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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 | |
Frontend_Presence_Away=Away | |
Frontend_Presence_Busy=Busy | |
Frontend_Presence_InMenu=In Menus | |
Frontend_Presence_Offline=Offline | |
Frontend_Presence_OnSpectrum=On Spectrum | |
Frontend_Presence_PU=In PU | |
Frontend_Presence_SM=In Star Marine | |
Frontend_Rent=Rent | |
Frontend_RentItem=Rent Item | |
Frontend_RentShip=Rent Ship | |
Frontend_Rental=Rental | |
Frontend_RentalHeader=Rental Items | |
Frontend_RentalPricePeriod=/week | |
Frontend_Rented=Rented | |
Frontend_Search_NoResults=No Results | |
Frontend_Search_ServiceUnavailable=Service Unavailable | |
Frontend_SelectItem=Select Item | |
Frontend_SelectRentShip=Select/Rent Ship | |
Frontend_SelectShip=Select Ship | |
Frontend_Selected=Selected | |
Frontend_ShipCustomization=Ship Customization | |
Frontend_ShipRentalHeader=Rental Ships | |
Frontend_ShipRented=Ship Rented | |
Frontend_ShipSelect=Ship Rental/Select | |
Frontend_ShipSelectionText=Select a ship from the left to view its details. | |
Frontend_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> <dodge2>or ~action(player|melee_dodgeBack)<dodge3> to quickly step left, right or backwards.</dodge3></dodge2></dodge1> | |
Hints_Melee_EquipFists=Press ~action(player|selectUnarmedCombat) to raise your fists and enter a fighting-ready stance.<fists></fists> | |
Hints_Melee_HeavyHaymaker=To throw a Haymaker, hold the alternate ~action(player|melee_AttackHeavyLeft) or ~action(player|melee_AttackHeavyRight) after performing a Jab. | |
Hints_Melee_HeavyHook=To throw a heavy Hook, hold ~action(player|melee_AttackHeavyLeft) or ~action(player|melee_AttackHeavyRight).<left><right></right></left> | |
Hints_Melee_KnifeEquip=Press ~action(player|selectMeleeWeapon) to equip your combat knife. | |
Hints_Melee_KnifeHeavy=To perform a heavy stab, hold ~action(player|melee_AttackHeavyLeft) or ~action(player|melee_AttackHeavyRight). | |
Hints_Melee_KnifeLight=To perform a quick slash, tap ~action(player|melee_AttackLightLeft) or ~action(player|melee_AttackLightRight). | |
Hints_Melee_LightAttacks=To throw a quick Jab, tap ~action(player|melee_AttackLightLeft) or ~action(player|melee_AttackLightRight).<left><right></right></left> | |
Hints_Melee_Stun=When hit by fists you will suffer stun damage. This is not lethal, but get hit too much and you will be knocked down. | |
Hints_Melee_TakedownFists=Press ~action(player|weapon_melee) for a non-lethal takedown. | |
Hints_Melee_TakedownGun=Press ~action(player|weapon_melee) <takedown gun="">for a non-lethal takedown.</takedown> | |
Hints_Melee_TakedownWeapon=Press ~action(player|weapon_melee)<takedown melee=""> for a lethal takedown.</takedown> | |
Hints_Melee_Uppercut=To throw an Uppercut, hold the alternate ~action(player|melee_AttackHeavyLeft) or ~action(player|melee_AttackHeavyRight) after performing a Hook. | |
Hints_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 | |
H |
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