. On me!
Dlg_SC_ac_tanto_ctc_this_ai_has_core_0520=I have the core. On me!
Dlg_SC_ac_tanto_generic_response_noGeneric_Response_No_01=Are you sure?
Dlg_SC_ac_tanto_generic_response_no_0310=Are you sure?
Dlg_SC_ac_tanto_generic_response_yesGeneric_Response_Yes_01=Aye, sir.
Dlg_SC_ac_tanto_generic_response_yesGeneric_Response_Yes_02=You got it.
Dlg_SC_ac_tanto_generic_response_yes_0300=Aye, sir.
Dlg_SC_ac_tanto_generic_response_yes_0301=You got it.
Dlg_SC_ac_tanto_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Be right there!
Dlg_SC_ac_tanto_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hold on, sir.
Dlg_SC_ac_tanto_player_order_assistance_required_0120=Be right there!
Dlg_SC_ac_tanto_player_order_assistance_required_0121=Hold on, sir.
Dlg_SC_ac_tanto_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Copy. Target acquired.
Dlg_SC_ac_tanto_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Attacking your mark
Dlg_SC_ac_tanto_player_order_attack_my_target_0100=Copy. Target acquired.
Dlg_SC_ac_tanto_player_order_attack_my_target_0101=Attacking your mark
Dlg_SC_ac_tanto_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run starting
Dlg_SC_ac_tanto_player_order_bomb_my_target_0230=Bombing run starting
Dlg_SC_ac_tanto_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=10-4, breaking.
Dlg_SC_ac_tanto_player_order_break_and_engage_0210=10-4, breaking.
Dlg_SC_ac_tanto_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target
Dlg_SC_ac_tanto_player_order_defend_my_target_0110=Defending your target
Dlg_SC_ac_tanto_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Copy. Moving to escort.
Dlg_SC_ac_tanto_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_tanto_player_order_escort_my_target_0220=Copy. Moving to escort.
Dlg_SC_ac_tanto_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_tanto_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive maneouvers
Dlg_SC_ac_tanto_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Let's go for a ride.
Dlg_SC_ac_tanto_player_order_evasive_manoeuvers_0200=Evasive maneouvers
Dlg_SC_ac_tanto_player_order_evasive_manoeuvers_0221=Let's go for a ride.
Dlg_SC_ac_tanto_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving into formation, sir
Dlg_SC_ac_tanto_player_order_form_up_on_me_0130=Moving into formation, sir
Dlg_SC_ac_tanto_player_order_return_to_basePlayer_Order_Return_To_Base_01=Back to base
Dlg_SC_ac_tanto_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading home
Dlg_SC_ac_tanto_player_order_return_to_base_0240=Back to base
Dlg_SC_ac_tanto_player_order_return_to_base_0241=Heading home
Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_tanto_reaction_Gets_a_killReaction_Gets_A_Kill_01=One down, sir
Dlg_SC_ac_tanto_reaction_Gets_a_killReaction_Gets_A_Kill_02=Enemy neutralised, sir
Dlg_SC_ac_tanto_reaction_Gets_a_kill_0400=One down, sir
Dlg_SC_ac_tanto_reaction_Gets_a_kill_0401=Enemy neutralised, sir
Dlg_SC_ac_tanto_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Careful. You hit me just then
Dlg_SC_ac_tanto_reaction_being_hit_by_friendly_fire_0480=Careful. You hit me just then
Dlg_SC_ac_tanto_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Apologies, sir. That was me.
Dlg_SC_ac_tanto_reaction_commiting_friendly_fire_0490=Apologies, sir. That was me.
Dlg_SC_ac_tanto_reaction_ejectReaction_Eject_01=Ejecting
Dlg_SC_ac_tanto_reaction_ejectReaction_Eject_02=Going for a space-walk.
Dlg_SC_ac_tanto_reaction_eject_0470=Ejecting
Dlg_SC_ac_tanto_reaction_eject_0471=Going for a space-walk.
Dlg_SC_ac_tanto_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=We lost a friendly!
Dlg_SC_ac_tanto_reaction_friendly_gets_killed_0450=We lost a friendly!
Dlg_SC_ac_tanto_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got contacts.
Dlg_SC_ac_tanto_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Incoming!
Dlg_SC_ac_tanto_reaction_incoming_enemies_0420=We got contacts.
Dlg_SC_ac_tanto_reaction_incoming_enemies_0421=Incoming!
Dlg_SC_ac_tanto_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Gotta bounce, I'm pretty tore up.
Dlg_SC_ac_tanto_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Falling back.
Dlg_SC_ac_tanto_reaction_leaving_battle_retreating_0440=Gotta bounce, I'm pretty tore up.
Dlg_SC_ac_tanto_reaction_leaving_battle_retreating_0441=Falling back.
Dlg_SC_ac_tanto_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Threat neutralized.
Dlg_SC_ac_tanto_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Clean shot, sir.
Dlg_SC_ac_tanto_reaction_player_gets_a_kill_0410=Threat neutralized.
Dlg_SC_ac_tanto_reaction_player_gets_a_kill_0411=Clean shot, sir.
Dlg_SC_ac_tanto_reaction_rejoining_battleReaction_Rejoining_Battle=Don't worry, I'm back!
Dlg_SC_ac_tanto_reaction_rejoining_battle_0430=Don't worry, I'm back!
Dlg_SC_ac_tanto_reaction_taking_damageReaction_Taking_Damage_01=Taking fire, sir
Dlg_SC_ac_tanto_reaction_taking_damageReaction_Taking_Damage_02=I'm hit!
Dlg_SC_ac_tanto_reaction_taking_damage_0460=Taking fire, sir
Dlg_SC_ac_tanto_reaction_taking_damage_0461=I'm hit!
Dlg_SC_ac_thunder_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Zone contested. Help if you can
Dlg_SC_ac_thunder_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Need some backup, now!
Dlg_SC_ac_thunder_conquest_in_contested_zone_call_for_assistance_0550=Zone contested. Help if you can
Dlg_SC_ac_thunder_conquest_in_contested_zone_call_for_assistance_0551=Need some backup, now!
Dlg_SC_ac_thunder_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
Dlg_SC_ac_thunder_conquest_lost_control_of_a_zone_0570=Zone lost
Dlg_SC_ac_thunder_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
Dlg_SC_ac_thunder_conquest_taken_control_of_a_zone_0560=Zone taken
Dlg_SC_ac_thunder_ctc_allies_score_pointCTC_Allies_Score_Point=Oh, shit! That's one.
Dlg_SC_ac_thunder_ctc_allies_score_point_0540=Oh, shit! That's one.
Dlg_SC_ac_thunder_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy has our core!
Dlg_SC_ac_thunder_ctc_enemy_has_core_0510=Enemy has our core!
Dlg_SC_ac_thunder_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=They scored a point
Dlg_SC_ac_thunder_ctc_enemy_scores_point_0530=They scored a point
Dlg_SC_ac_thunder_ctc_player_has_coreCTC_Player_Has_Core=You got the core
Dlg_SC_ac_thunder_ctc_player_has_core_0500=You got the core
Dlg_SC_ac_thunder_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core is on me.
Dlg_SC_ac_thunder_ctc_this_ai_has_core_0520=Core is on me.
Dlg_SC_ac_thunder_generic_response_noGeneric_Response_No_01=No can do
Dlg_SC_ac_thunder_generic_response_noGeneric_Response_No_02=Negative
Dlg_SC_ac_thunder_generic_response_no_0310=No can do
Dlg_SC_ac_thunder_generic_response_no_0311=Negative
Dlg_SC_ac_thunder_generic_response_yesGeneric_Response_Yes_01=Roger that
Dlg_SC_ac_thunder_generic_response_yesGeneric_Response_Yes_02=Copy that
Dlg_SC_ac_thunder_generic_response_yes_0300=Roger that
Dlg_SC_ac_thunder_generic_response_yes_0301=Copy that
Dlg_SC_ac_thunder_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'm all over it
Dlg_SC_ac_thunder_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I got your back.
Dlg_SC_ac_thunder_player_order_assistance_required_0120=I'm all over it
Dlg_SC_ac_thunder_player_order_assistance_required_0121=I got your back.
Dlg_SC_ac_thunder_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Attacking target.
Dlg_SC_ac_thunder_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Gonna drop that pain.
Dlg_SC_ac_thunder_player_order_attack_my_target_0100=Attacking target.
Dlg_SC_ac_thunder_player_order_attack_my_target_0101=Gonna drop that pain.
Dlg_SC_ac_thunder_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Target confirmed.
Dlg_SC_ac_thunder_player_order_bomb_my_target_0230=Target confirmed.
Dlg_SC_ac_thunder_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking and engaging
Dlg_SC_ac_thunder_player_order_break_and_engage_0210=Breaking and engaging
Dlg_SC_ac_thunder_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Copy that. On my way.
Dlg_SC_ac_thunder_player_order_defend_my_target_0110=Copy that. On my way.
Dlg_SC_ac_thunder_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
Dlg_SC_ac_thunder_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Falling in pattern, sir.
Dlg_SC_ac_thunder_player_order_escort_my_target_0220=Escorting
Dlg_SC_ac_thunder_player_order_escort_my_target_0221=Falling in pattern, sir.
Dlg_SC_ac_thunder_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive maneouvers
Dlg_SC_ac_thunder_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Losing 'em.
Dlg_SC_ac_thunder_player_order_evasive_manoeuvers_0200=Evasive maneouvers
Dlg_SC_ac_thunder_player_order_evasive_manoeuvers_0201=Losing 'em.
Dlg_SC_ac_thunder_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up
Dlg_SC_ac_thunder_player_order_form_up_on_me_0130=Forming up
Dlg_SC_ac_thunder_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back
Dlg_SC_ac_thunder_player_order_return_to_basePlayer_Order_Return_To_Base_02=Confirm, returning to base
Dlg_SC_ac_thunder_player_order_return_to_base_0240=Heading back
Dlg_SC_ac_thunder_player_order_return_to_base_0241=Confirm, returning to base
Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_thunder_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got one!
Dlg_SC_ac_thunder_reaction_Gets_a_killReaction_Gets_A_Kill_02=Enemy down
Dlg_SC_ac_thunder_reaction_Gets_a_kill_0400=Got one!
Dlg_SC_ac_thunder_reaction_Gets_a_kill_0401=Enemy down
Dlg_SC_ac_thunder_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check fire! I’m a friendly, dammit
Dlg_SC_ac_thunder_reaction_being_hit_by_friendly_fire_0480=Check fire! I’m a friendly, dammit
Dlg_SC_ac_thunder_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Ah, get out my way man
Dlg_SC_ac_thunder_reaction_commiting_friendly_fire_0490=Ah, get out my way man
Dlg_SC_ac_thunder_reaction_ejectReaction_Eject=Ejecting
Dlg_SC_ac_thunder_reaction_eject_0470=Ejecting
Dlg_SC_ac_thunder_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly down.
Dlg_SC_ac_thunder_reaction_friendly_gets_killed_0450=Friendly down.
Dlg_SC_ac_thunder_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Multiple contacts!
Dlg_SC_ac_thunder_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Incoming hostiles
Dlg_SC_ac_thunder_reaction_incoming_enemies_0420=Multiple contacts!
Dlg_SC_ac_thunder_reaction_incoming_enemies_0421=Incoming hostiles
Dlg_SC_ac_thunder_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Retreating now
Dlg_SC_ac_thunder_reaction_leaving_battle_retreating_0440=Retreating now
Dlg_SC_ac_thunder_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Good kill!
Dlg_SC_ac_thunder_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Get some.
Dlg_SC_ac_thunder_reaction_player_gets_a_kill_0410=Good kill!
Dlg_SC_ac_thunder_reaction_player_gets_a_kill_0411=Get some.
Dlg_SC_ac_thunder_reaction_rejoining_battleReaction_Rejoining_Battle=Miss me?
Dlg_SC_ac_thunder_reaction_rejoining_battle_0430=Miss me?
Dlg_SC_ac_thunder_reaction_taking_damageReaction_Taking_Damage_01=I can't shake 'em.
Dlg_SC_ac_thunder_reaction_taking_damageReaction_Taking_Damage_02=Enemy is locked on me
Dlg_SC_ac_thunder_reaction_taking_damage_0460=I can't shake 'em.
Dlg_SC_ac_thunder_reaction_taking_damage_0461=Enemy is locked on me
Dlg_SC_ac_vixen_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Help me fight for this zone, will ya?
Dlg_SC_ac_vixen_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Zone contested. Help me take it!
Dlg_SC_ac_vixen_conquest_in_contested_zone_call_for_assistance_0550=Help me fight for this zone, will ya?
Dlg_SC_ac_vixen_conquest_in_contested_zone_call_for_assistance_0551=Zone contested. Help me take it!
Dlg_SC_ac_vixen_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We've lost the zone
Dlg_SC_ac_vixen_conquest_lost_control_of_a_zone_0570=We've lost the zone
Dlg_SC_ac_vixen_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We've taken the zone
Dlg_SC_ac_vixen_conquest_taken_control_of_a_zone_0560=We've taken the zone
Dlg_SC_ac_vixen_ctc_allies_score_pointCTC_Allies_Score_Point=We got a point
Dlg_SC_ac_vixen_ctc_allies_score_point_0540=We got a point
Dlg_SC_ac_vixen_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have our core. Waste them.
Dlg_SC_ac_vixen_ctc_enemy_has_core_0510=They have our core. Waste them.
Dlg_SC_ac_vixen_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Enemy scored
Dlg_SC_ac_vixen_ctc_enemy_scores_point_0530=Enemy scored
Dlg_SC_ac_vixen_ctc_player_has_coreCTC_Player_Has_Core=You have the core
Dlg_SC_ac_vixen_ctc_player_has_core_0500=You have the core
Dlg_SC_ac_vixen_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core. Cut me a path.
Dlg_SC_ac_vixen_ctc_this_ai_has_core_0520=I have the core. Cut me a path.
Dlg_SC_ac_vixen_generic_response_noGeneric_Response_No_01=No can do
Dlg_SC_ac_vixen_generic_response_noGeneric_Response_No_02=Negative
Dlg_SC_ac_vixen_generic_response_no_0310=No can do
Dlg_SC_ac_vixen_generic_response_no_0311=Negative
Dlg_SC_ac_vixen_generic_response_yesGeneric_Response_Yes_01=Copy
Dlg_SC_ac_vixen_generic_response_yes_0300=Copy
Dlg_SC_ac_vixen_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'll get them.
Dlg_SC_ac_vixen_player_order_assistance_required_0120=I'll get them.
Dlg_SC_ac_vixen_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=On it.
Dlg_SC_ac_vixen_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=They're mine.
Dlg_SC_ac_vixen_player_order_attack_my_target_0100=On it.
Dlg_SC_ac_vixen_player_order_attack_my_target_0101=They're mine.
Dlg_SC_ac_vixen_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run confirmed
Dlg_SC_ac_vixen_player_order_bomb_my_target_0230=Bombing run confirmed
Dlg_SC_ac_vixen_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=About time.
Dlg_SC_ac_vixen_player_order_break_and_engage_0210=About time.
Dlg_SC_ac_vixen_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=…… fine.
Dlg_SC_ac_vixen_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=Easy there, chief.
Dlg_SC_ac_vixen_player_order_defend_my_target_0110=…… fine.
Dlg_SC_ac_vixen_player_order_defend_my_target_0111=Easy there, chief.
Dlg_SC_ac_vixen_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=You're kidding, right?
Dlg_SC_ac_vixen_player_order_escort_my_target_0220=You're kidding, right?
Dlg_SC_ac_vixen_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Rolling.
Dlg_SC_ac_vixen_player_order_evasive_manoeuvers_0200=Rolling.
Dlg_SC_ac_vixen_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving into formation
Dlg_SC_ac_vixen_player_order_form_up_on_me_0130=Moving into formation
Dlg_SC_ac_vixen_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back
Dlg_SC_ac_vixen_player_order_return_to_basePlayer_Order_Return_To_Base_02=Confirming return to base
Dlg_SC_ac_vixen_player_order_return_to_base_0240=Heading back
Dlg_SC_ac_vixen_player_order_return_to_base_0241=Confirming return to base
Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_vixen_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got one
Dlg_SC_ac_vixen_reaction_Gets_a_killReaction_Gets_A_Kill_02=Hostile down
Dlg_SC_ac_vixen_reaction_Gets_a_kill_0400=Got one
Dlg_SC_ac_vixen_reaction_Gets_a_kill_0401=Hostile down
Dlg_SC_ac_vixen_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey moron, I'm on your team.
Dlg_SC_ac_vixen_reaction_being_hit_by_friendly_fire_0480=Hey moron, I'm on your team.
Dlg_SC_ac_vixen_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Whoops.
Dlg_SC_ac_vixen_reaction_commiting_friendly_fire_0490=Whoops.
Dlg_SC_ac_vixen_reaction_deathReaction_Death_01=AAaaarrrghhhhhhhh!!
Dlg_SC_ac_vixen_reaction_deathReaction_Death_02=Noo! NooooOOOOO!
Dlg_SC_ac_vixen_reaction_deathReaction_Death_03=Ahh AHHHHHH!
Dlg_SC_ac_vixen_reaction_deathReaction_Death_04=AAaaaaaAAAaaaarrrghhhhhhhh!!
Dlg_SC_ac_vixen_reaction_death_0600=AAaaarrrghhhhhhhh!!
Dlg_SC_ac_vixen_reaction_death_0601=Noo! NooooOOOOO!
Dlg_SC_ac_vixen_reaction_death_0602=Ahh AHHHHHH!
Dlg_SC_ac_vixen_reaction_death_0603=AAaaaaaAAAaaaarrrghhhhhhhh!!
Dlg_SC_ac_vixen_reaction_ejectReaction_Eject_01=Bailing
Dlg_SC_ac_vixen_reaction_ejectReaction_Eject_02=Ejecting
Dlg_SC_ac_vixen_reaction_eject_0470=Bailing
Dlg_SC_ac_vixen_reaction_eject_0471=Ejecting
Dlg_SC_ac_vixen_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Uh! We lost a friendly.
Dlg_SC_ac_vixen_reaction_friendly_gets_killed_0450=Uh! We lost a friendly.
Dlg_SC_ac_vixen_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Incoming Enemy
Dlg_SC_ac_vixen_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Hostiles inbound
Dlg_SC_ac_vixen_reaction_incoming_enemies_0420=Incoming Enemy
Dlg_SC_ac_vixen_reaction_incoming_enemies_0421=Hostiles inbound
Dlg_SC_ac_vixen_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=I need to rearm.
Dlg_SC_ac_vixen_reaction_leaving_battle_retreating_0440=I need to rearm.
Dlg_SC_ac_vixen_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice.
Dlg_SC_ac_vixen_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Yeah!
Dlg_SC_ac_vixen_reaction_player_gets_a_kill_0410=Nice.
Dlg_SC_ac_vixen_reaction_player_gets_a_kill_0411=Yeah!
Dlg_SC_ac_vixen_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back
Dlg_SC_ac_vixen_reaction_rejoining_battle_0430=I'm back
Dlg_SC_ac_vixen_reaction_taking_damageReaction_Taking_Damage_01=Taking fire
Dlg_SC_ac_vixen_reaction_taking_damageReaction_Taking_Damage_02=I've got one on me
Dlg_SC_ac_vixen_reaction_taking_damage_0460=Taking fire
Dlg_SC_ac_vixen_reaction_taking_damage_0461=I've got one on me
Dlg_SC_ac_warlord_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=I'm in contested zone. Help appreciated
Dlg_SC_ac_warlord_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Zone contested. Assistance required
Dlg_SC_ac_warlord_conquest_in_contested_zone_call_for_assistance_0550=I'm in contested zone. Help appreciated
Dlg_SC_ac_warlord_conquest_in_contested_zone_call_for_assistance_0551=Zone contested. Assistance required
Dlg_SC_ac_warlord_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
Dlg_SC_ac_warlord_conquest_lost_control_of_a_zone_0570=Zone lost
Dlg_SC_ac_warlord_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
Dlg_SC_ac_warlord_conquest_taken_control_of_a_zone_0560=Zone taken
Dlg_SC_ac_warlord_ctc_allies_score_pointCTC_Allies_Score_Point=Nice. We scored
Dlg_SC_ac_warlord_ctc_allies_score_point_0540=Nice. We scored
Dlg_SC_ac_warlord_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core!
Dlg_SC_ac_warlord_ctc_enemy_has_core_0510=They got our core!
Dlg_SC_ac_warlord_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=One point to them
Dlg_SC_ac_warlord_ctc_enemy_scores_point_0530=One point to them
Dlg_SC_ac_warlord_ctc_player_has_coreCTC_Player_Has_Core=You have the core
Dlg_SC_ac_warlord_ctc_player_has_core_0500=You have the core
Dlg_SC_ac_warlord_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core retreived.
Dlg_SC_ac_warlord_ctc_this_ai_has_core_0520=Core retreived.
Dlg_SC_ac_warlord_generic_response_noGeneric_Response_No_01=Negative
Dlg_SC_ac_warlord_generic_response_noGeneric_Response_No_02=Will not comply, sir
Dlg_SC_ac_warlord_generic_response_no_0310=Negative
Dlg_SC_ac_warlord_generic_response_no_0311=Will not comply, sir
Dlg_SC_ac_warlord_generic_response_yesGeneric_Response_Yes_01=Copy that
Dlg_SC_ac_warlord_generic_response_yesGeneric_Response_Yes_02=You got it.
Dlg_SC_ac_warlord_generic_response_yes_0300=Copy that
Dlg_SC_ac_warlord_generic_response_yes_0301=You got it.
Dlg_SC_ac_warlord_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Assistance request, confirmed
Dlg_SC_ac_warlord_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Warlord inbound.
Dlg_SC_ac_warlord_player_order_assistance_required_0120=Warlord inbound.
Dlg_SC_ac_warlord_player_order_assistance_required_0121=Assistance request, confirmed
Dlg_SC_ac_warlord_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Copy, sir. On it.
Dlg_SC_ac_warlord_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=I have them in sight
Dlg_SC_ac_warlord_player_order_attack_my_target_0100=Copy, sir. On it.
Dlg_SC_ac_warlord_player_order_attack_my_target_0101=I have them in sight
Dlg_SC_ac_warlord_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Ordinance set.
Dlg_SC_ac_warlord_player_order_bomb_my_target_0230=Ordinance set.
Dlg_SC_ac_warlord_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking to intercept
Dlg_SC_ac_warlord_player_order_break_and_engage_0210=Breaking to intercept
Dlg_SC_ac_warlord_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Understood. Defending
Dlg_SC_ac_warlord_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=……yes, sir.
Dlg_SC_ac_warlord_player_order_defend_my_target_0110=Understood. Defending
Dlg_SC_ac_warlord_player_order_defend_my_target_0111=……yes, sir.
Dlg_SC_ac_warlord_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
Dlg_SC_ac_warlord_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_warlord_player_order_escort_my_target_0220=Escorting
Dlg_SC_ac_warlord_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_warlord_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive maneouvers
Dlg_SC_ac_warlord_player_order_evasive_manoeuvers_0200=Evasive maneouvers
Dlg_SC_ac_warlord_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Copy, folding in.
Dlg_SC_ac_warlord_player_order_form_up_on_me_0130=Copy, folding in.
Dlg_SC_ac_warlord_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading home
Dlg_SC_ac_warlord_player_order_return_to_basePlayer_Order_Return_To_Base_02=Confirm, returning to base
Dlg_SC_ac_warlord_player_order_return_to_base_0240=Confirm, returning to base
Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_warlord_reaction_Gets_a_killReaction_Gets_A_Kill_01=Hostile eliminated
Dlg_SC_ac_warlord_reaction_Gets_a_killReaction_Gets_A_Kill_02=Hostile down
Dlg_SC_ac_warlord_reaction_Gets_a_kill_0400=Hostile eliminated
Dlg_SC_ac_warlord_reaction_Gets_a_kill_0401=Hostile down
Dlg_SC_ac_warlord_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Stop shooting me, you idiot.
Dlg_SC_ac_warlord_reaction_being_hit_by_friendly_fire_0480=Blue on blue!
Dlg_SC_ac_warlord_reaction_being_hit_by_friendly_fire_0481=Stop shooting me, you idiot.
Dlg_SC_ac_warlord_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=My mistake. Sorry
Dlg_SC_ac_warlord_reaction_commiting_friendly_fire_0490=My mistake. Sorry
Dlg_SC_ac_warlord_reaction_deathReaction_Death_01=AAaaarrrghhhhhhhh!!
Dlg_SC_ac_warlord_reaction_deathReaction_Death_02=Noo! NooooOOOOO!
Dlg_SC_ac_warlord_reaction_deathReaction_Death_03=Ahh AHHHHHH!
Dlg_SC_ac_warlord_reaction_deathReaction_Death_04=AAaaaaaAAAaaaarrrghhhhhhhh!!
Dlg_SC_ac_warlord_reaction_death_0600=AAaaarrrghhhhhhhh!!
Dlg_SC_ac_warlord_reaction_death_0601=Noo! NooooOOOOO!
Dlg_SC_ac_warlord_reaction_death_0602=Ahh AHHHHHH!
Dlg_SC_ac_warlord_reaction_death_0603=AAaaaaaAAAaaaarrrghhhhhhhh!!
Dlg_SC_ac_warlord_reaction_ejectReaction_Eject=Bailing out.
Dlg_SC_ac_warlord_reaction_eject_0470=Bailing out.
Dlg_SC_ac_warlord_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly down
Dlg_SC_ac_warlord_reaction_friendly_gets_killed_0450=Friendly down
Dlg_SC_ac_warlord_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Hostiles inbound
Dlg_SC_ac_warlord_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Incoming hostiles
Dlg_SC_ac_warlord_reaction_incoming_enemies_0420=Hostiles inbound
Dlg_SC_ac_warlord_reaction_incoming_enemies_0421=Incoming hostiles
Dlg_SC_ac_warlord_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Bugging out
Dlg_SC_ac_warlord_reaction_leaving_battle_retreating_0440=Bugging out
Dlg_SC_ac_warlord_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice kill
Dlg_SC_ac_warlord_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice shooting
Dlg_SC_ac_warlord_reaction_player_gets_a_kill_0410=Nice kill
Dlg_SC_ac_warlord_reaction_player_gets_a_kill_0411=Nice shooting
Dlg_SC_ac_warlord_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back in the mix
Dlg_SC_ac_warlord_reaction_rejoining_battle_0430=I'm back in the mix
Dlg_SC_ac_warlord_reaction_taking_damageReaction_Taking_Damage_01=Taking fire!
Dlg_SC_ac_warlord_reaction_taking_damageReaction_Taking_Damage_02=Need support.
Dlg_SC_ac_warlord_reaction_taking_damage_0460=Need support.
Dlg_SC_ac_warlord_reaction_taking_damage_0461=Taking fire!
Dlg_SC_ac_wreckingball_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Hold the zone, people.
Dlg_SC_ac_wreckingball_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Hey! Zone contested on my position.
Dlg_SC_ac_wreckingball_conquest_in_contested_zone_call_for_assistance_0550=Hold the zone, people.
Dlg_SC_ac_wreckingball_conquest_in_contested_zone_call_for_assistance_0551=Hey! Zone contested on my position.
Dlg_SC_ac_wreckingball_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost.
Dlg_SC_ac_wreckingball_conquest_lost_control_of_a_zone_0570=Zone lost.
Dlg_SC_ac_wreckingball_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We got the zone
Dlg_SC_ac_wreckingball_conquest_taken_control_of_a_zone_0560=We got the zone
Dlg_SC_ac_wreckingball_ctc_allies_score_pointCTC_Allies_Score_Point=One for the home team!
Dlg_SC_ac_wreckingball_ctc_allies_score_point_0540=One for the home team!
Dlg_SC_ac_wreckingball_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got the core
Dlg_SC_ac_wreckingball_ctc_enemy_has_core_0510=They got the core
Dlg_SC_ac_wreckingball_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Damn it people, they scored
Dlg_SC_ac_wreckingball_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Awww dammit man.
Dlg_SC_ac_wreckingball_ctc_enemy_scores_point_0530=Damn it people, they scored
Dlg_SC_ac_wreckingball_ctc_enemy_scores_point_0531=Awww dammit man.
Dlg_SC_ac_wreckingball_ctc_player_has_coreCTC_Player_Has_Core=You fly. I'll cover.
Dlg_SC_ac_wreckingball_ctc_player_has_core_0500=You fly. I'll cover.
Dlg_SC_ac_wreckingball_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core is mine. Need a hand here.
Dlg_SC_ac_wreckingball_ctc_this_ai_has_core_0520=Core is mine. Need a hand here.
Dlg_SC_ac_wreckingball_generic_response_noGeneric_Response_No_01=Nope! That's stupid
Dlg_SC_ac_wreckingball_generic_response_noGeneric_Response_No_02=No way
Dlg_SC_ac_wreckingball_generic_response_no_0310=Nope! That's stupid
Dlg_SC_ac_wreckingball_generic_response_no_0311=No way
Dlg_SC_ac_wreckingball_generic_response_yesGeneric_Response_Yes_01=All copy, sir.
Dlg_SC_ac_wreckingball_generic_response_yesGeneric_Response_Yes_02=Sir
Dlg_SC_ac_wreckingball_generic_response_yes_0300=All copy, sir.
Dlg_SC_ac_wreckingball_generic_response_yes_0301=Sir
Dlg_SC_ac_wreckingball_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Help's on the way
Dlg_SC_ac_wreckingball_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I got you.
Dlg_SC_ac_wreckingball_player_order_assistance_required_0120=Help's on the way
Dlg_SC_ac_wreckingball_player_order_assistance_required_0121=I got you.
Dlg_SC_ac_wreckingball_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=One corpse, coming up.
Dlg_SC_ac_wreckingball_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Weapons hot.
Dlg_SC_ac_wreckingball_player_order_attack_my_target_0100=One corpse, coming up.
Dlg_SC_ac_wreckingball_player_order_attack_my_target_0101=Weapons hot.
Dlg_SC_ac_wreckingball_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bomb run initiated
Dlg_SC_ac_wreckingball_player_order_bomb_my_target_0230=Bomb run initiated
Dlg_SC_ac_wreckingball_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking formation
Dlg_SC_ac_wreckingball_player_order_break_and_engage_0210=Breaking formation
Dlg_SC_ac_wreckingball_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Yeah, fine, guess I'll babysit
Dlg_SC_ac_wreckingball_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=I got 'em. Don't sweat it.
Dlg_SC_ac_wreckingball_player_order_defend_my_target_0110=Yeah, fine, guess I'll babysit
Dlg_SC_ac_wreckingball_player_order_defend_my_target_0111=I got 'em. Don't sweat it.
Dlg_SC_ac_wreckingball_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Sticking close to target
Dlg_SC_ac_wreckingball_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=They are now under my protection.
Dlg_SC_ac_wreckingball_player_order_escort_my_target_0220=Sticking close to target
Dlg_SC_ac_wreckingball_player_order_escort_my_target_0221=They are now under my protection.
Dlg_SC_ac_wreckingball_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading
Dlg_SC_ac_wreckingball_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Class is in session.
Dlg_SC_ac_wreckingball_player_order_evasive_manoeuvers_0200=Evading
Dlg_SC_ac_wreckingball_player_order_evasive_manoeuvers_0201=Class is in session.
Dlg_SC_ac_wreckingball_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=On you
Dlg_SC_ac_wreckingball_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Forming up.
Dlg_SC_ac_wreckingball_player_order_form_up_on_me_0130=On you
Dlg_SC_ac_wreckingball_player_order_form_up_on_me_0131=Forming up.
Dlg_SC_ac_wreckingball_player_order_return_to_basePlayer_Order_Return_To_Base_01=Wrapping up.
Dlg_SC_ac_wreckingball_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading home I guess
Dlg_SC_ac_wreckingball_player_order_return_to_base_0240=Wrapping up.
Dlg_SC_ac_wreckingball_player_order_return_to_base_0241=Heading home I guess
Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_wreckingball_reaction_Gets_a_killReaction_Gets_A_Kill_01=That's what happens!
Dlg_SC_ac_wreckingball_reaction_Gets_a_killReaction_Gets_A_Kill_02=I just can't be stopped.
Dlg_SC_ac_wreckingball_reaction_Gets_a_kill_0400=That's what happens!
Dlg_SC_ac_wreckingball_reaction_Gets_a_kill_0401=I just can't be stopped.
Dlg_SC_ac_wreckingball_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check your damn targets.
Dlg_SC_ac_wreckingball_reaction_being_hit_by_friendly_fire_0480=Check your damn targets.
Dlg_SC_ac_wreckingball_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Stay outta my line of fire!
Dlg_SC_ac_wreckingball_reaction_commiting_friendly_fire_0490=Stay outta my line of fire!
Dlg_SC_ac_wreckingball_reaction_ejectReaction_Eject_01=Punching out
Dlg_SC_ac_wreckingball_reaction_ejectReaction_Eject_02=Shit! I gotta bail.
Dlg_SC_ac_wreckingball_reaction_eject_0470=Punching out
Dlg_SC_ac_wreckingball_reaction_eject_0471=Shit! I gotta bail.
Dlg_SC_ac_wreckingball_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=They wasted one of ours
Dlg_SC_ac_wreckingball_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Screw you! We lost one of our own
Dlg_SC_ac_wreckingball_reaction_friendly_gets_killed_0450=They wasted one of ours
Dlg_SC_ac_wreckingball_reaction_friendly_gets_killed_0451=Screw you! We lost one of our own
Dlg_SC_ac_wreckingball_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Enemies spotted
Dlg_SC_ac_wreckingball_reaction_incoming_enemiesReaction_Incoming_Enemies_02=It's on now.
Dlg_SC_ac_wreckingball_reaction_incoming_enemies_0420=Enemies spotted
Dlg_SC_ac_wreckingball_reaction_incoming_enemies_0421=It's on now.
Dlg_SC_ac_wreckingball_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=I'm off.
Dlg_SC_ac_wreckingball_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating.
Dlg_SC_ac_wreckingball_reaction_leaving_battle_retreating_0440=I'm off.
Dlg_SC_ac_wreckingball_reaction_leaving_battle_retreating_0441=Retreating.
Dlg_SC_ac_wreckingball_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Not a bad kill, but no class. Haha!
Dlg_SC_ac_wreckingball_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Alright, okay, that wasn't bad.
Dlg_SC_ac_wreckingball_reaction_player_gets_a_kill_0410=Not a bad kill, but no class. Haha!
Dlg_SC_ac_wreckingball_reaction_player_gets_a_kill_0411=Alright, okay, that wasn't bad.
Dlg_SC_ac_wreckingball_reaction_rejoining_battleReaction_Rejoining_Battle=Don't panic, people. I'm back...
Dlg_SC_ac_wreckingball_reaction_rejoining_battle_0430=Don't panic, people. I'm back...
Dlg_SC_ac_wreckingball_reaction_taking_damageReaction_Taking_Damage_01=That all you got?!
Dlg_SC_ac_wreckingball_reaction_taking_damageReaction_Taking_Damage_02=Oh, I'm gonna take my time with you!
Dlg_SC_ac_wreckingball_reaction_taking_damage_0460=That all you got?!
Dlg_SC_ac_wreckingball_reaction_taking_damage_0461=Oh, I'm gonna take my time with you!
Dlg_SC_bb_bb_factory_ANVL_confirmed_enemy_target_0110=
Dlg_SC_bb_bb_factory_ANVL_critical_hit_0500=Critical systems damage
Dlg_SC_bb_bb_factory_ANVL_scanners_being_scanned_0210=Warning, incoming scan
Dlg_SC_bb_bb_factory_ANVL_scanners_scanning_0200=Scanning
Dlg_SC_bb_bb_factory_ANVL_sensor_incoming_ramming_0120=Hostile proximity warning
Dlg_SC_bb_bb_factory_ANVL_sensor_nearby_acquisition_0100=Bogey
Dlg_SC_bb_bb_factory_ANVL_shields_back_0_0580=Alert: Aft Shields down
Dlg_SC_bb_bb_factory_ANVL_shields_back_25_0570=Warning, Aft Shields 25%
Dlg_SC_bb_bb_factory_ANVL_shields_back_50_0560=Aft Shields 50%
Dlg_SC_bb_bb_factory_ANVL_shields_back_75_0550=Aft Shields 75%
Dlg_SC_bb_bb_factory_ANVL_shields_bottom_0_0740=Alert: Deck Shields down
Dlg_SC_bb_bb_factory_ANVL_shields_bottom_25_0730=Warning, Deck Shields 25%
Dlg_SC_bb_bb_factory_ANVL_shields_bottom_50_0720=Deck Shields 50%
Dlg_SC_bb_bb_factory_ANVL_shields_bottom_75_0710=Deck Shields 75%
Dlg_SC_bb_bb_factory_ANVL_shields_charging_0507=Shields Charging
Dlg_SC_bb_bb_factory_ANVL_shields_collision_alert_0760=Collision
Dlg_SC_bb_bb_factory_ANVL_shields_front_0_0540=Alert: Forward Shields down
Dlg_SC_bb_bb_factory_ANVL_shields_front_25_0530=Warning, Forward Shields 25%
Dlg_SC_bb_bb_factory_ANVL_shields_front_50_0520=Forward Shields 50%
Dlg_SC_bb_bb_factory_ANVL_shields_front_75_0510=Forward Shields 75%
Dlg_SC_bb_bb_factory_ANVL_shields_left_0_0620=Alert: Port Shields down
Dlg_SC_bb_bb_factory_ANVL_shields_left_25_0610=Warning, Port Shields 25%
Dlg_SC_bb_bb_factory_ANVL_shields_left_50_0600=Port Shields 50%
Dlg_SC_bb_bb_factory_ANVL_shields_left_75_0590=Port Shields 75%
Dlg_SC_bb_bb_factory_ANVL_shields_right_0_0660=Alert: Starboard Shields down
Dlg_SC_bb_bb_factory_ANVL_shields_right_25_0650=Warning, Starboard Shields 25%
Dlg_SC_bb_bb_factory_ANVL_shields_right_50_0640=Starboard Shields 50%
Dlg_SC_bb_bb_factory_ANVL_shields_right_75_0630=Starboard Shields 75%
Dlg_SC_bb_bb_factory_ANVL_shields_system_activated_0750=activated
Dlg_SC_bb_bb_factory_ANVL_shields_top_0_0700=Alert: Overhead Shields down
Dlg_SC_bb_bb_factory_ANVL_shields_top_25_0690=Warning, Overhead Shields 25%
Dlg_SC_bb_bb_factory_ANVL_shields_top_50_0680=Overhead Shields 50%
Dlg_SC_bb_bb_factory_ANVL_shields_top_75_0670=Overhead Shields 75%
Dlg_SC_bb_bb_factory_ANVL_systems_autopilot_disengaged_0930=Autopilot Disengaged
Dlg_SC_bb_bb_factory_ANVL_systems_autopilot_engaged_0920=Autopilot Engaged
Dlg_SC_bb_bb_factory_ANVL_systems_bitchingbetty_0840=BZZZzzzzzzuuuuppp
Dlg_SC_bb_bb_factory_ANVL_systems_bootup_0971=Anvil Aerospace
Dlg_SC_bb_bb_factory_ANVL_systems_comms_jammed_0960=Warning: Communications system is being jammed
Dlg_SC_bb_bb_factory_ANVL_systems_communications_0800=Comms
Dlg_SC_bb_bb_factory_ANVL_systems_coolant_0890=Cooling System
Dlg_SC_bb_bb_factory_ANVL_systems_destruction_imminent_0900=Eject
Dlg_SC_bb_bb_factory_ANVL_systems_engines_0820=Propulsion
Dlg_SC_bb_bb_factory_ANVL_systems_flightcontrol_0850=Avionics
Dlg_SC_bb_bb_factory_ANVL_systems_is_offline_0505=...is offline.
Dlg_SC_bb_bb_factory_ANVL_systems_lifesupport_0810=Life Support
Dlg_SC_bb_bb_factory_ANVL_systems_objective_received_0910=Data
Dlg_SC_bb_bb_factory_ANVL_systems_offline_0780=...offline
Dlg_SC_bb_bb_factory_ANVL_systems_radar_0870=Radar
Dlg_SC_bb_bb_factory_ANVL_systems_sensors_0860=Sensors
Dlg_SC_bb_bb_factory_ANVL_systems_shieldgen_0830=Shield Generator
Dlg_SC_bb_bb_factory_ANVL_systems_systems_online_0970=All systems are online
Dlg_SC_bb_bb_factory_ANVL_systems_systems_overheating_0950=Warning: Systems Overheating
Dlg_SC_bb_bb_factory_ANVL_systems_weapons_0880=Weapons Systems
Dlg_SC_bb_bb_factory_ANVL_warning_0770=Warning:
Dlg_SC_bb_bb_factory_ANVL_weapons_ammunition_depleted_0320=Ballistics Dry
Dlg_SC_bb_bb_factory_ANVL_weapons_ammunition_low_0310=Ballistics Low
Dlg_SC_bb_bb_factory_ANVL_weapons_chaff_depleted_0400=Noise Out
Dlg_SC_bb_bb_factory_ANVL_weapons_chaff_launched_0350=Noise
Dlg_SC_bb_bb_factory_ANVL_weapons_chaff_low_0380=Noise Low
Dlg_SC_bb_bb_factory_ANVL_weapons_charging_0330=Charging Energy Weapons
Dlg_SC_bb_bb_factory_ANVL_weapons_fired_at_friendly_0405=Check Fire.
Dlg_SC_bb_bb_factory_ANVL_weapons_flare_depleted_0390=Flares Out
Dlg_SC_bb_bb_factory_ANVL_weapons_flare_launched_0360=Decoy
Dlg_SC_bb_bb_factory_ANVL_weapons_flare_low_0370=Flares Low
Dlg_SC_bb_bb_factory_ANVL_weapons_missile_lock_succeeds_0300=Lock
Dlg_SC_bb_bb_factory_ANVL_weapons_missiles_depleted_0420=Missiles Dry.
Dlg_SC_bb_bb_factory_ANVL_weapons_missiles_low_0410=Missiles Low.
Dlg_SC_bb_bb_factory_ANVL_weapons_target_destroyed_0340=Target Destroyed
Dlg_SC_bb_bb_factory_ORIG_confirmed_enemy_target_0110=Hostile Identified
Dlg_SC_bb_bb_factory_ORIG_scanners_being_scanned_0210=Ship has been scanned.
Dlg_SC_bb_bb_factory_ORIG_scanners_scanning_0200=Scan Initiated
Dlg_SC_bb_bb_factory_ORIG_sensor_incoming_ramming_0120=Evasive manuevers, hostile inbound.
Dlg_SC_bb_bb_factory_ORIG_sensor_nearby_acquisition_0100=Contact
Dlg_SC_bb_bb_factory_ORIG_shields_back_0_0580=Stern shielding depleted.
Dlg_SC_bb_bb_factory_ORIG_shields_back_25_0570=Stern shielding at a quarter strength.
Dlg_SC_bb_bb_factory_ORIG_shields_back_50_0560=Stern shielding at half strength.
Dlg_SC_bb_bb_factory_ORIG_shields_back_75_0550=Stern shielding at 75%.
Dlg_SC_bb_bb_factory_ORIG_shields_bottom_0_0740=Nadir shielding depleted.
Dlg_SC_bb_bb_factory_ORIG_shields_bottom_25_0730=Nadir shielding at a quarter strength.
Dlg_SC_bb_bb_factory_ORIG_shields_bottom_50_0720=Nadir shielding at half strength.
Dlg_SC_bb_bb_factory_ORIG_shields_bottom_75_0710=Nadir shielding at 75%.
Dlg_SC_bb_bb_factory_ORIG_shields_charging_0507=Refreshing Shields
Dlg_SC_bb_bb_factory_ORIG_shields_collision_alert_0760=PROXIMITY ALERT
Dlg_SC_bb_bb_factory_ORIG_shields_front_0_0540=Fore-shield depleted.
Dlg_SC_bb_bb_factory_ORIG_shields_front_25_0530=Fore-shield at a quarter strength.
Dlg_SC_bb_bb_factory_ORIG_shields_front_50_0520=Fore-shield at half strength
Dlg_SC_bb_bb_factory_ORIG_shields_front_75_0510=Fore-shield at 75% strength
Dlg_SC_bb_bb_factory_ORIG_shields_left_0_0620=Port shielding depleted.
Dlg_SC_bb_bb_factory_ORIG_shields_left_25_0610=Port shielding at a quarter strength.
Dlg_SC_bb_bb_factory_ORIG_shields_left_50_0600=Port shielding at half strength.
Dlg_SC_bb_bb_factory_ORIG_shields_left_75_0590=Port shielding at 75%.
Dlg_SC_bb_bb_factory_ORIG_shields_right_0_0660=Starboard shielding depleted.
Dlg_SC_bb_bb_factory_ORIG_shields_right_25_0650=Starboard shielding at a quarter strength.
Dlg_SC_bb_bb_factory_ORIG_shields_right_50_0640=Starboard shielding at half strength.
Dlg_SC_bb_bb_factory_ORIG_shields_right_75_0630=Starboard shielding at 75%.
Dlg_SC_bb_bb_factory_ORIG_shields_system_activated_0750=operational.
Dlg_SC_bb_bb_factory_ORIG_shields_top_0_0700=Zenith shielding depleted.
Dlg_SC_bb_bb_factory_ORIG_shields_top_25_0690=Zenith shielding at a quarter strength.
Dlg_SC_bb_bb_factory_ORIG_shields_top_50_0680=Zenith shielding at half strength.
Dlg_SC_bb_bb_factory_ORIG_shields_top_75_0670=Zenith shielding at 75%.
Dlg_SC_bb_bb_factory_ORIG_systems_autopilot_disengaged_0930=Resuming pilot control.
Dlg_SC_bb_bb_factory_ORIG_systems_autopilot_engaged_0920=Pilot Assist on.
Dlg_SC_bb_bb_factory_ORIG_systems_bitchingbetty_0840=Welcome to ... Origin… I…assist…
Dlg_SC_bb_bb_factory_ORIG_systems_bootup_0971=Origin Jumpworks at your service.
Dlg_SC_bb_bb_factory_ORIG_systems_comms_jammed_0960=Cannot establish communication
Dlg_SC_bb_bb_factory_ORIG_systems_communications_0800=Communications
Dlg_SC_bb_bb_factory_ORIG_systems_coolant_0890=Cooling System
Dlg_SC_bb_bb_factory_ORIG_systems_destruction_imminent_0900=Catastrophic failure imminent.
Dlg_SC_bb_bb_factory_ORIG_systems_engines_0820=Thrusters
Dlg_SC_bb_bb_factory_ORIG_systems_flightcontrol_0850=Avionics
Dlg_SC_bb_bb_factory_ORIG_systems_is_offline_0505=...have received catastrophic damage.
Dlg_SC_bb_bb_factory_ORIG_systems_lifesupport_0810=ECLSS
Dlg_SC_bb_bb_factory_ORIG_systems_objective_received_0910=MARKER PLACED
Dlg_SC_bb_bb_factory_ORIG_systems_offline_0780=...disabled.
Dlg_SC_bb_bb_factory_ORIG_systems_radar_0870=Radar
Dlg_SC_bb_bb_factory_ORIG_systems_sensors_0860=Sensors
Dlg_SC_bb_bb_factory_ORIG_systems_shieldgen_0830=Shield System
Dlg_SC_bb_bb_factory_ORIG_systems_systems_online_0970=Core systems operational
Dlg_SC_bb_bb_factory_ORIG_systems_systems_overheating_0950=Coolant malfunction. Core system reaching unsafe temperature
Dlg_SC_bb_bb_factory_ORIG_systems_weapons_0880=Weapons Systems
Dlg_SC_bb_bb_factory_ORIG_weapons_ammunition_depleted_0320=Ballistics requires reload
Dlg_SC_bb_bb_factory_ORIG_weapons_ammunition_low_0310=Ballistics depleting rapidly
Dlg_SC_bb_bb_factory_ORIG_weapons_chaff_depleted_0400=NOISE DEPLETED
Dlg_SC_bb_bb_factory_ORIG_weapons_chaff_launched_0350=NOISE Launched
Dlg_SC_bb_bb_factory_ORIG_weapons_chaff_low_0380=RELOAD NOISE
Dlg_SC_bb_bb_factory_ORIG_weapons_charging_0330=Refreshing Energy Weapons
Dlg_SC_bb_bb_factory_ORIG_weapons_fired_at_friendly_0405=Check Fire.
Dlg_SC_bb_bb_factory_ORIG_weapons_flare_depleted_0390=FLARES DEPLETED
Dlg_SC_bb_bb_factory_ORIG_weapons_flare_launched_0360=DECOY Launched
Dlg_SC_bb_bb_factory_ORIG_weapons_flare_low_0370=RELOAD DECOY
Dlg_SC_bb_bb_factory_ORIG_weapons_missile_lock_succeeds_0300=ACHIEVED MISSILE LOCK
Dlg_SC_bb_bb_factory_ORIG_weapons_missiles_depleted_0420=Missiles Depleted.
Dlg_SC_bb_bb_factory_ORIG_weapons_missiles_low_0410=Reload Missiles.
Dlg_SC_bb_bb_factory_ORIG_weapons_target_destroyed_0340=Hostile eliminated
Dlg_SC_bb_bb_factory_RSI_confirmed_enemy_target_0110=Enemy Target
Dlg_SC_bb_bb_factory_RSI_critical_hit_0500=Critical strike:
Dlg_SC_bb_bb_factory_RSI_scanners_being_scanned_0210=We are being scanned
Dlg_SC_bb_bb_factory_RSI_scanners_scanning_0200=Standby, scanning
Dlg_SC_bb_bb_factory_RSI_sensor_incoming_ramming_0120=Hostile on collision course
Dlg_SC_bb_bb_factory_RSI_sensor_nearby_acquisition_0100=Radar contact
Dlg_SC_bb_bb_factory_RSI_shields_back_0_0580=Rear shield is down
Dlg_SC_bb_bb_factory_RSI_shields_back_25_0570=Alert: Rear shield at 25%
Dlg_SC_bb_bb_factory_RSI_shields_back_50_0560=Rear shield at 50%
Dlg_SC_bb_bb_factory_RSI_shields_back_75_0550=Rear shield at 75%
Dlg_SC_bb_bb_factory_RSI_shields_bottom_0_0740=Low shield is down
Dlg_SC_bb_bb_factory_RSI_shields_bottom_25_0730=Alert: Low Shield at 25%
Dlg_SC_bb_bb_factory_RSI_shields_bottom_50_0720=Low Shield at 50%
Dlg_SC_bb_bb_factory_RSI_shields_bottom_75_0710=Low Shield at 75%
Dlg_SC_bb_bb_factory_RSI_shields_charging_0507=Standby shields
Dlg_SC_bb_bb_factory_RSI_shields_collision_alert_0760=IMPACT
Dlg_SC_bb_bb_factory_RSI_shields_front_0_0540=Front shield is down
Dlg_SC_bb_bb_factory_RSI_shields_front_25_0530=Alert: Front Shields at 25%.
Dlg_SC_bb_bb_factory_RSI_shields_front_50_0520=Front shield at 50%
Dlg_SC_bb_bb_factory_RSI_shields_front_75_0510=Front shield at 75%
Dlg_SC_bb_bb_factory_RSI_shields_left_0_0620=Port Shield is down
Dlg_SC_bb_bb_factory_RSI_shields_left_25_0610=Alert: Port Shield at 25%
Dlg_SC_bb_bb_factory_RSI_shields_left_50_0600=Port Shield at 50%
Dlg_SC_bb_bb_factory_RSI_shields_left_75_0590=Port Shield at 75%
Dlg_SC_bb_bb_factory_RSI_shields_right_0_0660=Starboard Shield is down.
Dlg_SC_bb_bb_factory_RSI_shields_right_25_0650=Alert: Starboard Shield at 25%
Dlg_SC_bb_bb_factory_RSI_shields_right_50_0640=Starboard Shield at 50%
Dlg_SC_bb_bb_factory_RSI_shields_right_75_0630=Starboard Shield at 75%
Dlg_SC_bb_bb_factory_RSI_shields_system_activated_0750=online.
Dlg_SC_bb_bb_factory_RSI_shields_top_0_0700=High shield is down
Dlg_SC_bb_bb_factory_RSI_shields_top_25_0690=Alert: High Shield at 25%
Dlg_SC_bb_bb_factory_RSI_shields_top_50_0680=Overhead Shield at 50%
Dlg_SC_bb_bb_factory_RSI_shields_top_75_0670=Overhead Shield at 75%
Dlg_SC_bb_bb_factory_RSI_systems_autopilot_disengaged_0930=Disengaging Autopilot
Dlg_SC_bb_bb_factory_RSI_systems_autopilot_engaged_0920=Engaging Autopilot
Dlg_SC_bb_bb_factory_RSI_systems_bitchingbetty_0840=<<<hum>>>
Dlg_SC_bb_bb_factory_RSI_systems_bootup_0971=Welcome to Roberts Space Industries. Enjoy the ride.
Dlg_SC_bb_bb_factory_RSI_systems_comms_jammed_0960=Comm failure
Dlg_SC_bb_bb_factory_RSI_systems_communications_0800=Communications
Dlg_SC_bb_bb_factory_RSI_systems_coolant_0890=Cooling System
Dlg_SC_bb_bb_factory_RSI_systems_destruction_imminent_0900=Please evacuate ship.
Dlg_SC_bb_bb_factory_RSI_systems_engines_0820=Engines
Dlg_SC_bb_bb_factory_RSI_systems_flightcontrol_0850=Avionics
Dlg_SC_bb_bb_factory_RSI_systems_is_offline_0505=...damaged.
Dlg_SC_bb_bb_factory_RSI_systems_lifesupport_0810=Life Support
Dlg_SC_bb_bb_factory_RSI_systems_objective_received_0910=OBJECTIVE MARKED
Dlg_SC_bb_bb_factory_RSI_systems_offline_0780=...deactivated
Dlg_SC_bb_bb_factory_RSI_systems_radar_0870=Radar
Dlg_SC_bb_bb_factory_RSI_systems_sensors_0860=Sensors
Dlg_SC_bb_bb_factory_RSI_systems_shieldgen_0830=Shields
Dlg_SC_bb_bb_factory_RSI_systems_systems_online_0970=System check.
Dlg_SC_bb_bb_factory_RSI_systems_systems_overheating_0950=System Critical.
Dlg_SC_bb_bb_factory_RSI_systems_weapons_0880=Weapons Systems
Dlg_SC_bb_bb_factory_RSI_weapons_ammunition_depleted_0320=Ballistics out of ammo
Dlg_SC_bb_bb_factory_RSI_weapons_ammunition_low_0310=Ballistics ammo low
Dlg_SC_bb_bb_factory_RSI_weapons_chaff_depleted_0400=Noise empty
Dlg_SC_bb_bb_factory_RSI_weapons_chaff_launched_0350=Noise away
Dlg_SC_bb_bb_factory_RSI_weapons_chaff_low_0380=Low Noise
Dlg_SC_bb_bb_factory_RSI_weapons_charging_0330=Standby for Energy Weapons
Dlg_SC_bb_bb_factory_RSI_weapons_fired_at_friendly_0405=Check Fire.
Dlg_SC_bb_bb_factory_RSI_weapons_flare_depleted_0390=Flares Empty
Dlg_SC_bb_bb_factory_RSI_weapons_flare_launched_0360=Decoy Away
Dlg_SC_bb_bb_factory_RSI_weapons_flare_low_0370=Low flares
Dlg_SC_bb_bb_factory_RSI_weapons_missile_lock_succeeds_0300=TARGET ACQUIRED
Dlg_SC_bb_bb_factory_RSI_weapons_missiles_depleted_0420=Missiles Empty.
Dlg_SC_bb_bb_factory_RSI_weapons_missiles_low_0410=Low Missiles.
Dlg_SC_bb_bb_factory_RSI_weapons_target_destroyed_0340=Enemy down
Dlg_SC_mc_collisionCollision_01=These pilots are not holding back.
Dlg_SC_mc_collisionCollision_02=While crashing into the other pilots may stop them from winning, it often has the adverse affect of causing you to lose as well.
Dlg_SC_mc_collisionCollision_03=They clipped! Hopefully they can maintain control.
Dlg_SC_mc_collisionCollision_04=I don't know the exact maths, but I am fairly certain that two objects hitting at these speeds is equal to about a metric ton of uh-oh.
Dlg_SC_mc_collisionCollision_05=They're bumping each other like they're at a club on Terra Prime.
Dlg_SC_mc_collisionCollision_06=I don't know how many more hits like that they can take.
Dlg_SC_mc_collisionCollision_07=Ouch! Someone's going to need some medgel after this race.
Dlg_SC_mc_collisionCollision_08=And that's why in racing we have the saying, "ships don't win pretty."
Dlg_SC_mc_collisionCollision_09=Now that's what I call a bang up job.
Dlg_SC_mc_collisionCollision_10=After a crash like that, these pilots have got to be asking, "Did I remember to give my welder a gift last Citizen Day?"
Dlg_SC_mc_collision_1101=These pilots are not holding back.
Dlg_SC_mc_collision_1102=While crashing into the other pilots may stop them from winning, it often has the adverse affect of causing you to lose as well.
Dlg_SC_mc_collision_1103=They clipped! Hopefully they can maintain control.
Dlg_SC_mc_collision_1104=I don't know the exact maths, but I am fairly certain that two objects hitting at these speeds is equal to about a metric ton of uh-oh.
Dlg_SC_mc_collision_1105=They're bumping each other like they're at a club on Terra Prime.
Dlg_SC_mc_collision_1106=I don't know how many more hits like that they can take.
Dlg_SC_mc_collision_1107=Ouch! Someone's going to need some medgel after this race.
Dlg_SC_mc_collision_1108=And that's why in racing we have the saying, "ships don't win pretty."
Dlg_SC_mc_collision_1109=Now that's what I call a bang up job.
Dlg_SC_mc_collision_1110=After a crash like that, these pilots have got to be asking, "Did I remember to give my welder a gift last Citizen Day?"
Dlg_SC_mc_entering_weaponsfree_zoneEntering_WeaponsFree_Zone=Get ready. Things are about to get lethal.
Dlg_SC_mc_entering_weaponsfree_zone_2501=Get ready. Things are about to get lethal.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_01=Final lap. Time for things to get interesting.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_02=It all comes down to this last lap.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_03=Racers are entering the final lap.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_04=Last lap and time to use whatever they got left in the tank.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_05=This is the beginning of the end! The Last lap! The final bow! The ultimate circle. The big... okay I ran out of things but you get the idea. The race is almost over.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_06=We got one lap remaining, and one last chance for these pilots to prove themselves.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_07=Heading into the final stretch and it still could be anybody's race. Well not anybody's. Some of these pilots are not very good.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_08=It's the final lap, and here is where you start to see just how good these pilot's engineering crews are, as the ships have been taking a beating.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_09=The qualifier is winding down as we start the last lap.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_10=And with that lap, the end draws near.
Dlg_SC_mc_final_lap_begins_1501=Final lap. Time for things to get interesting.
Dlg_SC_mc_final_lap_begins_1502=It all comes down to this last lap.
Dlg_SC_mc_final_lap_begins_1503=Racers are entering the final lap.
Dlg_SC_mc_final_lap_begins_1504=Last lap and time to use whatever they got left in the tank.
Dlg_SC_mc_final_lap_begins_1505=This is the beginning of the end! The Last lap! The final bow! The ultimate circle. The big... okay I ran out of things but you get the idea. The race is almost over.
Dlg_SC_mc_final_lap_begins_1506=We got one lap remaining, and one last chance for these pilots to prove themselves.
Dlg_SC_mc_final_lap_begins_1507=Heading into the final stretch and it still could be anybody's race. Well not anybody's. Some of these pilots are not very good.
Dlg_SC_mc_final_lap_begins_1508=It's the final lap, and here is where you start to see just how good these pilots' engineering crews are, as the ships have been taking a beating.
Dlg_SC_mc_final_lap_begins_1509=The qualifier is winding down as we start the last lap.
Dlg_SC_mc_final_lap_begins_1510=And with that lap, the end draws near.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_01=New Horizon is really proving itself to be a thinking man's racetrack.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_02=My understanding is that Consolidate Outlands owner, Silas Koerner, is enjoying the race today from his luxury box. Let me just say, Silas, if you are on the market for a new best friend, I am available.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_03=The MCRs recently implemented enhanced saftey protocals are on full display. Sure it makes the race a little less exciting, but I guess some people would argue that's worth the price of saving some lives. Not me persay, but some people.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_04=With the season rapidly approaching, it'll be interesting to see who, if anyone, really establishes themselves as a racer to watch.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_05=With Kale Sonora's qualifier win at Issigon last week, everyone's asking if any of today's competition will knock her out of the top slot.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_06=Couldn't argue for better conditions to race in, I suppose. Call me old-fashioned, but I follow the Waylon Vickers mantra: "I love it when the weather's an opponent."
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2301=New Horizon is really proving itself to be a thinking man's racetrack.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2302=My understanding is that Consolidated Outlands owner, Silas Koerner, is enjoying the race today from his luxury box. Let me just say, Silas, if you are on the market for a new best friend, I am available.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2303=The MCRs recently implemented enhanced safety protocols are on full display. Sure it makes the race a little less exciting, but I guess some people would argue that's worth the price of saving some lives. Not me per se, but some people.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2304=With the season rapidly approaching, it'll be interesting to see who, if anyone, really establishes themselves as a racer to watch.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2305=With Kale Sonora's qualifier win at Issigon last week, everyone's asking if any of today's competition will knock her out of the top slot.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2306=Couldn't argue for better conditions to race in, I suppose. Call me old-fashioned, but I follow the Waylon Vickers mantra: "I love it when the weather's an opponent."
Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_01=No!
Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_02=Oof!
Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_03=Come on!
Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_04=What the hell?!
Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_05=I can't believe I'm watching this!
Dlg_SC_mc_gen_chat_exclamations_negative_2007=No!
Dlg_SC_mc_gen_chat_exclamations_negative_2008=Oof!
Dlg_SC_mc_gen_chat_exclamations_negative_2009=Come on!
Dlg_SC_mc_gen_chat_exclamations_negative_2012=What the hell?!
Dlg_SC_mc_gen_chat_exclamations_negative_2015=I can't believe I'm watching this!
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_01=Well I'll be damned.
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_02=Yes!
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_03=There we go!
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_04=Now it's a race!
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_05=Excellent!
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_06=That was hot.
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_07=Absolutely Incredible.
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_08=Nicely done.
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_09=Look at it.
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_10=That's a great sight.
Dlg_SC_mc_gen_chat_exclamations_positive_2001=Well I'll be damned.
Dlg_SC_mc_gen_chat_exclamations_positive_2002=Yes!
Dlg_SC_mc_gen_chat_exclamations_positive_2003=There we go!
Dlg_SC_mc_gen_chat_exclamations_positive_2004=Now it's a race!
Dlg_SC_mc_gen_chat_exclamations_positive_2005=Excellent!
Dlg_SC_mc_gen_chat_exclamations_positive_2006=That was hot.
Dlg_SC_mc_gen_chat_exclamations_positive_2010=Absolutely Incredible.
Dlg_SC_mc_gen_chat_exclamations_positive_2011=Nicely done.
Dlg_SC_mc_gen_chat_exclamations_positive_2013=Look at it.
Dlg_SC_mc_gen_chat_exclamations_positive_2014=That's a great sight.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_01=One of the great things about Murray racing is how the debate over speed vs. agility vs. firepower vs defense still rages to this day.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_02=It really is austounding how there seems to be no one way to win this race. Having the fastest ship means nothing if you're going to get your ass blown off.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_03=I'm reminded of a similar race in 2938 where all the ships also went around a track very fast.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_04=Hard to believe that there was a time when the Murray Cup was just a cup owned by a guy named Murray.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_05=New Horizon, a recent edition to the Cup, has been devisive amongst pilots as they strive to master all its nuances.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_06=It's hard to imagine what those original Murray Cup racers, using planets to mark the course, would think of today's track innovations.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_07=For those of you watching who are interested in getting involved with Murray Cup racing, it really comes down to two things, practice, and a ton of credits to buy a ship.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_08=Dealing with the sheer difficulty of this New Horizon course is a common theme in these Murray Cup qualifiers.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_09=Dealing with stress and fatigue may almost be as important in a race like this as is the ship you fly.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_10=This course is not one you want to fight against. The best bet is to close your eyes and just go along for the ride.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_11=Little known fact, this raceway was designed from the ground up to make these pilots gently weep to themselves as they fly.
Dlg_SC_mc_gen_chat_murray_cup_lore_2101=One of the great things about Murray racing is how the debate over speed vs. agility vs. firepower vs defense still rages to this day.
Dlg_SC_mc_gen_chat_murray_cup_lore_2102=It really is austounding how there seems to be no one way to win this race. Having the fastest ship means nothing if you're going to get your ass blown off.
Dlg_SC_mc_gen_chat_murray_cup_lore_2103=I'm reminded of a similar race in 2938 where all the ships also went around a track very fast.
Dlg_SC_mc_gen_chat_murray_cup_lore_2104=Hard to believe that there was a time when the Murray Cup was just a cup owned by a guy named Murray.
Dlg_SC_mc_gen_chat_murray_cup_lore_2105=New Horizon, a recent edition to the Cup, has been divisive amongst pilots as they strive to master all its nuances.
Dlg_SC_mc_gen_chat_murray_cup_lore_2106=It's hard to imagine what those original Murray Cup racers, using planets to mark the course, would think of today's track innovations.
Dlg_SC_mc_gen_chat_murray_cup_lore_2107=For those of you watching who are interested in getting involved with Murray Cup racing, it really comes down to two things: practice, and a ton of credits to buy a ship.
Dlg_SC_mc_gen_chat_murray_cup_lore_2108=Dealing with the sheer difficulty of this New Horizon course is a common theme in these Murray Cup qualifiers.
Dlg_SC_mc_gen_chat_murray_cup_lore_2109=Dealing with stress and fatigue may almost be as important in a race like this as is the ship you fly.
Dlg_SC_mc_gen_chat_murray_cup_lore_2110=This course is not one you want to fight against. The best bet is to close your eyes and just go along for the ride.
Dlg_SC_mc_gen_chat_murray_cup_lore_2111=Little known fact, this raceway was designed from the ground up to make these pilots gently weep to themselves as they fly.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_01=Another ring cleared.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_02=To the pilots in this race I ask, can you go faster? And if yes, then please, go faster.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_03=New Horizon Raceway known throughout the circuit for its tricky turns and of course its new horizons.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_04=As an announcer it is important that I remain impartial, however as a race fan I got to say, I hope someone crashes soon.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_05=With a race track this huge, it can sometimes be difficult for pilots to get a full handle on the pacing they need to set for themselves.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_06=That's when you know the ships are really handling well, when they can pull a ring like that and manage to hold the line.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_07=Today's race is turning out to be a real stick breaker.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_08=You'll often hear people grunting over max engine output, but give me precise maneuvering thrusters any day.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_09=Many of the pilots have switched from drinking water during the race to a hydrating gel, just to shave off those few precious grams from their ships weight.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_10=Big risk there. We'll have to see if they made their move a little too early.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_11=With barely meters to spare, these rings pose a significant risk to ships at these intense speeds.
Dlg_SC_mc_gen_chat_race_banter_1901=Another ring cleared.
Dlg_SC_mc_gen_chat_race_banter_1902=To the pilots in this race I ask, can you go faster? And if yes, then please, go faster.
Dlg_SC_mc_gen_chat_race_banter_1903=New Horizon Raceway is known throughout the circuit for its tricky turns and of course its new horizons.
Dlg_SC_mc_gen_chat_race_banter_1904=As an announcer it is important that I remain impartial, however as a race fan I got to say, I hope someone crashes soon.
Dlg_SC_mc_gen_chat_race_banter_1905=With a race track this huge, it can sometimes be difficult for pilots to get a full handle on the pacing they need to set for themselves.
Dlg_SC_mc_gen_chat_race_banter_1906=That's when you know the ships are really handling well, when they can pull a ring like that and manage to hold the line.
Dlg_SC_mc_gen_chat_race_banter_1907=Today's race is turning out to be a real stick breaker.
Dlg_SC_mc_gen_chat_race_banter_1908=You'll often hear people grunting over max engine output, but give me precise maneuvering thrusters any day.
Dlg_SC_mc_gen_chat_race_banter_1909=Many of the pilots have switched from drinking water during the race to a hydrating gel, just to shave off those few precious grams from their ship's weight.
Dlg_SC_mc_gen_chat_race_banter_1910=Big risk there. We'll have to see if they made their move a little too early.
Dlg_SC_mc_gen_chat_race_banter_1911=With barely meters to spare, these rings pose a significant risk to ships at these intense speeds.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_01=And... now there is a pilot flying in the wrong direction.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_02=We have one pilot going the wrong way round the track, so it may be worth specifying that the direction in which you cross the finish line does in fact matter.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_03=Attention to the pilot going the wrong way, you are going the wrong way.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_04=Watching this ship fly the wrong way, you have to ask, are they pre-screening these pilots?
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_05=You're going the wrong way!
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_06=As a pilot heads in the wrong direction, we are once again reminded that drug screening has still yet to be perfected.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_07=Race fans, we may be moments away from a crash, as a pilot with no regards for their own life or the lives of others, flies in the wrong direction.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_08=Seems we have a contrarian in the race.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_09=This is so incredibly dangerous but I will not turn away.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_10=Someone's helmet must be too tight because they are flying backwards.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_11=What are you doing!
Dlg_SC_mc_going_wrong_way_0601=And... now there is a pilot flying in the wrong direction.
Dlg_SC_mc_going_wrong_way_0602=We have one pilot going the wrong way round the track, so it may be worth specifying that the direction in which you cross the finish line does in fact matter.
Dlg_SC_mc_going_wrong_way_0603=Attention to the pilot going the wrong way, you are going the wrong way.
Dlg_SC_mc_going_wrong_way_0604=Watching this ship fly the wrong way, you have to ask, are they pre-screening these pilots?
Dlg_SC_mc_going_wrong_way_0605=You're going the wrong way!
Dlg_SC_mc_going_wrong_way_0606=As a pilot heads in the wrong direction, we are once again reminded that drug screening has still yet to be perfected.
Dlg_SC_mc_going_wrong_way_0607=Race fans, we may be moments away from a crash, as a pilot with no regard for their own life or the lives of others flies in the wrong direction.
Dlg_SC_mc_going_wrong_way_0608=Seems we have a contrarian in the race.
Dlg_SC_mc_going_wrong_way_0609=This is so incredibly dangerous, but I will not turn away.
Dlg_SC_mc_going_wrong_way_0610=Someone's helmet must be too tight because they are flying backwards.
Dlg_SC_mc_going_wrong_way_0611=What are you doing?
Dlg_SC_mc_introduction_startingIntroduction_Starting_01=Racers are lined up and ready to go.
Dlg_SC_mc_introduction_startingIntroduction_Starting_02=Pilots are in place, and the ships are set.
Dlg_SC_mc_introduction_startingIntroduction_Starting_03=Mechanics are making the final adjustments before we get underway.
Dlg_SC_mc_introduction_startingIntroduction_Starting_04=Engines hum and thrusters burn as they wait for that final count.
Dlg_SC_mc_introduction_startingIntroduction_Starting_05=Ships are at the line, and you can feel the excitement.
Dlg_SC_mc_introduction_startingIntroduction_Starting_06=Ships are at their start positions.
Dlg_SC_mc_introduction_startingIntroduction_Starting_07=Pilots are ready at the gates.
Dlg_SC_mc_introduction_startingIntroduction_Starting_08=Pilots getting ready to launch. Can't say enough how important a good start is to a racer.
Dlg_SC_mc_introduction_startingIntroduction_Starting_09=Last chance to make final adjustments as we are near the start.
Dlg_SC_mc_introduction_startingIntroduction_Starting_10=The wait is almost over as the ships are primed.
Dlg_SC_mc_introduction_starting_0201=Racers are lined up and ready to go.
Dlg_SC_mc_introduction_starting_0202=Pilots are in place, and the ships are set.
Dlg_SC_mc_introduction_starting_0203=Mechanics are making the final adjustments before we get underway.
Dlg_SC_mc_introduction_starting_0204=Engines hum and thrusters burn as they wait for that final count.
Dlg_SC_mc_introduction_starting_0205=Ships are at the line, and you can feel the excitement.
Dlg_SC_mc_introduction_starting_0206=Ships are at their start positions.
Dlg_SC_mc_introduction_starting_0207=Pilots are ready at the gates.
Dlg_SC_mc_introduction_starting_0208=Pilots getting ready to launch. Can't say enough how important a good start is to a racer.
Dlg_SC_mc_introduction_starting_0209=Last chance to make final adjustments as we are near the start.
Dlg_SC_mc_introduction_starting_0210=The wait is almost over as the ships are primed.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_01=Welcome to the Murray Cup Qualifier, my name's Trevor Basque.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_02=Hello everyone, this is Trevor Basque, got another surefire heartstopper about to get underway.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_03=Hello racers and gearheads, this is Trevor Basque casting live from the New Horizon Raceway.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_04=Welcome back to Murray Cup racing. Hello, I'm Trevor Basque and let's go straight away to today's qualifier.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_05=If you've got Murray Cup fever, then you've come to the right place. I'll be your doctor, Trevor Basque, but instead of a cure, I'll be dosing out just more racing fever, or something. I am not a real doctor. On to the race!
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_06=This is Trevor Basque for Murray Cup racing. Let's go now to today's qualifier.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_07=We are back and racing in New Horizon. Im Shawn Walker for GSN Murray Cup coverage.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_08=Faster, harder, and better than ever. Whether you're describing this Murray Cup's season, or me, your host Trevor Basque, you'd be right. Welcome to the New Horizon Qualifiers.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_09=You can feel the excitment here at New Horizon as we gear up for another Murray Cup race. I'm Shawn Walker, and welcome to the Qualifiers.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_10=Do you feel that? That need to feel g-forces pull blood from your brain? Well, look no further. Racing season is back.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_11=Hello ladies and gentlmen, welcome to the New Horizon Speedway in lovely Ellis System for another Murray Cup Qualifier.
Dlg_SC_mc_introduction_welcome_0101=Welcome to the Murray Cup Qualifier, my name's Trevor Basque.
Dlg_SC_mc_introduction_welcome_0102=Hello everyone, this is Trevor Basque, got another surefire heartstopper about to get underway.
Dlg_SC_mc_introduction_welcome_0103=Hello racers and gearheads, this is Trevor Basque casting live from the New Horizon Raceway.
Dlg_SC_mc_introduction_welcome_0104=Welcome back to Murray Cup racing. Hello, I'm Trevor Basque and let's go straight away to today's qualifier.
Dlg_SC_mc_introduction_welcome_0105=If you've got Murray Cup fever, then you've come to the right place. I'll be your doctor, Trevor Basque, but instead of a cure, I'll be dosing out just more racing fever, or something. I am not a real doctor. On to the race!
Dlg_SC_mc_introduction_welcome_0106=
Dlg_SC_mc_introduction_welcome_0107=We are back and racing in New Horizon. I'm Shawn Walker for GSN Murray Cup coverage.
Dlg_SC_mc_introduction_welcome_0108=Faster, harder, and better than ever. Whether you're describing this Murray Cup's season, or me, your host Trevor Basque, you'd be right. Welcome to the New Horizon Qualifiers.
Dlg_SC_mc_introduction_welcome_0109=You can feel the excitment here at New Horizon as we gear up for another Murray Cup race. I'm Shawn Walker, and welcome to the Qualifiers.
Dlg_SC_mc_introduction_welcome_0110=Do you feel that? That need to feel g-forces pull blood from your brain? Well, look no further. Racing season is back.
Dlg_SC_mc_introduction_welcome_0111=Hello ladies and gentlmen, welcome to the New Horizon Speedway in lovely Ellis System for another Murray Cup Qualifier.
Dlg_SC_mc_lap_completeLap_Complete_01=One down.
Dlg_SC_mc_lap_completeLap_Complete_02=Another lap in the log.
Dlg_SC_mc_lap_completeLap_Complete_03=Mark that lap done.
Dlg_SC_mc_lap_completeLap_Complete_04=With that lap done, this is where strategy is really going to start coming into play.
Dlg_SC_mc_lap_completeLap_Complete_05=Clearing a lap, you've got to wonder if this is the point where racers will begin to make their move.
Dlg_SC_mc_lap_completeLap_Complete_06=And that circuit's complete.
Dlg_SC_mc_lap_completeLap_Complete_07=Lets see if the pilots will be making adjustments as they head into the next lap.
Dlg_SC_mc_lap_completeLap_Complete_08=And around we go for another lap.
Dlg_SC_mc_lap_completeLap_Complete_09=And the ships clear a lap.
Dlg_SC_mc_lap_completeLap_Complete_10=Unlike Synthworld, that lap is done.
Dlg_SC_mc_lap_complete_0801=One down.
Dlg_SC_mc_lap_complete_0802=Another lap in the log.
Dlg_SC_mc_lap_complete_0803=Mark that lap done.
Dlg_SC_mc_lap_complete_0804=With that lap done, this is where strategy is really going to start coming into play.
Dlg_SC_mc_lap_complete_0805=Clearing a lap, you've got to wonder if this is the point where racers will begin to make their move.
Dlg_SC_mc_lap_complete_0806=And that circuit's complete.
Dlg_SC_mc_lap_complete_0807=Lets see if the pilots will be making adjustments as they head into the next lap.
Dlg_SC_mc_lap_complete_0808=And around we go for another lap.
Dlg_SC_mc_lap_complete_0809=And the ships clear a lap.
Dlg_SC_mc_lap_complete_0810=Unlike Synthworld, that lap is done.
Dlg_SC_mc_launchLaunch_01=They're off!
Dlg_SC_mc_launchLaunch_02=And another race, underway.
Dlg_SC_mc_launchLaunch_03=And a clean launch out of the gate.
Dlg_SC_mc_launchLaunch_04=Gates open, throttles down.
Dlg_SC_mc_launchLaunch_05=And there's the start.
Dlg_SC_mc_launchLaunch_06=And away we go.
Dlg_SC_mc_launchLaunch_07=And here they come.
Dlg_SC_mc_launchLaunch_08=And the Qualifier is kicked off.
Dlg_SC_mc_launchLaunch_09=And an aggressive start.
Dlg_SC_mc_launchLaunch_10=And here we go, now.
Dlg_SC_mc_launch_0301=They're off!
Dlg_SC_mc_launch_0302=And another race, underway.
Dlg_SC_mc_launch_0303=And a clean launch out of the gate.
Dlg_SC_mc_launch_0304=Gates open, throttles down.
Dlg_SC_mc_launch_0305=And there's the start.
Dlg_SC_mc_launch_0306=And away we go.
Dlg_SC_mc_launch_0307=And here they come.
Dlg_SC_mc_launch_0308=And the Qualifier is kicked off.
Dlg_SC_mc_launch_0309=And an aggressive start.
Dlg_SC_mc_launch_0310=And here we go, now.
Dlg_SC_mc_leaving_trackLeaving_Track_01=Can someone please make sure the pilots know how racing is supposed to work?
Dlg_SC_mc_leaving_trackLeaving_Track_02=Those racing guides are there for a reason, you know.
Dlg_SC_mc_leaving_trackLeaving_Track_03=They're flying like a Jumpers fan after a match. Incapable of going in a straight line.
Dlg_SC_mc_leaving_trackLeaving_Track_04=Anyone want to nudge them back on course?
Dlg_SC_mc_leaving_trackLeaving_Track_05=With the trouble these pilots are having staying on the course, you might suspect that they don't actually want to be in the race.
Dlg_SC_mc_leaving_trackLeaving_Track_06=Controlling these ships at speeds this high is no easy task, as another pilot slips outside the track.
Dlg_SC_mc_leaving_trackLeaving_Track_07=Careful. Careful!
Dlg_SC_mc_leaving_trackLeaving_Track_08=What is going on here? They're off the track!
Dlg_SC_mc_leaving_trackLeaving_Track_09=That racer went wide... real wide... off the track wide.
Dlg_SC_mc_leaving_trackLeaving_Track_10=Looks like we have a rebel, who's not going to be penned in by your racing lines.
Dlg_SC_mc_leaving_track_0701=Can someone please make sure the pilots know how racing is supposed to work?
Dlg_SC_mc_leaving_track_0702=Those racing guides are there for a reason, you know.
Dlg_SC_mc_leaving_track_0703=They're flying like a Jumpers fan after a match. Incapable of going in a straight line.
Dlg_SC_mc_leaving_track_0704=Anyone want to nudge them back on course?
Dlg_SC_mc_leaving_track_0705=With the trouble these pilots are having staying on the course, you might suspect that they don't actually want to be in the race.
Dlg_SC_mc_leaving_track_0706=Controlling these ships at speeds this high is no easy task, as another pilot slips outside the track.
Dlg_SC_mc_leaving_track_0707=Careful. Careful!
Dlg_SC_mc_leaving_track_0708=What is going on here? They're off the track!
Dlg_SC_mc_leaving_track_0709=That racer went wide... real wide... off the track wide.
Dlg_SC_mc_leaving_track_0710=Looks like we have a rebel, who's not going to be penned in by your racing lines.
Dlg_SC_mc_leaving_weaponsfree_zoneLeaving_Weaponsfree_Zone_01=Safeties enabled.
Dlg_SC_mc_leaving_weaponsfree_zoneLeaving_Weaponsfree_Zone_02=Out of the danger zone, looks like there's still a handful of competitors.
Dlg_SC_mc_leaving_weaponsfree_zone_2401=Safeties enabled.
Dlg_SC_mc_leaving_weaponsfree_zone_2402=Out of the danger zone, looks like there's still a handful of competitors.
Dlg_SC_mc_lose_positionLose_Position_01=That pilot's got some work to do to make up for lost ground.
Dlg_SC_mc_lose_positionLose_Position_02=Use it or lose it, and that pilot clearly chose lose it.
Dlg_SC_mc_lose_positionLose_Position_03=There you go, lose focus for even a second, and another pilot is there to pick up the slack.
Dlg_SC_mc_lose_positionLose_Position_04=You've got to ask how a pilot could just give up their position like that.
Dlg_SC_mc_lose_positionLose_Position_05=That is going to be a costly mistake.
Dlg_SC_mc_lose_positionLose_Position_06=Falling behind. Not something you want to do in races or in taxes for that matter.
Dlg_SC_mc_lose_positionLose_Position_07=That's either a rough bit of luck, or a great bit of luck, dependant, of course, on who you are cheering for.
Dlg_SC_mc_lose_positionLose_Position_08=As pilots are eclipsed by their competitors, you can really tell who's got what it takes, and who's got to get their resume into shape.
Dlg_SC_mc_lose_positionLose_Position_09=It's make or break time, and some of these pilots are just plain broken.
Dlg_SC_mc_lose_positionLose_Position_10=A qualifier as important as this, it's so important to keep your head in the game.
Dlg_SC_mc_lose_positionLose_Position_11=That could be it, that could be the decisive turn of this race.
Dlg_SC_mc_lose_position_1401=That pilot's got some work to do to make up for lost ground.
Dlg_SC_mc_lose_position_1402=Use it or lose it, and that pilot clearly chose lose it.
Dlg_SC_mc_lose_position_1403=There you go, lose focus for even a second, and another pilot is there to pick up the slack.
Dlg_SC_mc_lose_position_1404=You've got to ask how a pilot could just give up their position like that.
Dlg_SC_mc_lose_position_1405=That is going to be a costly mistake.
Dlg_SC_mc_lose_position_1406=Falling behind. Not something you want to do in races or in taxes for that matter.
Dlg_SC_mc_lose_position_1407=That's either a rough bit of luck, or a great bit of luck, dependant, of course, on who you are cheering for.
Dlg_SC_mc_lose_position_1408=As pilots are eclipsed by their competitors, you can really tell who's got what it takes, and who's got to get their resume into shape.
Dlg_SC_mc_lose_position_1409=It's make or break time, and some of these pilots are just plain broken.
Dlg_SC_mc_lose_position_1410=A qualifier as important as this, it's so important to keep your head in the game.
Dlg_SC_mc_lose_position_1411=That could be it, that could be the decisive turn of this race.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_01=A pilot overtakes the competition, and gamblers everywhere sweat a little bit more.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_02=We've got a change in position and a reminder that nothing is certain till they cross that final line.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_03=We've got a pilot making their move.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_04=Aggressive flying on full display at New Horizon today.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_05=Some expert handling as a pilot advances.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_06=We've got movement in the pack as a racer slips ahead.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_07=That is one pilot who's got to be pleased with themselves.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_08=Some clear gains being made as racers settle in.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_09=And that racefans, is why nothing's settled till the finish line is crossed.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_10=Cutting in line, rude at the souk, perfectly acceptable on the raceway.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_11=That was a surgical move right there to slip past their competition.
Dlg_SC_mc_moving_up_position_1201=A pilot overtakes the competition, and gamblers everywhere sweat a little bit more.
Dlg_SC_mc_moving_up_position_1202=We've got a change in position and a reminder that nothing is certain till they cross that final line.
Dlg_SC_mc_moving_up_position_1203=We've got a pilot making their move.
Dlg_SC_mc_moving_up_position_1204=Aggressive flying on full display at New Horizon today.
Dlg_SC_mc_moving_up_position_1205=Some expert handling as a pilot advances.
Dlg_SC_mc_moving_up_position_1206=We've got movement in the pack as a racer slips ahead.
Dlg_SC_mc_moving_up_position_1207=That is one pilot who's got to be pleased with themselves.
Dlg_SC_mc_moving_up_position_1208=Some clear gains being made as racers settle in.
Dlg_SC_mc_moving_up_position_1209=And that racefans, is why nothing's settled till the finish line is crossed.
Dlg_SC_mc_moving_up_position_1210=Cutting in line, rude at the souk, perfectly acceptable on the raceway.
Dlg_SC_mc_moving_up_position_1211=That was a surgical move right there to slip past their competition.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_01=It's a battle for the ages.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_02=This is unbelievable. These two competitors are absolutely refusing to give up that edge.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_03=They are really jockeying for position.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_04=These racers seemed determined to not give each other any breathing room.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_05=This is looking like it's going to be too close to call.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_06=Neither of these pilots seems ready to let go of the lead.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_07=We are nosecone to nosecone as these pilots try desperately to find some more speed.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_08=This is one tight race.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_09=With a race this close, I bet these pilots are regretting not removing that bobblehead from the dash.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_10=Who's it gonna be? Who's it gonna be?!?
Dlg_SC_mc_neck_and_neck_1301=It's a battle for the ages.
Dlg_SC_mc_neck_and_neck_1302=This is unbelievable. These two competitors are absolutely refusing to give up that edge.
Dlg_SC_mc_neck_and_neck_1303=They are really jockeying for position.
Dlg_SC_mc_neck_and_neck_1304=These racers seemed determined to not give each other any breathing room.
Dlg_SC_mc_neck_and_neck_1305=This is looking like it's going to be too close to call.
Dlg_SC_mc_neck_and_neck_1306=Neither of these pilots seems ready to let go of the lead.
Dlg_SC_mc_neck_and_neck_1307=We are nosecone to nosecone as these pilots try desperately to find some more speed.
Dlg_SC_mc_neck_and_neck_1308=This is one tight race.
Dlg_SC_mc_neck_and_neck_1309=With a race this close, I bet these pilots are regretting not removing that bobblehead from the dash.
Dlg_SC_mc_neck_and_neck_1310=Who's it gonna be? Who's it gonna be?!?
Dlg_SC_mc_new_personal_race_recordRace_New_Race_Record_01=New Personal Race Record
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_01=Have I said recently how grateful I am they added guns to this sport?
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_02=A warning shot fired across the bow, or rather, straight into it.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_03=The real trick here is maintaing target lock, while not letting up on the throttle.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_04=Pick your shots. Everyone hates spray and pray. So undignified.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_05=We're seeing some real offensive flying. No love lost here.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_06=YES! Yes! That was a marvelous shot. If the race continues like this, not sure how much longer my voice will last.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_07=In Murray Cup racing, the ships are fast, but the guns are often faster.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_08=Shots are fired and the competition is thinned.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_09=Another competitor falls.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_10=It was a battle for the ages, but someone had to go down in flames.
Dlg_SC_mc_open_fire_ship_destroyed_0901=Have I said recently how grateful I am they added guns to this sport?
Dlg_SC_mc_open_fire_ship_destroyed_0902=A warning shot fired across the bow, or rather, straight into it.
Dlg_SC_mc_open_fire_ship_destroyed_0903=The real trick here is maintaing target lock, while not letting up on the throttle.
Dlg_SC_mc_open_fire_ship_destroyed_0904=Pick your shots. Everyone hates spray and pray. So undignified.
Dlg_SC_mc_open_fire_ship_destroyed_0905=We're seeing some real offensive flying. No love lost here.
Dlg_SC_mc_open_fire_ship_destroyed_0906=YES! Yes! That was a marvelous shot. If the race continues like this, not sure how much longer my voice will last.
Dlg_SC_mc_open_fire_ship_destroyed_0907=In Murray Cup racing, the ships are fast, but the guns are often faster.
Dlg_SC_mc_open_fire_ship_destroyed_0908=Shots are fired and the competition is thinned.
Dlg_SC_mc_open_fire_ship_destroyed_0909=Another competitor falls.
Dlg_SC_mc_open_fire_ship_destroyed_0910=It was a battle for the ages, but someone had to go down in flames.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_01=This... this is just dreadful flying.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_02=Some pilots try to win through pure speed, others with percision, and by the looks of it, we have a few pilots out there trying to win through a new strategy I'm going to dub, "being awful."
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_03=The pack is really starting to seperate.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_04=There are so many drivers in the rear of this pack who have just not had opportunity yet to show what they can do.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_05=Looks like some of the pilots have chosen to hang back and avoid the whole 'struggling to win' all together.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_06=We are seeing lots of ships struggling to get a hold of this track today.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_07=Some pilots, really having an off race. They may want to rethink any plans to buy a lottery ticket today.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_08=As the race goes on, pilots are really beginning to fade.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_09=At this level of competition, seeing flying this shoddy is almost a rare treat.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_10=To those of you thinking of becoming pilots, this race should be considered a prime example of how not to win races.
Dlg_SC_mc_player_doing_badly_0501=This... this is just dreadful flying.
Dlg_SC_mc_player_doing_badly_0502=Some pilots try to win through pure speed, others with precision, and by the looks of it, we have a few pilots out there trying to win through a new strategy I'm going to dub, "being awful."
Dlg_SC_mc_player_doing_badly_0503=The pack is really starting to separate.
Dlg_SC_mc_player_doing_badly_0504=There are so many drivers in the rear of this pack who have just not had the opportunity yet to show what they can do.
Dlg_SC_mc_player_doing_badly_0505=Looks like some of the pilots have chosen to hang back and avoid the whole 'struggling to win' altogether.
Dlg_SC_mc_player_doing_badly_0506=We are seeing lots of ships struggling to get a hold of this track today.
Dlg_SC_mc_player_doing_badly_0507=Some pilots, really having an off race. They may want to rethink any plans to buy a lottery ticket today.
Dlg_SC_mc_player_doing_badly_0508=As the race goes on, pilots are really beginning to fade.
Dlg_SC_mc_player_doing_badly_0509=At this level of competition, seeing flying this shoddy is almost a rare treat.
Dlg_SC_mc_player_doing_badly_0510=To those of you thinking of becoming pilots, this race should be considered a prime example of how not to win races.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_01=The competition is being absolutely dominated right now.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_02=I have never seen anything like this. This is a clinic of precision and skill.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_03=The leader is simply outmatching everyone. It's like they're on a whole other level.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_04=If I've said once, I've said it a hundred times. Perfecting the foundations of racing will always dominate tech.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_05=There are no guarantees in Murray Cup, but this race is starting to look like a sure thing.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_06=It is astounding that these pilots have been able maintain this pace.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_07=The pilots leading this race have to be wondering, is this the time to play it cautious, or is it the time to really go for it?
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_08=There is some exemplary flying happening here today. A real treat.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_09=Everything is looking neat and tidy as these pilots show off why they are the best in the empire.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_10=Look at that precision flying.
Dlg_SC_mc_player_doing_well_0401=The competition is being absolutely dominated right now.
Dlg_SC_mc_player_doing_well_0402=I have never seen anything like this. This is a clinic of precision and skill.
Dlg_SC_mc_player_doing_well_0403=The leader is simply outmatching everyone. It's like they're on a whole other level.
Dlg_SC_mc_player_doing_well_0404=If I've said once, I've said it a hundred times. Perfecting the foundations of racing will always dominate tech.
Dlg_SC_mc_player_doing_well_0405=There are no guarantees in Murray Cup, but this race is starting to look like a sure thing.
Dlg_SC_mc_player_doing_well_0406=It is astounding that these pilots have been able to maintain this pace.
Dlg_SC_mc_player_doing_well_0407=The pilots leading this race have to be wondering, is this the time to play it cautious, or is it the time to really go for it?
Dlg_SC_mc_player_doing_well_0408=There is some exemplary flying happening here today. A real treat.
Dlg_SC_mc_player_doing_well_0409=Everything is looking neat and tidy as these pilots show off why they are the best in the empire.
Dlg_SC_mc_player_doing_well_0410=Look at that precision flying.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_01=With over 500 years of Murray Cup racing history, I can firmly say that this race was most certainly, pretty inconsequential.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_02=Congratulations to the winners. Condolences to the losers. And to those in the middle... I got nothing.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_03=There you have it, another mediocre race comes to a bland conclusion, and I die a little inside.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_04="What an exciting finish!" is something I wish I could say. Instead I am forced to go with, "That race was certainly something that happened."
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_05=(Yawns). Hmm? Oh, it's finished? Someone's supposed to wake me before the end of the boring ones.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_06=With results like these... there's always next year, I suppose.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_07=I encourage these pilots to use today's results as an opportunity for some serious soul searching. Is racing really what I am meant to do?
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_08=Well, the one thing you get say about that race is at least it's finally over.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_09=The sound and the fury has come to an end, and all we are left with is a lot of depressed pilots.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_10=That race may be best described by my old Equivalency instructor when she said, "there's room for improvement."
Dlg_SC_mc_player_got_any_position_1801=With over 500 years of Murray Cup racing history, I can firmly say that this race was most certainly, pretty inconsequential.
Dlg_SC_mc_player_got_any_position_1802=Congratulations to the winners. Condolences to the losers. And to those in the middle... I got nothing.
Dlg_SC_mc_player_got_any_position_1803=There you have it, another mediocre race comes to a bland conclusion, and I die a little inside.
Dlg_SC_mc_player_got_any_position_1804="What an exciting finish!" is something I wish I could say. Instead I am forced to go with, "That race was certainly something that happened."
Dlg_SC_mc_player_got_any_position_1805=(Yawns). Hmm? Oh, it's finished? Someone's supposed to wake me before the end of the boring ones.
Dlg_SC_mc_player_got_any_position_1806=With results like these... there's always next year, I suppose.
Dlg_SC_mc_player_got_any_position_1807=I encourage these pilots to use today's results as an opportunity for some serious soul searching. Is racing really what I am meant to do?
Dlg_SC_mc_player_got_any_position_1808=Well, the one thing you can say about that race is at least it's finally over.
Dlg_SC_mc_player_got_any_position_1809=The sound and the fury has come to an end, and all we are left with is a lot of depressed pilots.
Dlg_SC_mc_player_got_any_position_1810=That race may be best described by my old Equivalency instructor when she said, "there's room for improvement."
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_01=That race, ladies and gentleman, will be the new thing I picture while making love to my wife.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_02=What a finish! I think we may have just witnessed the making of a legend.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_03=Remember where you were this day race fans. You're grandkids are going to be asking about it.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_04=People ask how we're ever going to make peace with the Vanduul and I say make them watch a race like that. I'll be damned if seeing flying that good doesn't make everyone just want to hug it out.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_05=Done! I'm calling it! It's over! Not just this race! But all racing ever! That's how good that finish was. They didn't just win a race, they won racing itself.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_06=Did everyone just see that?!? And people wonder why I constantly scream, "I love racing!"
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_07=If ever there was a time for the death threats against me to come to fruition, let it be now, 'cause racing does not get much better than that my friends.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_08=Start to finish, that was a well executed race.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_09=And across the line! That has got to be one pilot who is pleased with themselves.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_10=After watching that performance, it may be safe to say that we could be looking at our next Murray Cup champion.
Dlg_SC_mc_player_got_first_place_1601=That race, ladies and gentleman, will be the new thing I picture while making love to my wife.
Dlg_SC_mc_player_got_first_place_1602=What a finish! I think we may have just witnessed the making of a legend.
Dlg_SC_mc_player_got_first_place_1603=Remember where you were this day, race fans. Your grandkids are going to be asking about it.
Dlg_SC_mc_player_got_first_place_1604=People ask how we're ever going to make peace with the Vanduul and I say make them watch a race like that. I'll be damned if seeing flying that good doesn't make everyone just want to hug it out.
Dlg_SC_mc_player_got_first_place_1605=Done! I'm calling it! It's over! Not just this race! But all racing ever! That's how good that finish was. They didn't just win a race, they won racing itself.
Dlg_SC_mc_player_got_first_place_1606=Did everyone just see that?!? And people wonder why I constantly scream, "I love racing!"
Dlg_SC_mc_player_got_first_place_1607=If ever there was a time for the death threats against me to come to fruition, let it be now, 'cause racing does not get much better than that my friends.
Dlg_SC_mc_player_got_first_place_1608=Start to finish, that was a well executed race.
Dlg_SC_mc_player_got_first_place_1609=And across the line! That has got to be one pilot who is pleased with themselves.
Dlg_SC_mc_player_got_first_place_1610=After watching that performance, it may be safe to say that we could be looking at our next Murray Cup champion.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_01=We can't all be racers I guess.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_02=I haven't witnessed a finish that dissapointing since my first date with Rashida Collins.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_03=Maybe do a hard reset before it saves.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_04=And an abyssmal race comes to an abyssmal end, absolutely ruining all of our lives.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_05=The call it a qualifier, but after watching that dissapointing performance it is looking like almost none of these pilots are in fact qualified.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_06=You know you love a sport when you see a race that bad and you're still willing to watch it ever again.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_07=Is it over?
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_08=And it's over. If you need to cry, please, go ahead. It's not a reasonable reaction, but I'm afraid it's a natural one after a race like that.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_09=A heartfelt congratulations to the winner, and a scornful shake of the head for the loser.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_10=That race is finally over, and the healing process can finally begin.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_11=It is rare to see a beating this bad outside of an Advocacy crime scene.
Dlg_SC_mc_player_got_last_place_1701=We can't all be racers I guess.
Dlg_SC_mc_player_got_last_place_1702=I haven't witnessed a finish that disappointing since my first date with Rashida Collins.
Dlg_SC_mc_player_got_last_place_1703=Maybe do a hard reset before it saves.
Dlg_SC_mc_player_got_last_place_1704=And an abysmal race comes to an abysmal end, absolutely ruining all of our lives.
Dlg_SC_mc_player_got_last_place_1705=They call it a qualifier, but after watching that disappointing performance it is looking like almost none of these pilots are in fact qualified.
Dlg_SC_mc_player_got_last_place_1706=You know you love a sport when you see a race that bad and you're still willing to watch it ever again.
Dlg_SC_mc_player_got_last_place_1707=Is it over?
Dlg_SC_mc_player_got_last_place_1708=And it's over. If you need to cry, please, go ahead. It's not a reasonable reaction, but I'm afraid it's a natural one after a race like that.
Dlg_SC_mc_player_got_last_place_1709=A heartfelt congratulations to the winner, and a scornful shake of the head for the loser.
Dlg_SC_mc_player_got_last_place_1710=That race is finally over, and the healing process can finally begin.
Dlg_SC_mc_player_got_last_place_1711=It is rare to see a beating this bad outside of an Advocacy crime scene.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_01=That will do it for me, Trevor Basque. See you next time.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_02=And so we conclude another step in the immortal journey of man and machine. Another display of technical prowess and raw instinct. Another chance to watch stuff blow up. Good night.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_03=Thanks for joining me at New Horizon. I'm Trevor Basque. Keep flying.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_04=And with that, today's qualifier comes to a close. I've been Trevor Basque. See you next time.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_05=Another race over, and another paycheck for me, your announcer Trevor Basque. Keep flying and good night.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_06=A pleasure as always race fans. Goodbye and keep flying.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_07=As another race day winds down, I hope you all had as much fun as I did. See you soon, racefans.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_08=And that's all we have for today. Trevor Basque from New Horizon raceway signing off.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_09=All kidding aside, thanks for watching. This is Trevor Basque. Take care racers.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_10=With that, ladies, gentlemen, but mostly the ladies, this is Trevor Basque. Bidding you a fond adieu.
Dlg_SC_mc_sendoff_lines_conclusion_2201=That will do it for me, Trevor Basque. See you next time.
Dlg_SC_mc_sendoff_lines_conclusion_2202=And so we conclude another step in the immortal journey of man and machine. Another display of technical prowess and raw instinct. Another chance to watch stuff blow up. Good night.
Dlg_SC_mc_sendoff_lines_conclusion_2203=Thanks for joining me at New Horizon. I'm Trevor Basque. Keep flying.
Dlg_SC_mc_sendoff_lines_conclusion_2204=And with that, today's qualifier comes to a close. I've been Trevor Basque. See you next time.
Dlg_SC_mc_sendoff_lines_conclusion_2205=Another race over, and another paycheck for me, your announcer Trevor Basque. Keep flying and good night.
Dlg_SC_mc_sendoff_lines_conclusion_2206=A pleasure as always race fans. Goodbye and keep flying.
Dlg_SC_mc_sendoff_lines_conclusion_2207=As another race day winds down, I hope you all had as much fun as I did. See you soon, racefans.
Dlg_SC_mc_sendoff_lines_conclusion_2208=And that's all we have for today. Trevor Basque from New Horizon raceway signing off.
Dlg_SC_mc_sendoff_lines_conclusion_2209=All kidding aside, thanks for watching. This is Trevor Basque. Take care racers.
Dlg_SC_mc_sendoff_lines_conclusion_2210=With that, ladies, gentlemen, but mostly the ladies, this is Trevor Basque. Bidding you a fond adieu.
Dlg_SC_mc_taking_fireTaking_Fire_01=Careful.
Dlg_SC_mc_taking_fireTaking_Fire_02=Advice to the pilots getting shot at, stop getting shot at.
Dlg_SC_mc_taking_fireTaking_Fire_03=They are really getting torn up out there.
Dlg_SC_mc_taking_fireTaking_Fire_04=Maybe start avoiding the incoming fire? Just an idea.
Dlg_SC_mc_taking_fireTaking_Fire_05=Many people focus on hull integrity while getting shot, but they shouldn't forget each impact is like applying a little tiny brake.
Dlg_SC_mc_taking_fireTaking_Fire_06=Nothing motivates a pilot to go a little faster better than getting shot at.
Dlg_SC_mc_taking_fireTaking_Fire_07=Shields are lighting up as some serious damage is dealt.
Dlg_SC_mc_taking_fireTaking_Fire_08=And a pilot getting completely edged out of this fight. They may not have the muscle for it.
Dlg_SC_mc_taking_fireTaking_Fire_09=Taking damage like this is not something any pilot can afford.
Dlg_SC_mc_taking_fireTaking_Fire_10=I can say from experience, when you're getting shot like that, the main thing running through your head is, "Please don't hit my thrusters."
Dlg_SC_mc_taking_fire_1001=Careful.
Dlg_SC_mc_taking_fire_1002=Advice to the pilots getting shot at, stop getting shot at.
Dlg_SC_mc_taking_fire_1003=They are really getting torn up out there.
Dlg_SC_mc_taking_fire_1004=Maybe start avoiding the incoming fire? Just an idea.
Dlg_SC_mc_taking_fire_1005=Many people focus on hull integrity while getting shot, but they shouldn't forget each impact is like applying a little tiny brake.
Dlg_SC_mc_taking_fire_1006=Nothing motivates a pilot to go a little faster better than getting shot at.
Dlg_SC_mc_taking_fire_1007=Shields are lighting up as some serious damage is dealt.
Dlg_SC_mc_taking_fire_1008=And a pilot getting completely edged out of this fight. They may not have the muscle for it.
Dlg_SC_mc_taking_fire_1009=Taking damage like this is not something any pilot can afford.
Dlg_SC_mc_taking_fire_1010=I can say from experience, when you're getting shot like that, the main thing running through your head is, "Please don't hit my thrusters."
DumpersDepot_Salesperson_Conv_001_1,P=Line 1: blah blah blah
DynamicEvent_FleetWeek2022_Admin_RegainAntiAir_long=Neutralize the Admin Center's anti-air defenses by disabling or regaining control of them.
DynamicEvent_FleetWeek2022_Admin_RegainAntiAir_short=Neutralize Admin Center's Anti-Air Defenses
DynamicEvent_FleetWeek2022_BargeCode_Long=Investigate locked shipping containers on Barge with code: ~mission(bargeCode)
DynamicEvent_FleetWeek2022_BargeCode_Short=Investigate Barge Containers: ~mission(bargeCode)
DynamicEvent_FleetWeek2022_Barge_codeHUD=Barge Container Code: ~mission(bargeCode)
DynamicEvent_FleetWeek2022_BoardIntroShuttle_Long=Board the shuttle departing from the Crusader Showroom rooftop.
DynamicEvent_FleetWeek2022_BoardIntroShuttle_Marker=Crusader Showroom Shuttle
DynamicEvent_FleetWeek2022_BoardIntroShuttle_Short=Board Crusader Showroom Rooftop Shuttle
DynamicEvent_FleetWeek2022_Brushwood_RegainAntiAir_long=Neutralize Brushwood's anti-air defenses by disabling or regaining control of them.
DynamicEvent_FleetWeek2022_Brushwood_RegainAntiAir_short=Neutralize Brushwood's Anti-Air Defenses
DynamicEvent_FleetWeek2022_Description=*FOR IMMEDIATE SYSTEM-WIDE RELEASE*\n\nAttention, Nine Tails forces have seized control of several commercial platforms near Orison. Using an Identity Friend or Foe Inverter (IFFI), they have taken over the restricted air space surrounding the platforms and only Nine Tails affiliated ships can gain access to the area. This has severely hampered Crusader Security's initial attempts at retaking the platforms. As such, Crusader has requested that CDF forces assist in shutting down the inverter and eliminating all hostile presence. Any available CDF volunteers are encouraged to provide support.\n\nAdditional Intel:\n* While the inverter is active and the airspace inaccessible, CDF has managed to gain control of a local shuttle system and route it to access Solanki Platform without the Nine Tails knowledge. Volunteers will need to head to the Crusader Industries Showroom on the Commercial Platform and get to the rooftop to find the shuttle that will travel to the occupied platforms.\n* The IFFI is believed to be located in a locked storage container on a cargo barge docked at the central Admin Center.\n* Access codes for the IFFI container are in the possession of the leader of the Nine Tails forces, Mendo Ren. \n* Past experience with Mendo Ren indicates that he is unlikely to show his face and risk capture. However, if all his lieutenants are neutralized, we believe he will have no choice but to take command of the forces in person and provide us the opportunity to retrieve the codes from him.\n* In addition to the shuttle system, Crusader Security has informed us that there are several vehicles on the platforms available for CDF to commandeer. These vehicles will be the only way of reaching the Admin Center. NOTE - If all of the vehicles within the restricted air space are destroyed before the inverter can be shut down, then there will be no way of reaching the cargo barge and the CDF will be forced to retreat.\n* The platforms are protected by Nine Tails controlled Anti-Air weapons.\n\nPlease be aware that SAIC Rowena Dulli from the Advocacy is the official attaché to the CDF and will be running the operation.
DynamicEvent_FleetWeek2022_EasyCode_Long=Investigate locked shipping containers on Solanki with code: ~mission(EasyCode)
DynamicEvent_FleetWeek2022_EasyCode_Short=Investigate Solanki Containers: ~mission(EasyCode)
DynamicEvent_FleetWeek2022_Easy_codeHUD=Solanki Container Code: ~mission(EasyCode)
DynamicEvent_FleetWeek2022_EliminatCommander_long=Locate and Eliminate all Nine Tails lieutenants to draw out the Nine Tails leader, Mendo Ren.
DynamicEvent_FleetWeek2022_EliminatCommander_short=Eliminate Remaining Lieutenants on Other Platforms
DynamicEvent_FleetWeek2022_EliminateCommander_Easy_long=Eliminate the Nine Tails lieutenant on Solanki Platform.
DynamicEvent_FleetWeek2022_EliminateCommander_Easy_short=Eliminate Lieutenant on Solanki
DynamicEvent_FleetWeek2022_EliminateCommander_Hard_long=Eliminate the Nine Tails lieutenant on Hartmoore Platform.
DynamicEvent_FleetWeek2022_EliminateCommander_Hard_short=Eliminate Lieutenant on Hartmoore
DynamicEvent_FleetWeek2022_EliminateCommander_Medium_long=Eliminate the Nine Tails lieutenant on Brushwood Platform.
DynamicEvent_FleetWeek2022_EliminateCommander_Medium_short=Eliminate Lieutenant on Brushwood
DynamicEvent_FleetWeek2022_EliminateCommander_VeryHard_long=Eliminate the Nine Tails lieutenant at the Admin Center.
DynamicEvent_FleetWeek2022_EliminateCommander_VeryHard_short=Eliminate Lieutenant on Admin Center
DynamicEvent_FleetWeek2022_Generic_ClearIsland_long=Clear all remaining Nine Tails forces from this platform.
DynamicEvent_FleetWeek2022_Generic_ClearIsland_short=Clear Platform of Hostiles
DynamicEvent_FleetWeek2022_Generic_IslandBossMarker=Neutralize
DynamicEvent_FleetWeek2022_Generic_MopUpHUD=Eliminate Platform's Hostiles:
DynamicEvent_FleetWeek2022_Generic_RegainAntiAir_long=Neutralize the platform's anti-air defenses by disabling or regaining control of them.
DynamicEvent_FleetWeek2022_Generic_RegainAntiAir_short=Neutralize Platform's Anti-Air Defenses
DynamicEvent_FleetWeek2022_Generic_SearchCargo_Barge_long=Search the Pressley Party Supply cargo containers on the barge for the IFFI using the code ~mission(BargeCode).
DynamicEvent_FleetWeek2022_Generic_SearchCargo_Barge_short=Search Cargo Containers for IFFI
DynamicEvent_FleetWeek2022_HardCode_Long=Investigate locked shipping containers on Hartmoore with code: ~mission(HardCode)
DynamicEvent_FleetWeek2022_HardCode_Short=Investigate Hartmoore Containers: ~mission(HardCode)
DynamicEvent_FleetWeek2022_Hard_codeHUD=Hartmoore Container Code: ~mission(HardCode)
DynamicEvent_FleetWeek2022_Hartmoore_RegainAntiAir_long=Neutralize Hartmoore's anti-air defenses by disabling or regaining control of them.
DynamicEvent_FleetWeek2022_Hartmoore_RegainAntiAir_short=Neutralize Hartmoore's Anti-Air Defenses
DynamicEvent_FleetWeek2022_IFFIMarker=Possible IFFI Location
DynamicEvent_FleetWeek2022_IslandMarker_EasyIsland=Solanki Platform
DynamicEvent_FleetWeek2022_IslandMarker_HardIsland=Hartmoore Platform
DynamicEvent_FleetWeek2022_IslandMarker_MediumIsland=Brushwood Platform
DynamicEvent_FleetWeek2022_IslandMarker_VeryHardIsland=Admin Center
DynamicEvent_FleetWeek2022_KillSympathiser_Long=Nine Tails Sympathizers Neutralized: ~mission(CurrentNTSimpsKilled)
DynamicEvent_FleetWeek2022_KillSympathiser_Marker=Nine Tails Sympathizer
DynamicEvent_FleetWeek2022_KillSympathiser_Short=Neutralize the Sympathizer
DynamicEvent_FleetWeek2022_LeaveAreaHUD=Leave the Area
DynamicEvent_FleetWeek2022_LiberateAllIslands_HUD=Liberate All Platforms
DynamicEvent_FleetWeek2022_LiberateEasyIsland_long=Liberate Solanki Platform from the Nine Tails.
DynamicEvent_FleetWeek2022_LiberateEasyIsland_short=Liberate Solanki Platform
DynamicEvent_FleetWeek2022_LiberateHardIsland_long=Liberate Hartmoore Platform from the Nine Tails.
DynamicEvent_FleetWeek2022_LiberateHardIsland_short=Liberate Hartmoore Platform
DynamicEvent_FleetWeek2022_LiberateMediumIsland_long=Liberate Brushwood Platform from the Nine Tails.
DynamicEvent_FleetWeek2022_LiberateMediumIsland_short=Liberate Brushwood Platform
DynamicEvent_FleetWeek2022_LiberateVeryHardIsland_long=Liberate the Admin Center and docked cargo barge from the Nine Tails.
DynamicEvent_FleetWeek2022_LiberateVeryHardIsland_short=Liberate Admin Center and Barge
DynamicEvent_FleetWeek2022_LocateCommander_long=Eliminate Mendo Ren and obtain his access code.
DynamicEvent_FleetWeek2022_LocateCommander_short=Eliminate Mendo Ren
DynamicEvent_FleetWeek2022_MediumCode_Long=Investigate locked shipping containers on Brushwood with code: ~mission(MediumCode)
DynamicEvent_FleetWeek2022_MediumCode_Short=Investigate Brushwood Containers: ~mission(MediumCode)
DynamicEvent_FleetWeek2022_Medium_codeHUD=Brushwood Container Code: ~mission(MediumCode)
DynamicEvent_FleetWeek2022_PreventTransfer_long=Halt the Nine Tails data theft before the upload can complete.
DynamicEvent_FleetWeek2022_PreventTransfer_short=Halt Data Theft
DynamicEvent_FleetWeek2022_ReachEasyIslandShuttle_long=Travel to Solanki Platform via the shuttle.
DynamicEvent_FleetWeek2022_ReachEasyIslandShuttle_short=Travel to Solanki Platform via Shuttle
DynamicEvent_FleetWeek2022_ReachEasyIsland_marker=Shuttle to Solanki Platform
DynamicEvent_FleetWeek2022_ReachIntroIsland_marker=Cloudview Center in Orison
DynamicEvent_FleetWeek2022_ReachIntro_long=Travel to Cloudview Center in Orison.
DynamicEvent_FleetWeek2022_ReachIntro_short=Travel to Cloudview Center in Orison
DynamicEvent_FleetWeek2022_RestoreControl_long=Disable the IFFI to restore control of the restricted airspace to Crusader and their allies.
DynamicEvent_FleetWeek2022_RestoreControl_marker=Disable
DynamicEvent_FleetWeek2022_RestoreControl_short=Disable IFFI
DynamicEvent_FleetWeek2022_RestoreRestrictedArea_long=Shut down Identity Friend or Foe Inverter (IFFI) to allow ally access to the restricted air space and prevent Nine Tails reinforcement.
DynamicEvent_FleetWeek2022_RestoreRestrictedArea_short=Shut Down IFFI
DynamicEvent_FleetWeek2022_SearchCommander_long=Search Mendo Ren for the locked storage container access code.
DynamicEvent_FleetWeek2022_SearchCommander_marker=Search
DynamicEvent_FleetWeek2022_SearchCommander_short=Search Mendo Ren for Access Code
DynamicEvent_FleetWeek2022_ShipResource_Pisces_long=Remaining Pisces = ~mission(CurrentPiscesCount)
DynamicEvent_FleetWeek2022_ShipResource_Pisces_short=Remaining Pisces = ~mission(CurrentPiscesCount)
DynamicEvent_FleetWeek2022_ShipResource_StarFighter_long=Remaining Ares Star Fighters = ~mission(CurrentStarFighterCount)
DynamicEvent_FleetWeek2022_ShipResource_StarFighter_short=Remaining Ares Star Fighters = ~mission(CurrentStarFighterCount)
DynamicEvent_FleetWeek2022_ShipResource_StarLifters_long=Remaining Hercules Starlifters = ~mission(CurrentStarlifterCount)
DynamicEvent_FleetWeek2022_ShipResource_StarLifters_short=Remaining Hercules Starlifters = ~mission(CurrentStarlifterCount)
DynamicEvent_FleetWeek2022_ShipResource_StarRunner_long=Remaining Mercury Star Runners = ~mission(CurrentStarRunnerCount)
DynamicEvent_FleetWeek2022_ShipResource_StarRunner_short=Remaining Mercury Star Runners = ~mission(CurrentStarRunnerCount)
DynamicEvent_FleetWeek2022_ShipResource_header_long=Preserve the air capability of allied forces by ensuring that there are ships available to reach the Admin Center.
DynamicEvent_FleetWeek2022_ShipResource_header_short=Preserve Air Capability
DynamicEvent_FleetWeek2022_ShuttleToBrushwood=Shuttle to Brushwood
DynamicEvent_FleetWeek2022_ShuttleToHartmoore=Shuttle to Hartmoore
DynamicEvent_FleetWeek2022_ShuttleToOrison=Shuttle to Orison
DynamicEvent_FleetWeek2022_ShuttleToSolanki=Shuttle to Solanki
DynamicEvent_FleetWeek2022_Solanki_RegainAntiAir_long=Neutralize Solanki's anti-air defenses by disabling or regaining control of them.
DynamicEvent_FleetWeek2022_Solanki_RegainAntiAir_short=Neutralize Solanki's Anti-Air Defenses
DynamicEvent_FleetWeek2022_Title=End Nine Tails' Occupation at Orison
DynamicEvent_FleetWeek2022_TransferTerminal_keypadtitle=Disable Upload
DynamicEvent_FleetWeek2022_TransitCallButton_EasyToHard_Description=ERROR - CONNECTION LOST\n\nTo Reconnect Shuttle Link,\nPlease Consult Hartmoore Terminal.
DynamicEvent_FleetWeek2022_TransitCallButton_Offline=Offline
DynamicEvent_FleetWeek2022_TransitCallButton_Reboot=Reboot Shuttle Link
DynamicEvent_FleetWeek2022_TransitCallButton_Rebooting=Reconnecting Shuttle Link...
DynamicEvent_FleetWeek2022_VeryHardCode_Long=Investigate locked shipping containers on Admin with code: ~mission(VeryHardCode)
DynamicEvent_FleetWeek2022_VeryHardCode_Short=Investigate Admin Containers: ~mission(VeryHardCode)
DynamicEvent_FleetWeek2022_VeryHard_codeHUD=Admin Container Code: ~mission(VeryHardCode)
DynamicEvent_FleetWeek2022_test,P=Test Test
EA_FriendToAll_RepUI_Area,P=[PH] Area
EA_FriendToAll_RepUI_Description,P=[PH] EA_FriendToAll Description
EA_FriendToAll_RepUI_Focus,P=[PH] EA_FriendToAll Focus
EA_FriendToAll_RepUI_Founded,P=[PH] N/A
EA_FriendToAll_RepUI_Headquarters,P=[PH] EA_FriendToAll Headquarters
EA_FriendToAll_RepUI_Leadership,P=[PH] EA_FriendToAll Leadership
EA_FriendToAll_RepUI_Name,P=[PH] EA_FriendToAll
Eckhart_Allies=Eckhart Security
Eckhart_AskForMoreWork_Neg=You got any other jobs?
Eckhart_AskForMoreWork_Pos=Got anything else for me?
Eckhart_Assassin_Sync_E_Desc_001=A price has been set on the heads of ~mission(TargetName) and ~mission(TargetName2). \n\nWhile having to hit two targets isn't that weird, the client wants to send a very specific message, so they need to targets hit at the exact same moment. The extra credits should make up for the hassle.\n\nAnd unfortunately since the pair aren't traveling together, it goes without saying that to pull it off you're gonna need some help. Make sure you bring people you trust can handle more than one ships since the targets are known to travel with backup. \n\n
Eckhart_Assassin_Sync_E_Title_001=Double Tap
Eckhart_Assassin_Sync_H_Desc_001=Contract's for two targets that need to be taken out at the same time. \n\nGuess the client is worried that if they aren't eliminated together, one of them will go dark and try to get some revenge.\n\nThey go by ~mission(TargetName) and ~mission(TargetName2).\n\nFind yourself a team, divide and conquer.\n\nAnd make sure whoever it is has got skills, because these two have a reputation for holding their own in a fight and they for sure won't be alone. Be ready for them to give you some trouble.
Eckhart_Assassin_Sync_H_Title_001=Two In The Head
Eckhart_Assassin_Sync_Intro_Desc_001=Interesting assignment came my way. I need two separate targets taken out: ~mission(TargetName) and ~mission(TargetName2) \n\nProblem is, either one gets word about the other being hit, they’ll go to ground. Can’t risk losing either of them. \n\nIt’ll take considerable coordination, but I want you to hit them both at the same exact time. \n\nAnd since you can’t be in two places at once, you’ll need to find someone you can trust to help on this.\n\nThankfully, my intel says that both the targets should be traveling alone. That should help make things a bit easier on you.
Eckhart_Assassin_Sync_Intro_Title_001=Coordinated Takedown
Eckhart_Assassin_Sync_M_Desc_001=Got a contract to take out two up and comers who've been stirring up trouble. It has to be clean, both done at the same time, or else they might cause even more trouble. Long story short, you'll need some help on this one.\n\nBoth ~mission(TargetName) and ~mission(TargetName2) know how to handle themselves, and the people they fly with aren't no joke either. You can expect each of them to be guarded by a few ships.
Eckhart_Assassin_Sync_M_Title_001=Double Elimination
Eckhart_Assassin_Sync_S_Desc_001=Normally, the pair of ~mission(TargetName) and ~mission(TargetName2) would be too much to take on together. They both are about as good as it gets when it comes to dogfighting and the crew they fly with are almost as good.\n\nBut recently they split - not sure why - and are flying separate for the moment. Someone thinks this may be the best chance to take them out. \n\nGather some personnel you can trust and plan a simultaneous raid against both targets. It's too dangerous to risk one of them living after such a direct move against them.
Eckhart_Assassin_Sync_S_Title_001=Divide and Conquer
Eckhart_Assassin_Sync_VE_Desc_001=Have another pair that need to be eliminated:\n~mission(TargetName) and ~mission(TargetName2)\n\nThey've been in the wind for a few days now, but just popped up. If we don't get them now, I'm not sure we will get another chance. You need to enlist a partner to make sure both targets are hit at the same time.\n\nAs far as them putting up resistance, ~mission(TargetName) is known to bring along a friend to watch their back, and I suspect ~mission(TargetName2) will do likewise.
Eckhart_Assassin_Sync_VE_Title_001=One-Two Combo
Eckhart_Assassin_Sync_VH_Desc_001=~mission(TargetName) and ~mission(TargetName2).\n\nTwo serious operators who've recently decided to make a move against their boss. Each of the pair are traveling with a small, highly trained armada and cutting deep into territory that doesn't belong to them.\n\nYou, and whoever you recruit to help, are going to take them out and it has to be both at the same time so they can't regroup.
Eckhart_Assassin_Sync_VH_Title_001=Deadly Combination
Eckhart_Assassination_description_E=~mission(Contractor|BountyDescriptionEasy)
Eckhart_Assassination_description_H=~mission(Contractor|BountyDescriptionHard)
Eckhart_Assassination_description_M=~mission(Contractor|BountyDescriptionMedium)
Eckhart_Assassination_description_S=~mission(Contractor|BountyDescriptionSuper)
Eckhart_Assassination_description_VE=~mission(Contractor|BountyDescriptionVeryEasy)
Eckhart_Assassination_description_VH=~mission(Contractor|BountyDescriptionVeryHard)
Eckhart_DoIKnowYou,P=Do I Know You?
Eckhart_GotMoreWork_Timid,P=Ok, show me what you got.
Eckhart_HasNewMission_Bad=I'm listening...
Eckhart_HasNewMission_Good=I'm interested...
Eckhart_HasNewMission_GoodForBad=Work is work, right?
Eckhart_IDontLikeYou,P=I know you but don't like you.
Eckhart_ILikeYou,P=I know you and like you.
Eckhart_InitialVisit,P=Is Initial Visit
Eckhart_MissionCompleted=Job's done.
Eckhart_MissionFailed=I had an issue with the job.
Eckhart_NotInterested,P=I'm not interested right now.
Eckhart_ReturnVisit_Greeting=Hey, I'm back. Got anything that needs handling?
Eckhart_Revisit,P=Follow Up Visit
Eckhart_Rivals=BlacJac, Northrock Service Group
Eckhart_Test_AfterInitialComms=Hey, you told me to swing by?
Eckhart_Test_FailedLastMission,P=Sorry I failed that last mission but I'm still looking for work if you got any...
Eckhart_Test_LookingForMoreWork=Got any more jobs?
Eckhart_Test_MidMissionResponse,P=I know I'm already doing some work for you but...  Got anything else?
Eckhart_Test_MissionAccepted=Sounds good.
Eckhart_Test_MissionDeclined=I think I'll pass.
Eckhart_Test_NeverMind=I can't right now.
EliminateB_Boss_Long,P=Eliminate the UGFs boss
EliminateB_Boss_Prepare,P=Prepare for the boss
EliminateB_Boss_Short,P=Eliminate Boss
EliminateB_Grunt,P=Grunts Remaning %ls
EliminateB_Grunt_Long,P=Eliminate all the grunts to draw out the boss
EliminateB_Grunt_Short,P=Eliminate all the grunts
EliminateB_Marker,P=Eliminate Boss
ElliotWIP_EmailMainMenu=Email
ElliotWIP_EmailSettings=Settings
ElliotWIP_Email_Contents=Hey the sever is down again, this keeps occuring any chance on getting a ETA on reboot time?
ElliotWIP_Email_From=Frank Spencer
ElliotWIP_Email_Title=Sever Down
ElliotWIP_Email_To=John
ElliotWIP_SecondMenu=
ElliotWIP_doorhack_001=Rate
ElliotWIP_doorhack_002=Frequency
ElliotWip_bigbennys_001=Normal
ElliotWip_bigbennys_002=Spicy
ElliotWip_bigbennys_003=BBQ
ElliotWip_bigbennys_004=Sweet Chilli
Ellis=Ellis System
Ellis1=Ellis I
Ellis10=Bombora
Ellis10_Desc=The second gas giant in Ellis system, Ellis X features a consistently turbulent atmosphere. It was this chaotic nature that led to its local nickname of Bombora.
Ellis11=Ellis XI recently suffered a cataclysmic collision with one of its moons. Astrophysicists speculate that the planet will continue to splinter and ultimately form a new asteroid belt.
Ellis11_Desc=
Ellis12=Judecca
Ellis12_Desc=A ball of ice, Ellis XII (also known as Judecca) is occasionally used for ice-mining expeditions.
Ellis13=Pinecone\n
Ellis13_Desc=Though technically not a planet, Ellis XIII is considered a local mascot. This protoplanet's unique shape has given it the nickname Pinecone.
Ellis1_Desc=This protoplanet is a scorched, barren ball of rock and bubbling magma due to its extreme proximity to the star. While the possibility exists that there are major deposits of minerals on the planet, mining them would be far too risky.
Ellis2=Ellis II
Ellis2_Desc=Ellis II's large size, proximity to its sun, and surprisingly thick atmosphere has left its entire surface a massive desert, marked with strange swirls and ridges created by frequent massive storms on the planet's surface.
Ellis3=Green
Ellis3_Desc=The vast oceanic world is mostly known as the primary resort destination for racegoers who enjoy Green's high-end mega-resorts. In an effort to protect the elaborate underwater reefs, ships landing on the planet are directed towards specific landing zones.
Ellis4=Kampos
Ellis4_Desc=Named after the large sea creatures that once stalked its deep oceans, Kampos was the first world settled and continues to boast the highest population center in the system.
Ellis5=Noble
Ellis5_Desc=The emerald jewel of the system, Noble is known for the vast stretches of woodland, evoking many comparisons to an undeveloped Earth. The local Governors Council has made sustaining the planet's natural beauty a priority.
Ellis5a=Ellis 5a
Ellis5a_Desc=The regolith of this moon is slightly pink, making it a popular subject for lunar photography.
Ellis5b=Ellis 5b
Ellis5b_Desc=A tidally locked moon, the planet-facing side is pristine while the star-facing side is pocked with craters.
Ellis6_Desc=A terrestrial planet located just outside the system's green band. Although the planet is technically uninhabited, Ellis VI has been used to conduct studies about human habitation.
Ellis7_Desc=A corrosive and poisonous atmosphere covers this planet making it impossible to terraform or even land on.
Ellis8_Desc=The smallest planet in the system, Ellis VIII boasts a micro atmosphere and little else.\n
Ellis9=Walleye
Ellis9_Desc=Nicknamed Walleye by long-distance haulers, Ellis IX is a swirling gas giant that intermittently suffers from massive storms visible from space.
Ellis_AsteroidBelt1=Ellis Belt Alpha
Ellis_AsteroidBelt1_Desc=Perhaps the best known asteroid belt in the UEE, the Ellis Belt became famous for being a Murray Cup racetrack. Over the years, the Murray Cup has sought to acquire all rights to the belt, making mining strictly prohibited. \n
Ellis_Desc=This thirteen-planet system contains a wide habitable zone thanks to its F-type main sequence star. Ellis is mostly known as the home of the UEE's most famous race, the Murray Cup. What began as way to kill time during the terraforming process has become big business; fueling the economy for the three terraformed planets -- Green (Ellis III), Kampos (Ellis IV), and Noble (Ellis V). Ellis' eleventh planet recently collided with its moon, leaving an asteroid belt in the former orbital path.
Ellis_JumpPoint_Kilian=Ellis - Kilian Jump Point
Ellis_JumpPoint_Kilian_Desc=This jump point connects Ellis to the Kilian system.
Ellis_JumpPoint_Magnus=Ellis - Magnus Jump Point
Ellis_JumpPoint_Magnus_Desc=This jump point connects Ellis to the Magnus system.
Ellis_JumpPoint_Min=Ellis - Min Jump Point
Ellis_JumpPoint_Min_Desc=This jump point connects Ellis to the unclaimed Min system.
Ellis_JumpPoint_Nexus=Ellis - Nexus Jump Point
Ellis_JumpPoint_Nexus_Desc=This jump point connects Ellis to the Nexus system.
Ellis_JumpPoint_Taranis=Ellis - Taranis Jump Point
Ellis_JumpPoint_Taranis_Desc=This jump point connects Ellis to the unclaimed Taranis system.
Ellis_Star=Ellis
Ellis_Star_Desc=Ellis
Enroll_Screen_001=WORK RELEASE
Enroll_Screen_002=TRY OUR WORK RELEASE PROGRAM \nEARN A SHORTER SENTENCE!
Enroll_Screen_003=ONLY INMATES PARTICIPATING IN WORK RELEASE PROGRAM ARE PERMITTED TO LEAVE CELLS
Enroll_Screen_EnrollButton=ENROLL
Enroll_Screen_Info_001=KLESCHER WORK RELEASE PROGRAM DETAILS
Enroll_Screen_Info_002=Klescher Rehabilitation Facilities is excited to share with you an opportunity to participate in our industry leading Work Release Program. It's pretty simple, lots of fun, and teaches you a valuable skill. \n\nYou have already been provided with a multi-tool to help you get started, but if you ever need a replacement, more are available for purchase at the commissary unit. Once you’re equipped and ready, proceed into one of the authorized mining tunnels. \n\nLook for any potentially valuable minerals and harvest them with the multi-tool. Deposit them in one of the mineral deposit hoppers and you'll be issued a time reduction chit or "merit" based on the total value of the deposit*.\n\nThe more you mine, the quicker you can pay back your debt to society. And as we say here at Klescher Rehabilitation, "keeping busy is a great way to keep on the right path!"
Enroll_Screen_Info_003=START MINING TODAY!
Enroll_Screen_Info_SmallText=* Mineral prices are static and set by Klescher Rehabilitation Facilities and do not reflect real-world commodity prices.
Exit_Screen_AttractTitle_001=Release Processing
Exit_Screen_Click_001=Touch to start
Exit_Screen_Report_001=Finish Sentence
Exit_Screen_Report_002=Release Progress
Exit_Screen_merit_001=Merits:
FLOOR_Flair_Items=--------------- Floor Flair Items - Dev Use Only ------------------------
FPSPVEVS_EasyScenario_Objective01=Kill pirates.
FPSPVEVS_EasyScenario_Objective01_Desc=Kill all the pirates on the asteroid base.
FPSPVEVS_Mission_Desc,P=UEE forces really want to capture this sweet asteroid base. 
FPSPVEVS_Mission_Title=Assault The Asteroid Base
FPS_AI_Description=*WIP* Pirates have been reported to have taken an outpost, we need somebody to secure it again
FPS_AI_From=*WIP* Edward Fuller
FPS_AI_Obj_Long_01=*WIP* Go to the outpost
FPS_AI_Obj_Long_02=*WIP* Eliminate the Pirates
FPS_AI_Obj_Marker_01=*WIP* Outpost
FPS_AI_Obj_Marker_02=*WIP* Eliminate the Pirates
FPS_AI_Obj_Short_01=*WIP* Go to the outpost
FPS_AI_Obj_Short_02=*WIP* Eliminate the Pirates
FPS_AI_Title=*WIP* Outpost Lost to Pirates
FTL_Courier=[COURIER] FTL Assignment
FTL_Danger_001=Due to this being a potentially riskier route, please ensure that you do not allow hostiles to delay the contract's completion. 
FTL_Danger_002=Since this route may take you through hostile areas, plan accordingly. 
FTL_Danger_003=With this route in particular, several other FTL contractors have encountered hostiles in the past. We trust that you'll be appropriately prepared. 
FTL_Danger_004=It is recommended that you select something with ready defensive capabilities owing to this route's higher than average risk assessment. 
FTL_Danger_005=Be aware that this run takes you through a route with a higher risk rating. We trust that you will see to it that you are delayed for any reason, including hostiles. 
FTL_Data=[DATA] FTL Assignment
FTL_Haulage=[HAULAGE] FTL Assignment
FTL_LightGoods=[LIGHT GOODS] FTL Assignment
FTL_SignOff_001=Good luck and good speed, courier! 
FTL_SignOff_002=And remember, at FTL Courier Services we always try our best to deliver the best! 
FTL_SignOff_003=Thanks for helping FTL remain the #1 courier service in the Empire! 
FTL_SignOff_004=And don't forget, you are representing FTL! A smile and a kind word are some of the best tools a courier can have. 
FTL_SignOff_005=We hope you have a speedy and safe journey! 
FTL_Timed_001=The delivery must be made before the deadline expires. 
FTL_Timed_002=Be sure to make note of the deadline. Prompt contract fulfillment is very important to FTL. 
FTL_Timed_003=This is an urgent contract and must be completed before the deadline. No exceptions. 
FTL_Timed_004=Punctuality is an important part of FTL's renowned customer service. Be sure to adhere to the stated deadline. 
FTL_Timed_005=This is an FTL 'Sprint' order with a tight deadline. Keep an eye on the clock to make sure you finish on time. 
FTL_delivery_desc_0001=ATTENTION ALL FTL COURIERS\nNEW RUN AVAILABLE FOR IMMEDIATE ASSIGNMENT\n\n**CONTRACT DETAILS** \n\nPICKUP LOCATION - The shipment is waiting for collection at ~mission(Location|Address). \n\nDROPOFF LOCATION - It will need to be delivered to ~mission(Destination|Address). \n\nDELIVERY WINDOW - ~mission(Contractor|Timed)\n\nTRAVEL - All transportation needs should be arranged by courier. ~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)
FTL_delivery_desc_intro=FTL COURIER SERVICES IS HIRING!\n\nAre you a committed, industrious and punctual individual who enjoys travel and is looking to work independently? \nIf your answer is yes, then FTL Courier Services may have the ideal opportunity for you!\n\nHandling over a billion collections and deliveries every year, FTL has been consistently rated the Empire's most trusted courier service by providing businesses and consumers a safe and reliable way to send and receive their shipments wherever, whenever.\n\nTo make all this happen, FTL contracts with thousands of self-employed couriers across every system in the UEE and we are currently looking for new people to join our ranks. \n\nFTL offers:\n* Great earning potential based on how many deliveries you complete.\n* Convenience of selecting only the routes that appeal to you. Stay local or explore father, the choice is yours.\n* Flexibility to accept multiple contracts, even from other companies. With our non-exclusive employment agreements, we leave it up to you to maximize your schedule.\n \nIn order to apply you’ll need:\n* Your own means of insured travel.\n* The right to work in the UEE and no current CrimeStat rating.\n* Excellent time management skills and the ability to plan your own travel routes.\n* Successful completion of the below Employment Evaluation.\n\nEMPLOYMENT EVALUATION\nTo make sure that you're a good fit for our company, we would like to see you in action! This trial contract will have you collect a package from ~mission(Location|Address) and deliver it to ~mission(Destination|Address). ~mission(Contractor|Timed)This is a paid evaluation. Participation is not a guarantee of any future work with FTL or FTL associates.\n\nDon’t wait! Complete your Employment Evaluation today and start your journey with FTL Courier Services.
FTL_delivery_title_001=FTL Courier Assignment
FTL_delivery_title_intro=FTL Courier Employment Evaluation
FW2022_DatapadScreen_Convo_1,P=Richardson. This is your last warning. No more movie quotes as passwords. It's not secure. I don't want to have to tell you again.
FW2022_DatapadScreen_Convo_2,P=You talking to me?
FW2022_DatapadScreen_Convo_3,P=Yes Richardson. You are the Richardson I was referring to.
FW2022_DatapadScreen_Convo_4,P=Nah, that was a movie quote boss. You started him up again.
FW2022_DatapadScreen_Convo_5,P=How does Richardson know movie quotes from the 20th century?
FW2022_DatapadScreen_Convo_6,P=He's gotta ducktick mind
FW2022_DatapadScreen_Convo_7,P=Didactic, you idiot.
FW2022_DatapadScreen_Convo_8,P=Watever
FW2022_DatapadScreen_Date,P=Date
FW2022_DatapadScreen_GroupMembersTitle,P=Group Members:
FW2022_DatapadScreen_GroupName,P=Nine Tails Wagon
FW2022_DatapadScreen_GroupNameTitle,P=Group Name:
FW2022_DatapadScreen_Name_1,P=Todd W.
FW2022_DatapadScreen_Name_2,P=Harold R.
FW2022_DatapadScreen_Name_3,P=Benjamin D.
FW2022_DatapadScreen_Name_4,P=Jon H.
FW2022_DatapadScreen_Time_1,P=13:57
FW2022_DatapadScreen_Time_2,P=14:01
FW2022_DatapadScreen_Time_3,P=14:02
FW2022_DatapadScreen_Time_4,P=14:07
FW2022_DatapadScreen_Time_5,P=14:08
FW2022_DatapadScreen_Time_6,P=14:09
FW2022_DatapadScreen_Time_7,P=14:11
FW2022_DatapadScreen_Time_8,P=14:12
FW2022_IFFIscreen_CEASEFIRE=Disconnect
FW2022_IFFIscreen_FirebaseBravo=Identity Friend or Foe Inverter
FW2022_IFFIscreen_Fluff_1=01
FW2022_IFFIscreen_Fluff_10=10
FW2022_IFFIscreen_Fluff_2=02
FW2022_IFFIscreen_Fluff_3=03
FW2022_IFFIscreen_Fluff_4=04
FW2022_IFFIscreen_Fluff_5=05
FW2022_IFFIscreen_Fluff_6=06
FW2022_IFFIscreen_Fluff_7=07
FW2022_IFFIscreen_Fluff_8=08
FW2022_IFFIscreen_Fluff_9=09
FW2022_IFFIscreen_Fluff_Activity=Activity
FW2022_IFFIscreen_Fluff_Decouple=Decouple
FW2022_IFFIscreen_Fluff_Diagnostics=Diagnostics
FW2022_IFFIscreen_Fluff_Engaging=Engaging Enemy
FW2022_IFFIscreen_Fluff_GunBattery=AA Battery
FW2022_IFFIscreen_Fluff_JUDAS=ARC1234_IFFI_SYS_MK01.3
FW2022_IFFIscreen_Fluff_Online=Inverted
FW2022_IFFIscreen_Fluff_Power=Power
FW2022_IFFIscreen_Fluff_Status=Status
FW2022_IFFIscreen_Fluff_TurretCoverage_1=FOF: 182, -32, 0 // 23r
FW2022_IFFIscreen_Fluff_TurretCoverage_2=FOF: 13, 80, 0 // 27r
FW2022_IFFIscreen_Fluff_TurretCoverage_3=FOF: 121, 30, 1 // 82r
FW2022_IFFIscreen_Fluff_TurretCoverage_4=FOF: 71, -123, 0 // 82r
FW2022_IFFIscreen_Fluff_TurretCoverage_5=FOF: 6, 4, 0 // 82r
FW2022_IFFIscreen_Fluff_TurretCoverage_6=FOF: 90, 90, 0 // 150r
FW2022_IFFIscreen_Fluff_TurretStatus=ID:
FW2022_IFFIscreen_Fluff_TurretStatus_0=Unverified
FW2022_IFFIscreen_Fluff_TurretStatus_100=Verified
FW2022_IFFIscreen_GunBatteriesTitle=Active Contacts
FW2022_IFFIscreen_ID_01=R3T6A3F
FW2022_IFFIscreen_ID_02=VP9JH01
FW2022_IFFIscreen_ID_03=EXT16L4
FW2022_IFFIscreen_ID_04=M982MAS
FW2022_IFFIscreen_ID_05=LRQ51PK
FW2022_IFFIscreen_Zone=Zone
FW2022_TransferScreen_AccountName=Admin
FW2022_TransferScreen_AppName=DATA UPLOAD MANAGER
FW2022_TransferScreen_Cancel=CANCEL TRANSFER
FW2022_TransferScreen_Failure=Data Transfer Incomplete
FW2022_TransferScreen_Fluff_Filename_1=KLEP_5SCDJSN9
FW2022_TransferScreen_Fluff_Filename_10=KCaplanNotes 510802
FW2022_TransferScreen_Fluff_Filename_11=SecProtocols GSL
FW2022_TransferScreen_Fluff_Filename_12=Stormwal Celebration
FW2022_TransferScreen_Fluff_Filename_13=TISC_NGIHM7
FW2022_TransferScreen_Fluff_Filename_14=TISC_OTUZTA
FW2022_TransferScreen_Fluff_Filename_15=MeetingNotes CST
FW2022_TransferScreen_Fluff_Filename_16=ORSN_1AYCLP15
FW2022_TransferScreen_Fluff_Filename_17=NineTails Concerns
FW2022_TransferScreen_Fluff_Filename_18=Bonus Payments
FW2022_TransferScreen_Fluff_Filename_19=KCaplanNotes 500401
FW2022_TransferScreen_Fluff_Filename_2=KLEP_TS61S00N
FW2022_TransferScreen_Fluff_Filename_20=ParRoute FLWK
FW2022_TransferScreen_Fluff_Filename_21=Trace Log
FW2022_TransferScreen_Fluff_Filename_22=Link63wif
FW2022_TransferScreen_Fluff_Filename_23=Order33 HalfMeasure
FW2022_TransferScreen_Fluff_Filename_24=DNLW_WVGOVL9F
FW2022_TransferScreen_Fluff_Filename_25=DNLW_QZGCVLZO
FW2022_TransferScreen_Fluff_Filename_26=DNLW_MH026KV5
FW2022_TransferScreen_Fluff_Filename_27=Kareah Station
FW2022_TransferScreen_Fluff_Filename_28=QUIP_NQ900EFP
FW2022_TransferScreen_Fluff_Filename_29=QUIP_KB2U6Q13
FW2022_TransferScreen_Fluff_Filename_3=ADJU_JD1Q5D
FW2022_TransferScreen_Fluff_Filename_30=Calibration Results
FW2022_TransferScreen_Fluff_Filename_31=BIN64
FW2022_TransferScreen_Fluff_Filename_32=Screenshots
FW2022_TransferScreen_Fluff_Filename_33=USER
FW2022_TransferScreen_Fluff_Filename_34=GAME CFG
FW2022_TransferScreen_Fluff_Filename_35=DATA P4k
FW2022_TransferScreen_Fluff_Filename_36=KCaplanNotes 490526
FW2022_TransferScreen_Fluff_Filename_37=Finley Spec
FW2022_TransferScreen_Fluff_Filename_38=HERC 2953 RVMP
FW2022_TransferScreen_Fluff_Filename_39=ORSN_QN6LS33A
FW2022_TransferScreen_Fluff_Filename_4=ADJU_D898E9
FW2022_TransferScreen_Fluff_Filename_40=ORSN_RDHGR2F8
FW2022_TransferScreen_Fluff_Filename_41=ORSN_YUFRMYHC
FW2022_TransferScreen_Fluff_Filename_42=ORSN_PA9YINAN
FW2022_TransferScreen_Fluff_Filename_43=ORSN_ILV33HPF
FW2022_TransferScreen_Fluff_Filename_44=Platform Maintenance U1D
FW2022_TransferScreen_Fluff_Filename_45=FinancialPlan2953
FW2022_TransferScreen_Fluff_Filename_46=LIM_EEET
FW2022_TransferScreen_Fluff_Filename_47=LIM_J5GU
FW2022_TransferScreen_Fluff_Filename_48=LIM_ANPJ
FW2022_TransferScreen_Fluff_Filename_49=SyndctUpdt URGENT
FW2022_TransferScreen_Fluff_Filename_5=ADJU_UKSG0G
FW2022_TransferScreen_Fluff_Filename_50=TLXCore_001
FW2022_TransferScreen_Fluff_Filename_51=TLXCore_002
FW2022_TransferScreen_Fluff_Filename_52=MSalte Appraisal
FW2022_TransferScreen_Fluff_Filename_53=Recall Notice LMN087
FW2022_TransferScreen_Fluff_Filename_54=DunlowLWT
FW2022_TransferScreen_Fluff_Filename_55=Senate 2949-03-19
FW2022_TransferScreen_Fluff_Filename_56=XenoThreat Update
FW2022_TransferScreen_Fluff_Filename_57=StrFght Proc Mod
FW2022_TransferScreen_Fluff_Filename_58=KCaplanNotes 500901
FW2022_TransferScreen_Fluff_Filename_59=FuelStats GNS
FW2022_TransferScreen_Fluff_Filename_6=ADJU_9K4CYP
FW2022_TransferScreen_Fluff_Filename_60=EMPLY CredData
FW2022_TransferScreen_Fluff_Filename_61=Client Records 2948
FW2022_TransferScreen_Fluff_Filename_62=Stratus Incident Report
FW2022_TransferScreen_Fluff_Filename_63=XRDrivePrototype
FW2022_TransferScreen_Fluff_Filename_64=BR_OV_FDTS
FW2022_TransferScreen_Fluff_Filename_65=BR_CG_55MZ
FW2022_TransferScreen_Fluff_Filename_66=KCaplanNotes 511220
FW2022_TransferScreen_Fluff_Filename_67=Charity Fundraiser Gala
FW2022_TransferScreen_Fluff_Filename_68=HullMTR_09
FW2022_TransferScreen_Fluff_Filename_69=FabricationMSTR
FW2022_TransferScreen_Fluff_Filename_7=New Ship Proposals
FW2022_TransferScreen_Fluff_Filename_70=2953 Release Schedule v3
FW2022_TransferScreen_Fluff_Filename_71=Q4 Overlook
FW2022_TransferScreen_Fluff_Filename_72=CrashHandler
FW2022_TransferScreen_Fluff_Filename_73=O2R_4Z_N73
FW2022_TransferScreen_Fluff_Filename_74=Imprint Concerns
FW2022_TransferScreen_Fluff_Filename_75=8BS_QV_T5G
FW2022_TransferScreen_Fluff_Filename_8=CAN_A00001
FW2022_TransferScreen_Fluff_Filename_9=CAN_A00002
FW2022_TransferScreen_Fluff_Filetype_1=TLP
FW2022_TransferScreen_Fluff_Filetype_10=LQI
FW2022_TransferScreen_Fluff_Filetype_2=VPD
FW2022_TransferScreen_Fluff_Filetype_3=DDF
FW2022_TransferScreen_Fluff_Filetype_4=XSC
FW2022_TransferScreen_Fluff_Filetype_5=XSR
FW2022_TransferScreen_Fluff_Filetype_6=CLK
FW2022_TransferScreen_Fluff_Filetype_7=DRV
FW2022_TransferScreen_Fluff_Filetype_8=BOB
FW2022_TransferScreen_Fluff_Filetype_9=NYN
FW2022_TransferScreen_InProgress=Transfer In Progress
FW2022_TransferScreen_LoggedInNotifier=Logged in as:
FW2022_TransferScreen_Logout=Log Out
FW2022_TransferScreen_OwnerName=Crusader Industries
FW2022_TransferScreen_ProgressIndicator=Progress:
FW2022_TransferScreen_ProgressPercentGlyph=%
FW2022_TransferScreen_ProgressValue=XYZ
FW2022_TransferScreen_Success=Data Transfer Complete
FW2022_TransferScreen_TimeRemainingIndicator=Time Remaining:
FW2022_TransferScreen_TimeRemainingValur=NN:NN:NN
FW22_NT_Datapad_Admin_MSG_01=Here's your code, Stax.
FW22_NT_Datapad_Admin_MSG_02=~mission(VeryHardCode)
FW22_NT_Datapad_Admin_MSG_03=Thanks, Mendo. How you feeling?
FW22_NT_Datapad_Admin_MSG_04=I give us solid odds. The plan is as good as they come and the IFFI tech's impressive. Only question is if we got the right people to pull it off.
FW22_NT_Datapad_Admin_MSG_05=Is this about me bailing for that stormwal tour?
FW22_NT_Datapad_Admin_MSG_06=Come on, man. You know I didn't mean you. Just worried about the download.
FW22_NT_Datapad_Admin_MSG_07=It's gonna go fine. Even if they find out what's going on, it'll be too late to do anything.
FW22_NT_Datapad_Admin_MSG_08=Yeah, especially since I got the system locked tight with a password generated from the first digit of all your codes.
FW22_NT_Datapad_Admin_MSG_09=Well, there you go. Pretty much the only way they'd be able to stop us is if they pull a Globy and guess the damn thing.
FW22_NT_Datapad_Admin_MSG_10=Out of curiosity, how was the tour?
FW22_NT_Datapad_Admin_MSG_11=Shit was crazy. Saw two of them out there in the last second.
FW22_NT_Datapad_Admin_MSG_12=Crazy.
FW22_NT_Datapad_Admin_MSG_13=Yeah, yeah. I know you don't give a shit.
FW22_NT_Datapad_Admin_MSG_14=Let's get through this and maybe I'll start.
FW22_NT_Datapad_Admin_MSG_15=Deal.
FW22_NT_Datapad_Admin_Time_01=12:53
FW22_NT_Datapad_Admin_Time_02=12:53
FW22_NT_Datapad_Admin_Time_03=12:54
FW22_NT_Datapad_Admin_Time_04=12:56
FW22_NT_Datapad_Admin_Time_05=12:57
FW22_NT_Datapad_Admin_Time_06=12:58
FW22_NT_Datapad_Admin_Time_07=13:01
FW22_NT_Datapad_Admin_Time_08=13:03
FW22_NT_Datapad_Admin_Time_09=13:04
FW22_NT_Datapad_Admin_Time_10=13:07
FW22_NT_Datapad_Admin_Time_11=13:08
FW22_NT_Datapad_Admin_Time_12=13:09
FW22_NT_Datapad_Admin_Time_13=13:10
FW22_NT_Datapad_Admin_Time_14=13:12
FW22_NT_Datapad_Admin_Time_15=13:12
FW22_NT_Datapad_Admin_Title=Party Supplies - Admin
FW22_NT_Datapad_Brushwood_MSG_01=~mission(MediumCode)
FW22_NT_Datapad_Brushwood_MSG_02=Here's your code. Now, I want you focused on keeping Brushwood safe and those AAs gunning.
FW22_NT_Datapad_Brushwood_MSG_03=Yeah, fine.
FW22_NT_Datapad_Brushwood_MSG_04=We're not going to have a problem are we? I don't need another Della happening today.
FW22_NT_Datapad_Brushwood_MSG_05=Last time I checked, Nine Tails still got paid for the Della.
FW22_NT_Datapad_Brushwood_MSG_06=That was a rain drop in the ocean compared to this job. Which is why I need you focused. We clear?
FW22_NT_Datapad_Brushwood_MSG_07=Sure. Whatever you say, Mendo.
FW22_NT_Datapad_Brushwood_Time_01=13:39
FW22_NT_Datapad_Brushwood_Time_02=13:41
FW22_NT_Datapad_Brushwood_Time_03=13:52
FW22_NT_Datapad_Brushwood_Time_04=13:53
FW22_NT_Datapad_Brushwood_Time_05=13:55
FW22_NT_Datapad_Brushwood_Time_06=13:57
FW22_NT_Datapad_Brushwood_Time_07=14:04
FW22_NT_Datapad_Brushwood_Title=Party Supplies - Brushwood
FW22_NT_Datapad_ChatMembers=CHAT MEMBERS:
FW22_NT_Datapad_ChatTitle=CHAT NAME:
FW22_NT_Datapad_Hartmoore_MSG_01=Here's the code for the containers.
FW22_NT_Datapad_Hartmoore_MSG_02=~mission(HardCode)
FW22_NT_Datapad_Hartmoore_MSG_03=Thanks.
FW22_NT_Datapad_Hartmoore_MSG_04=You ready for this?
FW22_NT_Datapad_Hartmoore_MSG_05=Yeah, sure. Why wouldn't I be?
FW22_NT_Datapad_Hartmoore_MSG_06=Just want to make sure that we'll have enough cover to get the job done.
FW22_NT_Datapad_Hartmoore_MSG_07=Not sure what you're getting so worked up about. With us owning the skies, it all seems pretty straight forward to me.
FW22_NT_Datapad_Hartmoore_MSG_08=Right. Let's just keep on task and not get creative.
FW22_NT_Datapad_Hartmoore_MSG_09=This again? I keep telling you, mate. If you want to scare people, you gotta do some scary shit.
FW22_NT_Datapad_Hartmoore_MSG_10=Is that what you call gutting Hender's whole family one by one?
FW22_NT_Datapad_Hartmoore_MSG_11=Look, I get it. You don't like getting your hands dirty. Fine. But how about you worry about doing your job and stay the hell out of my business.
FW22_NT_Datapad_Hartmoore_MSG_12=My job is making sure you do yours. That's why I got picked to run things and not you. Don't forget it.
FW22_NT_Datapad_Hartmoore_MSG_13=Yeah... I won't.
FW22_NT_Datapad_Hartmoore_Time_01=13:16
FW22_NT_Datapad_Hartmoore_Time_02=13:16
FW22_NT_Datapad_Hartmoore_Time_03=13:18
FW22_NT_Datapad_Hartmoore_Time_04=13:19
FW22_NT_Datapad_Hartmoore_Time_05=13:21
FW22_NT_Datapad_Hartmoore_Time_06=13:22
FW22_NT_Datapad_Hartmoore_Time_07=13:27
FW22_NT_Datapad_Hartmoore_Time_08=13:28
FW22_NT_Datapad_Hartmoore_Time_09=13:30
FW22_NT_Datapad_Hartmoore_Time_10=13:32
FW22_NT_Datapad_Hartmoore_Time_11=13:34
FW22_NT_Datapad_Hartmoore_Time_12=13:36
FW22_NT_Datapad_Hartmoore_Time_13=13:39
FW22_NT_Datapad_Hartmoore_Title=Party Supplies - Hartmoore
FW22_NT_Datapad_Mendo_MSG_01=Here.
FW22_NT_Datapad_Mendo_MSG_02=~mission(bargeCode)
FW22_NT_Datapad_Mendo_MSG_03=Thanks for the codes.
FW22_NT_Datapad_Mendo_MSG_04=How's it looking over there?
FW22_NT_Datapad_Mendo_MSG_05=Everything is set up. Expect things to kick off on schedule.
FW22_NT_Datapad_Mendo_MSG_06=Good luck.
FW22_NT_Datapad_Mendo_MSG_07=Who needs luck? Those IFFIs are impressive bits of tech. Thanks for the hookup.
FW22_NT_Datapad_Mendo_MSG_08=Glad you like the new toys. Onto business, that special package I prepped for you should match pretty seamlessly with their system.
FW22_NT_Datapad_Mendo_MSG_09=No doubt. I'll let you know once the transfer's complete.
FW22_NT_Datapad_Mendo_Time_01=12:24
FW22_NT_Datapad_Mendo_Time_02=12:24
FW22_NT_Datapad_Mendo_Time_03=12:26
FW22_NT_Datapad_Mendo_Time_04=12:30
FW22_NT_Datapad_Mendo_Time_05=12:34
FW22_NT_Datapad_Mendo_Time_06=12:37
FW22_NT_Datapad_Mendo_Time_07=12:39
FW22_NT_Datapad_Mendo_Time_08=12:43
FW22_NT_Datapad_Mendo_Time_09=12:46
FW22_NT_Datapad_Mendo_Title=Pressley Party Supplies
FW22_NT_Datapad_Name_01=Ren
FW22_NT_Datapad_Name_02=Phoenix
FW22_NT_Datapad_Name_03=Scorch
FW22_NT_Datapad_Name_04=N_Acker
FW22_NT_Datapad_Name_05=Stax
FW22_NT_Datapad_Name_06=ACR1234
FW22_NT_Datapad_Solanki_MSG_01=Here's the code for the containers on your platform.
FW22_NT_Datapad_Solanki_MSG_02=~mission(EasyCode)
FW22_NT_Datapad_Solanki_MSG_03=Hell yeah! Crusader's gonna be kipo surprised when we take over.
FW22_NT_Datapad_Solanki_MSG_04=Kipo?
FW22_NT_Datapad_Solanki_MSG_05=You know, like really surprised.
FW22_NT_Datapad_Solanki_MSG_06=Whatever. Just focus on doing your part and everything should be fine.
FW22_NT_Datapad_Solanki_MSG_07=No worries, boss. I'll keep 'em busy enough to get the job done. Doesn't matter how many times they regen me.
FW22_NT_Datapad_Solanki_MSG_08=We talked about this. It's better if you don't need a regen.
FW22_NT_Datapad_Solanki_MSG_09=Yeah, yeah. Aces.
FW22_NT_Datapad_Solanki_MSG_10=But if I do regen, you remember you swore to get my armor, right?
FW22_NT_Datapad_Solanki_MSG_11=Right?
FW22_NT_Datapad_Solanki_MSG_12=Don't die and I won't have to.
FW22_NT_Datapad_Solanki_Time_01=14:07
FW22_NT_Datapad_Solanki_Time_02=14:07
FW22_NT_Datapad_Solanki_Time_03=14:08
FW22_NT_Datapad_Solanki_Time_04=14:14
FW22_NT_Datapad_Solanki_Time_05=14:15
FW22_NT_Datapad_Solanki_Time_06=14:21
FW22_NT_Datapad_Solanki_Time_07=14:22
FW22_NT_Datapad_Solanki_Time_08=14:25
FW22_NT_Datapad_Solanki_Time_09=14:28
FW22_NT_Datapad_Solanki_Time_10=14:33
FW22_NT_Datapad_Solanki_Time_11=14:39
FW22_NT_Datapad_Solanki_Time_12=14:41
FW22_NT_Datapad_Solanki_Title=Party Supplies - Solanki
FW22_NT_Journal_Body_01=CHAT NAME: \nParty Supplies - Solanki\n\nCHAT MEMBERS:\nRen\nPhoenix\n\nRen [14:07]: \nHere's the code for the containers on your platform.\nRen [14:07]: \n~mission(EasyCode)\n\nPhoenix [14:08]: \nHell yeah! Crusader's gonna be kipo surprised when we take over.\n\nRen [14:14]: \nKipo?\n\nPhoenix [14:15]: \nYou know, like really surprised.\n\nRen [14:21]: \nWhatever. Just focus on doing your part and everything should be fine.\n\nPhoenix [14:22]: \nNo worries, boss. I'll keep 'em busy enough to get the job done. Doesn’t matter how many times they regen me\n\nRen [14:25]: \nWe talked about this. It's better if you don’t need a regen. \n\nPhoenix [14:28]: \nYeah, yeah. Aces\nPhoenix [14:33]: \nBut if I do regen, you remember you swore to get my armor, right?\nPhoenix [14:39]: \nRight?\n\nRen [14:41]: \nDon't die and I won't have to.\n
FW22_NT_Journal_Body_02=CHAT NAME: \nParty Supplies - Brushwood\n\nCHAT MEMBERS:\nRen\nScorch\n\nRen [13:39]: \n~mission(MediumCode)\nRen [13:41]: \nHere's your code. Now, I want you focused on keeping Brushwood safe and those AAs gunning. \n\nScorch [13:52]: \nYeah, fine. \n\nRen [13:53]: \nWe're not going to have a problem are we? I don't need another Della happening today.\n\nScorch [13:55]: \nLast time I checked, Nine Tails still got paid for the Della.\n\nRen [13:57]: \nThat was a rain drop in the ocean compared to this job. Which is why I need you focused. We clear?\n\nScorch [14:04}: \nSure. Whatever you say, Mendo.\n
FW22_NT_Journal_Body_03=CHAT NAME: \nParty Supplies - Hartmoore\n\nCHAT MEMBERS:\nRen\nN_Acker\n\nRen [13:16]: \nHere's the code for the containers. \nRen [13:16]: \n~mission(HardCode)\n\nN_Acker [13:18]: \nThanks.\n\nRen [13:19]: \nYou ready for this?\n\nN_Acker [13:21]: \nYeah, sure. Why wouldn't I be? \n\nRen [13:22]: \nJust want to make sure that we'll have enough cover to get the job done.\n\nN_Acker [13:27]: \nNot sure what you're getting so worked up about. With us owning the skies, it all seems pretty straight forward to me.\n\nRen [13:28]: \nRight. Let's just keep on task and not get creative.\n\nN_Acker [13:30]: \nThis again? I keep telling you, mate. If you want to scare people, you gotta do some scary shit.\n\nRen [13:32]: \nIs that what you call gutting Hender's whole family one by one?\n\nN_Acker [13:34]: \nLook, I get it. You don't like getting your hands dirty. Fine. But how about you worry about doing your job and stay the hell out my business. \n\nRen {13:36]: \nMy job is making sure you do yours. That's why I got picked to run things and not you. Don't forget it.\n\nN_Acker [13:39]: \nYeah… I won't.\n
FW22_NT_Journal_Body_04=CHAT NAME: \nParty Supplies - Admin\n\nCHAT MEMBERS:\nRen\nStax\n\nRen [12:53]: \nHere's your code, Stax.\nRen [12:53]: \n~mission(VeryHardCode)\n\nStax [12:54]: \nThanks, Mendo. How you feeling?\n\nRen [12:56]: \nI give us solid odds. The plan is as good as they come and the IFFI tech's impressive. Only question is if we got the right people to pull it off.\n\nStax [12:57]: \nIs this about me bailing for that stormwal tour?\n\nRen [12:58]: \nCome on, man. You know I didn't mean you.\n\nStax [13:01]: \nYeah, I know. Anything I can do?\n\nRen [13:03]: \nNah, I'm all set. You can just focus on the Admin Center. It's good knowing that I got you keeping an eye on things for me down there.\n\nStax [13:04]: \nHere to help, you know.\n\nRen {13:07]: \nHow was the tour?\n\nStax [13:08]: \nShit was crazy. Saw two of them out there in the last second.\n\nRen [13:09]: \nCrazy.\n\nStax [13:10]: \nYeah, yeah, I know you don't give a shit.\n\nRen [13:12]: \nLet's get through this and maybe I'll start.\n\nStax [13:12]: \nDeal.\n
FW22_NT_Journal_Body_05=CHAT NAME: \nPressley Party Supplies\n\nCHAT MEMBERS:\nRen\nACR1234\n\nACR1234 [12:24]: \nHere.\nACR1234 [12:24]: \n~mission(bargeCode)\n\nRen [12:26]: \nThanks for the codes.\n\nACR1234 [12:30]: \nHow's it looking over there?\n\nRen [12:34]: \nEverything is set up. Expect things to kick off on schedule.\n\nACR1234 [12:37]: \nGood luck.\n\nRen [12:39]: \nWho needs luck? Those IFFIs are impressive bits of tech. Thanks for the hookup. \n\nACR1234 [12:43]: \nGlad you like the new toys. Onto business, that special package I prepped for you should match pretty seamlessly with their system.\n\nRen [12:46]: \nNo doubt. I'll let you know once the transfer's complete.\n
FW22_NT_Journal_Title_01=Party Supplies - Solanki
FW22_NT_Journal_Title_02=Party Supplies - Brushwood
FW22_NT_Journal_Title_03=Party Supplies - Hartmoore
FW22_NT_Journal_Title_04=Party Supplies - Admin
FW22_NT_Journal_Title_05=Pressley Party Supplies
FW_QuantumMarker_Desc=During Invictus Launch week, meet the brave defenders and awe-inspiring ships of the UEE Naval fleet up close and personal as military vessels dock at stations above ArcCorp, Hurston, and microTech.
FW_QuantumMarker_Name=Invictus Launch Fleet
F_Ind_FullyCharged,P=Fully Charged
F_Ind_HackingFluff,P=namespace Hacking\n{\n //////////////////////////////////////////////////////////////////////////\n bool CHackingAbilityLineShift::CanActivate()\n {\n const CHackingGameboard& gameboard = m_hackingSession.GetGameboard();\n if (m_owner.GetSpareNodeId() == INVALID_NODE_ID || gameboard.IsNodeRotating(m_owner.GetSpareNodeId()) || !gameboard.CanShiftLine(m_targetLine, m_shiftDir, m_params.chargeUpTime))\n {\n return false;\n }\n \n return CHackingAbilityBase::CanActivate();\n }\n \n //////////////////////////////////////////////////////////////////////////\n bool CHackingAbilityLineShift::TryActivate()\n {\n const float shiftRate = m_params.duration > 0.0f ? (1.0f / m_params.duration) : 0.0f;\n if (CanActivate() && m_hackingSession.GetGameboard().StartLineShift(m_owner.GetId(), m_shiftDir, m_targetLine, m_owner.GetSpareNodeId(), m_params.chargeUpTime, shiftRate))\n {\n Activate();\n return true;\n }\n \n return false;\n }\n \n //////////////////////////////////////////////////////////////////////////\n void CHackingAbilityLineShift::HandleEvent(const SHackingEvtBase& evt)\n {\n switch (evt.type)\n {\n case EHackingEvtType::PC_InsertedNodeRotationRequested:\n {\n CHackingGameboard& gameboard = m_hackingSession.GetGameboard();\n const SHackingEvt_PlayerControlInsertedNodeRotationRequested controlEvt = static_cast<const SHackingEvt_PlayerControlInsertedNodeRotationRequested&>(evt);\n if (m_owner.GetSpareNodeId() != INVALID_NODE_ID && controlEvt.agentId == m_owner.GetId() && !gameboard.IsNodeRotating(m_owner.GetSpareNodeId()) && \n m_currentState != EHackingAbilityState::Active && m_currentState != EHackingAbilityState::ChargeUp)\n {\n gameboard.StartNodeRotation(m_owner.GetSpareNodeId(), controlEvt.bRotateClockwise, NODE_ROTATION_RATE);\n }\n \n break;\n }\n \n case EHackingEvtType::LineShiftStatusChanged:\n {\n CHackingGameboard& gameboard = m_hackingSession.GetGameboard();\n const SHackingEvt_LineShiftStatusChanged lineShiftEvt = static_cast<const SHackingEvt_LineShiftStatusChanged&>(evt);\n if (m_owner.GetSpareNodeId() != INVALID_NODE_ID && m_owner.GetSpareNodeId() == lineShiftEvt.insertedNodeId)\n {\n if (lineShiftEvt.IsShiftStarting() && GetAbilityState() != EHackingAbilityState::Active)\n {\n SwitchToState(EHackingAbilityState::Active);\n }\n else if (!lineShiftEvt.IsShiftStarting())\n {\n m_owner.SetSpareNodeId(lineShiftEvt.removedNodeId);\n if (GetAbilityState() != EHackingAbilityState::Cooldown)\n {\n SwitchToState(EHackingAbilityState::Cooldown);\n }\n }\n }\n break;\n }\n }\n }\n \n //////////////////////////////////////////////////////////////////////////\n void CHackingAbilityLineShift::SetTarget(const uint16 targetLine, const EPathPatternType shiftDir)\n {\n m_targetLine = targetLine;\n m_shiftDir = shiftDir;\n }\n}
F_Ind_Nominal,P=Nominal
Factions_Advocacy_DisplayName=Advocacy
Factions_BlacJac_DisplayName=BlacJac Security
Factions_CrusaderSecurity_DisplayName=Crusader Security
Factions_HurstonSecurity_DisplayName=Hurston Security
Factions_MTProt_DisplayName=MT Protection Services
Factions_Navy_DisplayName=UEE Navy
Factions_NineTail_DisplayName=Nine Tails
Factions_NorthRock_DisplayName=Northrock
Factions_XenoThreat_DisplayName=XenoThreat
Fines_Early=Early
Fines_Escalated=Escalated
Fines_Neglected=Neglected
FireMode_Burst=[BURST]
FireMode_Charge=[CHARGE]
FireMode_Rapid=[AUTO]
FireMode_Shotgun=[SHOTGUN]
FireMode_Single=[SEMI]
FleetWeek2950_Dioramas_999_Desc=We push boundaries.\nTo test the limits of what we can do.\nTo say the impossible can not define us.\nTo move us all beyond where we thought we could go.\nTo be the first. \nThe fastest. \nThe best. \n\nIt is not easy.\nLuck is as important as skill.\nFailure as important as success.\nBut we get better. \nAnd we learn.\nAnd we get back up and try again.\nAnd we carry on when others can’t.\nWe carry on so others can.\n
FleetWeek2950_Dioramas_999_SubTitle=A poem by former 999th Squadron pilot Lt. Ralph Kinoi
FleetWeek2950_Dioramas_999_Title=THE WRECKLESS
FleetWeek2950_Family_Body_01=Your loved one has just taken the first step towards a proud life in Naval service. You may have questions about what they will experience in basic training, the safety of your relative/friend, and what kind of contact you can expect during their training and subsequent deployment.\n\nWe know that this can be a scary time for some people and hope that this will offer some peace of mind about the wonderful opportunities that can result from this decision.\n
FleetWeek2950_Family_Body_02=Standard training begins as the recruits arrive on MacArthur via Naval transport. They are immediately given a choice, known as the Rubicon, which is a final opportunity to reconsider the enlistment. After which, the recruits will be divided into groups and assigned to their training camp, known as a Forge. They will also meet their Divisional Officer who will be their first mentor to train them for Naval Service.\n\nAfter an extended period of intense drilling, physical fitness, and education in military theory and technology, the recruits will transition into the Candidacy phase of their training. During this time, they will undergo a series of physical, psychological, and intellectual tests to determine where in the Navy they would be the best fit for. Some may move to the flight academy, some to research, a few may even be detailed for Marine training.\n\nFrom this point on, the recruit will receive dedicated training into whatever discipline they’ve been selected for. This will account for the remainder of their training and will end with their first ship assignment which will coincide with the next Invictus week unless there is a need for more specialized training. \nAfter that, they will deploy.\n
FleetWeek2950_Family_Body_03=We understand that the first few weeks away from the recruit are the most difficult for family and friends, but we ask that you refrain from attempting to contact them. \n\nTo help, all recruits will send a comm to let their family know that they’ve arrived on MacArthur safely, but as a common practice, we want to keep the recruits focused on these initial phases of their training as they can be crucial in their development. Therefore, we will restrict any inbound communications until after this blackout period ends. After that, you will be able to contact them on a more regular basis as comm access is a weekly privilege.\n
FleetWeek2950_Family_Body_04=A Starman’s deployment experience will vary based on their ship assignment and specialty. Many of these can take place far away from active combat zones or in dangerous areas of operations but some of these do end up placing them in harm’s way. You must understand that all of our service men and women will be trained to endure in these high intensity situations.\n\nThe Navy does offer several programs for friends and family who are having difficulty coping with a loved one on deployment, so feel free to contact the outreach department at your local Naval station to speak with a counselor who can walk you through the best options to put you at ease. \n
FleetWeek2950_Family_Body_05=While many of our personnel find that the Navy can offer a complete career, some are happy to take their experience and training back into the private sector as a Citizen. You’ll be pleased to know that honorable service in the Navy opens a variety of opportunities that may not have been available before such as continuing their education on one of the Empire’s many institutions or transforming their newfound skills into a high-paying career in the civilian world.\n\nRegardless of which path they choose, your loved one will be well-equipped to handle all the challenges that life throws at them, knowing that they have loving friends and family like yourselves, and a forever family in the Navy.\n
FleetWeek2950_Family_Title_01=FRIENDS & FAMILY OF NEW RECRUITS
FleetWeek2950_Family_Title_02=WHAT CAN NEW RECRUITS EXPECT?
FleetWeek2950_Family_Title_03=KEEPING IN TOUCH WITH RECRUITS
FleetWeek2950_Family_Title_04=THE FIRST DEPLOYMENT
FleetWeek2950_Family_Title_05=OPPORTUNITIES AFTER SERVICE
FleetWeek2950_History_Body_01=The UEE uses Invictus Launch Week as an opportunity to not only congratulate the latest graduating class of starmen and pilots, but also celebrate this newest group of recruits gathering to set off for training. All over the Empire, sons, daughters, partners, brothers, and sisters say goodbye to their loved ones before embarking to MacArthur to start their next journey in life: \n\nThe adventure of service in the UEE military.\n\nDuring this time, Naval vessels dock around the Empire and let the populace see these brave defenders and awe-inspiring ships up close. Invictus is also a wonderful opportunity for the community to come together with local governments, businesses, and law enforcement to talk about planetary security and outreach.\n
FleetWeek2950_History_Body_02=This may come as a surprise, but Invictus actually goes back several centuries to the days when the UEE was known as the United Planets of Earth (UPE). Shortly after the First Tevarin War began in 2541, Humanity suddenly found itself in need of an organized military force at a size previously unneeded. To this point, aside from the hostage situation with the Xi’an in 2530, there had only been local security forces under the control of the central Human government.\n\nWith Humanity facing an imminent and overwhelming threat, a fleet needed to be raised and trained quickly. The Tribunal sent out an immediate call for recruits to create this army.\n\nTransport ships on each of the settled planets would load up these volunteers and travel to a training facility on Mars known as Invictus. \n\nOn the morning of 2542-10-12, families and communities gathered at launch pads around the UPE territories to celebrate those that were going to defend against the alien invaders. As the conflict continued, more recruits would gather on that day to travel to Invictus to begin their training.\n\nOver the centuries, as the Empire has expanded, space travel has become even more accessible and most recruits are able to self-report, the need for Invictus Launch Week’s has diminished. The spirit of it, however, is stronger than ever.\n\nInvictus is a time to celebrate each other. To celebrate bravery, duty, and commitment to the goals that define Humanity at its finest.\n\nWelcome to Invictus.\n
FleetWeek2950_History_Title_01=WHAT IS INVICTUS LAUNCH WEEK?
FleetWeek2950_History_Title_02=WHEN DID INVICTUS START?
FleetWeek2950_Testimonial_Body_01="To me, it was never really a choice. I know a lot of people grapple with the decision, but honestly, it never crossed my mind. I mean, both my parents got their Citizenship from military service, so maybe that was a factor. There was a moment though when I touched down on the tarmac, I was suddenly seized with this fear that I wasn’t going to be able to make the cut. That was the scariest thing to me; being afraid that I was going to let down my parents and all the people who proudly wore the uniform before me. Thankfully, the Navy isn’t about me. My brothers and sisters built me up and made me the starman that I am today."
FleetWeek2950_Testimonial_Body_02="Growing up, I never really thought that I would be military. I was a rambunctious kid, to put it mildly. Wasn’t great with authority. To be honest, I was on a bad road and by all accounts probably would’ve stayed on it, until a Judge Advocate set me straight instead of sending me to jail. Once I was in, I managed to find the one thing that had been eluding me all my life: a family."
FleetWeek2950_Testimonial_Body_03=“I’m sure you’re talking to a lot of people who joined up wanting to be Aria Reilly or Cal Mason or something, but me? I wanted to learn. To me, all the wonder of the universe was found in nuts and bolts, in shaving fuel efficiency by three percent. That was my rush. If you want to get your hands on the latest in cutting edge technology and work with some of the greatest minds, the UEE Navy is the place to go.”
FleetWeek2950_Testimonial_Body_04=“I’ll just come right out and say it, the second after I signed up, it felt like I got hit by a ship because it was real now. Was I going to have to fight a Vanduul face-to-face? Hell, was I even going to make it through boot? I mean, I struggled to do a pull-up when I was a kid. What the hell was I thinking? Maybe I could try to get out of it. All these thoughts just ambushed me from that moment up to my Invictus. There was this Lieutenant monitoring all the recruits who must’ve seen how terrified I was. I was fumbling with the seat belt when suddenly the Lieutenant was right in front of me. All he said was “Calm down.” I don’t know. It was part consolation, mostly order, but whatever magic he used. It worked. I wasn’t totally calm when I hit my forge, but I found out everybody was freaking out too. That was our first bond.”
FleetWeek2950_Testimonial_SubTitle_01=Starman, UEES Drago
FleetWeek2950_Testimonial_SubTitle_02=Lieutenant JG, UEES Cestus
FleetWeek2950_Testimonial_SubTitle_03=Leading Starman, UEES Croshaw
FleetWeek2950_Testimonial_SubTitle_04=Lieutenant JG, 128th Squadron
FleetWeek2950_Testimonial_SubTitle_General=Real Testimonials on UEEN Service
FleetWeek2950_Testimonial_Title_01=Marshall Winter
FleetWeek2950_Testimonial_Title_02=Dina Rhogen
FleetWeek2950_Testimonial_Title_03=Niklaus Boone
FleetWeek2950_Testimonial_Title_04=Terrence Mally
FleetWeek2950_Testimonial_Title_General=THE NAVAL EXPERIENCE
ForceDepletionUnlawful_Desc,P=Thin out the security in this system. 750 UEC per head, with a 1500 UEC bonus upon completion.\n\nAny members of the following Organizations will count towards this mission:\n\nBlackJac Security\nCrusader Security\nHurston Security\nAdvocacy
ForceDepletionUnlawful_Title,P=Eliminate Security Forces
ForceDepletion_Desc,P=Eliminate members of the Nine Tails Organization. \n\nFor each member neutralized, you'll be paid 500 UEC, with a 1000 UEC bonus upon completion.
ForceDepletion_HUD,P=Force Depletion
ForceDepletion_LongDesc,P=Eliminate members of the Nine Tails Organization
ForceDepletion_Obj,P=Forces Remaining %ls
ForceDepletion_ShortDesc,P=Eliminate members of the Nine Tails Organization
ForceDepletion_Title,P=Eliminate members of the Nine Tails Organization
ForceDepletion_Unlawful_LongDesc,P=Eliminate members of any Private Security
ForceDepletion_Unlawful_ShortDesc,P=Eliminate members of any Private Security
Frontend_Add=Add Friends
Frontend_Cancel_Friend_Invite=Cancel Invite
Frontend_CheckboxEquip=Equip Rental Item
Frontend_CheckboxRenew=Auto-Renew
Frontend_CompareItem=Compare Item
Frontend_CompareShip=Compare Ship
Frontend_ConfirmRental=Confirm Rental
Frontend_Contacts=Friends
Frontend_Context_AbleJoinContact=Join Friend
Frontend_Context_AbleJoinParty=Join Party
Frontend_Context_NotAbleJoinContact=Cannot Join (Server Full)
Frontend_Context_NotAbleJoinParty=Cannot Join (Server Full)
Frontend_Continue=Continue Last Save
Frontend_DeleteAll=Clear Inactive
Frontend_Equip=Equip Item
Frontend_Equipped=Equipped
Frontend_Error=Error
Frontend_ExtendRental=Extend Rental
Frontend_FirstSpawn_Cancel=Select Different Location
Frontend_FirstSpawn_Confirm=Confirm
Frontend_FirstSpawn_Warning=This location will become your primary residence. \nAre you sure about this?
Frontend_IsLeader=(Leader)
Frontend_ItemRented=Item Rented
Frontend_ItemSelectionText=Select an item from the left to view its details.
Frontend_Join_Party_Session=Join Leader
Frontend_LabelCost=Cost /week:
Frontend_LabelCurrentBalance=Current Balance:
Frontend_LabelCurrentQuantity=Quantity
Frontend_LabelFinalBalance=Final Balance:
Frontend_LabelQuantity=Quantity:
Frontend_LabelRentalPeriod=Rental Period:
Frontend_LevelSelect=Level Select
Frontend_LoadSave=Load Save
Frontend_Login_CharactersUpdate=Character Retrieval and Readiness
Frontend_Login_Concat=%ls\n%ls
Frontend_Login_EntitlementUpdate=Entitlement Processing
Frontend_Login_Error_During=This was encountered during the phase of %ls
Frontend_Login_Phase_Character_Retrieval=Character Retrieval
Frontend_Login_Phase_Entitlement=Entitlement
Frontend_Login_Phase_Initiation=Initiation
Frontend_Login_Phase_Legacy=Hub Authentication
Frontend_Login_Phase_Queue=Queue
Frontend_Login_QueueUpdate=You're in the login queue %S.\nYou're in position %u\nETA: Less than a minute.
Frontend_Login_QueueUpdate_Hours=You're in the login queue %S.\nYou're in position %u\nETA: %u hours %u minutes.
Frontend_Login_QueueUpdate_Long=You're in the login queue %S.\nYou're in position %u\nETA: More than 5 hours.
Frontend_Login_QueueUpdate_Minutes=You're in the login queue %S.\nYou're in position %u\nETA: %u minutes.
Frontend_Login_Started=Login Started
Frontend_Login_Waiting_Repair_Reset=Your character is in repair or reset. We will resume login shortly.
Frontend_MissingFriendList_Message=To unlock your friends list, select a Primary Residence in the Persistent Universe.
Frontend_NewGame=New Game
Frontend_Notifications=Notifications
Frontend_OEM=OEM
Frontend_Options=Options
Frontend_PU_CurrentHomeBase=Primary Residence
Frontend_PU_FindingLocations=Finding Locations...
Frontend_PU_FindingSystems=Finding Systems...
Frontend_PU_HomeBaseExplained1=Please select the starting location for your character. Not only will you initially spawn here, but this location will serve as your primary residence where all your ships and items will be stored.\n\n
Frontend_PU_HomeBaseExplained2=Any future items or ships that are purchased on the website or gifted through programs like Subscriber Flair, will be delivered to this location.
Frontend_PU_LoadingHomeBase=Retrieving Residence Data...
Frontend_PU_LocationSelection=Primary Residence Selection
Frontend_PU_PlayerCurrentLocation=Current Location
Frontend_PU_ReenterPU=Enter Star Citizen Universe
Frontend_PU_SelectHome=Set As Primary Residence
Frontend_PU_SelectLocation=Select Location
Frontend_PU_SelectRegion=Select Region
Frontend_PU_SelectSystem=Select System
Frontend_PU_ServerLocation=Server Location
Frontend_PU_SubHeader=Module Selection
Frontend_PU_SubHeader_Desc=Choose an option from the following Star Citizen experiences.
Frontend_PartyInviteMessage=%S has invited you to join a party. Press ~action(ui_notification|ui_notification_accept) to join or ~action(ui_notification|ui_notification_decline) to decline.
Frontend_Presence_AC=In Arena Commander
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Frontend_RentalPricePeriod=/week
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Frontend_ShipRentalHeader=Rental Ships
Frontend_ShipRented=Ship Rented
Frontend_ShipSelect=Ship Rental/Select
Frontend_ShipSelectionText=Select a ship from the left to view its details.
Frontend_SoloPlay_Warning=Your party leader has yet to launch you into a server! Do you still wish to continue?
Frontend_StarCitizen=Star Citizen
Frontend_Unequip=Unequip Item
Frontend_VisitHangar=Visit Hangar
Frontend_VisitLocation=Visit Location
Frontend_Warning=Warning
Frontend_login_queue_position=You are connected to Login Server #%i.\n\nYour current position in the queue is %i.
GLoc_Bartender_Conv_001_1,P=How can I help you?
GLoc_Bartender_Conv_001_2,P=No problem. I've got just the thing.
GLoc_Bartender_Conv_001_3,P=Things have been quiet lately, sorry.
GLoc_Bartender_Conv_001_4,P=You let me know if there's anything else I can get you.
GLoc_Bartender_Conv_001_5,P=Thirsty...
GLoc_Bartender_Conv_001_6,P=Rumors...
GarethWIP_CaveMission=CAVE MISSION
GarethWIP_CaveMissionAssa_Stanton1=CAVE MISSION ASSA STANTON1
GarethWIP_CaveMissionAssa_Stanton1b=CAVE MISSION ASSA STANTON1B
GarethWIP_CaveMissionAssa_Stanton2b=CAVE MISSION ASSA STANTON2B
GarethWIP_CaveMissionBounty_Stanton1=CAVE MISSION BOUNTY STANTON1
GarethWIP_CaveMissionBounty_Stanton1b=CAVE MISSION BOUNTY STANTON1b
GarethWIP_CaveMissionBounty_Stanton2b=CAVE MISSION BOUNTY STANTON2b
GarethWIP_CaveMissionClearAll_Stanton1=CAVE MISSION CLEAR ALL STANTON1
GarethWIP_CaveMissionClearAll_Stanton1b=CAVE MISSION CLEAR ALL STANTON1B
GarethWIP_CaveMissionClearAll_Stanton2b=CAVE MISSION CLEAR ALL STANTON2B
GarethWIP_CaveName=Cave
Gathering_Desc=Gather some things. Might be crates, might be data. Who knows?! [WIP]
Gathering_MissionGiver=The Gathering Gang [WIP]
Gathering_Objective_01_Long=First Objective Long [WIP]
Gathering_Objective_01_Short=First Objective Short [WIP]
Gathering_Objective_02_Long=Second Objective Long [WIP]
Gathering_Objective_02_Short=Second Objective Short [WIP]
Gathering_Objective_02_Timer=Download Remaining: %ls [WIP]
Gathering_Title=A Gathering Mission [WIP]
GenResponse_LookingForMoreWork=Got any more work?
GenResponse_LookingForWork=I'm looking for work.
GenResponse_cant_right_now=I can't right now.
Gen_NPC_Conv_0001_1,P=Line 1: blah blah blah
Gen_NPC_Conv_0001_2,P=Line 2: blah blah blah
Gen_NPC_Conv_0002_1,P=Line 1: blah blah blah
Gen_NPC_Conv_0002_2,P=Line 2: blah blah blah
Gen_NPC_Conv_0003_1,P=Line 1: blah blah blah
Gen_NPC_Conv_0003_2,P=Line 2: blah blah blah
Gen_NPC_Conv_0004_1,P=Line 1: blah blah blah
Gen_NPC_Conv_0004_2,P=Line 2: blah blah blah
GenericLanding2_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_6,P=I'm sorry, you have insufficient credits to land.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_1,P=I'm sorry. Your regtags have been flagged for protocol violations. You are prohibited from landing at this facility.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_2,P=Stand by while we check for available hangar space.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_3,P=Landing Pad assigned.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_4,P=The owners of this facility have implemented a mandatory landing fee.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_5,P=Payment accepted.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_6,P=I'm sorry, you have insufficient credits to land.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_7,P=All of our landing pads are currently full. Please hold for pad assignment.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_8,P=I'm sorry. Your vessel exceeds the size limitations for our hangars.
GenericLanding_Encouragement_1,P=Please exit the hangar in a timely fashion. Thank you.
GenericLanding_Encouragement_2,P=You are clear to launch.
GenericLanding_Encouragement_3,P=Stop by the main office for information about fuel, repair and restocking services.
GenericLanding_Encouragement_4,P=Please request ships using the landing terminal.
GenericLanding_HangarIsMarkedOnThePlayersHud_1,P=Please proceed to assigned landing bay.
GenericLanding_HangarIsMarkedOnThePlayersHud_2,P=Stand by for EDL tractor assist.
GenericLanding_HangarIsMarkedOnThePlayersHud_3,P=Landing complete. Have a pleasant stay.
GenericLanding_IfHangarSpaceIsAvailable_1,P=Your ship has been delivered to the following landing bay.
GenericLanding_IfHangarSpaceIsNotAvailable_1,P=I'm sorry, we have no available landing bays. Your request has been processed and your ship will be delivered in the next available hangar.
GenericLanding_IfHangarSpaceIsNotAvailable_2,P=Request denied due to outstanding landing fees.
GenericLanding_IfHangarSpaceIsNotAvailable_3,P=Thank you and please visit again.
GenericLanding_IfPlayerKeepsGriefingLandingIsRevoked_1,P=Due to repeated violations of hangar safety protocols, your landing privileges have been revoked.
GenericLanding_IfThePlayerAndCrewAreLingeringInTheHangar_1,P=All personnel are expected to vacate hangar as soon as possible to accommodate fellow travellers.
GenericLanding_OncePlayerHasSelectedAShip_1,P=Standby, retrieving ship info.
GenericLanding_OverComms_1,P=Hello and thank you for contacting EDL landing assist.
GenericLanding_PlayerIsBlockingTheFlightLane_1,P=Warning. You are blocking an active flight lane. Please vacate the vicinity.
GenericLanding_PlayerIsBlockingTheFlightLane_2,P=Warning. You are in violation of hangar safety protocols.
Goss=Goss System
Goss1=Goss I
Goss1_Desc=The abundant farmlands that cover most of this planet's massive mono-continent are used to exclusively feed the large population on neighboring planet, Cassel. \n
Goss2=Cassel
Goss2_Desc=Hundreds of millions of tourists from all over the universe come to visit the beautiful coastlines of this biodiverse world. \n
Goss3=Goss III
Goss3_Desc=Access to this large sub-tropical world is restricted to those who receive clearance from the military base on its surface. \n
Goss_Desc=Generally regarded as one of the most visually stunning parts of the Empire, Goss is a binary star system situated near the massive stellar phenomenon known as the Olympus Pool. Consequently, the bulk of the system's economy comes from tourism, but Gossians pride themselves on being self sufficient as the system produces its raw materials internally, mining and harvesting resources on their own.\n
Goss_JumpPoint_Helios=Goss - Helios Jump Point
Goss_JumpPoint_Helios_Desc=This jump point connects Goss to the Helios system.
Goss_JumpPoint_Osiris=Goss - Osiris Jump Point
Goss_JumpPoint_Osiris_Desc=This jump point connects Goss to the Osiris system which is protected by the Fair Chance Act.
Goss_JumpPoint_Tayac=Goss - Tayac Jump Point
Goss_JumpPoint_Tayac_Desc=This jump point connects Goss to the Tayac system.
Goss_JumpPoint_Terra=Goss - Terra Jump Point
Goss_JumpPoint_Terra_Desc=This jump point connects Goss to the Terra system.
Goss_JumpPoint_Tyrol=Goss - Tyrol Jump Point
Goss_JumpPoint_Tyrol_Desc=This jump point connects Goss to the unclaimed Tyrol system.
Goss_Star1=Goss A
Goss_Star1_Desc=A class-K main sequence star that is part of a binary pairing with Goss B.
Goss_Star2=Goss B
Goss_Star2_Desc=A class-K main sequence star that is part of a binary pairing with Goss A.
GraceWarnings_NoFly_001=Restricted Area, Alter Flight Path
GraceWarnings_NoFly_002=No Public Access, Change Course Now
GraceWarnings_Trespassing1stDegree_001=Government Property, No Trespassing
GraceWarnings_Trespassing1stDegree_002=WARNING: Felony Trespassing, Leave Now
GraceWarnings_Trespassing_001=Private Property, Please Leave
GraceWarnings_Trespassing_002=Trespassers Will Be Prosecuted, Vacate Now
GraceWarnings_Velocity_001=Halt Current Velocity: %im/s
Greeter_EndConversation=That's All
Greeter_RequestInfo_City=Ask About the City
Greeter_RequestInfo_Greeter=Ask About the Greeter
Greeter_RequestInfo_Location=Ask About the Location
Greeter_RequestInfo_Planet=Ask About the Planet
Greeter_RequestJoke=Ask for Joke
GrimhexLanding_Approaching,P=Helloooo and wellll-come to-Grim HEX!Would youuuuuu like to land?
GuideStarTaxi_Allies=Silver Leaf Society
GuideStarTaxi_RepUI_Area=UEE
GuideStarTaxi_RepUI_Description=GuideStar began life as a service that would rent private ships that were stored in ASOP, so that owners could offset storage costs. The program did not prove as popular as GuideStar's secondary service of offering a safe and secure ride share program matching people in the need of transportation to available pilots. Today, the company has thousands of verified contractors across all systems in the UEE who affordably shuttle millions of passengers.
GuideStarTaxi_RepUI_Focus=Livery Services
GuideStarTaxi_RepUI_Founded=2912
GuideStarTaxi_RepUI_Headquarters=Fujin City, Saisei, Centauri System
GuideStarTaxi_RepUI_Leadership=Taj Walburn, CEO
GuideStarTaxi_RepUI_Name=GuideStar Taxi
GuideStarTaxi_Rivals=Sidekick Shuttles
Hadrian=Hadrian System
Hadrian1=Hadrian I
Hadrian1_Desc=A gas planet with a rocky core, Hadrian I's atmosphere is too volatile to terraform.\n
Hadrian2=Hadrian II
Hadrian2_Desc=A Class III gas giant, Hadrian II is a featureless blue globe.
Hadrian3=The Watcher
Hadrian3_Desc=Nicknamed "the Watcher" thanks to the large dark spot in the planet's otherwise pale color, Hadrian III is a massive ice giant on the fringe of the system.\n
Hadrian_AsteroidBelt1=Hadrian Belt Alpha
Hadrian_AsteroidBelt1_Desc=Located near a jump point, there are still some undetonated anti-ship mines lurking about in here lingering from the cold war. As such, the asteroids were never mined, so daring miners will risk it. A path between the Terra jump point and the remaining jumps was cleared through the belt (buoys were placed to make sure people stayed on the path).\n
Hadrian_Desc=Known as "No Man's Land", Hadrian's location near Xi'an space made it a militarily strategic system during the cold war. Now it is famous for being a main shipping checkpoint between the UEE and Xi'an Empire. Travelers are advised to stay in the system's safe space lanes, which are demarcated by buoys. Those who ignore the space lanes are liable to encounter unexploded anti-ship mines left over from the cold war.\n
Hadrian_Flotilla=Kedsu Reef
Hadrian_Flotilla_Desc=On the lagrange point of Hadrian II, there's a mini-mall cluster of former military stations that have been converted into a massive bazaar. Some newer trade stations have opened in recent years as the site has become a mecca of trade to the Xi'an.
Hadrian_JumpPoint_Castra=Hadrian - Castra Jump Point
Hadrian_JumpPoint_Castra_Desc=This jump point connects Hadrian to the Castra system.
Hadrian_JumpPoint_Gurzil=Hadrian - Gurzil Jump Point
Hadrian_JumpPoint_Gurzil_Desc=This jump point connects Hadrian to the Gurzil system.
Hadrian_JumpPoint_Kiel=Hadrian - Kiel Jump Point
Hadrian_JumpPoint_Kiel_Desc=This jump point connects Hadrian to the Kiel system.
Hadrian_JumpPoint_Oya=Hadrian - Oya Jump Point
Hadrian_JumpPoint_Oya_Desc=This jump point connects Hadrian to the Oya system.
Hadrian_JumpPoint_Pyro=Hadrian - Pyro Jump Point
Hadrian_JumpPoint_Pyro_Desc=This jump point connects Hadrian to the unclaimed Pyro system.
Hadrian_JumpPoint_Terra=Hadrian - Terra Jump Point
Hadrian_JumpPoint_Terra_Desc=This jump point connects Hadrian to the Terra system.
Hadrian_Star=Hadrian
Hadrian_Star_Desc=A class-M red giant star.
Heads_Male_01=Face 01
Heads_Male_02=Face 02
Heads_Male_03=Face 03
Heads_Male_04=Face 04
Heads_Male_05=Face 05
Heads_Male_06=Face 06
Heads_Male_07=Face 07
Heads_Male_08=Face 08
Heads_Male_09=Face 09
Hints_ADS1=Use ~action(player|zoom) to aim down the weapon sights.
Hints_ADSContext01=To hold breath use ~action(player|stabilize).\nTo zoom in and out use ~action(player|zoom_in) / ~action(player|zoom_out).
Hints_ADSContext01_Gamepad=To hold breath use ~action(player|stabilize).\nTo zoom use ~action(player|zoom_in_out).
Hints_ASOP1=Vehicle Selector Kiosks allow you to retrieve any of your owned ships using the Fleet Manager.\nFind them in the center of Deck 1.
Hints_ASOP2=Pass through an Airlock to reach the landing pads.\nFollow the AR waypoint on your visor to locate your ship.
Hints_ASOP3=Activate the Vehicle Selector Kiosk with Interaction Mode (~action(player_choice|pc_interaction_mode)).\nNavigate the Fleet Manager and select 'Retrieve' on the ship you wish to use.
Hints_ASOP_Title=Vehicle Retrieval
Hints_ATC1=You should be careful and request landing permission when arriving at a station.\nNavigate your MFD screen to COMMS via the Menu tab.
Hints_ATC2=Select the Comms icon next to the landing service to make the request.
Hints_ATC3=Select the Comms icon next to the landing service to request take-off.
Hints_ATC_Title=Air Traffic Control (ATC)
Hints_ActorStatusBleeding_Title=Player Status - Bleeding
Hints_ActorStatusBuffApplied=A "+" or "-" symbol next to a HUD icon represents an active buff or debuff is being applied to that system.
Hints_ActorStatusBuff_Title=Player Status - Buffs and Debuffs
Hints_ActorStatusClothingChanged=Some armor and clothing can protect the wearer from temperature ranges above or below the standard.\nThese items will have the applicable temperature ratings listed in their description.
Hints_ActorStatusCorpseMarkerShown=Your previous body, and any items on it, can be found at the Corpse AR marker. \nTo permanently dismiss this marker, open the Personal Inner Thought menu ~action(player_choice|pc_personal_thought) and navigate to Actions, Player and select the action: Dismiss Corpse Marker.
Hints_ActorStatusCorpseMarkerShown_Title=Corpse Retrieval
Hints_ActorStatusDeadlyInjuryStarted=You have received a severe injury.\nUse medications to relieve symptoms, and a Tier 1 Medical Bed to fully treat any issues.
Hints_ActorStatusDigestionAbsorptionEmpty=As your Nutrition and Hydration levels decrease, you will eventually begin to suffer negative effects.\nBe sure to eat and drink regularly to avoid becoming hungry and thirsty.
Hints_ActorStatusDownedEnter=While incapacitated, the 'Time to Death' timer counts down how long until you expire.\nTo be revived, ask others in your party, in chat, or through rescue service beacons ~action(player|downedRevivalRequest) for help.
Hints_ActorStatusDowned_Title=Incapacitated
Hints_ActorStatusEating_Title=Player Status - Eating & Drinking
Hints_ActorStatusEffectArmsLockCannotClimbLadder=You cannot climb ladders while your arms are experiencing Partial Paralysis. \nTreat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockCannotMantle=You cannot mantle while your arms are experiencing Partial Paralysis. \nTreat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockCannotSteerShip=You cannot pilot ships while your arms are experiencing Partial Paralysis. \nTreat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockCannotTakeDown=You cannot perform a take down while your arms are experiencing Partial Paralysis. \nTreat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockCannotUseMountedGun=You cannot use a mounted gun while your arms are experiencing Partial Paralysis. \nTreat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockCannotUseTrolley=You cannot use a trolley while your arms are experiencing Partial Paralysis. \nTreat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockDropItem=Some objects are too heavy to carry while your arms are experiencing Partial Paralysis. \nTreat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockLowerWeapon=You cannot raise weapons while your arms are experiencing Partial Paralysis. \nTreat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockStart=You arms are experiencing Partial Paralysis. \nTreat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectBleedStart=You are bleeding and will continue to lose health over time.\nUse a coagulant like Hemozal to reduce the effects.
Hints_ActorStatusEffectProneLockStart=Your legs are experiencing Partial Paralysis. \nTreat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusFoodDrinkItemHeld=When you have a food or drink equipped, use Left Mouse Button to take a bite or sip.\nTo continue drinking your beverage, hold Left Mouse Button.
Hints_ActorStatusFoodDrinkItemInInventory=To view food and drink items you are carrying, open your personal inventory menu.\nFrom there you select to either consume or drop items.
Hints_ActorStatusHospitalEnter=To gain access to a medical bed, use a lobby check-in terminal to receive a medical room assignment.
Hints_ActorStatusHospitalRoomReserved=If you need help navigating to your medical room assignment, check nearby signs for directions.\nSome rooms may be on a different floor and require the use of an elevator.
Hints_ActorStatusHospital_Title=Hospitals & Clinics
Hints_ActorStatusHungerThirstDamageStarted=Warning: When Nutrition and Hydration levels are too low, you will take damage and eventually become unconscious. \nEat and drink to replenish your levels and stabilize your health.
Hints_ActorStatusHungerThirstDeath=Your severely low Nutrition and Hydration levels have rendered you unconscious.\nThese levels drain over time. Remember to eat and drink to replenish them and maintain your health.
Hints_ActorStatusHungerThirstFull=When Nutrition and Hydration levels are full you are no longer able to gain the full effect of any items consumed.\nConsider saving items until you are hungry or thirsty.
Hints_ActorStatusHungerThirstStatusStarted=Your Nutrition and / or Hydration levels are low enough that you are beginning to suffer ill effects.\nAvoid additional consequences and consume food and drinks as soon as possible to restore your levels.
Hints_ActorStatusHunger_Title=Player Status - Hunger & Thirst
Hints_ActorStatusHyperthermiaDamageStarted=Your body temperature is too high and you are taking damage from hyperthermia.\nUrgently seek shelter from the heat or equip clothing and armor graded to withstand this temperature range.
Hints_ActorStatusHyperthermiaStarted=You are too hot and hyperthermia is beginning to set in.\nSeek shelter from the heat or equip clothing and armor graded to withstand this temperature range.
Hints_ActorStatusHypothermiaDamageStarted=Your body temperature is too high and you are taking damage from hypothermia.\nUrgently seek shelter from the cold or equip clothing and armor graded to withstand this temperature range.
Hints_ActorStatusHypothermiaStarted=You are too cold and hypothermia is beginning to set in.\nSeek shelter from the cold or equip clothing and armor graded to withstand this temperature range.
Hints_ActorStatusInjuryMinor_Title=Player Status - Minor Injury
Hints_ActorStatusInjuryModerate_Title=Player Status - Moderate Injury
Hints_ActorStatusInjurySevere_Title=Player Status - Severe Injury
Hints_ActorStatusInjuryStarted=You have received a minor injury.\nUse medications to relieve symptoms, and a Tier 3 Medical Bed to fully treat any issues.
Hints_ActorStatusIntoxicatedEnter=An elevated Blood Drug Level can cause feelings of intoxication, making getting around on foot or piloting a vehicle difficult and potentially dangerous.
Hints_ActorStatusIntoxicated_Title=Blood Drug Level (BDL)
Hints_ActorStatusMajorInjuryStarted=You have received a moderate injury.\nUse medications to relieve symptoms, and a Tier 2 Medical Bed to fully treat any issues.
Hints_ActorStatusMedBedEnter=The bed has automatically restored your health, cleared any active medications, and reset your BDL.\nUse the Treatment tab to heal injuries (depending on their tier) or relieve symptoms. The Medication tab is for finer medication adjustments.
Hints_ActorStatusMedBed_Title=Medical Bed
Hints_ActorStatusOverdoseEnter=A very high Blood Drug Level (BDL) will lead to an overdose, which can leave you stunned and losing health, eventually becoming incapacitated. \nBefore the point of incapacitation, BDL will lower naturally over time. A dose of Resurgia can speed the processs and clear your stunned status.
Hints_ActorStatusOverdose_Title=Overdose
Hints_ActorStatusPartialParalysis_Title=Player Status - Partial Paralysis
Hints_ActorStatusRegenerationLocation_Title=Regeneration - Location
Hints_ActorStatusRespawnCriminal=Because of your current CrimeStat, you have been regenerated at the nearest facility outside of the UEE's jurisdiction.
Hints_ActorStatusRespawnCriminal_Title=Regeneration - CrimeStat
Hints_ActorStatusRespawnLocationSet=To reset your preferred regeneration location to your default primary residence, use a terminal at any medical bed or insurance office. \nAll terminals have this option, there is no need to travel to your primary residence to set this.
Hints_ActorStatusRespawnMedBed=To select a preferred regeneration location, use the terminals available at medical beds or insurance offices. \nBy default, you will regenerate at the location of your primary residence.
Hints_ActorStatusRespawnPrison=Due to your current CrimeStat, local authorities have incarcerated you after regeneration.
Hints_ActorStatusRespawnPrison_Title=Regeneration - Prison
Hints_ActorStatusTemperatureAboveMaxResistance=Your active loadout isn't suitable for the current climate and you are at risk of hyperthermia.\nSeek shelter from the heat or equip clothing and armor graded to withstand this temperature range.
Hints_ActorStatusTemperatureBelowMinResistance=Your active loadout isn't suitable for the current climate and you are at risk of hypothermia.\nSeek shelter from the cold or equip clothing and armor graded to withstand this temperature range.
Hints_ActorStatusTemperatureDeath=Remember to wear clothing or armor with a temperature rating appropriate for the environment you are in.\nIf the environment is too hot or cold, you will eventually suffer negative effects until you are knocked unconscious.
Hints_ActorStatusTemperature_Title=Player Status - Temperature
Hints_ActorStatusWearingHelmetConsume=You must remove your helmet to consume food or drink.
Hints_ActorStatusWeatherLocomotionEntered=Be aware that strong winds can severely drop temperatures and make it difficult to move.\nHave equipment ready in case a storm breaks out, and wear a helmet to protect your head if needed.
Hints_ActorStatus_PITMenuDrugs=To review a full list of active medications, their duration, and what symptoms they're relieving, use the Personal Inner Thought menu (~action(player_choice|pc_personal_thought)).\nYou will also be able to see a full list of all injuries, symptoms, and their severity.
Hints_ActorStatus_PITMenuDrugs_Title=Medication
Hints_ActorStatus_PITMenuInjury=To review a full list of your current injuries, symptoms, and their severity, use the Personal Inner Thought menu (~action(player_choice|pc_personal_thought)).\nYou will also be able to see the effect duration of any medications and the symptoms they are temporarily relieving.
Hints_ActorStatus_PITMenuInjury_Title=Injuries
Hints_Airlocks_Title=Airlocks
Hints_BodyDrag_DropBody=To release the body, use Interaction Mode and select “Drop Body.”\nPerforming certain actions like sprint, jump, crouch, or using two-handed items will automatically drop the body.
Hints_BodyDrag_Title=Body Dragging
Hints_BodyDrag_WhilstDragging=Move at a walking pace to drag the body along with you.\nYou may use one-handed weapons without detaching from the body.
Hints_Camera1=Press ~action(spaceship_view|v_view_cycle_fwd) to cycle through camera views.
Hints_Camera1_Title=Camera
Hints_Cargo_Align=To begin the Cargo Transfer process, align your ship within the loading area and hold your position. Any subsequent movement will interrupt the process. If you fail to report to the loading area in time and your slot is revoked, contact Cargo Services for a new deck assignment.
Hints_Cargo_Align_Title=Cargo Transfer - Alignment
Hints_Cargo_Collect=Ships like the Hull C require external loading and unloading through the Cargo Transfer system. Contact Cargo Services to be assigned an open cargo deck where you can receive your purchased cargo.
Hints_Cargo_Collect_Title=Cargo Transfer - Purchases
Hints_Cargo_Deliver=Ships like the Hull C require external loading and unloading through the Cargo Transfer system. Contact Cargo Services to be assigned an open cargo deck where you can unload your cargo. Your payment will be transferred to your account after the transfer is complete.
Hints_Cargo_Deliver_Title=Cargo Transfer – Sold Items
Hints_Cargo_Forfeit=If you exit the loading area before finishing the Cargo Transfer process you will need to contact Cargo Services to resume the process. If you depart entirely, your transaction will be cancelled and any remaining cargo that hasn’t been claimed will be forfeited.
Hints_Cargo_Forfeit_Title=Cargo Transfer - Interruptions
Hints_Cargo_Hail=To begin transferring cargo after initiating a transaction, contact Cargo Services from the Commlink in your mobiGlas or the Comm’s menu on your ship’s multi-function displays (MFDs) to be assigned an open loading area.
Hints_Cargo_Hail_Title=Cargo Services
Hints_Cargo_Interrupt_Transfer=The Cargo Transfer process can be interrupted by several variables including: moving or exiting your ship, retracting the cargo spindles, or an obstruction to the loading area.
Hints_Cargo_Interrupt_Transfer_Title=Cargo Transfer – Interruptions
Hints_Cargo_Invalid_Ship=Cargo Services can only accommodate larger vehicles that support exterior loading, such as the Hull series of ships.
Hints_Cargo_Invalid_Ship_Title=Cargo Services – Vehicle Size
Hints_Cargo_Loading_Revoked=If you fail to report to your assigned cargo deck in a timely manner your loading area will be revoked. Contact Cargo Services for a new deck assignment.
Hints_Cargo_Loading_Revoked_Title=Cargo Transfer - Revoked
Hints_Cargo_Spindles=To load cargo onto the Hull series of ships, the cargo spindles must be extended.
Hints_Cargo_Spindles_Title=Cargo Spindles
Hints_Chat1=Open and close Chat with ~action(default|toggle_chat).\nPress ~action(default|focus_on_chat_textinput) to start typing.
Hints_Chat_Title=Chat
Hints_Combat1=Press and hold ~action(player|holster) to holster weapons.
Hints_Combat2=If you have ammo reserves, pressing ~action(player|reload) will reload your equipped weapon. 
Hints_Combat3=Use ~action(player|selectpistol) to select your sidearm. ~action(player|selectprimary) and ~action(player|selectsecondary) will select equipped primary weapons. \nHold any of these to bring up the Quick Weapon Select menu.
Hints_Combat3_Gamepad=Use ~action(player|nextweapon) to equip a weapon.\nPressing ~action(player|nextweapon) will cycle weapons should you have more equipped.
Hints_Combat4=Press ~action(player|weapon_melee) to perform a melee strike with an equipped weapon.
Hints_Combat4_Gamepad=Click in ~action(player|weapon_melee) to perform a melee strike with an equipped weapon.
Hints_Combat_Title=Combat
Hints_Contacts1=Open and Close the CommLink App with ~action(default|toggle_contact).
Hints_Contacts_Title=Contacts
Hints_Criminality1=You have gained a CrimeStat level by committing an infraction in monitored space.\nYour current CrimeStat level is displayed in the upper right of your visor.
Hints_Criminality2=The higher your CrimeStat level, the more hostility you'll encounter from local Security.
Hints_Criminality3=Your CrimeStat level is one of the factors that determines which missions are available to you.\nAvoiding trouble will allow your level to dissipate over time, but there are also ways to clear it entirely...
Hints_Criminality_Title=CrimeStat
Hints_CryAstro1=For a price, your Spaceship's damage, fuel (Regular and Quantum) and ammo supplies can be fixed and topped up at CryAstro.
Hints_CryAstro2=Find an available landing platform to land on to start your transaction.
Hints_CryAstro_Title=Cry Astro
Hints_EVA1=In Zero-G, use ~action(zero_gravity_eva|eva_strafe_forward), ~action(zero_gravity_eva|eva_strafe_back), ~action(zero_gravity_eva|eva_strafe_left) and ~action(zero_gravity_eva|eva_strafe_right) to strafe forward, back, left and right.
Hints_EVA1_Axis=In Zero-G, use ~action(zero_gravity_eva|eva_strafe_longitudinal) to strafe forward and back and ~action(zero_gravity_eva|eva_strafe_lateral) to strafe left and right.
Hints_EVA2=~action(zero_gravity_eva|eva_strafe_up) and ~action(zero_gravity_eva|eva_strafe_down) strafe up and down.\n~action(zero_gravity_eva|eva_roll_left) and ~action(zero_gravity_eva|eva_roll_right) roll left and right.
Hints_EVA2_Axis=~action(zero_gravity_eva|eva_strafe_vertical) strafe up and down.\n~action(zero_gravity_eva|eva_roll) roll left and right.
Hints_EVA_Title=Zero-G (EVA)
Hints_Emergency_Treatment_Title=Emergency Treatment
Hints_EnterBedNoPlayersNear=Logging Out\nWhen no other people are in the area, your ship will despawn from the server
Hints_EnterBedNotPlayersShip=Logging Out\nYou'll respawn on another player's ship if it is available on the server\nOtherwise, you'll respawn at the last station you stored a ship at
Hints_EnterBedPlayersNear=Logging Out\nWhen people are nearby, your ship remains on the server for a short time\nDuring this time there is a risk of it being destroyed or stolen
Hints_EnterBedPlayersOnShip=Logging Out\nIf there are people aboard, your ship will not despawn until it is empty\nDuring this time there is a risk of it being destroyed or stolen
Hints_Exit_Bed_Title=Exit Bed
Hints_FPSHarvesting_Collection_Title=FPS Harvesting - Collection
Hints_FPSHarvesting_OnFPSHarvestableItemInHandBackpackNotFull=You have successfully harvested an item! \nTo add it to your personal inventory, interact with the item and choose to store it.
Hints_FPSHarvesting_OnHarvestableItemLootedIntoBackpack=Items that you collect and store in your inventory can be sold at various locations. To maximize your potential profits, consider continuing collecting until your inventory is completely full.
Hints_FPSHarvesting_OnHarvestableStowed=You have successfully collected and stored an item. \nCollected mineables and harvestables can be sold at trading consoles for profit.
Hints_FPSHarvesting_OnPlayerLooksAtFPSHarvestableItemBackpackNotFull=You have found a harvestable item. To collect it, simply interact with it.
Hints_FPSHarvesting_OnPlayerLooksAtFPSHarvestableItemNoBackpack=You have found a harvestable item but you don't have an armor with an inventory equipped. You cannot store this item without one.
Hints_FPSMining_Collection_Title=FPS Mining - Collection
Hints_FPSMining_Deposits_Title=FPS Mining - Deposits
Hints_FPSMining_Fracturing_Title=FPS Mining - Fracturing
Hints_FPSMining_OnPlayerBackpackFull=Your inventory is full. You cannot store any more shards until you empty it or sell its contents.
Hints_FPSMining_OnPlayerFinishedScanningRock=Once scanned, prepare the deposit for collection by fracturing it with your mining tool. \nPress ~action(player|attack1) to begin charging the rock with energy.
Hints_FPSMining_OnPlayerLooksAtFPSRock=You have found a deposit suitable for harvesting. \nTo collect the valuable shards, the rock will first need to be fractured with energy from a mining tool.
Hints_FPSMining_OnPlayerOwningMiningTool=This mining tool allows for the collection of valuable materials from smaller ore deposits too delicate to be harvested by larger mining vehicles.
Hints_FPSMining_OnPlayerSelectingMiningTool=To find deposits suitable for use with the mining tool, search caves, moons, planets, and asteroids for rocks embedded with crystals.
Hints_FPSMining_OnPlayerShootMiningToolAtEnvironment=Trying to use the tool for anything other than mining will have little effect. Find a suitable ore deposit to use the tool properly. 
Hints_FPSMining_OnPlayerStartMining=Use MMBWheel to throttle the power output of the mining tool and keep the rock's energy level in the green optimal zone. \nHigher instability deposits will have a more chaotic power transfer. Higher resistance rocks will require more energy.  
Hints_FPSMining_OnPlayerTargetsFPSRock=To scan an ore deposit, switch your mining tool to ADS mode. \nThe compositional details provided are critical to successful mining.
Hints_FPSMining_OnRockEnterDangerZone=Careful. Overcharging a rock can result in a dangerous and even lethal explosion.
Hints_FPSMining_OnRockEnterOptimalZone=Once a deposit has been charged with the optimal amount of energy for enough time, they will soon fracture.
Hints_FPSMining_OnRockSuccessfulyFractured=Now that the rock has been fractured, interact with the shards to store them in your personal inventory.
Hints_FPSMining_OnShardLootedIntoBackpack=Shards that you collect and store in your inventory can be sold at various locations. \nTo maximize your potential profits, consider continuing collecting until your inventory is completely full.
Hints_FPSMining_Scanning_Title=FPS Mining - Scanning
Hints_FPSMining_Title=FPS Mining
Hints_FPSMining_Tool_Title=FPS Mining Tool
Hints_ForceReaction_KnockDown_FirstTime=Large impacts can knock you prone. Press or hold ~action(player|zoom) mid-fall to recover and gain weapon control sooner.
Hints_ForceReaction_KnockDown_Title=Force Reaction - Knockdowns
Hints_Fuel1=Your fuel is low. If your spaceship has fuel intakes, limit your maneuvering to refill over time.\nAlternatively, park at a pad or hangar and use your vehicle maintenance mobi-app from the pilot’s seat.
Hints_Fuel2=Quantum Travel Fuel is low.\nTo refill, park at a pad or hangar and use your vehicle maintenance mobi-app from the pilot’s seat.
Hints_Fuel3=Your Hydrogen Fuel is low\nIf your spaceship has fuel intakes, limit your maneuvering to refill over time.\nAlternatively, collect a fuel pickup.
Hints_Fuel_Title=Fuel
Hints_Green_Zone1=You have left the confines of the Armistice Zone and entered open space. \nThe combat restrictions of the Armistice Zone are no longer in effect.
Hints_Green_Zone_Title=Exiting Armistice Zone
Hints_Grenades_Indicator_Title=Grenades – Indicator
Hints_Grenades_Priming_Title=Grenades – Priming
Hints_Grenades_Title=Grenades
Hints_Heal1=Your health is low. If you have a MedPen in your inventory, press or hold ~action(player_choice|pc_qs_consumables) to equip it.\nOnce equipped, press ~action(player|consume) to heal. You can purchase more MedPens from shops.
Hints_Heal2=Your health is low. If you have a MedPen in your inventory, press or hold ~action(player_choice|pc_qs_consumables) to equip it.\nOnce equipped, press ~action(player|consume) to heal. You can purchase more MedPens from shops.
Hints_Heal_Title=Heal
Hints_Hint_System1=You can disable the Hints at any time via the Game Settings.
Hints_Hint_System_Title=Hints
Hints_Interaction_Condition_Carry=This item is too heavy to pick up.
Hints_Interaction_Condition_Generic=Some interaction options can become unavailable based on context, and the interaction will fail. \nIf present, use the inner thought text or hint to help resolve the blocking condition.
Hints_Interaction_Condition_Helmet=You cannot use this interaction while wearing a helmet. Remove your helmet through mobiGlas and try again.
Hints_Interaction_Condition_Helmet_Consume=Remove helmet to eat or drink
Hints_Interaction_Condition_Standing=You must be standing in order to use this interaction.
Hints_Interaction_Condition_Title=Interactions
Hints_Interaction_Mode1=Tap (~action(player_choice|pc_interaction_mode)) to open doors, enter seats and activate terminals using Quick Interact.
Hints_Interaction_Mode2=Hold ~action(player_choice|pc_interaction_mode) to switch to Interaction Mode.\nInteraction points will be highlighted.
Hints_Interaction_Mode2_Gamepad=Press ~action(player_choice|pc_interaction_mode) to toggle in and out of Interaction Mode.
Hints_Interaction_Mode3=Confirm an Inner Thought selection with ~action(player_choice|pc_select).
Hints_Interaction_Mode4=Zoom in and out with ~action(player_choice|pc_zoom_in) and ~action(player_choice|pc_zoom_out).
Hints_Interaction_Mode4_Gamepad=Zoom in and out with ~action(default|ui_3d_display_zoom_toggle).
Hints_Interaction_Mode5=Hold ~action(player_choice|pc_interaction_mode) to use Interaction Mode\nConfirm an Inner Thought selection with ~action(player_choice|pc_select).
Hints_Interaction_Mode5_Gamepad=Press ~action(player_choice|pc_interaction_mode) to use Interaction Mode.\nConfirm an Inner Thought selection with ~action(player_choice|pc_select).\nPress ~action(player_choice|pc_interaction_mode) again to exit Interaction Mode.
Hints_Interaction_Mode_Title=Interaction Mode
Hints_Inventory_ClosedExternalInventoryOutOfRange=Moving too far away from a source or container will automatically close the inventory screen.\nTo reopen, move back within range of the item you wish to interact with.
Hints_Inventory_Clothing_Title=Clothing & Armor
Hints_Inventory_ContainerFull=Storage Containers have capacity limits. When full or almost full, you cannot add items that would exceed the limit.
Hints_Inventory_ContainerSizeLimits=Storage containers have size limits. Items that are too large cannot be placed inside.
Hints_Inventory_ContainerSizeLimits_Title=Storage Containers
Hints_Inventory_HomeItemAdded=A new item(s) has been added to your primary residence's local storage. \nWhen at your primary residence, the local storage can be accessed via the inventory using ~action(player_choice|pc_pit_inventory).
Hints_Inventory_HomeItemAdded_Title=New Item In Inventory
Hints_Inventory_InvalidClothingArmorEquip=Clothing and undersuits (and thus armor) cannot be equipped at the same time.
Hints_Inventory_InvalidClothingArmorEquip_Title=Clothing & Undersuits
Hints_Inventory_ItemPurchased=Your purchase has been transferred to your local storage. To access your inventory press ~action(player_choice|pc_pit_inventory).
Hints_Inventory_ItemPurchased_Title=Local Storage
Hints_Inventory_Open=Drag and drop items to transfer them between storage containers, personal, local, and vehicle storage; including any items being worn or held. \nLocal storage is only available based on your current location; while vehicle storage is only available when aboard vehicles.
Hints_Inventory_OpenInVehicle=Navigate between your personal inventory, storage containers, local storage, and vehicle storage using the tabs on the sides of the screen.
Hints_Inventory_OpenWithNoContainer=Equip clothing, armor, and backpacks to manage their storage. Visit a container, vehicle, or landing zone to manage its inventory.\nTo drop items stored in your inventory, drag them to the drop hand icon.
Hints_Inventory_SpawnPointExit=To find where your items are being stored, use the mobiGlas NikNax app (~action(player|mobiglas)).\nThis inventory manager shows and tracks all your belongings and their current whereabouts.
Hints_Inventory_SpawnPointExit_2=To manage items in your personal inventory and in local storage, press ~action(player_choice|pc_pit_inventory).\nHere you can equip and unequip items, weapons, clothing, and armor by dragging and dropping.
Hints_Inventory_Title=Inventory
Hints_Inventory_Tracking_Title=Inventory - Tracking
Hints_Inventory_UndersuitClothingIncompatible=You must be wearing an undersuit to be able to equip armor pieces. \nSince undersuits cannot be worn with clothing, you are unable to pair clothing with armor.
Hints_Inventory_VehicleDestroyed=When a vehicle is destroyed, some items stored within its storage have a chance of surviving.\nTo recover these items, search the wreckage for storage containers. (A tractor beam may be helpful.)
Hints_Inventory_VehicleEnter=Being aboard a vehicle allows you to access and manage its vehicle storage by using the inventory (~action(player_choice|pc_pit_inventory)).\nEveryone aboard has access to their own private vehicle storage. This is distinct from the vehicle's cargo space.
Hints_Inventory_VehicleStorageUsed=To find items after they've been placed into vehicle storage, use the mobiGlas NikNax app (~action(player|mobiglas)).\nThis inventory manager tracks all your belongings which can be helpful if you have items stored across multiple vehicles and locations.
Hints_Inventory_VehicleStorage_Title=Vehicle Storage
Hints_Item_Collection_Title=Item Collecting
Hints_Items1=Press ~action(player_choice|pc_qs_grenades) to grab an equipped grenade. Hold ~action(player_choice|pc_qs_grenades) to choose from the Quick Select Wheel.\nPress ~action(player|throw_overhand) to toss the grenade overarm, or press ~action(player|throw_underhand) to throw underarm.
Hints_Items1_Priming=With a grenade equipped, hold ~action(player|throw_overhand) (overarm) or ~action(player|throw_underhand) (underarm) to prime the grenade and begin a detonation countdown. \nRelease the button to throw the primed grenade before it explodes. To cancel the throw, tap ~action(player_choice|pc_interaction_mode).
Hints_Items2=Watch out for the grenade icon that indicates when a grenade has been thrown near to you.
Hints_Journal1=The Journal app is for reviewing your correspondence and collected data.
Hints_Journal_Title=Journal
Hints_KeyBindingCancelPopuUp=To cancel the key rebind press (~action(default|ui_toggle_pause))
Hints_Keybinding1=If a Hint action is UNBOUND you should remap it in the Keybinding menu\nFind the Keybinding menu in the Options.
Hints_Keybinding_Title=Keybindings
Hints_LogInBedSpawnFailGeneric=The bed you last logged out from is currently unavailable on this server.\nInstead, you have respawned at your previous location.
Hints_LogInBedSpawnFailGeneric_Title=Bed Unavailable
Hints_LoggingOut=While in your ship's bed, press ~action(player_choice|pc_interaction_mode) to see the option to log out.
Hints_LoggingOut_Title=Logging Out
Hints_LogoutAIShip=Only ships owned by a player can be used as an initial spawn location.
Hints_LogoutEnteredNoPlayersAround=When no other people are in the area, your ship will despawn from the server.
Hints_LogoutEnteredNonOwned=You can initially spawn on another player's ship if it is available on the server.\nOtherwise, your initial spawn will be at the last location you stored a ship at.
Hints_LogoutEnteredPlayersAround=When people are nearby, your ship remains on the server for a short time.\nDuring this time there is a risk of it being destroyed or stolen.
Hints_LogoutEnteredPlayersInShip=If there are people aboard, your ship will not despawn until it is empty.\nDuring this time there is a risk of it being destroyed or stolen.
Hints_LogoutShipWithinShip=Vehicles stored on another ship's landing area are not available for player spawning. 
Hints_Logout_Title=Logging Out
Hints_MFD1=Manage your ship's power, heat, weapons and shields via the interactive screens in your cockpit.\nPress ~action(default|ui_3d_display_zoom_toggle) to focus in for a closer look.
Hints_MFD2=Use Interaction Mode to switch between and manipulate the information displayed on screen.
Hints_MFD3=Take the time to get accustomed to the options available here.\nBeing able to quickly navigate these screens will be vital later.
Hints_MFD_Title=Multi-Function Displays (MFDs)
Hints_Map01=Open the Ark StarMap with ~action(vehicle_general|v_starmap).\nSet a destination here for Quantum Travel.
Hints_Map01_Gamepad=Open your mobiGlas with ~action(vehicle_general|mobiglas) to find the Ark StarMap app\nSet a destination there for Quantum Travel.
Hints_Map_Title=Maps
Hints_MedBeam_FireMode=Use ~action(player|weapon_change_firemode) to toggle between targeting yourself and other injured individuals.
Hints_MedBeam_MT_BDLCrit=The Multi-Tool Healing Attachment cannot heal targets with a Critical Blood Drug Level (BDL).
Hints_MedBeam_MT_TargetRequired=You can heal a target over a short distance using the Multi-Tool Healing Attachment.
Hints_MedBeam_MT_Title=Multi-Tool Healing
Hints_MedBeam_Medgun_AdvMode=In Advanced Mode you can adjust the drug types and dosages delivered to your target.\nUse ~action(player|zoom) + ~action(player_choice|pc_interaction_mode) + ~action(player_choice|pc_select) to interact with the dosage sliders.
Hints_MedBeam_Medgun_AdvModeButtons=Press the Auto button to automatically set the target dosages.\nPress Clear to reset the target Dosage.\n~action(player|zoom) + ~action(player_choice|pc_interaction_mode) + ~action(player_choice|pc_select)
Hints_MedBeam_Medgun_AdvModeCritBDLBypass=Advanced Mode bypasses the Critical BDL safety feature of Basic Mode and should be used with caution.\nAdministering Resurgera will reduce a target’s BDL faster over time.
Hints_MedBeam_Medgun_BDLCrit=Medical Devices cannot heal targets with a critical Blood Drug Level (BDL) when in Basic Mode.\nToggle to Advanced Mode by using ~action(player|zoom) + ~action(player_choice|pc_interaction_mode) + ~action(player_choice|pc_select) to interact with the Medical Device Display.
Hints_MedBeam_Medgun_TargetRequired=You can heal and apply drugs to a target over a short distance using a Medical Device.
Hints_MedBeam_Medgun_ToggleAdvMode=Toggle to the Advanced Mode to access more drug application options.\nUse ~action(player|zoom) + ~action(player_choice|pc_interaction_mode) + ~action(player_choice|pc_select) to interact with the Medical Device Display.
Hints_MedBeam_MedicalDeviceDosage_Title=Medical Device - Dosage
Hints_MedBeam_MedicalDeviceModes_Title=Medical Device - Modes
Hints_MedBeam_Title=Medical Beam
Hints_MedBeam_ValidTargetAcquired=Additional information regarding a target's current health status can found in the Medical Device's AR display.
Hints_MedBeam_ValidTargetAcquired_Hurt=Use ~action(player|attack1) to apply drugs to alleviate injury symptoms and improve the health of an injured target.\nNote that applying drugs will increase the target’s Blood Drug Level (BDL).
Hints_Medical_Device_Title=Medical Device
Hints_MedpenStabBlockedInGreenZone=Medical pens cannot be used to inject others while in a armistice zone.
Hints_MedpenStabBlockedInGreenZone_Title=Armistice Zone - Medication
Hints_Melee_Blocking=To successfully block, hold ~action(player|melee_block) <block>and turn to face the incoming attack.</block>
Hints_Melee_Combat_Title=Melee Combat
Hints_Melee_ComboAttacks=To perform combinations, alternate left and right attacks.
Hints_Melee_Dodging=To dodge attacks, double tap ~action(player|melee_dodgeLeft), ~action(player|melee_dodgeRight)<dodge1>&nbsp;<dodge2>or ~action(player|melee_dodgeBack)<dodge3> to quickly step left, right or backwards.</dodge3></dodge2></dodge1>
Hints_Melee_EquipFists=Press ~action(player|selectUnarmedCombat) to raise your fists and enter a fighting-ready stance.<fists></fists>
Hints_Melee_HeavyHaymaker=To throw a Haymaker, hold the alternate ~action(player|melee_AttackHeavyLeft) or ~action(player|melee_AttackHeavyRight) after performing a Jab.
Hints_Melee_HeavyHook=To throw a heavy Hook, hold ~action(player|melee_AttackHeavyLeft) or ~action(player|melee_AttackHeavyRight).<left><right></right></left>
Hints_Melee_KnifeEquip=Press ~action(player|selectMeleeWeapon) to equip your combat knife.
Hints_Melee_KnifeHeavy=To perform a heavy stab, hold ~action(player|melee_AttackHeavyLeft) or ~action(player|melee_AttackHeavyRight).
Hints_Melee_KnifeLight=To perform a quick slash, tap ~action(player|melee_AttackLightLeft) or ~action(player|melee_AttackLightRight).
Hints_Melee_LightAttacks=To throw a quick Jab, tap ~action(player|melee_AttackLightLeft) or ~action(player|melee_AttackLightRight).<left><right></right></left>
Hints_Melee_Stun=When hit by fists you will suffer stun damage. This is not lethal, but get hit too much and you will be knocked down.
Hints_Melee_TakedownFists=Press ~action(player|weapon_melee) for a non-lethal takedown.
Hints_Melee_TakedownGun=Press ~action(player|weapon_melee) <takedown gun="">for a non-lethal takedown.</takedown>
Hints_Melee_TakedownWeapon=Press ~action(player|weapon_melee)<takedown melee="">&nbsp;for a lethal takedown.</takedown>
Hints_Melee_Uppercut=To throw an Uppercut, hold the alternate ~action(player|melee_AttackHeavyLeft) or ~action(player|melee_AttackHeavyRight) after performing a Hook.
Hints_MiningConsumables_OnConsumableExpired=An Active Mining Module has expired and its effects have ended.\nHowever, Active Mining Modules can be activated multiple times until they're fully depleted.
Hints_MiningConsumables_OnConsumableExpiredNoCharges=An Active Mining Module has expired and is now fully depleted.\nReturn to a mining equipment supplier to purchase more.
Hints_MiningConsumables_OnConsumableUsed=Each type of Mining Module has different effects and durations when activated.\nExperiment with different Modules to find what works best for you in various situations.
Hints_MiningConsumables_OnFirstMiningConsumableBought=Purchased Mining Modules can be equipped on compatible mining lasers. \nAssign the module to an available slot via the Vehicle Manager.
Hints_MiningConsumables_OnFirstMiningWithConsumablesEquipped=Your mining laser has Mining Modules equipped. Passive Mining Modules are always functional, however Active Mining Modules must be activated while Mining.\nUse Interaction Mode and activate them through the Mining Module Panel on your Dashboard.\n
Hints_Mining_Cargo_Title=Mining - Cargo
Hints_Mining_Difficulty_Title=Mining - Difficulty
Hints_Mining_Extraction_Title=Mining - Extraction
Hints_Mining_Fracture_Title=Mining - Fracture
Hints_Mining_Intro_Title=Mining - Intro
Hints_Mining_Mode_Welcome_Title=Welcome to the Mining Mode
Hints_Mining_Modules_Title=Mining Modules
Hints_Mining_Scanning_Title=Mining - Scanning
Hints_Mining_Title=Mining
Hints_Missions_Title=Missions
Hints_Monitored1=The local security forces uphold monitored space zones throughout the system.\nAny area where the satellite icon is displayed on your visor is monitored.
Hints_Monitored2=Working Comm Arrays are required to maintain monitored space.
Hints_Monitored3=You have passed outside of the local security's monitored zone.
Hints_Monitored_Title=Monitored Space
Hints_OnProspectorCargoFull=Your cargo hold is completely full. Any additional minerals extracted will be lost. \nTravel to a rest stop equipped with a Refinery such as CRU-L1 or HUR-L2 to refine or sell your materials.
Hints_OnProspectorCargoHalfFull=Your cargo hold is half full.
Hints_OnProspectorEngineStart=To start mining, fly over the surface of a planet or moon, use the radar ping to find identify rocks that are worth mining and then harvest the minerals.
Hints_OnProspectorExtractableRockTargetted=Once the rock is small enough to harvest, it will have a purple outline. Target the rock and switch to Extraction Mode ~action(spaceship_mining|v_toggle_mining_laser_type) to extract the minerals inside the rock.
Hints_OnProspectorFracturableRockTargetted=Target a rock for your ship to automatically scan it. Maintain this scan to project more data on the selected rock on the HUD. Switch to Fracture Mode ~action(spaceship_mining|v_toggle_mining_laser_type) and use your Mining Laser ~action(spaceship_mining|v_toggle_mining_laser_fire) to fracture the rock. Use ~action(spaceship_mining|v_increase_mining_throttle) or ~action(spaceship_mining|v_decrease_mining_throttle) to adjust the laser throttle to keep the rock's energy level inside the optimal values.
Hints_OnProspectorInLowOrbitOverMoon=To find valuable materials, switch to your scanning mode ~action(spaceship_targeting|v_toggle_scan_mode) and use the radar ping ~action(spaceship_targeting|v_invoke_ping) to locate potential mineral deposits.
Hints_OnProspectorMiningModeSwitch=This mode is split into two sub-modes: Fracture Mode and Extraction Mode. Fracture Mode is used to shatter rocks into smaller pieces while Extraction mode is used to extract minerals from the smallest rocks. You can switch between these two modes using ~action(spaceship_mining|v_toggle_mining_laser_type).
Hints_OnProspectorMiningNoProgress=The deposit you are attempting to mine is either too resistant or too big for you to break with your current mining equipment. Consider upgrading your mining laser to a stronger one, finding a different deposit to mine or teaming up with other players to break it together.
Hints_OnProspectorRadarBlobFound=Mineral deposit detected. Fly closer to narrow down its position and identify what it is.
Hints_OnProspectorRockExtracted=You have extracted your first valuable materials. You can continue to mine resources until your cargo hold is full.
Hints_OnProspectorRockFractured=Now that the rock has fractured, keep shattering the fragments (yellow) until they become small enough to be extracted(purple).
Hints_OnProspectorRockInPassiveRadar=You have found a rock rich in ore. Get close and switch your ship to Mining Mode using ~action(spaceship_targeting|v_toggle_mining_mode).
Hints_OnProspectorRockPowerDangerLevel=Careful. If the rock reaches dangerous levels (red) it will potentially explode, damaging everything nearby.
Hints_OnProspectorRockPowerOptimalLevel=Keeping the energy level inside the rock's optimal window (green) will cause a controlled fracture to occur.
Hints_Oxygen1=To refill your oxygen tank when its low, equip an OxyPen in your inventory by pressing or holding ~action(player_choice|pc_qs_consumables).\nOnce equipped, press ~action(player|consume) to refill your tank. OxyPens are available for purchase at shops.
Hints_Oxygen2=Your oxygen's running low. If you have a OxyPen in your inventory, press or hold ~action(player_choice|pc_qs_consumables) to equip it.\nOnce equipped, press ~action(player|consume) to refill your tank. OxyPens are available for purchase at shops.
Hints_Oxygen3=Your Oxygen Tank is very low. If you have a OxyPen in your inventory, press or hold ~action(player_choice|pc_qs_consumables) to equip it.\nOnce equipped, press ~action(player|consume) to refill your tank. OxyPens are available for purchase at shops.
Hints_Oxygen4=Your Oxygen Tank is running low.\nYou need to find a life support habitat or OxyPen to replenish it.
Hints_Oxygen5=Your Oxygen Tank is very low\nHurry towards the center of the map to find OxyPens.
Hints_Oxygen6=Your Oxygen Tank is very low\nQuickly return to a life support habitat or find an OxyPen.
Hints_Oxygen_Title=Oxygen
Hints_PIT_FlightModeSelect_Menu=Highlight a segment and release ~action(player_choice|pc_qs_flight_mode) to toggle a mode on or off.\nTapping ~action(player_choice|pc_qs_flight_mode) will toggle the last selected Flight Mode.
Hints_PIT_FlightModeSelect_Open=To bring up the Flight Mode Select menu, hold ~action(player_choice|pc_qs_flight_mode).\nHighlight a segment and release ~action(player_choice|pc_qs_flight_mode) to perform the selected action.
Hints_PIT_FlightModeSelect_Title=Flight Mode Select Menu
Hints_PIT_Menu_Favorites=Favorites are contextual and will only be available when you are in the correct state.\nFor example, Quantum Travel Mode toggle would only be available when seated in an applicable ship seat.
Hints_PIT_Menu_Inactive=Contextual actions will be greyed out and inactive when they are not applicable.\nFor example, equipping a weapon within an Armistice Zone.
Hints_PIT_Menu_Inactive_Title=Personal Inner Thoughts (PIT) - Inactive
Hints_PIT_Menu_Navigation=Select an action or navigate to a category with Left Mouse Button\nTo open a highlighted segment's contextual menu or return to the previous menu hierarchy, use Right Mouse Button.
Hints_PIT_Menu_Navigation_Title=Personal Inner Thoughts (PIT) - Navigation
Hints_PIT_Menu_Open=Managing your avatar's behaviour and carryable inventory is done through the Personal Inner Thoughts menu.\nTo access the PIT menu, press ~action(pc_personal_thought).
Hints_PIT_Menu_Summary=From the PIT menu, you can trigger contextual actions, set hot keys, and assign favorites.\nIt is also where you can manage and interact with your carryable inventory.
Hints_PIT_QuickWeaponSelect_Menu=Highlight a segment and release ~action(pc_qs_weapons) to perform the selected action.
Hints_PIT_QuickWeaponSelect_Title=Quick Weapon Select Menu
Hints_Personal_Inner_Thought1=Use Interaction Mode (~action(player_choice|pc_interaction_mode)) and press ~action(player_choice|pc_personal_thought) to open your Personal Inner Thought menu.
Hints_Personal_Inner_Thought_Title=Personal Inner Thought (PIT)
Hints_Personal_Inventory01=Press (~action(player_choice|pc_pit_inventory)) to open your Personal Inventory.
Hints_Personal_Inventory_Title=Personal Inventory
Hints_Pickups1=When enemies are defeated, they drop pickups that replenish your spaceship.\nThere are four different kinds: Fuel, Ammo, Missiles and Repair.
Hints_Pickups2=The pickups offer larger rewards to the players that dealt the most damage.
Hints_Pickups_Title=Pickups
Hints_Player_Movement1=Use ~action(player|fixed_speed_increment) to increase your movement speed.
Hints_Player_Movement2=Use ~action(player|sprint) to sprint.
Hints_Player_Movement2_Gamepad=Click in ~action(player|sprint) to sprint.
Hints_Player_Movement3=Press ~action(player|crouch) to crouch.\n~action(player|prone) will make you go prone.
Hints_Player_Movement3_Gamepad=Press ~action(player|gp_crouch) to crouch.\nHolding ~action(player|prone) will make you go prone.
Hints_Player_Movement3_Joystick=Press ~action(player|gp_crouch) to crouch\n~action(player|prone) will make you go prone.
Hints_Player_Movement4=Press ~action(player|jump) to jump.\nThis will also stand you up from prone or crouch.
Hints_Player_Movement4_Gamepad=Press ~action(player|gp_jump) to jump.\nThis will also stand you up from prone or crouch.
Hints_Player_Movement_Title=Movement
Hints_Port_Olisar3=Before attempting to pass through any External Airlock, check you've an undersuit and helmet equipped.
Hints_Private_Match1=Private matches are unranked meaning your scores aren't recorded.
Hints_Private_Match_Title=Private Matches
Hints_Quantum_Drive_CoolDown_Title=Quantum Drive - Cool-Down
Hints_Quantum_Drive_Cooldown1=After you QT, your drive will need to cooldown.\nHow long of a cooldown depends on the distance Quantum Travelled.
Hints_Quantum_Drive_Spooling1=Tap ~action(seat_general|v_toggle_quantum_mode) to toggle Spooling.\nShips must fully spool up their Quantum Drives in order to Quantum Travel.
Hints_Quantum_Drive_Spooling2=Tap ~action(seat_general|v_toggle_quantum_mode) to toggle Spooling.\nSpooling will expose nearby navigation markers if nothing is selected in the Starmap.
Hints_Quantum_Drive_Spooling3=Tap ~action(seat_general|v_toggle_quantum_mode) to toggle Spooling.\n Your Quantum Drive's spooling status shows on your Flight HUD and the Calibration UI.
Hints_Quantum_Drive_Spooling4=Tap ~action(seat_general|v_toggle_quantum_mode) to toggle Spooling.\nSpooling your Quantum Drive will draw power from other elements in your Ship.\n(Most notably, your ship's Weapons and Shields.)
Hints_Quantum_Drive_Spooling_Title=Quantum Drive - Spooling
Hints_Quantum_Drive_Title=Quantum Drive
Hints_Quantum_Linking1=Hold ~action(spaceship_quantum|v_toggle_qdrive_engagement) to initiate QT for the group.\nNearby group members that are aligned and spooled will travel with you.
Hints_Quantum_Linking_Title=Quantum Linking
Hints_Quantum_Travel1=Once you've set a destination in the StarMap, a waypoint will appear on your visor.\nAlign your ship to the waypoint to calibrate for QT.
Hints_Quantum_Travel2=Your destination is obstructed and Quantum Travel cannot be initiated.\nYou may need to travel somewhere else first to find a clear path to your destination.
Hints_Quantum_Travel_Calibration1=Align to a Nav Marker to start Calibrating your QT Target.
Hints_Quantum_Travel_Calibration2=The more closely you align to the QT Target, the faster your drive will calibrate.
Hints_Quantum_Travel_Calibration3=Tap ~action(spaceship_general|v_toggle_quantum_mode) to toggle Spooling.\nThis will allow you to Quantum Travel to any marked destination once calibrated.
Hints_Quantum_Travel_Calibration4=Hold ~action(spaceship_quantum|v_toggle_qdrive_engagement) to initiate Quantum Travel.
Hints_Quantum_Travel_Calibration_Title=Quantum Travel - Calibration
Hints_Quantum_Travel_Cancel1=Hold ~action(spaceship_quantum|v_toggle_qdrive_engagement) to cancel QT.\n QT must be cancelled PRIOR to starting the deceleration phase.
Hints_Quantum_Travel_Cancel_Title=Quantum Travel - Cancel
Hints_Quantum_Travel_Title=Quantum Travel
Hints_RepairBeam_AmmoEmpty=Repairing consumes Recycled Material Composite (RMC), which can be acquired in shops or by using the Salvage Beam.\nUse ~action(player|weapon_reload) to reload the RMC canister or use ~action(player|weapon_change_firemode) to toggle between Salvage and Repair mode.
Hints_RepairBeam_HullOverview=The Repair Beam can partially repair damage done to a hull as long as the ship or vehicle's shields are deactivated.
Hints_RepairBeam_HullOverview_Title=Repair - Hull Restoration
Hints_RepairBeam_Repairing=The repair capabilities of the Cambio-Lite SRT Attachment are limited. \nIt won't produce a pristine hull but field repairs can be the difference between life and death.
Hints_RepairBeam_Title=Multi-Tool - Repair
Hints_RepairBeam_VehicleTargetAquired=While in Repair mode, use ~action(player|attack1) to patch a damaged hull. Move the beam at a steady pace and target damaged areas.
Hints_Respawn_MedBed_ClearAllRespawn=Players can choose to clear all preferences set at an ICU location aboard a ship they own.\nThis will cause anyone who had selected the ICU as their preference to respawn at a default location instead.
Hints_Respawn_MedBed_ClearRespawn=Clear an ICU preference from a device to reset your respawn location to your selected login bed.\nSetting a new preferred ICU will also clear your previous preferences.
Hints_Respawn_MedBed_FirstUnavailable=If your Intensive Care Unit (ICU) preference is unavailable at time of respawn, you will instead use your selected login bed.\nThis will also clear that ICU as your preference. Set that device as your preferred ICU again to continue using it.
Hints_Respawn_MedBed_OutOfRange=ICU locations have a maximum range at which they can function.\nDying outside of this range will result in your being respawned elsewhere.
Hints_Respawn_MedBed_SetRespawn=Set a preferred Intensive Care Unit (ICU) to respawn there after you are severely injured.\n This persists until the preference is cleared from the device or a new preferred ICU is set.
Hints_RestrictedAreaNavigation_Title=Restricted Area - Navigation
Hints_RestrictedAreaTunnelActivatedLanding=Safely traverse through Restricted Areas via the designated AR Marker Tunnels.
Hints_RestrictedAreaTunnelActivatedTakeOff=Safely traverse through Restricted Areas via the designated AR Marker Tunnels.
Hints_RestrictedAreaTunnelEdge=Stay within the AR Marker Tunnel to traverse through the Restricted Area safely.
Hints_RestrictedAreaTunnelNearby=To safely traverse the Restricted Area, locate the nearby AR Marker Tunnel and fly along its path.
Hints_SalvageBeam_AmmoFull=The Cambio-Lite SRT Attachment converts scrap into Recycled Material Composite (RMC), which can be sold or used to repair damaged hulls.\nUse ~action(player|weapon_reload) to reload the RMC canister or use ~action(player|weapon_change_firemode) to toggle between Salvage and Repair mode.
Hints_SalvageBeam_HullOverview=The Salvage Beam strips ship and vehicle hulls and converts them into Recycled Material Composite (RMC). Collected material can be sold or used to repair damaged hulls.
Hints_SalvageBeam_HullOverview_Title=Salvage - Hull Scraping
Hints_SalvageBeam_MaterialDepleeted=Move the Salvage Beam across the surface at a steady pace to ensure the collection of all the salvageable material in an area.
Hints_SalvageBeam_Salvaging=Salvaging turns various materials into Recycled Material Composite (RMC) and stores it in the accompanying canister until it's full.
Hints_SalvageBeam_Salvaging_Title=Multi-Tool - Salvage
Hints_SalvageBeam_VehicleTargetAquired=With a salvaging tool equipped, use ~action(player|attack1) to salvage a hull. \nThis process weakens the structural integrity of that part of the ship or vehicle.
Hints_SalvageBeam_VehicleTargetAquired_Title=Salvage - FPS Hull Scraping
Hints_SalvageRepairBeam_Shields=The Salvage or Repair process is ineffective if the ship or vehicle's shields are active.
Hints_SalvageRepairBeam_Shields_Title=FPS Salvage & Repair - Shields
Hints_SalvageRepairBeam_SwitchFireMode=Use ~action(player|weapon_change_firemode) to toggle between Salvage and Repair mode.
Hints_SalvageRepairBeam_SwitchFireMode_Title=FPS Salvage & Repair - Fire Modes
Hints_Scan_Mode1=Press ~action(player|scan_toggle_mode) to switch to Scan Mode.
Hints_Scan_Mode1_Flight=Press ~action(spaceship_general|v_toggle_scan_mode) to switch to Scan Mode.
Hints_Scan_Mode_Title=Scan Mode
Hints_Scheduler1=Objectives are tracked via the Contract Manager app.
Hints_Scheduler2=Completed contracts are also shown here.
Hints_Security1=Unless prior authorization has been given, entering a Comm Array is considered trespassing.
Hints_Security_Title=Comm Arrays
Hints_Ship_Ammo1=Ballistic weapons are running low on ammo.
Hints_Ship_Ammo2=You are almost out of missiles.
Hints_Ship_Ammo_Title=Ship Ammo
Hints_Ship_Combat1=Press ~action(spaceship_weapons|v_attack_group1) to fire your spaceship's weapons.
Hints_Ship_Combat2=Your shields are down.\nYou will be more vulnerable to weapons until they recharge.
Hints_Ship_Combat3=Press ~action(spaceship_weapons|v_attack_group2) to fire your secondary weapon group.\nNot all ships have secondary weapons.
Hints_Ship_Combat4=Your spaceship's energy weapons will run out of power when used too frequently.\nAllow them time to recharge.
Hints_Ship_Combat5=Your spaceship's weapons are overheating from too much use.\nAllow them time to cool down.
Hints_Ship_Combat6=To select a target, use ~action(spaceship_targeting_advanced|v_target_cycle_hostile_reset) to lock onto the nearest hostile.\nOr ~action(spaceship_targeting_advanced|v_target_cycle_in_view_reset) to lock onto a target in your crosshairs.
Hints_Ship_Combat7=Once you have a target, press ~action(spaceship_general|v_toggle_missile_mode) to enter Missile Mode.\nThen press ~action(spaceship_missiles|v_weapon_launch_missile) to launch any armed missiles.
Hints_Ship_Combat_Title=Ship Combat
Hints_Ship_Customization1=The changes made here will only affect your spaceship's setup in Arena Commander.
Hints_Ship_Customization_Title=Ship Customization
Hints_Ship_Defense1=Countermeasures allow you to avoid missiles.\nPress ~action(spaceship_defensive|v_weapon_launch_countermeasure) to launch them.\nSelect the correct countermeasure for the situation with ~action(spaceship_defensive|v_weapon_cycle_countermeasure_fwd).
Hints_Ship_Defense2=Match your countermeasure selection to the missile lock icon.\nTiming is important and varies for each type of countermeasure.
Hints_Ship_Health1=Your spaceship's hull integrity is dangerously low.
Hints_Ship_Hover_Movement1_Axis=Use ~action(spaceship_movement|v_yaw) to turn left and right.
Hints_Ship_Hover_Movement1_Mouse=Use ~action(spaceship_movement|v_yaw_mouse) to yaw left and right.
Hints_Ship_Movement1=~action(spaceship_movement|v_strafe_forward) ~action(spaceship_movement|v_strafe_left) ~action(spaceship_movement|v_strafe_back) ~action(spaceship_movement|v_strafe_right) controls your cardinal movement.
Hints_Ship_Movement1_Abs=~action(spaceship_movement|v_strafe_longitudinal) and ~action(spaceship_movement|v_strafe_lateral) controls your cardinal movement.
Hints_Ship_Movement2=Use ~action(spaceship_movement|v_pitch_up) and ~action(spaceship_movement|v_pitch_down) to pitch and ~action(spaceship_movement|v_yaw_left) and ~action(spaceship_movement|v_yaw_right) to yaw.
Hints_Ship_Movement2_Axis=Use ~action(spaceship_movement|v_pitch) and ~action(spaceship_movement|v_yaw) to pitch and yaw.
Hints_Ship_Movement2_Mouse=Use ~action(spaceship_movement|v_pitch_mouse) and ~action(spaceship_movement|v_yaw_mouse) to pitch and yaw.
Hints_Ship_Movement3=There are two flight speed modes\nRemember to raise the landing gear with ~action(spaceship_movement|v_toggle_landing_system) to fly at full speed.
Hints_Ship_Movement4=Remember to manage your speed with ~action(spaceship_movement||v_strafe_forward) ~action(spaceship_movement|v_strafe_left) ~action(spaceship_movement|v_strafe_back) ~action(spaceship_movement|v_strafe_right) to help avoid collisions.
Hints_Ship_Movement4_Abs=Remember to manage your speed with ~action(spaceship_movement|v_strafe_longitudinal) and ~action(spaceship_movement|v_strafe_lateral) to help avoid collisions.
Hints_Ship_Movement5=Pressing ~action(spaceship_movement|v_ifcs_toggle_vector_decoupling) switches your ship into Decoupled Mode.\nGoing decoupled means your spaceship is no longer automatically correcting your trajectory and will fly under Newtonian laws.\nNot recommended for beginner pilots.
Hints_Ship_Movement6=Use ~action(spaceship_movement|v_afterburner) to activate boost and overclock your thrusters for higher maneuverability.\nMaintaining this for too long can burnout and damage your ship.
Hints_Ship_Movement_Title=Ship Movement
Hints_Ship_Startup1=Use Interaction Mode (~action(player_choice|pc_interaction_mode)) to startup your vehicle.\nLook for the Engage Systems dashboard button.\nShortcut ~action(spaceship_general|v_flightready)
Hints_Ship_Startup2=Use Interaction Mode (~action(player_choice|pc_interaction_mode)) to startup your ship.\nLook for the Flight Ready cockpit button.\nShortcut: ~action(spaceship_general|v_flightready)
Hints_Ship_Startup_Title=Ship Startup
Hints_Shopping1=Shops are available throughout most stations.\nUse them to buy items and equipment before a journey.
Hints_Shopping2=Make a purchase by selecting the 'Equip Now' or 'Buy' options via Interaction Mode (~action(player_choice|pc_interaction_mode)).
Hints_Shopping3=You can also 'Try on' or 'Inspect' items in a shop before purchasing.
Hints_Shopping_Title=Shopping
Hints_SignatureSystem_EmissionHUD_01=The Emission Bars on the HUD indicate the strength of your ship’s signature emissions vs. the current environmental Ambient Signature. \nWhen your ship's emissions are less than the Ambient Signature, you become harder to detect for that signature type.
Hints_SignatureSystem_EmissionHUD_Title=Emissions HUD
Hints_SignatureSystem_EmissionsHUD_02=The Emission Bars show Electromagnetic (EM), Cross Section (CS) and Infrared (IR) signature types.\nLower your power usage to decrease EM, present a smaller ship profile to an observer to decrease CS, and lower your ship’s temperature to decrease IR.
Hints_SignatureSystem_Ping=To search for low signature contacts, tap ~action(spaceship_radar|v_invoke_ping) to trigger a Ping.\nPinging will highlight new contacts or areas worth investigating, but will temporarily increase your EM signature making you more detectable.\n
Hints_SignatureSystem_PingAngleChanged=Lowering the Ping’s angle reduces the area the wave will cover while increasing its amplification of encountered signatures.\nTap ~action(spaceship_radar|v_inc_ping_focus_angle) to narrow the Ping Angle and increase amplification. Tap ~action(spaceship_radar|v_dec_ping_focus_angle) to widen the Ping Angle and increase the covered area.\n
Hints_SignatureSystem_PingAngle_Title=Radar Ping Angle
Hints_SignatureSystem_PingTriggered_01=When a Ping is triggered, a wave accelerates outwards from its point of origin (your radar), amplifying any emissions it encounters. \nAny new contacts or areas worth investigating that are detected will become highlighted.\n
Hints_SignatureSystem_PingTriggered_02=The shape of the Ping can be adjusted from an expanding sphere to a smaller projected cone. The narrower the Ping, the less area the wave will cover and the more it will amplify encountered signatures.\nTap ~action(spaceship_radar|v_inc_ping_focus_angle) to narrow the Ping Angle and increase amplification. Tap ~action(spaceship_radar|v_dec_ping_focus_angle) to widen the Ping Angle and increase the covered area.
Hints_SignatureSystem_Ping_Title=Radar's Ping
Hints_SignatureSystem_ScanAbandoned=The Scan Progress Bar to the right of the Scan Reticle shows how much information about an object you've obtained. \nOnce it is completely full, you have acquired all the currently available information.
Hints_SignatureSystem_ScanCompleted_01=While the Scan Progress Bar is currently full, if the Signature Strength Bar to the left of the Scan Reticle is not full, there may be more information available to obtain. \nTo fill the Signature Strength Bar, get closer to the target and/or increase your Scan Focus with ~action(spaceship_scanning|v_inc_scan_focus_level).\n
Hints_SignatureSystem_ScanCompleted_02=If the top of the Signature Strength Bar is red, this indicates that either the environment or the target is generating Scan Noise and possibly preventing information from being obtained. \nMitigate Scan Noise by increasing your Scan Focus using ~action(spaceship_scanning|v_inc_scan_focus_level) or by obtaining a more powerful Scanner.
Hints_SignatureSystem_ScanModeEntered_01=To analyze a target while in Scan Mode, first adjust your direction so that the desired target is within the Scan Reticle. \nThen hold ~action(spaceship_scanning|v_scanning_trigger_scan) until the Scan Progress Bar on the right is full.
Hints_SignatureSystem_ScanModeEntered_02=To focus in on a target, increase your Scan Focus using ~action(spaceship_scanning|v_inc_scan_focus_level). Decrease it using ~action(spaceship_scanning|v_dec_scan_focus_level).\nTo toggle out of Scan Mode use ~action(seat_general|v_toggle_scan_mode).
Hints_SignatureSystem_ScanStarted=The Scan Progress Bar to the right of the Scan Reticle fills as information is obtained. Keep holding ~action(spaceship_scanning|v_scanning_trigger_scan) to receive all currently available info.\nThe amount of information available is linked to the Signature Strength. Fill the Signature Strength Bar to left of the Scan Reticle to make more information about the target available.\n
Hints_SignatureSystem_ScanZoomChanged=To adjust the sensitivity of your Scanner and improve Signature Strength, try increasing your Scan Focus. Note that an increased Focus may make targets more difficult to follow.\nIncrease Scan Focus using ~action(spaceship_scanning|v_inc_scan_focus_level). Decrease Scan Focus using ~action(spaceship_scanning|v_dec_scan_focus_level).
Hints_SignatureSystem_Scanning_Title=Scan Mode
Hints_Sim_Cab1=Practice your combat encounters in the safety of a Sim Cab.\nSelect Arena Commander for Spaceship dogfights and Star Marine for FPS.
Hints_Sim_Cab_Title=Sim Cab
Hints_Spawn01=Press ~action(default|pl_exit) to stand up.
Hints_Stamina1=Monitor your Heart Rate to avoid becoming fatigued.\n Running and jumping will increase your Heart Rate.
Hints_Stamina2=Your Heart Rate is very high.\n Rest to allow it time to return to normal rates.
Hints_Stamina_Title=Stamina
Hints_StowContractItem=To stow a contract item in your personal inventory press ~action(player|selectUtilityItem) or use Interaction Mode on the item and select 'Stow'. \nOnly one contract item can be stowed.
Hints_StowContractItem_Title=Personal Inventory - Stow Items
Hints_Take-off1=Strafe up with ~action(spaceship_movement|v_strafe_up).
Hints_Take-off1_Axis=Strafe up with ~action(spaceship_movement|v_strafe_vertical).
Hints_Take-off2=Landing pads are shared.\nRemember to consider your fellow travelers by clearing the platform in good time.
Hints_Take-off_Demo1=GravLev bikes automatically hover when powered on\nIn a spaceship, strafe up with ~action(spaceship_movement|v_strafe_up) to take-off.\nThen press ~action(spaceship_movement|v_toggle_landing_system) to raise the landing gear.
Hints_Take-off_Demo1_Axis=GravLev bikes automatically hover when powered on.\nIn a spaceship, strafe up with ~action(spaceship_movement|v_strafe_vertical) UP to take-off.\nThen press ~action(spaceship_movement|v_toggle_landing_system) to raise the landing gear.
Hints_Take-off_Title=Take-Off
Hints_TeamElimination1=Scavenge for OxyPens to survive.\nCentral locations have the most oxygen resources.
Hints_TeamElimination_Title=Team Elimination
Hints_TractorBeam_OnPlayerEquipped=To tether the beam to an appropriate object, target it with the multi-tool and press ~action(player|attack1).\nTo access additional information about tractor beam power usage, press ~action(player|zoom).
Hints_TractorBeam_OnPlayerUseDistControl=To rotate a tethered object, hold ~action(tractor_beam|tractor_beam_rotate) and adjust the position with ~action(tractor_beam|tractor_beam_rotate_x) and ~action(tractor_beam|tractor_beam_rotate_y).
Hints_TractorBeam_OnTetherBreak_Distance=Both weight and distance factor into the tractor beam's ability to tether to a target.\nThe heavier the object, the shorter the tether will need to be for the beam to function.
Hints_TractorBeam_OnTetherBreak_LineOfSight=If the tractor beam path to the target is interrupted or blocked, the tether will break.\nMove carefully while the tractor beam is engaged to prevent accidental release.
Hints_TractorBeam_OnTetherBroke_ViewCone=Attempting to move a tethered object too fast will sever the tractor beam.\nAdjust the multi-tool's aim carefully to prevent accidental release.
Hints_TractorBeam_OnTetherToTarget=To move a tethered object use ~action(player|rotatepitch) and ~action(player|rotateyaw).\nTo adjust the length of the tether itself, use ~action(tractor_beam|tractor_beam_increase_distance) and ~action(tractor_beam|tractor_beam_decrease_distance).
Hints_TractorBeam_TargetCantLift_Mass=The tractor beam is unable to safely target objects that are too heavy or too distant.\nUse the multi-tool's HUD to see if an object is an appropriate target.
Hints_TractorBeam_TargetCantLift_Size=Some objects are too large for the tractor beam to safely manipulate.\nThe multi-tool's HUD will indicate if an object is an appropriate target.
Hints_TractorBeam_Title=Multi-Tool - Tractor Beam
Hints_TractorBeam_ZeroGTraversal=While in zero-g, tethering to a large enough object (like a ship or station) will pull you towards it.
Hints_Trade_Kiosks1=Trade kiosks are used to buy and sell commodities throughout the Stanton System.\nFind them at the deliveries desk on Deck 1.
Hints_Trade_Kiosks2=Use Interaction Mode (~action(player_choice|pc_interaction_mode)) to activate the kiosks.\nFrom here you can buy commodities to deliver to another location.
Hints_Trade_Kiosks_Title=Trading and Shipping Console
Hints_UnstowContractItem=To retrieve a stowed contract item from your personal inventory press ~action(player|selectUtilityItem).
Hints_UnstowContractItem_Title=Personal Inventory - Stowed Items
Hints_Vehicle_Movement1=Press and hold ~action(vehicle_driver|v_brake) to brake.
Hints_Vehicle_Movement2=Hold ~action(vehicle_driver|v_move_forward) to drive forwards.\nHold ~action(vehicle_driver|v_move_back) to reverse.
Hints_Vehicle_Movement2_Axis=Use ~action(vehicle_driver|v_move) to drive forward and reverse.
Hints_Vehicle_Movement_Title=Vehicle Movement
Hints_Vehicle_Startup1=Use Interaction Mode (~action(player_choice|pc_interaction_mode)) to startup your vehicle.\nLook for the Engage Systems dashboard button.
Hints_Vehicle_Startup_Title=Vehicle Startup
Hints_VolatileCargo_Collection_Title=Volatile Cargo - Collection
Hints_VolatileCargo_Jettisoned_Title=Volatile Cargo - Jettisoned
Hints_VolatileCargo_OnVolatileCargoCollected=Your vehicle is now transporting volatile cargo. \nUse caution and avoid damage to keep the cargo stable.
Hints_VolatileCargo_OnVolatileCargoCollectedFirstTime=Volatile cargo has been stored aboard your vehicle and can become unstable if it takes damage. \nIf it becomes critically unstable, it may explode and damage or possibly destroy your vehicle.
Hints_VolatileCargo_OnVolatileCargoCritical=Your volatile cargo is about to explode! This will seriously damage or possibly destroy your vehicle! \nJettison all cargo via the 'Cargo Warning' panel now!
Hints_VolatileCargo_OnVolatileCargoExplodedNoDeath=Your volatile cargo has exploded and severely damaged your vehicle.
Hints_VolatileCargo_OnVolatileCargoJettisoned=You have jettisoned the contents of your hold and your 'Cargo Warning' light is now deactivated. \nYour vehicle is no longer at risk from unstable cargo again.
Hints_VolatileCargo_OnVolatileCargoLightOnCritical=Your volatile cargo is critically unstable and may explode. \nJettisoning the entire contents of your cargo hold via the 'Cargo Warning' panel is advised.
Hints_VolatileCargo_OnVolatileCargoLightOnWarning=Your volatile cargo has become unstable and may explode, damaging or destroying your vehicle.\nConsider jettisoning the volatile cargo if its stability drops further.
Hints_VolatileCargo_Title=Volatile Cargo
Hints_VolatileCargo_Warning_Title=Volatile Cargo - Warning
Hints_WeaponZeroing_Automatic_ChangeZoom=To sight the weapon scope to the current target distance, press ~action(player|weapon_zeroing_increase).
Hints_WeaponZeroing_Automatic_ResetZoom=To restore the default sighting distance of your scope, press ~action(player|weapon_zeroing_decrease).
Hints_WeaponZeroing_Automatic_Title=Weapon Zeroing - Automatic
Hints_WeaponZeroing_Manual_ChangeZoom=To increase the sighting distance of your weapon scope, press ~action(player|weapon_zeroing_increase).\nTo decrease the sighting distance, press ~action(player|weapon_zeroing_decrease).
Hints_WeaponZeroing_Manual_Title=Weapon Zeroing - Manual
Hints_mobiGlas1=Open and Close your mobiGlas with ~action(player|mobiglas).
Hints_mobiGlas2=To switch between mobiGlas applications, select an icon on the bottom left.
Hints_mobiGlas_Title=mobiGlas
Hostile_RepUI_Area,P=[PH] Area
Hostile_RepUI_Description,P=[PH] Hostile Description
Hostile_RepUI_Focus,P=[PH] Hostile Focus
Hostile_RepUI_Founded,P=[PH] N/A
Hostile_RepUI_Headquarters,P=[PH] Hostile Headquarters
Hostile_RepUI_Leadership,P=[PH] Hostile Leadership
Hostile_RepUI_Name,P=[PH] Hostile
Human_Crew_Titles_001=Captain
Human_Crew_Titles_002=Pilot
Human_Crew_Titles_003=Copilot
Human_Crew_Titles_004=First Officer
Human_Crew_Titles_005=Second Officer
Human_Crew_Titles_006=Navigator
Human_Crew_Titles_007=Gunner
Human_Crew_Titles_008=Engineer
Human_Crew_Titles_009=Assistant Engineer
Human_Crew_Titles_010=Chief Engineer
Human_Crew_Titles_011=Mechanic
Human_Crew_Titles_012=Comms Officer
Human_Crew_Titles_013=Shield Tech
Human_Crew_Titles_014=Systems Tech
Human_Crew_Titles_015=Security Officer
Human_Crew_Titles_016=Security Guard
Human_Crew_Titles_017=Bosun
Human_Crew_Titles_018=Electrician
Human_Crew_Titles_019=Deckhand
Human_Crew_Titles_020=Medic
Human_Crew_Titles_021=Ensign
Human_Crew_Titles_022=Scan Tech
Human_Crew_Titles_023=Technician
Human_Crew_Titles_024=Operator
Human_Crew_Titles_025=Lead Operator
Human_Crew_Titles_026=Refinery Operator
Human_Crew_Titles_027=Field Tech
Human_Crew_Titles_028=Cook
Human_Crew_Titles_029=Cargo Officer
Human_Crew_Titles_030=Cargo Handler
Human_First_Names_F_0001=Cherie
Human_First_Names_F_0002=Leah
Human_First_Names_F_0003=Roisin
Human_First_Names_F_0004=Aadya
Human_First_Names_F_0005=Aarin
Human_First_Names_F_0006=Aarthi
Human_First_Names_F_0007=Abbie
Human_First_Names_F_0008=Abby
Human_First_Names_F_0009=Abelina
Human_First_Names_F_0010=Abida
Human_First_Names_F_0011=Abigail
Human_First_Names_F_0012=Abrar
Human_First_Names_F_0013=Abril
Human_First_Names_F_0014=Abryann
Human_First_Names_F_0015=Ada
Human_First_Names_F_0016=Adair
Human_First_Names_F_0017=Adama
Human_First_Names_F_0018=Addie
Human_First_Names_F_0019=Addison
Human_First_Names_F_0020=Adel
Human_First_Names_F_0021=Adela
Human_First_Names_F_0022=Adelae
Human_First_Names_F_0023=Adeline
Human_First_Names_F_0024=Adi
Human_First_Names_F_0025=Adia
Human_First_Names_F_0026=Adianka
Human_First_Names_F_0027=Adina
Human_First_Names_F_0028=Adisa
Human_First_Names_F_0029=Adrean
Human_First_Names_F_0030=Adrian
Human_First_Names_F_0031=Adriana
Human_First_Names_F_0032=Adrianne
Human_First_Names_F_0033=Aeon
Human_First_Names_F_0034=Afra
Human_First_Names_F_0035=Agam
Human_First_Names_F_0036=Agnes
Human_First_Names_F_0037=Agra
Human_First_Names_F_0038=Ahanti
Human_First_Names_F_0039=Ai
Human_First_Names_F_0040=Aida
Human_First_Names_F_0041=Aidynn
Human_First_Names_F_0042=Aika
Human_First_Names_F_0043=Aikira
Human_First_Names_F_0044=Aiko
Human_First_Names_F_0045=Aila
Human_First_Names_F_0046=Aileen
Human_First_Names_F_0047=Ailsa
Human_First_Names_F_0048=Aimee
Human_First_Names_F_0049=Aimi
Human_First_Names_F_0050=Aina
Human_First_Names_F_0051=Airele
Human_First_Names_F_0052=Airen
Human_First_Names_F_0053=Airi
Human_First_Names_F_0054=Aisha
Human_First_Names_F_0055=Aiva
Human_First_Names_F_0056=Aiyana
Human_First_Names_F_0057=Ajai
Human_First_Names_F_0058=Akari
Human_First_Names_F_0059=Akeely
Human_First_Names_F_0060=Akemi
Human_First_Names_F_0061=Akeno
Human_First_Names_F_0062=Akhila
Human_First_Names_F_0063=Aki
Human_First_Names_F_0064=Akie
Human_First_Names_F_0065=Akiko
Human_First_Names_F_0066=Akili
Human_First_Names_F_0067=Akina
Human_First_Names_F_0068=Aksa
Human_First_Names_F_0069=Alaia
Human_First_Names_F_0070=Alaina
Human_First_Names_F_0071=Alana
Human_First_Names_F_0072=Alani
Human_First_Names_F_0073=Alba
Human_First_Names_F_0074=Albana
Human_First_Names_F_0075=Alberta
Human_First_Names_F_0076=Albina
Human_First_Names_F_0077=Aldean
Human_First_Names_F_0078=Aleena
Human_First_Names_F_0079=Alejandra
Human_First_Names_F_0080=Aleksandra
Human_First_Names_F_0081=Alena
Human_First_Names_F_0082=Alenka
Human_First_Names_F_0083=Alesia
Human_First_Names_F_0084=Alex
Human_First_Names_F_0085=Alexa
Human_First_Names_F_0086=Alexandra
Human_First_Names_F_0087=Alexandria
Human_First_Names_F_0088=Alexis
Human_First_Names_F_0089=Alexy
Human_First_Names_F_0090=Alfreda
Human_First_Names_F_0091=Ali
Human_First_Names_F_0092=Alice
Human_First_Names_F_0093=Alicia
Human_First_Names_F_0094=Alija
Human_First_Names_F_0095=Alika
Human_First_Names_F_0096=Alima
Human_First_Names_F_0097=Aline
Human_First_Names_F_0098=Alisa
Human_First_Names_F_0099=Alisha
Human_First_Names_F_0100=Alison
Human_First_Names_F_0101=Alissa
Human_First_Names_F_0102=Aliza
Human_First_Names_F_0103=Allacia
Human_First_Names_F_0104=Allie
Human_First_Names_F_0105=Allison
Human_First_Names_F_0106=Allyson
Human_First_Names_F_0107=Alma
Human_First_Names_F_0108=Almer
Human_First_Names_F_0109=Aloma
Human_First_Names_F_0110=Alondra
Human_First_Names_F_0111=Alta
Human_First_Names_F_0112=Althea
Human_First_Names_F_0113=Alva
Human_First_Names_F_0114=Alvia
Human_First_Names_F_0115=Aly
Human_First_Names_F_0116=Alya
Human_First_Names_F_0117=Alycia
Human_First_Names_F_0118=Alysha
Human_First_Names_F_0119=Alyson
Human_First_Names_F_0120=Alyssa
Human_First_Names_F_0121=Amadi
Human_First_Names_F_0122=Amaira
Human_First_Names_F_0123=Amalia
Human_First_Names_F_0124=Amalie
Human_First_Names_F_0125=Amanda
Human_First_Names_F_0126=Amandeep
Human_First_Names_F_0127=Amane
Human_First_Names_F_0128=Amara
Human_First_Names_F_0129=Amari
Human_First_Names_F_0130=Amber
Human_First_Names_F_0131=Ambika
Human_First_Names_F_0132=Amel
Human_First_Names_F_0133=Amelia
Human_First_Names_F_0134=Amelija
Human_First_Names_F_0135=Ami
Human_First_Names_F_0136=Amie
Human_First_Names_F_0137=Amil
Human_First_Names_F_0138=Amina
Human_First_Names_F_0139=Amita
Human_First_Names_F_0140=Amori
Human_First_Names_F_0141=Amory
Human_First_Names_F_0142=Amparo
Human_First_Names_F_0143=Amrit
Human_First_Names_F_0144=Amrita
Human_First_Names_F_0145=Amy
Human_First_Names_F_0146=An
Human_First_Names_F_0147=Ana
Human_First_Names_F_0148=Ananya
Human_First_Names_F_0149=Anastasia
Human_First_Names_F_0150=Anasuya
Human_First_Names_F_0151=Anay
Human_First_Names_F_0152=Anaya
Human_First_Names_F_0153=Anber
Human_First_Names_F_0154=Anda
Human_First_Names_F_0155=Andrea
Human_First_Names_F_0156=Andreaka
Human_First_Names_F_0157=Andrijana
Human_First_Names_F_0158=Andy
Human_First_Names_F_0159=Aneta
Human_First_Names_F_0160=Anett
Human_First_Names_F_0161=Angela
Human_First_Names_F_0162=Angelica
Human_First_Names_F_0163=Angelina
Human_First_Names_F_0164=Angelique
Human_First_Names_F_0165=Angelita
Human_First_Names_F_0166=Angie
Human_First_Names_F_0167=Ani
Human_First_Names_F_0168=Anijah
Human_First_Names_F_0169=Anika
Human_First_Names_F_0170=Anita
Human_First_Names_F_0171=Anitra
Human_First_Names_F_0172=Anjali
Human_First_Names_F_0173=Ankita
Human_First_Names_F_0174=Ann
Human_First_Names_F_0175=Anna
Human_First_Names_F_0176=Annabella
Human_First_Names_F_0177=Annabelle
Human_First_Names_F_0178=Annalisa
Human_First_Names_F_0179=Anne
Human_First_Names_F_0180=Annette
Human_First_Names_F_0181=Annie
Human_First_Names_F_0182=Annika
Human_First_Names_F_0183=Annmarie
Human_First_Names_F_0184=Anthea
Human_First_Names_F_0185=Antoinette
Human_First_Names_F_0186=Antonella
Human_First_Names_F_0187=Antonia
Human_First_Names_F_0188=Antra
Human_First_Names_F_0189=Anya
Human_First_Names_F_0190=Anzu
Human_First_Names_F_0191=Aolani
Human_First_Names_F_0192=Apolena
Human_First_Names_F_0193=April
Human_First_Names_F_0194=Ara
Human_First_Names_F_0195=Arabella
Human_First_Names_F_0196=Arbana
Human_First_Names_F_0197=Ardell
Human_First_Names_F_0198=Arden
Human_First_Names_F_0199=Ardie
Human_First_Names_F_0200=Areon
Human_First_Names_F_0201=Aretha
Human_First_Names_F_0202=Aria
Human_First_Names_F_0203=Ariana
Human_First_Names_F_0204=Ariane
Human_First_Names_F_0205=Arie
Human_First_Names_F_0206=Ariel
Human_First_Names_F_0207=Arielle
Human_First_Names_F_0208=Arien
Human_First_Names_F_0209=Aries
Human_First_Names_F_0210=Arin
Human_First_Names_F_0211=Aris
Human_First_Names_F_0212=Arleen
Human_First_Names_F_0213=Arleigh
Human_First_Names_F_0214=Armani
Human_First_Names_F_0215=Armari
Human_First_Names_F_0216=Arnedra
Human_First_Names_F_0217=Arpita
Human_First_Names_F_0218=Arti
Human_First_Names_F_0219=Artie
Human_First_Names_F_0220=Ary
Human_First_Names_F_0221=Asako
Human_First_Names_F_0222=Asami
Human_First_Names_F_0223=Ashanique
Human_First_Names_F_0224=Ashby
Human_First_Names_F_0225=Ashkira
Human_First_Names_F_0226=Ashlee
Human_First_Names_F_0227=Ashley
Human_First_Names_F_0228=Astrid
Human_First_Names_F_0229=Asuka
Human_First_Names_F_0230=Asumi
Human_First_Names_F_0231=Athena
Human_First_Names_F_0232=Atley
Human_First_Names_F_0233=Atsuko
Human_First_Names_F_0234=Atsumi
Human_First_Names_F_0235=Aubrey
Human_First_Names_F_0236=Audra
Human_First_Names_F_0237=Audrey
Human_First_Names_F_0238=Augusta
Human_First_Names_F_0239=Augustina
Human_First_Names_F_0240=Augustine
Human_First_Names_F_0241=Aundra
Human_First_Names_F_0242=Aurea
Human_First_Names_F_0243=Aurelia
Human_First_Names_F_0244=Aurora
Human_First_Names_F_0245=Austin
Human_First_Names_F_0246=Autumn
Human_First_Names_F_0247=Ava
Human_First_Names_F_0248=Avarie
Human_First_Names_F_0249=Avery
Human_First_Names_F_0250=Avice
Human_First_Names_F_0251=Avigail
Human_First_Names_F_0252=Avis
Human_First_Names_F_0253=Avishan
Human_First_Names_F_0254=Aviva
Human_First_Names_F_0255=Avrey
Human_First_Names_F_0256=Avry
Human_First_Names_F_0257=Aya
Human_First_Names_F_0258=Ayako
Human_First_Names_F_0259=Ayame
Human_First_Names_F_0260=Ayana
Human_First_Names_F_0261=Ayleanna
Human_First_Names_F_0262=Ayo
Human_First_Names_F_0263=Ayumi
Human_First_Names_F_0264=Azahara
Human_First_Names_F_0265=Azariah
Human_First_Names_F_0266=Aziah
Human_First_Names_F_0267=Azumi
Human_First_Names_F_0268=Bailey
Human_First_Names_F_0269=Bao
Human_First_Names_F_0270=Barbara
Human_First_Names_F_0271=Barbra
Human_First_Names_F_0272=Barrie
Human_First_Names_F_0273=Bay
Human_First_Names_F_0274=Baylin
Human_First_Names_F_0275=Bea
Human_First_Names_F_0276=Beatrice
Human_First_Names_F_0277=Beatrix
Human_First_Names_F_0278=Becki
Human_First_Names_F_0279=Becky
Human_First_Names_F_0280=Bela
Human_First_Names_F_0281=Belinda
Human_First_Names_F_0282=Belle
Human_First_Names_F_0283=Benita
Human_First_Names_F_0284=Bennett
Human_First_Names_F_0285=Bera
Human_First_Names_F_0286=Bergen
Human_First_Names_F_0287=Berkley
Human_First_Names_F_0288=Berlin
Human_First_Names_F_0289=Bernadeta
Human_First_Names_F_0290=Bernadette
Human_First_Names_F_0291=Bernadine
Human_First_Names_F_0292=Bernice
Human_First_Names_F_0293=Berta
Human_First_Names_F_0294=Bertha
Human_First_Names_F_0295=Bertie
Human_First_Names_F_0296=Beryl
Human_First_Names_F_0297=Bess
Human_First_Names_F_0298=Bessie
Human_First_Names_F_0299=Beth
Human_First_Names_F_0300=Bethany
Human_First_Names_F_0301=Betsy
Human_First_Names_F_0302=Bette
Human_First_Names_F_0303=Bettie
Human_First_Names_F_0304=Betty
Human_First_Names_F_0305=Beverly
Human_First_Names_F_0306=Bianca
Human_First_Names_F_0307=Billie
Human_First_Names_F_0308=Bipasha
Human_First_Names_F_0309=Birdie
Human_First_Names_F_0310=Blair
Human_First_Names_F_0311=Blanca
Human_First_Names_F_0312=Blanche
Human_First_Names_F_0313=Blayke
Human_First_Names_F_0314=Bless
Human_First_Names_F_0315=Blythe
Human_First_Names_F_0316=Bobbi
Human_First_Names_F_0317=Bobbie
Human_First_Names_F_0318=Bonita
Human_First_Names_F_0319=Bonnie
Human_First_Names_F_0320=Bora
Human_First_Names_F_0321=Braden
Human_First_Names_F_0322=Brady
Human_First_Names_F_0323=Brae
Human_First_Names_F_0324=Braelin
Human_First_Names_F_0325=Brandi
Human_First_Names_F_0326=Brandy
Human_First_Names_F_0327=Braylin
Human_First_Names_F_0328=Bree
Human_First_Names_F_0329=Brenda
Human_First_Names_F_0330=Brenn
Human_First_Names_F_0331=Breslin
Human_First_Names_F_0332=Breyann
Human_First_Names_F_0333=Bria
Human_First_Names_F_0334=Briana
Human_First_Names_F_0335=Bridget
Human_First_Names_F_0336=Bridgette
Human_First_Names_F_0337=Brighten
Human_First_Names_F_0338=Brigita
Human_First_Names_F_0339=Britain
Human_First_Names_F_0340=Britney
Human_First_Names_F_0341=Britt
Human_First_Names_F_0342=Brooke
Human_First_Names_F_0343=Brooklyn
Human_First_Names_F_0344=Bryden
Human_First_Names_F_0345=Burnice
Human_First_Names_F_0346=Cabrina
Human_First_Names_F_0347=Cache
Human_First_Names_F_0348=Caden
Human_First_Names_F_0349=Cadence
Human_First_Names_F_0350=Caelin
Human_First_Names_F_0351=Cagney
Human_First_Names_F_0352=Caidyn
Human_First_Names_F_0353=Cailyn
Human_First_Names_F_0354=Caitlin
Human_First_Names_F_0355=Callan
Human_First_Names_F_0356=Callaway
Human_First_Names_F_0357=Callie
Human_First_Names_F_0358=Cally
Human_First_Names_F_0359=Camari
Human_First_Names_F_0360=Camdyn
Human_First_Names_F_0361=Camella
Human_First_Names_F_0362=Cameron
Human_First_Names_F_0363=Camila
Human_First_Names_F_0364=Camille
Human_First_Names_F_0365=Candice
Human_First_Names_F_0366=Capria
Human_First_Names_F_0367=Cara
Human_First_Names_F_0368=Carey
Human_First_Names_F_0369=Carissa
Human_First_Names_F_0370=Carla
Human_First_Names_F_0371=Carlin
Human_First_Names_F_0372=Carlota
Human_First_Names_F_0373=Carly
Human_First_Names_F_0374=Carmella
Human_First_Names_F_0375=Carmen
Human_First_Names_F_0376=Carol
Human_First_Names_F_0377=Carolina
Human_First_Names_F_0378=Caroline
Human_First_Names_F_0379=Carolyn
Human_First_Names_F_0380=Carrie
Human_First_Names_F_0381=Carson
Human_First_Names_F_0382=Casandra
Human_First_Names_F_0383=Casey
Human_First_Names_F_0384=Cassidy
Human_First_Names_F_0385=Cassie
Human_First_Names_F_0386=Catalina
Human_First_Names_F_0387=Catharine
Human_First_Names_F_0388=Catherine
Human_First_Names_F_0389=Cathie
Human_First_Names_F_0390=Cathleen
Human_First_Names_F_0391=Cathryn
Human_First_Names_F_0392=Cathy
Human_First_Names_F_0393=Catlynne
Human_First_Names_F_0394=Cayden
Human_First_Names_F_0395=Cecile
Human_First_Names_F_0396=Cecilia
Human_First_Names_F_0397=Celeste
Human_First_Names_F_0398=Celia
Human_First_Names_F_0399=Celina
Human_First_Names_F_0400=Celinda
Human_First_Names_F_0401=Celine
Human_First_Names_F_0402=Chae
Human_First_Names_F_0403=Chanara
Human_First_Names_F_0404=Chandra
Human_First_Names_F_0405=Chanita
Human_First_Names_F_0406=Channing
Human_First_Names_F_0407=Charity
Human_First_Names_F_0408=Charlene
Human_First_Names_F_0409=Charley
Human_First_Names_F_0410=Charlie
Human_First_Names_F_0411=Charlize
Human_First_Names_F_0412=Charlotte
Human_First_Names_F_0413=Chelsea
Human_First_Names_F_0414=Cheri
Human_First_Names_F_0415=Cheryl
Human_First_Names_F_0416=Chesiree
Human_First_Names_F_0417=Chiharu
Human_First_Names_F_0418=Chiho
Human_First_Names_F_0419=Chisato
Human_First_Names_F_0420=Chiyo
Human_First_Names_F_0421=Chloe
Human_First_Names_F_0422=Christa
Human_First_Names_F_0423=Christi
Human_First_Names_F_0424=Christie
Human_First_Names_F_0425=Christina
Human_First_Names_F_0426=Christine
Human_First_Names_F_0427=Christy
Human_First_Names_F_0428=Cindy
Human_First_Names_F_0429=Clair
Human_First_Names_F_0430=Claire
Human_First_Names_F_0431=Clara
Human_First_Names_F_0432=Clarice
Human_First_Names_F_0433=Clarissa
Human_First_Names_F_0434=Claudette
Human_First_Names_F_0435=Claudia
Human_First_Names_F_0436=Claudine
Human_First_Names_F_0437=Clementine
Human_First_Names_F_0438=Cleo
Human_First_Names_F_0439=Clover
Human_First_Names_F_0440=Codi
Human_First_Names_F_0441=Colette
Human_First_Names_F_0442=Colleen
Human_First_Names_F_0443=Connie
Human_First_Names_F_0444=Constance
Human_First_Names_F_0445=Consuelo
Human_First_Names_F_0446=Cora
Human_First_Names_F_0447=Coralee
Human_First_Names_F_0448=Corin
Human_First_Names_F_0449=Corina
Human_First_Names_F_0450=Corley
Human_First_Names_F_0451=Cosette
Human_First_Names_F_0452=Courtney
Human_First_Names_F_0453=Crista
Human_First_Names_F_0454=Cristina
Human_First_Names_F_0455=Cristy
Human_First_Names_F_0456=Cynthia
Human_First_Names_F_0457=Cypress
Human_First_Names_F_0458=Dai
Human_First_Names_F_0459=Daisy
Human_First_Names_F_0460=Dakala
Human_First_Names_F_0461=Dakota
Human_First_Names_F_0462=Dalal
Human_First_Names_F_0463=Daliana
Human_First_Names_F_0464=Dallas
Human_First_Names_F_0465=Dalyn
Human_First_Names_F_0466=Dana
Human_First_Names_F_0467=Danah
Human_First_Names_F_0468=Daniella
Human_First_Names_F_0469=Danielle
Human_First_Names_F_0470=Daniz
Human_First_Names_F_0471=Danny
Human_First_Names_F_0472=Daphne
Human_First_Names_F_0473=Darcy
Human_First_Names_F_0474=Daria
Human_First_Names_F_0475=Darla
Human_First_Names_F_0476=Darlene
Human_First_Names_F_0477=Darrisha
Human_First_Names_F_0478=Davea
Human_First_Names_F_0479=Davi
Human_First_Names_F_0480=Dawn
Human_First_Names_F_0481=Day
Human_First_Names_F_0482=Deb
Human_First_Names_F_0483=Debbie
Human_First_Names_F_0484=Debora
Human_First_Names_F_0485=Deborah
Human_First_Names_F_0486=Debra
Human_First_Names_F_0487=Dee
Human_First_Names_F_0488=Deepa
Human_First_Names_F_0489=Deirdre
Human_First_Names_F_0490=Delanna
Human_First_Names_F_0491=Delia
Human_First_Names_F_0492=Deliana
Human_First_Names_F_0493=Della
Human_First_Names_F_0494=Delores
Human_First_Names_F_0495=Demi
Human_First_Names_F_0496=Deniz
Human_First_Names_F_0497=Denosha
Human_First_Names_F_0498=Denyse
Human_First_Names_F_0499=Deone
Human_First_Names_F_0500=Derivia
Human_First_Names_F_0501=Deshay
Human_First_Names_F_0502=Deshondra
Human_First_Names_F_0503=Desiree
Human_First_Names_F_0504=Destiny
Human_First_Names_F_0505=Devanshi
Human_First_Names_F_0506=Devanta
Human_First_Names_F_0507=Devine
Human_First_Names_F_0508=Dezi
Human_First_Names_F_0509=Dharia
Human_First_Names_F_0510=Diamond
Human_First_Names_F_0511=Diana
Human_First_Names_F_0512=Diane
Human_First_Names_F_0513=Dita
Human_First_Names_F_0514=Dixie
Human_First_Names_F_0515=Dollie
Human_First_Names_F_0516=Dolly
Human_First_Names_F_0517=Dolores
Human_First_Names_F_0518=Dominica
Human_First_Names_F_0519=Dominique
Human_First_Names_F_0520=Dona
Human_First_Names_F_0521=Donna
Human_First_Names_F_0522=Donnelle
Human_First_Names_F_0523=Dontae
Human_First_Names_F_0524=Dora
Human_First_Names_F_0525=Doreen
Human_First_Names_F_0526=Doris
Human_First_Names_F_0527=Dorothy
Human_First_Names_F_0528=Dorthy
Human_First_Names_F_0529=Dot
Human_First_Names_F_0530=Dottie
Human_First_Names_F_0531=Drew
Human_First_Names_F_0532=Dylan
Human_First_Names_F_0533=Eaden
Human_First_Names_F_0534=Earlie
Human_First_Names_F_0535=Eastyn
Human_First_Names_F_0536=Ebba
Human_First_Names_F_0537=Eda
Human_First_Names_F_0538=Edie
Human_First_Names_F_0539=Edith
Human_First_Names_F_0540=Edna
Human_First_Names_F_0541=Edris
Human_First_Names_F_0542=Edwina
Human_First_Names_F_0543=Effie
Human_First_Names_F_0544=Eiko
Human_First_Names_F_0545=Eileen
Human_First_Names_F_0546=Eimi
Human_First_Names_F_0547=Eisha
Human_First_Names_F_0548=Elaine
Human_First_Names_F_0549=Eleanor
Human_First_Names_F_0550=Elena
Human_First_Names_F_0551=Elenor
Human_First_Names_F_0552=Elfi
Human_First_Names_F_0553=Eli
Human_First_Names_F_0554=Elidee
Human_First_Names_F_0555=Elinor
Human_First_Names_F_0556=Elisa
Human_First_Names_F_0557=Elisabeth
Human_First_Names_F_0558=Elise
Human_First_Names_F_0559=Elisha
Human_First_Names_F_0560=Elissa
Human_First_Names_F_0561=Eliza
Human_First_Names_F_0562=Elizabeth
Human_First_Names_F_0563=Ella
Human_First_Names_F_0564=Ellen
Human_First_Names_F_0565=Ellie
Human_First_Names_F_0566=Ellington
Human_First_Names_F_0567=Eloise
Human_First_Names_F_0568=Elsa
Human_First_Names_F_0569=Elsie
Human_First_Names_F_0570=Ema
Human_First_Names_F_0571=Emanuelle
Human_First_Names_F_0572=Emari
Human_First_Names_F_0573=Emelie
Human_First_Names_F_0574=Emerson
Human_First_Names_F_0575=Emery
Human_First_Names_F_0576=Emi
Human_First_Names_F_0577=Emiko
Human_First_Names_F_0578=Emilia
Human_First_Names_F_0579=Emily
Human_First_Names_F_0580=Emma
Human_First_Names_F_0581=Enid
Human_First_Names_F_0582=Erica
Human_First_Names_F_0583=Ericka
Human_First_Names_F_0584=Erika
Human_First_Names_F_0585=Eriko
Human_First_Names_F_0586=Erin
Human_First_Names_F_0587=Erma
Human_First_Names_F_0588=Ernestine
Human_First_Names_F_0589=Esma
Human_First_Names_F_0590=Esmeralda
Human_First_Names_F_0591=Esperanza
Human_First_Names_F_0592=Essie
Human_First_Names_F_0593=Estella
Human_First_Names_F_0594=Estelle
Human_First_Names_F_0595=Ester
Human_First_Names_F_0596=Esther
Human_First_Names_F_0597=Ethel
Human_First_Names_F_0598=Etti
Human_First_Names_F_0599=Eula
Human_First_Names_F_0600=Eunice
Human_First_Names_F_0601=Eva
Human_First_Names_F_0602=Evangelia
Human_First_Names_F_0603=Evangelina
Human_First_Names_F_0604=Evangeline
Human_First_Names_F_0605=Eve
Human_First_Names_F_0606=Evelyn
Human_First_Names_F_0607=Evette
Human_First_Names_F_0608=Evie
Human_First_Names_F_0609=Fabia
Human_First_Names_F_0610=Fatima
Human_First_Names_F_0611=Fay
Human_First_Names_F_0612=Faye
Human_First_Names_F_0613=Felicia
Human_First_Names_F_0614=Feliz
Human_First_Names_F_0615=Fen
Human_First_Names_F_0616=Ferlisha
Human_First_Names_F_0617=Fern
Human_First_Names_F_0618=Fey
Human_First_Names_F_0619=Finley
Human_First_Names_F_0620=Fiona
Human_First_Names_F_0621=Fionna
Human_First_Names_F_0622=Flannery
Human_First_Names_F_0623=Flora
Human_First_Names_F_0624=Florence
Human_First_Names_F_0625=Flynn
Human_First_Names_F_0626=Fran
Human_First_Names_F_0627=Francesca
Human_First_Names_F_0628=Francine
Human_First_Names_F_0629=Frankie
Human_First_Names_F_0630=Freddi
Human_First_Names_F_0631=Frederique
Human_First_Names_F_0632=Freja
Human_First_Names_F_0633=Frida
Human_First_Names_F_0634=Fujiko
Human_First_Names_F_0635=Fukumi
Human_First_Names_F_0636=Fumiko
Human_First_Names_F_0637=Gabija
Human_First_Names_F_0638=Gabriela
Human_First_Names_F_0639=Gabrielle
Human_First_Names_F_0640=Gail
Human_First_Names_F_0641=Galenka
Human_First_Names_F_0642=Garnett
Human_First_Names_F_0643=Gayle
Human_First_Names_F_0644=Gena
Human_First_Names_F_0645=Genesis
Human_First_Names_F_0646=Genevieve
Human_First_Names_F_0647=George
Human_First_Names_F_0648=Georgette
Human_First_Names_F_0649=Georgia
Human_First_Names_F_0650=Geraldine
Human_First_Names_F_0651=Gerri
Human_First_Names_F_0652=Gertrude
Human_First_Names_F_0653=Gilda
Human_First_Names_F_0654=Gillian
Human_First_Names_F_0655=Gina
Human_First_Names_F_0656=Ginger
Human_First_Names_F_0657=Ginny
Human_First_Names_F_0658=Gisele
Human_First_Names_F_0659=Glenda
Human_First_Names_F_0660=Gloria
Human_First_Names_F_0661=Goldie
Human_First_Names_F_0662=Grace
Human_First_Names_F_0663=Gracie
Human_First_Names_F_0664=Gratia
Human_First_Names_F_0665=Greta
Human_First_Names_F_0666=Gretchen
Human_First_Names_F_0667=Gretta
Human_First_Names_F_0668=Guadalupe
Human_First_Names_F_0669=Gurpreet
Human_First_Names_F_0670=Gwen
Human_First_Names_F_0671=Gwendolyn
Human_First_Names_F_0672=Gwyneth
Human_First_Names_F_0673=Hadley
Human_First_Names_F_0674=Hadyn
Human_First_Names_F_0675=Hailey
Human_First_Names_F_0676=Hala
Human_First_Names_F_0677=Halen
Human_First_Names_F_0678=Haley
Human_First_Names_F_0679=Hana
Human_First_Names_F_0680=Hanita
Human_First_Names_F_0681=Hannah
Human_First_Names_F_0682=Harley
Human_First_Names_F_0683=Harlyn
Human_First_Names_F_0684=Harper
Human_First_Names_F_0685=Harriet
Human_First_Names_F_0686=Hartley
Human_First_Names_F_0687=Haruko
Human_First_Names_F_0688=Haruyo
Human_First_Names_F_0689=Hattie
Human_First_Names_F_0690=Hayden
Human_First_Names_F_0691=Hazel
Human_First_Names_F_0692=Heather
Human_First_Names_F_0693=Heidi
Human_First_Names_F_0694=Helen
Human_First_Names_F_0695=Helena
Human_First_Names_F_0696=Helga
Human_First_Names_F_0697=Helma
Human_First_Names_F_0698=Henrietta
Human_First_Names_F_0699=Hentie
Human_First_Names_F_0700=Hermione
Human_First_Names_F_0701=Hero
Human_First_Names_F_0702=Hester
Human_First_Names_F_0703=Hetty
Human_First_Names_F_0704=Hideko
Human_First_Names_F_0705=Hilary
Human_First_Names_F_0706=Hildegard
Human_First_Names_F_0707=Hildur
Human_First_Names_F_0708=Hiroko
Human_First_Names_F_0709=Hisaya
Human_First_Names_F_0710=Hitomi
Human_First_Names_F_0711=Hollie
Human_First_Names_F_0712=Holly
Human_First_Names_F_0713=Hope
Human_First_Names_F_0714=Hortense
Human_First_Names_F_0715=Hudson
Human_First_Names_F_0716=Hunter
Human_First_Names_F_0717=Hyun
Human_First_Names_F_0718=Ichiko
Human_First_Names_F_0719=Ida
Human_First_Names_F_0720=Idina
Human_First_Names_F_0721=Ikumi
Human_First_Names_F_0722=Ilana
Human_First_Names_F_0723=Ilene
Human_First_Names_F_0724=Imogene
Human_First_Names_F_0725=Ina
Human_First_Names_F_0726=Indigo
Human_First_Names_F_0727=Indira
Human_First_Names_F_0728=Indrani
Human_First_Names_F_0729=Ines
Human_First_Names_F_0730=Inez
Human_First_Names_F_0731=Ingrid
Human_First_Names_F_0732=Ioanna
Human_First_Names_F_0733=Irena
Human_First_Names_F_0734=Irene
Human_First_Names_F_0735=Iris
Human_First_Names_F_0736=Irma
Human_First_Names_F_0737=Isa
Human_First_Names_F_0738=Isabel
Human_First_Names_F_0739=Isabella
Human_First_Names_F_0740=Isabelle
Human_First_Names_F_0741=Ishawna
Human_First_Names_F_0742=Isidora
Human_First_Names_F_0743=Isobel
Human_First_Names_F_0744=Itsumi
Human_First_Names_F_0745=Ivana
Human_First_Names_F_0746=Ivita
Human_First_Names_F_0747=Ivonne
Human_First_Names_F_0748=Ivy
Human_First_Names_F_0749=Jackie
Human_First_Names_F_0750=Jacklyn
Human_First_Names_F_0751=Jaclyn
Human_First_Names_F_0752=Jacqueline
Human_First_Names_F_0753=Jacquie
Human_First_Names_F_0754=Jada
Human_First_Names_F_0755=Jaden
Human_First_Names_F_0756=Jae
Human_First_Names_F_0757=Jaime
Human_First_Names_F_0758=Jakeline
Human_First_Names_F_0759=Jaki
Human_First_Names_F_0760=Jalani
Human_First_Names_F_0761=Jaleen
Human_First_Names_F_0762=Jalen
Human_First_Names_F_0763=Jamani
Human_First_Names_F_0764=Jami
Human_First_Names_F_0765=Jamie
Human_First_Names_F_0766=Jan
Human_First_Names_F_0767=Jana
Human_First_Names_F_0768=Jane
Human_First_Names_F_0769=Janelle
Human_First_Names_F_0770=Janet
Human_First_Names_F_0771=Janette
Human_First_Names_F_0772=Janice
Human_First_Names_F_0773=Janine
Human_First_Names_F_0774=Janis
Human_First_Names_F_0775=Janna
Human_First_Names_F_0776=Jara
Human_First_Names_F_0777=Jari
Human_First_Names_F_0778=Jarmila
Human_First_Names_F_0779=Jashanna
Human_First_Names_F_0780=Jasmine
Human_First_Names_F_0781=Jax
Human_First_Names_F_0782=Jayne
Human_First_Names_F_0783=Jaynie
Human_First_Names_F_0784=Jaz
Human_First_Names_F_0785=Jazmin
Human_First_Names_F_0786=Jean
Human_First_Names_F_0787=Jeanette
Human_First_Names_F_0788=Jeanie
Human_First_Names_F_0789=Jelinda
Human_First_Names_F_0790=Jemisha
Human_First_Names_F_0791=Jemma
Human_First_Names_F_0792=Jen
Human_First_Names_F_0793=Jenifer
Human_First_Names_F_0794=Jenna
Human_First_Names_F_0795=Jenni
Human_First_Names_F_0796=Jennica
Human_First_Names_F_0797=Jennifer
Human_First_Names_F_0798=Jenny
Human_First_Names_F_0799=Jeri
Human_First_Names_F_0800=Jerri
Human_First_Names_F_0801=Jerzy
Human_First_Names_F_0802=Jess
Human_First_Names_F_0803=Jessica
Human_First_Names_F_0804=Jessie
Human_First_Names_F_0805=Jewel
Human_First_Names_F_0806=Jianni
Human_First_Names_F_0807=Jill
Human_First_Names_F_0808=Jillian
Human_First_Names_F_0809=Jing
Human_First_Names_F_0810=Jinny
Human_First_Names_F_0811=Jo
Human_First_Names_F_0812=Joan
Human_First_Names_F_0813=Joana
Human_First_Names_F_0814=Joanie
Human_First_Names_F_0815=Joann
Human_First_Names_F_0816=Joanne
Human_First_Names_F_0817=Jocelyn
Human_First_Names_F_0818=Jodi
Human_First_Names_F_0819=Jodie
Human_First_Names_F_0820=Jody
Human_First_Names_F_0821=Joey
Human_First_Names_F_0822=Johana
Human_First_Names_F_0823=Johari
Human_First_Names_F_0824=Jolena
Human_First_Names_F_0825=Jolene
Human_First_Names_F_0826=Joni
Human_First_Names_F_0827=Jordan
Human_First_Names_F_0828=Josefina
Human_First_Names_F_0829=Josefine
Human_First_Names_F_0830=Josephine
Human_First_Names_F_0831=Josie
Human_First_Names_F_0832=Joslin
Human_First_Names_F_0833=Joy
Human_First_Names_F_0834=Joyce
Human_First_Names_F_0835=Juanita
Human_First_Names_F_0836=Judi
Human_First_Names_F_0837=Judie
Human_First_Names_F_0838=Judith
Human_First_Names_F_0839=Judy
Human_First_Names_F_0840=Jules
Human_First_Names_F_0841=Julia
Human_First_Names_F_0842=Julian
Human_First_Names_F_0843=Juliana
Human_First_Names_F_0844=Julianne
Human_First_Names_F_0845=Julie
Human_First_Names_F_0846=Juliet
Human_First_Names_F_0847=June
Human_First_Names_F_0848=Justina
Human_First_Names_F_0849=Justine
Human_First_Names_F_0850=Kadasha
Human_First_Names_F_0851=Kadian
Human_First_Names_F_0852=Kadrea
Human_First_Names_F_0853=Kahley
Human_First_Names_F_0854=Kaidyn
Human_First_Names_F_0855=Kailanni
Human_First_Names_F_0856=Kaimi
Human_First_Names_F_0857=Kaitlin
Human_First_Names_F_0858=Kala
Human_First_Names_F_0859=Kalahni
Human_First_Names_F_0860=Kalea
Human_First_Names_F_0861=Kalin
Human_First_Names_F_0862=Kaliope
Human_First_Names_F_0863=Kam
Human_First_Names_F_0864=Kamali
Human_First_Names_F_0865=Kamani
Human_First_Names_F_0866=Kamari
Human_First_Names_F_0867=Kamdyn
Human_First_Names_F_0868=Kamie
Human_First_Names_F_0869=Kamila
Human_First_Names_F_0870=Kana
Human_First_Names_F_0871=Kanika
Human_First_Names_F_0872=Kao
Human_First_Names_F_0873=Kara
Human_First_Names_F_0874=Karen
Human_First_Names_F_0875=Kari
Human_First_Names_F_0876=Karin
Human_First_Names_F_0877=Karina
Human_First_Names_F_0878=Karla
Human_First_Names_F_0879=Karolina
Human_First_Names_F_0880=Karsen
Human_First_Names_F_0881=Kary
Human_First_Names_F_0882=Kasey
Human_First_Names_F_0883=Kassidy
Human_First_Names_F_0884=Katarina
Human_First_Names_F_0885=Kate
Human_First_Names_F_0886=Katelyn
Human_First_Names_F_0887=Katey
Human_First_Names_F_0888=Katharine
Human_First_Names_F_0889=Katherine
Human_First_Names_F_0890=Katheryn
Human_First_Names_F_0891=Kathie
Human_First_Names_F_0892=Kathleen
Human_First_Names_F_0893=Kathlyn
Human_First_Names_F_0894=Kathrine
Human_First_Names_F_0895=Kathy
Human_First_Names_F_0896=Katie
Human_First_Names_F_0897=Katrina
Human_First_Names_F_0898=Katy
Human_First_Names_F_0899=Kavita
Human_First_Names_F_0900=Kay
Human_First_Names_F_0901=Kaydin
Human_First_Names_F_0902=Kayla
Human_First_Names_F_0903=Kaylee
Human_First_Names_F_0904=Keegan
Human_First_Names_F_0905=Keiko
Human_First_Names_F_0906=Keisha
Human_First_Names_F_0907=Kelley
Human_First_Names_F_0908=Kelli
Human_First_Names_F_0909=Kellie
Human_First_Names_F_0910=Kelly
Human_First_Names_F_0911=Kelsey
Human_First_Names_F_0912=Kemani
Human_First_Names_F_0913=Kendal
Human_First_Names_F_0914=Kendra
Human_First_Names_F_0915=Kennedy
Human_First_Names_F_0916=Keri
Human_First_Names_F_0917=Kerri
Human_First_Names_F_0918=Khali
Human_First_Names_F_0919=Khinara
Human_First_Names_F_0920=Kiana
Human_First_Names_F_0921=Kiandra
Human_First_Names_F_0922=Kiko
Human_First_Names_F_0923=Kileyna
Human_First_Names_F_0924=Kim
Human_First_Names_F_0925=Kimani
Human_First_Names_F_0926=Kimberly
Human_First_Names_F_0927=Kimiko
Human_First_Names_F_0928=Kinsey
Human_First_Names_F_0929=Kira
Human_First_Names_F_0930=Kirsten
Human_First_Names_F_0931=Kirsty
Human_First_Names_F_0932=Kishana
Human_First_Names_F_0933=Kitt
Human_First_Names_F_0934=Kizzie
Human_First_Names_F_0935=Klara
Human_First_Names_F_0936=Kodi
Human_First_Names_F_0937=Konomi
Human_First_Names_F_0938=Korah
Human_First_Names_F_0939=Kris
Human_First_Names_F_0940=Krista
Human_First_Names_F_0941=Kristen
Human_First_Names_F_0942=Kristi
Human_First_Names_F_0943=Kristie
Human_First_Names_F_0944=Kristin
Human_First_Names_F_0945=Kristina
Human_First_Names_F_0946=Kristine
Human_First_Names_F_0947=Kristy
Human_First_Names_F_0948=Kumi
Human_First_Names_F_0949=Kyri
Human_First_Names_F_0950=Lacara
Human_First_Names_F_0951=Lacey
Human_First_Names_F_0952=Ladell
Human_First_Names_F_0953=Lakedra
Human_First_Names_F_0954=Lakeisha
Human_First_Names_F_0955=Lakoda
Human_First_Names_F_0956=Lamari
Human_First_Names_F_0957=Lana
Human_First_Names_F_0958=Landon
Human_First_Names_F_0959=Landry
Human_First_Names_F_0960=Lane
Human_First_Names_F_0961=Lanie
Human_First_Names_F_0962=Lara
Human_First_Names_F_0963=Laren
Human_First_Names_F_0964=Larissa
Human_First_Names_F_0965=Larkin
Human_First_Names_F_0966=Lashaya
Human_First_Names_F_0967=Latasha
Human_First_Names_F_0968=Latavia
Human_First_Names_F_0969=Latika
Human_First_Names_F_0970=Latisha
Human_First_Names_F_0971=Latoya
Human_First_Names_F_0972=Laura
Human_First_Names_F_0973=Laurel
Human_First_Names_F_0974=Lauren
Human_First_Names_F_0975=Laurie
Human_First_Names_F_0976=Laverne
Human_First_Names_F_0977=Lawanda
Human_First_Names_F_0978=Laylani
Human_First_Names_F_0979=Lea
Human_First_Names_F_0980=Leandra
Human_First_Names_F_0981=Leanne
Human_First_Names_F_0982=Lee
Human_First_Names_F_0983=Leela
Human_First_Names_F_0984=Leelannee
Human_First_Names_F_0985=Leia
Human_First_Names_F_0986=Leigh
Human_First_Names_F_0987=Leila
Human_First_Names_F_0988=Leilani
Human_First_Names_F_0989=Leisha
Human_First_Names_F_0990=Leisley
Human_First_Names_F_0991=Lena
Human_First_Names_F_0992=Lenka
Human_First_Names_F_0993=Lenora
Human_First_Names_F_0994=Lenore
Human_First_Names_F_0995=Lenzie
Human_First_Names_F_0996=Leona
Human_First_Names_F_0997=Leonie
Human_First_Names_F_0998=Leslee
Human_First_Names_F_0999=Lesley
Human_First_Names_F_1000=Lesli
Human_First_Names_F_1001=Leslie
Human_First_Names_F_1002=Lexington
Human_First_Names_F_1003=Leyla
Human_First_Names_F_1004=Liana
Human_First_Names_F_1005=Lianne
Human_First_Names_F_1006=Liddy
Human_First_Names_F_1007=Lidia
Human_First_Names_F_1008=Liesl
Human_First_Names_F_1009=Lili
Human_First_Names_F_1010=Liliana
Human_First_Names_F_1011=Lillian
Human_First_Names_F_1012=Lillie
Human_First_Names_F_1013=Lilly
Human_First_Names_F_1014=Lilo
Human_First_Names_F_1015=Lily
Human_First_Names_F_1016=Lin
Human_First_Names_F_1017=Lina
Human_First_Names_F_1018=Lincoln
Human_First_Names_F_1019=Linda
Human_First_Names_F_1020=Lindsey
Human_First_Names_F_1021=Lisa
Human_First_Names_F_1022=Livia
Human_First_Names_F_1023=Liz
Human_First_Names_F_1024=Lizzie
Human_First_Names_F_1025=Logan
Human_First_Names_F_1026=Lois
Human_First_Names_F_1027=Lola
Human_First_Names_F_1028=Loni
Human_First_Names_F_1029=Lora
Human_First_Names_F_1030=Loraine
Human_First_Names_F_1031=Lorene
Human_First_Names_F_1032=Loretta
Human_First_Names_F_1033=Lori
Human_First_Names_F_1034=Lorna
Human_First_Names_F_1035=Lou
Human_First_Names_F_1036=Louella
Human_First_Names_F_1037=Louisa
Human_First_Names_F_1038=Louise
Human_First_Names_F_1039=Lovelle
Human_First_Names_F_1040=Luana
Human_First_Names_F_1041=Luann
Human_First_Names_F_1042=Lucille
Human_First_Names_F_1043=Lucinda
Human_First_Names_F_1044=Lucy
Human_First_Names_F_1045=Ludmila
Human_First_Names_F_1046=Luella
Human_First_Names_F_1047=Luisa
Human_First_Names_F_1048=Luiza
Human_First_Names_F_1049=Lupe
Human_First_Names_F_1050=Luverne
Human_First_Names_F_1051=Lydia
Human_First_Names_F_1052=Lynda
Human_First_Names_F_1053=Lynn
Human_First_Names_F_1054=Mabel
Human_First_Names_F_1055=Mackinley
Human_First_Names_F_1056=Maddy
Human_First_Names_F_1057=Maddyx
Human_First_Names_F_1058=Madeline
Human_First_Names_F_1059=Madge
Human_First_Names_F_1060=Madison
Human_First_Names_F_1061=Magdalena
Human_First_Names_F_1062=Maggie
Human_First_Names_F_1063=Magnolia
Human_First_Names_F_1064=Mahari
Human_First_Names_F_1065=Mai
Human_First_Names_F_1066=Maiko
Human_First_Names_F_1067=Maja
Human_First_Names_F_1068=Makayla
Human_First_Names_F_1069=Malaya
Human_First_Names_F_1070=Malia
Human_First_Names_F_1071=Malinda
Human_First_Names_F_1072=Maliyah
Human_First_Names_F_1073=Mallory
Human_First_Names_F_1074=Malone
Human_First_Names_F_1075=Malou
Human_First_Names_F_1076=Mana
Human_First_Names_F_1077=Mandy
Human_First_Names_F_1078=Maneet
Human_First_Names_F_1079=Manjula
Human_First_Names_F_1080=Mara
Human_First_Names_F_1081=Marcella
Human_First_Names_F_1082=Marci
Human_First_Names_F_1083=Marcia
Human_First_Names_F_1084=Marcy
Human_First_Names_F_1085=Margaret
Human_First_Names_F_1086=Margery
Human_First_Names_F_1087=Margie
Human_First_Names_F_1088=Margot
Human_First_Names_F_1089=Margret
Human_First_Names_F_1090=Maria
Human_First_Names_F_1091=Mariam
Human_First_Names_F_1092=Mariana
Human_First_Names_F_1093=Maribelle
Human_First_Names_F_1094=Marie
Human_First_Names_F_1095=Marietta
Human_First_Names_F_1096=Marilyn
Human_First_Names_F_1097=Marisa
Human_First_Names_F_1098=Marji
Human_First_Names_F_1099=Marjorie
Human_First_Names_F_1100=Marla
Human_First_Names_F_1101=Marlena
Human_First_Names_F_1102=Marley
Human_First_Names_F_1103=Marrion
Human_First_Names_F_1104=Marsha
Human_First_Names_F_1105=Marta
Human_First_Names_F_1106=Martha
Human_First_Names_F_1107=Marviana
Human_First_Names_F_1108=Mary
Human_First_Names_F_1109=Maryann
Human_First_Names_F_1110=Marylou
Human_First_Names_F_1111=Mason
Human_First_Names_F_1112=Matavia
Human_First_Names_F_1113=Matilda
Human_First_Names_F_1114=Matsuko
Human_First_Names_F_1115=Mattie
Human_First_Names_F_1116=Maude
Human_First_Names_F_1117=Maura
Human_First_Names_F_1118=Maureen
Human_First_Names_F_1119=Maven
Human_First_Names_F_1120=Mavis
Human_First_Names_F_1121=Max
Human_First_Names_F_1122=Maxine
Human_First_Names_F_1123=Maya
Human_First_Names_F_1124=Maybelle
Human_First_Names_F_1125=Mayumi
Human_First_Names_F_1126=Meagan
Human_First_Names_F_1127=Meg
Human_First_Names_F_1128=Megan
Human_First_Names_F_1129=Meghan
Human_First_Names_F_1130=Megumi
Human_First_Names_F_1131=Mei
Human_First_Names_F_1132=Meiko
Human_First_Names_F_1133=Mel
Human_First_Names_F_1134=Melania
Human_First_Names_F_1135=Melanie
Human_First_Names_F_1136=Melicia
Human_First_Names_F_1137=Melinda
Human_First_Names_F_1138=Melissa
Human_First_Names_F_1139=Mell
Human_First_Names_F_1140=Melly
Human_First_Names_F_1141=Melody
Human_First_Names_F_1142=Memphis
Human_First_Names_F_1143=Meredith
Human_First_Names_F_1144=Micah
Human_First_Names_F_1145=Michelle
Human_First_Names_F_1146=Miki
Human_First_Names_F_1147=Mila
Human_First_Names_F_1148=Mildred
Human_First_Names_F_1149=Miley
Human_First_Names_F_1150=Millicent
Human_First_Names_F_1151=Millie
Human_First_Names_F_1152=Milly
Human_First_Names_F_1153=Mimi
Human_First_Names_F_1154=Mina
Human_First_Names_F_1155=Mindy
Human_First_Names_F_1156=Mineko
Human_First_Names_F_1157=Minerva
Human_First_Names_F_1158=Minnie
Human_First_Names_F_1159=Mira
Human_First_Names_F_1160=Mirabel
Human_First_Names_F_1161=Miranda
Human_First_Names_F_1162=Miriam
Human_First_Names_F_1163=Missy
Human_First_Names_F_1164=Mitzi
Human_First_Names_F_1165=Miyabi
Human_First_Names_F_1166=Mizuki
Human_First_Names_F_1167=Moana
Human_First_Names_F_1168=Mollie
Human_First_Names_F_1169=Molly
Human_First_Names_F_1170=Mona
Human_First_Names_F_1171=Monica
Human_First_Names_F_1172=Monique
Human_First_Names_F_1173=Monroe
Human_First_Names_F_1174=Montana
Human_First_Names_F_1175=Morgan
Human_First_Names_F_1176=Muriel
Human_First_Names_F_1177=Myra
Human_First_Names_F_1178=Nadia
Human_First_Names_F_1179=Nadine
Human_First_Names_F_1180=Naila
Human_First_Names_F_1181=Nakala
Human_First_Names_F_1182=Nalani
Human_First_Names_F_1183=Nancy
Human_First_Names_F_1184=Nandi
Human_First_Names_F_1185=Nanette
Human_First_Names_F_1186=Naomi
Human_First_Names_F_1187=Narumi
Human_First_Names_F_1188=Nasiah
Human_First_Names_F_1189=Natale
Human_First_Names_F_1190=Natalia
Human_First_Names_F_1191=Natalie
Human_First_Names_F_1192=Natasha
Human_First_Names_F_1193=Natroya
Human_First_Names_F_1194=Natsume
Human_First_Names_F_1195=Nedaara
Human_First_Names_F_1196=Neema
Human_First_Names_F_1197=Nelinka
Human_First_Names_F_1198=Nell
Human_First_Names_F_1199=Nellie
Human_First_Names_F_1200=Nelly
Human_First_Names_F_1201=Neomi
Human_First_Names_F_1202=Nerissa
Human_First_Names_F_1203=Nevada
Human_First_Names_F_1204=Nia
Human_First_Names_F_1205=Nichole
Human_First_Names_F_1206=Nicole
Human_First_Names_F_1207=Nikita
Human_First_Names_F_1208=Nikki
Human_First_Names_F_1209=Nikola
Human_First_Names_F_1210=Nina
Human_First_Names_F_1211=Noelle
Human_First_Names_F_1212=Nora
Human_First_Names_F_1213=Noreen
Human_First_Names_F_1214=Noriko
Human_First_Names_F_1215=Norma
Human_First_Names_F_1216=Nozomi
Human_First_Names_F_1217=Octavia
Human_First_Names_F_1218=Odessa
Human_First_Names_F_1219=Okalani
Human_First_Names_F_1220=Olanda
Human_First_Names_F_1221=Olga
Human_First_Names_F_1222=Oliana
Human_First_Names_F_1223=Olive
Human_First_Names_F_1224=Olivia
Human_First_Names_F_1225=Ollie
Human_First_Names_F_1226=Onnie
Human_First_Names_F_1227=Onyx
Human_First_Names_F_1228=Opal
Human_First_Names_F_1229=Ophelia
Human_First_Names_F_1230=Oriana
Human_First_Names_F_1231=Orion
Human_First_Names_F_1232=Ozie
Human_First_Names_F_1233=Paiden
Human_First_Names_F_1234=Paige
Human_First_Names_F_1235=Pallavi
Human_First_Names_F_1236=Pam
Human_First_Names_F_1237=Pamela
Human_First_Names_F_1238=Parker
Human_First_Names_F_1239=Parvati
Human_First_Names_F_1240=Pasha
Human_First_Names_F_1241=Pat
Human_First_Names_F_1242=Patricia
Human_First_Names_F_1243=Patsy
Human_First_Names_F_1244=Patti
Human_First_Names_F_1245=Patty
Human_First_Names_F_1246=Paula
Human_First_Names_F_1247=Paulette
Human_First_Names_F_1248=Paulina
Human_First_Names_F_1249=Pauline
Human_First_Names_F_1250=Pavla
Human_First_Names_F_1251=Pavlina
Human_First_Names_F_1252=Pavlinka
Human_First_Names_F_1253=Paxton
Human_First_Names_F_1254=Payton
Human_First_Names_F_1255=Pearl
Human_First_Names_F_1256=Peggy
Human_First_Names_F_1257=Penelope
Human_First_Names_F_1258=Penny
Human_First_Names_F_1259=Petra
Human_First_Names_F_1260=Phoebe
Human_First_Names_F_1261=Phoenix
Human_First_Names_F_1262=Phylicity
Human_First_Names_F_1263=Phyllis
Human_First_Names_F_1264=Piper
Human_First_Names_F_1265=Pippa
Human_First_Names_F_1266=Polina
Human_First_Names_F_1267=Polly
Human_First_Names_F_1268=Poppy
Human_First_Names_F_1269=Posey
Human_First_Names_F_1270=Preet
Human_First_Names_F_1271=Prima
Human_First_Names_F_1272=Priscilla
Human_First_Names_F_1273=Priya
Human_First_Names_F_1274=Priyanka
Human_First_Names_F_1275=Quinn
Human_First_Names_F_1276=Rachael
Human_First_Names_F_1277=Rachel
Human_First_Names_F_1278=Rachelle
Human_First_Names_F_1279=Radana
Human_First_Names_F_1280=Radmila
Human_First_Names_F_1281=Rae
Human_First_Names_F_1282=Rain
Human_First_Names_F_1283=Raleigh
Human_First_Names_F_1284=Ramona
Human_First_Names_F_1285=Ranisha
Human_First_Names_F_1286=Raquel
Human_First_Names_F_1287=Rashi
Human_First_Names_F_1288=Rati
Human_First_Names_F_1289=Reagan
Human_First_Names_F_1290=Reba
Human_First_Names_F_1291=Rebecca
Human_First_Names_F_1292=Rebeka
Human_First_Names_F_1293=Rebekah
Human_First_Names_F_1294=Rebel
Human_First_Names_F_1295=Reese
Human_First_Names_F_1296=Regina
Human_First_Names_F_1297=Reika
Human_First_Names_F_1298=Remy
Human_First_Names_F_1299=Rena
Human_First_Names_F_1300=Rhiannon
Human_First_Names_F_1301=Rhoda
Human_First_Names_F_1302=Rhonda
Human_First_Names_F_1303=Ricki
Human_First_Names_F_1304=Rihanna
Human_First_Names_F_1305=Rika
Human_First_Names_F_1306=Riley
Human_First_Names_F_1307=Rio
Human_First_Names_F_1308=Rita
Human_First_Names_F_1309=River
Human_First_Names_F_1310=Robbie
Human_First_Names_F_1311=Roberta
Human_First_Names_F_1312=Robin
Human_First_Names_F_1313=Roma
Human_First_Names_F_1314=Ronie
Human_First_Names_F_1315=Rory
Human_First_Names_F_1316=Rosa
Human_First_Names_F_1317=Rosalie
Human_First_Names_F_1318=Rosalind
Human_First_Names_F_1319=Rosalyn
Human_First_Names_F_1320=Rosanna
Human_First_Names_F_1321=Rosario
Human_First_Names_F_1322=Rose
Human_First_Names_F_1323=Rosemarie
Human_First_Names_F_1324=Rosemary
Human_First_Names_F_1325=Roxanne
Human_First_Names_F_1326=Roxie
Human_First_Names_F_1327=Ruby
Human_First_Names_F_1328=Ruth
Human_First_Names_F_1329=Ryoko
Human_First_Names_F_1330=Sabina
Human_First_Names_F_1331=Sabrina
Human_First_Names_F_1332=Sadie
Human_First_Names_F_1333=Safa
Human_First_Names_F_1334=Sage
Human_First_Names_F_1335=Sakura
Human_First_Names_F_1336=Salem
Human_First_Names_F_1337=Salenna
Human_First_Names_F_1338=Sallie
Human_First_Names_F_1339=Sally
Human_First_Names_F_1340=Sam
Human_First_Names_F_1341=Samantha
Human_First_Names_F_1342=Samara
Human_First_Names_F_1343=Sammy
Human_First_Names_F_1344=Sandra
Human_First_Names_F_1345=Sandy
Human_First_Names_F_1346=Sara
Human_First_Names_F_1347=Sarah
Human_First_Names_F_1348=Sasha
Human_First_Names_F_1349=Satomi
Human_First_Names_F_1350=Savannah
Human_First_Names_F_1351=Savitri
Human_First_Names_F_1352=Sawyer
Human_First_Names_F_1353=Scarlett
Human_First_Names_F_1354=Selby
Human_First_Names_F_1355=Selena
Human_First_Names_F_1356=Selma
Human_First_Names_F_1357=Seneca
Human_First_Names_F_1358=Serafina
Human_First_Names_F_1359=Serena
Human_First_Names_F_1360=Shamari
Human_First_Names_F_1361=Shana
Human_First_Names_F_1362=Shanaya
Human_First_Names_F_1363=Shaniqua
Human_First_Names_F_1364=Shannon
Human_First_Names_F_1365=Shaquira
Human_First_Names_F_1366=Sharlene
Human_First_Names_F_1367=Sharon
Human_First_Names_F_1368=Shauna
Human_First_Names_F_1369=Shawndell
Human_First_Names_F_1370=Shay
Human_First_Names_F_1371=Sheila
Human_First_Names_F_1372=Shelby
Human_First_Names_F_1373=Shell
Human_First_Names_F_1374=Shelley
Human_First_Names_F_1375=Shelly
Human_First_Names_F_1376=Sheri
Human_First_Names_F_1377=Sherrie
Human_First_Names_F_1378=Sherry
Human_First_Names_F_1379=Sheryl
Human_First_Names_F_1380=Shia
Human_First_Names_F_1381=Shira
Human_First_Names_F_1382=Siah
Human_First_Names_F_1383=Silvia
Human_First_Names_F_1384=Simona
Human_First_Names_F_1385=Simone
Human_First_Names_F_1386=Sky
Human_First_Names_F_1387=Skyler
Human_First_Names_F_1388=Sloan
Human_First_Names_F_1389=Sofia
Human_First_Names_F_1390=Sofie
Human_First_Names_F_1391=Solvita
Human_First_Names_F_1392=Sonnie
Human_First_Names_F_1393=Sonya
Human_First_Names_F_1394=Sophia
Human_First_Names_F_1395=Sophie
Human_First_Names_F_1396=Stacey
Human_First_Names_F_1397=Staci
Human_First_Names_F_1398=Stacie
Human_First_Names_F_1399=Stacy
Human_First_Names_F_1400=Stefanie
Human_First_Names_F_1401=Steffi
Human_First_Names_F_1402=Stella
Human_First_Names_F_1403=Steph
Human_First_Names_F_1404=Stephanie
Human_First_Names_F_1405=Stephie
Human_First_Names_F_1406=Sterling
Human_First_Names_F_1407=Stevie
Human_First_Names_F_1408=Sue
Human_First_Names_F_1409=Suellen
Human_First_Names_F_1410=Summer
Human_First_Names_F_1411=Susan
Human_First_Names_F_1412=Susannah
Human_First_Names_F_1413=Susie
Human_First_Names_F_1414=Suzana
Human_First_Names_F_1415=Suzanne
Human_First_Names_F_1416=Suzette
Human_First_Names_F_1417=Svetlana
Human_First_Names_F_1418=Sybil
Human_First_Names_F_1419=Sylvia
Human_First_Names_F_1420=Tabatha
Human_First_Names_F_1421=Tahje
Human_First_Names_F_1422=Tai
Human_First_Names_F_1423=Talia
Human_First_Names_F_1424=Tallulah
Human_First_Names_F_1425=Talyn
Human_First_Names_F_1426=Tamara
Human_First_Names_F_1427=Tamera
Human_First_Names_F_1428=Tami
Human_First_Names_F_1429=Tamiko
Human_First_Names_F_1430=Tammie
Human_First_Names_F_1431=Tammy
Human_First_Names_F_1432=Tania
Human_First_Names_F_1433=Tanisha
Human_First_Names_F_1434=Tanya
Human_First_Names_F_1435=Tara
Human_First_Names_F_1436=Tasha
Human_First_Names_F_1437=Tavena
Human_First_Names_F_1438=Tavi
Human_First_Names_F_1439=Tawny
Human_First_Names_F_1440=Taylor
Human_First_Names_F_1441=Tea
Human_First_Names_F_1442=Teagan
Human_First_Names_F_1443=Teresa
Human_First_Names_F_1444=Teri
Human_First_Names_F_1445=Tessa
Human_First_Names_F_1446=Thea
Human_First_Names_F_1447=Thelma
Human_First_Names_F_1448=Theresa
Human_First_Names_F_1449=Tia
Human_First_Names_F_1450=Tianna
Human_First_Names_F_1451=Tiffany
Human_First_Names_F_1452=Tillie
Human_First_Names_F_1453=Tina
Human_First_Names_F_1454=Tonya
Human_First_Names_F_1455=Tory
Human_First_Names_F_1456=Tracey
Human_First_Names_F_1457=Traci
Human_First_Names_F_1458=Tracy
Human_First_Names_F_1459=Tricia
Human_First_Names_F_1460=Trina
Human_First_Names_F_1461=Tris
Human_First_Names_F_1462=Trish
Human_First_Names_F_1463=Trisha
Human_First_Names_F_1464=Trudy
Human_First_Names_F_1465=Twyla
Human_First_Names_F_1466=Tyler
Human_First_Names_F_1467=Ulla
Human_First_Names_F_1468=Ursula
Human_First_Names_F_1469=Vail
Human_First_Names_F_1470=Valarie
Human_First_Names_F_1471=Valen
Human_First_Names_F_1472=Valentine
Human_First_Names_F_1473=Valerie
Human_First_Names_F_1474=Vanesa
Human_First_Names_F_1475=Velma
Human_First_Names_F_1476=Vendela
Human_First_Names_F_1477=Vera
Human_First_Names_F_1478=Veronica
Human_First_Names_F_1479=Vicki
Human_First_Names_F_1480=Vickie
Human_First_Names_F_1481=Vicky
Human_First_Names_F_1482=Victoria
Human_First_Names_F_1483=Viktoria
Human_First_Names_F_1484=Vilma
Human_First_Names_F_1485=Viola
Human_First_Names_F_1486=Violet
Human_First_Names_F_1487=Virginia
Human_First_Names_F_1488=Vivian
Human_First_Names_F_1489=Wanda
Human_First_Names_F_1490=Wendi
Human_First_Names_F_1491=Wendy
Human_First_Names_F_1492=Whitney
Human_First_Names_F_1493=Willow
Human_First_Names_F_1494=Wilma
Human_First_Names_F_1495=Winifred
Human_First_Names_F_1496=Winnie
Human_First_Names_F_1497=Wynn
Human_First_Names_F_1498=Yalonda
Human_First_Names_F_1499=Yannis
Human_First_Names_F_1500=Yasmine
Human_First_Names_F_1501=Yi
Human_First_Names_F_1502=Ying
Human_First_Names_F_1503=Yolanda
Human_First_Names_F_1504=Yuki
Human_First_Names_F_1505=Yumi
Human_First_Names_F_1506=Yvette
Human_First_Names_F_1507=Yvonne
Human_First_Names_F_1508=Zahra
Human_First_Names_F_1509=Zaketa
Human_First_Names_F_1510=Zamari
Human_First_Names_F_1511=Zanda
Human_First_Names_F_1512=Zandra
Human_First_Names_F_1513=Zara
Human_First_Names_F_1514=Zekera
Human_First_Names_F_1515=Zena
Human_First_Names_F_1516=Zima
Human_First_Names_F_1517=Zoe
Human_First_Names_F_1518=Zora
Human_First_Names_F_1519=Zorana
Human_First_Names_F_1520=Zuleika
Human_First_Names_M_0001=Aadi
Human_First_Names_M_0002=Aarav
Human_First_Names_M_0003=Aaron
Human_First_Names_M_0004=Aban
Human_First_Names_M_0005=Abasi
Human_First_Names_M_0006=Abbas
Human_First_Names_M_0007=Abdul
Human_First_Names_M_0008=Abe
Human_First_Names_M_0009=Abel
Human_First_Names_M_0010=Abraham
Human_First_Names_M_0011=Abram
Human_First_Names_M_0012=Adam
Human_First_Names_M_0013=Adamo
Human_First_Names_M_0014=Adan
Human_First_Names_M_0015=Addae
Human_First_Names_M_0016=Addi
Human_First_Names_M_0017=Ade
Human_First_Names_M_0018=Adil
Human_First_Names_M_0019=Adolfo
Human_First_Names_M_0020=Adovardo
Human_First_Names_M_0021=Adrian
Human_First_Names_M_0022=Afram
Human_First_Names_M_0023=Agnolo
Human_First_Names_M_0024=Agostino
Human_First_Names_M_0025=Ahmad
Human_First_Names_M_0026=Ahmed
Human_First_Names_M_0027=Akaar
Human_First_Names_M_0028=Akahito
Human_First_Names_M_0029=Akash
Human_First_Names_M_0030=Akello
Human_First_Names_M_0031=Akeno
Human_First_Names_M_0032=Aki
Human_First_Names_M_0033=Akihiro
Human_First_Names_M_0034=Akihisa
Human_First_Names_M_0035=Akihito
Human_First_Names_M_0036=Akikazu
Human_First_Names_M_0037=Akinari 
Human_First_Names_M_0038=Akinori 
Human_First_Names_M_0039=Akio
Human_First_Names_M_0040=Akira 
Human_First_Names_M_0041=Akoni
Human_First_Names_M_0042=Aksel
Human_First_Names_M_0043=Al
Human_First_Names_M_0044=Alamanno
Human_First_Names_M_0045=Alan
Human_First_Names_M_0046=Albert
Human_First_Names_M_0047=Alberto
Human_First_Names_M_0048=Albizzo
Human_First_Names_M_0049=Alden
Human_First_Names_M_0050=Aldo
Human_First_Names_M_0051=Alec
Human_First_Names_M_0052=Aleix
Human_First_Names_M_0053=Alejandro
Human_First_Names_M_0054=Alerion
Human_First_Names_M_0055=Alessandro
Human_First_Names_M_0056=Alesso
Human_First_Names_M_0057=Alex
Human_First_Names_M_0058=Alexander
Human_First_Names_M_0059=Alexei
Human_First_Names_M_0060=Alezan
Human_First_Names_M_0061=Alfonso
Human_First_Names_M_0062=Alfonzo
Human_First_Names_M_0063=Alfred
Human_First_Names_M_0064=Alfredo
Human_First_Names_M_0065=Ali
Human_First_Names_M_0066=Alin
Human_First_Names_M_0067=Allan
Human_First_Names_M_0068=Allen
Human_First_Names_M_0069=Alonso
Human_First_Names_M_0070=Alonzo
Human_First_Names_M_0071=Alphonso
Human_First_Names_M_0072=Alton
Human_First_Names_M_0073=Alva
Human_First_Names_M_0074=Alvaro
Human_First_Names_M_0075=Alvin
Human_First_Names_M_0076=Alyas
Human_First_Names_M_0077=Amado
Human_First_Names_M_0078=Aman
Human_First_Names_M_0079=Amandev
Human_First_Names_M_0080=Amani
Human_First_Names_M_0081=Amida
Human_First_Names_M_0082=Amin
Human_First_Names_M_0083=Amir
Human_First_Names_M_0084=Amish
Human_First_Names_M_0085=Amos
Human_First_Names_M_0086=Ampelio
Human_First_Names_M_0087=Amrit
Human_First_Names_M_0088=Amund
Human_First_Names_M_0089=An
Human_First_Names_M_0090=Anatoly
Human_First_Names_M_0091=Ancil
Human_First_Names_M_0092=Ander
Human_First_Names_M_0093=Anders
Human_First_Names_M_0094=Anderson
Human_First_Names_M_0095=Andor
Human_First_Names_M_0096=Andre
Human_First_Names_M_0097=Andrea
Human_First_Names_M_0098=Andrei
Human_First_Names_M_0099=Andres
Human_First_Names_M_0100=Andrew
Human_First_Names_M_0101=Andy
Human_First_Names_M_0102=Anella
Human_First_Names_M_0103=Angel
Human_First_Names_M_0104=Angelo
Human_First_Names_M_0105=Angorit
Human_First_Names_M_0106=Anibal
Human_First_Names_M_0107=Anichino
Human_First_Names_M_0108=Anis
Human_First_Names_M_0109=Ankoma
Human_First_Names_M_0110=Ansari
Human_First_Names_M_0111=Anson
Human_First_Names_M_0112=Anthony
Human_First_Names_M_0113=Antoine
Human_First_Names_M_0114=Anton
Human_First_Names_M_0115=Antonio
Human_First_Names_M_0116=Antony
Human_First_Names_M_0117=Antwan
Human_First_Names_M_0118=Apollo
Human_First_Names_M_0119=Aran
Human_First_Names_M_0120=Arata
Human_First_Names_M_0121=Archie
Human_First_Names_M_0122=Aren
Human_First_Names_M_0123=Ariel
Human_First_Names_M_0124=Aritomo 
Human_First_Names_M_0125=Arkin
Human_First_Names_M_0126=Armaan
Human_First_Names_M_0127=Armand
Human_First_Names_M_0128=Armando
Human_First_Names_M_0129=Arnold
Human_First_Names_M_0130=Arron
Human_First_Names_M_0131=Art
Human_First_Names_M_0132=Arthur
Human_First_Names_M_0133=Artur
Human_First_Names_M_0134=Arturo
Human_First_Names_M_0135=Arun
Human_First_Names_M_0136=Asad
Human_First_Names_M_0137=Asadel
Human_First_Names_M_0138=Ashley
Human_First_Names_M_0139=Ashraf
Human_First_Names_M_0140=Asier
Human_First_Names_M_0141=Asim
Human_First_Names_M_0142=Askel
Human_First_Names_M_0143=Atieno
Human_First_Names_M_0144=Aubrey
Human_First_Names_M_0145=Audun
Human_First_Names_M_0146=August
Human_First_Names_M_0147=Augustine
Human_First_Names_M_0148=Augustus
Human_First_Names_M_0149=Austin
Human_First_Names_M_0150=Averardo
Human_First_Names_M_0151=Averill
Human_First_Names_M_0152=Avery
Human_First_Names_M_0153=Axel
Human_First_Names_M_0154=Ayinde
Human_First_Names_M_0155=Azizi
Human_First_Names_M_0156=Azmera
Human_First_Names_M_0157=Badi
Human_First_Names_M_0158=Badri
Human_First_Names_M_0159=Badru
Human_First_Names_M_0160=Badu
Human_First_Names_M_0161=Bae
Human_First_Names_M_0162=Bagamba
Human_First_Names_M_0163=Bahij
Human_First_Names_M_0164=Bahir
Human_First_Names_M_0165=Baiko
Human_First_Names_M_0166=Bailey
Human_First_Names_M_0167=Bakari
Human_First_Names_M_0168=Bakri
Human_First_Names_M_0169=Balan
Human_First_Names_M_0170=Bali
Human_First_Names_M_0171=Baligh
Human_First_Names_M_0172=Banco
Human_First_Names_M_0173=Bandar
Human_First_Names_M_0174=Bandele
Human_First_Names_M_0175=Baptiste
Human_First_Names_M_0176=Barakah
Human_First_Names_M_0177=Baran
Human_First_Names_M_0178=Bard
Human_First_Names_M_0179=Bardo
Human_First_Names_M_0180=Barir
Human_First_Names_M_0181=Barnard
Human_First_Names_M_0182=Barney
Human_First_Names_M_0183=Barone
Human_First_Names_M_0184=Barry
Human_First_Names_M_0185=Bart
Human_First_Names_M_0186=Barton
Human_First_Names_M_0187=Barun
Human_First_Names_M_0188=Bashir
Human_First_Names_M_0189=Basho 
Human_First_Names_M_0190=Basil
Human_First_Names_M_0191=Basim
Human_First_Names_M_0192=Baste
Human_First_Names_M_0193=Bastien
Human_First_Names_M_0194=Battista
Human_First_Names_M_0195=Bayana
Human_First_Names_M_0196=Bayani
Human_First_Names_M_0197=Bayhas
Human_First_Names_M_0198=Baylee
Human_First_Names_M_0199=Beale
Human_First_Names_M_0200=Beau
Human_First_Names_M_0201=Beaumont
Human_First_Names_M_0202=Beauregard
Human_First_Names_M_0203=Bellamy
Human_First_Names_M_0204=Ben
Human_First_Names_M_0205=Benedetto
Human_First_Names_M_0206=Benedict
Human_First_Names_M_0207=Benino
Human_First_Names_M_0208=Benito
Human_First_Names_M_0209=Benjamin
Human_First_Names_M_0210=Benjiro
Human_First_Names_M_0211=Benkei 
Human_First_Names_M_0212=Bennett
Human_First_Names_M_0213=Bennie
Human_First_Names_M_0214=Benny
Human_First_Names_M_0215=Beppe
Human_First_Names_M_0216=Berger
Human_First_Names_M_0217=Bernaba
Human_First_Names_M_0218=Bernard
Human_First_Names_M_0219=Bernardo
Human_First_Names_M_0220=Bernie
Human_First_Names_M_0221=Berry
Human_First_Names_M_0222=Bert
Human_First_Names_M_0223=Bertino
Human_First_Names_M_0224=Berto
Human_First_Names_M_0225=Bettino
Human_First_Names_M_0226=Betto
Human_First_Names_M_0227=Bhagwan
Human_First_Names_M_0228=Bhuvik
Human_First_Names_M_0229=Biagio
Human_First_Names_M_0230=Bianco
Human_First_Names_M_0231=Biel
Human_First_Names_M_0232=Bilal
Human_First_Names_M_0233=Bill
Human_First_Names_M_0234=Billie
Human_First_Names_M_0235=Billy
Human_First_Names_M_0236=Bindo
Human_First_Names_M_0237=Bing
Human_First_Names_M_0238=Bình
Human_First_Names_M_0239=Bir
Human_First_Names_M_0240=Bishr
Human_First_Names_M_0241=Bjorn
Human_First_Names_M_0242=Blaine
Human_First_Names_M_0243=Blair
Human_First_Names_M_0244=Blaize
Human_First_Names_M_0245=Blake
Human_First_Names_M_0246=Bob
Human_First_Names_M_0247=Bobbie
Human_First_Names_M_0248=Bobby
Human_First_Names_M_0249=Bogdan
Human_First_Names_M_0250=Bojing
Human_First_Names_M_0251=Bokkai
Human_First_Names_M_0252=Bonino
Human_First_Names_M_0253=Bono
Human_First_Names_M_0254=Bonsi
Human_First_Names_M_0255=Booker
Human_First_Names_M_0256=Boris
Human_First_Names_M_0257=Botan
Human_First_Names_M_0258=Bourey
Human_First_Names_M_0259=Boyce
Human_First_Names_M_0260=Boyd
Human_First_Names_M_0261=Brad
Human_First_Names_M_0262=Bradford
Human_First_Names_M_0263=Bradley
Human_First_Names_M_0264=Bradly
Human_First_Names_M_0265=Brady
Human_First_Names_M_0266=Braj
Human_First_Names_M_0267=Branden
Human_First_Names_M_0268=Brandon
Human_First_Names_M_0269=Brant
Human_First_Names_M_0270=Brayan
Human_First_Names_M_0271=Brede
Human_First_Names_M_0272=Brendan
Human_First_Names_M_0273=Brendon
Human_First_Names_M_0274=Brent
Human_First_Names_M_0275=Brenton
Human_First_Names_M_0276=Bret
Human_First_Names_M_0277=Brett
Human_First_Names_M_0278=Brian
Human_First_Names_M_0279=Brice
Human_First_Names_M_0280=Brock
Human_First_Names_M_0281=Broderick
Human_First_Names_M_0282=Bron
Human_First_Names_M_0283=Brooks
Human_First_Names_M_0284=Bruce
Human_First_Names_M_0285=Brunelle
Human_First_Names_M_0286=Bruno
Human_First_Names_M_0287=Bryan
Human_First_Names_M_0288=Bryant
Human_First_Names_M_0289=Bryce
Human_First_Names_M_0290=Bryon
Human_First_Names_M_0291=Brys
Human_First_Names_M_0292=Brysen
Human_First_Names_M_0293=Buccio
Human_First_Names_M_0294=Bud
Human_First_Names_M_0295=Buddy
Human_First_Names_M_0296=Buford
Human_First_Names_M_0297=Bunzo
Human_First_Names_M_0298=Burcet
Human_First_Names_M_0299=Burl
Human_First_Names_M_0300=Burnell
Human_First_Names_M_0301=Burrell
Human_First_Names_M_0302=Burt
Human_First_Names_M_0303=Burton
Human_First_Names_M_0304=Buto
Human_First_Names_M_0305=Byron
Human_First_Names_M_0306=Caleb
Human_First_Names_M_0307=Calix
Human_First_Names_M_0308=Calvin
Human_First_Names_M_0309=Cambino
Human_First_Names_M_0310=Cambio
Human_First_Names_M_0311=Cameron
Human_First_Names_M_0312=Camilo
Human_First_Names_M_0313=Camryn
Human_First_Names_M_0314=Canaan
Human_First_Names_M_0315=Carden
Human_First_Names_M_0316=Carey
Human_First_Names_M_0317=Carl
Human_First_Names_M_0318=Carlo
Human_First_Names_M_0319=Carlos
Human_First_Names_M_0320=Carlton
Human_First_Names_M_0321=Carmelo
Human_First_Names_M_0322=Carmen
Human_First_Names_M_0323=Carmine
Human_First_Names_M_0324=Carol
Human_First_Names_M_0325=Carroll
Human_First_Names_M_0326=Carson
Human_First_Names_M_0327=Carter
Human_First_Names_M_0328=Cary
Human_First_Names_M_0329=Casey
Human_First_Names_M_0330=Castello
Human_First_Names_M_0331=Castiel
Human_First_Names_M_0332=Cavell
Human_First_Names_M_0333=Cecco
Human_First_Names_M_0334=Cecil
Human_First_Names_M_0335=Cedric
Human_First_Names_M_0336=Cemal
Human_First_Names_M_0337=Cenni
Human_First_Names_M_0338=Cesar
Human_First_Names_M_0339=Chace
Human_First_Names_M_0340=Chad
Human_First_Names_M_0341=Chadwick
Human_First_Names_M_0342=Chakir
Human_First_Names_M_0343=Chance
Human_First_Names_M_0344=Chang
Human_First_Names_M_0345=Changpu
Human_First_Names_M_0346=Chanler
Human_First_Names_M_0347=Chante
Human_First_Names_M_0348=Chappel
Human_First_Names_M_0349=Charles
Human_First_Names_M_0350=Charley
Human_First_Names_M_0351=Charlie
Human_First_Names_M_0352=Chase
Human_First_Names_M_0353=Chasen
Human_First_Names_M_0354=Chason
Human_First_Names_M_0355=Chauncey
Human_First_Names_M_0356=Chemin
Human_First_Names_M_0357=Chen
Human_First_Names_M_0358=Chene
Human_First_Names_M_0359=Cheng
Human_First_Names_M_0360=Chester
Human_First_Names_M_0361=Chet
Human_First_Names_M_0362=Chevalier
Human_First_Names_M_0363=Cheyne
Human_First_Names_M_0364=Chi
Human_First_Names_M_0365=Chiaro
Human_First_Names_M_0366=Chikao
Human_First_Names_M_0367=Chiko
Human_First_Names_M_0368=Chimenti
Human_First_Names_M_0369=Chin
Human_First_Names_M_0370=Chinan
Human_First_Names_M_0371=Chintak
Human_First_Names_M_0372=Chioke
Human_First_Names_M_0373=Chitundu
Human_First_Names_M_0374=Cho
Human_First_Names_M_0375=Chomei
Human_First_Names_M_0376=Chris
Human_First_Names_M_0377=Christian
Human_First_Names_M_0378=Christopher
Human_First_Names_M_0379=Chuanli
Human_First_Names_M_0380=Chuck
Human_First_Names_M_0381=Chuichi
Human_First_Names_M_0382=Chung
Human_First_Names_M_0383=Cino
Human_First_Names_M_0384=Clarence
Human_First_Names_M_0385=Clark
Human_First_Names_M_0386=Claude
Human_First_Names_M_0387=Clay
Human_First_Names_M_0388=Clayton
Human_First_Names_M_0389=Clemence
Human_First_Names_M_0390=Clement
Human_First_Names_M_0391=Cleo
Human_First_Names_M_0392=Cleveland
Human_First_Names_M_0393=Cliff
Human_First_Names_M_0394=Clifford
Human_First_Names_M_0395=Clifton
Human_First_Names_M_0396=Clint
Human_First_Names_M_0397=Clinton
Human_First_Names_M_0398=Clyde
Human_First_Names_M_0399=Cody
Human_First_Names_M_0400=Coffie
Human_First_Names_M_0401=Colby
Human_First_Names_M_0402=Cole
Human_First_Names_M_0403=Coleman
Human_First_Names_M_0404=Colin
Human_First_Names_M_0405=Collin
Human_First_Names_M_0406=Cong
Human_First_Names_M_0407=Connie
Human_First_Names_M_0408=Conrad
Human_First_Names_M_0409=Constantine
Human_First_Names_M_0410=Coral
Human_First_Names_M_0411=Corban
Human_First_Names_M_0412=Corbin
Human_First_Names_M_0413=Corey
Human_First_Names_M_0414=Cornelius
Human_First_Names_M_0415=Cornell
Human_First_Names_M_0416=Corrado
Human_First_Names_M_0417=Corso
Human_First_Names_M_0418=Cort
Human_First_Names_M_0419=Cory
Human_First_Names_M_0420=Cosmin
Human_First_Names_M_0421=Coty
Human_First_Names_M_0422=Courtney
Human_First_Names_M_0423=Craig
Human_First_Names_M_0424=Cristian
Human_First_Names_M_0425=Cristofano
Human_First_Names_M_0426=Cristopher
Human_First_Names_M_0427=Cruz
Human_First_Names_M_0428=Curt
Human_First_Names_M_0429=Curtis
Human_First_Names_M_0430=Cygne
Human_First_Names_M_0431=Cyril
Human_First_Names_M_0432=Cyrus
Human_First_Names_M_0433=Dabir
Human_First_Names_M_0434=Dae
Human_First_Names_M_0435=Dag
Human_First_Names_M_0436=Dahak
Human_First_Names_M_0437=Dai
Human_First_Names_M_0438=Daiki
Human_First_Names_M_0439=Daisetsu 
Human_First_Names_M_0440=Daisuke
Human_First_Names_M_0441=Dale
Human_First_Names_M_0442=Dallas
Human_First_Names_M_0443=Dalton
Human_First_Names_M_0444=Damian
Human_First_Names_M_0445=Damien
Human_First_Names_M_0446=Damion
Human_First_Names_M_0447=Damon
Human_First_Names_M_0448=Dan
Human_First_Names_M_0449=Dandre
Human_First_Names_M_0450=Dane
Human_First_Names_M_0451=Daniel
Human_First_Names_M_0452=Daniello
Human_First_Names_M_0453=Danjuro
Human_First_Names_M_0454=Danladi
Human_First_Names_M_0455=Dannie
Human_First_Names_M_0456=Danno
Human_First_Names_M_0457=Danny
Human_First_Names_M_0458=Dante
Human_First_Names_M_0459=Dara
Human_First_Names_M_0460=Darby
Human_First_Names_M_0461=Daren
Human_First_Names_M_0462=Dariel
Human_First_Names_M_0463=Darien
Human_First_Names_M_0464=Darin
Human_First_Names_M_0465=Dario
Human_First_Names_M_0466=Darius
Human_First_Names_M_0467=Darl
Human_First_Names_M_0468=Darnell
Human_First_Names_M_0469=Darrel
Human_First_Names_M_0470=Darrell
Human_First_Names_M_0471=Darren
Human_First_Names_M_0472=Darrin
Human_First_Names_M_0473=Darryl
Human_First_Names_M_0474=Darshal
Human_First_Names_M_0475=Darwin
Human_First_Names_M_0476=Darwish
Human_First_Names_M_0477=Daryl
Human_First_Names_M_0478=Daudi
Human_First_Names_M_0479=Dave
Human_First_Names_M_0480=Davet
Human_First_Names_M_0481=David
Human_First_Names_M_0482=Davie
Human_First_Names_M_0483=Davin
Human_First_Names_M_0484=Davis
Human_First_Names_M_0485=Davon
Human_First_Names_M_0486=Davy
Human_First_Names_M_0487=Dawit
Human_First_Names_M_0488=Dawud
Human_First_Names_M_0489=Dax
Human_First_Names_M_0490=Daxesh
Human_First_Names_M_0491=Dayo
Human_First_Names_M_0492=Dayu 
Human_First_Names_M_0493=Dean
Human_First_Names_M_0494=Deandre
Human_First_Names_M_0495=Decha
Human_First_Names_M_0496=Dee
Human_First_Names_M_0497=Deegan
Human_First_Names_M_0498=Deepesh
Human_First_Names_M_0499=Deg
Human_First_Names_M_0500=Dego
Human_First_Names_M_0501=Delice
Human_First_Names_M_0502=Delmar
Human_First_Names_M_0503=Delmer
Human_First_Names_M_0504=Delmon
Human_First_Names_M_0505=Delun
Human_First_Names_M_0506=Dembe
Human_First_Names_M_0507=Demetrius
Human_First_Names_M_0508=Denbe 
Human_First_Names_M_0509=Denby
Human_First_Names_M_0510=Denis
Human_First_Names_M_0511=Deniz
Human_First_Names_M_0512=Dennis
Human_First_Names_M_0513=Denny
Human_First_Names_M_0514=Denver
Human_First_Names_M_0515=Denzel
Human_First_Names_M_0516=Deo
Human_First_Names_M_0517=Deon
Human_First_Names_M_0518=Derek
Human_First_Names_M_0519=Derick
Human_First_Names_M_0520=Derrick
Human_First_Names_M_0521=Deshi
Human_First_Names_M_0522=Desmond
Human_First_Names_M_0523=Destin
Human_First_Names_M_0524=Dev
Human_First_Names_M_0525=Devansh
Human_First_Names_M_0526=Devin
Human_First_Names_M_0527=Devon
Human_First_Names_M_0528=Dewayne
Human_First_Names_M_0529=Dewei
Human_First_Names_M_0530=Dewey
Human_First_Names_M_0531=Dewitt
Human_First_Names_M_0532=Dexter
Human_First_Names_M_0533=Dhakir
Human_First_Names_M_0534=Dhakwan
Human_First_Names_M_0535=Dhilan
Human_First_Names_M_0536=Dhven
Human_First_Names_M_0537=Diedi
Human_First_Names_M_0538=Diego
Human_First_Names_M_0539=Dillon
Human_First_Names_M_0540=Dinkar
Human_First_Names_M_0541=Dino
Human_First_Names_M_0542=Dion
Human_First_Names_M_0543=Dirar
Human_First_Names_M_0544=Dirk
Human_First_Names_M_0545=Disai
Human_First_Names_M_0546=Divit
Human_First_Names_M_0547=Dmitry
Human_First_Names_M_0548=Doffo
Human_First_Names_M_0549=Doi
Human_First_Names_M_0550=Domenico
Human_First_Names_M_0551=Domingo
Human_First_Names_M_0552=Dominic
Human_First_Names_M_0553=Dominick
Human_First_Names_M_0554=Don
Human_First_Names_M_0555=Donald
Human_First_Names_M_0556=Donalt
Human_First_Names_M_0557=Donatien
Human_First_Names_M_0558=Donato
Human_First_Names_M_0559=Donn
Human_First_Names_M_0560=Donnell
Human_First_Names_M_0561=Donnie
Human_First_Names_M_0562=Donnino
Human_First_Names_M_0563=Donny
Human_First_Names_M_0564=Donovan
Human_First_Names_M_0565=Doppo 
Human_First_Names_M_0566=Dorian
Human_First_Names_M_0567=Doug
Human_First_Names_M_0568=Douglas
Human_First_Names_M_0569=Doyle
Human_First_Names_M_0570=Drago
Human_First_Names_M_0571=Dreng
Human_First_Names_M_0572=Drew
Human_First_Names_M_0573=Du
Human_First_Names_M_0574=Duane
Human_First_Names_M_0575=Duccio
Human_First_Names_M_0576=Dudley
Human_First_Names_M_0577=Duke
Human_First_Names_M_0578=Dulana
Human_First_Names_M_0579=Dulani
Human_First_Names_M_0580=Dumaka
Human_First_Names_M_0581=Dumitru
Human_First_Names_M_0582=Duncan
Human_First_Names_M_0583=Dunham
Human_First_Names_M_0584=Dustin
Human_First_Names_M_0585=Dusty
Human_First_Names_M_0586=Dwayne
Human_First_Names_M_0587=Dwight
Human_First_Names_M_0588=Dylan
Human_First_Names_M_0589=Earl
Human_First_Names_M_0590=Earle
Human_First_Names_M_0591=Earnest
Human_First_Names_M_0592=Ebizo
Human_First_Names_M_0593=Ed
Human_First_Names_M_0594=Eddie
Human_First_Names_M_0595=Eddy
Human_First_Names_M_0596=Edgar
Human_First_Names_M_0597=Edmond
Human_First_Names_M_0598=Edmund
Human_First_Names_M_0599=Eduard
Human_First_Names_M_0600=Eduardo
Human_First_Names_M_0601=Edward
Human_First_Names_M_0602=Edwin
Human_First_Names_M_0603=Efren
Human_First_Names_M_0604=Egil
Human_First_Names_M_0605=Eichi
Human_First_Names_M_0606=Eichiro
Human_First_Names_M_0607=Eien 
Human_First_Names_M_0608=Eiji 
Human_First_Names_M_0609=Eijiro
Human_First_Names_M_0610=Einar
Human_First_Names_M_0611=Eirik
Human_First_Names_M_0612=Eisaku
Human_First_Names_M_0613=Eisen 
Human_First_Names_M_0614=Eishi 
Human_First_Names_M_0615=Eisuke 
Human_First_Names_M_0616=Eita
Human_First_Names_M_0617=Eitoku
Human_First_Names_M_0618=Eizan 
Human_First_Names_M_0619=Eizo
Human_First_Names_M_0620=Ekagra
Human_First_Names_M_0621=Ekiken 
Human_First_Names_M_0622=Ekundayo
Human_First_Names_M_0623=Elbert
Human_First_Names_M_0624=Eldon
Human_First_Names_M_0625=Elewa
Human_First_Names_M_0626=Eli
Human_First_Names_M_0627=Elias
Human_First_Names_M_0628=Elijah
Human_First_Names_M_0629=Eliott
Human_First_Names_M_0630=Eliseo
Human_First_Names_M_0631=Elliot
Human_First_Names_M_0632=Elliott
Human_First_Names_M_0633=Ellis
Human_First_Names_M_0634=Elmer
Human_First_Names_M_0635=Elmo
Human_First_Names_M_0636=Elon
Human_First_Names_M_0637=Eloy
Human_First_Names_M_0638=Elroy
Human_First_Names_M_0639=Elton
Human_First_Names_M_0640=Elvin
Human_First_Names_M_0641=Elvis
Human_First_Names_M_0642=Elwood
Human_First_Names_M_0643=Emanuel
Human_First_Names_M_0644=Emerson
Human_First_Names_M_0645=Emery
Human_First_Names_M_0646=Emil
Human_First_Names_M_0647=Emile
Human_First_Names_M_0648=Emilio
Human_First_Names_M_0649=Emir
Human_First_Names_M_0650=Emmanuel
Human_First_Names_M_0651=Emmett
Human_First_Names_M_0652=Emory
Human_First_Names_M_0653=Enani
Human_First_Names_M_0654=Enrique
Human_First_Names_M_0655=Enzo
Human_First_Names_M_0656=Eric
Human_First_Names_M_0657=Erik
Human_First_Names_M_0658=Erin
Human_First_Names_M_0659=Erlend
Human_First_Names_M_0660=Erling
Human_First_Names_M_0661=Ernest
Human_First_Names_M_0662=Ernesto
Human_First_Names_M_0663=Ernie
Human_First_Names_M_0664=Errol
Human_First_Names_M_0665=Ervin
Human_First_Names_M_0666=Erwan
Human_First_Names_M_0667=Erwin
Human_First_Names_M_0668=Eshan
Human_First_Names_M_0669=Eskil
Human_First_Names_M_0670=Espen
Human_First_Names_M_0671=Essien
Human_First_Names_M_0672=Esteban
Human_First_Names_M_0673=Etalon
Human_First_Names_M_0674=Ethan
Human_First_Names_M_0675=Etsuya
Human_First_Names_M_0676=Eugene
Human_First_Names_M_0677=Eui
Human_First_Names_M_0678=Evan
Human_First_Names_M_0679=Everett
Human_First_Names_M_0680=Evgeny
Human_First_Names_M_0681=Ezra
Human_First_Names_M_0682=Fa
Human_First_Names_M_0683=Fabian
Human_First_Names_M_0684=Fabron
Human_First_Names_M_0685=Fadi
Human_First_Names_M_0686=Fadil
Human_First_Names_M_0687=Fahad
Human_First_Names_M_0688=Fai
Human_First_Names_M_0689=Faiyaz
Human_First_Names_M_0690=Fakhir
Human_First_Names_M_0691=Fakih
Human_First_Names_M_0692=Falih
Human_First_Names_M_0693=Faraj
Human_First_Names_M_0694=Fareeq
Human_First_Names_M_0695=Farhan
Human_First_Names_M_0696=Farid
Human_First_Names_M_0697=Fariji
Human_First_Names_M_0698=Farook
Human_First_Names_M_0699=Fathi
Human_First_Names_M_0700=Fatik
Human_First_Names_M_0701=Fede
Human_First_Names_M_0702=Federico
Human_First_Names_M_0703=Felice
Human_First_Names_M_0704=Felipe
Human_First_Names_M_0705=Felix
Human_First_Names_M_0706=Feng
Human_First_Names_M_0707=Feo
Human_First_Names_M_0708=Ferdinand
Human_First_Names_M_0709=Fernando
Human_First_Names_M_0710=Ferran
Human_First_Names_M_0711=Fida
Human_First_Names_M_0712=Fidel
Human_First_Names_M_0713=Fikri
Human_First_Names_M_0714=Filbert
Human_First_Names_M_0715=Filip
Human_First_Names_M_0716=Finn
Human_First_Names_M_0717=Fletcher
Human_First_Names_M_0718=Florent
Human_First_Names_M_0719=Florian
Human_First_Names_M_0720=Florin
Human_First_Names_M_0721=Floyd
Human_First_Names_M_0722=Fontaine
Human_First_Names_M_0723=Forest
Human_First_Names_M_0724=Forrest
Human_First_Names_M_0725=Fortune
Human_First_Names_M_0726=Foster
Human_First_Names_M_0727=Frances
Human_First_Names_M_0728=Francis
Human_First_Names_M_0729=Francisco
Human_First_Names_M_0730=Franco
Human_First_Names_M_0731=Frank
Human_First_Names_M_0732=Frankie
Human_First_Names_M_0733=Franklin
Human_First_Names_M_0734=Frans
Human_First_Names_M_0735=Fraser
Human_First_Names_M_0736=Fred
Human_First_Names_M_0737=Freddie
Human_First_Names_M_0738=Freddy
Human_First_Names_M_0739=Frederic
Human_First_Names_M_0740=Frederick
Human_First_Names_M_0741=Fredric
Human_First_Names_M_0742=Fredrick
Human_First_Names_M_0743=Fredrik
Human_First_Names_M_0744=Freeman
Human_First_Names_M_0745=Fritz
Human_First_Names_M_0746=Frosino
Human_First_Names_M_0747=Fudo
Human_First_Names_M_0748=Fujimaro
Human_First_Names_M_0749=Fujio
Human_First_Names_M_0750=Fujita
Human_First_Names_M_0751=Fumiaki
Human_First_Names_M_0752=Fumihiko
Human_First_Names_M_0753=Fumihiro
Human_First_Names_M_0754=Fumio
Human_First_Names_M_0755=Fynn
Human_First_Names_M_0756=Gabbriello
Human_First_Names_M_0757=Gabin
Human_First_Names_M_0758=Gabriel
Human_First_Names_M_0759=Gadil
Human_First_Names_M_0760=Gael
Human_First_Names_M_0761=Gage
Human_First_Names_M_0762=Gaige
Human_First_Names_M_0763=Gainde
Human_First_Names_M_0764=Gale
Human_First_Names_M_0765=Galen
Human_First_Names_M_0766=Galt
Human_First_Names_M_0767=Gamali
Human_First_Names_M_0768=Gaman
Human_First_Names_M_0769=Gan
Human_First_Names_M_0770=Ganya
Human_First_Names_M_0771=Gao
Human_First_Names_M_0772=Gaousik
Human_First_Names_M_0773=Garland
Human_First_Names_M_0774=Garner
Human_First_Names_M_0775=Garrett
Human_First_Names_M_0776=Garth
Human_First_Names_M_0777=Gary
Human_First_Names_M_0778=Gaston
Human_First_Names_M_0779=Gauge
Human_First_Names_M_0780=Gavin
Human_First_Names_M_0781=Gavriil
Human_First_Names_M_0782=Geir
Human_First_Names_M_0783=Gempachi 
Human_First_Names_M_0784=Gen
Human_First_Names_M_0785=Genaro
Human_First_Names_M_0786=Gene
Human_First_Names_M_0787=Genjo
Human_First_Names_M_0788=Gennai
Human_First_Names_M_0789=Genpaku
Human_First_Names_M_0790=Geoffrey
Human_First_Names_M_0791=George
Human_First_Names_M_0792=Georgio
Human_First_Names_M_0793=Gerald
Human_First_Names_M_0794=Gerard
Human_First_Names_M_0795=Gerhard
Human_First_Names_M_0796=Geri
Human_First_Names_M_0797=Germain
Human_First_Names_M_0798=Germaine
Human_First_Names_M_0799=Gerry
Human_First_Names_M_0800=Gervaise
Human_First_Names_M_0801=Gezan
Human_First_Names_M_0802=Ghalib
Human_First_Names_M_0803=Ghanim
Human_First_Names_M_0804=Ghassan
Human_First_Names_M_0805=Ghazi
Human_First_Names_M_0806=Ghazwan
Human_First_Names_M_0807=Gihei 
Human_First_Names_M_0808=Gil
Human_First_Names_M_0809=Gilad
Human_First_Names_M_0810=Gilbert
Human_First_Names_M_0811=Giles
Human_First_Names_M_0812=Gino
Human_First_Names_M_0813=Giorgio
Human_First_Names_M_0814=Giovanni
Human_First_Names_M_0815=Giri
Human_First_Names_M_0816=Gitan
Human_First_Names_M_0817=Giuseppe
Human_First_Names_M_0818=Givon
Human_First_Names_M_0819=Gleb
Human_First_Names_M_0820=Glen
Human_First_Names_M_0821=Glenn
Human_First_Names_M_0822=Go 
Human_First_Names_M_0823=Goemon 
Human_First_Names_M_0824=Gombei 
Human_First_Names_M_0825=Gonkuro
Human_First_Names_M_0826=Gonshiro
Human_First_Names_M_0827=Gonza
Human_First_Names_M_0828=Gordon
Human_First_Names_M_0829=Goro
Human_First_Names_M_0830=Govinda
Human_First_Names_M_0831=Gowon
Human_First_Names_M_0832=Grady
Human_First_Names_M_0833=Graham
Human_First_Names_M_0834=Grant
Human_First_Names_M_0835=Greg
Human_First_Names_M_0836=Gregers
Human_First_Names_M_0837=Gregg
Human_First_Names_M_0838=Gregor
Human_First_Names_M_0839=Gregory
Human_First_Names_M_0840=Grey
Human_First_Names_M_0841=Grigory
Human_First_Names_M_0842=Grover
Human_First_Names_M_0843=Guang
Human_First_Names_M_0844=Guangli
Human_First_Names_M_0845=Guccio
Human_First_Names_M_0846=Guillermo
Human_First_Names_M_0847=Guiren
Human_First_Names_M_0848=Gundeep
Human_First_Names_M_0849=Guozhi
Human_First_Names_M_0850=Gus
Human_First_Names_M_0851=Gustavo
Human_First_Names_M_0852=Guy
Human_First_Names_M_0853=Guzman
Human_First_Names_M_0854=Gyan
Human_First_Names_M_0855=Gyasi
Human_First_Names_M_0856=Gyukudo
Human_First_Names_M_0857=Habbab
Human_First_Names_M_0858=Habib
Human_First_Names_M_0859=Hachigoro
Human_First_Names_M_0860=Hachiro
Human_First_Names_M_0861=Hadad
Human_First_Names_M_0862=Hai
Human_First_Names_M_0863=Haji
Human_First_Names_M_0864=Hajime 
Human_First_Names_M_0865=Hakim
Human_First_Names_M_0866=Hakon
Human_First_Names_M_0867=Hakuseki
Human_First_Names_M_0868=Hal
Human_First_Names_M_0869=Halldor
Human_First_Names_M_0870=Hallvard
Human_First_Names_M_0871=Halstein
Human_First_Names_M_0872=Halvard
Human_First_Names_M_0873=Halvdan
Human_First_Names_M_0874=Halvor
Human_First_Names_M_0875=Hamadi
Human_First_Names_M_0876=Hamal
Human_First_Names_M_0877=Hamalah
Human_First_Names_M_0878=Hamid
Human_First_Names_M_0879=Hanbal
Human_First_Names_M_0880=Hanif
Human_First_Names_M_0881=Hank
Human_First_Names_M_0882=Hannes
Human_First_Names_M_0883=Hans
Human_First_Names_M_0884=Hanshiro
Human_First_Names_M_0885=Harald
Human_First_Names_M_0886=Harbinder
Human_First_Names_M_0887=Harlan
Human_First_Names_M_0888=Harley
Human_First_Names_M_0889=Harold
Human_First_Names_M_0890=Harris
Human_First_Names_M_0891=Harrison
Human_First_Names_M_0892=Harry
Human_First_Names_M_0893=Harsh
Human_First_Names_M_0894=Harshu
Human_First_Names_M_0895=Haru
Human_First_Names_M_0896=Haruhiko
Human_First_Names_M_0897=Haruhiro
Human_First_Names_M_0898=Haruki
Human_First_Names_M_0899=Haruko
Human_First_Names_M_0900=Haruma
Human_First_Names_M_0901=Harumi 
Human_First_Names_M_0902=Harunobu 
Human_First_Names_M_0903=Haruto
Human_First_Names_M_0904=Harvey
Human_First_Names_M_0905=Hasim
Human_First_Names_M_0906=Hassan
Human_First_Names_M_0907=Hatim
Human_First_Names_M_0908=Havard
Human_First_Names_M_0909=Havelock
Human_First_Names_M_0910=Hayato
Human_First_Names_M_0911=Hazim
Human_First_Names_M_0912=Heath
Human_First_Names_M_0913=Hector
Human_First_Names_M_0914=Heiji 
Human_First_Names_M_0915=Heizo
Human_First_Names_M_0916=Hem
Human_First_Names_M_0917=Heng
Human_First_Names_M_0918=Henri
Human_First_Names_M_0919=Henry
Human_First_Names_M_0920=Herbert
Human_First_Names_M_0921=Herman
Human_First_Names_M_0922=Herschel
Human_First_Names_M_0923=Hershel
Human_First_Names_M_0924=Hetal
Human_First_Names_M_0925=Hibah
Human_First_Names_M_0926=Hideaki 
Human_First_Names_M_0927=Hidehira 
Human_First_Names_M_0928=Hidekazu
Human_First_Names_M_0929=Hideki
Human_First_Names_M_0930=Hideo
Human_First_Names_M_0931=Hikaru
Human_First_Names_M_0932=Hilel
Human_First_Names_M_0933=Hinata
Human_First_Names_M_0934=Hiram
Human_First_Names_M_0935=Hiran
Human_First_Names_M_0936=Hiro
Human_First_Names_M_0937=Hiroaki
Human_First_Names_M_0938=Hirokazu
Human_First_Names_M_0939=Hirokichi
Human_First_Names_M_0940=Hirokumi
Human_First_Names_M_0941=Hiromi
Human_First_Names_M_0942=Hiroshi
Human_First_Names_M_0943=Hirotaka
Human_First_Names_M_0944=Hiroto
Human_First_Names_M_0945=Hiroya
Human_First_Names_M_0946=Hiroyasu
Human_First_Names_M_0947=Hiroyuki
Human_First_Names_M_0948=Hisahsi 
Human_First_Names_M_0949=Hisanobu 
Human_First_Names_M_0950=Hisato
Human_First_Names_M_0951=Hitomaro
Human_First_Names_M_0952=Hitoshi 
Human_First_Names_M_0953=Hoc
Human_First_Names_M_0954=Hogai 
Human_First_Names_M_0955=Hoitsu 
Human_First_Names_M_0956=Hokichi
Human_First_Names_M_0957=Holland
Human_First_Names_M_0958=Hollis
Human_First_Names_M_0959=Hong
Human_First_Names_M_0960=Honzo
Human_First_Names_M_0961=Hop
Human_First_Names_M_0962=Horace
Human_First_Names_M_0963=Horacio
Human_First_Names_M_0964=Hoshi 
Human_First_Names_M_0965=Hoshiko
Human_First_Names_M_0966=Houston
Human_First_Names_M_0967=Howard
Human_First_Names_M_0968=Huan
Human_First_Names_M_0969=Hubert
Human_First_Names_M_0970=Hugh
Human_First_Names_M_0971=Hugo
Human_First_Names_M_0972=Hui
Human_First_Names_M_0973=Hulin
Human_First_Names_M_0974=Humberto
Human_First_Names_M_0975=Hunter
Human_First_Names_M_0976=Hyun
Human_First_Names_M_0977=Iacopo
Human_First_Names_M_0978=Ian
Human_First_Names_M_0979=Iben
Human_First_Names_M_0980=Ibrahim
Human_First_Names_M_0981=Ibuki
Human_First_Names_M_0982=Ichibei
Human_First_Names_M_0983=Ichiro
Human_First_Names_M_0984=Ichiyo
Human_First_Names_M_0985=Ichizo
Human_First_Names_M_0986=Ignacio
Human_First_Names_M_0987=Igor
Human_First_Names_M_0988=Ihsan
Human_First_Names_M_0989=Ikemoto 
Human_First_Names_M_0990=Ikku
Human_First_Names_M_0991=Ilia
Human_First_Names_M_0992=Ilias
Human_First_Names_M_0993=Ilom
Human_First_Names_M_0994=Imasu
Human_First_Names_M_0995=Immanuel
Human_First_Names_M_0996=Indus
Human_First_Names_M_0997=Inejiro
Human_First_Names_M_0998=Iqbal
Human_First_Names_M_0999=Ira
Human_First_Names_M_1000=Irfan
Human_First_Names_M_1001=Irvin
Human_First_Names_M_1002=Irving
Human_First_Names_M_1003=Irwin
Human_First_Names_M_1004=Irya
Human_First_Names_M_1005=Isaac
Human_First_Names_M_1006=Isaiah
Human_First_Names_M_1007=Isamu
Human_First_Names_M_1008=Isar
Human_First_Names_M_1009=Isiah
Human_First_Names_M_1010=Isidro
Human_First_Names_M_1011=Ismael
Human_First_Names_M_1012=Isoshi  
Human_First_Names_M_1013=Issa
Human_First_Names_M_1014=Issac
Human_First_Names_M_1015=Itembe
Human_First_Names_M_1016=Itsuki
Human_First_Names_M_1017=Ivan
Human_First_Names_M_1018=Ivar
Human_First_Names_M_1019=Iwao
Human_First_Names_M_1020=Iwao 
Human_First_Names_M_1021=Izan
Human_First_Names_M_1022=Izzy
Human_First_Names_M_1023=Ja
Human_First_Names_M_1024=Jabbar
Human_First_Names_M_1025=Jabir
Human_First_Names_M_1026=Jack
Human_First_Names_M_1027=Jackie
Human_First_Names_M_1028=Jackson
Human_First_Names_M_1029=Jacob
Human_First_Names_M_1030=Jacques
Human_First_Names_M_1031=Jagesh
Human_First_Names_M_1032=Jahi
Human_First_Names_M_1033=Jailesh
Human_First_Names_M_1034=Jaime
Human_First_Names_M_1035=Jake
Human_First_Names_M_1036=Jakob
Human_First_Names_M_1037=Jalal
Human_First_Names_M_1038=Jaleel
Human_First_Names_M_1039=Jalil
Human_First_Names_M_1040=Jamal
Human_First_Names_M_1041=Jamar
Human_First_Names_M_1042=Jamel
Human_First_Names_M_1043=James
Human_First_Names_M_1044=Jamie
Human_First_Names_M_1045=Jan
Human_First_Names_M_1046=Jannik
Human_First_Names_M_1047=Jannis
Human_First_Names_M_1048=Janu
Human_First_Names_M_1049=Janvier
Human_First_Names_M_1050=Jardan
Human_First_Names_M_1051=Jared
Human_First_Names_M_1052=Jarek
Human_First_Names_M_1053=Jarred
Human_First_Names_M_1054=Jarrett
Human_First_Names_M_1055=Jarrod
Human_First_Names_M_1056=Jarvis
Human_First_Names_M_1057=Jason
Human_First_Names_M_1058=Jasper
Human_First_Names_M_1059=Jata
Human_First_Names_M_1060=Jatinder
Human_First_Names_M_1061=Jaul
Human_First_Names_M_1062=Javier
Human_First_Names_M_1063=Jay
Human_First_Names_M_1064=Jaye
Human_First_Names_M_1065=Jayson
Human_First_Names_M_1066=Jean
Human_First_Names_M_1067=Jed
Human_First_Names_M_1068=Jeff
Human_First_Names_M_1069=Jefferey
Human_First_Names_M_1070=Jefferson
Human_First_Names_M_1071=Jeffery
Human_First_Names_M_1072=Jeffrey
Human_First_Names_M_1073=Jeffry
Human_First_Names_M_1074=Jehan
Human_First_Names_M_1075=Jemond
Human_First_Names_M_1076=Jens
Human_First_Names_M_1077=Jerald
Human_First_Names_M_1078=Jeremiah
Human_First_Names_M_1079=Jeremy
Human_First_Names_M_1080=Jermaine
Human_First_Names_M_1081=Jerold
Human_First_Names_M_1082=Jerome
Human_First_Names_M_1083=Jerrod
Human_First_Names_M_1084=Jerry
Human_First_Names_M_1085=Jess
Human_First_Names_M_1086=Jesse
Human_First_Names_M_1087=Jessie
Human_First_Names_M_1088=Jiang
Human_First_Names_M_1089=Jianyu
Human_First_Names_M_1090=Jibade
Human_First_Names_M_1091=Jim
Human_First_Names_M_1092=Jimmie
Human_First_Names_M_1093=Jimmy
Human_First_Names_M_1094=Jin
Human_First_Names_M_1095=Jing
Human_First_Names_M_1096=Jinhai
Human_First_Names_M_1097=Jiro
Human_First_Names_M_1098=Jo
Human_First_Names_M_1099=Joaquin
Human_First_Names_M_1100=Jody
Human_First_Names_M_1101=Joe
Human_First_Names_M_1102=Joel
Human_First_Names_M_1103=Joesph
Human_First_Names_M_1104=Joey
Human_First_Names_M_1105=Johann
Human_First_Names_M_1106=Johannes
Human_First_Names_M_1107=John
Human_First_Names_M_1108=Johnathan
Human_First_Names_M_1109=Johnathon
Human_First_Names_M_1110=Johnie
Human_First_Names_M_1111=Johnnie
Human_First_Names_M_1112=Johnny
Human_First_Names_M_1113=Joji
Human_First_Names_M_1114=Jomei
Human_First_Names_M_1115=Jon
Human_First_Names_M_1116=Jona
Human_First_Names_M_1117=Jonah
Human_First_Names_M_1118=Jonas
Human_First_Names_M_1119=Jonathan
Human_First_Names_M_1120=Jonathon
Human_First_Names_M_1121=Jordan
Human_First_Names_M_1122=Jordi
Human_First_Names_M_1123=Jordy
Human_First_Names_M_1124=Jorge
Human_First_Names_M_1125=Jorgen
Human_First_Names_M_1126=Jose
Human_First_Names_M_1127=Josef
Human_First_Names_M_1128=Joseph
Human_First_Names_M_1129=Josh
Human_First_Names_M_1130=Joshua
Human_First_Names_M_1131=Josiah
Human_First_Names_M_1132=Jotaro
Human_First_Names_M_1133=Juan
Human_First_Names_M_1134=Judson
Human_First_Names_M_1135=Jules
Human_First_Names_M_1136=Julian
Human_First_Names_M_1137=Julio
Human_First_Names_M_1138=Juma
Human_First_Names_M_1139=Jun
Human_First_Names_M_1140=Junichi
Human_First_Names_M_1141=Junior
Human_First_Names_M_1142=Juro
Human_First_Names_M_1143=Justin
Human_First_Names_M_1144=Juzo
Human_First_Names_M_1145=Kabil
Human_First_Names_M_1146=Kadeen
Human_First_Names_M_1147=Kadeer
Human_First_Names_M_1148=Kadin
Human_First_Names_M_1149=Kadir
Human_First_Names_M_1150=Kado
Human_First_Names_M_1151=Kafu
Human_First_Names_M_1152=Kahil
Human_First_Names_M_1153=Kaito
Human_First_Names_M_1154=Kakuzo
Human_First_Names_M_1155=Kalel
Human_First_Names_M_1156=Kalesh
Human_First_Names_M_1157=Kalil
Human_First_Names_M_1158=Kaliq
Human_First_Names_M_1159=Kamal
Human_First_Names_M_1160=Kami
Human_First_Names_M_1161=Kan
Human_First_Names_M_1162=Kanbe
Human_First_Names_M_1163=Kane
Human_First_Names_M_1164=Kang
Human_First_Names_M_1165=Kanish
Human_First_Names_M_1166=Kanjiro
Human_First_Names_M_1167=Kanko
Human_First_Names_M_1168=Kano
Human_First_Names_M_1169=Kansuke
Human_First_Names_M_1170=Kantaro
Human_First_Names_M_1171=Kare
Human_First_Names_M_1172=Kareb
Human_First_Names_M_1173=Kareem
Human_First_Names_M_1174=Karif
Human_First_Names_M_1175=Karim
Human_First_Names_M_1176=Karl
Human_First_Names_M_1177=Kaseem
Human_First_Names_M_1178=Kasem
Human_First_Names_M_1179=Kasib
Human_First_Names_M_1180=Kasim
Human_First_Names_M_1181=Kasozi
Human_First_Names_M_1182=Kata
Human_First_Names_M_1183=Katai
Human_First_Names_M_1184=Katashi
Human_First_Names_M_1185=Katsu
Human_First_Names_M_1186=Katsuro
Human_First_Names_M_1187=Katuramu
Human_First_Names_M_1188=Katzumi
Human_First_Names_M_1189=Kave
Human_First_Names_M_1190=Kavin
Human_First_Names_M_1191=Kayin
Human_First_Names_M_1192=Kaz
Human_First_Names_M_1193=Kazu
Human_First_Names_M_1194=Kazuhiro
Human_First_Names_M_1195=Kazuki
Human_First_Names_M_1196=Kazuma
Human_First_Names_M_1197=Kedar
Human_First_Names_M_1198=Kei 
Human_First_Names_M_1199=Keiji
Human_First_Names_M_1200=Keishi
Human_First_Names_M_1201=Keisuke 
Human_First_Names_M_1202=Keitaro
Human_First_Names_M_1203=Keith
Human_First_Names_M_1204=Keizo
Human_First_Names_M_1205=Kelly
Human_First_Names_M_1206=Kelsey
Human_First_Names_M_1207=Kelvin
Human_First_Names_M_1208=Ken
Human_First_Names_M_1209=Kendall
Human_First_Names_M_1210=Kendrick
Human_First_Names_M_1211=Kenji
Human_First_Names_M_1212=Kenjiro
Human_First_Names_M_1213=Kenko
Human_First_Names_M_1214=Kenneth
Human_First_Names_M_1215=Kennith
Human_First_Names_M_1216=Kenny
Human_First_Names_M_1217=Kent
Human_First_Names_M_1218=Kentaro
Human_First_Names_M_1219=Kenton
Human_First_Names_M_1220=Kenzan 
Human_First_Names_M_1221=Kenzo
Human_First_Names_M_1222=Kerry
Human_First_Names_M_1223=Kesse
Human_First_Names_M_1224=Keven
Human_First_Names_M_1225=Kevin
Human_First_Names_M_1226=Khalil
Human_First_Names_M_1227=Ki
Human_First_Names_M_1228=Kichiro
Human_First_Names_M_1229=Kieth
Human_First_Names_M_1230=Kigongo
Human_First_Names_M_1231=Kijuro
Human_First_Names_M_1232=Kilian
Human_First_Names_M_1233=Kim
Human_First_Names_M_1234=Kin
Human_First_Names_M_1235=Kinji 
Human_First_Names_M_1236=Kinnojo 
Human_First_Names_M_1237=Kintu
Human_First_Names_M_1238=Kinzo
Human_First_Names_M_1239=Kip
Human_First_Names_M_1240=Kirby
Human_First_Names_M_1241=Kiri
Human_First_Names_M_1242=Kirk
Human_First_Names_M_1243=Kisho 
Human_First_Names_M_1244=Kito
Human_First_Names_M_1245=Kiv
Human_First_Names_M_1246=Kiyohira
Human_First_Names_M_1247=Kiyoshi
Human_First_Names_M_1248=Knute
Human_First_Names_M_1249=Kobe
Human_First_Names_M_1250=Kobo
Human_First_Names_M_1251=Koetsu
Human_First_Names_M_1252=Kohei
Human_First_Names_M_1253=Kohen
Human_First_Names_M_1254=Komea
Human_First_Names_M_1255=Konyo
Human_First_Names_M_1256=Korin
Human_First_Names_M_1257=Kory
Human_First_Names_M_1258=Kosaku
Human_First_Names_M_1259=Kosami
Human_First_Names_M_1260=Koshiro
Human_First_Names_M_1261=Kota
Human_First_Names_M_1262=Kotaro
Human_First_Names_M_1263=Koto
Human_First_Names_M_1264=Kovan
Human_First_Names_M_1265=Koyo
Human_First_Names_M_1266=Kozue
Human_First_Names_M_1267=Kris
Human_First_Names_M_1268=Kristian
Human_First_Names_M_1269=Kristopher
Human_First_Names_M_1270=Kuma
Human_First_Names_M_1271=Kunimichi
Human_First_Names_M_1272=Kunitaro
Human_First_Names_M_1273=Kuri
Human_First_Names_M_1274=Kuro
Human_First_Names_M_1275=Kurt
Human_First_Names_M_1276=Kurtis
Human_First_Names_M_1277=Kushanu
Human_First_Names_M_1278=Kwame
Human_First_Names_M_1279=Kwan
Human_First_Names_M_1280=Kyle
Human_First_Names_M_1281=Kyo
Human_First_Names_M_1282=Kyoden
Human_First_Names_M_1283=Kyoji
Human_First_Names_M_1284=Kyu
Human_First_Names_M_1285=Kyuichi
Human_First_Names_M_1286=Kyuso
Human_First_Names_M_1287=Kyuwa
Human_First_Names_M_1288=Lado
Human_First_Names_M_1289=Lafayette
Human_First_Names_M_1290=Lahar
Human_First_Names_M_1291=Lamar
Human_First_Names_M_1292=Lamond
Human_First_Names_M_1293=Lamont
Human_First_Names_M_1294=Lance
Human_First_Names_M_1295=Landis
Human_First_Names_M_1296=Lando
Human_First_Names_M_1297=Landon
Human_First_Names_M_1298=Landry
Human_First_Names_M_1299=Lane
Human_First_Names_M_1300=Langston
Human_First_Names_M_1301=Laniyan
Human_First_Names_M_1302=Lanny
Human_First_Names_M_1303=Lao
Human_First_Names_M_1304=Larenzo
Human_First_Names_M_1305=Laron
Human_First_Names_M_1306=Larrimore
Human_First_Names_M_1307=Larry
Human_First_Names_M_1308=Lars
Human_First_Names_M_1309=Lasse
Human_First_Names_M_1310=Laurence
Human_First_Names_M_1311=Laurens
Human_First_Names_M_1312=Laurent
Human_First_Names_M_1313=Lawrence
Human_First_Names_M_1314=Layth
Human_First_Names_M_1315=Lazaro
Human_First_Names_M_1316=Lee
Human_First_Names_M_1317=Leggett
Human_First_Names_M_1318=Lei
Human_First_Names_M_1319=Leif
Human_First_Names_M_1320=Leland
Human_First_Names_M_1321=Lema
Human_First_Names_M_1322=Lemuel
Human_First_Names_M_1323=Lenard
Human_First_Names_M_1324=Lennard
Human_First_Names_M_1325=Lennox
Human_First_Names_M_1326=Lenny
Human_First_Names_M_1327=Leo
Human_First_Names_M_1328=Leon
Human_First_Names_M_1329=Leonard
Human_First_Names_M_1330=Leonardo
Human_First_Names_M_1331=Leonel
Human_First_Names_M_1332=Lerenzo
Human_First_Names_M_1333=Leron
Human_First_Names_M_1334=Leroy
Human_First_Names_M_1335=Les
Human_First_Names_M_1336=Leslie
Human_First_Names_M_1337=Lester
Human_First_Names_M_1338=Lev
Human_First_Names_M_1339=Leverett
Human_First_Names_M_1340=Levi
Human_First_Names_M_1341=Levin
Human_First_Names_M_1342=Lewis
Human_First_Names_M_1343=Li
Human_First_Names_M_1344=Liam
Human_First_Names_M_1345=Lian
Human_First_Names_M_1346=Liang
Human_First_Names_M_1347=Lincoln
Human_First_Names_M_1348=Lindsey
Human_First_Names_M_1349=Linus
Human_First_Names_M_1350=Linwood
Human_First_Names_M_1351=Lionel
Human_First_Names_M_1352=Liu
Human_First_Names_M_1353=Lloyd
Human_First_Names_M_1354=Logan
Human_First_Names_M_1355=Lokesh
Human_First_Names_M_1356=Lon
Human_First_Names_M_1357=Long
Human_First_Names_M_1358=Longwei
Human_First_Names_M_1359=Lonnie
Human_First_Names_M_1360=Loren
Human_First_Names_M_1361=Lorenzo
Human_First_Names_M_1362=Loretto
Human_First_Names_M_1363=Lotto
Human_First_Names_M_1364=Louie
Human_First_Names_M_1365=Louis
Human_First_Names_M_1366=Lowell
Human_First_Names_M_1367=Loyd
Human_First_Names_M_1368=Luc
Human_First_Names_M_1369=Luca
Human_First_Names_M_1370=Lucas
Human_First_Names_M_1371=Lucian
Human_First_Names_M_1372=Lucio
Human_First_Names_M_1373=Luigi
Human_First_Names_M_1374=Luis
Human_First_Names_M_1375=Lukas
Human_First_Names_M_1376=Luke
Human_First_Names_M_1377=Luther
Human_First_Names_M_1378=Lyle
Human_First_Names_M_1379=Lyman
Human_First_Names_M_1380=Lynn
Human_First_Names_M_1381=Maahir
Human_First_Names_M_1382=Mac
Human_First_Names_M_1383=Maccio
Human_First_Names_M_1384=Mace
Human_First_Names_M_1385=Mack
Human_First_Names_M_1386=Madan
Human_First_Names_M_1387=Madani
Human_First_Names_M_1388=Maffeo
Human_First_Names_M_1389=Magnar
Human_First_Names_M_1390=Magnus
Human_First_Names_M_1391=Magomu
Human_First_Names_M_1392=Mahdi
Human_First_Names_M_1393=Mahindra
Human_First_Names_M_1394=Mahir
Human_First_Names_M_1395=Mahmud
Human_First_Names_M_1396=Maison
Human_First_Names_M_1397=Major
Human_First_Names_M_1398=Makar
Human_First_Names_M_1399=Makker
Human_First_Names_M_1400=Malcolm
Human_First_Names_M_1401=Malik
Human_First_Names_M_1402=Malone
Human_First_Names_M_1403=Mamoru 
Human_First_Names_M_1404=Manabu 
Human_First_Names_M_1405=Manato
Human_First_Names_M_1406=Manay
Human_First_Names_M_1407=Manobu
Human_First_Names_M_1408=Mantel
Human_First_Names_M_1409=Marat
Human_First_Names_M_1410=Marc
Human_First_Names_M_1411=Marcel
Human_First_Names_M_1412=Marco
Human_First_Names_M_1413=Marcos
Human_First_Names_M_1414=Marcus
Human_First_Names_M_1415=Marian
Human_First_Names_M_1416=Marid
Human_First_Names_M_1417=Marino
Human_First_Names_M_1418=Mario
Human_First_Names_M_1419=Maris
Human_First_Names_M_1420=Marius
Human_First_Names_M_1421=Mark
Human_First_Names_M_1422=Markis
Human_First_Names_M_1423=Marlin
Human_First_Names_M_1424=Marlon
Human_First_Names_M_1425=Maro
Human_First_Names_M_1426=Marquise
Human_First_Names_M_1427=Marshall
Human_First_Names_M_1428=Marti
Human_First_Names_M_1429=Martin
Human_First_Names_M_1430=Marty
Human_First_Names_M_1431=Marvin
Human_First_Names_M_1432=Mary
Human_First_Names_M_1433=Masahiko
Human_First_Names_M_1434=Masahiro
Human_First_Names_M_1435=Masakazu
Human_First_Names_M_1436=Masaki
Human_First_Names_M_1437=Masaru
Human_First_Names_M_1438=Masato
Human_First_Names_M_1439=Mashiro
Human_First_Names_M_1440=Maslin
Human_First_Names_M_1441=Mason
Human_First_Names_M_1442=Masu 
Human_First_Names_M_1443=Masud
Human_First_Names_M_1444=Matabei
Human_First_Names_M_1445=Matei
Human_First_Names_M_1446=Mateo
Human_First_Names_M_1447=Mathew
Human_First_Names_M_1448=Mathias
Human_First_Names_M_1449=Mathieu
Human_First_Names_M_1450=Matsu 
Human_First_Names_M_1451=Matsuo 
Human_First_Names_M_1452=Matt
Human_First_Names_M_1453=Matteo
Human_First_Names_M_1454=Matthew
Human_First_Names_M_1455=Matthieu
Human_First_Names_M_1456=Maurice
Human_First_Names_M_1457=Mauro
Human_First_Names_M_1458=Max
Human_First_Names_M_1459=Maxim
Human_First_Names_M_1460=Maximilian
Human_First_Names_M_1461=Maxwell
Human_First_Names_M_1462=Maynard
Human_First_Names_M_1463=Mayson
Human_First_Names_M_1464=Mazi
Human_First_Names_M_1465=Medarno
Human_First_Names_M_1466=Mehdi
Human_First_Names_M_1467=Meiji
Human_First_Names_M_1468=Mel
Human_First_Names_M_1469=Melvin
Human_First_Names_M_1470=Merle
Human_First_Names_M_1471=Merlin
Human_First_Names_M_1472=Merrill
Human_First_Names_M_1473=Mervin
Human_First_Names_M_1474=Micah
Human_First_Names_M_1475=Michael
Human_First_Names_M_1476=Micheal
Human_First_Names_M_1477=Michel
Human_First_Names_M_1478=Mickey
Human_First_Names_M_1479=Miguel
Human_First_Names_M_1480=Mihir
Human_First_Names_M_1481=Mika
Human_First_Names_M_1482=Mike
Human_First_Names_M_1483=Miki
Human_First_Names_M_1484=Miles
Human_First_Names_M_1485=Milford
Human_First_Names_M_1486=Millard
Human_First_Names_M_1487=Milo
Human_First_Names_M_1488=Milton
Human_First_Names_M_1489=Min
Human_First_Names_M_1490=Ming
Human_First_Names_M_1491=Minh
Human_First_Names_M_1492=Mino
Human_First_Names_M_1493=Minoru 
Human_First_Names_M_1494=Misao 
Human_First_Names_M_1495=Mitch
Human_First_Names_M_1496=Mitchel
Human_First_Names_M_1497=Mitchell
Human_First_Names_M_1498=Mito 
Human_First_Names_M_1499=Mitsuhide 
Human_First_Names_M_1500=Mitsuo
Human_First_Names_M_1501=Mitul
Human_First_Names_M_1502=Momoru
Human_First_Names_M_1503=Monroe
Human_First_Names_M_1504=Montague
Human_First_Names_M_1505=Montaro
Human_First_Names_M_1506=Monte
Human_First_Names_M_1507=Montgomery
Human_First_Names_M_1508=Montreal
Human_First_Names_M_1509=Montrel
Human_First_Names_M_1510=Monty
Human_First_Names_M_1511=Monzal
Human_First_Names_M_1512=Moore
Human_First_Names_M_1513=Morel
Human_First_Names_M_1514=Morgan
Human_First_Names_M_1515=Moritz
Human_First_Names_M_1516=Morris
Human_First_Names_M_1517=Mortimer
Human_First_Names_M_1518=Morty
Human_First_Names_M_1519=Moses
Human_First_Names_M_1520=Moyo
Human_First_Names_M_1521=Munoto 
Human_First_Names_M_1522=Murray
Human_First_Names_M_1523=Muwanga
Human_First_Names_M_1524=Mwake
Human_First_Names_M_1525=Myles
Human_First_Names_M_1526=Myron
Human_First_Names_M_1527=Myung
Human_First_Names_M_1528=Nabeel
Human_First_Names_M_1529=Nabhan
Human_First_Names_M_1530=Nadim
Human_First_Names_M_1531=Nadir
Human_First_Names_M_1532=Nahid
Human_First_Names_M_1533=Naizen
Human_First_Names_M_1534=Najeeb
Human_First_Names_M_1535=Nakazo
Human_First_Names_M_1536=Naldo
Human_First_Names_M_1537=Namboku
Human_First_Names_M_1538=Namir
Human_First_Names_M_1539=Nampo
Human_First_Names_M_1540=Narahiko
Human_First_Names_M_1541=Nardo
Human_First_Names_M_1542=Nasib
Human_First_Names_M_1543=Nasir
Human_First_Names_M_1544=Nasser
Human_First_Names_M_1545=Nassor
Human_First_Names_M_1546=Nathan
Human_First_Names_M_1547=Nathaniel
Human_First_Names_M_1548=Natsu
Human_First_Names_M_1549=Natsume
Human_First_Names_M_1550=Neal
Human_First_Names_M_1551=Ned
Human_First_Names_M_1552=Neil
Human_First_Names_M_1553=Nello
Human_First_Names_M_1554=Nels
Human_First_Names_M_1555=Nelson
Human_First_Names_M_1556=Nencio
Human_First_Names_M_1557=Neri
Human_First_Names_M_1558=Nestor
Human_First_Names_M_1559=Newton
Human_First_Names_M_1560=Nhan
Human_First_Names_M_1561=Niccolo
Human_First_Names_M_1562=Nicholas
Human_First_Names_M_1563=Nick
Human_First_Names_M_1564=Nickolas
Human_First_Names_M_1565=Nico
Human_First_Names_M_1566=Nicolas
Human_First_Names_M_1567=Nigel
Human_First_Names_M_1568=Nikash
Human_First_Names_M_1569=Nikki
Human_First_Names_M_1570=Niklas
Human_First_Names_M_1571=Nil
Human_First_Names_M_1572=Nils
Human_First_Names_M_1573=Nimit
Human_First_Names_M_1574=Nirav
Human_First_Names_M_1575=Noah
Human_First_Names_M_1576=Nobu
Human_First_Names_M_1577=Nobuhito
Human_First_Names_M_1578=Noel
Human_First_Names_M_1579=Nolan
Human_First_Names_M_1580=Nori
Human_First_Names_M_1581=Norman
Human_First_Names_M_1582=Norris
Human_First_Names_M_1583=Norville
Human_First_Names_M_1584=Nozzo
Human_First_Names_M_1585=Numbers
Human_First_Names_M_1586=Nuto
Human_First_Names_M_1587=Obadele
Human_First_Names_M_1588=Oban
Human_First_Names_M_1589=Octavio
Human_First_Names_M_1590=Oda
Human_First_Names_M_1591=Odell
Human_First_Names_M_1592=Odis
Human_First_Names_M_1593=Okakura
Human_First_Names_M_1594=Ola
Human_First_Names_M_1595=Olav
Human_First_Names_M_1596=Oleg
Human_First_Names_M_1597=Olen
Human_First_Names_M_1598=Olin
Human_First_Names_M_1599=Oliver
Human_First_Names_M_1600=Ollie
Human_First_Names_M_1601=Omar
Human_First_Names_M_1602=Omkar
Human_First_Names_M_1603=Orlando
Human_First_Names_M_1604=Orville
Human_First_Names_M_1605=Osamu
Human_First_Names_M_1606=Oscar
Human_First_Names_M_1607=Oskar
Human_First_Names_M_1608=Osman
Human_First_Names_M_1609=Otis
Human_First_Names_M_1610=Ottar
Human_First_Names_M_1611=Otto
Human_First_Names_M_1612=Owen
Human_First_Names_M_1613=Oystein
Human_First_Names_M_1614=Pablo
Human_First_Names_M_1615=Pace
Human_First_Names_M_1616=Pacho
Human_First_Names_M_1617=Pallav
Human_First_Names_M_1618=Param
Human_First_Names_M_1619=Paran
Human_First_Names_M_1620=Park
Human_First_Names_M_1621=Parker
Human_First_Names_M_1622=Parnell
Human_First_Names_M_1623=Pascal
Human_First_Names_M_1624=Pat
Human_First_Names_M_1625=Pathik
Human_First_Names_M_1626=Patrice
Human_First_Names_M_1627=Patrick
Human_First_Names_M_1628=Paul
Human_First_Names_M_1629=Pavel
Human_First_Names_M_1630=Pedro
Human_First_Names_M_1631=Peng
Human_First_Names_M_1632=Pepe
Human_First_Names_M_1633=Percival
Human_First_Names_M_1634=Percy
Human_First_Names_M_1635=Pernell
Human_First_Names_M_1636=Perry
Human_First_Names_M_1637=Pete
Human_First_Names_M_1638=Peter
Human_First_Names_M_1639=Phil
Human_First_Names_M_1640=Philip
Human_First_Names_M_1641=Philipe
Human_First_Names_M_1642=Phillip
Human_First_Names_M_1643=Pich
Human_First_Names_M_1644=Piero
Human_First_Names_M_1645=Pierre
Human_First_Names_M_1646=Pieter
Human_First_Names_M_1647=Pietro
Human_First_Names_M_1648=Ping
Human_First_Names_M_1649=Pippo
Human_First_Names_M_1650=Pol
Human_First_Names_M_1651=Pomeroy
Human_First_Names_M_1652=Pravit
Human_First_Names_M_1653=Preston
Human_First_Names_M_1654=Pricha
Human_First_Names_M_1655=Puccio
Human_First_Names_M_1656=Purvis
Human_First_Names_M_1657=Qadim
Human_First_Names_M_1658=Qadir
Human_First_Names_M_1659=Quentin
Human_First_Names_M_1660=Quincy
Human_First_Names_M_1661=Quinn
Human_First_Names_M_1662=Quintin
Human_First_Names_M_1663=Radu
Human_First_Names_M_1664=Rafael
Human_First_Names_M_1665=Rafaelle
Human_First_Names_M_1666=Rafid
Human_First_Names_M_1667=Ragnar
Human_First_Names_M_1668=Rahul
Human_First_Names_M_1669=Rai
Human_First_Names_M_1670=Raj
Human_First_Names_M_1671=Raja
Human_First_Names_M_1672=Ralph
Human_First_Names_M_1673=Rami
Human_First_Names_M_1674=Ramiro
Human_First_Names_M_1675=Ramon
Human_First_Names_M_1676=Ramzi
Human_First_Names_M_1677=Randal
Human_First_Names_M_1678=Randall
Human_First_Names_M_1679=Randell
Human_First_Names_M_1680=Randolph
Human_First_Names_M_1681=Randy
Human_First_Names_M_1682=Ranger
Human_First_Names_M_1683=Raoul
Human_First_Names_M_1684=Raphael
Human_First_Names_M_1685=Rashad
Human_First_Names_M_1686=Rasin
Human_First_Names_M_1687=Raul
Human_First_Names_M_1688=Rawlins
Human_First_Names_M_1689=Ray
Human_First_Names_M_1690=Rayan
Human_First_Names_M_1691=Raymond
Human_First_Names_M_1692=Raymundo
Human_First_Names_M_1693=Raynard
Human_First_Names_M_1694=Razan 
Human_First_Names_M_1695=Reagan
Human_First_Names_M_1696=Reed
Human_First_Names_M_1697=Reggie
Human_First_Names_M_1698=Reginald
Human_First_Names_M_1699=Rei
Human_First_Names_M_1700=Reid
Human_First_Names_M_1701=Reinaldo
Human_First_Names_M_1702=Remi
Human_First_Names_M_1703=Ren
Human_First_Names_M_1704=Renard
Human_First_Names_M_1705=Renardo
Human_First_Names_M_1706=Rene
Human_First_Names_M_1707=Renzo
Human_First_Names_M_1708=Reuben
Human_First_Names_M_1709=Rex
Human_First_Names_M_1710=Reyes
Human_First_Names_M_1711=Reynaldo
Human_First_Names_M_1712=Reynard
Human_First_Names_M_1713=Ricardo
Human_First_Names_M_1714=Ricco
Human_First_Names_M_1715=Rich
Human_First_Names_M_1716=Richard
Human_First_Names_M_1717=Richie
Human_First_Names_M_1718=Rick
Human_First_Names_M_1719=Rickey
Human_First_Names_M_1720=Rickie
Human_First_Names_M_1721=Ricky
Human_First_Names_M_1722=Rico
Human_First_Names_M_1723=Ridolfo
Human_First_Names_M_1724=Riley
Human_First_Names_M_1725=Rimon
Human_First_Names_M_1726=Rinaldo
Human_First_Names_M_1727=Rio
Human_First_Names_M_1728=Rob
Human_First_Names_M_1729=Robbie
Human_First_Names_M_1730=Robby
Human_First_Names_M_1731=Robert
Human_First_Names_M_1732=Roberto
Human_First_Names_M_1733=Robin
Human_First_Names_M_1734=Rocco
Human_First_Names_M_1735=Rocky
Human_First_Names_M_1736=Rod
Human_First_Names_M_1737=Roderick
Human_First_Names_M_1738=Rodger
Human_First_Names_M_1739=Rodney
Human_First_Names_M_1740=Rodolfo
Human_First_Names_M_1741=Rodrick
Human_First_Names_M_1742=Roger
Human_First_Names_M_1743=Rohit
Human_First_Names_M_1744=Roland
Human_First_Names_M_1745=Rolf
Human_First_Names_M_1746=Rolland
Human_First_Names_M_1747=Roman
Human_First_Names_M_1748=Romeo
Human_First_Names_M_1749=Ron
Human_First_Names_M_1750=Ronald
Human_First_Names_M_1751=Rondel
Human_First_Names_M_1752=Ronin
Human_First_Names_M_1753=Ronnie
Human_First_Names_M_1754=Ronny
Human_First_Names_M_1755=Rory
Human_First_Names_M_1756=Roscoe
Human_First_Names_M_1757=Ross
Human_First_Names_M_1758=Rowen
Human_First_Names_M_1759=Roy
Human_First_Names_M_1760=Royce
Human_First_Names_M_1761=Ru
Human_First_Names_M_1762=Ruben
Human_First_Names_M_1763=Rubin
Human_First_Names_M_1764=Rudolph
Human_First_Names_M_1765=Rudy
Human_First_Names_M_1766=Rufus
Human_First_Names_M_1767=Ruhi
Human_First_Names_M_1768=Rupert
Human_First_Names_M_1769=Rush
Human_First_Names_M_1770=Russ
Human_First_Names_M_1771=Russel
Human_First_Names_M_1772=Russell
Human_First_Names_M_1773=Rusty
Human_First_Names_M_1774=Ruy
Human_First_Names_M_1775=Ryan
Human_First_Names_M_1776=Ryo
Human_First_Names_M_1777=Ryoko
Human_First_Names_M_1778=Ryoma
Human_First_Names_M_1779=Ryota
Human_First_Names_M_1780=Ryozo
Human_First_Names_M_1781=Ryu 
Human_First_Names_M_1782=Ryuki
Human_First_Names_M_1783=Ryuto
Human_First_Names_M_1784=Saad
Human_First_Names_M_1785=Sabastien
Human_First_Names_M_1786=Sabir
Human_First_Names_M_1787=Sadid
Human_First_Names_M_1788=Sadiq
Human_First_Names_M_1789=Sahib
Human_First_Names_M_1790=Sahir
Human_First_Names_M_1791=Sal
Human_First_Names_M_1792=Saleh
Human_First_Names_M_1793=Salomon
Human_First_Names_M_1794=Salvador
Human_First_Names_M_1795=Salvadore
Human_First_Names_M_1796=Salvatore
Human_First_Names_M_1797=Salvi
Human_First_Names_M_1798=Sam
Human_First_Names_M_1799=Sameer
Human_First_Names_M_1800=Sami
Human_First_Names_M_1801=Sammie
Human_First_Names_M_1802=Sammy
Human_First_Names_M_1803=Samo
Human_First_Names_M_1804=Samuel
Human_First_Names_M_1805=Sandy
Human_First_Names_M_1806=Sanford
Human_First_Names_M_1807=Sang
Human_First_Names_M_1808=Sanjiro
Human_First_Names_M_1809=Sanjit
Human_First_Names_M_1810=Santiago
Human_First_Names_M_1811=Santos
Human_First_Names_M_1812=Satoru
Human_First_Names_M_1813=Saul
Human_First_Names_M_1814=Sayer
Human_First_Names_M_1815=Scot
Human_First_Names_M_1816=Scott
Human_First_Names_M_1817=Scottie
Human_First_Names_M_1818=Scotty
Human_First_Names_M_1819=Sean
Human_First_Names_M_1820=Sebastian
Human_First_Names_M_1821=Seibei
Human_First_Names_M_1822=Seiji
Human_First_Names_M_1823=Seison
Human_First_Names_M_1824=Sekayi
Human_First_Names_M_1825=Sen
Human_First_Names_M_1826=Senichi
Human_First_Names_M_1827=Sergei
Human_First_Names_M_1828=Sergio
Human_First_Names_M_1829=Seth
Human_First_Names_M_1830=Seyed
Human_First_Names_M_1831=Seymour
Human_First_Names_M_1832=Shadi
Human_First_Names_M_1833=Shane
Human_First_Names_M_1834=Shannon
Human_First_Names_M_1835=Shaun
Human_First_Names_M_1836=Shawn
Human_First_Names_M_1837=Shay
Human_First_Names_M_1838=Shelby
Human_First_Names_M_1839=Sheldon
Human_First_Names_M_1840=Shelton
Human_First_Names_M_1841=Shen
Human_First_Names_M_1842=Sherman
Human_First_Names_M_1843=Shigeki
Human_First_Names_M_1844=Shigematsu
Human_First_Names_M_1845=Shigemori
Human_First_Names_M_1846=Shigeru
Human_First_Names_M_1847=Shihei
Human_First_Names_M_1848=Shijo
Human_First_Names_M_1849=Shik
Human_First_Names_M_1850=Shin
Human_First_Names_M_1851=Shingen
Human_First_Names_M_1852=Shino
Human_First_Names_M_1853=Shinobu
Human_First_Names_M_1854=Shintaro
Human_First_Names_M_1855=Shiro
Human_First_Names_M_1856=Shoji
Human_First_Names_M_1857=Shumei
Human_First_Names_M_1858=Shun
Human_First_Names_M_1859=Shunji
Human_First_Names_M_1860=Shunsen
Human_First_Names_M_1861=Sidney
Human_First_Names_M_1862=Sigurd
Human_First_Names_M_1863=Silas
Human_First_Names_M_1864=Silvio
Human_First_Names_M_1865=Simba
Human_First_Names_M_1866=Simon
Human_First_Names_M_1867=Sinclair
Human_First_Names_M_1868=Sindre
Human_First_Names_M_1869=Skipp
Human_First_Names_M_1870=Solomon
Human_First_Names_M_1871=Soma
Human_First_Names_M_1872=Sonny
Human_First_Names_M_1873=Sook
Human_First_Names_M_1874=Sora
Human_First_Names_M_1875=Sotan
Human_First_Names_M_1876=Sotaro
Human_First_Names_M_1877=Sovann
Human_First_Names_M_1878=Sozen
Human_First_Names_M_1879=Spencer
Human_First_Names_M_1880=Stacey
Human_First_Names_M_1881=Stan
Human_First_Names_M_1882=Stanislav
Human_First_Names_M_1883=Stanley
Human_First_Names_M_1884=Stefan
Human_First_Names_M_1885=Stein
Human_First_Names_M_1886=Stephan
Human_First_Names_M_1887=Stephen
Human_First_Names_M_1888=Sterling
Human_First_Names_M_1889=Steve
Human_First_Names_M_1890=Steven
Human_First_Names_M_1891=Stevie
Human_First_Names_M_1892=Stewart
Human_First_Names_M_1893=Stuart
Human_First_Names_M_1894=Sully
Human_First_Names_M_1895=Sumio
Human_First_Names_M_1896=Sunay
Human_First_Names_M_1897=Sung
Human_First_Names_M_1898=Sutherland
Human_First_Names_M_1899=Sydney
Human_First_Names_M_1900=Sylvester
Human_First_Names_M_1901=Tad
Human_First_Names_M_1902=Tadamasa
Human_First_Names_M_1903=Tadashi
Human_First_Names_M_1904=Taddeo
Human_First_Names_M_1905=Taiga
Human_First_Names_M_1906=Taikan
Human_First_Names_M_1907=Taisei
Human_First_Names_M_1908=Taj
Human_First_Names_M_1909=Tajiri
Human_First_Names_M_1910=Takafumi
Human_First_Names_M_1911=Takahashi
Human_First_Names_M_1912=Takahiro
Human_First_Names_M_1913=Takeo
Human_First_Names_M_1914=Taki
Human_First_Names_M_1915=Takuji
Human_First_Names_M_1916=Talal
Human_First_Names_M_1917=Talbot
Human_First_Names_M_1918=Talon
Human_First_Names_M_1919=Tamir
Human_First_Names_M_1920=Taneesh
Human_First_Names_M_1921=Tango
Human_First_Names_M_1922=Tanner
Human_First_Names_M_1923=Tanzan
Human_First_Names_M_1924=Tapy
Human_First_Names_M_1925=Taro
Human_First_Names_M_1926=Tashiro
Human_First_Names_M_1927=Taylor
Human_First_Names_M_1928=Ted
Human_First_Names_M_1929=Teddy
Human_First_Names_M_1930=Temin
Human_First_Names_M_1931=Tenshin
Human_First_Names_M_1932=Teppo
Human_First_Names_M_1933=Terrance
Human_First_Names_M_1934=Terrell
Human_First_Names_M_1935=Terry
Human_First_Names_M_1936=Tessai 
Human_First_Names_M_1937=Tetsu 
Human_First_Names_M_1938=Tetsuya 
Human_First_Names_M_1939=Thad
Human_First_Names_M_1940=Thaddeus
Human_First_Names_M_1941=Thatcher
Human_First_Names_M_1942=Theo
Human_First_Names_M_1943=Theodor
Human_First_Names_M_1944=Theodore
Human_First_Names_M_1945=Theron
Human_First_Names_M_1946=Thoki 
Human_First_Names_M_1947=Thomas
Human_First_Names_M_1948=Thurman
Human_First_Names_M_1949=Thurston
Human_First_Names_M_1950=Tiennan
Human_First_Names_M_1951=Tilak
Human_First_Names_M_1952=Till
Human_First_Names_M_1953=Tim
Human_First_Names_M_1954=Timmy
Human_First_Names_M_1955=Timo
Human_First_Names_M_1956=Timothy
Human_First_Names_M_1957=Timur
Human_First_Names_M_1958=Tin
Human_First_Names_M_1959=Tobar
Human_First_Names_M_1960=Toben
Human_First_Names_M_1961=Tobias
Human_First_Names_M_1962=Toby
Human_First_Names_M_1963=Tod
Human_First_Names_M_1964=Todd
Human_First_Names_M_1965=Toichi
Human_First_Names_M_1966=Toju 
Human_First_Names_M_1967=Toki 
Human_First_Names_M_1968=Tokimune 
Human_First_Names_M_1969=Tokuma
Human_First_Names_M_1970=Tolomer
Human_First_Names_M_1971=Tom
Human_First_Names_M_1972=Toma
Human_First_Names_M_1973=Tomas
Human_First_Names_M_1974=Tombe
Human_First_Names_M_1975=Tommy
Human_First_Names_M_1976=Tony
Human_First_Names_M_1977=Tor
Human_First_Names_M_1978=Torger
Human_First_Names_M_1979=Tormod
Human_First_Names_M_1980=Toru
Human_First_Names_M_1981=Tory
Human_First_Names_M_1982=Toshiaki
Human_First_Names_M_1983=Toshiro
Human_First_Names_M_1984=Tracey
Human_First_Names_M_1985=Tracy
Human_First_Names_M_1986=Tramaine
Human_First_Names_M_1987=Travis
Human_First_Names_M_1988=Trent
Human_First_Names_M_1989=Trenton
Human_First_Names_M_1990=Trevor
Human_First_Names_M_1991=Trey
Human_First_Names_M_1992=Tristan
Human_First_Names_M_1993=Troy
Human_First_Names_M_1994=Truman
Human_First_Names_M_1995=Tsuneo 
Human_First_Names_M_1996=Ty
Human_First_Names_M_1997=Tyler
Human_First_Names_M_1998=Tyrell
Human_First_Names_M_1999=Tyrone
Human_First_Names_M_2000=Tyson
Human_First_Names_M_2001=Uberto
Human_First_Names_M_2002=Udar
Human_First_Names_M_2003=Udo
Human_First_Names_M_2004=Ugo
Human_First_Names_M_2005=Ukon
Human_First_Names_M_2006=Ulysses
Human_First_Names_M_2007=Umar
Human_First_Names_M_2008=Unai
Human_First_Names_M_2009=Uriel
Human_First_Names_M_2010=Vadim
Human_First_Names_M_2011=Valentin
Human_First_Names_M_2012=Valere
Human_First_Names_M_2013=Vallis
Human_First_Names_M_2014=Van
Human_First_Names_M_2015=Vance
Human_First_Names_M_2016=Varg
Human_First_Names_M_2017=Vasile
Human_First_Names_M_2018=Vasily
Human_First_Names_M_2019=Vaughn
Human_First_Names_M_2020=Vendan
Human_First_Names_M_2021=Ventura
Human_First_Names_M_2022=Vern
Human_First_Names_M_2023=Vernon
Human_First_Names_M_2024=Vicente
Human_First_Names_M_2025=Victor
Human_First_Names_M_2026=Vidal
Human_First_Names_M_2027=Viktor
Human_First_Names_M_2028=Vince
Human_First_Names_M_2029=Vincent
Human_First_Names_M_2030=Vincenzo
Human_First_Names_M_2031=Vinesh
Human_First_Names_M_2032=Virgil
Human_First_Names_M_2033=Vito
Human_First_Names_M_2034=Vlad
Human_First_Names_M_2035=Vladimir
Human_First_Names_M_2036=Vladislav
Human_First_Names_M_2037=Wade
Human_First_Names_M_2038=Wadi
Human_First_Names_M_2039=Waldo
Human_First_Names_M_2040=Wali
Human_First_Names_M_2041=Walid
Human_First_Names_M_2042=Walker
Human_First_Names_M_2043=Wallace
Human_First_Names_M_2044=Walter
Human_First_Names_M_2045=Ward
Human_First_Names_M_2046=Warren
Human_First_Names_M_2047=Wayne
Human_First_Names_M_2048=Wen
Human_First_Names_M_2049=Wendell
Human_First_Names_M_2050=Wesley
Human_First_Names_M_2051=Weston
Human_First_Names_M_2052=Wilbert
Human_First_Names_M_2053=Wilbur
Human_First_Names_M_2054=Wilburn
Human_First_Names_M_2055=Wiley
Human_First_Names_M_2056=Wilford
Human_First_Names_M_2057=Wilfred
Human_First_Names_M_2058=Will
Human_First_Names_M_2059=Willard
Human_First_Names_M_2060=William
Human_First_Names_M_2061=Willie
Human_First_Names_M_2062=Willis
Human_First_Names_M_2063=Wilmer
Human_First_Names_M_2064=Wilson
Human_First_Names_M_2065=Wilton
Human_First_Names_M_2066=Win
Human_First_Names_M_2067=Winston
Human_First_Names_M_2068=Woodrow
Human_First_Names_M_2069=Wyatt
Human_First_Names_M_2070=Xavier
Human_First_Names_M_2071=Xin
Human_First_Names_M_2072=Xiu
Human_First_Names_M_2073=Yago
Human_First_Names_M_2074=Yair
Human_First_Names_M_2075=Yakov
Human_First_Names_M_2076=Yakumo
Human_First_Names_M_2077=Yamato
Human_First_Names_M_2078=Yamir
Human_First_Names_M_2079=Yanis
Human_First_Names_M_2080=Yao
Human_First_Names_M_2081=Yaroslav
Human_First_Names_M_2082=Yasahiro
Human_First_Names_M_2083=Yasen
Human_First_Names_M_2084=Yasuhiko
Human_First_Names_M_2085=Yataro
Human_First_Names_M_2086=Yazan
Human_First_Names_M_2087=Yong
Human_First_Names_M_2088=Yoritomo
Human_First_Names_M_2089=Yosai
Human_First_Names_M_2090=Yoshida
Human_First_Names_M_2091=Yoshiro
Human_First_Names_M_2092=Yoshitaka
Human_First_Names_M_2093=Young
Human_First_Names_M_2094=Youssef
Human_First_Names_M_2095=Yozo
Human_First_Names_M_2096=Yuki
Human_First_Names_M_2097=Yuma
Human_First_Names_M_2098=Yury
Human_First_Names_M_2099=Yushiro
Human_First_Names_M_2100=Zachariah
Human_First_Names_M_2101=Zachary
Human_First_Names_M_2102=Zachery
Human_First_Names_M_2103=Zafar
Human_First_Names_M_2104=Zaid
Human_First_Names_M_2105=Zakhar
Human_First_Names_M_2106=Zane
Human_First_Names_M_2107=Zarek
Human_First_Names_M_2108=Zarif
Human_First_Names_M_2109=Zawadi
Human_First_Names_M_2110=Zhen
Human_First_Names_M_2111=Mendo
Human_First_Names_M_2112=Remy
Human_Nicknames_0001=Ace
Human_Nicknames_0002=Afterburn
Human_Nicknames_0003=Any-port
Human_Nicknames_0004=APB
Human_Nicknames_0005=Apples
Human_Nicknames_0006=Aspic
Human_Nicknames_0007=Astro
Human_Nicknames_0008=Baby
Human_Nicknames_0009=Bags
Human_Nicknames_0010=Bakka
Human_Nicknames_0011=Beater
Human_Nicknames_0012=Big Rig
Human_Nicknames_0013=Biter
Human_Nicknames_0014=Blato
Human_Nicknames_0015=Bleeder
Human_Nicknames_0016=Blitz
Human_Nicknames_0017=Blowback
Human_Nicknames_0018=Bones
Human_Nicknames_0019=Bonks
Human_Nicknames_0020=Bonzo
Human_Nicknames_0021=Boom
Human_Nicknames_0022=Boomer
Human_Nicknames_0023=Bounceback
Human_Nicknames_0024=Boyo
Human_Nicknames_0025=Breezy
Human_Nicknames_0026=Bullseye
Human_Nicknames_0027=Burner
Human_Nicknames_0028=Buster
Human_Nicknames_0029=Butcher
Human_Nicknames_0030=Chivo
Human_Nicknames_0031=Chopper
Human_Nicknames_0032=Clacks
Human_Nicknames_0033=Clamps
Human_Nicknames_0034=Cleansheet
Human_Nicknames_0035=Clipper
Human_Nicknames_0036=Covey
Human_Nicknames_0037=Crankshaft
Human_Nicknames_0038=Crash
Human_Nicknames_0039=Crawl
Human_Nicknames_0040=Creeper
Human_Nicknames_0041=Crock
Human_Nicknames_0042=Crow
Human_Nicknames_0043=Crowbar
Human_Nicknames_0044=Crusher
Human_Nicknames_0045=Crypto
Human_Nicknames_0046=Cutch
Human_Nicknames_0047=Cutty
Human_Nicknames_0048=Dancer
Human_Nicknames_0049=Dash
Human_Nicknames_0050=Deadeye
Human_Nicknames_0051=Demo
Human_Nicknames_0052=Diablo
Human_Nicknames_0053=Dimples
Human_Nicknames_0054=Distro
Human_Nicknames_0055=Dopple
Human_Nicknames_0056=Doubledown
Human_Nicknames_0057=Doubletap
Human_Nicknames_0058=Double-Z
Human_Nicknames_0059=Downtown
Human_Nicknames_0060=Drifter
Human_Nicknames_0061=Dropshot
Human_Nicknames_0062=Druff
Human_Nicknames_0063=Duke
Human_Nicknames_0064=Dumper
Human_Nicknames_0065=Dunzo
Human_Nicknames_0066=Dustoff
Human_Nicknames_0067=Dynamo
Human_Nicknames_0068=Dyno
Human_Nicknames_0069=Eclipse
Human_Nicknames_0070=Edge
Human_Nicknames_0071=Epoch
Human_Nicknames_0072=Eyeball
Human_Nicknames_0073=Fang
Human_Nicknames_0074=Faust
Human_Nicknames_0075=Files
Human_Nicknames_0076=Fissure
Human_Nicknames_0077=Flex
Human_Nicknames_0078=Flip
Human_Nicknames_0079=Gastro
Human_Nicknames_0080=Gator
Human_Nicknames_0081=Gizmo
Human_Nicknames_0082=Glut
Human_Nicknames_0083=Gob
Human_Nicknames_0084=Goose
Human_Nicknames_0085=Griefer
Human_Nicknames_0086=Grumpy
Human_Nicknames_0087=Gutter
Human_Nicknames_0088=Guvnor
Human_Nicknames_0089=Half-Pint
Human_Nicknames_0090=Hammer
Human_Nicknames_0091=Hanger
Human_Nicknames_0092=Happy
Human_Nicknames_0093=Hasmat
Human_Nicknames_0094=Hawk
Human_Nicknames_0095=Heater
Human_Nicknames_0096=Herc
Human_Nicknames_0097=Hibrow
Human_Nicknames_0098=High-Low
Human_Nicknames_0099=Hock
Human_Nicknames_0100=Hogtie
Human_Nicknames_0101=Hogwash
Human_Nicknames_0102=Hoofer
Human_Nicknames_0103=Hotrod
Human_Nicknames_0104=Huffer
Human_Nicknames_0105=Hydro
Human_Nicknames_0106=Iggy
Human_Nicknames_0107=Jackal
Human_Nicknames_0108=Jigsaw
Human_Nicknames_0109=JoJo
Human_Nicknames_0110=K-9
Human_Nicknames_0111=Kettle
Human_Nicknames_0112=Killface
Human_Nicknames_0113=Kismet
Human_Nicknames_0114=Klepto
Human_Nicknames_0115=Knocks
Human_Nicknames_0116=Lefty
Human_Nicknames_0117=Liplock
Human_Nicknames_0118=Lippy
Human_Nicknames_0119=Little Benny
Human_Nicknames_0120=Little Bo
Human_Nicknames_0121=Livewire
Human_Nicknames_0122=Lockjaw
Human_Nicknames_0123=Lockout
Human_Nicknames_0124=Loco
Human_Nicknames_0125=Lowbrow
Human_Nicknames_0126=Lowdown
Human_Nicknames_0127=Lulu
Human_Nicknames_0128=Luster
Human_Nicknames_0129=Mad Dog
Human_Nicknames_0130=Mambo
Human_Nicknames_0131=Marbles
Human_Nicknames_0132=Mayday
Human_Nicknames_0133=Mendo
Human_Nicknames_0134=Miggy
Human_Nicknames_0135=Minty
Human_Nicknames_0136=Mondo
Human_Nicknames_0137=Mookie
Human_Nicknames_0138=Moose
Human_Nicknames_0139=Motormouth
Human_Nicknames_0140=Mumbles
Human_Nicknames_0141=Murph
Human_Nicknames_0142=Musk
Human_Nicknames_0143=Musty
Human_Nicknames_0144=Mutt
Human_Nicknames_0145=Nails
Human_Nicknames_0146=Necktie
Human_Nicknames_0147=Necro
Human_Nicknames_0148=Newport
Human_Nicknames_0149=Nighthawk
Human_Nicknames_0150=Nitro
Human_Nicknames_0151=Nokeys
Human_Nicknames_0152=Nomad
Human_Nicknames_0153=Nosedive
Human_Nicknames_0154=No-zone
Human_Nicknames_0155=Nuff
Human_Nicknames_0156=Nugs
Human_Nicknames_0157=Nuk
Human_Nicknames_0158=Ol' J
Human_Nicknames_0159=One-sec
Human_Nicknames_0160=Onesie
Human_Nicknames_0161=One-Two
Human_Nicknames_0162=Oppa
Human_Nicknames_0163=OptOut
Human_Nicknames_0164=Original
Human_Nicknames_0165=Padre
Human_Nicknames_0166=Painter
Human_Nicknames_0167=Peeler
Human_Nicknames_0168=Phantom
Human_Nicknames_0169=Pickles
Human_Nicknames_0170=Pisto
Human_Nicknames_0171=Piston
Human_Nicknames_0172=Pitstop
Human_Nicknames_0173=Placebo
Human_Nicknames_0174=Plaster
Human_Nicknames_0175=Pops
Human_Nicknames_0176=Potshot
Human_Nicknames_0177=Powder
Human_Nicknames_0178=Preacher
Human_Nicknames_0179=Professor
Human_Nicknames_0180=Pudge
Human_Nicknames_0181=Putt-Putt
Human_Nicknames_0182=Quakes
Human_Nicknames_0183=Raindrop
Human_Nicknames_0184=Ratbag
Human_Nicknames_0185=Ratchet
Human_Nicknames_0186=Raven
Human_Nicknames_0187=Rebound
Human_Nicknames_0188=Red
Human_Nicknames_0189=Regs
Human_Nicknames_0190=Reject
Human_Nicknames_0191=Repo
Human_Nicknames_0192=Retro
Human_Nicknames_0193=Rift
Human_Nicknames_0194=Riptide
Human_Nicknames_0195=Rocket
Human_Nicknames_0196=Rooftop
Human_Nicknames_0197=Ropeburn
Human_Nicknames_0198=Ruffles
Human_Nicknames_0199=Rusty
Human_Nicknames_0200=Sandman
Human_Nicknames_0201=Scabs
Human_Nicknames_0202=Scoops
Human_Nicknames_0203=Scooter
Human_Nicknames_0204=Seabass
Human_Nicknames_0205=Servo
Human_Nicknames_0206=Shady
Human_Nicknames_0207=Shanks
Human_Nicknames_0208=Shiner
Human_Nicknames_0209=Silkscreen
Human_Nicknames_0210=Sinkhole
Human_Nicknames_0211=Skeever
Human_Nicknames_0212=Slags
Human_Nicknames_0213=Slappy
Human_Nicknames_0214=Slash
Human_Nicknames_0215=Slim
Human_Nicknames_0216=Slinger
Human_Nicknames_0217=Slip
Human_Nicknames_0218=Slipstream
Human_Nicknames_0219=Slops
Human_Nicknames_0220=Slowclap
Human_Nicknames_0221=Smiley
Human_Nicknames_0222=Smokey
Human_Nicknames_0223=Snacks
Human_Nicknames_0224=Snaps
Human_Nicknames_0225=Socket
Human_Nicknames_0226=Soggy
Human_Nicknames_0227=Sparks
Human_Nicknames_0228=Specs
Human_Nicknames_0229=Spitfire
Human_Nicknames_0230=Splashback
Human_Nicknames_0231=Spud
Human_Nicknames_0232=Squeaks
Human_Nicknames_0233=Stanks
Human_Nicknames_0234=Starkiller
Human_Nicknames_0235=Stonewall
Human_Nicknames_0236=Stretch
Human_Nicknames_0237=Striker
Human_Nicknames_0238=Stroke
Human_Nicknames_0239=Sunny
Human_Nicknames_0240=Sunny Jim
Human_Nicknames_0241=Swabs
Human_Nicknames_0242=Tangles
Human_Nicknames_0243=Tango
Human_Nicknames_0244=TapTap
Human_Nicknames_0245=T-dog
Human_Nicknames_0246=Teak
Human_Nicknames_0247=Temple
Human_Nicknames_0248=The Dentist
Human_Nicknames_0249=Thrasher
Human_Nicknames_0250=Threesheets
Human_Nicknames_0251=Tick-Tock
Human_Nicknames_0252=Tiny
Human_Nicknames_0253=Tinkles
Human_Nicknames_0254=Tiptoe
Human_Nicknames_0255=Toerag
Human_Nicknames_0256=Tonks
Human_Nicknames_0257=Topknot
Human_Nicknames_0258=Toto
Human_Nicknames_0259=Tracer
Human_Nicknames_0260=Trickshot
Human_Nicknames_0261=Triptych
Human_Nicknames_0262=Tufo
Human_Nicknames_0263=Tug
Human_Nicknames_0264=Tugger
Human_Nicknames_0265=Twist
Human_Nicknames_0266=Undertow
Human_Nicknames_0267=Uptown
Human_Nicknames_0268=Vaco
Human_Nicknames_0269=Vents
Human_Nicknames_0270=Wacko
Human_Nicknames_0271=Waggles
Human_Nicknames_0272=Wednesday
Human_Nicknames_0273=Whisper
Human_Nicknames_0274=Whistler
Human_Nicknames_0275=Winge
Human_Nicknames_0276=ZigZag
Human_Nicknames_0277=Brick
Human_Nicknames_0278=Vortex
Human_Nicknames_0279=Kid Carnivorous
Human_Nicknames_0280=Terrordactyl
Human_Nicknames_0281=Savage
Human_Nicknames_0282=Scourge
Human_Nicknames_0283=Baron
Human_Nicknames_0284=Velo
Human_Nicknames_0285=Highball
Human_Nicknames_0286=Rizzo
Human_Nicknames_0287=Screwtop
Human_Nicknames_0288=Fumbles
Human_Nicknames_0289=Flattop
Human_Nicknames_0290=Hot Shot
Human_Nicknames_0291=Blades
Human_Nicknames_0292=Rumples
Human_Nicknames_0293=Dropout
Human_Nicknames_0294=Nozone
Human_Nicknames_0295=Sniffer
Human_Nicknames_0296=Wrecker
Human_Nicknames_0297=Splatters
Human_Nicknames_0298=Bumper
Human_Nicknames_0299=Dongle
Human_Nicknames_0300=FX
Human_Nicknames_0301=Alpha
Human_Nicknames_0302=Cado
Human_Nicknames_0303=Quicksand
Human_Nicknames_0304=Chowder
Human_Nicknames_0305=Puck
Human_Nicknames_0306=Gnashers
Human_Nicknames_0307=Spitshine
Human_Nicknames_0308=Tanker
Human_Nicknames_0309=Hoss
Human_Nicknames_0310=Bugout
Human_Nicknames_0311=Sunshine
Human_Nicknames_0312=Magic
Human_Nicknames_0313=Boneyard
Human_Nicknames_0314=Trunks
Human_Nicknames_0315=Pigpen
Human_Nicknames_0316=Chiller
Human_Nicknames_0317=Streaker
Human_Nicknames_0318=Flashback
Human_Nicknames_0319=King
Human_Nicknames_0320=Flush
Human_Nicknames_0321=Doc
Human_Nicknames_0322=Peaches
Human_Nicknames_0323=Jaws
Human_Nicknames_0324=Hash
Human_Nicknames_0325=Bomber
Human_Nicknames_0326=Zoo
Human_Nicknames_0327=Reaper
Human_Nicknames_0328=Hacksaw
Human_Nicknames_0329=Snake
Human_Nicknames_0330=Full Stop
Human_Nicknames_0331=Ice
Human_Nicknames_0332=The Demon
Human_Nicknames_0333=Flow
Human_Nicknames_0334=Slider
Human_Nicknames_0335=Stomper
Human_Nicknames_0336=Blinks
Human_Nicknames_0337=Foghorn
Human_Nicknames_0338=Nukes
Human_Nicknames_0339=Noodles
Human_Nicknames_0340=Radar
Human_Nicknames_0341=Lucky
Human_Nicknames_0342=Donuts
Human_Nicknames_0343=Swampy
Human_Nicknames_0344=Crabby
Human_Nicknames_0345=Burndown
Human_Nicknames_0346=Hotflash
Human_Nicknames_0347=Domino
Human_Nicknames_0348=Lightning
Human_Nicknames_0349=Thunder
Human_Nicknames_0350=Alphabet
Human_Nicknames_0351=Slow Jam
Human_Nicknames_0352=Crashcourse
Human_Nicknames_0353=Cookie
Human_Nicknames_0354=Dodo
Human_Nicknames_0355=Fingers
Human_Nicknames_0356=Top Hat
Human_Nicknames_0357=Meatball
Human_Nicknames_0358=Spoons
Human_Nicknames_0359=Stinky
Human_Nicknames_0360=Sleepy
Human_Nicknames_0361=Squints
Human_Nicknames_0362=Hairball
Human_Nicknames_0363=Marathon
Human_Nicknames_0364=Tumbles
Human_Nicknames_0365=Lights Out
Human_Nicknames_0366=Punch 'N Pie
Human_Nicknames_0367=Joker
Human_Nicknames_0368=Pitbull
Human_Nicknames_0369=Dubs
Human_Nicknames_0370=Downpour
Human_Nicknames_0371=Wags
Human_Nicknames_0372=Scruff
Human_Nicknames_0373=Tinker
Human_Nicknames_0374=Sizzle
Human_Nicknames_0375=Knuckles
Human_Nicknames_0376=Sonic
Human_Nicknames_0377=Buzz
Human_Nicknames_0378=Scratch
Human_Nicknames_0379=Hiccup
Human_Nicknames_0380=Lampshade
Human_Nicknames_0381=Hardtack
Human_Nicknames_0382=Maverick
Human_Nicknames_0383=Iceman
Human_Nicknames_0384=Hopper
Human_Nicknames_0385=Viper
Human_Nicknames_0386=Jester
Human_Nicknames_0387=Cougar
Human_Nicknames_0388=Merlin
Human_Nicknames_0389=Sundown
Human_Nicknames_0390=Stinger
Human_Nicknames_0391=Chipper
Human_Nicknames_0392=Rat
Human_Nicknames_0393=Tombstone
Human_Nicknames_0394=Boots
Human_Nicknames_0395=Bruiser
Human_Nicknames_0396=Dynamite
Human_Nicknames_0397=The Hammer
Human_Nicknames_0398=Jumper
Human_Nicknames_0399=The Snake
Human_Nicknames_0400=Bad News
Human_Nicknames_0401=The Dragon
Human_Nicknames_0402=Gorilla
Human_Nicknames_0403=The Butcher
Human_Nicknames_0404=Spinout
Human_Nicknames_0405=Slapdash
Human_Nicknames_0406=Skipper
Human_Nicknames_0407=Deadbolt
Human_Nicknames_0408=Razor
Human_Nicknames_0409=Pipes
Human_Nicknames_0410=Guppy
Human_Nicknames_0411=Phoenix
Human_Nicknames_0412=Scorch
Human_Nicknames_0413=Stax
Human_Security_Titles_001=Officer
Human_Security_Titles_001_abv=Ofc.
Human_Security_Titles_002=Senior Officer
Human_Security_Titles_002_abv=Sr. Ofc.
Human_Security_Titles_003=Captain
Human_Security_Titles_003_abv=Cpt.
Human_Security_Titles_004=Chief
Human_Security_Titles_004_abv=Chf.
Human_Security_Titles_005=Director
Human_Security_Titles_005_abv=Dir.
Human_Surnames_0001=Aarons
Human_Surnames_0002=Aaronson
Human_Surnames_0003=Aasen
Human_Surnames_0004=Abad
Human_Surnames_0005=Abadie
Human_Surnames_0006=Abalos
Human_Surnames_0007=Abarca
Human_Surnames_0008=Abbas
Human_Surnames_0009=Abbasi
Human_Surnames_0010=Abbate
Human_Surnames_0011=Abbey
Human_Surnames_0012=Abbi
Human_Surnames_0013=Abbot
Human_Surnames_0014=Abdalla
Human_Surnames_0015=Abdo
Human_Surnames_0016=Abdullah
Human_Surnames_0017=Abe
Human_Surnames_0018=Abebe
Human_Surnames_0019=Abed
Human_Surnames_0020=Abell
Human_Surnames_0021=Abelson
Human_Surnames_0022=Aberg
Human_Surnames_0023=Aberle
Human_Surnames_0024=Abernathy
Human_Surnames_0025=Abeyta
Human_Surnames_0026=Abhati
Human_Surnames_0027=Able
Human_Surnames_0028=Abney
Human_Surnames_0029=Abovyan
Human_Surnames_0030=Abraham
Human_Surnames_0031=Abramowitz
Human_Surnames_0032=Abrams
Human_Surnames_0033=Abrego
Human_Surnames_0034=Absher
Human_Surnames_0035=Abshire
Human_Surnames_0036=Abston
Human_Surnames_0037=Abuladze
Human_Surnames_0038=Aburami
Human_Surnames_0039=Aburto
Human_Surnames_0040=Accardi
Human_Surnames_0041=Acedo
Human_Surnames_0042=Acero
Human_Surnames_0043=Aceto
Human_Surnames_0044=Acevedo
Human_Surnames_0045=Acharya
Human_Surnames_0046=Achebe
Human_Surnames_0047=Achenbach
Human_Surnames_0048=Acheson
Human_Surnames_0049=Achrekar
Human_Surnames_0050=Acker
Human_Surnames_0051=Ackerman
Human_Surnames_0052=Ackerson
Human_Surnames_0053=Ackley
Human_Surnames_0054=Acklin
Human_Surnames_0055=Ackman
Human_Surnames_0056=Acoba
Human_Surnames_0057=Acord
Human_Surnames_0058=Acosta
Human_Surnames_0059=Acre
Human_Surnames_0060=Acton
Human_Surnames_0061=Acuna
Human_Surnames_0062=Adachi
Human_Surnames_0063=Adair
Human_Surnames_0064=Adams
Human_Surnames_0065=Adamson
Human_Surnames_0066=Adani
Human_Surnames_0067=Addams
Human_Surnames_0068=Addington
Human_Surnames_0069=Addis
Human_Surnames_0070=Addison
Human_Surnames_0071=Addy
Human_Surnames_0072=Ade
Human_Surnames_0073=Adelman
Human_Surnames_0074=Adelson
Human_Surnames_0075=Ademola
Human_Surnames_0076=Adendorff
Human_Surnames_0077=Adeoye
Human_Surnames_0078=Adey
Human_Surnames_0079=Adeyemi
Human_Surnames_0080=Adhikari
Human_Surnames_0081=Adie
Human_Surnames_0082=Adiga
Human_Surnames_0083=Adin
Human_Surnames_0084=Adjei
Human_Surnames_0085=Adkins
Human_Surnames_0086=Adkinson
Human_Surnames_0087=Adler
Human_Surnames_0088=Adlett
Human_Surnames_0089=Adley
Human_Surnames_0090=Adnett
Human_Surnames_0091=Adrian
Human_Surnames_0092=Adriano
Human_Surnames_0093=Advani
Human_Surnames_0094=Afzal
Human_Surnames_0095=Agan
Human_Surnames_0096=Agard
Human_Surnames_0097=Agarkar
Human_Surnames_0098=Agarwal
Human_Surnames_0099=Agawa
Human_Surnames_0100=Agbayani
Human_Surnames_0101=Agcaoili
Human_Surnames_0102=Aggarwal
Human_Surnames_0103=Aghamiri
Human_Surnames_0104=Aghayan
Human_Surnames_0105=Agnew
Human_Surnames_0106=Agnihotri
Human_Surnames_0107=Agosta
Human_Surnames_0108=Agostini
Human_Surnames_0109=Agrawal
Human_Surnames_0110=Aguado
Human_Surnames_0111=Aguayo
Human_Surnames_0112=Agudelo
Human_Surnames_0113=Aguero
Human_Surnames_0114=Aguiar
Human_Surnames_0115=Aguila
Human_Surnames_0116=Aguilar
Human_Surnames_0117=Aguilera
Human_Surnames_0118=Aguinaga
Human_Surnames_0119=Aguinaldo
Human_Surnames_0120=Aguirre
Human_Surnames_0121=Agustin
Human_Surnames_0122=Ahart
Human_Surnames_0123=Ahern
Human_Surnames_0124=Ahlawat
Human_Surnames_0125=Ahlberg
Human_Surnames_0126=Ahlquist
Human_Surnames_0127=Ahlstrom
Human_Surnames_0128=Ahluwalia
Human_Surnames_0129=Ahmed
Human_Surnames_0130=Ahn
Human_Surnames_0131=Ahsan
Human_Surnames_0132=Ahumada
Human_Surnames_0133=Aida
Human_Surnames_0134=Aiello
Human_Surnames_0135=Aikawa
Human_Surnames_0136=Aikens
Human_Surnames_0137=Aikin
Human_Surnames_0138=Aino
Human_Surnames_0139=Ainscough
Human_Surnames_0140=Ainsley
Human_Surnames_0141=Ainsworth
Human_Surnames_0142=Aispuro
Human_Surnames_0143=Aitchison
Human_Surnames_0144=Aitkens
Human_Surnames_0145=Aitkins
Human_Surnames_0146=Aizawa
Human_Surnames_0147=Ajay
Human_Surnames_0148=Ajayi
Human_Surnames_0149=Akabori
Human_Surnames_0150=Akaboshi
Human_Surnames_0151=Akagi
Human_Surnames_0152=Akai
Human_Surnames_0153=Akamatsu
Human_Surnames_0154=Akamine
Human_Surnames_0155=Akane
Human_Surnames_0156=Akao
Human_Surnames_0157=Akashi
Human_Surnames_0158=Akbar
Human_Surnames_0159=Akeda
Human_Surnames_0160=Akehurst
Human_Surnames_0161=Akemi
Human_Surnames_0162=Akenzua
Human_Surnames_0163=Akerele
Human_Surnames_0164=Akerman
Human_Surnames_0165=Akey
Human_Surnames_0166=Akhtar
Human_Surnames_0167=Akiloye
Human_Surnames_0168=Akin
Human_Surnames_0169=Akins
Human_Surnames_0170=Akita
Human_Surnames_0171=Akiyama
Human_Surnames_0172=Akram
Human_Surnames_0173=Akridge
Human_Surnames_0174=Aksu
Human_Surnames_0175=Akter
Human_Surnames_0176=Akunyili
Human_Surnames_0177=Akutagawa
Human_Surnames_0178=Alam
Human_Surnames_0179=Alamillo
Human_Surnames_0180=Alaniz
Human_Surnames_0181=Alatorre
Human_Surnames_0182=Alatorres
Human_Surnames_0183=Alba
Human_Surnames_0184=Albano
Human_Surnames_0185=Albarado
Human_Surnames_0186=Albarran
Human_Surnames_0187=Albaugh
Human_Surnames_0188=Albee
Human_Surnames_0189=Alber
Human_Surnames_0190=Alberson
Human_Surnames_0191=Alberto
Human_Surnames_0192=Alberts
Human_Surnames_0193=Albertson
Human_Surnames_0194=Albertus
Human_Surnames_0195=Albor
Human_Surnames_0196=Albrecht
Human_Surnames_0197=Albright
Human_Surnames_0198=Alby
Human_Surnames_0199=Alcala
Human_Surnames_0200=Alcantar
Human_Surnames_0201=Alcantara
Human_Surnames_0202=Alcaraz
Human_Surnames_0203=Alcazar
Human_Surnames_0204=Alcorn
Human_Surnames_0205=Alcorta
Human_Surnames_0206=Alcott
Human_Surnames_0207=Alda
Human_Surnames_0208=Aldaco
Human_Surnames_0209=Alday
Human_Surnames_0210=Alden
Human_Surnames_0211=Alder
Human_Surnames_0212=Alderman
Human_Surnames_0213=Alderson
Human_Surnames_0214=Aldred
Human_Surnames_0215=Aldrete
Human_Surnames_0216=Aldrich
Human_Surnames_0217=Aldridge
Human_Surnames_0218=Aldrin
Human_Surnames_0219=Alegre
Human_Surnames_0220=Alejandre
Human_Surnames_0221=Alejandro
Human_Surnames_0222=Alejo
Human_Surnames_0223=Aleksanian
Human_Surnames_0224=Alemu
Human_Surnames_0225=Aleshire
Human_Surnames_0226=Alessi
Human_Surnames_0227=Aletta
Human_Surnames_0228=Alewine
Human_Surnames_0229=Alexander
Human_Surnames_0230=Alexandre
Human_Surnames_0231=Alfaro
Human_Surnames_0232=Alfonsi
Human_Surnames_0233=Alfonso
Human_Surnames_0234=Alford
Human_Surnames_0235=Alfred
Human_Surnames_0236=Alfrey
Human_Surnames_0237=Algarin
Human_Surnames_0238=Alger
Human_Surnames_0239=Ali
Human_Surnames_0240=Alicea
Human_Surnames_0241=Aliff
Human_Surnames_0242=Alix
Human_Surnames_0243=Aliyev
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