MZ@ !L!This program cannot be run in DOS mode. $ΊhFhFhFcFhF fFhFbFhFhFhF{FhFiFhFcFhFMnFhFRichhFPELJ; @^+@ax]` PD.text2@ `.rdataP P@@.datadip@p@.idataL @.rsrc^^@@.reloc``@B |]8UTSVW}EMMj UR@BP} u ELzB,M tULzBEMU LzBE]UQ}|}|c} u EXzBQMXzBU} ujBMXzB'} ujBUXzB EM XzBE]UQLBEM LBE]U,0Wƅ3fƅ3fƅ3fE}|}|}hHzBLB=BuBhSBBt hSBQBB=BuURE PhSBQBRBhHzBBk}t7PMQhR]}h|SBP}u2}t DžhSB DžTSBQRPQ}u9ULzBthPSBQ]hLSBRI} tBPMQU Rh@SBhP[}h|SBQRP=LBt;QREPLB t}u hHzBBMLzBt>EUz u Ext!hVBjhxh,VBj7u3ɅudUB%uMuEUB%M;t!hVBjhh,VBju3҅u}t%E $PMQ [E}u3C#U $REPgYE}u3 tzB tzB}uVUB+BB BM BUB+BB BM BB;Bv BBM MUE ;Bv$MU +QR3~zBPMUQRV j3|zBPMM QV }uUEBMUQ EMHUE B}u/}uM;Mt!hVBjhh,VBjbu3҅uŋE;Et}tEM9tUMQP B;Mt!hXBjhKh,VBju3҅u΋EH BUztEHU= B;Mt!hWBjhUh,VBjKu3҅u΋E BUB$P3Ɋ }zBQUR5Q EPX)MAUBP3Ɋ }zBQU RP _^[]UjEP]USVWpzBt0u!h8VBjhh,VBjzu3ɅuЋURu!hF@UQpzBE}t M pzBE]UQpzBu= BMUE}t$MQuE PM QU΋]UQ}t3E PMQBu!}tU REPBu EEE]U}u3 jj E P u3=BudM QTE}tU REP^T ȿBt U RjBPB=BucMQURE Ps E}tM3ҊtG3CȿB%t.M QjBRBE Pj BQB]UEPu3M MUB%t"MytUB%t MyukjU REP tUMQ;U uJEH; 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B}{U(B<thM(BH t"U(B Q2t UU}|'jE (BR#QE (BqE]U$8SVWDžM; BsUE BTuB } }!h aBjhhaBj@?u3ujjMQT tjjUR5 uE +hjQܤ hURk E| Dž | Dž PQURzj u!=Bu B +CUREP Y}PjM QUR EPPxBHuB 4BBjQUR _^[]U E;BsMUBLuB BEU U}tEMBDt3MUBLHtlUE BT tOEMBELUUEEMMUE BD jUREPMQUE BRtBuJ4BE}uB EB}mu3MQrUUUEMBD%}t=M  u2EMBD MU BD1UE BTEMBTM MUUE E9EMuUEMBD@u1MUBLUEBLE t!UE UUEEmMU D 9EsGMQ uEEM UUEMEEMMUUEjEPjMQUE BRtBu 4BE}u}uE MMUE BTHtEE uM UU)E MMUE BUTME;E uM uU EE+jjMQ_ EU tE MMU+U UE]Ujv7]Ujh0aBh@dPd%SVWe=|BuWjjjhaBhjlBt |B/jjjh`BhjpBt |B3k}~EPMQwE=|Bu#UREPMQURE PMQpB&=|B} u tBU jjEPMQU$҃RE P`BE}u3EE$0eЉeMЉMEËeEE}u3UREPMQURjE P`Bu3`jjMQURE PMQlBE؃}u36U tC}t8E;E~3MQUREPMQU REPlBu3M؉MEE$/ẻeỦUEËeEE}u3EPMQUREPM QURlBu3k}u.jjjjEPMQh U RBE؃}u390jjEPMQUREPh M QBE؃}u3E3eMd _^[]UE EMMUEEtMt EEۋMuE+EE ]UE ]U=dBu}a|}z E EE}}>=B~jMQEUB3f PM}uEUB3f Pt"UUEEEEMMEEjjjUREPMQhdBR E}uE&}u E%E%M ]UQE;BsMUBLuB UE BTU} u2EMBD$MU BDK} @u3UE BTʀEMBTBE%]%|B%B%B%B%B%B%B%B%B%B%B%B%LB%B%B%B%B%B%B%TB%\B%PB%B%B%B%B%B%B%B%B%B%B%B%B%B%B% B%B%B%B%B%B% B%B%B%dB%`B%hB%XB%xB%tB%pB%lBUV=B~jE3ɊQEU3 B3fAU}t EE붋M3ҊUEEMM}-t}+uU3EMMEE=B~jUREE B3fAU}t;jj EPMQȋE0MuU3EMM뎃}-uE؋UEU^]U#(SVW(Dž8Dž4hBhbBDPt% MQDR 00u0P+pp44R0PMQDR u]];6`wb%s\%sInstalation Completed.EXE Path1.00Instalation ErrorSoftwareVersion ErrorConquest: Frontier WarsFever Pitchi386\chkesp.cThe value of ESP was not properly saved across a function call. This is usually a result of calling a function declared with one calling convention with a function pointer declared with a different calling convention. fclose.cstr != NULL*mode != _T('\0')mode != NULL*file != _T('\0')fopen.cfile != NULLformat != NULLsprintf.cstring != NULLdbgdel.cpp_BLOCK_TYPE_IS_VALID(pHead->nBlockUse)/,@J,@Assertion FailedErrorWarning%s(%d) : %s Assertion failed!Assertion failed: _CrtDbgReport: String too long or IO ErrorSecond Chance Assertion Failed: File %s, Line %d wsprintfAuser32.dllMicrosoft Visual C++ Debug LibraryDebug %s! Program: %s%s%s%s%s%s%s%s%s%s%s (Press Retry to debug the application) Module: File: Line: Expression: For information on how your program can cause an assertion failure, see the Visual C++ documentation on asserts....dbgrpt.cszUserMessage != NULLClientIgnoreCRTNormalFreeError: memory allocation: bad memory block type. Invalid allocation size: %u bytes. %sClient hook allocation failure. Client hook allocation failure at file %hs line %d. dbgheap.c_CrtCheckMemory()_pFirstBlock == pOldBlock_pLastBlock == pOldBlockfRealloc || (!fRealloc && pNewBlock == pOldBlock)_BLOCK_TYPE(pOldBlock->nBlockUse)==_BLOCK_TYPE(nBlockUse)pOldBlock->nLine == IGNORE_LINE && pOldBlock->lRequest == IGNORE_REQ_CrtIsValidHeapPointer(pUserData)Allocation too large or negative: %u bytes. Client hook re-allocation failure. Client hook re-allocation failure at file %hs line %d. _pFirstBlock == pHead_pLastBlock == pHeadpHead->nBlockUse == nBlockUsepHead->nLine == IGNORE_LINE && pHead->lRequest == IGNORE_REQDAMAGE: after %hs block (#%d) at 0x%08X. DAMAGE: before %hs block (#%d) at 0x%08X. Client hook free failure. memory check error at 0x%08X = 0x%02X, should be 0x%02X. %hs located at 0x%08X is %u bytes long. %hs allocated at file %hs(%d). DAMAGE: on top of Free block at 0x%08X. DAMAGED_heapchk fails with unknown return value! _heapchk fails with _HEAPBADPTR. _heapchk fails with _HEAPBADEND. _heapchk fails with _HEAPBADNODE. _heapchk fails with _HEAPBADBEGIN. Bad memory block found at 0x%08X. _CrtMemCheckPoint: NULL state pointer. _CrtMemDifference: NULL state pointer. Object dump complete. crt block at 0x%08X, subtype %x, %u bytes long. normal block at 0x%08X, %u bytes long. client block at 0x%08X, subtype %x, %u bytes long. {%ld} %hs(%d) : #File Error#(%d) : Dumping objects -> Data: <%s> %s %.2X Detected memory leaks! Total allocations: %ld bytes. Largest number used: %ld bytes. %ld bytes in %ld %hs Blocks. _freebuf.cstream != NULL("inconsistent IOB fields", stream->_ptr - stream->_base >= 0)_flsbuf.c_open.cfilename != NULLstream.cEEE50P (8PX700WP `h````ppxxxx(null)(null)output.cch != _T('\0')stdenvp.cstdargv.ca_env.cioinit.c__GLOBAL_HEAP_SELECTED__MSVCRT_HEAP_SELECTruntime error TLOSS error SING error DOMAIN error R6028 - unable to initialize heap R6027 - not enough space for lowio initialization R6026 - not enough space for stdio initialization R6025 - pure virtual function call R6024 - not enough space for _onexit/atexit table R6019 - unable to open console device R6018 - unexpected heap error R6017 - unexpected multithread lock error R6016 - not enough space for thread data abnormal program termination R6009 - not enough space for environment R6008 - not enough space for arguments R6002 - floating point not loaded Microsoft Visual C++ Runtime LibraryRuntime Error! Program: vsprintf.cGetLastActivePopupGetActiveWindowMessageBoxAosfinfo.c_file.c_getbuf.c@@chsize.csize >= 0F@L@<@B@Could not find Conquest: Frontier Wars install.No patchable version of conquest has been detected. You may need a different patch. There was no version found. This patch is for version %d to %d.\StringFileInfo\000004B0\ProductVersion%s\conquest.exeNo patchable version of conquest has been detected. You may need a different patch. You have version %d. This patch is for version %d to %d.@@@@Pp@8SB0SBSBlUBdUB`UBXUBPUBP]B@]B   4`B`B _B _B_B\_B8_B _B^B^Bt^B<^B^Bx^By]Bz]B]B]B@{B{B|B|B{BBB ((((( H .        ! 5A CPR S WY l m pr   )    BB@@@@@@`y!@~ڣ @ڣ AϢ[@~QQ^ _j21~$<Vx bppH`0 dlxD8Z~*<N\jx"2BPvh."0JZ"D."bppH`0 dlxD8Z~*<N\jx"2BPvh."0JZ"D."LockResourceLoadResourceFindResourceALeaveCriticalSectionfEnterCriticalSectionGetLastErroroEnumResourceLanguagesAqEnumResourceNamesAJCreateThreadUDeleteCriticalSectionInitializeCriticalSectionKERNEL32.dllPostMessageA,SetDlgItemTextAMessageBoxAEndDialogSendDlgItemMessageADialogBoxParamAUSER32.dll[RegCloseKey{RegQueryValueExArRegOpenKeyExAADVAPI32.dllCInitCommonControlsExCOMCTL32.dll VerQueryValueAGetFileVersionInfoAGetFileVersionInfoSizeAVERSION.dll&GetModuleHandleAPGetStartupInfoAGetCommandLineAtGetVersion}ExitProcessQDebugBreakRGetStdHandleWriteFileInterlockedDecrementOutputDebugStringA>GetProcAddressLoadLibraryAInterlockedIncrement$GetModuleFileNameAIsBadWritePtrIsBadReadPtrHeapValidateCloseHandleTerminateProcessGetCurrentProcessUnhandledExceptionFilterFreeEnvironmentStringsAFreeEnvironmentStringsWWideCharToMultiByteGetEnvironmentStringsGetEnvironmentStringsWmSetHandleCountGetFileType GetEnvironmentVariableAuGetVersionExAHeapDestroyHeapCreateHeapFreeVirtualFree/RtlUnwindASetConsoleCtrlHandlerHeapAllocHeapReAllocVirtualAlloc|SetStdHandleFlushFileBuffersjSetFilePointer4CreateFileAGetCPInfoGetACP1GetOEMCPMultiByteToWideCharSGetStringTypeAVGetStringTypeWaSetEndOfFileReadFileLCMapStringALCMapStringW0H hef  8Ph f    0 @ P ` p      |8 P h |e`'(uFp`( @*)*('' "MID0;&D))( H.L3E.+   H1F0>+C/3$;*(tW;-?1zg=7)]GP>I:vPtS{+ YI8/=6" OG-btkPPK< 94#WTH}_ugdQRO5DC: eeT zzxZ[K UVR+-'FJB~KLJVZTlsj6:6')'242KLKmnm~AGB384NUPpwrksnhqlgpk"*&" (,*isnfnj:><[a^QSRhwpIPMMRPafd[fbCKH%('|mtr¿,43V``ajj#&&gmmDHH}GII@BB?AA#$$PRR=>>~~*36-01z}~6>BORU 79<%wx|66<335334__` 6ֶ4d#mb:㊹>\fH4\>>˹fd`D d@|``q$-mmZ`2-;dm=-Omq1,-mO3mq' ##5Bf *0>A9ڶiډsd(#|T˹dӏډO01.01MS Sans SerifP^l InstallDP!PAConquest: Frontier Wars 1.05 Patch. --------------------------- This patch is intended for owners of the 1.01 version and later of conquest. If you are unsure of the version you have start conquest and click on the about button. --------------------------- New Features added: Nightmare AI - An even more difficult AI opponent. Warning this is extremely hard. If you are playing on a slower CPU you may experience difficulty with this setting. Added a 150 command point option. --------------------------- All Patch Changes 1.02: -fixed Vertex buffer related isuues. -Command point limit raised to 300. -Added nightmare AI -More command point settings. 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tech TesttestPLATBUILD!!M_AntennaBeaconPLATBUILD!!M_HybridCenter2BT_PLAT_REFINE_DATAPLATREFINERY!!T_RefineryPLATREFINERY!!M_CollectorPLATREFINERY!!S_OxidatorPLATREFINERY!!T_AcademyPLATREFINERY!!T_OutpostPLATREFINERY!!T_HvyRefineryPLATREFINERY!!M_WarlordPLATREFINERY!!M_EyeStalkPLATREFINERY!!M_MutationPLATREFINERY!!S_CitadelPLATREFINERY!!M_GrCollectorPLATREFINERY!!T_SpHvyRefineryPLATREFINERY!!S_BunkerBT_PLAT_SUPPLY_DATABT_PLAT_GENERAL_DATAPLATGEN!!NeutralBT_PLAT_REPAIR_DATAPLATREPAIR!!T_TenderPLATREPAIR!!M_PlantationPLATREPAIR!!S_EutromillPLATREPAIR!!T_Tender_Stage2PLATREPAIR!!T_RepairPLATREPAIR!!M_Plantation2BT_TROOPSHIP_DATATSHIP!!M_LeechTSHIP!!S_LegionareTSHIP!!T_TroopshipBT_PLAYERBOMB_DATAMISSION!!PLAYERBOMBBT_CLOAK_LAUNCHERCloakLaunch!!T_TestCloakLaunch!!S_TestCloakLaunch!!T_MCCloakLaunch!!M_TestCloakLaunch!!T_Test_NTCloakLaunch!!T_MC_NTBT_PLAT_BUILDSUP_DATAPLATBUILDSUP!!T_HQPLATBUILDSUP!!M_CocoonPLATBUILDSUP!!S_AcropolisBT_AEBOLT_DATAAEBOLT!!T_TempestChargeAEBOLT!!T_IonChargeBT_AEGIS_DATAAEGISAEGIS_NTBT_RECON_LAUNCHRL!!M_RepellentCloudRL!!M_StasisFieldRL!!S_DestabilizerRL!!BLACKWELL_DESTABRL!!M_RepulsorWaveRL!!T_DumbFleetProbeRL!!T_FleetProbe_NTRL!!T_DumbFleetProbe_NTRL!!M_RepellentCloud_NTRL!!S_Destabilizer_NTRL!!M_RepulsorWave_NTRL!!M_StasisField_NTBT_MIMIC_DATAMIMICBT_ZEALOT_DATAZEALOTBT_TERRAN_BUILDBUILD!!TerranBT_MOVIE_CAMERA_DATAMISSION!!CAMERABT_MAP_GENMAPGEN!!MapBT_OBJECT_GENERATORMISSION!!GENERATORBT_TRIGGERMISSION!!TRIGGERBT_SCRIPTOBJECTMISSION!!AndromedaEscapePodMISSION!!AndromedaWreckageMISSION!!AndromedaBeaconMISSION!!BlackboxBT_UPGRADEUPGRADE!!T_RepairUPGRADE!!M_NiadUPGRADE!!M_WarlordUPGRADE!!M_MutationUPGRADE!!M_ExplosiveUPGRADE!!M_CarpaceUPGRADE!!M_FusionUPGRADE!!M_Hybrid_FusionUPGRADE!!M_Hybrid_CarpaceUPGRADE!!M_PlasmaHiveUPGRADE!!M_VoraakUPGRADE!!T_HeavyRefineryUPGRADE!!T_SuperHvyRefineryUPGRADE!!M_GreaterCollectorUPGRADE!!M_Plantation2BT_UI_ANIMUIANIM!!MoveUIANIM!!Move_AttackUIANIM!!BuildUIANIM!!RamUIANIM!!Special_AttackUIANIM!!SellUIANIM!!JumpUIANIM!!AttackUIANIM!!PatrolUIANIM!!Add_ShipUIANIM!!Remove_ShipUIANIM!!Move_waypointBT_STASISBOLT_DATASTBOLT!!M_StasisBT_REPELLENTCLOUD_DATAREPEL!!M_RepellentCloudBT_EXTENSION_INFOEXT!!T_RepairEXT!!M_NiadEXT!!M_WarlordEXT!!M_MutationEXT!!M_ExplosionEXT!!M_FusionEXT!!M_CarpaceEXT!!M_Hybrid_FusionEXT!!M_Hybrid_CarpaceEXT!!M_DualPlasmaEXT!!M_PlasmaHiveEXT!!T_HeavyRefineryEXT!!T_SuperHvyRefineryEXT!!M_GreaterCollectorEXT!!M_Plantation2BT_MANTIS_BUILDBUILD!!MantisBT_PLAT_JUMP_DATAPLATJUMP!!T_JumpPlatPLATJUMP!!M_JumpPlatPLATJUMP!!S_JumpPlatBT_SOLARIAN_BUILDBUILD!!SolarianBT_SYNTHESIS_DATASYNTHESISBT_MASS_DISRUPTOR_DATAMASS_DISRUPTORBT_DESTABILIZER_DATADESTABILIZERBT_ADMIRAL_RESADMIRALRES!!T_HawkesADMIRALRES!!T_HalseyADMIRALRES!!T_TakeiADMIRALRES!!T_SmirnoffADMIRALRES!!T_SteeleADMIRALRES!!T_BensonADMIRALRES!!M_MordellaADMIRALRES!!M_AzkarADMIRALRES!!M_VerLakADMIRALRES!!M_KerTakADMIRALRES!!M_ThripidADMIRALRES!!M_MalkorADMIRALRES!!S_CounselADMIRALRES!!S_BlanusADMIRALRES!!S_ElanADMIRALRES!!S_VivacADMIRALRES!!S_JouleADMIRALRES!!S_ProcyoADMIRALRES!!S_NatusBT_GATTLINGBEAM_DATAGBEAM!!S_GattlingGBEAM!!S_Gattling-PolarisGBEAM!!S_Gattling-AuroraGBEAM!!S_Gattling-StarburstBT_PLAT_SELL_DATAPLATSELL!!M_DissectionBT_WORMHOLE_LAUNCHERWORMLAUNCH!!S_WormBT_PING_LAUNCHERPL!!T_PingPL!!M_PingPL!!S_PingBT_MULTICLOAK_LAUNCHERMCL!!S_AuroraBT_WORMHOLE_EFFECTWORMEFF!!S_WORMBT_TALORIAN_LAUNCHERTL!!S_TalorianBT_TALORIAN_EFFECTTALORIANEFFECT!!S_SHIELDBT_TROOPPOD_DATATPOD!!M_LeechTPOD!!S_LegionareTPOD!!T_TroopshipBT_REPULSORWAVE_DATARW!!M_RepulsorWaveBT_DUMBRECONPROBE_DATADPROB!!T_ReconCHAR!!Steele_BS_NOTCTUR!!M_MSupership 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vG>PPP.(V,l,l8G>PPP.(n,l,ldGD?PPP.(y,l,lG?PPP.(#,l,lG?PPPt(,l,lG4@PPP~(j~,l,lG@PPP(b-,l,l@H@PPP(,l,l4H$APPP(,l,lKHh)h)h)ĢVHtA000'%,l,lcHA000'0,l,lwHA000'4,l,lHHB000'7,l,ltH4B000';,l,lHdB000'@,l,ḷHB000'C,l,lHB000'Z,l,l$HB000'`,l,lPH$C000'),l,l|HTC000'8,l,lIC000' ,l,lIԤh)h)h).IC',l,lX?I,h)h)h)VI\D&(a,l,lnIh)h)h)詰ID```+(5,l,lܥIDE```+(W,l,lIE```-(,l,l4IF```-(,l,l`IdF```.(,l,lIF```.(,l,lI$G```.(,l,lIG```.(*,l,lIG```.(G,l,l<JDH```.(4,l,lh$JH```.(4,l,l6JI```~(~,l,lKJdI```(J-,l,lcJI```(S,l,l{J$J```(,l,lpJDh)h)h)JJ0,,B(j,l,l Jh)h)h)ȨJJ000i(7,l,lJL000t(,l,lJO000w(, ,l,lxJLh)h)h)KDQ0,,o(',l,lЩKh)h)h)1KtQ@@@(,l,l(;Kh)h)h)RKQ||(Z,l,laKTh)h)h)vK4R(n,l,lKh)h)h)تKR(,l,lK\S(,l,l0KS(%,l,l\K\T(<,l,lKT(Q,l,lK\U(q,l,lLU(9,l,l (L\V(f,l,l8Nh)h)h)QNa (~,l,l4aNh)h)h)vNa888(o,l,lN`h)h)h)N4b (,l,l<Nh)h)h)NDb(k,l,lN4c(gl,l,lN$d(zl,l,lNhh)h)h) Oehhh&),l,lOh)h)h)3O|e<)#,l,lBOT 000j)w,l,lDWO 0,,n),l,lnO 0,,n),l,lȳO n),l,lO ||n)1,l,lOD o)<,l,lO0001+,l,lke typedef signed long BOOL32; typedef unsigned char U8 ; typedef unsigned short U16; typedef unsigned long U32; typedef char C8 ; typedef signed char S8 ; typedef signed short S16; typedef signed long S32; typedef float SINGLE; typedef double DOUBLE; typedef union { S32 i; U32 u; SINGLE f; void *p; } HYBRID; enum OBJCLASS { OC_NONE = 0x00000000, OC_SPACESHIP = 0x00000001, OC_PLANETOID = 0x00000002, OC_MEXPLODE = 0x00000004, OC_SHRAPNEL = 0x00000008, OC_JUMPGATE = 0x00000010, OC_NEBULA = 0x00000020, OC_LAUNCHER = 0x00000040, OC_WEAPON = 0x00000080, OC_BLAST = 0x00000100, OC_WAYPOINT = 0x00000200, OC_PLATFORM = 0x00000400, OC_FIGHTER = 0x00000800, OC_LIGHT = 0x00001000, OC_MINEFIELD = 0x00002000, OC_TRAIL = 0x00004000, OC_EFFECT = 0x00008000, OC_FIELD = 0x00010000, OC_NUGGET = 0x00020000, OC_GROUP = 0x00040000, OC_RESEARCH = 0x00080000, OC_BLACKHOLE = 0x00100000, OC_PLAYERBOMB = 0x00200000, OC_BUILDRING = 0x00400000, OC_BUILDOBJ = 0x00800000, OC_MOVIECAMERA = 0x01000000, OC_OBJECT_GENERATOR = 0x02000000, OC_TRIGGER = 0x04000000, OC_SCRIPTOBJECT = 0x08000000, OC_UI_ANIM = 0x10000000 }; enum WPNCLASS { WPN_MISSILE=1, WPN_BOLT, WPN_BEAM, WPN_ARC, WPN_AUTOCANNON, WPN_SPECIALBOLT, WPN_TRACTOR, WPN_OVERDRIVE, WPN_REPULSOR, WPN_SWAPPER, WPN_PLASMABOLT, WPN_ANMBOLT, WPN_AEBOLT, WPN_AEGIS, WPN_MIMIC, WPN_ZEALOT, WPN_STASISBOLT, WPN_REPELLENTCLOUD, WPN_SYNTHESIS, WPN_MASS_DISRUPTOR, WPN_DESTABILIZER, WPN_GATTLINGBEAM, WPN_LASERSPRAY, WPN_WORMHOLE, WPN_REPULSORWAVE, WPN_DUMBRECONPROBE }; enum LAUNCHCLASS { LC_TURRET=1, LC_VERTICLE_LAUNCH, LC_MISSILE, LC_AIR_DEFENSE, LC_MINELAYER, LC_FIGHTER_WING, LC_KAMIKAZE_WING, LC_SHIPLAUNCH, LC_FANCY_LAUNCH, LC_CLOAK_LAUNCH, LC_RECON_LAUNCH, LC_WORMHOLE_LAUNCH, LC_PING_LAUNCH, LC_MULTICLOAK_LAUNCH, LC_TALORIAN_LAUNCH }; enum SPACESHIPCLASS { SSC_GUNBOAT=1, SSC_BUILDSHIP, SSC_HARVESTSHIP, SSC_FABRICATOR, SSC_MINELAYER, SSC_RECONPROBE, SSC_TORPEDO, SSC_GUNSAT, SSC_FLAGSHIP, SSC_SUPPLYSHIP, SSC_TROOPSHIP, SSC_RECOVERYSHIP, SSC_SPIDERDRONE, SSC_TERRANDRONE }; enum PLATFORMCLASS { PC_OLDSTYLE, PC_GUNPLAT=1, PC_SUPPLYPLAT, PC_BUILDPLAT, PC_REPAIRPLAT, PC_REFINERY, PC_GENERAL, PC_BUILDSUPPLAT, PC_JUMPPLAT, PC_SELL }; enum EFFECTCLASS { FX_FIREBALL=1, FX_PARTICLE, FX_STREAK, FX_SPARK, FX_ANIMOBJ, FX_CLOAKEFFECT, FX_ENGINETRAIL, FX_WORMHOLE_BLAST, FX_TALORIAN_EFFECT, FX_TROOPPOD }; enum FIELDCLASS { FC_ASTEROIDFIELD=1, FC_MINEFIELD, FC_NEBULA, FC_ANTIMATTER }; enum BUILDOBJCLASS { BO_TERRAN, BO_MANTIS, BO_SOLARIAN, BO_VYRIUM }; typedef U16 M_PART_ID; namespace SFX { enum ID { INVALID=0, BUTTONPRESS1, BUTTONPRESS2, inRange, startConstruction, endConstruction, zeroMoney, lightindustryButton, heavyindustryButton, hitechindustryButton, hqButton, researchButton, planetDepleted, harvestRedeploy, researchCompleted, JG_ENTER1, JG_ENTER2, JG_ARRIVE1, JG_ARRIVE2, JG_AMBIENCE, T_ARC_CANNON, T_DEFENSEGUN1, T_SHIELDHIT, T_SHIELDFIZZOUT, T_SHIELDFIZZIN, T_LASERTURRET_SML, T_CORVETTE_IMPACT, T_LASERTURRET_MED, T_LASERTURRET_LGE, T_MISSILE, T_FLYBY1, T_FIGHTERFLYBY1, T_FIGHTERFLYBY2, T_FIGHTERFLYBY3, T_FIGHTERFLYBY4, T_FIGHTERLAUNCH1, T_FIGHTERLAUNCH2, T_FIGHTERLAUNCH3, T_FIGHTERLAUNCH4, T_CONSTRUCTION, T_POWERUP, T_LSATFIRE, T_LSATDEPLOY, T_FIGHTEREXPLO, T_HARVESTERUNLOAD, T_IMPACTCORVETTE, T_IMPACTLSAT, T_TROOPRELEASE, T_IMPACTMISSILE, T_IMPACTFIGHTER, T_FIGHTERFIRE1, T_FIGHTERFIRE2, T_FIGHTERFIRE3, T_FIGHTERFIRE4, T_PROBELAUNCH, T_FIGHTERKAMIKAZE, T_TEMPESTLAUNCH, T_IMPACTDREADNOUGHT, T_GRAVWELL, T_TRACTORDEBRIS, T_PROBEFIZZLE, T_AEGISSHIELD, T_IONCHARGE, T_TROOPASSAULT, M_FIGHTERLAUNCH1, M_FIGHTERLAUNCH2, M_FIGHTERLAUNCH3, M_FIGHTERLAUNCH4, M_FIGHTERFLYBY1, M_FIGHTERFLYBY2, M_FIGHTERFLYBY3, M_FIGHTERFLYBY4, M_PLASMASMALL, M_PLASMAMED, M_CONSTRUCTION, M_FIGHTERBLAST, M_PLASMACHARGE, M_SELLINGUNIT, M_SHIELDHIT, M_REPELLCLOUD, S_CONSTRUCTION, S_BALLENERGY, S_BEAM_LG, S_BEAM_MED, S_DESTABILIZER, S_DISRUPTORDAM, S_ECLIPSE, S_FORGERDEPLOY, S_LAUNCHDESTAB, S_LAUNCHDISRUP, S_LEGIONAIRE, S_LEGIONSUCCESS, S_MINELAYER, S_REPULSOR, S_SELLINGUNIT, S_STRATUM, S_SYNTHESIS, S_UNLOAD, S_BEAM_MED2, S_SHIELDHIT, S_BEAM_SML, NEBULA_ION, NEBULA_IONSPARK, NEBULA_PLASMA, NEBULA_ARGON, NEBULA_HELIOUS, NEBULA_HYADES, ASTEROID_FIELD, NEBULA_CELSIUS, NEBULA_CYGNUS, NEBULA_LITHIUM, EXPT_L_SUB, EXPT_L_FINAL, EXPT_M_SUB, EXPT_M_FINAL, EXPT_S_SUB, EXPT_S_FINAL, EXPM_RIPPLE1, EXPM_RIPPLE2, EXPM_RIPPLE3, EXPM_RIPPLE4, EXPM_L_SUB, EXPM_L_FINAL, EXPM_M_SUB, EXPM_M_FINAL, EXPM_S_SUB, EXPM_S_FINAL, EXPS_L_SUB, EXPS_L_FINAL, EXPS_M_SUB, EXPS_M_FINAL, EXPS_S_SUB, EXPS_S_FINAL, CONFIRMATION, EXPLOSION, EXPLOSION1, EXPLOSION2, EXPLOSION3, EXPLOSION4, SECEXPLODE1, SECEXPLODE2, SECEXPLODE3, SECEXPLODE4, SMALLEXPLOSION, TELETYPE, SPECIALDENIED, BEACON, LAST }; } class Vector { SINGLE x,y,z; }; class Matrix { SINGLE d[3][3]; }; class Transform : Matrix { Vector translation; }; struct GRIDVECTOR { U8 x, y; }; struct NETGRIDVECTOR { U8 x, y; U8 systemID; }; typedef U32 NETVECTOR; typedef Transform TRANSFORM; typedef long LONG; typedef struct tagRECT { LONG left; LONG top; LONG right; LONG bottom; } RECT; typedef char M_STRING[32]; typedef unsigned short wchar_t; typedef wchar_t M_STRINGW[32]; namespace OBJNAMES { enum M_DISPLAY_NAME { MT_NO_DISPLAY_NAME = 0, MT_HEADQUARTERS = 303, MT_LIGHT_INDUSTRIAL = 454, MT_HEAVY_INDUSTRIAL = 455, MT_HITECH_INDUSTRIAL = 456, MT_RESEARCH_FACILITY = 459, MT_REFINERY = 458, MT_TENDER = 538, MT_OUTPOST = 539, MT_TURRET = 540, MT_ACADEMY = 541, MT_PROPLAB = 390, MT_ADVHULL = 543, MT_REPAIR = 544, MT_SRSENSOR = 545, MT_AWSLAB = 546, MT_DEFENSEBAT = 547, MT_MRSENSOR = 548, MT_LOGISTICS = 549, MT_NANOLAB = 550, MT_FORCELAB = 551, MT_LRSENSOR = 552, MT_CDETECT = 553, MT_BALLISTICS = 353, MT_DISPLACEMENT = 354, MT_JUMPGATE = 389, MT_HANGER = 388, MT_HEAVYREFINERY = 393, MT_SUPERHEAVYREFINERY = 394, MT_SUPPLY = 538, MT_CORVETTE = 424, MT_TANKER = 433, MT_LSAT_DEFENSE = 428, MT_MISSILE_CRUISER = 430, MT_TROOPSHIP = 431, MT_FLEET_CARRIER = 425, MT_BATTLESHIP = 429, MT_SPACE_STATION = 432, MT_ION_CANNON = 392, MT_DREADNOUGHT = 412, MT_INFILTRATOR = 426, MT_LANCER_CRUISER = 427, MT_FABRICATOR = 460, MT_ADVFABRICATOR = 434, MT_DEBRIS = 321, MT_SUPPLYSHIP = 559, MT_FLEETOFFICER = 560, MT_HALSEY = 396, MT_HAWKES = 397, MT_BENSON = 398, MT_SMIRNOFF = 399, MT_STEELE = 401, MT_TAKAI = 670, MT_BLACKWELL = 750, MT_ELITEDREADNOUGHT = 751, MT_ELITEBATTLESHIP = 752, MT_KHAMIR = 322, MT_SCOUT_CARRIER = 323, MT_FRIGATE = 324, MT_MINELAYER = 325, MT_HEAVY_CRUISER = 326, MT_SUPER_CARRIER = 327, MT_VORAAK_CANNON = 328, MT_SEEKER = 329, MT_SIPHON_TANKER = 333, MT_WEAVER = 334, MT_GREATER_WEAVER = 335, MT_HIVE_CARRIER = 331, MT_LEECH = 336, MT_ZORAP_SUPPLY = 332, MT_MORDELLA = 671, MT_AZKAR = 672, MT_VERLAK = 673, MT_KERTAK = 674, MT_ADTHRIPID = 675, MT_MALKOR = 676, MT_BIOFORGE = 337, MT_BLAST_FURNACE = 338, MT_CARPACE_PLANT = 339, MT_CARRION_ROOST = 340, MT_COCOON = 341, MT_EXPLOSIVES_RANGE = 342, MT_EYE_STOCK = 343, MT_FUSION_MILL = 344, MT_MUTATION_COLONY = 345, MT_NIAD = 346, MT_THRIPID = 347, MT_WARLORD_TRAINING = 348, MT_DUAL_SPITTER = 349, MT_PLASMA_SPITTER = 350, MT_COLLECTOR = 351, MT_PLANTATION = 352, MT_GREAT_PLANTATION = 810, MT_PLASMA_HIVE = 355, MT_HYBRIDCENTER = 356, MT_GREATERCOLLECTOR = 395, MT_DISSECTION = 391, MT_ACROPOLIS = 357, MT_OXIDATOR = 358, MT_PAVILION = 359, MT_SENTINELTOWER = 360, MT_BUNKER = 361, MT_SANCTUM = 362, MT_EUTROMILL = 363, MT_GREATERPAVILION = 364, MT_HELIONVEIL = 365, MT_CITADEL = 366, MT_XENOCHAMBER = 367, MT_ANVIL = 368, MT_MUNITIONSANNEX = 369, MT_TURBINEDOCK = 370, MT_TALOREANMATRIX = 371, MT_PORTAL = 693, MT_FORGER = 372, MT_STRATUM = 373, MT_GALIOT = 374, MT_TAOS = 375, MT_POLARIS = 376, MT_AURORA = 377, MT_ORACLE = 378, MT_ESPCOIL = 379, MT_STARBURST = 380, MT_HYDROFOIL = 381, MT_LEGIONARE = 383, MT_PROTEUS = 382, MT_ATLAS = 384, MT_TRIREME = 385, MT_MONOLITH = 386, MT_HIGHCOUNSEL = 387, MT_BLANUS = 687, MT_ELAN = 688, MT_VIVAC = 689, MT_JOULE = 690, MT_PROCYO = 691, MT_NATUS = 692, MT_ELITEMONOLITH = 753, MT_ELITETRIREME = 754, MT_APOCARTHROPOD = 755, MT_PLANET_EARTH = 654, MT_PLANET_MOON = 655, MT_PLANET_GAS = 656, MT_PLANET_SWAMP = 657 }; } namespace SILNAMES { enum M_SILHOUETTE_NAME { CORVETTE = 1087, TANKER = 1111, LSAT = 1102, MISSILECRUISER = 1081, ASSAULTSHIP = 1117, SPACESTATION = 1105, BATTLESHIP = 1099, FLEETCARRIER = 1090, DREADNOUGHT = 1084, INFILTRATOR = 1093, LANCER = 1096, SUPPLY = 1114, FABRICATOR = 1075, ADVFABRICATOR = 1078, FLEETOFFICER = 1108, IONCANNON = 1120, M_WEAVER = 943, M_GREATERWEAVER = 946, M_ZORAP = 949, M_SIPHON = 952, M_PLASMASPITTER = 955, M_OCELLUS = 958, M_SCOUTCARRIER = 964, M_FRIGATE = 967, M_KHAMIR = 970, M_HIVECARRIER = 973, M_TIAMATCARRIER = 976, M_SITHKAR = 979, M_CAPTORLEECH = 982, M_VORAAKCANNON = 985, M_SPINELAYER = 988, M_PLASMAHIVE = 961, S_FORGER = 1743, S_STRATUM = 1746, S_GALIOT = 1749, S_TAOS = 1752, S_POLARIS = 1755, S_AURORA = 1758, S_STARBURST = 1761, S_HYDROFOIL = 1764, S_LEGIONARE = 1767, S_ATLAS = 1773, S_TRIREME = 1776, S_MONOLITH = 1779, S_HIGHCOUNCIL = 1782, S_ORACLE = 1785, S_ESPCOIL = 1788, S_PORTAL = 2444, S_PROTEUS = 2447 }; } namespace UNITSOUNDS { enum PRIORITY { LOW, MEDIUM, HIGH, ADMIRAL }; union SPEECH { struct SPACESHIP { M_STRING underAttack; M_STRING alliedAttack; M_STRING enemySighted; M_STRING selected; M_STRING destructionDenied; M_STRING move; M_STRING aggravated; M_STRING constructComplete; M_STRING death; }; struct RESUSER { M_STRING notEnoughGas; M_STRING notEnoughMetal; M_STRING notEnoughCrew; M_STRING notEnoughCommandPoints; }; struct GUNBOAT : SPACESHIP { M_STRING attacking; M_STRING suppliesout; M_STRING specialAttack; } gunboat; struct HARVESTER : SPACESHIP { M_STRING harvestResource; M_STRING planetDepleted; M_STRING planetDepletedRedeploy; } harvester; struct FABRICATOR : SPACESHIP, RESUSER { M_STRING buildImposible; M_STRING constructStarted; } fabricator; struct MINELAYER : SPACESHIP { } minelayer; struct SUPPLYSHIP : SPACESHIP { M_STRING resupplyShips; } supplyship; struct TROOPSHIP : SPACESHIP { M_STRING attacking; M_STRING attackSuccess; M_STRING attackFailed; } troopship; struct FLAGSHIP : SPACESHIP { M_STRING attacking; M_STRING fleetdamage50; M_STRING fleetdamage75; M_STRING supplieslow; M_STRING suppliesout; M_STRING battlegood; M_STRING battlemoderate; M_STRING battlebleak; M_STRING shipleaving; M_STRING admiralondeck; M_STRING flagshipintrouble; M_STRING transferfailed; M_STRING scuttle; } flagship; struct PLATFORM { M_STRING underAttack; M_STRING alliedAttack; M_STRING enemySighted; M_STRING selected; M_STRING destructionDenied; M_STRING constructComplete; M_STRING constructStarted; M_STRING buildDelayed; M_STRING research; M_STRING researchCompleted; M_STRING upgradeCompleted; }; struct GENPLATFORM : PLATFORM, RESUSER { } platform; struct GUNPLAT : PLATFORM { M_STRING attacking; M_STRING suppliesout; } gunPlat; }; } typedef UNITSOUNDS::SPEECH MT_UNITSPEECH; enum M_RACE { M_NO_RACE, M_TERRAN, M_MANTIS, M_SOLARIAN, M_VYRIUM }; enum M_ARTIFACT { M_NO_ARTIFACT }; enum M_RESOURCE_TYPE { M_GAS, M_METAL, M_CREW, M_COMMANDPTS }; enum M_OBJCLASS { M_NONE=0, M_FABRICATOR=1, M_SUPPLY, M_CORVETTE, M_MISSILECRUISER, M_BATTLESHIP, M_DREADNOUGHT, M_CARRIER, M_LANCER, M_INFILTRATOR, M_HARVEST, M_RECONPROBE, M_TROOPSHIP, M_FLAGSHIP, M_HQ, M_REFINERY, M_LIGHTIND, M_TENDER, M_REPAIR, M_OUTPOST, M_ACADEMY, M_BALLISTICS, M_ADVHULL, M_HEAVYREFINERY, M_SUPERHEAVYREFINERY, M_LSAT, M_SPACESTATION, M_LRSENSOR, M_AWSLAB, M_IONCANNON, M_HEAVYIND, M_HANGER, M_PROPLAB, M_DISPLAB, M_CLOAKSTATION, M_PLANET, M_FIELD, M_DEBRIS, M_WAYPOINT, M_JUMPGATE, M_MINEFIELD, M_NUGGET, M_NEBULA, M_ASTEROID_FIELD, M_JUMPPLAT, M_COCOON, M_COLLECTOR, M_GREATER_COLLECTOR, M_PLANTATION, M_GREATER_PLANTATION, M_EYESTOCK, M_THRIPID, M_WARLORDTRAINING, M_BLASTFURNACE, M_EXPLOSIVESRANGE, M_PLASMASPLITTER, M_CARRIONROOST, M_VORAAKCANNON, M_MUTATIONCOLONY, M_NIAD, M_BIOFORGE, M_FUSIONMILL, M_CARPACEPLANT, M_DISSECTIONCHAMBER, M_HYBRIDCENTER, M_PLASMAHIVE, M_WEAVER, M_SPINELAYER, M_SIPHON, M_ZORAP, M_LEECH, M_SEEKER, M_SCOUTCARRIER, M_FRIGATE, M_KHAMIR, M_HIVECARRIER, M_SCARAB, M_TIAMAT, M_WARLORD, M_ACROPOLIS, M_OXIDATOR, M_PAVILION, M_SENTINELTOWER, M_EUTROMILL, M_GREATERPAVILION, M_HELIONVEIL, M_CITADEL, M_XENOCHAMBER, M_ANVIL, M_MUNITIONSANNEX, M_TURBINEDOCK, M_TALOREANMATRIX, M_BUNKER, M_PROTEUS, M_HYDROFOIL, M_ESPCOIL, M_STARBURST, M_PORTAL, M_FORGER, M_STRATUM, M_GALIOT, M_ATLAS, M_LEGIONAIRE, M_TAOS, M_POLARIS, M_AURORA, M_ORACLE, M_TRIREME, M_MONOLITH, M_HIGHCOUNSEL, M_ENDOBJCLASS }; enum UNIT_STANCE { US_DEFEND = 0, US_ATTACK, US_STAND, US_STOP }; enum UNIT_SPECIAL_ABILITY { USA_NONE, USA_ASSAULT, USA_TEMPEST, USA_PROBE, USA_CLOAK, USA_AEGIS, USA_VAMPIRE, USA_STASIS, USA_FURYRAM, USA_REPEL, USA_BOMBER, USA_MIMIC, USA_MINELAYER, USA_S_MINELAYER, USA_REPULSOR, USA_SYNTHESIS, USA_MASS_DISRUPTOR, USA_DESTABILIZER, USA_WORMHOLE, USA_PING, USA_M_PING, USA_S_PING, USA_MULTICLOAK, USA_TRACTOR, USA_DOCK, USA_LAST }; typedef unsigned __int64 U64; struct DYNAMICS_DATA { SINGLE linearAcceleration; SINGLE angAcceleration; SINGLE maxLinearVelocity; SINGLE maxAngVelocity; }; struct FLASH_DATA { SINGLE lifeTime; SINGLE range; U8 red,green,blue; }; struct TRANS_SAVELOAD { Vector position; SINGLE ang_position; Vector velocity, ang_velocity; }; struct EXTENSION_SAVELOAD { U8 levelsAdded; S8 extensionLevel; S8 workingExtLevel; SINGLE percentExt; }; struct CLOAK_SAVELOAD_BASE { SINGLE cloakTimer,cloakPercent; bool bCloakPending:1; bool bCloaking:1; U32 cloakCount; }; struct CLOAK_SAVELOAD { CLOAK_SAVELOAD_BASE baseCloak; BOOL32 bCloaked; }; enum ARMOR_TYPE { NO_ARMOR, LIGHT_ARMOR, MEDIUM_ARMOR, HEAVY_ARMOR }; struct ARMOR_DATA { ARMOR_TYPE myArmor; union FIELDS { struct ARMOR_DAMAGE { SINGLE noArmor; SINGLE lightArmor; SINGLE mediumArmor; SINGLE heavyArmor; } damageTable; SINGLE _damageTable[4]; } fields; }; struct ResourceCost { U32 gas:8; U32 metal:8; U32 crew:8; U32 commandPt:8; }; struct DamageSave { U32 damage; Vector pos; bool bActive; }; struct DAMAGE_SAVELOAD { U32 lastRepairSlot; SINGLE lastDamage; struct DamageSave damageSave[5]; }; struct BASIC_DATA { OBJCLASS objClass; bool bEditDropable; }; enum GENBASE_TYPE { GBT_FONT = 1, GBT_BUTTON, GBT_STATIC, GBT_EDIT, GBT_LISTBOX, GBT_DROPDOWN, GBT_VFXSHAPE, GBT_HOTBUTTON, GBT_SCROLLBAR, GBT_HOTSTATIC, GBT_SHIPSILBUTTON, GBT_COMBOBOX, GBT_SLIDER, GBT_TABCONTROL, GBT_ICON, GBT_QUEUECONTROL, GBT_ANIMATE, GBT_PROGRESS_STATIC, GBT_DIPLOMACYBUTTON }; struct GENBASE_DATA { GENBASE_TYPE type; }; struct GT_VFXSHAPE : GENBASE_DATA { char filename[32]; }; struct MISSION_DATA { M_OBJCLASS mObjClass:8; M_RACE race:4; OBJNAMES::M_DISPLAY_NAME displayName:18; struct M_CAPS { U8 padding; bool moveOk:1; bool attackOk:1; bool specialAttackOk:1; bool specialEOAOk:1; bool specialAbilityOk:1; bool specialAttackWormOk:1; bool defendOk:1; bool supplyOk:1; bool harvestOk:1; bool buildOk:1; bool repairOk:1; bool jumpOk:1; bool admiralOk:1; bool captureOk:1; bool salvageOk:1; bool probeOk:1; bool mimicOk:1; bool recoverOk:1; bool createWormholeOk:1; bool synthesisOk:1; bool cloakOk:1; bool specialAttackShipOk:1; } caps; U16 hullPointsMax; U16 supplyPointsMax; U16 scrapValue; U16 buildTime; ResourceCost resourceCost; SINGLE sensorRadius; SINGLE cloakedSensorRadius; SINGLE maxVelocity; SINGLE baseWeaponAccuracy; SINGLE baseShieldLevel; ARMOR_DATA armorData; SILNAMES::M_SILHOUETTE_NAME silhouetteImage; UNIT_SPECIAL_ABILITY specialAbility; UNITSOUNDS::PRIORITY speechPriority; }; struct BASIC_INSTANCE { Vector position, rotation; }; namespace TECHTREE { enum TECHUPGRADE { NO_TECHUPGRADE = 0x00000000, ALL_TECHUPGRADE = 0xFFFFFFFF, T_RES_XCHARGES = 0x00000001, T_RES_XSHIELD = 0x00000002, T_RES_XPROBE = 0x00000004, T_RES_XCLOAK = 0x00000008, T_RES_XVAMPIRE = 0x00000010, T_RES_MISSLEPACK1 = 0x00000020, T_RES_MISSLEPACK2 = 0x00000040, T_RES_MISSLEPACK3 = 0x00000080, T_RES_TROOPSHIP1 = 0x00000100, T_RES_TROOPSHIP2 = 0x00000200, T_RES_TROOPSHIP3 = 0x00000400, M_RES_XCAMO = 0x10000001, M_RES_XGRAVWELL = 0x10000002, M_RES_XRCLOUD = 0x10000004, M_RES_REPULSOR = 0x10000010, M_RES_EXPLODYRAM1 = 0x10000020, M_RES_EXPLODYRAM2 = 0x10000040, M_RES_LEECH1 = 0x10000080, M_RES_LEECH2 = 0x10000100, S_RES_SYNTHESIS = 0x20000001, S_RES_MASSDISRUPTOR = 0x20000002, S_RES_AURORACLOAK = 0x20000004, S_RES_DESTABILIZER = 0x20000008, S_RES_TRACTOR = 0x20000010, S_RES_LEGION1 = 0x20000020, S_RES_LEGION2 = 0x20000040, S_RES_LEGION3 = 0x20000080, S_RES_LEGION4 = 0x20000100, S_RES_PROTEUSPACK1 = 0x20000200, S_RES_PROTEUSPACK2 = 0x20000400, T_SHIP__FABRICATOR = 0x08000000, T_SHIP__SUPPLY = 0x04000000, T_SHIP__CORVETTE = 0x02000000, T_SHIP__MISSILECRUISER = 0x01000000, T_SHIP__BATTLESHIP = 0x00800000, T_SHIP__DREADNOUGHT = 0x00400000, T_SHIP__CARRIER = 0x00200000, T_SHIP__LANCER = 0x00100000, T_SHIP__INFILTRATOR = 0x00080000, T_SHIP__HARVEST = 0x00040000, T_SHIP__RECONPROBE = 0x00020000, T_SHIP__TROOPSHIP = 0x00010000, T_SHIP__FLAGSHIP = 0x00008000, M_SHIP_WEAVER = 0x18000000, M_SHIP_SPINELAYER = 0x14000000, M_SHIP_SIPHON = 0x12000000, M_SHIP_ZORAP = 0x11000000, M_SHIP_SEEKER = 0x10800000, M_SHIP_SCOUTCARRIER = 0x10400000, M_SHIP_FRIGATE = 0x10200000, M_SHIP_KHAMIR = 0x10100000, M_SHIP_HIVECARRIER = 0x10080000, M_SHIP_LEECH = 0x10040000, M_SHIP_SCARAB = 0x10020000, M_SHIP_TIAMAT = 0x10010000, M_SHIP_WARLORD = 0x10008000, S_SHIP_FORGER = 0x28000000, S_SHIP_STRATUM = 0x24000000, S_SHIP_GALIOT = 0x22000000, S_SHIP_TAOS = 0x21000000, S_SHIP_POLARIS = 0x20800000, S_SHIP_AURORA = 0x20400000, S_SHIP_LEGIONAIRE = 0x20200000, S_SHIP_ORACLE = 0x20100000, S_SHIP_ATLAS = 0x20080000, S_SHIP_TRIREME = 0x20040000, S_SHIP_MONOLITH = 0x20020000, S_SHIP_HIGHCOUNSEL = 0x20010000 }; enum BUILDNODE { NO_BUILDNODE = 0x00000000, ALL_BUILDNODE = 0xFFFFFFFF, RES_REFINERY_GAS1 = 0x08000000, RES_REFINERY_GAS2 = 0x04000000, RES_REFINERY_GAS3 = 0x02000000, RES_REFINERY_METAL1 = 0x01000000, RES_REFINERY_METAL2 = 0x00800000, RES_REFINERY_METAL3 = 0x00400000, RES_REFINERY_CREW1 = 0x00200000, RES_REFINERY_CREW2 = 0x40000000, RES_REFINERY_CREW3 = 0x80000000, TDEPEND_LIGHT_IND = 0x00000001, TDEPEND_HEAVY_IND = 0x00000002, TDEPEND_TECH_IND = 0x00000004, TDEPEND_REFINERY = 0x00000008, TDEPEND_OUTPOST = 0x00000010, TDEPEND_ACADEMY = 0x00000020, TDEPEND_ADVHULL = 0x00000040, TDEPEND_AWSLAB = 0x00000080, TDEPEND_BALLISTICS = 0x00000100, TDEPEND_TENDER = 0x00000200, TDEPEND_SENSORTOWER = 0x00000400, TDEPEND_HANGER = 0x00000800, TDEPEND_WEAPONS = 0x00001000, TDEPEND_DISPLACEMENT = 0x00002000, TDEPEND_HEADQUARTERS = 0x00004000, TDEPEND_PROPLAB = 0x00008000, TDEPEND_LASER_TURRET = 0x00010000, TDEPEND_ION_CANNON = 0x00020000, TDEPEND_JUMP_INHIBITOR =0x00040000, TDEPEND_SPACE_STATION =0x00080000, TDEPEND_REPAIR =0x00100000, TCOMBO_ACADEMY_DIS_HEAVY = 0x00002022, TCOMBO_HANGER_HEAVY = 0x00000802, TCOMBO_LIGHT_BALLISTICS = 0x00000101, TCOMBO_WEAPONS_HEAVY = 0x00001002, TCOMBO_PROP_HEAVY = 0x00008002, TCOMBO_ACADEMY_DIS_PROP = 0x0000a020, TCOMBO_PROP_AWS = 0x00008080, MDEPEND_COCOON = 0x10000001, MDEPEND_COLLECTOR = 0x10000002, MDEPEND_PLANTATION = 0x10000004, MDEPEND_GR_PLANTATION = 0x1000000C, MDEPEND_THRIPID = 0x10000010, MDEPEND_NIAD = 0x10000030, MDEPEND_EYESTOCK = 0x10000040, MDEPEND_WARLORDTRAIN= 0x10000080, MDEPEND_MUTATECOLON = 0x10000140, MDEPEND_CARRIONROOST= 0x10000200, MDEPEND_BLASTFURNACE= 0x10000400, MDEPEND_EXPLSVRANGE = 0x10000C00, MDEPEND_BIOFORGE = 0x10001000, MDEPEND_FUSIONMILL = 0x10003000, MDEPEND_CARPACEPLANT= 0x10005000, MDEPEND_HYBRIDCENTER= 0x10007000, MDEPEND_PLASMA_SPITTER =0x10008000, MDEPEND_DUAL_SPITTER = 0x10018000, MDEPEND_PLASMA_HIVE = 0x10028000, MDEPEMD_JUMP_PLAT = 0x10040000, MDEPEND_GR_COLLECTOR= 0x10080002, MDEPEND_DISECTION = 0x10100000, MCOMBO_CARAPCE_CARRION = 0x10005200, MCOMBO_COLLECT_PLANT = 0x10000006, MCOMBO_CARRION_BIO_DISECT=0x10101200, MCOMBO_COCCON_COL_EYE = 0x10000043, MCOMBO_NIAD_CAR_BIO_DIS = 0x10101230, SDEPEND_ACROPOLIS = 0x20000001, SDEPEND_OXIDATOR = 0x20000002, SDEPEND_PAVILION = 0x20000004, SDEPEND_SENTINALTOWER = 0x20000008, SDEPEND_BUNKER = 0x20000010, SDEPEND_SANCTUM = 0x20000020, SDEPEND_EUTROMIL = 0x20000040, SDEPEND_GREATERPAVILION=0x20000080, SDEPEND_HELIONVIEL = 0x20000100, SDEPEND_CITADEL = 0x20000200, SDEPEND_XENOCHAMBER = 0x20000400, SDEPEND_ANVIL = 0x20000800, SDEPEND_MUNITIONSANEX = 0x20001000, SDEPEND_TURBINEDOCK = 0x20002000, SDEPEND_TALOREANMATRIX= 0x20004000, SDEPEND_JUMP_PLAT = 0x20008000, SDEPEND_ESP_COIL = 0x20010000, SDEPEND_PROTEUS = 0x20020000, SDEPEND_HYDROFOIL = 0x20040000, SDEPEND_STARBURST = 0x20080000, SDEPEND_PORTAL = 0x20100000, SCOMBO_MUNITION_TURB = 0x20003000, SCOMBO_CITADEL_GPAV = 0x20000280, SCOMBO_XENO_MUNITION = 0x20001400, SCOMBO_OXY_EUTRO = 0x20000042, SCOMBO_MUN_TURB_XENO = 0x20003400, SCOMBO_HELL_GRPAV = 0x20000180, SCOMBO_OXI_SENT = 0x2000000a, SCOMBO_GREATPAV_PROT = 0x20020080, SCOMBO_GRPAV_MUAX_TDOCK_XEN = 0x20003480, SCOMBO_GRPAV_PAV_HEVIEL = 0x20000184, }; enum COMMON { NO_COMMONUPGRADE = 0x00000000, ALL_COMMON = 0x1FFFFFFF, RESERVED_FABRICATOR = 0x20000000, RESERVED_ADMIRAL = 0x40000000, RESERVED_NEVER = 0x80000000, RES_ENGINE1 = 0x00000001, RES_ENGINE2 = 0x00000002, RES_ENGINE3 = 0x00000004, RES_ENGINE4 = 0x00000008, RES_ENGINE5 = 0x00000010, RES_SHIELDS1 = 0x00000020, RES_SHIELDS2 = 0x00000040, RES_SHIELDS3 = 0x00000080, RES_SHIELDS4 = 0x00000100, RES_SHIELDS5 = 0x00000200, RES_HULL1 = 0x00000400, RES_HULL2 = 0x00000800, RES_HULL3 = 0x00001000, RES_HULL4 = 0x00002000, RES_HULL5 = 0x00004000, RES_SUPPLY1 = 0x00008000, RES_SUPPLY2 = 0x00010000, RES_SUPPLY3 = 0x00020000, RES_SUPPLY4 = 0x00040000, RES_SUPPLY5 = 0x00080000, RES_WEAPONS1 = 0x00100000, RES_WEAPONS2 = 0x00200000, RES_WEAPONS3 = 0x00400000, RES_WEAPONS4 = 0x00800000, RES_WEAPONS5 = 0x01000000, MDEPEND_HYBRID_EXTRA = 0x02000000, }; enum COMMON_EXTRA { NO_COMMONEXTRAUPGRADE = 0x00000000, ALL_COMMONEXTRAUPGRADES = 0xFFFFFFFF, RES_FLEET1 = 0x00000001, RES_FLEET2 = 0x00000002, RES_FLEET3 = 0x00000004, RES_FLEET4 = 0x00000008, RES_FLEET5 = 0x00000010, RES_TANKER1 = 0x00000020, RES_TANKER2 = 0x00000040, RES_TANKER3 = 0x00000080, RES_TANKER4 = 0x00000100, RES_TANKER5 = 0x00000200, RES_TENDER1 = 0x00000400, RES_TENDER2 = 0x00000800, RES_TENDER3 = 0x00001000, RES_TENDER4 = 0x00002000, RES_TENDER5 = 0x00004000, RES_SENSORS1 = 0x00008000, RES_SENSORS2 = 0x00010000, RES_SENSORS3 = 0x00020000, RES_SENSORS4 = 0x00040000, RES_SENSORS5 = 0x00080000, RES_FIGHTER1 = 0x00100000, RES_FIGHTER2 = 0x00200000, RES_FIGHTER3 = 0x00400000, RES_FIGHTER4 = 0x00800000, RES_FIGHTER5 = 0x01000000, RES_ADMIRAL1 = 0x02000000, RES_ADMIRAL2 = 0x04000000, RES_ADMIRAL3 = 0x08000000, RES_ADMIRAL4 = 0x10000000, RES_ADMIRAL5 = 0x20000000, RES_ADMIRAL6 = 0x40000000 }; enum LEVEL_INIT { FULL_TREE, }; } struct SINGLE_TECHNODE { enum M_RACE raceID; TECHTREE::TECHUPGRADE tech; TECHTREE::BUILDNODE build; TECHTREE::COMMON common; TECHTREE::COMMON_EXTRA common_extra; }; struct TECHNODE { struct _races { TECHTREE::TECHUPGRADE tech; TECHTREE::BUILDNODE build; TECHTREE::COMMON common; TECHTREE::COMMON_EXTRA common_extra; } race[4]; }; struct ROCKING_DATA : DYNAMICS_DATA { SINGLE rockLinearMax, rockAngMax; }; struct ENGINE_GLOW_DATA { S32 size[6]; U8 r,g,b; char engine_texture_name[32]; }; struct BLINKER_DATA { char light_script[32]; char textureName[32]; }; struct SHIELD_DATA { char meshName[32]; char animName[32]; char fizzAnimName[32]; SFX::ID sfx; SFX::ID fizzOut; SFX::ID fizzIn; }; struct DAMAGE_DATA { char damageBlast[32]; }; struct CLOAK_DATA { char cloakTex[32]; bool bAutoCloak:1; char cloakEffectType[32]; }; struct BILLBOARD_DATA { char billboardTexName[32]; U32 billboardThreshhold; bool bTex2; }; struct EXTENT_DATA { RECT extents[10]; SINGLE _step; SINGLE _min; SINGLE min_slice,max_slice; BOOL32 bZ; }; struct BASE_SPACESHIP_DATA : BASIC_DATA { SPACESHIPCLASS type; char fileName[32]; MISSION_DATA missionData; DYNAMICS_DATA dynamicsData; ROCKING_DATA rockingData; char explosionType[32]; char trailType[32]; char ambient_animation[32]; ENGINE_GLOW_DATA engineGlow; BLINKER_DATA blinkers; SHIELD_DATA shield; DAMAGE_DATA damage; CLOAK_DATA cloak; BILLBOARD_DATA billboard; SINGLE_TECHNODE techActive; }; struct BT_GUNBOAT_DATA : BASE_SPACESHIP_DATA { SINGLE outerWeaponRange; SINGLE optimalFacingAngle; bool bNoLineOfSight; char launcherType[5][32]; }; struct BT_TROOPSHIP_DATA : BASE_SPACESHIP_DATA { U32 damagePotential; SINGLE assaultRange; SFX::ID sfxPodRelease; }; struct BT_TROOPPOD_DATA : BASIC_DATA { EFFECTCLASS fxClass; char podType[32]; char podHardpoints[3][64]; }; struct BT_RECONPROBE_DATA : BASE_SPACESHIP_DATA { SINGLE lifeTime; char blastType[32]; }; struct BT_TORPEDO_DATA : BASE_SPACESHIP_DATA { SINGLE lifeTime; S32 damage; char blastType[32]; }; struct BT_MINELAYER_DATA : BASE_SPACESHIP_DATA { char drop_anim[32]; char mineFieldType[32]; char mineReleaseHardpoint[32]; U8 fieldSupplyCostPerMine; U32 fieldCompletionTime; U32 mineReleaseVelocity; SINGLE dropAnimDelay; }; struct BT_HARVESTSHIP_DATA : BASE_SPACESHIP_DATA { U32 loadingRate; struct _dockTiming { SINGLE unloadRate; SINGLE offDist; SFX::ID dockingSound; }dockTiming; struct _nuggetTiming { SINGLE nuggetTime; SINGLE offDist; SINGLE minePerSecond; char hardpointName[32]; SFX::ID nuggetSound; }nuggetTiming; char gasTankMesh[32]; char metalTankMesh[32]; }; struct DYNAMICS_DATA_JR { SINGLE maxLinearVelocity; SINGLE linearAcceleration; SINGLE maxAngVelocity; }; struct BT_BUILDERSHIP_DATA : BASIC_DATA { SPACESHIPCLASS type; char fileName[32]; DYNAMICS_DATA_JR dynamicsData; char workAnimation[32]; char sparkAnim[32]; char sparkHardpoint[32]; char explosionType[32]; SINGLE sparkWidth; SINGLE sparkDelay; }; struct MISSION_SAVELOAD { __readonly M_OBJCLASS mObjClass; M_STRING partName; __readonly __hexview U32 dwMissionID; U32 systemID:8; M_RACE race:4; U32 playerID:4; SINGLE maxVelocity; SINGLE sensorRadius; SINGLE cloakedSensorRadius; U16 supplies; U16 hullPoints; U16 hullPointsMax; U16 supplyPointsMax; U16 numKills; bool bReady:1; bool bRecallFighters:1; bool bMoveDisabled:1; bool bPendingOpValid:1; bool bUnselectable:1; bool bDerelict:1; bool bTowing:1; bool bInvincible:1; bool bNoAIControl:1; bool bAllEventsOn:1; bool bShowPartName:1; bool bUnderCommand:1; bool bNoAutoTarget:1; U8 controlGroupID; U8 groupIndex; MISSION_DATA::M_CAPS caps; __readonly __hexview U32 groupID; __readonly __hexview U32 admiralID; __readonly __hexview U32 fleetID; struct InstanceTechLevel { enum UPGRADE { LEVEL0=0, LEVEL1, LEVEL2, LEVEL3, LEVEL4, LEVEL5 }; UPGRADE engine:4; UPGRADE hull:4; UPGRADE supplies:4; UPGRADE targeting:4; UPGRADE damage:4; UPGRADE shields:4; UPGRADE experience:4; UPGRADE sensors:4; UPGRADE classSpecific:4; } techLevel; __readonly U32 lastOpCompleted; __readonly U32 pendingOp; }; struct BT_PLANET_DATA : BASIC_DATA { char fileName[32]; char ambient_animation[32]; char sysMapIcon[32]; MISSION_DATA missionData; U16 maxMetal; U16 maxGas; U16 maxCrew; SINGLE metalRegen; SINGLE gasRegen; SINGLE crewRegen; enum _planetType { M_CLASS, METAL_PLANET, GAS_PLANET, OTHER_PLANET }planetType; }; struct BASE_PLANET_SAVELOAD { U32 slotUser[12]; U16 slotMarks[8]; U16 mySlotMarks[8]; U16 trueMarks[8]; U8 shadowVisibilityFlags; U16 shadowMetal[8]; U16 shadowCrew[8]; U16 shadowGas[8]; SINGLE playerMetalRate[8]; SINGLE playerGasRate[8]; SINGLE playerCrewRate[8]; S32 maxMetal, maxGas, maxCrew; S32 metal, gas, crew; SINGLE metalRegen, gasRegen, crewRegen; SINGLE genCrew, genGas, genMetal; }; struct PLANET_SAVELOAD : BASE_PLANET_SAVELOAD { TRANS_SAVELOAD trans_SL; U8 exploredFlags; MISSION_SAVELOAD mission; }; struct PLANET_VIEW { MISSION_SAVELOAD * mission; BASIC_INSTANCE * rtData; U16 maxMetal; U16 maxGas; U16 maxCrew; U16 metal, gas, crew; SINGLE metalRegen; SINGLE gasRegen; SINGLE crewRegen; }; struct DRONE_RELEASE { char hardpoint[64]; char builderType[32]; U8 numDrones; }; struct BT_FABRICATOR_DATA : BASE_SPACESHIP_DATA { struct DRONE_RELEASE drone_release[2]; SINGLE repairRate; U32 maxQueueSize; SFX::ID buildSound; SFX::ID beginBuildSfx; }; struct EXTENSION_DATA { char extensionName[32]; }; struct BT_EXTENSION_INFO { char addChildName[32]; char removeChildName[32]; char archetypeName[32]; }; struct BASE_PLATFORM_DATA : BASIC_DATA { PLATFORMCLASS type; char fileName[32]; MISSION_DATA missionData; EXTENSION_DATA extension[4]; U8 extensionBits; S8 extensionLevel; char explosionType[32]; char shieldHitType[32]; char ambient_animation[32]; SINGLE mass; SINGLE_TECHNODE techActive; struct SHIELD_DATA shield; U32 slotsNeeded; struct BLINKER_DATA blinkers; U8 commandPoints; U32 metalStorage; U32 gasStorage; U32 crewStorage; }; struct BT_SUPPLYSHIP_DATA : BASE_SPACESHIP_DATA { SINGLE suppliesPerSecond; SINGLE supplyRange; }; struct BASE_WEAPON_DATA : BASIC_DATA { WPNCLASS wpnClass; }; struct BT_PROJECTILE_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE maxVelocity; char blastType[32]; char engineTrailType[32]; }; struct BT_PLASMABOLT_DATA : BT_PROJECTILE_DATA { char textureName[32]; char animName[32]; SINGLE numBolts; struct _pBolt { Vector rollSpeed; SINGLE boltWidth; SINGLE boltSpacing; U32 segmentsX; U32 segmentsY; U32 segmentsZ; Vector offset; struct _boltColor { U8 red,green,blue,alpha; }boltColor; }bolts[4]; }; struct SPECIAL_DAMAGE { U32 supplyDamage; SINGLE shieldFraction; SINGLE moveFraction; SINGLE sensorFraction; }; struct BT_SPECIALBOLT_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE maxVelocity; char blastType[32]; char sparkType[32]; FLASH_DATA flash; SINGLE MASS; SPECIAL_DAMAGE special; }; struct BT_BEAM_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE lifetime; SINGLE maxSweepDist; SINGLE beamWidth; struct _colorStruct { U8 red,green,blue; } blurColor; char contactBlast[32]; }; struct BASE_BEAM_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector startOffset,target1,target2,end; SINGLE time; bool bHit; }; struct BEAM_SAVELOAD : BASE_BEAM_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_GATTLINGBEAM_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE lifetime; SINGLE maxSweepDist; SINGLE beamWidth; char contactBlast[32]; }; struct BASE_GATTLINGBEAM_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector startOffset,target1,target2; SINGLE time, lastTime; bool bHit; }; struct GATTLINGBEAM_SAVELOAD : BASE_GATTLINGBEAM_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_LASERSPRAY_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE lifetime; SINGLE maxSweepDist; SINGLE beamWidth; SINGLE velocity; char contactBlast[32]; }; struct BASE_LASERSPRAY_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector startOffset,target1,target2,target3,target4,target5; SINGLE time, lastTime; bool bHit; }; struct LASERSPRAY_SAVELOAD : BASE_LASERSPRAY_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_ANMBOLT_DATA : BT_PROJECTILE_DATA { char animFile[32]; SINGLE boltSize; }; struct BASE_ANMBOLT_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector initialPos; S32 flashTime; BOOL32 bDeleteRequested:1; U32 launchFlags:8; Vector start, direction; }; struct ANMBOLT_SAVELOAD : BASE_ANMBOLT_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BASE_BOLT_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector initialPos; SINGLE flashTime; BOOL32 bDeleteRequested:1; U32 launchFlags:8; Vector start, direction; }; struct BOLT_SAVELOAD : BASE_BOLT_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BASE_MISSILE_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector initialPos; SINGLE timeToLive; SINGLE wobble; BOOL32 bDeleteRequested:1; BOOL32 bTargetingOff:1; U32 launchFlags:8; }; struct MISSILE_SAVELOAD : BASE_MISSILE_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_ARC_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE jumpRange; SINGLE feedbackRange; U32 maxTendrilStages; SINGLE damageDrop; U32 maxTargets; SINGLE period; bool drainSupplies:1; }; struct ARC_SAVELOAD { SINGLE time; S32 numTendrils; U32 ownerID; U32 systemID; TRANS_SAVELOAD trans_SL; }; enum BLENDS { ONE_ONE=0, SRC_INVSRC=1, SRC_ONE=2, ONE_INVSRC=3 }; struct BILLBOARD_MESH { char mesh_name[32]; char tex_name[32]; S32 size_min,size_max; Vector offset; BLENDS blendMode; }; struct BT_JUMPGATE_DATA : BASIC_DATA { BILLBOARD_MESH billboardMesh[3]; SFX::ID enter1,enter2; SFX::ID arrive1,arrive2; SFX::ID ambience; MISSION_DATA missionData; SINGLE min_hold_time; SINGLE min_stagger_time; }; struct BT_UI_ANIM : BASIC_DATA { char effectType[32]; SINGLE totalTime; SFX::ID sfx; }; struct BT_BLAST : BASIC_DATA { char effectType[3][32]; FLASH_DATA flash; SINGLE totalTime; SFX::ID sfx; SINGLE leadTime; bool bDrawThroughFog; }; struct BT_MESH_EXPLOSION : BASIC_DATA { char secondaryBlastType[32]; char pieceBlastType[32]; char catastrophicBlastType[32]; char rippleBlastType[32]; char fireTrail[32]; }; struct BASE_EFFECT : BASIC_DATA { EFFECTCLASS fxClass; }; struct BT_CLOAKEFFECT_DATA : BASE_EFFECT { char animName[32]; char objectName[32]; SFX ::ID cloakOn; SFX ::ID cloakOff; }; struct BT_FIREBALL_DATA : BASE_EFFECT { char animName[32]; }; struct BT_PARTICLE_DATA : BASE_EFFECT { char fileName[32]; }; struct BT_STREAK_DATA : BASE_EFFECT { char animName[32]; U8 numLines; SINGLE lineTime; }; struct BT_WORMHOLE_EFFECT : BASE_EFFECT { }; struct BT_TALORIAN_EFFECT : BASE_EFFECT { }; struct BT_ANIMOBJ_DATA : BASE_EFFECT { char animName[32]; SINGLE animSize; SINGLE sizeVel; SINGLE lifeTime; bool fadeOut:1; bool faceFront:1; bool bSmooth:1; bool bLooping:1; bool bHasAlphaChannel:1; }; struct RangeFinderSaveLoad { SINGLE rangeError; SINGLE accuracy; U32 targetID; }; struct BASE_LAUNCHER : BASIC_DATA { LAUNCHCLASS type; char weaponType[32]; S32 supplyCost; SINGLE refirePeriod; SINGLE slowRefirePeriod; }; struct BT_TURRET : BASE_LAUNCHER { union TurretJointInfo { SINGLE angVelocity; SINGLE maxAngDeflection; } info; char animation[32]; char hardpoint[64]; char joint[64]; char animMuzzleFlash[32]; U32 muzzleFlashWidth; SINGLE muzzleFlashTime; struct _colorMod { U8 red; U8 green; U8 blue; }colorMod; struct WarmUpBlast { char blastType[32]; SINGLE triggerTime; } warmUpBlast; }; struct BASE_TURRET_SAVELOAD { U32 dwTargetID; Vector targetPos; SINGLE relYaw; SINGLE refireDelay; SINGLE currentRot; Vector offsetVector; }; struct TURRET_SAVELOAD : BASE_TURRET_SAVELOAD { RangeFinderSaveLoad rangeFinderSaveLoad; }; struct BT_VERTICAL_LAUNCH : BASE_LAUNCHER { struct _salvo { SINGLE_TECHNODE techNeed; U32 salvo; }upgrade[4]; SINGLE miniRefire; char hardpoint[10][64]; }; struct VLAUNCH_SAVELOAD { U32 dwTargetID, dwOwnerID; Vector targetPos; U32 attacking; SINGLE refireDelay; S32 miniDelay; S32 salvo; }; struct BT_WAYPOINT : BASIC_DATA { char fileName[32]; MISSION_DATA missionData; }; struct WAYPOINT_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct WAYPOINT_VIEW { MISSION_SAVELOAD * mission; Vector position; }; enum MINETYPE { MINETYPE_UNKOWN = 0, MINETYPE_SPINE }; struct BT_MINEFIELD_DATA : BASIC_DATA { MISSION_DATA missionData; U32 maxMineNumber; U32 damagePerHit; U32 supplyDamagePerHit; U32 hullLostPerHit; MINETYPE mineType; char regAnimation[32]; char blastType[32]; U32 mineWidth; S32 maxVerticalVelocity; S32 maxHorizontalVelocity; U32 mineAcceleration; SINGLE explosionRange; ResourceCost cost; }; struct BASE_MINEFIELD_SAVELOAD { struct GRIDVECTOR gridPos; SINGLE storedDelay; U8 updateCounter; U32 layerRef; bool bUpdateFading:1; bool bDetonating:1; }; struct MINEFIELD_SAVELOAD : BASE_MINEFIELD_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct MINEFIELD_VIEW { U32 mineNumber; }; struct BT_FIGHTER_DATA : BASIC_DATA { char fileName[32]; DYNAMICS_DATA dynamicsData; ARMOR_DATA armorData; char explosionType[32]; char weaponType[32]; char engineTrailType[32]; U16 sensorRadius; U16 cloakedSensorRadius; SINGLE patrolRadius; SINGLE patrolAltitude; SINGLE attackRange; SINGLE dodge; U32 hullPointsMax; U32 maxSupplies; SINGLE refirePeriod; SINGLE patrolPeriod; U32 kamikazeDamage; SFX::ID kamikazeYell; SFX::ID fighterwhoosh; SFX::ID fighterLaunch; }; enum FighterState { ONDECK, PATROLLING, DEAD }; enum FormationType { FT_HUMAN_PATROL, FT_MANTIS_PATROL, FT_HUMAN_ATTACK, FT_MANTIS_ATTACK }; struct BASE_FIGHTER_SAVELOAD { U32 ownerID, dwMissionID; U32 systemID:8; U32 playerID:8; S32 supplies:16; U8 formationIndex; S8 parentIndex; S8 childIndex; S8 myIndex; S32 refireTime:16; S32 patrolTime:16; S32 generalCounter; Vector kamikaziTarget; FighterState state:8; FormationType formationType:8; M_RACE race:8; U8 patrolState; U8 formationState; U8 kamikazeTimer; U8 bCirclePatrol:1; bool bKamikaziTargetSelected:1; bool bKamikaziYellComplete:1; bool bKamikaziComplete:1; }; struct FIGHTER_SAVELOAD : BASE_FIGHTER_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_FIGHTER_WING : BASE_LAUNCHER { SINGLE baseAirAccuracy; SINGLE baseGroundAccuracy; U32 maxFighters; U32 maxCapFighters; U32 maxWingFighters; SINGLE minLaunchPeriod; U32 costOfNewFighter; U32 costOfRefueling; bool bSpecialWeapon; SINGLE_TECHNODE neededTech; char animation[32]; char hardpoint[64]; }; struct FIGHTERWING_SAVELOAD { U32 firstFighterID; bool bBayDoorOpen:1; bool bRecallingFighters:1; bool bAutoAttack:1; bool bSpecialAttack:1; bool bSpecialWeapon:1; bool bTakeoverInProgress:1; S32 createTime; S32 minLaunchTime; S32 bayDoorCloseTime; }; struct BT_AIR_DEFENSE : BASE_LAUNCHER { char hardpoint[64]; SINGLE baseAccuracy; char flashTextureName[32]; SINGLE flashWidth; SINGLE flashFrequency; struct _colorMod { U8 red,green,blue,alpha; } flashColor; SFX::ID soundFx; }; struct AIRDEFENSE_SAVELOAD { S32 refireTime; }; struct BT_SHIPLAUNCH : BASE_LAUNCHER { char hardpoint[64]; char animation[32]; }; struct SHIPLAUNCH_SAVELOAD { U32 dwTargetID, dwOwnerID; Vector targetPos; SINGLE relYaw; SINGLE distanceToTarget; U32 attacking; SINGLE refireDelay; SINGLE currentRot; Vector offsetVector; }; struct MT_QSHIPLOAD { SINGLE yaw; __hexview U32 dwMissionID; NETGRIDVECTOR pos; }; struct MT_QJGATELOAD { NETGRIDVECTOR pos; U32 gate_id,exit_gate_id; bool bJumpAllowed:1; }; struct MT_QFIELDLOAD { U32 systemID; U8 numSquares; GRIDVECTOR pos[40]; }; struct MT_QANTIMATTERLOAD { U32 systemID; U8 numSegments; GRIDVECTOR pts[13]; }; struct MT_QCAMERALOAD { U32 systemID; Vector look; Vector at; SINGLE fovX; SINGLE fovY; }; struct MT_QOBJGENERATOR_LOAD { NETGRIDVECTOR position; SINGLE mean; SINGLE minDiff; SINGLE timer; SINGLE nextTime; char archTypeName[32]; __hexview U32 dwMissionID; bool bGenEnabled:1; }; struct MT_PLANET_QLOAD { NETGRIDVECTOR pos; }; struct MT_TRIGGER_QLOAD { NETGRIDVECTOR position; U32 triggerShipID; U32 triggerObjClassID; U32 triggerMObjClassID; U32 triggerPlayerID; SINGLE triggerRange; U32 triggerFlags; char progName[32]; bool bEnabled:1; bool bDetectOnlyReady:1; }; struct MT_PLAYERBOMB_QLOAD { __hexview U32 dwMissionID; NETGRIDVECTOR position; }; struct MT_LIGHT_QLOAD { U8 red,green,blue; S32 range; NETGRIDVECTOR position; Vector direction; SINGLE cutoff; bool bInfinite; char name[32]; bool bAmbient; }; struct MT_SCRIPTOBJECT_QLOAD { __hexview U32 dwMissionID; NETGRIDVECTOR position; }; struct MT_WAYPOINT_QLOAD { __hexview U32 dwMissionID; NETGRIDVECTOR position; }; struct MT_NUGGET_QLOAD { NETGRIDVECTOR position; }; struct MT_PLATFORM_QLOAD { __hexview U32 dwMissionID; NETGRIDVECTOR position; }; struct MT_BLACKHOLE_QLOAD { NETGRIDVECTOR pos; U8 targetSys[16]; U8 numTargetSys; }; struct XYCoord { S32 x,y; }; struct FIELD_ATTRIBUTES { SINGLE sensorDamp; SINGLE toHitPenalty; SINGLE damage; SINGLE moveSpeedModifier; SINGLE maneuverModifier; }; namespace FIELDTXT { enum INFOHELP { NOTEXT = 3003, FIELD_ION = 3004, FIELD_PLASMA = 3012, FIELD_ASTEROID_SML = 3013, FIELD_ASTEROID_MED = 3117, FIELD_ASTEROID_LG = 3118, FIELD_DEBRIS = 3127, FIELD_ANTIMATTER = 3040, FIELD_ANTI_NEBULA = 3125, FIELD_CELSIUS = 3114, FIELD_HELIOS = 3121, FIELD_CYGNUS = 3122, FIELD_HYADES = 3123, FIELD_LITHIUM = 3124, FIELD_BLACKHOLE = 3126, FIELD_ORENUGGET = 3128, FIELD_GASNUGGET = 3129 }; } struct BASE_FIELD_DATA : BASIC_DATA { FIELDCLASS fieldClass; FIELDTXT::INFOHELP infoHelpID; }; struct U8_RGB { U8 r; U8 g; U8 b; }; struct BT_ASTEROIDFIELD_DATA : BASE_FIELD_DATA { char fileName[4][32]; char dustTexName[32]; char modTextureName[32]; char mapTexName[32]; char softwareTexClearName[32]; char softwareTexFogName[32]; MISSION_DATA missionData; FIELD_ATTRIBUTES attributes; S32 asteroidsPerSquare; S32 polyroidsPerSquare; S32 depth; S32 range; S32 maxDriftSpeed; S32 minDriftSpeed; SINGLE stationaryPercentage; SFX::ID ambientSFX; SINGLE modTexSpeedScale; S32 animSizeMin,animSizeMax; U32 nuggetsPerSquare; SINGLE nuggetZHeight; char nuggetType[4][32]; U8_RGB animColor; }; struct ASTEROIDFIELD_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; U32 exploredFlags; }; struct ASTEROIDFIELD_DATA { char name[32]; }; struct ANTIMATTER_DATA { char name[32]; GRIDVECTOR pts[13]; U32 numSegPts; }; struct BT_ANTIMATTER_DATA : BASE_FIELD_DATA { char textureName[32]; char mapTexName[32]; char softwareTexClearName[32]; char softwareTexFogName[32]; S32 height; S32 segment_width; S32 spacing; MISSION_DATA missionData; }; struct ANTIMATTER_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BT_TRAIL_DATA : BASIC_DATA { char anim[32]; }; enum NEBTYPE { NEB_ION, NEB_ANTIMATTER, NEB_HELIOUS, NEB_LITHIUM, NEB_HYADES, NEB_CELSIUS, NEB_CYGNUS }; struct NEBULA_DATA { char name[32]; U8 amb_r,amb_g,amb_b; U8 alpha; SINGLE top_layer_alpha_scale; }; struct BASE_NEBULA_SAVELOAD { NEBULA_DATA neb; U32 numSquares, numZones, numNuggets; XYCoord squares_xy[40]; }; struct NEBULA_SAVELOAD : BASE_NEBULA_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; U32 exploredFlags; }; struct LIGHTNING_DATA { bool bLightning:1; bool bFlat:1; char lightningTexName[32]; SFX::ID lightningSFX; SINGLE frequency; U16 size; struct LIGHTNING_LIGHT { U8 r,g,b; S32 range; } lightning_light; }; struct BT_NEBULA_DATA : BASE_FIELD_DATA { char textureName[32]; char modTextureName[32]; char mapTexName[32]; char softwareTexClearName[32]; char softwareTexFogName[32]; MISSION_DATA missionData; FIELD_ATTRIBUTES attributes; U8 amb_r,amb_g,amb_b; U8 alpha; struct AMBIENT_NEBULA_LIGHT { U8 r,g,b; SINGLE pulse_frequency; } ambient; LIGHTNING_DATA lightning; SINGLE bottomSpeedScaleMin,bottomSpeedScaleMax; SINGLE topSpeedScaleMin,topSpeedScaleMax; SINGLE top_layer_alpha_scale; SFX::ID ambientSFX; NEBTYPE nebType; U32 nuggetsPerSquare; SINGLE nuggetZHeight; char nuggetType[4][32]; }; struct GT_GLOBAL_SOUNDS { SFX::ID defaultButton; SFX::ID systemSelect; SFX::ID buildConfirm; SFX::ID moveConfirm; SFX::ID startConstuction; SFX::ID endConstruction; SFX::ID zeroMoney; SFX::ID lightindustryButton; SFX::ID heavyindustryButton; SFX::ID hitechindustryButton; SFX::ID hqButton; SFX::ID researchButton; SFX::ID planetDepleted; SFX::ID harvestRedeploy; SFX::ID researchCompleted; }; struct GT_FONT : GENBASE_DATA { enum FONT { BUTTON_FONT = 907, DESCRIPTION_FONT = 909, STATIC_CONTROL = 910, GAMEROOM_LIST = 911, CHATLIST_FONT = 912, OBJTYPE_FONT = 913, GAMEROOM_DROPDOWN = 914, MONEY_FONT = 906, CONTEXTWINDOW = 915, ENDGAMEBANNER = 916, DEFLISTBOX = 902, MESSAGEBOX_FONT = 918, OPENING_FONT = 919, FUTURE_PLAYER = 921, FUTURE_LISTBOX = 920, PLANET_TITLE = 922, PLANET_INFO = 928, DROP_SMALL = 923, OCR_16_700 = 924, NEURO_14_600 = 925, COURIER_12_400 = 926, NEURO_12_400 = 927, OBJECTIVES = 929, LEGAL_FONT = 903, COUNTDOWN = 930, BUTTON3D = 932 } font; bool bMultiline:1; bool bNotScaling:1; bool bToolbarMoney:1; }; struct GT_ANIMATE : GENBASE_DATA { char vfxType[32]; }; struct ANIMATE_DATA { char animateType[32]; S32 xOrigin, yOrigin; U32 dwTimer; bool bFuzzEffect; }; namespace BTNTXT { enum BUTTON_TEXT { NOTEXT = 0, TEST = 1101, SINGLE_PLAYER = 1102, MULTI_PLAYER = 1103, OPTIONS = 1104, BACK = 1105, JOIN = 1108, CREATE = 1109, NEXT = 1111, QUIT = 1112, CANCEL = 1113, YES = 1115, NO = 1116, FINAL_MENU = 1120, ACCEPT = 1121, START = 1122, RESUME = 1117, OK = 1124, SETTINGS = 1118, OPEN = 1119, SAVE = 1123, CONTINUE = 1125, RANDOM_MAP = 1635, LOAD = 1126, GAME_OPTIONS = 1104, MISSION_OBJECTIVES = 1128, END_MISSION = 1129, RESTART = 1130, RESIGN = 1131, RETURN_TO_GAME = 1132, GAME = 1133, SOUND = 1134, GRAPHICS = 1135, NEW_PLAYER = 1138, DELETE_PLAYER = 1139, LOAD_SAVED = 1140, LOAD_CUSTOM = 1141, TERRAN = 1142, MANTIS = 1143, NEW_CAMPAIGN = 1144, REPLAY = 1145, INTRODUCTION = 1106, SKIRMISH = 1107, REPAIR_FLEET = 1146, RESUPPLY_FLEET = 1147, DISBAND_FLEET = 1148, CREATE_FLEET = 1149, TRANSFER_FLAGSHIP = 1150, RESET = 1151, CLOSE = 1152, ALLIES = 1154, ENEMIES = 1153, EVERYONE = 1155, CHANGE_NAME = 1156, CAMPAIGN = 1473, TERRAN_CAMP = 1157, MANTIS_TRAINING = 1158, SOLARIAN_TRAINING = 1159, ZONEGAME = 1605, HELP = 1497, MAP_TYPE = 1166, APPLY = 1114, LOAD_QUICKBATTLE = 1160, CREDITS = 1127 }; } struct GT_BUTTON : GENBASE_DATA { enum BUTTON_TYPE { DEFAULT, PUSHPIN, CHECKBOX, REPEATER, } buttonType:8; S32 leftMargin:8; S32 rightMargin:8; char fontName[32]; struct COLOR { unsigned char red, green, blue; } disabledText, normalText, highlightText; char shapeFile[32]; }; struct BUTTON_DATA { char buttonType[32]; BTNTXT::BUTTON_TEXT buttonText; S32 xOrigin, yOrigin; RECT buttonArea; }; struct GT_DIPLOMACYBUTTON : GENBASE_DATA { S32 leftMargin:8; S32 topMargin:8; char shapeFile[32]; }; struct DIPLOMACYBUTTON_DATA { char buttonType[32]; S32 xOrigin, yOrigin; }; namespace STTXT { enum STATIC_TEXT { NO_STATIC_TEXT = 0, TEST = 1101, PLAYER_NAME = 1401, IP_ADDRESS = 1402, SESSION_NAME = 1404, CONFIRM_QUIT = 1406, TITLE_SELECT_GAME = 1407, PLAYER = 1408, SESSION = 1409, ENTER_TEAM = 1412, ENTER_RACE = 1410, ENTER_COLOR = 1411, SELECTED_MAP = 1414, CHATBOX = 1415, GAME_PAUSED = 1416, INGAME_TITLE = 1417, OPTIONS = 1418, GAMETYPE = 1419, GAMESPEED = 1420, CURSOR_SENSITIVITY = 1463, ARTIFACTS = 1421, MONEY = 1422, RESEARCH = 1423, MAPTYPE = 1424, MAPFILE = 1451, MAPSIZE = 1425, TERRAIN = 1426, STATIC_RESOURCES = 1427, WARNBOOT = 1329, SOLOGAME = 1332, LOADGAME = 1431, SAVEGAME = 1432, FILENAME = 1433, FLEET_SIZE = 1434, SKILL = 1435, BONUS = 1436, DUMMY_MONEY = 10001, DUMMY_NAME = 10002, SHIPCLASS = 1440, HULL = 1441, SUPPLIES = 1442, ARMOR = 1443, ENGINES = 1444, WEAPONS = 1445, SHIELDS = 1446, KILLS = 1447, UNITS = 1449, INGAME_CHAT = 1450, MISSION_OBJECTIVES = 1128, END_MISSION = 1129, SCOREBOARD = 1452, SCORE = 1453, VOLUME = 1403, MUSIC = 1454, EFFECTS = 1455, COMMS = 1456, NETCHAT = 1457, TOOLTIPS = 1458, STATUS_TEXT = 1459, FOGOFWAR = 1460, MAPROTATE = 1461, ROLLOVER = 1462, SLOW = 1625, FAST = 1627, GAMMA = 1465, WEAPON_TRAILS = 1466, EMMISIVE_TEXTURES = 1467, LOD = 1468, TEXTURES = 1469, BACKGROUND = 1470, DEVICES = 1464, ENTER_NAME = 1472, CAMP_SELECT = 1473, SINGLE_PLAYER = 1102, MULTI_PLAYER = 1103, FRONT_OPTIONS = 1104, SKIRMISH = 1474, INTRO = 1475, SELECT_MISSION = 1058, RIGHTCLICK = 1476, JOIN = 1108, CREATE = 1109, ACCEPT = 1121, SCROLLRATE = 1488, QUIT = 1112, RESOLUTION = 1493, ENTER_STATE = 1494, PLAYER_LIST = 1495, PING = 1496, APP_NAME = 44, VERSION = 1428, HELP = 1497, NET_CONNECT = 1489, HARDWARE = 1492, GAME = 1498, SPEED = 1499, MAP = 1413, RESOURCES = 1471, BRIEFING = 1165, VISIBILITY = 1504, DEVICE_CHOICE = 1505, SOFTWARE = 1506, MAP_RANDOM = 1510, MAP_CONQUEST = 1511, MAP_SAVED = 1512, HARDWARE_CURSOR = 1513, PRODUCT_ID = 1514, REGENERATE = 1517, SPECTATORS = 1515, LOCK_ALLIANCES = 1516, LOCK_SETTINGS = 1518, ORE = 1522, GAS = 1523, CREW = 1524, ALLIED = 1525, DIPLOMACY = 1526, NEW_PLAYER = 1527, TITLE_UNITS = 1528, TITLE_BUILDINGS = 1529, TITLE_TERRITORY = 1530, TITLE_RESOURCES = 1531, TITLE_TOTAL = 1532, TITLE_MADE = 1533, TITLE_LOST = 1534, TITLE_KILLS = 1535, TITLE_CONVERTED = 1536, TITLE_ADMIRALS = 1537, TITLE_DESTROYED = 1538, TITLE_RESEARCH = 1539, TITLE_CREW = 1540, TITLE_ORE = 1541, TITLE_GAS = 1542, TITLE_JUMPGATES = 1543, TITLE_PLANETS = 1544, TITLE_EXPLORED = 1545, LOAD_MISSION_DATA = 1546, LEGAL_MAINSCREEN = 41, LEGAL_ABOUT = 42, NUM_SYSTEMS = 1437, BATLEMAP = 1166, DISABLED = 61729, STATIC_TERRAIN = 1553, CHAT = 1555, DIFFICULTY = 1521, EASY = 1557, MEDIUM = 1558, HARD = 1559, SHIPS3D = 1560 }; enum STATIC_TOOLTIP { NO_TOOLTIP = 0, ORE_TOOLTIP = 807, GAS_TOOLTIP = 808, CREW_TOOLTIP = 809, COMMAND_POINTS = 813, DISABLED_TOOLTIP = 816, }; enum STATIC_HINTBOX { NO_HINTBOX = 0, ORE_HINTBOX = 3306, GAS_HINTBOX = 3307, CREW_HINTBOX = 3308, CP_HINTBOX = 3309, DISABLED_HINTBOX = 3310, }; } struct GT_STATIC : GENBASE_DATA { char fontName[32]; struct COLOR { unsigned char red, green, blue; } normalText, background; char shapeFile[32]; enum drawtype { NODRAW, FILL, HASH } backgroundDraw; bool bBackdraw; }; struct STATIC_DATA { char staticType[32]; STTXT::STATIC_TEXT staticText; STTXT::STATIC_TOOLTIP staticTooltip; STTXT::STATIC_HINTBOX staticHintbox; enum alignmenttype { LEFT, CENTER, RIGHT, TOPLEFT, TENBYSIX, LEFTSIX } alignment; S32 xOrigin, yOrigin; S32 width, height; }; namespace HOTKEYS { enum HOTKEY { NONE, IDH_BUILD_PLATS, IDH_CANCEL_COMMAND, IDH_CENTER_SCREEN, IDH_CHATALL, IDH_CHATTEAM, IDH_CHAT_MENU, IDH_CLOAK, IDH_CONTEXT_A, IDH_CONTEXT_B, IDH_CONTEXT_C, IDH_CONTEXT_D, IDH_CONTEXT_E, IDH_CONTEXT_F, IDH_CONTEXT_G, IDH_CONTEXT_H, IDH_CONTEXT_I, IDH_CONTEXT_J, IDH_CONTEXT_K, IDH_CONTEXT_L, IDH_CONTEXT_M, IDH_CONTEXT_N, IDH_CONTEXT_O, IDH_CONTEXT_P, IDH_CONTEXT_Q, IDH_CONTEXT_R, IDH_CONTEXT_S, IDH_CONTEXT_T, IDH_CONTEXT_U, IDH_CONTEXT_V, IDH_CONTEXT_W, IDH_CONTEXT_X, IDH_CONTEXT_Y, IDH_CONTEXT_Z, IDH_CYCLE_ADMIRALS, IDH_CYCLE_FLEETS, IDH_DEBUG_PRINT, IDH_DEFEND, IDH_DESTROY, IDH_DIPLOMACY, IDH_DISBAND_FLEET, IDH_FABRICATOR, IDH_FLEET_GROUP_1, IDH_FLEET_GROUP_2, IDH_FLEET_GROUP_3, IDH_FLEET_GROUP_4, IDH_FLEET_GROUP_5, IDH_FLEET_GROUP_6, IDH_FORM_FLEET, IDH_FULLSCREEN_MAP, IDH_GAME_OPTIONS, IDH_GROUP_0_CREATE, IDH_GROUP_0_SELECT, IDH_GROUP_1_CREATE, IDH_GROUP_1_SELECT, IDH_GROUP_2_CREATE, IDH_GROUP_2_SELECT, IDH_GROUP_3_CREATE, IDH_GROUP_3_SELECT, IDH_GROUP_4_CREATE, IDH_GROUP_4_SELECT, IDH_GROUP_5_CREATE, IDH_GROUP_5_SELECT, IDH_GROUP_6_CREATE, IDH_GROUP_6_SELECT, IDH_GROUP_7_CREATE, IDH_GROUP_7_SELECT, IDH_GROUP_8_CREATE, IDH_GROUP_8_SELECT, IDH_GROUP_9_CREATE, IDH_GROUP_9_SELECT, IDH_LOAD_MENU, IDH_MISSION_OBJ, IDH_MULTIPLAYER_SCORE, IDH_NEXT_UNIT, IDH_PATROL, IDH_PAUSE_GAME, IDH_PREV_UNIT, IDH_QUICK_LOAD, IDH_QUICK_SAVE, IDH_RALLY_POINT, IDH_RECORD_SPEECH, IDH_REPAIR, IDH_REPAIR_FLEET, IDH_REPORT_STATS, IDH_RESEARCH_PLAT, IDH_RESUPPLY_FLEET, IDH_ROTATE_0_WORLD, IDH_ROTATE_90_WORLD_LEFT, IDH_ROTATE_90_WORLD_RIGHT, IDH_ROTATE_WORLD_LEFT, IDH_ROTATE_WORLD_RIGHT, IDH_SAVE_MENU, IDH_SCREEN_SHOT, IDH_SCROLL_DOWN, IDH_SCROLL_DOWNLEFT, IDH_SCROLL_DOWNRIGHT, IDH_SCROLL_LEFT, IDH_SCROLL_RIGHT, IDH_SCROLL_UP, IDH_SCROLL_UPLEFT, IDH_SCROLL_UPRIGHT, IDH_SEEK_EVENT, IDH_SELECT_ALL_FLEET, IDH_SELECT_IDLE_CIVILIAN, IDH_SELECT_IDLE_MILITARY, IDH_SELL, IDH_SPECIAL_ABILITY, IDH_SPECIAL_AEGIS, IDH_SPECIAL_ASSAULT, IDH_SPECIAL_AUGER, IDH_SPECIAL_BOMBER, IDH_SPECIAL_CLOAK, IDH_SPECIAL_DESTABILIZER, IDH_SPECIAL_FURYRAM, IDH_SPECIAL_MASSDISRUPT, IDH_SPECIAL_MIMIC, IDH_SPECIAL_MINELAYER, IDH_SPECIAL_PROBE, IDH_SPECIAL_PROTEUSMINE, IDH_SPECIAL_REPEL, IDH_SPECIAL_REPULSOR, IDH_SPECIAL_SHROUD, IDH_SPECIAL_STASIS, IDH_SPECIAL_SYNTHESIS, IDH_SPECIAL_TEMPEST, IDH_SPECIAL_VAMPIRE, IDH_SPECIAL_WORMHOLE, IDH_STANCE_ATTACK, IDH_STANCE_DEFENSIVE, IDH_STANCE_IDLE, IDH_STANCE_STANDGROUND, IDH_SUPPLY_STANCE_FULLYAUTO, IDH_SUPPLY_STANCE_NOAUTO, IDH_SUPPLY_STANCE_RESUPPLY, IDH_TEST_SPEECH, IDH_TOGGLE_SCREENMODE, IDH_TOGGLE_TOOLBAR, IDH_TOGGLE_ZOOM, IDH_TRANSFER_FLAGSHIP, IDH_WIN_CLOSE, IDH_ZOOM_IN, IDH_ZOOM_OUT }; } namespace HOTBUTTONTYPE { enum TYPE { HOTBUTTON = 0, BUILD, RESEARCH, MULTI, TABBUTTON }; }; namespace HBTNTXT { enum BUTTON_TEXT { NOTEXT = 0, ROTATE_LEFT = 409, ROTATE_RIGHT = 410, MINIMIZE_TB = 477, RESTORE_TB = 478, OPTIONS = 479, HOMEWORLD = 402, FLEET = 403, LT_INDUSTRY = 404, HV_INDUSTRY = 406, HITECH = 407, RESEARCH = 411, DIPLOMACY = 408, NEXT = 480, PREVIOUS = 481, GOTO = 554, FLEET_ATTACK = 475, FLEET_DEFEND = 476, FLEET_ADD = 473, FLEET_REMOVE = 474, FLEET_RAID = 482, STOP = 483, PATROL = 484, SALVAGE = 485, RALLYPOINT = 486, REPAIR = 487, SUPPLY = 488, DIPLOMACY_TT = 489, HEADQUARTERS = 490, RESEARCH_TT = 491, FLEET_TT = 492, INDUSTRY_TT = 493, HEAVYINDUSTRY = 494, TECHINDUSTRY = 495, TRANSFER_FO = 496, FLEET_INVENTORY = 497, VIEW_FLAGSHIP = 499, BACK = 500, RESUPPLY_UNIT = 501, RESUPPLY_GROUP = 502, STANCE_ATTACK = 579, STANCE_DEFEND = 580, STANCE_STANDGROUND = 581, STANCE_IDLE = 582, ESCORT_DEFEND = 583, NON_GUNBOAT_SELECT = 584, ROTATE_0_DEG = 585, STARMAP = 586, CHAT = 587, FLEET_FORM = 588, FLEET_DISBAND = 589, FLEET_REPAIR = 591, FLEET_RESUPPLY = 590, TROOPSHIP_ASSAULT = 592, TRANSFER_ADMIRAL = 593, MISSION_OBJ = 700, AUTOSUPP_ON = 703, AUTOSUPP_OFF = 704, AUTOSUPP_FULL = 705, CLOAK = 835, TEMPEST_CHARGE = 836, PROBE = 837, VAMPIRE_ARC = 838, AEGIS_SHIELD = 839, PING = 840, EXPLO_RAM = 841, GRAVITY_WELL = 842, REPELLENT_CLOUD = 843, REPULSOR_BEAM = 844, SYNTHESIS = 845, MASS_DISRUPTOR = 847, AURORA_CLOAKER = 846, DESTAB_TORP = 848, TRACTOR_BEAM = 849, MIMIC = 850, EXPLOMINES = 851, PULSEMINES = 853, HALSEY_F1 = 817, HAWKES_F2 = 818, TAKEI_F3 = 819, STEELE_F4 = 820, SMIRNOFF_F5 = 821, BENSON_F6 = 822, MORDELLA_F1 = 823, AZKAR_F2 = 824, VERLAK_F3 = 825, KERTAK_F4 = 826, THRIPID_F5 = 827, MALKOR_F6 = 828, BLANUS_F1 = 829, ELAN_F2 = 830, VIVAC_F3 = 831, JOULE_F4 = 832, PROCYO_F5 = 833, NATUS_F6 = 834 }; enum HOTBUTTONINFO { NOHOTBUTTONINFO = 1047, HB_RALLYPOINT = 1052, HB_STOP = 1053, HB_SALVAGE = 1054, BUTTON_RESEARCH = 3081, BUTTON_SHIPYARD = 3082, BUTTON_NONGUNBOAT = 3083, BUTTON_FLEETS = 3084, BUTTON_DIPLOMACY = 3085, BUTTON_OPTION = 3087, BUTTON_CHAT = 3086, BUTTON_SUPPLY = 3088, BUTTON_GAS = 3089, BUTTON_ORE = 3090, BUTTON_CREW = 3091, BUTTON_ATTACK = 3092, BUTTON_DEFEND = 3093, BUTTON_STAND = 3094, BUTTON_IDLE = 3095, BUTTON_STOP = 3096, BUTTON_PATROL = 3097, BUTTON_ESCORT = 3098, BUTTON_GOTO = 3099, BUTTON_SELL = 3100, BUTTON_RALLY = 3101, MAP_SYSTEM = 3102, MAP_SECTOR = 3103, MAP_ROTATERIGHT = 3104, MAP_ROTATELEFT = 3105, MAP_RESTORE = 3106, MAP_STARMAP = 3107, TOOLBAR_MIN = 3108, TOOLBAR_MAX = 3109, SUPPLY_ON = 3268, SUPPLY_OFF = 3269, SUPPLY_AUTO = 3270, SPECIALW_CLOAK = 3160, SPECIALW_PING = 3272, SPECIALW_TEMPEST = 3161, SPECIALW_PROBE = 3162, SPECIALW_VAMPIRE = 3163, SPECIALW_AEGIS = 3164, SPECIALW_MIMIC = 3184, SPECIALW_GRAVWELL = 3186, SPECIALW_REPELLCLOUD = 3185, SPECIALW_EXPLORAM = 3273, SPECIALW_REPULSOR = 3187, SPECIALW_SYNTHESIS = 3243, SPECIALW_DISRUPTOR = 3244, SPECIALW_AURORACLOAK = 3245, SPECIALW_DESTABILIZE = 3246, SPECIALW_TRACTORBEAM = 3247, SPECIALW_EXPLOMINES = 3274, SPECIALW_CPING = 3286, SPECIALW_MPING = 3292 }; enum HOTBUTTONHINT { NO_HOTBUTTONHINT = 0, SPECIALW_AD_CLOAK = 3311, SPECIALW_AD_PING = 3272, SPECIALW_AD_TEMPEST = 3312, SPECIALW_AD_PROBE = 3313, SPECIALW_AD_VAMPIRE = 3314, SPECIALW_AD_AEGIS = 3315, SPECIALW_AD_MIMIC = 3316, SPECIALW_AD_GRAVWELL = 3318, SPECIALW_AD_REPELLCLOUD = 3317, SPECIALW_AD_EXPLORAM = 3320, SPECIALW_AD_REPULSOR = 3319, SPECIALW_AD_SYNTHESIS = 3321, SPECIALW_AD_DISRUPTOR = 3322, SPECIALW_AD_SHROUD = 3323, SPECIALW_AD_DESTABILIZE = 3324, SPECIALW_AD_AUGERRAY = 3325, SPECIALW_AD_CLOAKS = 3326, BUTTON_FORMFLEET = 3327, BUTTON_DISBANDFLEET = 3328, BUTTON_REPAIRFLEET = 3329, BUTTON_RESUPPLYFLEET = 3330, BUTTON_TRANSFER = 3331, BUTTON_ASSAULT = 3332, }; enum BUILD_TEXT { NOBUILDTEXT = 0, RESEARCH_REQUIRED = 503, REFINERY_REQUIRED = 504, BALLISTICSLAB_REQUIRED = 595, OUTPOST_REQUIRED = 596, TENDER_REQUIRED = 597, ADVHULL_REQUIRED = 598, HVYSHIPYARD_REQUIRED = 603, HANGER_REQUIRED = 599, ACADEMY_REQUIRED = 600, AWSLAB_REQUIRED = 601, HQ_REQUIRED = 602, DISPLACEMENTLAB_REQUIRED = 605, PROPULSION_REQUIRED = 604, LIGHTSHIPYARD_REQUIRED = 626, COCOON_REQUIRED = 627, COLLECTOR_REQUIRED = 628, WARLORDTRAINING_REQUIRED = 629, THRIPID_REQUIRED = 630, NIAD_REQUIRED = 631, CARRIONROOST_REQUIRED = 632, MUTATIONCOLONY_REQUIRED = 633, ACROPOLIS_REQUIRED = 636, OXIDATOR_REQUIRED = 637, PAVILION_REQUIRED = 638, BUNKER_REQUIRED = 639, SENTINELTOWER_REQUIRED = 640, GREATERPAVILION_REQUIRED = 641, CITADEL_REQUIRED = 642, XENOCHAMBER_REQUIRED = 643, MUNITIONSANNEX_REQUIRED = 644, PROTEUS_REQUIRED = 651, TURBINEDOCK_REQUIRED = 652, TALOREANMATRIX_REQUIRED = 698, PLANTATION_REQUIRED = 699, GRCOLLECTOR_REQUIRED = 706, BLASTFURNACE_REQUIRED = 707, EYESTALK_REQUIRED = 708, EXPLOSIVE_REQUIRED = 709, DISSECT_REQUIRED = 710, BIOFORGE_REQUIRED = 711, FUSIONMILL_REQUIRED = 712, CARAPACEPLANT_REQUIRED = 713, HYBRIDCENTER_REQUIRED = 714, AWSPROP_REQUIRED = 716, ACADEMYDISPPROP_REQUIRED = 717, SUPPLY_REQUIRED = 718, SENSORTOWER_REQUIRED = 719, COLLECT_PLANT_REQUIRED = 720, BIO_CARR_DIS_REQUIRED = 721, EUTRO_OXI_REQUIRED = 722, GRPAV_HEL_REQUIRED = 723, MUN_TURB_REQUIRED = 724, MUN_TURB_XENO_REQUIRED = 725, GRPAV_PROT_REQUIRED = 726, REPAIR_REQUIRED = 756, LASER_REQUIRED = 757, TERRANJUMP_REQUIRED = 758, FAB_REQUIRED = 761, SUPSHIP_REQUIRED = 762, HARVESTER_REQUIRED = 763, CORVETTE_REQUIRED = 764, MISSILECRUISER_REQUIRED = 765, INFILTRATOR_REQUIRED = 766, TROOPSHIP_REQUIRED = 767, BATTLESHIP_REQUIRED = 768, FLEETCARRIER_REQUIRED = 769, LANCERCRUISER_REQUIRED = 770, DREADNOUGHT_REQUIRED = 771, MANTISJUMP_REQUIRED = 772, PLASMASPITTER_REQUIRED = 773, PLASMAHIVE_REQUIRED = 774, VORAAKCANNON_REQUIRED = 775, WEAVER_REQUIRED = 776, ZORAP_REQUIRED = 777, SIPHON_REQUIRED = 778, SCOUTCARRIER_REQUIRED = 779, FRIGATE_REQUIRED = 780, KHAMIR_REQUIRED = 781, HIVECARRIER_REQUIRED = 782, SEEKER_REQUIRED = 783, SCARAB_REQUIRED = 784, LEECH_REQUIRED = 785, TIAMAT_REQUIRED = 786, SPINELAYER_REQUIRED = 787, EUTROMILL_REQUIRED = 788, CELJUMPGATE_REQUIRED = 789, ANVIL_REQUIRED = 790, HELIONVEIL_REQUIRED = 791, ESPCOIL_REQUIRED = 792, HYDROFOIL_REQUIRED = 793, STARBURST_REQUIRED = 794, PORTAL_REQUIRED = 795, FORGER_REQUIRED = 796, STRATUM_REQUIRED = 797, GALIOT_REQUIRED = 798, TAOS_REQUIRED = 799, POLARIS_REQUIRED = 800, ORACLE_REQUIRED = 801, LEGIONNAIRE_REQUIRED = 802, AURORA_REQUIRED = 803, ATLAS_REQUIRED = 804, TRIREME_REQUIRED = 805, MONOLITH_REQUIRED = 806, ION_REQUIRED = 760, SPACE_REQUIRED = 759 }; enum BUILDINFO { NOBUILDINFO = 3001, BUILD_CORVETTE = 3005, BUILD_MISSILECRUISER = 3006, BUILD_LSAT = 3007, BUILD_TANKER = 3008, BUILD_TROOPSHIP = 3009, BUILD_FLEETCARRIER = 3014, BUILD_BATTLESHIP = 3015, BUILD_SPACESTATION = 3016, BUILD_DREADNOUGHT = 3017, BUILD_INFILTRATOR = 3018, BUILD_LANCERCRUISER = 3019, BUILD_SUPPLYSHIP = 3020, BUILD_FABRICATOR = 3021, BUILD_ADVFABRICATOR = 3022, BUILD_FLEETADMIRAL = 3023, BUILD_SUPPLYDEPOT = 3024, BUILD_OUTPOST = 3025, BUILD_LASERTURRET = 3026, BUILD_NAVALACADEMY = 3027, BUILD_MRSENSOR = 3028, BUILD_ADVHULL = 3029, BUILD_PROBLAB = 3030, BUILD_REPAIRDEPOT = 3031, BUILD_HEAVYIND = 3032, BUILD_AWSLAB = 3033, BUILD_DEFENSEBATTERY = 3034, BUILD_LRSENSOR = 3035, BUILD_LOGISTICS = 3036, BUILD_NANOMETAL = 3037, BUILD_TECHIND = 3038, BUILD_FORCEWAVE = 3039, BUILD_REFINERY = 3010, BUILD_LIGHTIND = 3011, BUILD_HQ = 3041, BUILD_BALLISTICSLAB = 3042, BUILD_TENDER = 3043, BUILD_HANGER = 3044, BUILD_SENSORTOWER = 3045, BUILD_DISPLACEMENTLAB = 3046, BUILD_IONCANNON = 3047, BUILD_HVYREFINERY = 3048, BUILD_COCOON = 3049, BUILD_COLLECTOR = 3050, BUILD_GRCOLLECTOR = 3051, BUILD_JUMPGATE = 3052, BUILD_WARLORD = 3053, BUILD_THRIPID = 3054, BUILD_NIAD = 3055, BUILD_PLANTATION = 3056, BUILD_DISSECTION = 3057, BUILD_BLASTFURNACE = 3058, BUILD_EXPLORANGE = 3059, BUILD_EYESTALK = 3060, BUILD_MUTATION = 3061, BUILD_BIOFORGE = 3062, BUILD_FUSIONMILL = 3063, BUILD_CARAPACE = 3064, BUILD_HYBRID = 3065, BUILD_CARRIONROOST = 3066, BUILD_PLASMASPITTER = 3067, BUILD_PLASMAHIVE = 3068, BUILD_VORAAK = 3069, BUILD_WEEVER = 3070, BUILD_ZORAP = 3071, BUILD_SIPHON = 3072, BUILD_FRIGATE = 3073, BUILD_SCOUTCARRIER = 3074, BUILD_LEECH = 3077, BUILD_KHAMIR = 3075, BUILD_SPINELAYER = 3076, BUILD_HIVECARRIER = 3078, BUILD_SCARAB = 3079, BUILD_TIAMAT = 3080, BUILD_SEEKER = 3176, BUILD_ACROPOLIS = 3213, BUILD_OXIDATOR = 3214, BUILD_SENTINEL = 3215, BUILD_PAVILION = 3216, BUILD_BUNKER = 3217, BUILD_HELION = 3218, BUILD_ESPCOIL = 3219, BUILD_CITADEL = 3220, BUILD_EUTROMIL = 3221, BUILD_GRPAVILION = 3222, BUILD_PROTEUS = 3223, BUILD_XENOCHAMBER = 3224, BUILD_MUNITIONS = 3225, BUILD_ANVIL = 3226, BUILD_TURBINE = 3227, BUILD_HYDROFOIL = 3228, BUILD_MATRIX = 3229, BUILD_STARBURST = 3230, BUILD_PORTAL = 3231, BUILD_FORGER = 3233, BUILD_STRATUM = 3234, BUILD_GALIOT = 3235, BUILD_TAOS = 3232, BUILD_ORACLE = 3236, BUILD_AURORA = 3237, BUILD_LEGIONAIRE = 3238, BUILD_POLARIS = 3239, BUILD_ATLAS = 3240, BUILD_TRIREME = 3241, BUILD_MONOLITH = 3242, }; enum RESEARCH_TEXT { NORESEARCHTEXT = 0, RES_MC = 505, RES_LSAT = 506, RES_MCCLOAK = 507, RES_TROOPSHIP1 = 508, RES_TROOPSHIP2 = 727, RES_TROOPSHIP3 = 728, RES_ENGINE1 = 509, RES_ENGINE2 = 510, RES_ENGINE3 = 511, RES_ENGINE4 = 512, RES_ENGINE5 = 677, RES_BATTLESHIP = 513, RES_BATTLECHARGES = 514, RES_DREADNOUGHT = 515, RES_DREADSHIELD = 516, RES_FCPROBE = 517, RES_SPACESTATION = 518, RES_SUPPLYSHIP = 519, RES_HULL1 = 520, RES_HULL2 = 521, RES_HULL3 = 522, RES_HULL4 = 523, RES_HULL5 = 682, RES_WEAPON1 = 524, RES_WEAPON2 = 525, RES_WEAPON3 = 526, RES_WEAPON4 = 527, RES_WEAPON5 = 681, RES_LANCER = 528, RES_LANCERARC = 529, RES_SUPPLY1 = 530, RES_SUPPLY2 = 531, RES_SUPPLY3 = 532, RES_SUPPLY4 = 533, RES_SUPPLY5 = 679, RES_SHIELD1 = 534, RES_SHIELD2 = 535, RES_SHIELD3 = 536, RES_SHIELD4 = 537, RES_SHIELD5 = 680, RES_HARVESTER1 = 561, RES_HARVESTER2 = 562, RES_REPAIR = 563, RES_MISSILE1 = 564, RES_MISSILE2 = 565, RES_FLEET1 = 566, RES_FLEET2 = 567, RES_FLEET3 = 568, RES_FLEET4 = 569, RES_FLEET5 = 678, RES_SENSOR1 = 570, RES_SENSOR2 = 571, RES_SENSOR3 = 572, RES_SENSOR4 = 573, RES_SENSOR5 = 578, RES_FIGHTER1 = 574, RES_FIGHTER2 = 575, RES_FIGHTER3 = 576, RES_FIGHTER4 = 577, RES_FIGHTER5 = 609, RES_TENDER1 = 542, RES_TENDER2 = 608, RES_EXPLORAM1 = 610, RES_EXPLORAM2 = 611, RES_CAMO = 612, RES_REPELLCLOUD = 613, RES_GRAVWELL = 614, RES_BOMBER = 615, RES_MUTATIONCOLONY = 616, RES_WARLORDTRAINING = 617, RES_EXPLOSIVESRANGE = 618, RES_NIAD = 619, RES_FUSIONMILL = 620, RES_CARAPACE = 621, RES_DISSECTION = 625, RES_HYBRID = 622, RES_VORAAK = 624, RES_PLASMAHIVE = 623, RES_HEAVYREFINERY = 634, RES_SUPERHVYREFINERY= 635, RES_SYNTHESIS = 645, RES_COLLECTIVE = 646, RES_MASSDISRUPTOR = 647, RES_ECLIPSETORPEDO = 648, RES_DESTABILIZER = 649, RES_REPULSERBEAM = 650, RES_SIPHON1 = 658, RES_SIPHON2 = 659, RES_SIPHON3 = 663, RES_PLANTATION1 = 660, RES_PLANTATION2 = 661, RES_PLANTATION3 = 662, RES_ORE1 = 664, RES_ORE2 = 665, RES_ORE3 = 666, RES_GAS1 = 667, RES_GAS2 = 668, RES_GAS3 = 669, RES_GALIOT1 = 683, RES_GALIOT2 = 684, RES_EUTROMIL1 = 685, RES_EUTROMIL2 = 686, RES_LEGIONAIRE1 = 694, RES_LEGIONAIRE2 = 695, RES_LEGIONAIRE3 = 696, RES_LEGIONAIRE4 = 697, RES_AURORACLOAK = 701, RES_TRACTOR = 702, RES_T_HALSEY = 396, RES_T_HAWKES = 397, RES_T_BENSON = 398, RES_T_SMIRNOFF = 399, RES_T_STEELE = 401, RES_T_TAKAI = 670, RES_M_MORDELLA = 671, RES_M_AZKAR = 672, RES_M_VERLAK = 673, RES_M_KERTAK = 674, RES_M_THRIPID = 675, RES_M_MALKOR = 676, RES_S_BLANUS = 687, RES_S_ELAN = 688, RES_S_VIVAC = 689, RES_S_JOULE = 690, RES_S_PROCY = 691, RES_S_NATUS = 692, RES_GRCOLLECTOR = 715, RES_LEECH1 = 729, RES_LEECH2 = 730, RES_CMISSILE1 = 814, RES_CMISSILE2 = 815 }; enum RESEARCHINFO { NORESEARCHINFO = 3002, UPGRADE_TENDER1 = 3110, UPGRADE_TENDER2 = 3111, UPGRADE_SUPPLY1 = 3112, UPGRADE_SUPPLY2 = 3113, UPGRADE_SUPPLY3 = 3171, UPGRADE_SUPPLY4 = 3172, UPGRADE_SUPPLY5 = 3173, UPGRADE_SENSOR1 = 3115, UPGRADE_SENSOR2 = 3116, UPGRADE_SENSOR3 = 3119, UPGRADE_SENSOR4 = 3120, UPGRADE_SENSOR5 = 3208, UPGRADE_WEAPON1 = 3130, UPGRADE_WEAPON2 = 3131, UPGRADE_WEAPON3 = 3132, UPGRADE_WEAPON4 = 3133, UPGRADE_WEAPON5 = 3201, UPGRADE_HARVESTER1 = 3134, UPGRADE_HARVESTER2 = 3135, UPGRADE_TROOPSHIP1 = 3136, UPGRADE_TROOPSHIP2 = 3137, UPGRADE_TROOPSHIP3 = 3138, UPGRADE_FLEET1 = 3139, UPGRADE_FLEET2 = 3140, UPGRADE_FLEET3 = 3141, UPGRADE_FLEET4 = 3142, UPGRADE_FLEET5 = 3203, UPGRADE_MISSILE1 = 3143, UPGRADE_MISSILE2 = 3144, UPGRADE_HULL1 = 3145, UPGRADE_HULL2 = 3146, UPGRADE_HULL3 = 3147, UPGRADE_HULL4 = 3148, UPGRADE_HULL5 = 3200, UPGRADE_SHIELD1 = 3149, UPGRADE_SHIELD2 = 3150, UPGRADE_SHIELD3 = 3151, UPGRADE_SHIELD4 = 3152, UPGRADE_SHIELD5 = 3202, UPGRADE_ENGINE1 = 3153, UPGRADE_ENGINE2 = 3154, UPGRADE_ENGINE3 = 3155, UPGRADE_ENGINE4 = 3156, UPGRADE_ENGINE5 = 3199, UPGRADE_FIGHTER1 = 3157, UPGRADE_FIGHTER2 = 3158, UPGRADE_FIGHTER3 = 3159, UPGRADE_FIGHTER4 = 3169, UPGRADE_FIGHTER5 = 3170, SPECIAL_CLOAK = 3160, SPECIAL_TEMPEST = 3161, SPECIAL_PROBE = 3162, SPECIAL_VAMPIRE = 3163, SPECIAL_AEGIS = 3164, UPGRADE_ORE1 = 3165, UPGRADE_ORE2 = 3166, UPGRADE_ORE3 = 3174, UPGRADE_GAS1 = 3167, UPGRADE_GAS2 = 3168, UPGRADE_GAS3 = 3175, UPGRADE_SIPHON1 = 3177, UPGRADE_SIPHON2 = 3178, UPGRADE_SIPHON3 = 3188, UPGRADE_PLANTATION1 = 3179, UPGRADE_PLANTATION2 = 3180, UPGRADE_PLANTATION3 = 3181, UPGRADE_EXPLORAM1 = 3182, UPGRADE_EXPLORAM2 = 3183, SPECIAL_MIMIC = 3184, SPECIAL_REPELLCLOUD = 3185, SPECIAL_GRAVWELL = 3186, SPECIAL_REPULSEBEAM = 3187, EVOLUTION_GRCOLLECTOR = 3189, EVOLUTION_EXPLORANGE = 3191, EVOLUTION_MUTACOLONY = 3192, EVOLUTION_FUSIONMILL = 3193, EVOLUTION_CARAPACE = 3194, EVOLUTION_HYBRID = 3195, EVOLUTION_PLASMAHIVE = 3196, EVOLUTION_VORAAK = 3197, EVOLUTION_NIAD = 3190, UPGRADE_REPAIR = 3198, UPGRADE_GALIOT1 = 3204, UPGRADE_GALIOT2 = 3205, UPGRADE_EUTROMIL1 = 3206, UPGRADE_EUTROMIL2 = 3207, UPGRADE_LEGIONAIRE1 = 3209, UPGRADE_LEGIONAIRE2 = 3210, UPGRADE_LEGIONAIRE3 = 3211, UPGRADE_LEGIONAIRE4 = 3212, SPECIAL_SYNTHESIS = 3243, SPECIAL_DISRUPTOR = 3244, SPECIAL_AURORACLOAK = 3245, SPECIAL_DESTABILIZE = 3246, SPECIAL_TRACTORBEAM = 3247, ADMIRAL_HALSEY = 3248, ADMIRAL_HAWKES = 3249, ADMIRAL_BENSON = 3250, ADMIRAL_STEELE = 3252, ADMIRAL_SMIRNOFF = 3251, ADMIRAL_TAKAI = 3253, ADMIRAL_MORDELLA = 3254, ADMIRAL_AZKAR = 3255, ADMIRAL_VERLAK = 3256, ADMIRAL_KERTAK = 3257, ADMIRAL_THRIPID = 3258, ADMIRAL_MALKOR = 3259, ADMIRAL_BLANUS = 3260, ADMIRAL_ELAN = 3261, ADMIRAL_VIVAC = 3262, ADMIRAL_JOULE = 3263, ADMIRAL_PROCYO = 3264, ADMIRAL_NATUS = 3265, UPGRADE_LEECH1 = 3266, UPGRADE_LEECH2 = 3267, UPGRADE_CWEAPON1 = 3277, UPGRADE_CWEAPON2 = 3278, UPGRADE_CWEAPON3 = 3279, UPGRADE_CWEAPON4 = 3280, UPGRADE_CWEAPON5 = 3281, UPGRADE_CSUPPLY1 = 3287, UPGRADE_CSUPPLY2 = 3288, UPGRADE_CSUPPLY3 = 3289, UPGRADE_CSUPPLY4 = 3290, UPGRADE_CSUPPLY5 = 3291, UPGRADE_CORE1 = 3282, UPGRADE_CORE2 = 3283, UPGRADE_CORE3 = 3304, UPGRADE_CGAS1 = 3284, UPGRADE_CGAS2 = 3285, UPGRADE_CGAS3 = 3305, UPGRADE_CMISSILE1 = 3275, UPGRADE_CMISSILE2 = 3276, UPGRADE_MWEAPON1 = 3293, UPGRADE_MWEAPON2 = 3294, UPGRADE_MWEAPON3 = 3295, UPGRADE_MFIGHTER1 = 3296, UPGRADE_MFIGHTER2 = 3297, UPGRADE_MFIGHTER3 = 3298, UPGRADE_MFIGHTER4 = 3299, UPGRADE_MFIGHTER5 = 3300, UPGRADE_MSUPPLY1 = 3301, UPGRADE_MSUPPLY2 = 3302, UPGRADE_MSUPPLY3 = 3303 }; enum MULTIBUTTONINFO { NO_MULTI_INFO = 0, TEST_MULTI_INFO = 3303, STATIC_HALSEY = 3248, STATIC_HAWKES = 3249, STATIC_BENSON = 3250, STATIC_SMIRNOFF = 3251, STATIC_STEELE = 3252, STATIC_TAKAI = 3253, STATIC_MORDELLA = 3254, STATIC_AZKAR = 3255, STATIC_VERLAK = 3256, STATIC_KERTAK = 3257, STATIC_THRIPID = 3258, STATIC_MALKOR = 3259, STATIC_BLANUS = 3260, STATIC_ELAN = 3261, STATIC_VIVAC = 3262, STATIC_JOULE = 3263, STATIC_PROCYO = 3264, STATIC_NATUS = 3265 }; } struct GT_HOTBUTTON : GENBASE_DATA { HOTBUTTONTYPE::TYPE buttonType; char fontType[32]; struct _textColor { U8 red,green,blue; }textColor; }; struct HOTBUTTON_DATA { U32 baseImage; S32 xOrigin, yOrigin; HBTNTXT::BUTTON_TEXT buttonText; HBTNTXT::HOTBUTTONINFO buttonInfo; HBTNTXT::HOTBUTTONHINT buttonHint; HOTKEYS::HOTKEY hotkey; bool bDisabled; }; struct BUILDBUTTON_DATA { U32 baseImage; U32 noMoneyImage; S32 xOrigin, yOrigin; char rtArchetype[32]; SINGLE_TECHNODE techDependency, techGreyed; HBTNTXT::BUILD_TEXT greyedTooltip; HBTNTXT::BUILDINFO buildInfo; HOTKEYS::HOTKEY hotkey; bool bDisabled; }; struct RESEARCHBUTTON_DATA { U32 baseImage; U32 noMoneyImage; S32 xOrigin, yOrigin; char rtArchetype[32]; HBTNTXT::RESEARCH_TEXT tooltip; HBTNTXT::RESEARCHINFO researchInfo; HOTKEYS::HOTKEY hotkey; bool bDisabled; }; struct MULTIHOTBUTTON_DATA { S32 xOrigin, yOrigin; HOTKEYS::HOTKEY hotkey; bool bSingleShape; bool bDisabled; }; namespace TABTXT { enum TAB_TEXT { NO_TAB_TEXT=0, PLAYER = 1901, GRAPHICS = 1902, SOUNDS = 1903, TOTALS = 1904, UNITS = 1905, BUILDINGS = 1906, TERRITORY = 1907, RESOURCES = 1908 }; } struct GT_TABCONTROL : GENBASE_DATA { struct COLOR { unsigned char red, green, blue; } normalColor, hiliteColor, selectedColor; }; struct TABCONTROL_DATA { char tabControlType[32]; char hotButtonType[32]; int iBaseImage; int numTabs; TABTXT::TAB_TEXT textID[6]; bool bUpperTabs; int xpos; int ypos; }; struct GT_LISTBOX : GENBASE_DATA { char fontName[32]; struct COLOR { unsigned char red, green, blue; } disabledText, normalText, highlightText, selectedText, selectedTextGrayed; char shapeFile[32]; char scrollBarType[32]; }; struct LISTBOX_DATA { char listboxType[32]; S32 xOrigin, yOrigin; RECT textArea; U32 leadingHeight; bool bStatic:1; bool bSingleClick:1; bool bScrollbar:1; bool bSolidBackground:1; bool bNoBorder:1; bool bDisableMouseSelect:1; }; namespace EDTXT { enum EDIT_TEXT { NONE=0, ETXT_TEST = 1101, IP_ADDRESS_DEFAULT = 1110 }; } struct GT_EDIT : GENBASE_DATA { char fontName[32]; struct COLOR { unsigned char red, green, blue; } disabledText, normalText, highlightText, selectedText, caret; char shapeFile[32]; S32 justify; S32 width; S32 height; }; struct EDIT_DATA { char editType[32]; EDTXT::EDIT_TEXT editText; S32 xOrigin, yOrigin; }; struct GT_DROPDOWN : GENBASE_DATA { }; struct DROPDOWN_DATA { char dropdownType[32]; RECT screenRect; BUTTON_DATA buttonData; LISTBOX_DATA listboxData; }; struct GT_COMBOBOX : GENBASE_DATA { }; struct COMBOBOX_DATA { char comboboxType[32]; RECT screenRect; EDIT_DATA editData; BUTTON_DATA buttonData; LISTBOX_DATA listboxData; }; struct GT_SLIDER : GENBASE_DATA { struct COLOR { unsigned char red, green, blue; } disabledColor, normalColor, highlightColor, alertColor; bool bVertical; U32 indent; char shapeFile[32]; }; struct SLIDER_DATA { char sliderType[32]; RECT screenRect; S32 xOrigin, yOrigin; }; struct GT_MENU1 { struct OPENING { RECT screenRect; STATIC_DATA background; BUTTON_DATA single, multi, intro, options, help, quit; STATIC_DATA staticSingle, staticMulti, staticIntro, staticOptions, staticHelp; ANIMATE_DATA animMedia, animSingle, animMulti, animOptions, animQuestion; STATIC_DATA staticLegal; } opening; struct SINGLEPLAYER_MENU { RECT screenRect; STATIC_DATA background, staticSingle, staticName; BUTTON_DATA buttonCampaign, buttonSkirmish, buttonLoad, buttonQBLoad; BUTTON_DATA buttonBack; } singlePlayerMenu; struct SELECT_CAMPAIGN { RECT screenRect; STATIC_DATA background, title; STATIC_DATA staticName; BUTTON_DATA buttonTerran, buttonMantis, buttonSolarian; BUTTON_DATA buttonBack; } selectCampaign; struct SELECT_MISSION { RECT screenRect; STATIC_DATA background, title; LISTBOX_DATA list; BUTTON_DATA start, ok, cancel; BUTTON_DATA buttonUnlock; STATIC_DATA staticMission, staticHolder; BUTTON_DATA buttonMissions[16]; BUTTON_DATA buttonMovies[6]; BUTTON_DATA buttonBack; STATIC_DATA staticMovie, staticMissionTitle; ANIMATE_DATA animSystem; int nLineFrom[16]; int nMoiveBeforeMission[6]; } selectMission; struct NET_CONNECTIONS { RECT screenRect; STATIC_DATA background, description; LISTBOX_DATA list; BUTTON_DATA next, back; STATIC_DATA staticTitle; BUTTON_DATA buttonZone; } netConnections; struct IP_ADDRESS { RECT screenRect; STATIC_DATA background, description; STATIC_DATA enterIP, enterName; STATIC_DATA staticName; STATIC_DATA staticJoin, staticCreate; BUTTON_DATA checkJoin, checkCreate; BUTTON_DATA next, back; COMBOBOX_DATA comboboxIP; } ipAddress; struct GAME_ZONE { RECT screenRect; STATIC_DATA description; } gameZone; struct NET_SESSIONS2 { RECT screenRect; STATIC_DATA background, description, version; STATIC_DATA title; LISTBOX_DATA list; BUTTON_DATA next, back; STATIC_DATA staticGame, staticPlayers, staticSpeed, staticMap, staticResources; } netSessions2; struct MSHELL { RECT screenRect; STATIC_DATA background; STATIC_DATA title; STATIC_DATA enterChat; STATIC_DATA ipaddress; LISTBOX_DATA listChat; EDIT_DATA editChat; } mshell; struct MAP { RECT screenRect; BUTTON_DATA mapType; STATIC_DATA staticGameType, staticSpeed, staticMoney, staticUnits; STATIC_DATA staticMapType, staticSize, staticTerrain; STATIC_DATA staticVisibility; DROPDOWN_DATA dropGameType, dropSpeed, dropMoney; DROPDOWN_DATA dropSize, dropTerrain, dropUnits; DROPDOWN_DATA dropVisibility; SLIDER_DATA sliderSpeed; STATIC_DATA staticSpectator, staticDiplomacy; BUTTON_DATA pushSpectator, pushDiplomacy; STATIC_DATA staticDifficulty, staticEasy, staticAverage, staticHard; BUTTON_DATA pushEasy, pushAverage, pushHard; STATIC_DATA staticLockSettings; BUTTON_DATA pushLockSettings; STATIC_DATA staticSystems; DROPDOWN_DATA dropSystems; STATIC_DATA staticCmdPoints; } map; struct SLOTS { RECT screenRect; DROPDOWN_DATA dropSlots[8]; DROPDOWN_DATA dropTeams[8]; DROPDOWN_DATA dropRaces[8]; DROPDOWN_DATA dropPlayers[8]; STATIC_DATA staticNames[8]; STATIC_DATA staticPings[8]; M_STRINGW terranComputerNames[8]; M_STRINGW mantisComputerNames[8]; M_STRINGW solarianComputerNames[8]; } slots; struct FINAL { RECT screenRect; STATIC_DATA staticState, staticName, staticColor, staticRace, staticTeam, staticPing; STATIC_DATA description; STATIC_DATA staticAccept; BUTTON_DATA accept, start, cancel; STATIC_DATA staticCountdown; } final; struct HELPMENU { RECT screenRect; STATIC_DATA background, title; STATIC_DATA staticConquest, staticVersion, staticNumber; BUTTON_DATA buttonOk; STATIC_DATA staticProductID, staticProductNumber; STATIC_DATA staticLegal; BUTTON_DATA buttonCredits; } helpMenu; struct DEVICEMENU { RECT screenRect; STATIC_DATA staticBackground, staticTitle; STATIC_DATA staticPickDevice; LISTBOX_DATA listDevices; BUTTON_DATA buttonOk; } deviceMenu; }; struct GT_MAPSELECT { RECT screenRect; STATIC_DATA staticBackground, staticTitle; STATIC_DATA staticRandom, staticSupplied, staticSaved; LISTBOX_DATA listRandom, listSupplied, listSaved; BUTTON_DATA buttonOk, buttonCancel; }; struct GT_NEWPLAYER { RECT screenRect; STATIC_DATA background, title, staticHeading; EDIT_DATA edit; BUTTON_DATA ok, cancel; }; struct BASE_ANIMNUGGET_SAVELOAD { U16 supplyPointsMax; U16 supplies; U8 shadowVisibilityFlags; U8 harvestCount; bool bDepleted:1; bool deleteOK:1; bool bUnregistered:1; bool bRealized:1; U8 systemID; U16 shadowSupplies[8]; U32 processID; U32 deathOp; SINGLE lifeTimeRemaining; U32 dwMissionID; Vector position; }; struct BASE_NUGGET_SAVELOAD { U32 processID; U8 harvestCount; U32 lifeTimeTicks; }; struct NUGGET_SAVELOAD : BASE_NUGGET_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; enum M_NUGGET_TYPE { M_GAS_NUGGETS, M_METAL_NUGGET, M_SCRAP_NUGGET, M_HYADES_NUGGET }; struct BT_NUGGET_DATA : BASIC_DATA { char nugget_anim2D[32]; char nugget_mesh[32]; S32 animSizeSmallMax; S32 animSizeMax; S32 animSizeMin; struct _color { U8 redHi; U8 greenHi; U8 blueHi; U8 redLo; U8 greenLo; U8 blueLo; U8 alphaIn; U8 alphaOut; }color; bool bOriented; bool zRender; M_RESOURCE_TYPE resType; M_NUGGET_TYPE nuggetType; U32 maxSupplies; }; namespace PRG_STTXT { enum PROGRESS_STATIC_TEXT { NO_STATIC_TEXT=0, TEST = 1101, PLAYER_NAME = 1401, IP_ADDRESS = 1402, SESSION_NAME = 1404, CONFIRM_QUIT = 1406, TITLE_SELECT_GAME = 1407, PLAYER = 1408, SESSION = 1409, ENTER_TEAM = 1412, ENTER_RACE = 1410, ENTER_COLOR = 1411, SELECTED_MAP = 1414, CHATBOX = 1415, GAME_PAUSED = 1416, INGAME_TITLE = 1417, OPTIONS = 1418, GAMETYPE = 1419, GAMESPEED = 1420, CURSOR_SENSITIVITY = 1463, ARTIFACTS = 1421, MONEY = 1422, RESEARCH = 1423, MAPTYPE = 1424, MAPFILE = 1451, MAPSIZE = 1425, TERRAIN = 1426, STATIC_RESOURCES = 1427, WARNBOOT = 1329, SOLOGAME = 1332, LOADGAME = 1431, SAVEGAME = 1432, FILENAME = 1433, FLEET_SIZE = 1434, SKILL = 1435, BONUS = 1436, DUMMY_MONEY = 10001, DUMMY_NAME = 10002, SHIPCLASS = 1440, HULL = 1441, SUPPLIES = 1442, ARMOR = 1443, ENGINES = 1444, WEAPONS = 1445, SHIELDS = 1446, KILLS = 1447, UNITS = 1449, INGAME_CHAT = 1450, MISSION_OBJECTIVES = 1128, END_MISSION = 1129, SCOREBOARD = 1452, SCORE = 1453, VOLUME = 1403, MUSIC = 1454, EFFECTS = 1455, COMMS = 1456, NETCHAT = 1457, TOOLTIPS = 1458, STATUS_TEXT = 1459, FOGOFWAR = 1460, MAPROTATE = 1461, ROLLOVER = 1462, SLOW = 1625, FAST = 1627, GAMMA = 1465, WEAPON_TRAILS = 1466, EMMISIVE_TEXTURES = 1467, LOD = 1468, TEXTURES = 1469, BACKGROUND = 1470, DEVICES = 1464, ENTER_NAME = 1472, CAMP_SELECT = 1473, SINGLE_PLAYER = 1102, MULTI_PLAYER = 1103, FRONT_OPTIONS = 1104, SKIRMISH = 1474, INTRO = 1475, SELECT_MISSION = 1058, RIGHTCLICK = 1476, JOIN = 1108, CREATE = 1109, ACCEPT = 1121, SCROLLRATE = 1488, QUIT = 1112, RESOLUTION = 1493, ENTER_STATE = 1494, PLAYER_LIST = 1495, PING = 1496, APP_NAME = 1, VERSION = 1428, HELP = 1497, NET_CONNECT = 1489, HARDWARE = 1492, GAME = 1498, SPEED = 1499, MAP = 1413, RESOURCES = 1471, TITLE_UNITS = 1528, TITLE_BUILDINGS = 1529, TITLE_RESOURCES = 1531, TITLE_TERRITORY = 1530, BRIEFING = 1165, VISIBILITY = 1504, DEVICE_CHOICE = 1505, SOFTWARE = 1506 }; } struct GT_PROGRESS_STATIC : GENBASE_DATA { char fontName[32]; struct COLOR { unsigned char red, green, blue; } normalText, overText, background, background2; char shapeFile[32]; enum drawtype { NODRAW, FILL, HASH } backgroundDraw; bool bBackdraw; }; struct PROGRESS_STATIC_DATA { char staticType[32]; PRG_STTXT::PROGRESS_STATIC_TEXT staticText; enum alignmenttype { LEFT, CENTER, RIGHT, TOPLEFT, } alignment; S32 xOrigin, yOrigin; S32 width, height; }; namespace HSTTXT { enum STATIC_TEXT { NOTEXT = 0, ENGINE = 1444, ARMOR = 1443, WEAPON = 1445, SHIELD = 1446, SENSOR = 1477, SUPPLY = 1478, TROOPSHIP = 1479, HARVESTER = 1480, TENDER = 1481, FIGHTER = 1482, FLEET = 1483, MISSLEPAK = 1484, RAM = 1485, LEECH = 1549, LEGIONAIRE = 1550, SIPHON = 1551, GALIOT = 1552, }; } struct GT_HOTSTATIC : GENBASE_DATA { char fontType[32]; }; struct HOTSTATIC_DATA { U32 baseImage; U32 numTechLevels; S32 xOrigin, yOrigin, width, height; S32 barStartX; U32 barSpacing; HSTTXT::STATIC_TEXT text; struct _color { U8 red,green,blue; }textColor; }; struct GT_SHIPSILBUTTON : GENBASE_DATA { SINGLE redYellowBreak; SINGLE yellowGreenBreak; }; struct SHIPSILBUTTON_DATA { S32 xOrigin, yOrigin; }; namespace ICONTXT { enum ICON_TOOLTIP { NO_TOOLTIP = 0, SYSTEM_INSUPPLY = 811, SYSTEM_OUTSUPPLY = 812 }; }; struct GT_ICON : GENBASE_DATA { }; struct ICON_DATA { U32 baseImage; S32 xOrigin, yOrigin; ICONTXT::ICON_TOOLTIP tooltip; }; struct GT_QUEUECONTROL : GENBASE_DATA { }; struct QUEUECONTROL_DATA { S32 xOrigin, yOrigin; S32 width, height; }; struct GT_TOOLBAR { char vfxShapeType[32]; char vfxToolBar[3][32]; RECT contextRect; RECT sysmapRect[3]; RECT sectorMapRect[3]; U32 topBarX,topBarY; struct COMMON { HOTBUTTON_DATA rotateLeft, returnDefaultView, rotateRight, minimize, restore, options, chat, go, starMap, exitSysMap, hpDiplomacy, hpResearch,hpFleetOfficer,hpIndustrial,hpIdleCivilian,missionObjectives; STATIC_DATA gas,metal,crew; STATIC_DATA commandPts,shipclass; ICON_DATA inSupply,notInSupply; } common[3]; struct NONE { STATIC_DATA nothing; } none; struct FABRICATOR { M_OBJCLASS type; HOTBUTTON_DATA sell,stop,repair; EDIT_DATA shipname; STATIC_DATA hull; TABCONTROL_DATA fabTab; struct TAB1 { BUILDBUTTON_DATA plat0,plat1,plat2,plat3,plat4,plat5,plat6,plat7,plat8,plat9,plat10,plat11,plat12,plat13,plat14,plat15; }basicTab; struct TAB2 { BUILDBUTTON_DATA plat16,plat17,plat18,plat19,plat20,plat21,plat22,plat23,plat24,plat25,plat26,plat27,plat28,plat29,plat30,plat31; }advancedTab; struct TAB4 { BUILDBUTTON_DATA plat32,plat33,plat34,plat35,plat36,plat37,plat38,plat39,plat40,plat41,plat42,plat43,plat44,plat45,plat46,plat47; }defenceTab; struct TAB3 { HOTSTATIC_DATA techarmor,techengine,techsheild,techsensors; }statisticsTab; } fabricator,M_Weaver,S_Forger; struct LINDUSTRIAL { M_OBJCLASS type; ICON_DATA inSupply,notInSupply; HOTBUTTON_DATA rally,stop; STATIC_DATA hull,metalStorage,gasStorage,crewStorage,location,disabledText; BUILDBUTTON_DATA build0,build1,build2,build3,build4,build5,build6,build7,build8,build9; QUEUECONTROL_DATA buildQueue; } lindustrial,hq,hindustrial, M_Cocoon,M_Niad,S_Acropolis,S_Pavilion, S_Sanctum,S_GreaterPavilion; struct GENERIC { M_OBJCLASS type; ICON_DATA inSupply,notInSupply; STATIC_DATA hull,supplies,location,disabledText; } turret; struct RESEARCH { M_OBJCLASS type; ICON_DATA inSupply,notInSupply; HOTBUTTON_DATA stop; STATIC_DATA hull,supplies,metalStorage,gasStorage,crewStorage,location,disabledText; RESEARCHBUTTON_DATA research0,research1,research2,research3,research4,research5,research6,research7,research8,research9; QUEUECONTROL_DATA buildQueue; } M_Plantation,proplab,ballistics,outpost,advHull,awsLab,lrsensor, hanger,weapons,displacement, M_BlastFurnace,M_ExplosivesRange,M_CarrionRoost,M_BioForge, M_FusionMill,M_CarpacePlant,M_HybridCenter,M_PlasmaSpitter, S_HelionVeil,S_XenoChamber,S_Anvil,S_MunitionsAnnex, M_EyeStock,M_MutationColony,S_TurbineDock,S_Bunker; struct BUILD_RES { M_OBJCLASS type; ICON_DATA inSupply,notInSupply; HOTBUTTON_DATA stop,rally; STATIC_DATA hull,metalStorage,gasStorage,crewStorage,location,disabledText; RESEARCHBUTTON_DATA research0,research1,research2,research3,research4,research5,research6,research7,research8,research9,research10,research11,research12,research13,research14,research15; BUILDBUTTON_DATA build0,build1,build2,build3,build4,build5; QUEUECONTROL_DATA buildQueue; }M_Thripid,academy,refinery,M_Collector,M_GreaterCollector, M_WarlordTraining,S_SentinalTower,S_Citidel,T_HeavyRefinery,T_SuperHeavyRefinery,S_Oxidator; struct FLEET { M_OBJCLASS type; HOTBUTTON_DATA escort,patrol,stop; TABCONTROL_DATA fabTab; struct TAB1 { MULTIHOTBUTTON_DATA admiralHead; STATIC_DATA o_namearea,o_kills,o_hull; HOTBUTTON_DATA order1,order2,order3,order4,order5,order6; TABCONTROL_DATA weaponTab; struct W_TAB1 { HOTBUTTON_DATA terran0,terran1,terran2,terran3,terran4; }terranTab; struct W_TAB2 { HOTBUTTON_DATA mantis0,mantis1,mantis2,mantis3,mantis4; }mantisTab; struct W_TAB3 { HOTBUTTON_DATA solarian0,solarian1,solarian2,solarian3,solarian4,solarian5; }solarianTab; }orderTab; struct TAB2 { SHIPSILBUTTON_DATA ship0,ship1,ship2,ship3,ship4,ship5,ship6,ship7,ship8,ship9,ship10,ship11,ship12,ship13,ship14,ship15,ship16,ship17,ship18,ship19,ship20,ship21; }silTab; struct TAB3 { STATIC_DATA namearea,hull,kills; HOTSTATIC_DATA techarmor,techsupply,techengine,techsheild,techweapon,techsensors,techspecial; }statTab; } fleet[3]; struct INDIVIDUAL { M_OBJCLASS type; HOTBUTTON_DATA patrol,stop,escort,stanceAttack,stanceDefend,stanceStand,stanceStop, supplyStanceAuto,supplyStanceNoAuto,supplyStanceResupplyOnly,cloak; MULTIHOTBUTTON_DATA specialweapon; EDIT_DATA namearea; STATIC_DATA hull,supplies,kills,metal,gas; HOTSTATIC_DATA techarmor,techsupply,techengine,techsheild,techweapon,techsensors,techspecial; } individual[3]; struct GROUP { M_OBJCLASS type; MULTIHOTBUTTON_DATA specialweapon; HOTBUTTON_DATA escort,patrol,stop,cloak; HOTBUTTON_DATA stanceAttack,stanceDefend,stanceStand,stanceStop, supplyStanceAuto,supplyStanceNoAuto,supplyStanceResupplyOnly; SHIPSILBUTTON_DATA ship0,ship1,ship2,ship3,ship4,ship5,ship6,ship7,ship8,ship9,ship10,ship11,ship12,ship13,ship14,ship15,ship16,ship17,ship18,ship19,ship20,ship21; } group[3]; }; struct GT_ADMIRALBAR { RECT screenRect; STATIC_DATA background; STATIC_DATA admiralKey; HOTBUTTON_DATA hotCreate, hotRepair, hotResupply, hotDisband, hotTransfer, hotAssault; char vfxType[32]; TABCONTROL_DATA tab; struct TAB1 { HOTBUTTON_DATA hotTerran[5]; } terranTab; struct TAB2 { HOTBUTTON_DATA hotMantis[6]; } mantisTab; struct TAB3 { HOTBUTTON_DATA hotSolarian[5]; } solarianTab; }; struct GT_BRIEFING { RECT screenRect; STATIC_DATA background, title; BUTTON_DATA start, replay, cancel; RECT rcTeletype; RECT rcComm[4]; ANIMATE_DATA animFuzz[4]; }; struct GT_MENUOBJECTIVES { RECT screenRect; STATIC_DATA background, staticObjectives, staticName; RECT rcTeletype; BUTTON_DATA buttonOk; BUTTON_DATA checkObjectives[9]; STATIC_DATA staticObjectiveArray[9]; }; struct GT_MESSAGEBOX { STATIC_DATA background, title; STATIC_DATA message; BUTTON_DATA ok, cancel; BUTTON_DATA okAlone; }; struct GT_MOVIESCREEN { RECT screenRect; }; struct GT_CREDITS { RECT screenRect; STATIC_DATA staticBackground; }; struct GT_PAUSE { RECT screenRect; STATIC_DATA staticTitle, staticDescription[8]; }; struct BT_FANCY_LAUNCH : BASE_LAUNCHER { char animation[32]; char hardpoint[64]; SINGLE animTime; SINGLE effectDuration; SFX::ID warmupSound; SINGLE_TECHNODE neededTech; bool bSpecialWeapon:1; bool bTargetRequired:1; bool bWormHole:1; UNIT_SPECIAL_ABILITY specialAbility; }; struct FANCY_LAUNCH_SAVELOAD { U32 dwTargetID; Vector targetPos; U32 attacking; SINGLE refireDelay; SINGLE currentRot; Vector offsetVector; }; struct BT_CLOAK_LAUNCHER : BASE_LAUNCHER { SINGLE cloakSupplyUse; SINGLE cloakShutoff; SINGLE_TECHNODE techNode; }; struct CLOAK_LAUNCHER_SAVELOAD { bool bCloakEnabled:1; bool bPrepareToggle:1; SINGLE cloakSupplyCount; }; struct BT_MULTICLOAK_LAUNCHER : BASE_LAUNCHER { SINGLE cloakSupplyUse; SINGLE cloakShutoff; SINGLE targetSupplyCostPerHull; SINGLE_TECHNODE techNode; }; struct MULTICLOAK_LAUNCHER_SAVELOAD { SINGLE cloakSupplyCount; U32 cloakTargetID; U32 decloakTime; bool bCloakingTarget:1; bool bCloakEnabled:1; bool bPrepareToggle:1; }; struct BT_PING_LAUNCHER : BASE_LAUNCHER { SINGLE_TECHNODE techNode; }; struct PING_LAUNCHER_SAVELOAD { }; struct BT_WORMHOLE_LAUNCHER : BASE_LAUNCHER { SINGLE_TECHNODE techNode; SINGLE damagePerSec; }; struct WORMHOLE_LAUNCHER_SAVELOAD { U32 numTargets; U32 targetsLeft; U32 targetIDs[21]; U32 workingID; SINGLE lastChanceTimer; GRIDVECTOR targetPos; U32 targetSystemID; enum _modes { WORM_IDLE, WORM_WAITING_FOR_SYNC, WORM_WORKING, WORM_DONE }mode; }; struct BT_TALORIAN_LAUNCHER : BASE_LAUNCHER { }; struct TALORIAN_LAUNCHER_SAVELOAD { U32 numTargets; U32 targetIDs[12]; bool bShildOn; }; struct GT_IGOPTIONS { RECT screenRect; STATIC_DATA background, title; BUTTON_DATA buttonSave, buttonLoad; BUTTON_DATA buttonOptions; BUTTON_DATA buttonRestart; BUTTON_DATA buttonResign; BUTTON_DATA buttonReturn; }; struct GT_OPTIONS { RECT screenRect; STATIC_DATA background, title; STATIC_DATA staticName; LISTBOX_DATA listNames; BUTTON_DATA buttonNew, buttonChange, buttonDelete; STATIC_DATA staticSound, staticMusic, staticComm, staticChat, staticSpeed, staticScroll, staticMouse; SLIDER_DATA sliderSound, sliderMusic, sliderComm, sliderChat, sliderSpeed, sliderScroll, sliderMouse; BUTTON_DATA pushSound, pushMusic, pushComm, pushChat; STATIC_DATA staticDInput; BUTTON_DATA pushDInput; STATIC_DATA staticStatus, staticRollover, staticSectorMap, staticRightClick; BUTTON_DATA pushStatus, pushRollover, pushSectorMap, pushRightClick; STATIC_DATA staticGamma, staticResolution; DROPDOWN_DATA dropResolution; SLIDER_DATA sliderGamma; STATIC_DATA staticShips3D, staticTrails, staticEmissive, staticDetail, staticDrawBack; BUTTON_DATA pushShips3D, pushTrails, pushEmissive, pushDetail, pushDrawBack; STATIC_DATA staticDevice; DROPDOWN_DATA dropDevice; TABCONTROL_DATA tab; BUTTON_DATA buttonOk, buttonCancel; }; struct GT_DIPLOMACYMENU { RECT screenRect; STATIC_DATA background; STATIC_DATA staticTitle, staticName, staticRace, staticAllies, staticMetalTitle, staticGasTitle, staticCrewTitle; STATIC_DATA staticNames[7], staticRaces[7]; BUTTON_DATA buttonCrew[7], buttonMetal[7], buttonGas[7]; BUTTON_DATA buttonAllies[7]; STATIC_DATA staticCrew, staticMetal, staticGas; BUTTON_DATA buttonOk, buttonReset, buttonCancel, buttonApply; DIPLOMACYBUTTON_DATA diplomacyButtons[7]; }; struct GT_PLAYERCHATMENU { RECT screenRect; STATIC_DATA background; STATIC_DATA staticNames[7], staticRaces[7]; BUTTON_DATA checkNames[7]; BUTTON_DATA buttonAllies, buttonEnemies, buttonEveryone; LISTBOX_DATA listChat; EDIT_DATA editChat; BUTTON_DATA buttonClose; STATIC_DATA staticTitle; STATIC_DATA staticChat; }; struct GT_LOADSAVE { RECT screenRect; RECT screenRect2D; STATIC_DATA background, staticLoad, staticSave, staticFile; BUTTON_DATA open, save, cancel; EDIT_DATA editFile; LISTBOX_DATA list; }; struct GT_SYSTEM_KIT_SAVELOAD { RECT screenRect; STATIC_DATA background, staticLoad, staticSave, staticFile; BUTTON_DATA open, save, cancel; EDIT_DATA editFile; LISTBOX_DATA list; }; typedef U32 DPID; namespace CQGAMETYPES { enum DIFFICULTY { NODIFFICULTY, EASY, AVERAGE, HARD }; enum TYPE { HUMAN, COMPUTER }; enum STATE { OPEN, CLOSED, ACTIVE, READY }; enum RACE { NORACE, TERRAN, MANTIS, SOLARIAN, VYRIUM, }; enum COLOR { UNDEFINEDCOLOR, YELLOW, RED, BLUE, PINK, GREEN, ORANGE, PURPLE, AQUA }; enum TEAM { NOTEAM, _1, _2, _3, _4 }; struct SLOT { TYPE type:3; STATE state:3; RACE race:4; COLOR color:5; TEAM team:4; U32 zoneSeat:3; DPID dpid; }; enum GAMETYPE { KILL_UNITS=-2, KILL_HQ_PLATS, MISSION_DEFINED, KILL_PLATS_FABS }; enum MONEY { LOW_MONEY=-2, MEDIUM_MONEY, HIGH_MONEY }; enum MAPTYPE { SELECTED_MAP=-2, USER_MAP, RANDOM_MAP }; enum MAPSIZE { SMALL_MAP=-2, MEDIUM_MAP, LARGE_MAP }; enum TERRAIN { LIGHT_TERRAIN=-2, MEDIUM_TERRAIN, HEAVY_TERRAIN }; enum STARTING_UNITS { UNITS_MINIMAL=-2, UNITS_MEDIUM, UNITS_LARGE }; enum VISIBILITYMODE { VISIBILITY_NORMAL=-1, VISIBILITY_EXPLORED, VISIBILITY_ALL }; enum RANDOM_TEMPLATE { TEMPLATE_RANDOM=-1, TEMPLATE_RING, TEMPLATE_STAR, }; enum COMMANDLIMIT { COMMAND_LOW=-1, COMMAND_NORMAL, COMMAND_HIGH }; struct OPTIONS { U32 version; GAMETYPE gameType:3; S32 gameSpeed:5; U32 regenOn:1; U32 spectatorsOn:1; U32 lockDiplomacyOn:1; U32 numSystems:5; MONEY money:2; MAPTYPE mapType:2; RANDOM_TEMPLATE templateType:2; MAPSIZE mapSize:2; TERRAIN terrain:2; STARTING_UNITS units:2; VISIBILITYMODE visibility:2; COMMANDLIMIT commandLimit:2; }; struct _CQGAME { U32 activeSlots:8; U32 bHostBusy:1; U32 startCountdown:4; SLOT slot[8]; }; } struct CQGAME : CQGAMETYPES::_CQGAME, CQGAMETYPES::OPTIONS { }; struct GT_GLOBAL_VALUES { struct TargetingValues { SINGLE movePenaltySelf; SINGLE movePenaltyTarget; SINGLE minAccuracy; } targetingValues; struct INDKILLCHART { U32 rookie, novice, veteran, elite, superElite, superdouperElite; } individualKillChart; struct ADMIRALKILLCHART { U32 rearAdmiral, viceAdmiral, admiral, starAdmiral, superstarAdmiral, superdouperAdmiral; } admiralKillChart; struct RACE_TARGETING_BONUSES { SINGLE noRace; SINGLE terran; SINGLE mantis; SINGLE solarian; SINGLE vyrium; } raceBonuses; struct TechUpgrades { SINGLE engine[6]; SINGLE hull[6]; SINGLE supplies[6]; SINGLE targeting[6]; SINGLE damage[6]; SINGLE shields[6]; SINGLE shipTargetingExp[6]; SINGLE admiralTargetingExp[6]; SINGLE fleet[6]; SINGLE sensors[6]; SINGLE tanker[6]; SINGLE fighter[6]; SINGLE tender[6]; }; struct _upgrades { TechUpgrades noRace; TechUpgrades terran; TechUpgrades mantis; TechUpgrades solarian; TechUpgrades vyrium; } techUpgrades; }; struct MT_GlobalData { M_STRINGW gameDescription; M_STRINGW playerNames[8]; U8 playerAssignments[8]; M_RACE playerRace[9]; U32 lastPartID; U8 currentPlayer:4; bool bGlobalLighting:1; bool bScriptUIControl:1; U8 allyMask[8]; U8 colorAssignment[9]; U8 visibilityMask[8]; U32 missionID; struct PlayerTechLevel { enum TECHLEVEL { LEVEL0, LEVEL1, LEVEL2, LEVEL3, LEVEL4, LEVEL5 }; TECHLEVEL engine:4; TECHLEVEL hull:4; TECHLEVEL supplies:4; TECHLEVEL targeting:4; TECHLEVEL damage:4; TECHLEVEL shields:4; TECHLEVEL sensors:4; TECHLEVEL fighter:4; TECHLEVEL tanker:4; TECHLEVEL tender:4; TECHLEVEL fleet:4; } playerTechLevel[9][5]; TECHNODE techNode[9]; TECHNODE workingTechNode[9]; TECHNODE availableTechNode; U32 gas[9]; U32 gasMax[9]; U32 metal[9]; U32 metalMax[9]; U32 crew[9]; U32 crewMax[9]; U32 totalCommandPts[9]; U32 usedCommandPts[9]; U32 maxComPts[9]; struct GAMESTATS { U32 metalGained:20; U32 numUnitsBuilt:12; U32 gasGained:17; U32 numUnitsDestroyed:12; U32 numAdmiralsBuilt:3; U32 crewGained:20; U32 numUnitsLost:12; U32 numPlatformsBuilt:12; U32 numPlatformsDestroyed:12; U32 numJumpgatesControlled:8; U32 numPlatformsLost:12; U32 numUnitsConverted:10; U32 numPlatformsConverted:10; U32 numResearchComplete:10; U32 percentSystemsExplored:8; }; GAMESTATS gameStats[9]; U8 gameScores[9]; U32 updateCount; U32 lastStreamID; U32 lastTeletypeID; struct OBJECTIVES { int index; U32 mission_name_stringID; U32 overview_stringID; U32 objective_stringID[32]; enum ObjectiveState { Pending, Complete, Failed } state[32]; bool bObjectiveSecondary[32]; } objectives; M_STRING scriptLibrary; M_STRING baseTerrainMap; CQGAME gameSettings; }; typedef BASIC_DATA BT_GROUP; struct GROUPOBJ_SAVELOAD { U32 dwMissionID; U32 numObjects; }; struct GT_SCROLLBAR : GENBASE_DATA { char upButtonType[32]; char downButtonType[32]; struct COLOR { unsigned char red, green, blue; } thumbColor, backgroundColor, disabledColor; bool bHorizontal:1; char shapeFile[32]; }; struct SCROLLBAR_DATA { char scrollBarType[32]; }; struct WORLDLIGHT_DATA { U8 red,green,blue; Vector direction; }; struct AMBIENT_DATA { U8 red,green,blue; }; struct LIGHT_DATA { WORLDLIGHT_DATA light1; WORLDLIGHT_DATA light2; AMBIENT_DATA ambient; }; struct BT_LIGHT : BASIC_DATA { U8 red,green,blue; S32 range; Vector direction; SINGLE cutoff; bool bInfinite:1; bool bAmbient:1; }; struct CQLIGHT_SAVELOAD { U8 red,green,blue; S32 range; Vector position; Vector direction; SINGLE cutoff; bool bInfinite; char name[32]; U32 systemID; bool bAmbient; }; enum ENGINETRAIL_TAPPER_TYPE { EngineTrailTapperZero = 1, EngineTrailStraight, EngineTrailBleed }; struct BT_ENGINETRAIL : BASE_EFFECT { SINGLE width; U32 segments; SINGLE timePerSegment; ENGINETRAIL_TAPPER_TYPE tapperType; SINGLE tapperMod; char hardpoint[64]; char texture[32]; struct _colorMod { U8 red; U8 green; U8 blue; U8 alpha; }colorMod, engineGlowColorMod; char engineGlowTexture[32]; SINGLE engineGlowWidth; }; struct BASE_ENGINETRAIL_SAVELOAD { }; struct ENGINETRAIL : BASE_ENGINETRAIL_SAVELOAD { }; struct GlobalEffectsOptions { enum OPTVAL { off, on=-1 }; __readonly U32 version; OPTVAL bWeaponTrails:1; OPTVAL bEmissiveTextures:1; OPTVAL bExpensiveTerrain:1; OPTVAL bTextures:1; OPTVAL bBackground:1; OPTVAL bFastRender:1; OPTVAL b3DShips:1; OPTVAL bNoForceMinLOD:1; OPTVAL bNoForceMaxLOD:1; } CQEFFECTS; typedef M_STRING MT_STRINGPACK[]; enum RESEARCH_TYPE { RESEARCH_TECH, RESEARCH_UPGRADE, RESEARCH_ADMIRAL }; struct BASE_RESEARCH_DATA : BASIC_DATA { RESEARCH_TYPE type; ResourceCost cost; U32 time; }; struct BT_RESEARCH : BASE_RESEARCH_DATA { SINGLE_TECHNODE researchTech; SINGLE_TECHNODE dependancy; char resFinishedSound[32]; }; struct BT_UPGRADE : BASE_RESEARCH_DATA { SINGLE_TECHNODE dependancy; U32 extensionID; char resFinishedSound[32]; }; struct BT_ADMIRAL_RES : BT_RESEARCH { char flagshipType[32]; }; struct CAMERA_DATA { __readonly U32 version; SINGLE worldRotation; __readonly Vector lookAt; SINGLE FOV_x, FOV_y; Vector position; SINGLE pitch; SINGLE minZ, maxZ; U32 zoomRate; U32 rotateRate; SINGLE toggleZoomZ; }; struct SYSTEM_VIEW { char systemKitName[32]; char backgroundName[32]; }; struct GT_SYSTEM_KIT { char fileName[32]; U32 numLights; struct _lightInfo { U8 red,green,blue; S32 range; Vector position; Vector direction; SINGLE cutoff; bool bInfinite; char name[32]; bool bAmbient; }lightInfo[10]; }; struct SYSTEM_DATA { U32 id; char name[16]; char systemKitName[32]; char backgroundName[32]; S32 x,y; S32 sizeX,sizeY; U32 alertState[9]; CAMERA_DATA cameraBuffer; U32 inSupply; }; struct MT_SECTOR_SAVELOAD { struct SYSTEM_DATA sysData[16]; U32 currentSystem; }; struct BT_BLACKHOLE_DATA : BASIC_DATA { BILLBOARD_MESH billboardMesh[3]; char ringObjectName[32]; char sysMapIcon[32]; MISSION_DATA missionData; U16 damage; }; struct BASE_BLACKHOLE_SAVELOAD { U8 targetSys[16]; U8 numTargetSys; U8 currentTarget; SINGLE timer; U32 workingID; U32 waitingID; NETGRIDVECTOR waitingJumpPos; }; struct BLACKHOLE_SAVELOAD : BASE_BLACKHOLE_SAVELOAD { MISSION_SAVELOAD mission; TRANS_SAVELOAD trans_SL; }; struct BLACKHOLE_DATA { bool jumpsTo[17]; }; struct GT_ENDGAME { RECT screenRect; STATIC_DATA background, banner; BUTTON_DATA cont; LISTBOX_DATA list; STATIC_DATA staticMenu; TABCONTROL_DATA tab; struct TAB1 { STATIC_DATA staticOverviewTitles[4], staticOverviewUnits[8], staticOverviewBuildings[8]; STATIC_DATA staticOverviewResources[8], staticOverviewTotals[8]; } overviewTab; struct TAB2 { STATIC_DATA staticUnitsTitles[6], staticUnitsMade[8], staticUnitsLost[8], staticUnitsKills[8]; STATIC_DATA staticUnitsConverted[8], staticUnitsAdmirals[8], staticUnitsTotals[8]; } unitsTab; struct TAB3 { STATIC_DATA staticBuildingsTitles[6], staticBuildingsMade[8], staticBuildingsLost[8], staticBuildingsDestroyed[8]; STATIC_DATA staticBuildingsConverted[8], staticBuildingsResearch[8], staticBuildingsTotals[8]; } buildingsTab; struct TAB5 { STATIC_DATA staticResourcesTitles[4], staticResourcesCrew[8], staticResourcesOre[8]; STATIC_DATA staticResourcesGas[8], staticResourcesTotals[8]; } resourceTab; STATIC_DATA staticPlayer, staticPlayerArray[8]; STATIC_DATA staticTime; STATIC_DATA staticDescription; }; struct BUILD_SAVELOAD { bool building:1; bool whole:1; bool pause:1; bool bReverseBuild:1; bool bDismantle:1; SINGLE timeSpent; U16 hullPointsAdded; U16 hullPointsFinish; U32 buildProcessID; S32 builderType; }; struct REPAIR_SAVELOAD { U32 repairAtID; U32 repairAgentID; U8 repairMode; }; struct BASE_FABRICATOR_SAVELOAD; struct BASE_FLAGSHIP_SAVELOAD; struct BASE_TROOPSHIP_SAVELOAD; struct BASE_SUPPLYSHIP_SAVELOAD; struct WARP_SAVELOAD { enum WARP_STAGE { WS_NONE=0, WS_WARP_IN, WS_LIMBO, WS_WARP_OUT, WS_PRE_WARP }; WARP_STAGE warpStage; Vector warpInVector; float warpSpeed; float warpRadius; SINGLE warpTimer; U32 targetGateID; U32 inTargetGateID; U32 warpAgentID; SINGLE stop_speed; SINGLE stop_heading; SINGLE releaseTime; }; struct SPACESHIP_SAVELOAD { struct TOBJMOVE { GRIDVECTOR goalPosition, currentPosition, jumpToPosition; GRIDVECTOR pathList[4]; SINGLE cruiseDepth; SINGLE cruiseSpeed; SINGLE groupAcceleration; SINGLE mockRotationAngle; U32 moveAgentID, jumpAgentID; U32 overrideAttackerID; enum { OVERRIDE_NONE, OVERRIDE_PUSH, OVERRIDE_DESTABILIZE, OVERRIDE_ORIENT } overrideMode; union { SINGLE overrideSpeed; SINGLE overrideYaw; }; GRIDVECTOR overrideDest; GRIDVECTOR patrolVectors[2]; S8 patrolIndex; U8 pathLength; bool bMoveActive:1; bool bAutoMovement:1; bool bCompletionAllowed:1; bool bRotatingBeforeMove:1; bool bSyncNeeded:1; bool bFinalMove:1; bool bPathOverflow:1; bool bMockRotate:1; bool bPatroling:1; bool bRollUp:1; bool bAltUp:1; } tobjmove; TRANS_SAVELOAD trans_SL; BUILD_SAVELOAD build_SL; REPAIR_SAVELOAD repair_SL; WARP_SAVELOAD warp_SL; CLOAK_SAVELOAD cloak_SL; DAMAGE_SAVELOAD damage_SL; U32 firstNuggetID; MISSION_SAVELOAD mission; }; enum MINEMODES { MLAY_IDLE, MLAY_MOVING_TO_POS, MLAY_WAIT_CLIENT, MLAY_ROTATING_TO_POS, MLAY_LAYING, }; struct BASE_MINELAYER_SAVELOAD { struct GRIDVECTOR targetMinePos; SINGLE layingTime; U32 workingID; U32 minefieldMissionID; bool bRotating:1; MINEMODES mode; }; struct MINELAYER_SAVELOAD : SPACESHIP_SAVELOAD { BASE_MINELAYER_SAVELOAD mineLayerSaveLoad; }; struct BASE_GUNBOAT_SAVELOAD { __hexview U32 dwTargetID; U32 attackAgentID; U32 escortAgentID; __hexview U32 dwEscortID; UNIT_STANCE unitStance; GRIDVECTOR defendPivot; bool bWaitingForAdmiral:1; bool bRepairUnderway:1; bool bUserGenerated:1; bool bSpecialAttack:1; bool bDefendPivotValid:1; }; struct GUNBOAT_SAVELOAD : SPACESHIP_SAVELOAD { BASE_GUNBOAT_SAVELOAD gunSaveLoad; }; struct BASE_RECONPROBE_SAVELOAD { SINGLE probeTimer,totalTime; Vector goal; U32 workingID; bool bMoving:1; bool bJumping:1; bool bGone:1; bool bLauncherDelete:1; bool bNoMoreSync:1; }; struct RECONPROBE_SAVELOAD : SPACESHIP_SAVELOAD { BASE_RECONPROBE_SAVELOAD baseSaveLoad; }; struct BASE_TORPEDO_SAVELOAD { SINGLE tTimer,totalTime; bool bClearing; Vector clearPos; __hexview U32 targetID; U32 ownerID; }; struct TORPEDO_SAVELOAD : SPACESHIP_SAVELOAD { BASE_TORPEDO_SAVELOAD baseSaveLoad; }; enum HARVEST_MODE { HAR_NO_MODE_AI_ON, HAR_NO_MODE_AI_OFF, HAR_NO_MODE_CLIENT_WAIT_CANCEL, HAR_MOVING_TO_REFINERY, HAR_AT_REFINERY_CLIENT, HAR_MOVING_TO_READY_REFINERY_CLIENT, HAR_MOVING_TO_READY_REFINERY_HOST, HAR_WAITING_TO_DOCK, HAR_WAIT_DOCKING_CANCEL_CLIENT, HAR_DOCKING_REFINERY, HAR_DOCKED_TO_REFINERY, HAR_WAIT_FOR_NUGGET_BEGIN_CLIENT, HAR_MOVING_TO_NUGGET, HAR_ROTATING_TO_NUGGET, HAR_WAIT_NUGGET_START, HAR_MOVING_TO_READY_NUGGET_CLIENT, HAR_MOVING_TO_READY_NUGGET_HOST, HAR_ROTATING_TO_READY_NUGGET_CLIENT, HAR_ROTATING_TO_READY_NUGGET_HOST, HAR_WAIT_NUGGET_ARRIVAL, HAR_NUGGETING, HAR_WAIT_NUGGET_CANCEL_CLIENT, HAR_MOVE_TO_RECOVERY, HAR_ROTATING_TO_RECOVERY, HAR_RECOVERING, HAR_MOVE_TO_RECOVERY_DROP }; struct BASE_HARVEST_SAVELOAD { U8 gas; U8 metal; __hexview U32 targetPartID; __hexview U32 recoverPartID; U32 workingID; U32 posibleWorkingID; NETGRIDVECTOR harvestVector; Vector recoverPos; SINGLE recoverYaw; SINGLE recoverTime; SINGLE harvestRemainder; HARVEST_MODE mode; M_NUGGET_TYPE nuggetType; bool bNuggeting:1; bool bLockingPlatform:1; bool bHostParking:1; bool bDockingWithGas:1; bool bRotating:1; bool bTowingShip:1; bool bSendIdle:1; bool bNuggetCancelOp:1; }; struct HARVEST_SAVELOAD : SPACESHIP_SAVELOAD { BASE_HARVEST_SAVELOAD baseSaveLoad; }; struct SPACESHIP_VIEW { MISSION_SAVELOAD * mission; BASIC_INSTANCE * rtData; S16 gamma; SINGLE contrast; union SHIPDATA { BASE_GUNBOAT_SAVELOAD * gunboat; BASE_MINELAYER_SAVELOAD * minelayer; BASE_RECONPROBE_SAVELOAD * reconprobe; BASE_TORPEDO_SAVELOAD * torpedo; BASE_HARVEST_SAVELOAD * harvester; BASE_FABRICATOR_SAVELOAD * fabricator; BASE_FLAGSHIP_SAVELOAD * flagship; BASE_TROOPSHIP_SAVELOAD * troopship; BASE_SUPPLYSHIP_SAVELOAD * supplyship; void * nothing; } shipData; }; struct BT_FLAGSHIP_DATA : BASE_SPACESHIP_DATA { SINGLE attackRadius; enum { ADMIRAL_F1 = 1, ADMIRAL_F2, ADMRIAL_F3, ADMIRAL_F4, ADMIRAL_F5, ADMIRAL_F6 } admiralHotkey; struct AdmiralBonuses { struct GeneralBonuses { SINGLE damage; SINGLE shields; SINGLE supplyUsage; SINGLE rangeModifier; SINGLE speed; SINGLE sensors; }generalBonuses, specialShipBonus; M_OBJCLASS bonusShips[5]; struct SpecialAbilities { bool antiSolarian; bool antiTerran; bool antiMantis; bool superFighters; bool platformKiller; bool evasiveManuvers; }specialAbilities; } bonuses; struct _toolbarInfo { U32 baseImage; HBTNTXT::BUTTON_TEXT buttonText; HBTNTXT::HOTBUTTONINFO buttonStatus; HBTNTXT::MULTIBUTTONINFO buttonHintbox; }toolbarInfo; }; struct BASE_FLAGSHIP_SAVELOAD { U32 dockAgentID; __hexview U32 dockshipID; __hexview U32 targetID; S32 idleTimer; enum ADMIRAL_MODE { NOMODE, MOVING, DEFENDING, ATTACKING } mode; bool bAttached; U8 numDeadShips; struct DMESSAGES { bool inTrouble:1; bool damage50:1; bool damage75:1; } dmessages; struct SMESSAGES { bool suppliesLow:1; bool suppliesOut:1; } smessages; S32 forecastTimer; enum FORECAST { NOFORECAST, GOOD, BAD, UGLY } lastForecast; }; struct FLAGSHIP_SAVELOAD : SPACESHIP_SAVELOAD { BASE_FLAGSHIP_SAVELOAD flagshipSaveLoad; }; struct FAB_SAVELOAD { U32 buildeeID,repaireeID,selleeID; BOOL32 bDoorsOpen:1; BOOL32 bBuilding:1; BOOL32 bDrones:1; BOOL32 bReturning:1; U32 doorPause; U32 queueStart; U32 queueSize; U8 lastIndex; U32 buildQueue[15]; U8 buildQueueIndex[15]; }; enum FAB_MODES { FAB_IDLE, FAB_MOVING_TO_TARGET, FAB_MOVING_TO_POSITION, FAB_WAITING_INIT_CONS_CLIENT, FAB_AT_TARGET_CLIENT, FAB_WATING_TO_START_BUILD_CLIENT, FAB_MOVING_TO_READY_TARGET_CLIENT, FAB_MOVING_TO_READY_TARGET_HOST, FAB_BUILDING, FAB_UNBUILD, FAB_EXPLODING, FAB_MOVING_TO_TARGET_REPAIR, FAB_WAIT_REPAIR_INFO_CLIENT, FAB_MOVING_TO_READY_TARGET_REPAIR_HOST, FAB_AT_TARGET_REPAIR_CLIENT, FAB_MOVING_TO_READY_TARGET_REPAIR_CLIENT, FAB_WATING_TO_START_REPAIR_CLIENT, FAB_REPAIRING, FAB_MOVING_TO_TARGET_DISM, FAB_WAIT_DISM_INFO_CLIENT, FAB_MOVING_TO_READY_TARGET_DISM_HOST, FAB_AT_TARGET_DISM_CLIENT, FAB_MOVING_TO_READY_TARGET_DISM_CLIENT, FAB_WATING_TO_START_DISM_CLIENT, FAB_DISMING, }; enum MOVESTAGE { MS_PATHFIND, MS_BEELINE, MS_DONE }; struct BASE_FABRICATOR_SAVELOAD { Vector dir; FAB_MODES mode; U32 targetPlanetID; U32 targetSlotID; U32 buildingID; U32 workingID; U32 workTargID; ResourceCost workingCost; U32 oldHullPoints; GRIDVECTOR targetPosition; MOVESTAGE moveStage; Vector destPos; SINGLE destYaw; U8 lastTab; }; struct FABRICATOR_SAVELOAD : SPACESHIP_SAVELOAD { BASE_FABRICATOR_SAVELOAD baseSaveLoad; FAB_SAVELOAD fab_SL; }; struct BASE_GUNPLAT_SAVELOAD; struct BASE_BUILDPLAT_SAVELOAD; struct BASE_GENERALPLAT_SAVELOAD; struct BASE_SUPPLYPLAT_SAVELOAD; struct BASE_REFINEPLAT_SAVELOAD; struct BASE_REPAIRPLAT_SAVELOAD; struct BASE_PLATFORM_SAVELOAD { TRANS_SAVELOAD trans_SL; BUILD_SAVELOAD build_SL; DAMAGE_SAVELOAD damage_SL; EXTENSION_SAVELOAD extend_SL; MISSION_SAVELOAD mission; U8 shadowVisibilityFlags; U32 exploredFlags; S8 shadowUpgrade[8]; S8 shadowUpgradeWorking[8]; U8 shadowUpgradeFlags[8]; SINGLE shadowPercent[8]; U16 shadowHullPoints[8]; U16 shadowMaxHull[8]; __hexview U16 buildSlot; __hexview U32 buildPlanetID; __hexview U32 firstNuggetID; bool bSetCommandPoints:1; bool bPlatDead:1; bool bPlatRealyDead:1; }; struct BASE_OLDSTYLE_PLATFORM_SAVELOAD { U32 workingID; NETVECTOR rallyPoint; U32 reasearchArchetypeID; SINGLE researchTimeSpent; U32 resupplyTargetID; U8 stackStart; U8 stackEnd; U32 supplyStack[10]; bool bResupplyReturning; bool bResearching:1; bool bDockLocked:1; bool bNeedToSendLossOfTarget:1; bool bNeedToSendNewTarget:1; bool bSupplierOut:1; }; struct OLDSTYLE_PLATFORM_SAVELOAD : BASE_PLATFORM_SAVELOAD { FAB_SAVELOAD fab_SL; TRANSFORM resupplyTransform; BASE_OLDSTYLE_PLATFORM_SAVELOAD baseOldstylePlatformSaveload; }; struct PLATFORM_VIEW { MISSION_SAVELOAD * mission; BASIC_INSTANCE * rtData; union PLATFORM { BASE_OLDSTYLE_PLATFORM_SAVELOAD * oldstyle; BASE_GUNPLAT_SAVELOAD * gunplat; BASE_BUILDPLAT_SAVELOAD * buildPlat; BASE_GENERALPLAT_SAVELOAD * generalPlat; BASE_SUPPLYPLAT_SAVELOAD * supplyPlat; BASE_REFINEPLAT_SAVELOAD * refinePlat; BASE_REPAIRPLAT_SAVELOAD * repairPlat; void * nothing; } platform; }; struct BT_PLAT_GUN : BASE_PLATFORM_DATA { SINGLE outerWeaponRange; bool bNoLineOfSight; char launcherType[5][32]; char specialLauncherType[32]; }; struct BASE_GUNPLAT_SAVELOAD { __hexview U32 dwTargetID; U32 attackAgentID; U32 launcherAgentID; UNIT_STANCE unitStance; U8 launcherID; SINGLE buildTimeSpent; U32 upgradeID; U32 workingID; bool bUserGenerated:1; bool isPreferredTarget:1; bool bUpgrading:1; bool bDelayed:1; bool bSpecialAttack:1; }; struct GUNPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_GUNPLAT_SAVELOAD gunplatSaveload; }; struct BT_PLAT_SUPPLY_DATA : BASE_PLATFORM_DATA { SINGLE supplyLoadSize; SINGLE supplyRange; char supplyDroneType[32]; char supplyDroneHardpoint[32]; }; struct BASE_SUPPLYPLAT_SAVELOAD { U32 resupplyTargetID; U8 stackStart; U8 stackEnd; U32 supplyStack[10]; bool bResupplyReturning:1; bool bNeedToSendLossOfTarget:1; bool bNeedToSendNewTarget:1; bool bSupplierOut:1; }; struct SUPPLYPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_SUPPLYPLAT_SAVELOAD supplyPlatSaveload; TRANSFORM resupplyTransform; }; struct BT_PLAT_BUILD_DATA : BASE_PLATFORM_DATA { char ship_hardpoint[64]; DRONE_RELEASE drone_release[2]; S32 buildRate; U32 maxQueueSize; }; struct BASE_BUILDPLAT_SAVELOAD { U32 workingID; struct NETGRIDVECTOR rallyPoint; SINGLE buidTimeSpent; U32 constructionID; bool bResearching:1; bool bUpgrading:1; }; struct BUILDPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { FAB_SAVELOAD fab_SL; BASE_BUILDPLAT_SAVELOAD buildPlatSaveload; }; struct BT_PLAT_BUILDSUP_DATA : BASE_PLATFORM_DATA { char ship_hardpoint[64]; DRONE_RELEASE drone_release[2]; S32 buildRate; U32 maxQueueSize; SINGLE supplyRadius; SINGLE supplyPerSecond; }; struct BASE_BUILDSUPPLAT_SAVELOAD { U32 workingID; struct NETGRIDVECTOR rallyPoint; SINGLE supplyTimer; U32 constructionID; SINGLE buildTimeSpent; bool bResearching:1; }; struct BUILDSUPPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { FAB_SAVELOAD fab_SL; BASE_BUILDSUPPLAT_SAVELOAD buildPlatSaveload; }; struct BT_PLAT_REFINE_DATA : BASE_PLATFORM_DATA { char ship_hardpoint[64]; char dock_hardpoint[64]; DRONE_RELEASE drone_release[2]; S32 buildRate; U32 maxQueueSize; char harvesterArchetype[32]; SINGLE gasRate[4]; SINGLE metalRate[4]; SINGLE crewRate[4]; }; struct BASE_REFINEPLAT_SAVELOAD { U32 workingID; struct NETGRIDVECTOR rallyPoint; U32 constructionID; SINGLE buidTimeSpent; SINGLE gasHarvested; SINGLE metalHarvested; SINGLE crewHarvested; U32 dockLockerID; U16 numDocking; bool bFreeShipMade:1; bool bResearching:1; bool bUpgrading:1; }; struct REFINEPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { FAB_SAVELOAD fab_SL; BASE_REFINEPLAT_SAVELOAD refinePlatSaveload; }; struct BT_PLAT_REPAIR_DATA : BASE_PLATFORM_DATA { SINGLE supplyPerSecond; U32 repairRate; U32 supplyRate; SINGLE supplyRange; char repairDroneType[32]; char repairDroneHardpoint[32]; }; struct BASE_REPAIRPLAT_SAVELOAD { U32 workingID; U32 potentialWorkingID; U32 repairTargetID; enum REPAIR_MODE { REP_NONE, REP_WAIT_FOR_DOCK, REP_REPAIRING } mode; S32 oldHullPoints; SINGLE supplyTimer; SINGLE upgradeTimeSpent; U32 upgradeID; bool bDockLocked:1; bool bUpgradeDelay:1; bool bUpgrading:1; bool bTakenCost:1; }; struct REPAIRPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_REPAIRPLAT_SAVELOAD repairPlatSaveload; TRANSFORM repairTransform; }; struct BT_PLAT_GENERAL_DATA : BASE_PLATFORM_DATA { }; struct BASE_GENERALPLAT_SAVELOAD { }; struct GENERALPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_GENERALPLAT_SAVELOAD generalPlatSaveload; }; struct BT_PLAT_SELL_DATA : BASE_PLATFORM_DATA { char ship_hardpoint[64]; U32 maxQueueSize; }; struct BASE_SELLPLAT_SAVELOAD { U32 workingID; U32 potentialWorkingID; U32 sellTargetID; enum SELL_MODE { SEL_NONE, SEL_WAIT_FOR_DOCK, SEL_SELLING } mode; bool bDockLocked:1; }; struct SELLPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_SELLPLAT_SAVELOAD sellPlatSaveload; FAB_SAVELOAD fab_SL; }; struct BT_PLAT_JUMP_DATA : BASE_PLATFORM_DATA { }; struct BASE_JUMPPLAT_SAVELOAD { U32 jumpGateID; bool bOwnGate:1; bool bLockGate:1; }; struct JUMPPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_JUMPPLAT_SAVELOAD jumpPlatSaveload; }; struct BASE_PLAYERBOMB_SAVELOAD { bool bDeployedPlayer; }; struct PLAYERBOMB_SAVELOAD : BASE_PLAYERBOMB_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct PLAYERBOMB_TYPE { char archetypeName[32]; }; struct BT_PLAYERBOMB_DATA : BASIC_DATA { struct _playerRace { PLAYERBOMB_TYPE minBombType[4]; PLAYERBOMB_TYPE bombType[4]; PLAYERBOMB_TYPE largeBombType[8]; }race[4]; char playerBomb_anim2D[32]; S32 animSize; MISSION_DATA missionData; }; struct GT_CHAT { RECT screenRect; STATIC_DATA background, ask; EDIT_DATA chatbox; }; struct BT_RECON_LAUNCH : BASE_LAUNCHER { char animation[32]; char hardpoint[64]; SINGLE animTime; SINGLE effectDuration; SFX::ID warmupSound; SINGLE_TECHNODE neededTech; UNIT_SPECIAL_ABILITY specialAbility; bool bWormWeapon; bool selfTarget; }; struct RECON_LAUNCH_SAVELOAD { Vector targetPos; U32 targetSystemID; U32 attacking; SINGLE refireDelay; U32 probeID; U32 targetID; bool bKillProbe:1; }; struct BT_AEBOLT_DATA : BASE_WEAPON_DATA { char fileName[32]; char explosionEffect[32]; SFX::ID launchSfx; SINGLE maxVelocity; U32 damage; SINGLE explosionRange; ARMOR_DATA armorData; }; struct AEBOLT_SAVELOAD { SINGLE time; SINGLE lastTime; Vector targetPos; U32 ownerID; U32 targetID; U32 numFound; U32 systemID; TRANS_SAVELOAD trans_SL; }; struct BT_STASISBOLT_DATA : BASE_WEAPON_DATA { char fileName[32]; char explosionEffect[32]; SFX::ID launchSfx; SINGLE maxVelocity; SINGLE explosionRange; SINGLE duration; MISSION_DATA missionData; }; struct BASE_STASISBOLT_SAVELOAD { SINGLE time; struct GRIDVECTOR targetPos; U32 ownerID; GRIDVECTOR gvec[26]; U32 numSquares; U32 numTargets; U32 targets[26]; U32 lastSent; U32 targetID; U32 targetsHeld; bool bDeleteRequested:1; bool bGone:1; bool bLauncherDelete:1; bool bFreeTargets:1; bool bNoMoreSync:1; }; struct STASISBOLT_SAVELOAD : BASE_STASISBOLT_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BT_REPELLENTCLOUD_DATA : BASE_WEAPON_DATA { char explosionEffect[32]; SFX::ID launchSfx; SINGLE duration; MISSION_DATA missionData; U32 damagePerSec; SINGLE centerRange; }; struct BASE_REPELLENTCLOUD_SAVELOAD { SINGLE time; SINGLE lastTime; struct GRIDVECTOR targetPos; U32 ownerID; GRIDVECTOR gvec[24]; U32 numSquares; U32 numTargets; U32 targets[24]; U32 targetsHeld; U32 lastSent; Vector sprayDir,sideDir; bool bDeleteRequested:1; bool bGone:1; bool bLauncherDelete:1; bool bFreeTargets:1; bool bNoMoreSync:1; }; struct REPELLENTCLOUD_SAVELOAD : BASE_REPELLENTCLOUD_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BT_REPULSORWAVE_DATA : BASE_WEAPON_DATA { SFX::ID launchSfx; SINGLE duration; SINGLE range; SINGLE ringTime; SINGLE interRingTime; MISSION_DATA missionData; }; struct BASE_REPULSORWAVE_SAVELOAD { struct GRIDVECTOR targetPos; U32 ownerID; SINGLE time; U32 numTargets; U32 targets[24]; U32 targetsHeld; U32 lastSent; bool bDeleteRequested:1; bool bGone:1; bool bLauncherDelete:1; bool bFreeTargets:1; bool bNoMoreSync:1; bool bHasBeenInit:1; }; struct REPULSORWAVE_SAVELOAD : BASE_REPULSORWAVE_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BT_TRACTOR_DATA : BASE_WEAPON_DATA { char fileName[32]; char hardpoint[64]; char contactBlastType[32]; SFX::ID launchSfx; SINGLE duration; SINGLE damagePerSecond; SINGLE_TECHNODE neededTech; S32 supplyCost; SINGLE refirePeriod; }; struct TRACTOR_SAVELOAD { U32 targetID; U32 systemID; SINGLE time; SINGLE refireDelay; SINGLE mass; }; struct BT_REPULSOR_DATA : BASE_WEAPON_DATA { char fileName[32]; char hardpoint[64]; char contactBlastType[32]; SFX::ID launchSfx; SINGLE pushTime; SINGLE minimumMass; SINGLE basePushPower; SINGLE pushPerMass; SINGLE_TECHNODE neededTech; }; struct REPULSOR_SAVELOAD { U32 targetID, ownerID; U32 systemID; S32 time; SINGLE mass; }; struct BT_OVERDRIVE_DATA : BASE_WEAPON_DATA { SINGLE speed; SFX::ID launchSfx; }; struct OVERDRIVE_SAVELOAD { Vector destPos; U32 systemID; U32 ownerID; }; struct BT_SWAPPER_DATA : BASE_WEAPON_DATA { SFX::ID launchSfx; }; struct BT_AEGIS_DATA : BASE_WEAPON_DATA { SINGLE supplyPerSec; SINGLE_TECHNODE neededTech; }; struct BASE_AEGIS_SAVELOAD { bool bNetShieldOn:1; bool bShieldOn:1; }; struct AEGIS_SAVELOAD : BASE_AEGIS_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_MIMIC_DATA : BASE_WEAPON_DATA { SINGLE supplyUse; SINGLE shutoff; SINGLE_TECHNODE techNode; }; struct BASE_MIMIC_SAVELOAD { U32 aliasArchetypeID; U8 aliasPlayerID; bool bCloakEnabled:1; }; struct MIMIC_SAVELOAD : BASE_MIMIC_SAVELOAD { }; struct BT_ZEALOT_DATA : BASE_WEAPON_DATA { SINGLE kamikazeSpeed; SINGLE damageAmount[3]; char impactBlastType[32]; SINGLE_TECHNODE neededTech; }; enum ZSTAGE { Z_NONE, Z_ROTATE, Z_THRUST }; struct BASE_ZEALOT_SAVELOAD { U32 dwMissionID; U32 targetID; U32 zealotArchetypeID; U32 systemID; ZSTAGE stage; }; struct ZEALOT_SAVELOAD : BASE_ZEALOT_SAVELOAD { TRANS_SAVELOAD trans_SL; U32 visibilityFlags:8; }; struct BT_SYNTHESIS_DATA : BASE_WEAPON_DATA { SINGLE_TECHNODE neededTech; char animName[32]; }; enum SYN_STAGE { SYN_NONE, SYN_ROTATE, SYN_ZAP, SYN_APPROACH, SYN_ABSORB }; struct BASE_SYNTHESIS_SAVELOAD { SYN_STAGE stage; U16 hullPoints,supplies; U32 targetID; }; struct SYNTHESIS_SAVELOAD : BASE_SYNTHESIS_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_MASS_DISRUPTOR_DATA : BASE_WEAPON_DATA { SFX::ID launchSfx; char fileName[32]; char contactBlastType[32]; char warpAnim[32]; U16 animWidth; SINGLE boltSpeed; SINGLE damagePercent; }; enum MD_STAGE { MD_SHOOT, MD_DISRUPT }; struct BASE_MASS_DISRUPTOR_SAVELOAD { U32 ownerID,systemID; MD_STAGE stage; U32 targetID; U32 damageDealt; Vector targetDir; SINGLE dist; }; struct MASS_DISRUPTOR_SAVELOAD : BASE_MASS_DISRUPTOR_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_DESTABILIZER_DATA : BASE_WEAPON_DATA { char fileName[32]; char explosionEffect[32]; SFX::ID launchSfx; SINGLE maxVelocity; SINGLE explosionRange; SINGLE duration; MISSION_DATA missionData; }; struct BASE_DESTABILIZER_SAVELOAD { SINGLE time; struct GRIDVECTOR targetPos; U32 ownerID; U32 numTargets; U32 targetIDs[3]; U32 lastSent; U32 targetID; U32 targetsHeld; bool bDeleteRequested:1; bool bGone:1; bool bLauncherDelete:1; bool bFreeTargets:1; bool bNoMoreSync:1; }; struct DESTABILIZER_SAVELOAD : BASE_DESTABILIZER_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BT_DUMBRECONPROBE_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; SINGLE maxVelocity; SINGLE duration; MISSION_DATA missionData; }; struct BASE_DUMBRECONPROBE_SAVELOAD { SINGLE time; struct GRIDVECTOR targetPos; U32 ownerID; U32 targetID; bool bDeleteRequested:1; bool bGone:1; bool bLauncherDelete:1; bool bNoMoreSync:1; }; struct DUMBRECONPROBE_SAVELOAD : BASE_DUMBRECONPROBE_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BASE_BUILD_OBJ : BASIC_DATA { BUILDOBJCLASS boClass; }; struct BT_TERRAN_BUILD : BASE_BUILD_OBJ { }; struct BT_MANTIS_BUILD : BASE_BUILD_OBJ { char cocoonTextureName[32]; }; struct BT_SOLARIAN_BUILD : BASE_BUILD_OBJ { char cocoonTextureName[32]; }; namespace MAP_GEN_ENUM { enum DMAP_FUNC { LINEAR = 0, LESS_IS_LIKLY, MORE_IS_LIKLY }; enum PLACEMENT { RANDOM = 0, CLUSTER, PLANET_RING, STREEKS, SPOTS, }; enum OVERLAP { NO_OVERLAP = 0, LEVEL1, LEVEL2 }; enum SECTOR_SIZE { SMALL_SIZE = 0x01, MEDIUM_SIZE = 0x02, LARGE_SIZE = 0x04, S_M_SIZE = 0x03, S_L_SIZE = 0x05, M_L_SIZE = 0x06, ALL_SIZE = 0x07 }; enum SECTOR_FORMATION { SF_RANDOM, SF_RING, SF_DOUBLERING, SF_STAR, SF_INRING }; enum MACRO_OPERATION { MC_PLACE_HABITABLE_PLANET, MC_PLACE_GAS_PLANET, MC_PLACE_METAL_PLANET, MC_PLACE_OTHER_PLANET, MC_PLACE_TERRAIN, MC_PLACE_PLAYER_BOMB, MC_MARK_RING }; }; struct BT_MAP_GEN { struct _terrainTheme { char systemKit[6][32]; char metalPlanets[6][32]; char gasPlanets[6][32]; char habitablePlanets[6][32]; char otherPlanets[6][32]; MAP_GEN_ENUM::SECTOR_SIZE sizeOk; U32 minSize; U32 maxSize; MAP_GEN_ENUM::DMAP_FUNC sizeFunc; U32 numHabitablePlanets[3]; U32 numMetalPlanets[3]; U32 numGasPlanets[3]; U32 numOtherPlanets[3]; U32 numNuggetPatchesMetal[3]; U32 numNuggetPatchesGas[3]; struct _terrainInfo { char terrainArchType[32]; SINGLE probability; U32 minToPlace; U32 maxToPlace; MAP_GEN_ENUM::DMAP_FUNC numberFunc; U32 size; U32 requiredToPlace; MAP_GEN_ENUM::OVERLAP overlap; MAP_GEN_ENUM::PLACEMENT placement; }terrain[20],nuggetMetalTypes[6],nuggetGasTypes[6]; bool okForPlayerStart:1; bool okForRemoteSystem:1; SINGLE desitiy[3]; struct _macros { MAP_GEN_ENUM::MACRO_OPERATION operation; U32 range; bool active; union _info { _terrainInfo terrainInfo; MAP_GEN_ENUM::OVERLAP overlap; }info; }macros[15]; }themes[30]; }; struct BASE_MOVIE_CAMERA_SAVELOAD : MISSION_SAVELOAD { Vector cam_lookAt; Vector cam_position; SINGLE cam_FOV_x; SINGLE cam_FOV_y; }; struct MOVIE_CAMERA_SAVELOAD { TRANS_SAVELOAD trans_SL; BASE_MOVIE_CAMERA_SAVELOAD baseSave; }; struct BT_MOVIE_CAMERA_DATA : BASIC_DATA { char fileName[32]; MISSION_DATA missionData; }; struct MOVIE_CAMERA_VIEW { Vector cam_lookAt; Vector cam_position; SINGLE cam_FOV_x; SINGLE cam_FOV_y; M_STRING partName; }; struct BT_OBJECT_GENERATOR : BASIC_DATA { char fileName[32]; MISSION_DATA missionData; SINGLE mean; SINGLE minDiff; char generateType[32]; bool startEnabled; }; struct BASE_OBJECT_GENERATOR_SAVELOAD { SINGLE mean; SINGLE minDiff; SINGLE timer; SINGLE nextTime; U32 archID; bool bGenEnabled:1; }; struct OBJECT_GENERATOR_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; BASE_OBJECT_GENERATOR_SAVELOAD baseSave; }; struct OBJECT_GENERATOR_VIEW { MISSION_SAVELOAD * mission; Vector position; char generatorType[32]; SINGLE mean; SINGLE minDiff; SINGLE timer; SINGLE nextTime; bool bGenEnabled:1; char partName[32]; }; struct BT_TRIGGER : BASIC_DATA { char fileName[32]; MISSION_DATA missionData; }; struct BASE_TRIGGER_SAVELOAD { U32 lastTriggerID; U32 triggerShipID; U32 triggerObjClassID; U32 triggerMObjClassID; U32 triggerPlayerID; SINGLE triggerRange; U32 triggerFlags; char progName[32]; bool bEnabled:1; bool bDetectOnlyReady:1; }; struct TRIGGER_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; BASE_TRIGGER_SAVELOAD baseSave; }; struct TRIGGER_VIEW { MISSION_SAVELOAD * mission; Vector position; __hexview U32 triggerShipID; OBJCLASS triggerObjClassID; M_OBJCLASS triggerMObjClassID; U32 triggerPlayerID; SINGLE triggerRange; char progName[32]; bool bEnabled:1; bool bDetectOnlyReady:1; }; struct BT_SCRIPTOBJECT : BASIC_DATA { char fileName[32]; MISSION_DATA missionData; SFX::ID ambientSound; struct BLINKER_DATA blinkers; char ambient_animation[32]; bool bSysMapActive:1; }; struct BASE_SCRIPTOBJECT_SAVELOAD { bool bTowed:1; bool bSysMapActive:1; U32 towerID; }; struct SCRIPTOBJECT_SAVELOAD:BASE_SCRIPTOBJECT_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; U8 exploredFlags; }; struct SCRIPTOBJECT_VIEW { MISSION_SAVELOAD * mission; Vector position; }; typedef struct Streamer *HSTREAM; struct SONG { bool playing:1; bool looping:1; HSTREAM handle; SINGLE volume; char filename[32]; }; typedef SONG MT_MUSIC_DATA[4]; struct SPECIALABILITYINFO { U32 baseSpecialWpnButton; HBTNTXT::BUTTON_TEXT specialWpnTooltip; HBTNTXT::HOTBUTTONINFO specialWpnHelpBox; HBTNTXT::MULTIBUTTONINFO specialWpnHintBox; }; struct GT_SPECIALABILITIES { SPECIALABILITYINFO none, assault, tempest, probe, cloak, aegis, vampire, stasis, furyram, repel, bomber, mimic, minelayer, s_minelayer, repulsor, synthesis, massdisruptor, destabilizer, wormhole,ping,m_ping,s_ping, multiCloak, tractor, transfer; }; crystal_one_desat.3db#:metal_two.3db#'organic_one_desat.3db#:crystal_two.3db#'metal_one_desat.3db#:radio_two.3db#'organic_two.3db#'radio_one_desat.3db#:PBrownRock.cmpSc_rotate_cloudsPIce.cmpSc_rotate_cloudsPRedDust.cmpSc_rotate_cloudsPmudPlanet.cmpSc_rotate_cloudsPdirtPlanet.cmpSc_rotate_cloudsplanet_india.cmpSc_rotate_cloudsPBlueGas.cmpSc_rotate_cloudsSysMap\gasplanet.bmp#=PPurpleGas.cmpSc_rotate_cloudsSysMap\gasplanet.bmp#=PRedGas.cmpSc_rotate_cloudsSysMap\gasplanet.bmp#)=PYellowGas.cmpSc_rotate_cloudsSysMap\gasplanet.bmp#=planet_gasgreen.cmpSc_rotate_cloudsSysMap\swampplanet.bmp)ddplanet_gasorange.cmpSc_rotate_cloudsSysMap\swampplanet.bmpddPbluePlanet.cmpSc_rotate_cloudsPlanets\earth1_LG.cmpSc_rotate_cloudsSysMap\earthplanet.bmp#(dd^ #= #==Planets\earth2_LG.cmpSc_rotate_cloudsSysMap\earthplanet.bmp#(dd^ #= #==Planets\earth3_LG.cmpSc_rotate_cloudsSysMap\earthplanet.bmp#(dd^ #= #==Pcraterplanet.cmpSc_rotate_cloudsSysMap\moonplanet.bmp ף=Planets\earth5_LG.cmpSc_rotate_cloudsSysMap\earthplanet.bmp#(dd^ #= #==Planets\earth4_LG.cmpSc_rotate_cloudsSysMap\earthplanet.bmp#(dd^ #= #==planet_bluewater.cmpSc_rotate_cloudsSysMap\earthplanet.bmp#dd?planet_brownie.cmpSc_rotate_cloudsSysMap\swampplanet.bmpddplanet_india2.cmpSc_rotate_cloudsSysMap\earthplanet.bmpddPLakePlanet.cmpSc_rotate_cloudsSysMap\earthplanet.bmpddplanet_landblue.cmpSc_rotate_cloudsSysMap\swampplanet.bmpddplanet_orangeland.cmpSc_rotate_cloudsSysMap\swampplanet.bmpddplanet_redwater.cmpSc_rotate_cloudsddPredsea.cmpSc_rotate_cloudsSysMap\swampplanet.bmpddProckyPlanet.cmpSc_rotate_cloudsSysMap\moonplanet.bmp=PTreePlanet.cmpSc_rotate_cloudsSysMap\swampplanet.bmpddPvolcanic.cmpSc_rotate_cloudsSysMap\moonplanet.bmp=earth1_LG.cmpSc_rotate_clouds#d<?\Planets\earth2_LG.cmpSc_rotate_clouds#d<?\Planets\gas21_LG.cmpSc_rotate_clouds#d<?\Planets\moon2_LG.3dbSc_rotate_clouds=Planets\swamp2_LG.cmpSc_rotate_cloudsddPlanets\moon1_LG.3dbSc_rotate_cloudsSysMap\moonplanet.bmp#( ף=Planets\moon2_LG.3dbSc_rotate_cloudsSysMap\moonplanet.bmp#( ף=Planets\moon3_LG.3dbSc_rotate_cloudsSysMap\moonplanet.bmp#( ף=Planets\moon4_LG.3dbSc_rotate_cloudsSysMap\moonplanet.bmp#( ף=Planets\moon5_LG.3dbSc_rotate_cloudsSysMap\moonplanet.bmp#( ף=Planets\gas1_LG.cmpSc_rotate_cloudsSysMap\gasplanet.bmp#) ף=Planets\gas2_LG.cmpSc_rotate_cloudsSysMap\gasplanet.bmp#) ף=Planets\gas3_LG.cmpSc_rotate_cloudsSysMap\gasplanet.bmp#) ף=Planets\gas4_LG.cmpSc_rotate_cloudsSysMap\gasplanet.bmp#) ף=Planets\gas5_LG.cmpSc_rotate_cloudsSysMap\gasplanet.bmp#) 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Comp@?: bjec@ ; BBUILDER!!M_TroopPod\hp_pod1\hp_pod2\hp_pod3s < BBUILDER!!S_TroopPod\Stroop_beam\hp_pod1\Stroop_beam\hp_pod2\Stroop_beam\hp_pod3dwMi BBUILDER!!T_TroopPod\ttroop_beam\hp_pod1\ttroop_beam\hp_pod2\ttroop_beam\hp_pod3keovA@A@tfprobe.3db6DABBXk4 typedef signed long BOOL32; typedef unsigned char U8 ; typedef unsigned short U16; typedef unsigned long U32; typedef char C8 ; typedef signed char S8 ; typedef signed short S16; typedef signed long S32; typedef float SINGLE; typedef double DOUBLE; typedef union { S32 i; U32 u; SINGLE f; void *p; } HYBRID; enum OBJCLASS { OC_NONE = 0x00000000, OC_SPACESHIP = 0x00000001, OC_PLANETOID = 0x00000002, OC_MEXPLODE = 0x00000004, OC_SHRAPNEL = 0x00000008, OC_JUMPGATE = 0x00000010, OC_NEBULA = 0x00000020, OC_LAUNCHER = 0x00000040, OC_WEAPON = 0x00000080, OC_BLAST = 0x00000100, OC_WAYPOINT = 0x00000200, OC_PLATFORM = 0x00000400, OC_FIGHTER = 0x00000800, OC_LIGHT = 0x00001000, OC_MINEFIELD = 0x00002000, OC_TRAIL = 0x00004000, OC_EFFECT = 0x00008000, OC_FIELD = 0x00010000, OC_NUGGET = 0x00020000, OC_GROUP = 0x00040000, OC_RESEARCH = 0x00080000, OC_BLACKHOLE = 0x00100000, OC_PLAYERBOMB = 0x00200000, OC_BUILDRING = 0x00400000, OC_BUILDOBJ = 0x00800000, OC_MOVIECAMERA = 0x01000000, OC_OBJECT_GENERATOR = 0x02000000, OC_TRIGGER = 0x04000000, OC_SCRIPTOBJECT = 0x08000000, OC_UI_ANIM = 0x10000000 }; enum WPNCLASS { WPN_MISSILE=1, WPN_BOLT, WPN_BEAM, WPN_ARC, WPN_AUTOCANNON, WPN_SPECIALBOLT, WPN_TRACTOR, WPN_OVERDRIVE, WPN_REPULSOR, WPN_SWAPPER, WPN_PLASMABOLT, WPN_ANMBOLT, WPN_AEBOLT, WPN_AEGIS, WPN_MIMIC, WPN_ZEALOT, WPN_STASISBOLT, WPN_REPELLENTCLOUD, WPN_SYNTHESIS, WPN_MASS_DISRUPTOR, WPN_DESTABILIZER, WPN_GATTLINGBEAM, WPN_LASERSPRAY, WPN_WORMHOLE, WPN_REPULSORWAVE, WPN_DUMBRECONPROBE }; enum LAUNCHCLASS { LC_TURRET=1, LC_VERTICLE_LAUNCH, LC_MISSILE, LC_AIR_DEFENSE, LC_MINELAYER, LC_FIGHTER_WING, LC_KAMIKAZE_WING, LC_SHIPLAUNCH, LC_FANCY_LAUNCH, LC_CLOAK_LAUNCH, LC_RECON_LAUNCH, LC_WORMHOLE_LAUNCH, LC_PING_LAUNCH, LC_MULTICLOAK_LAUNCH, LC_TALORIAN_LAUNCH }; enum SPACESHIPCLASS { SSC_GUNBOAT=1, SSC_BUILDSHIP, SSC_HARVESTSHIP, SSC_FABRICATOR, SSC_MINELAYER, SSC_RECONPROBE, SSC_TORPEDO, SSC_GUNSAT, SSC_FLAGSHIP, SSC_SUPPLYSHIP, SSC_TROOPSHIP, SSC_RECOVERYSHIP, SSC_SPIDERDRONE, SSC_TERRANDRONE }; enum PLATFORMCLASS { PC_OLDSTYLE, PC_GUNPLAT=1, PC_SUPPLYPLAT, PC_BUILDPLAT, PC_REPAIRPLAT, PC_REFINERY, PC_GENERAL, PC_BUILDSUPPLAT, PC_JUMPPLAT, PC_SELL }; enum EFFECTCLASS { FX_FIREBALL=1, FX_PARTICLE, FX_STREAK, FX_SPARK, FX_ANIMOBJ, FX_CLOAKEFFECT, FX_ENGINETRAIL, FX_WORMHOLE_BLAST, FX_TALORIAN_EFFECT, FX_TROOPPOD }; enum FIELDCLASS { FC_ASTEROIDFIELD=1, FC_MINEFIELD, FC_NEBULA, FC_ANTIMATTER }; enum BUILDOBJCLASS { BO_TERRAN, BO_MANTIS, BO_SOLARIAN, BO_VYRIUM }; typedef U16 M_PART_ID; namespace SFX { enum ID { INVALID=0, BUTTONPRESS1, BUTTONPRESS2, inRange, startConstruction, endConstruction, zeroMoney, lightindustryButton, heavyindustryButton, hitechindustryButton, hqButton, researchButton, planetDepleted, harvestRedeploy, researchCompleted, JG_ENTER1, JG_ENTER2, JG_ARRIVE1, JG_ARRIVE2, JG_AMBIENCE, T_ARC_CANNON, T_DEFENSEGUN1, T_SHIELDHIT, T_SHIELDFIZZOUT, T_SHIELDFIZZIN, T_LASERTURRET_SML, T_CORVETTE_IMPACT, T_LASERTURRET_MED, T_LASERTURRET_LGE, T_MISSILE, T_FLYBY1, T_FIGHTERFLYBY1, T_FIGHTERFLYBY2, T_FIGHTERFLYBY3, T_FIGHTERFLYBY4, T_FIGHTERLAUNCH1, T_FIGHTERLAUNCH2, T_FIGHTERLAUNCH3, T_FIGHTERLAUNCH4, T_CONSTRUCTION, T_POWERUP, T_LSATFIRE, T_LSATDEPLOY, T_FIGHTEREXPLO, T_HARVESTERUNLOAD, T_IMPACTCORVETTE, T_IMPACTLSAT, T_TROOPRELEASE, T_IMPACTMISSILE, T_IMPACTFIGHTER, T_FIGHTERFIRE1, T_FIGHTERFIRE2, T_FIGHTERFIRE3, T_FIGHTERFIRE4, T_PROBELAUNCH, T_FIGHTERKAMIKAZE, T_TEMPESTLAUNCH, T_IMPACTDREADNOUGHT, T_GRAVWELL, T_TRACTORDEBRIS, T_PROBEFIZZLE, T_AEGISSHIELD, T_IONCHARGE, T_TROOPASSAULT, M_FIGHTERLAUNCH1, M_FIGHTERLAUNCH2, M_FIGHTERLAUNCH3, M_FIGHTERLAUNCH4, M_FIGHTERFLYBY1, M_FIGHTERFLYBY2, M_FIGHTERFLYBY3, M_FIGHTERFLYBY4, M_PLASMASMALL, M_PLASMAMED, M_CONSTRUCTION, M_FIGHTERBLAST, M_PLASMACHARGE, M_SELLINGUNIT, M_SHIELDHIT, M_REPELLCLOUD, S_CONSTRUCTION, S_BALLENERGY, S_BEAM_LG, S_BEAM_MED, S_DESTABILIZER, S_DISRUPTORDAM, S_ECLIPSE, S_FORGERDEPLOY, S_LAUNCHDESTAB, S_LAUNCHDISRUP, S_LEGIONAIRE, S_LEGIONSUCCESS, S_MINELAYER, S_REPULSOR, S_SELLINGUNIT, S_STRATUM, S_SYNTHESIS, S_UNLOAD, S_BEAM_MED2, S_SHIELDHIT, S_BEAM_SML, NEBULA_ION, NEBULA_IONSPARK, NEBULA_PLASMA, NEBULA_ARGON, NEBULA_HELIOUS, NEBULA_HYADES, ASTEROID_FIELD, NEBULA_CELSIUS, NEBULA_CYGNUS, NEBULA_LITHIUM, EXPT_L_SUB, EXPT_L_FINAL, EXPT_M_SUB, EXPT_M_FINAL, EXPT_S_SUB, EXPT_S_FINAL, EXPM_RIPPLE1, EXPM_RIPPLE2, EXPM_RIPPLE3, EXPM_RIPPLE4, EXPM_L_SUB, EXPM_L_FINAL, EXPM_M_SUB, EXPM_M_FINAL, EXPM_S_SUB, EXPM_S_FINAL, EXPS_L_SUB, EXPS_L_FINAL, EXPS_M_SUB, EXPS_M_FINAL, EXPS_S_SUB, EXPS_S_FINAL, CONFIRMATION, EXPLOSION, EXPLOSION1, EXPLOSION2, EXPLOSION3, EXPLOSION4, SECEXPLODE1, SECEXPLODE2, SECEXPLODE3, SECEXPLODE4, SMALLEXPLOSION, TELETYPE, SPECIALDENIED, BEACON, LAST }; } class Vector { SINGLE x,y,z; }; class Matrix { SINGLE d[3][3]; }; class Transform : Matrix { Vector translation; }; struct GRIDVECTOR { U8 x, y; }; struct NETGRIDVECTOR { U8 x, y; U8 systemID; }; typedef U32 NETVECTOR; typedef Transform TRANSFORM; typedef long LONG; typedef struct tagRECT { LONG left; LONG top; LONG right; LONG bottom; } RECT; typedef char M_STRING[32]; typedef unsigned short wchar_t; typedef wchar_t M_STRINGW[32]; namespace OBJNAMES { enum M_DISPLAY_NAME { MT_NO_DISPLAY_NAME = 0, MT_HEADQUARTERS = 303, MT_LIGHT_INDUSTRIAL = 454, MT_HEAVY_INDUSTRIAL = 455, MT_HITECH_INDUSTRIAL = 456, MT_RESEARCH_FACILITY = 459, MT_REFINERY = 458, MT_TENDER = 538, MT_OUTPOST = 539, MT_TURRET = 540, MT_ACADEMY = 541, MT_PROPLAB = 390, MT_ADVHULL = 543, MT_REPAIR = 544, MT_SRSENSOR = 545, MT_AWSLAB = 546, MT_DEFENSEBAT = 547, MT_MRSENSOR = 548, MT_LOGISTICS = 549, MT_NANOLAB = 550, MT_FORCELAB = 551, MT_LRSENSOR = 552, MT_CDETECT = 553, MT_BALLISTICS = 353, MT_DISPLACEMENT = 354, MT_JUMPGATE = 389, MT_HANGER = 388, MT_HEAVYREFINERY = 393, MT_SUPERHEAVYREFINERY = 394, MT_SUPPLY = 538, MT_CORVETTE = 424, MT_TANKER = 433, MT_LSAT_DEFENSE = 428, MT_MISSILE_CRUISER = 430, MT_TROOPSHIP = 431, MT_FLEET_CARRIER = 425, MT_BATTLESHIP = 429, MT_SPACE_STATION = 432, MT_ION_CANNON = 392, MT_DREADNOUGHT = 412, MT_INFILTRATOR = 426, MT_LANCER_CRUISER = 427, MT_FABRICATOR = 460, MT_ADVFABRICATOR = 434, MT_DEBRIS = 321, MT_SUPPLYSHIP = 559, MT_FLEETOFFICER = 560, MT_HALSEY = 396, MT_HAWKES = 397, MT_BENSON = 398, MT_SMIRNOFF = 399, MT_STEELE = 401, MT_TAKAI = 670, MT_BLACKWELL = 750, MT_ELITEDREADNOUGHT = 751, MT_ELITEBATTLESHIP = 752, MT_KHAMIR = 322, MT_SCOUT_CARRIER = 323, MT_FRIGATE = 324, MT_MINELAYER = 325, MT_HEAVY_CRUISER = 326, MT_SUPER_CARRIER = 327, MT_VORAAK_CANNON = 328, MT_SEEKER = 329, MT_SIPHON_TANKER = 333, MT_WEAVER = 334, MT_GREATER_WEAVER = 335, MT_HIVE_CARRIER = 331, MT_LEECH = 336, MT_ZORAP_SUPPLY = 332, MT_MORDELLA = 671, MT_AZKAR = 672, MT_VERLAK = 673, MT_KERTAK = 674, MT_ADTHRIPID = 675, MT_MALKOR = 676, MT_BIOFORGE = 337, MT_BLAST_FURNACE = 338, MT_CARPACE_PLANT = 339, MT_CARRION_ROOST = 340, MT_COCOON = 341, MT_EXPLOSIVES_RANGE = 342, MT_EYE_STOCK = 343, MT_FUSION_MILL = 344, MT_MUTATION_COLONY = 345, MT_NIAD = 346, MT_THRIPID = 347, MT_WARLORD_TRAINING = 348, MT_DUAL_SPITTER = 349, MT_PLASMA_SPITTER = 350, MT_COLLECTOR = 351, MT_PLANTATION = 352, MT_GREAT_PLANTATION = 810, MT_PLASMA_HIVE = 355, MT_HYBRIDCENTER = 356, MT_GREATERCOLLECTOR = 395, MT_DISSECTION = 391, MT_ACROPOLIS = 357, MT_OXIDATOR = 358, MT_PAVILION = 359, MT_SENTINELTOWER = 360, MT_BUNKER = 361, MT_SANCTUM = 362, MT_EUTROMILL = 363, MT_GREATERPAVILION = 364, MT_HELIONVEIL = 365, MT_CITADEL = 366, MT_XENOCHAMBER = 367, MT_ANVIL = 368, MT_MUNITIONSANNEX = 369, MT_TURBINEDOCK = 370, MT_TALOREANMATRIX = 371, MT_PORTAL = 693, MT_FORGER = 372, MT_STRATUM = 373, MT_GALIOT = 374, MT_TAOS = 375, MT_POLARIS = 376, MT_AURORA = 377, MT_ORACLE = 378, MT_ESPCOIL = 379, MT_STARBURST = 380, MT_HYDROFOIL = 381, MT_LEGIONARE = 383, MT_PROTEUS = 382, MT_ATLAS = 384, MT_TRIREME = 385, MT_MONOLITH = 386, MT_HIGHCOUNSEL = 387, MT_BLANUS = 687, MT_ELAN = 688, MT_VIVAC = 689, MT_JOULE = 690, MT_PROCYO = 691, MT_NATUS = 692, MT_ELITEMONOLITH = 753, MT_ELITETRIREME = 754, MT_APOCARTHROPOD = 755, MT_PLANET_EARTH = 654, MT_PLANET_MOON = 655, MT_PLANET_GAS = 656, MT_PLANET_SWAMP = 657 }; } namespace SILNAMES { enum M_SILHOUETTE_NAME { CORVETTE = 1087, TANKER = 1111, LSAT = 1102, MISSILECRUISER = 1081, ASSAULTSHIP = 1117, SPACESTATION = 1105, BATTLESHIP = 1099, FLEETCARRIER = 1090, DREADNOUGHT = 1084, INFILTRATOR = 1093, LANCER = 1096, SUPPLY = 1114, FABRICATOR = 1075, ADVFABRICATOR = 1078, FLEETOFFICER = 1108, IONCANNON = 1120, M_WEAVER = 943, M_GREATERWEAVER = 946, M_ZORAP = 949, M_SIPHON = 952, M_PLASMASPITTER = 955, M_OCELLUS = 958, M_SCOUTCARRIER = 964, M_FRIGATE = 967, M_KHAMIR = 970, M_HIVECARRIER = 973, M_TIAMATCARRIER = 976, M_SITHKAR = 979, M_CAPTORLEECH = 982, M_VORAAKCANNON = 985, M_SPINELAYER = 988, M_PLASMAHIVE = 961, S_FORGER = 1743, S_STRATUM = 1746, S_GALIOT = 1749, S_TAOS = 1752, S_POLARIS = 1755, S_AURORA = 1758, S_STARBURST = 1761, S_HYDROFOIL = 1764, S_LEGIONARE = 1767, S_ATLAS = 1773, S_TRIREME = 1776, S_MONOLITH = 1779, S_HIGHCOUNCIL = 1782, S_ORACLE = 1785, S_ESPCOIL = 1788, S_PORTAL = 2444, S_PROTEUS = 2447 }; } namespace UNITSOUNDS { enum PRIORITY { LOW, MEDIUM, HIGH, ADMIRAL }; union SPEECH { struct SPACESHIP { M_STRING underAttack; M_STRING alliedAttack; M_STRING enemySighted; M_STRING selected; M_STRING destructionDenied; M_STRING move; M_STRING aggravated; M_STRING constructComplete; M_STRING death; }; struct RESUSER { M_STRING notEnoughGas; M_STRING notEnoughMetal; M_STRING notEnoughCrew; M_STRING notEnoughCommandPoints; }; struct GUNBOAT : SPACESHIP { M_STRING attacking; M_STRING suppliesout; M_STRING specialAttack; } gunboat; struct HARVESTER : SPACESHIP { M_STRING harvestResource; M_STRING planetDepleted; M_STRING planetDepletedRedeploy; } harvester; struct FABRICATOR : SPACESHIP, RESUSER { M_STRING buildImposible; M_STRING constructStarted; } fabricator; struct MINELAYER : SPACESHIP { } minelayer; struct SUPPLYSHIP : SPACESHIP { M_STRING resupplyShips; } supplyship; struct TROOPSHIP : SPACESHIP { M_STRING attacking; M_STRING attackSuccess; M_STRING attackFailed; } troopship; struct FLAGSHIP : SPACESHIP { M_STRING attacking; M_STRING fleetdamage50; M_STRING fleetdamage75; M_STRING supplieslow; M_STRING suppliesout; M_STRING battlegood; M_STRING battlemoderate; M_STRING battlebleak; M_STRING shipleaving; M_STRING admiralondeck; M_STRING flagshipintrouble; M_STRING transferfailed; M_STRING scuttle; } flagship; struct PLATFORM { M_STRING underAttack; M_STRING alliedAttack; M_STRING enemySighted; M_STRING selected; M_STRING destructionDenied; M_STRING constructComplete; M_STRING constructStarted; M_STRING buildDelayed; M_STRING research; M_STRING researchCompleted; M_STRING upgradeCompleted; }; struct GENPLATFORM : PLATFORM, RESUSER { } platform; struct GUNPLAT : PLATFORM { M_STRING attacking; M_STRING suppliesout; } gunPlat; }; } typedef UNITSOUNDS::SPEECH MT_UNITSPEECH; enum M_RACE { M_NO_RACE, M_TERRAN, M_MANTIS, M_SOLARIAN, M_VYRIUM }; enum M_ARTIFACT { M_NO_ARTIFACT }; enum M_RESOURCE_TYPE { M_GAS, M_METAL, M_CREW, M_COMMANDPTS }; enum M_OBJCLASS { M_NONE=0, M_FABRICATOR=1, M_SUPPLY, M_CORVETTE, M_MISSILECRUISER, M_BATTLESHIP, M_DREADNOUGHT, M_CARRIER, M_LANCER, M_INFILTRATOR, M_HARVEST, M_RECONPROBE, M_TROOPSHIP, M_FLAGSHIP, M_HQ, M_REFINERY, M_LIGHTIND, M_TENDER, M_REPAIR, M_OUTPOST, M_ACADEMY, M_BALLISTICS, M_ADVHULL, M_HEAVYREFINERY, M_SUPERHEAVYREFINERY, M_LSAT, M_SPACESTATION, M_LRSENSOR, M_AWSLAB, M_IONCANNON, M_HEAVYIND, M_HANGER, M_PROPLAB, M_DISPLAB, M_CLOAKSTATION, M_PLANET, M_FIELD, M_DEBRIS, M_WAYPOINT, M_JUMPGATE, M_MINEFIELD, M_NUGGET, M_NEBULA, M_ASTEROID_FIELD, M_JUMPPLAT, M_COCOON, M_COLLECTOR, M_GREATER_COLLECTOR, M_PLANTATION, M_GREATER_PLANTATION, M_EYESTOCK, M_THRIPID, M_WARLORDTRAINING, M_BLASTFURNACE, M_EXPLOSIVESRANGE, M_PLASMASPLITTER, M_CARRIONROOST, M_VORAAKCANNON, M_MUTATIONCOLONY, M_NIAD, M_BIOFORGE, M_FUSIONMILL, M_CARPACEPLANT, M_DISSECTIONCHAMBER, M_HYBRIDCENTER, M_PLASMAHIVE, M_WEAVER, M_SPINELAYER, M_SIPHON, M_ZORAP, M_LEECH, M_SEEKER, M_SCOUTCARRIER, M_FRIGATE, M_KHAMIR, M_HIVECARRIER, M_SCARAB, M_TIAMAT, M_WARLORD, M_ACROPOLIS, M_OXIDATOR, M_PAVILION, M_SENTINELTOWER, M_EUTROMILL, M_GREATERPAVILION, M_HELIONVEIL, M_CITADEL, M_XENOCHAMBER, M_ANVIL, M_MUNITIONSANNEX, M_TURBINEDOCK, M_TALOREANMATRIX, M_BUNKER, M_PROTEUS, M_HYDROFOIL, M_ESPCOIL, M_STARBURST, M_PORTAL, M_FORGER, M_STRATUM, M_GALIOT, M_ATLAS, M_LEGIONAIRE, M_TAOS, M_POLARIS, M_AURORA, M_ORACLE, M_TRIREME, M_MONOLITH, M_HIGHCOUNSEL, M_ENDOBJCLASS }; enum UNIT_STANCE { US_DEFEND = 0, US_ATTACK, US_STAND, US_STOP }; enum UNIT_SPECIAL_ABILITY { USA_NONE, USA_ASSAULT, USA_TEMPEST, USA_PROBE, USA_CLOAK, USA_AEGIS, USA_VAMPIRE, USA_STASIS, USA_FURYRAM, USA_REPEL, USA_BOMBER, USA_MIMIC, USA_MINELAYER, USA_S_MINELAYER, USA_REPULSOR, USA_SYNTHESIS, USA_MASS_DISRUPTOR, USA_DESTABILIZER, USA_WORMHOLE, USA_PING, USA_M_PING, USA_S_PING, USA_MULTICLOAK, USA_TRACTOR, USA_DOCK, USA_LAST }; typedef unsigned __int64 U64; struct DYNAMICS_DATA { SINGLE linearAcceleration; SINGLE angAcceleration; SINGLE maxLinearVelocity; SINGLE maxAngVelocity; }; struct FLASH_DATA { SINGLE lifeTime; SINGLE range; U8 red,green,blue; }; struct TRANS_SAVELOAD { Vector position; SINGLE ang_position; Vector velocity, ang_velocity; }; struct EXTENSION_SAVELOAD { U8 levelsAdded; S8 extensionLevel; S8 workingExtLevel; SINGLE percentExt; }; struct CLOAK_SAVELOAD_BASE { SINGLE cloakTimer,cloakPercent; bool bCloakPending:1; bool bCloaking:1; U32 cloakCount; }; struct CLOAK_SAVELOAD { CLOAK_SAVELOAD_BASE baseCloak; BOOL32 bCloaked; }; enum ARMOR_TYPE { NO_ARMOR, LIGHT_ARMOR, MEDIUM_ARMOR, HEAVY_ARMOR }; struct ARMOR_DATA { ARMOR_TYPE myArmor; union FIELDS { struct ARMOR_DAMAGE { SINGLE noArmor; SINGLE lightArmor; SINGLE mediumArmor; SINGLE heavyArmor; } damageTable; SINGLE _damageTable[4]; } fields; }; struct ResourceCost { U32 gas:8; U32 metal:8; U32 crew:8; U32 commandPt:8; }; struct DamageSave { U32 damage; Vector pos; bool bActive; }; struct DAMAGE_SAVELOAD { U32 lastRepairSlot; SINGLE lastDamage; struct DamageSave damageSave[5]; }; struct BASIC_DATA { OBJCLASS objClass; bool bEditDropable; }; enum GENBASE_TYPE { GBT_FONT = 1, GBT_BUTTON, GBT_STATIC, GBT_EDIT, GBT_LISTBOX, GBT_DROPDOWN, GBT_VFXSHAPE, GBT_HOTBUTTON, GBT_SCROLLBAR, GBT_HOTSTATIC, GBT_SHIPSILBUTTON, GBT_COMBOBOX, GBT_SLIDER, GBT_TABCONTROL, GBT_ICON, GBT_QUEUECONTROL, GBT_ANIMATE, GBT_PROGRESS_STATIC, GBT_DIPLOMACYBUTTON }; struct GENBASE_DATA { GENBASE_TYPE type; }; struct GT_VFXSHAPE : GENBASE_DATA { char filename[32]; }; struct MISSION_DATA { M_OBJCLASS mObjClass:8; M_RACE race:4; OBJNAMES::M_DISPLAY_NAME displayName:18; struct M_CAPS { U8 padding; bool moveOk:1; bool attackOk:1; bool specialAttackOk:1; bool specialEOAOk:1; bool specialAbilityOk:1; bool specialAttackWormOk:1; bool defendOk:1; bool supplyOk:1; bool harvestOk:1; bool buildOk:1; bool repairOk:1; bool jumpOk:1; bool admiralOk:1; bool captureOk:1; bool salvageOk:1; bool probeOk:1; bool mimicOk:1; bool recoverOk:1; bool createWormholeOk:1; bool synthesisOk:1; bool cloakOk:1; bool specialAttackShipOk:1; } caps; U16 hullPointsMax; U16 supplyPointsMax; U16 scrapValue; U16 buildTime; ResourceCost resourceCost; SINGLE sensorRadius; SINGLE cloakedSensorRadius; SINGLE maxVelocity; SINGLE baseWeaponAccuracy; SINGLE baseShieldLevel; ARMOR_DATA armorData; SILNAMES::M_SILHOUETTE_NAME silhouetteImage; UNIT_SPECIAL_ABILITY specialAbility; UNITSOUNDS::PRIORITY speechPriority; }; struct BASIC_INSTANCE { Vector position, rotation; }; namespace TECHTREE { enum TECHUPGRADE { NO_TECHUPGRADE = 0x00000000, ALL_TECHUPGRADE = 0xFFFFFFFF, T_RES_XCHARGES = 0x00000001, T_RES_XSHIELD = 0x00000002, T_RES_XPROBE = 0x00000004, T_RES_XCLOAK = 0x00000008, T_RES_XVAMPIRE = 0x00000010, T_RES_MISSLEPACK1 = 0x00000020, T_RES_MISSLEPACK2 = 0x00000040, T_RES_MISSLEPACK3 = 0x00000080, T_RES_TROOPSHIP1 = 0x00000100, T_RES_TROOPSHIP2 = 0x00000200, T_RES_TROOPSHIP3 = 0x00000400, M_RES_XCAMO = 0x10000001, M_RES_XGRAVWELL = 0x10000002, M_RES_XRCLOUD = 0x10000004, M_RES_REPULSOR = 0x10000010, M_RES_EXPLODYRAM1 = 0x10000020, M_RES_EXPLODYRAM2 = 0x10000040, M_RES_LEECH1 = 0x10000080, M_RES_LEECH2 = 0x10000100, S_RES_SYNTHESIS = 0x20000001, S_RES_MASSDISRUPTOR = 0x20000002, S_RES_AURORACLOAK = 0x20000004, S_RES_DESTABILIZER = 0x20000008, S_RES_TRACTOR = 0x20000010, S_RES_LEGION1 = 0x20000020, S_RES_LEGION2 = 0x20000040, S_RES_LEGION3 = 0x20000080, S_RES_LEGION4 = 0x20000100, S_RES_PROTEUSPACK1 = 0x20000200, S_RES_PROTEUSPACK2 = 0x20000400, T_SHIP__FABRICATOR = 0x08000000, T_SHIP__SUPPLY = 0x04000000, T_SHIP__CORVETTE = 0x02000000, T_SHIP__MISSILECRUISER = 0x01000000, T_SHIP__BATTLESHIP = 0x00800000, T_SHIP__DREADNOUGHT = 0x00400000, T_SHIP__CARRIER = 0x00200000, T_SHIP__LANCER = 0x00100000, T_SHIP__INFILTRATOR = 0x00080000, T_SHIP__HARVEST = 0x00040000, T_SHIP__RECONPROBE = 0x00020000, T_SHIP__TROOPSHIP = 0x00010000, T_SHIP__FLAGSHIP = 0x00008000, M_SHIP_WEAVER = 0x18000000, M_SHIP_SPINELAYER = 0x14000000, M_SHIP_SIPHON = 0x12000000, M_SHIP_ZORAP = 0x11000000, M_SHIP_SEEKER = 0x10800000, M_SHIP_SCOUTCARRIER = 0x10400000, M_SHIP_FRIGATE = 0x10200000, M_SHIP_KHAMIR = 0x10100000, M_SHIP_HIVECARRIER = 0x10080000, M_SHIP_LEECH = 0x10040000, M_SHIP_SCARAB = 0x10020000, M_SHIP_TIAMAT = 0x10010000, M_SHIP_WARLORD = 0x10008000, S_SHIP_FORGER = 0x28000000, S_SHIP_STRATUM = 0x24000000, S_SHIP_GALIOT = 0x22000000, S_SHIP_TAOS = 0x21000000, S_SHIP_POLARIS = 0x20800000, S_SHIP_AURORA = 0x20400000, S_SHIP_LEGIONAIRE = 0x20200000, S_SHIP_ORACLE = 0x20100000, S_SHIP_ATLAS = 0x20080000, S_SHIP_TRIREME = 0x20040000, S_SHIP_MONOLITH = 0x20020000, S_SHIP_HIGHCOUNSEL = 0x20010000 }; enum BUILDNODE { NO_BUILDNODE = 0x00000000, ALL_BUILDNODE = 0xFFFFFFFF, RES_REFINERY_GAS1 = 0x08000000, RES_REFINERY_GAS2 = 0x04000000, RES_REFINERY_GAS3 = 0x02000000, RES_REFINERY_METAL1 = 0x01000000, RES_REFINERY_METAL2 = 0x00800000, RES_REFINERY_METAL3 = 0x00400000, RES_REFINERY_CREW1 = 0x00200000, RES_REFINERY_CREW2 = 0x40000000, RES_REFINERY_CREW3 = 0x80000000, TDEPEND_LIGHT_IND = 0x00000001, TDEPEND_HEAVY_IND = 0x00000002, TDEPEND_TECH_IND = 0x00000004, TDEPEND_REFINERY = 0x00000008, TDEPEND_OUTPOST = 0x00000010, TDEPEND_ACADEMY = 0x00000020, TDEPEND_ADVHULL = 0x00000040, TDEPEND_AWSLAB = 0x00000080, TDEPEND_BALLISTICS = 0x00000100, TDEPEND_TENDER = 0x00000200, TDEPEND_SENSORTOWER = 0x00000400, TDEPEND_HANGER = 0x00000800, TDEPEND_WEAPONS = 0x00001000, TDEPEND_DISPLACEMENT = 0x00002000, TDEPEND_HEADQUARTERS = 0x00004000, TDEPEND_PROPLAB = 0x00008000, TDEPEND_LASER_TURRET = 0x00010000, TDEPEND_ION_CANNON = 0x00020000, TDEPEND_JUMP_INHIBITOR =0x00040000, TDEPEND_SPACE_STATION =0x00080000, TDEPEND_REPAIR =0x00100000, TCOMBO_ACADEMY_DIS_HEAVY = 0x00002022, TCOMBO_HANGER_HEAVY = 0x00000802, TCOMBO_LIGHT_BALLISTICS = 0x00000101, TCOMBO_WEAPONS_HEAVY = 0x00001002, TCOMBO_PROP_HEAVY = 0x00008002, TCOMBO_ACADEMY_DIS_PROP = 0x0000a020, TCOMBO_PROP_AWS = 0x00008080, MDEPEND_COCOON = 0x10000001, MDEPEND_COLLECTOR = 0x10000002, MDEPEND_PLANTATION = 0x10000004, MDEPEND_GR_PLANTATION = 0x1000000C, MDEPEND_THRIPID = 0x10000010, MDEPEND_NIAD = 0x10000030, MDEPEND_EYESTOCK = 0x10000040, MDEPEND_WARLORDTRAIN= 0x10000080, MDEPEND_MUTATECOLON = 0x10000140, MDEPEND_CARRIONROOST= 0x10000200, MDEPEND_BLASTFURNACE= 0x10000400, MDEPEND_EXPLSVRANGE = 0x10000C00, MDEPEND_BIOFORGE = 0x10001000, MDEPEND_FUSIONMILL = 0x10003000, MDEPEND_CARPACEPLANT= 0x10005000, MDEPEND_HYBRIDCENTER= 0x10007000, MDEPEND_PLASMA_SPITTER =0x10008000, MDEPEND_DUAL_SPITTER = 0x10018000, MDEPEND_PLASMA_HIVE = 0x10028000, MDEPEMD_JUMP_PLAT = 0x10040000, MDEPEND_GR_COLLECTOR= 0x10080002, MDEPEND_DISECTION = 0x10100000, MCOMBO_CARAPCE_CARRION = 0x10005200, MCOMBO_COLLECT_PLANT = 0x10000006, MCOMBO_CARRION_BIO_DISECT=0x10101200, MCOMBO_COCCON_COL_EYE = 0x10000043, MCOMBO_NIAD_CAR_BIO_DIS = 0x10101230, SDEPEND_ACROPOLIS = 0x20000001, SDEPEND_OXIDATOR = 0x20000002, SDEPEND_PAVILION = 0x20000004, SDEPEND_SENTINALTOWER = 0x20000008, SDEPEND_BUNKER = 0x20000010, SDEPEND_SANCTUM = 0x20000020, SDEPEND_EUTROMIL = 0x20000040, SDEPEND_GREATERPAVILION=0x20000080, SDEPEND_HELIONVIEL = 0x20000100, SDEPEND_CITADEL = 0x20000200, SDEPEND_XENOCHAMBER = 0x20000400, SDEPEND_ANVIL = 0x20000800, SDEPEND_MUNITIONSANEX = 0x20001000, SDEPEND_TURBINEDOCK = 0x20002000, SDEPEND_TALOREANMATRIX= 0x20004000, SDEPEND_JUMP_PLAT = 0x20008000, SDEPEND_ESP_COIL = 0x20010000, SDEPEND_PROTEUS = 0x20020000, SDEPEND_HYDROFOIL = 0x20040000, SDEPEND_STARBURST = 0x20080000, SDEPEND_PORTAL = 0x20100000, SCOMBO_MUNITION_TURB = 0x20003000, SCOMBO_CITADEL_GPAV = 0x20000280, SCOMBO_XENO_MUNITION = 0x20001400, SCOMBO_OXY_EUTRO = 0x20000042, SCOMBO_MUN_TURB_XENO = 0x20003400, SCOMBO_HELL_GRPAV = 0x20000180, SCOMBO_OXI_SENT = 0x2000000a, SCOMBO_GREATPAV_PROT = 0x20020080, SCOMBO_GRPAV_MUAX_TDOCK_XEN = 0x20003480, SCOMBO_GRPAV_PAV_HEVIEL = 0x20000184, }; enum COMMON { NO_COMMONUPGRADE = 0x00000000, ALL_COMMON = 0x1FFFFFFF, RESERVED_FABRICATOR = 0x20000000, RESERVED_ADMIRAL = 0x40000000, RESERVED_NEVER = 0x80000000, RES_ENGINE1 = 0x00000001, RES_ENGINE2 = 0x00000002, RES_ENGINE3 = 0x00000004, RES_ENGINE4 = 0x00000008, RES_ENGINE5 = 0x00000010, RES_SHIELDS1 = 0x00000020, RES_SHIELDS2 = 0x00000040, RES_SHIELDS3 = 0x00000080, RES_SHIELDS4 = 0x00000100, RES_SHIELDS5 = 0x00000200, RES_HULL1 = 0x00000400, RES_HULL2 = 0x00000800, RES_HULL3 = 0x00001000, RES_HULL4 = 0x00002000, RES_HULL5 = 0x00004000, RES_SUPPLY1 = 0x00008000, RES_SUPPLY2 = 0x00010000, RES_SUPPLY3 = 0x00020000, RES_SUPPLY4 = 0x00040000, RES_SUPPLY5 = 0x00080000, RES_WEAPONS1 = 0x00100000, RES_WEAPONS2 = 0x00200000, RES_WEAPONS3 = 0x00400000, RES_WEAPONS4 = 0x00800000, RES_WEAPONS5 = 0x01000000, MDEPEND_HYBRID_EXTRA = 0x02000000, }; enum COMMON_EXTRA { NO_COMMONEXTRAUPGRADE = 0x00000000, ALL_COMMONEXTRAUPGRADES = 0xFFFFFFFF, RES_FLEET1 = 0x00000001, RES_FLEET2 = 0x00000002, RES_FLEET3 = 0x00000004, RES_FLEET4 = 0x00000008, RES_FLEET5 = 0x00000010, RES_TANKER1 = 0x00000020, RES_TANKER2 = 0x00000040, RES_TANKER3 = 0x00000080, RES_TANKER4 = 0x00000100, RES_TANKER5 = 0x00000200, RES_TENDER1 = 0x00000400, RES_TENDER2 = 0x00000800, RES_TENDER3 = 0x00001000, RES_TENDER4 = 0x00002000, RES_TENDER5 = 0x00004000, RES_SENSORS1 = 0x00008000, RES_SENSORS2 = 0x00010000, RES_SENSORS3 = 0x00020000, RES_SENSORS4 = 0x00040000, RES_SENSORS5 = 0x00080000, RES_FIGHTER1 = 0x00100000, RES_FIGHTER2 = 0x00200000, RES_FIGHTER3 = 0x00400000, RES_FIGHTER4 = 0x00800000, RES_FIGHTER5 = 0x01000000, RES_ADMIRAL1 = 0x02000000, RES_ADMIRAL2 = 0x04000000, RES_ADMIRAL3 = 0x08000000, RES_ADMIRAL4 = 0x10000000, RES_ADMIRAL5 = 0x20000000, RES_ADMIRAL6 = 0x40000000 }; enum LEVEL_INIT { FULL_TREE, }; } struct SINGLE_TECHNODE { enum M_RACE raceID; TECHTREE::TECHUPGRADE tech; TECHTREE::BUILDNODE build; TECHTREE::COMMON common; TECHTREE::COMMON_EXTRA common_extra; }; struct TECHNODE { struct _races { TECHTREE::TECHUPGRADE tech; TECHTREE::BUILDNODE build; TECHTREE::COMMON common; TECHTREE::COMMON_EXTRA common_extra; } race[4]; }; struct ROCKING_DATA : DYNAMICS_DATA { SINGLE rockLinearMax, rockAngMax; }; struct ENGINE_GLOW_DATA { S32 size[6]; U8 r,g,b; char engine_texture_name[32]; }; struct BLINKER_DATA { char light_script[32]; char textureName[32]; }; struct SHIELD_DATA { char meshName[32]; char animName[32]; char fizzAnimName[32]; SFX::ID sfx; SFX::ID fizzOut; SFX::ID fizzIn; }; struct DAMAGE_DATA { char damageBlast[32]; }; struct CLOAK_DATA { char cloakTex[32]; bool bAutoCloak:1; char cloakEffectType[32]; }; struct BILLBOARD_DATA { char billboardTexName[32]; U32 billboardThreshhold; bool bTex2; }; struct EXTENT_DATA { RECT extents[10]; SINGLE _step; SINGLE _min; SINGLE min_slice,max_slice; BOOL32 bZ; }; struct BASE_SPACESHIP_DATA : BASIC_DATA { SPACESHIPCLASS type; char fileName[32]; MISSION_DATA missionData; DYNAMICS_DATA dynamicsData; ROCKING_DATA rockingData; char explosionType[32]; char trailType[32]; char ambient_animation[32]; ENGINE_GLOW_DATA engineGlow; BLINKER_DATA blinkers; SHIELD_DATA shield; DAMAGE_DATA damage; CLOAK_DATA cloak; BILLBOARD_DATA billboard; SINGLE_TECHNODE techActive; }; struct BT_GUNBOAT_DATA : BASE_SPACESHIP_DATA { SINGLE outerWeaponRange; SINGLE optimalFacingAngle; bool bNoLineOfSight; char launcherType[5][32]; }; struct BT_TROOPSHIP_DATA : BASE_SPACESHIP_DATA { U32 damagePotential; SINGLE assaultRange; SFX::ID sfxPodRelease; }; struct BT_TROOPPOD_DATA : BASIC_DATA { EFFECTCLASS fxClass; char podType[32]; char podHardpoints[3][64]; }; struct BT_RECONPROBE_DATA : BASE_SPACESHIP_DATA { SINGLE lifeTime; char blastType[32]; }; struct BT_TORPEDO_DATA : BASE_SPACESHIP_DATA { SINGLE lifeTime; S32 damage; char blastType[32]; }; struct BT_MINELAYER_DATA : BASE_SPACESHIP_DATA { char drop_anim[32]; char mineFieldType[32]; char mineReleaseHardpoint[32]; U8 fieldSupplyCostPerMine; U32 fieldCompletionTime; U32 mineReleaseVelocity; SINGLE dropAnimDelay; }; struct BT_HARVESTSHIP_DATA : BASE_SPACESHIP_DATA { U32 loadingRate; struct _dockTiming { SINGLE unloadRate; SINGLE offDist; SFX::ID dockingSound; }dockTiming; struct _nuggetTiming { SINGLE nuggetTime; SINGLE offDist; SINGLE minePerSecond; char hardpointName[32]; SFX::ID nuggetSound; }nuggetTiming; char gasTankMesh[32]; char metalTankMesh[32]; }; struct DYNAMICS_DATA_JR { SINGLE maxLinearVelocity; SINGLE linearAcceleration; SINGLE maxAngVelocity; }; struct BT_BUILDERSHIP_DATA : BASIC_DATA { SPACESHIPCLASS type; char fileName[32]; DYNAMICS_DATA_JR dynamicsData; char workAnimation[32]; char sparkAnim[32]; char sparkHardpoint[32]; char explosionType[32]; SINGLE sparkWidth; SINGLE sparkDelay; }; struct MISSION_SAVELOAD { __readonly M_OBJCLASS mObjClass; M_STRING partName; __readonly __hexview U32 dwMissionID; U32 systemID:8; M_RACE race:4; U32 playerID:4; SINGLE maxVelocity; SINGLE sensorRadius; SINGLE cloakedSensorRadius; U16 supplies; U16 hullPoints; U16 hullPointsMax; U16 supplyPointsMax; U16 numKills; bool bReady:1; bool bRecallFighters:1; bool bMoveDisabled:1; bool bPendingOpValid:1; bool bUnselectable:1; bool bDerelict:1; bool bTowing:1; bool bInvincible:1; bool bNoAIControl:1; bool bAllEventsOn:1; bool bShowPartName:1; bool bUnderCommand:1; bool bNoAutoTarget:1; U8 controlGroupID; U8 groupIndex; MISSION_DATA::M_CAPS caps; __readonly __hexview U32 groupID; __readonly __hexview U32 admiralID; __readonly __hexview U32 fleetID; struct InstanceTechLevel { enum UPGRADE { LEVEL0=0, LEVEL1, LEVEL2, LEVEL3, LEVEL4, LEVEL5 }; UPGRADE engine:4; UPGRADE hull:4; UPGRADE supplies:4; UPGRADE targeting:4; UPGRADE damage:4; UPGRADE shields:4; UPGRADE experience:4; UPGRADE sensors:4; UPGRADE classSpecific:4; } techLevel; __readonly U32 lastOpCompleted; __readonly U32 pendingOp; }; struct BT_PLANET_DATA : BASIC_DATA { char fileName[32]; char ambient_animation[32]; char sysMapIcon[32]; MISSION_DATA missionData; U16 maxMetal; U16 maxGas; U16 maxCrew; SINGLE metalRegen; SINGLE gasRegen; SINGLE crewRegen; enum _planetType { M_CLASS, METAL_PLANET, GAS_PLANET, OTHER_PLANET }planetType; }; struct BASE_PLANET_SAVELOAD { U32 slotUser[12]; U16 slotMarks[8]; U16 mySlotMarks[8]; U16 trueMarks[8]; U8 shadowVisibilityFlags; U16 shadowMetal[8]; U16 shadowCrew[8]; U16 shadowGas[8]; SINGLE playerMetalRate[8]; SINGLE playerGasRate[8]; SINGLE playerCrewRate[8]; S32 maxMetal, maxGas, maxCrew; S32 metal, gas, crew; SINGLE metalRegen, gasRegen, crewRegen; SINGLE genCrew, genGas, genMetal; }; struct PLANET_SAVELOAD : BASE_PLANET_SAVELOAD { TRANS_SAVELOAD trans_SL; U8 exploredFlags; MISSION_SAVELOAD mission; }; struct PLANET_VIEW { MISSION_SAVELOAD * mission; BASIC_INSTANCE * rtData; U16 maxMetal; U16 maxGas; U16 maxCrew; U16 metal, gas, crew; SINGLE metalRegen; SINGLE gasRegen; SINGLE crewRegen; }; struct DRONE_RELEASE { char hardpoint[64]; char builderType[32]; U8 numDrones; }; struct BT_FABRICATOR_DATA : BASE_SPACESHIP_DATA { struct DRONE_RELEASE drone_release[2]; SINGLE repairRate; U32 maxQueueSize; SFX::ID buildSound; SFX::ID beginBuildSfx; }; struct EXTENSION_DATA { char extensionName[32]; }; struct BT_EXTENSION_INFO { char addChildName[32]; char removeChildName[32]; char archetypeName[32]; }; struct BASE_PLATFORM_DATA : BASIC_DATA { PLATFORMCLASS type; char fileName[32]; MISSION_DATA missionData; EXTENSION_DATA extension[4]; U8 extensionBits; S8 extensionLevel; char explosionType[32]; char shieldHitType[32]; char ambient_animation[32]; SINGLE mass; SINGLE_TECHNODE techActive; struct SHIELD_DATA shield; U32 slotsNeeded; struct BLINKER_DATA blinkers; U8 commandPoints; U32 metalStorage; U32 gasStorage; U32 crewStorage; }; struct BT_SUPPLYSHIP_DATA : BASE_SPACESHIP_DATA { SINGLE suppliesPerSecond; SINGLE supplyRange; }; struct BASE_WEAPON_DATA : BASIC_DATA { WPNCLASS wpnClass; }; struct BT_PROJECTILE_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE maxVelocity; char blastType[32]; char engineTrailType[32]; }; struct BT_PLASMABOLT_DATA : BT_PROJECTILE_DATA { char textureName[32]; char animName[32]; SINGLE numBolts; struct _pBolt { Vector rollSpeed; SINGLE boltWidth; SINGLE boltSpacing; U32 segmentsX; U32 segmentsY; U32 segmentsZ; Vector offset; struct _boltColor { U8 red,green,blue,alpha; }boltColor; }bolts[4]; }; struct SPECIAL_DAMAGE { U32 supplyDamage; SINGLE shieldFraction; SINGLE moveFraction; SINGLE sensorFraction; }; struct BT_SPECIALBOLT_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE maxVelocity; char blastType[32]; char sparkType[32]; FLASH_DATA flash; SINGLE MASS; SPECIAL_DAMAGE special; }; struct BT_BEAM_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE lifetime; SINGLE maxSweepDist; SINGLE beamWidth; struct _colorStruct { U8 red,green,blue; } blurColor; char contactBlast[32]; }; struct BASE_BEAM_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector startOffset,target1,target2,end; SINGLE time; bool bHit; }; struct BEAM_SAVELOAD : BASE_BEAM_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_GATTLINGBEAM_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE lifetime; SINGLE maxSweepDist; SINGLE beamWidth; char contactBlast[32]; }; struct BASE_GATTLINGBEAM_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector startOffset,target1,target2; SINGLE time, lastTime; bool bHit; }; struct GATTLINGBEAM_SAVELOAD : BASE_GATTLINGBEAM_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_LASERSPRAY_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE lifetime; SINGLE maxSweepDist; SINGLE beamWidth; SINGLE velocity; char contactBlast[32]; }; struct BASE_LASERSPRAY_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector startOffset,target1,target2,target3,target4,target5; SINGLE time, lastTime; bool bHit; }; struct LASERSPRAY_SAVELOAD : BASE_LASERSPRAY_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_ANMBOLT_DATA : BT_PROJECTILE_DATA { char animFile[32]; SINGLE boltSize; }; struct BASE_ANMBOLT_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector initialPos; S32 flashTime; BOOL32 bDeleteRequested:1; U32 launchFlags:8; Vector start, direction; }; struct ANMBOLT_SAVELOAD : BASE_ANMBOLT_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BASE_BOLT_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector initialPos; SINGLE flashTime; BOOL32 bDeleteRequested:1; U32 launchFlags:8; Vector start, direction; }; struct BOLT_SAVELOAD : BASE_BOLT_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BASE_MISSILE_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector initialPos; SINGLE timeToLive; SINGLE wobble; BOOL32 bDeleteRequested:1; BOOL32 bTargetingOff:1; U32 launchFlags:8; }; struct MISSILE_SAVELOAD : BASE_MISSILE_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_ARC_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE jumpRange; SINGLE feedbackRange; U32 maxTendrilStages; SINGLE damageDrop; U32 maxTargets; SINGLE period; bool drainSupplies:1; }; struct ARC_SAVELOAD { SINGLE time; S32 numTendrils; U32 ownerID; U32 systemID; TRANS_SAVELOAD trans_SL; }; enum BLENDS { ONE_ONE=0, SRC_INVSRC=1, SRC_ONE=2, ONE_INVSRC=3 }; struct BILLBOARD_MESH { char mesh_name[32]; char tex_name[32]; S32 size_min,size_max; Vector offset; BLENDS blendMode; }; struct BT_JUMPGATE_DATA : BASIC_DATA { BILLBOARD_MESH billboardMesh[3]; SFX::ID enter1,enter2; SFX::ID arrive1,arrive2; SFX::ID ambience; MISSION_DATA missionData; SINGLE min_hold_time; SINGLE min_stagger_time; }; struct BT_UI_ANIM : BASIC_DATA { char effectType[32]; SINGLE totalTime; SFX::ID sfx; }; struct BT_BLAST : BASIC_DATA { char effectType[3][32]; FLASH_DATA flash; SINGLE totalTime; SFX::ID sfx; SINGLE leadTime; bool bDrawThroughFog; }; struct BT_MESH_EXPLOSION : BASIC_DATA { char secondaryBlastType[32]; char pieceBlastType[32]; char catastrophicBlastType[32]; char rippleBlastType[32]; char fireTrail[32]; }; struct BASE_EFFECT : BASIC_DATA { EFFECTCLASS fxClass; }; struct BT_CLOAKEFFECT_DATA : BASE_EFFECT { char animName[32]; char objectName[32]; SFX ::ID cloakOn; SFX ::ID cloakOff; }; struct BT_FIREBALL_DATA : BASE_EFFECT { char animName[32]; }; struct BT_PARTICLE_DATA : BASE_EFFECT { char fileName[32]; }; struct BT_STREAK_DATA : BASE_EFFECT { char animName[32]; U8 numLines; SINGLE lineTime; }; struct BT_WORMHOLE_EFFECT : BASE_EFFECT { }; struct BT_TALORIAN_EFFECT : BASE_EFFECT { }; struct BT_ANIMOBJ_DATA : BASE_EFFECT { char animName[32]; SINGLE animSize; SINGLE sizeVel; SINGLE lifeTime; bool fadeOut:1; bool faceFront:1; bool bSmooth:1; bool bLooping:1; bool bHasAlphaChannel:1; }; struct RangeFinderSaveLoad { SINGLE rangeError; SINGLE accuracy; U32 targetID; }; struct BASE_LAUNCHER : BASIC_DATA { LAUNCHCLASS type; char weaponType[32]; S32 supplyCost; SINGLE refirePeriod; SINGLE slowRefirePeriod; }; struct BT_TURRET : BASE_LAUNCHER { union TurretJointInfo { SINGLE angVelocity; SINGLE maxAngDeflection; } info; char animation[32]; char hardpoint[64]; char joint[64]; char animMuzzleFlash[32]; U32 muzzleFlashWidth; SINGLE muzzleFlashTime; struct _colorMod { U8 red; U8 green; U8 blue; }colorMod; struct WarmUpBlast { char blastType[32]; SINGLE triggerTime; } warmUpBlast; }; struct BASE_TURRET_SAVELOAD { U32 dwTargetID; Vector targetPos; SINGLE relYaw; SINGLE refireDelay; SINGLE currentRot; Vector offsetVector; }; struct TURRET_SAVELOAD : BASE_TURRET_SAVELOAD { RangeFinderSaveLoad rangeFinderSaveLoad; }; struct BT_VERTICAL_LAUNCH : BASE_LAUNCHER { struct _salvo { SINGLE_TECHNODE techNeed; U32 salvo; }upgrade[4]; SINGLE miniRefire; char hardpoint[10][64]; }; struct VLAUNCH_SAVELOAD { U32 dwTargetID, dwOwnerID; Vector targetPos; U32 attacking; SINGLE refireDelay; S32 miniDelay; S32 salvo; }; struct BT_WAYPOINT : BASIC_DATA { char fileName[32]; MISSION_DATA missionData; }; struct WAYPOINT_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct WAYPOINT_VIEW { MISSION_SAVELOAD * mission; Vector position; }; enum MINETYPE { MINETYPE_UNKOWN = 0, MINETYPE_SPINE }; struct BT_MINEFIELD_DATA : BASIC_DATA { MISSION_DATA missionData; U32 maxMineNumber; U32 damagePerHit; U32 supplyDamagePerHit; U32 hullLostPerHit; MINETYPE mineType; char regAnimation[32]; char blastType[32]; U32 mineWidth; S32 maxVerticalVelocity; S32 maxHorizontalVelocity; U32 mineAcceleration; SINGLE explosionRange; ResourceCost cost; }; struct BASE_MINEFIELD_SAVELOAD { struct GRIDVECTOR gridPos; SINGLE storedDelay; U8 updateCounter; U32 layerRef; bool bUpdateFading:1; bool bDetonating:1; }; struct MINEFIELD_SAVELOAD : BASE_MINEFIELD_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct MINEFIELD_VIEW { U32 mineNumber; }; struct BT_FIGHTER_DATA : BASIC_DATA { char fileName[32]; DYNAMICS_DATA dynamicsData; ARMOR_DATA armorData; char explosionType[32]; char weaponType[32]; char engineTrailType[32]; U16 sensorRadius; U16 cloakedSensorRadius; SINGLE patrolRadius; SINGLE patrolAltitude; SINGLE attackRange; SINGLE dodge; U32 hullPointsMax; U32 maxSupplies; SINGLE refirePeriod; SINGLE patrolPeriod; U32 kamikazeDamage; SFX::ID kamikazeYell; SFX::ID fighterwhoosh; SFX::ID fighterLaunch; }; enum FighterState { ONDECK, PATROLLING, DEAD }; enum FormationType { FT_HUMAN_PATROL, FT_MANTIS_PATROL, FT_HUMAN_ATTACK, FT_MANTIS_ATTACK }; struct BASE_FIGHTER_SAVELOAD { U32 ownerID, dwMissionID; U32 systemID:8; U32 playerID:8; S32 supplies:16; U8 formationIndex; S8 parentIndex; S8 childIndex; S8 myIndex; S32 refireTime:16; S32 patrolTime:16; S32 generalCounter; Vector kamikaziTarget; FighterState state:8; FormationType formationType:8; M_RACE race:8; U8 patrolState; U8 formationState; U8 kamikazeTimer; U8 bCirclePatrol:1; bool bKamikaziTargetSelected:1; bool bKamikaziYellComplete:1; bool bKamikaziComplete:1; }; struct FIGHTER_SAVELOAD : BASE_FIGHTER_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_FIGHTER_WING : BASE_LAUNCHER { SINGLE baseAirAccuracy; SINGLE baseGroundAccuracy; U32 maxFighters; U32 maxCapFighters; U32 maxWingFighters; SINGLE minLaunchPeriod; U32 costOfNewFighter; U32 costOfRefueling; bool bSpecialWeapon; SINGLE_TECHNODE neededTech; char animation[32]; char hardpoint[64]; }; struct FIGHTERWING_SAVELOAD { U32 firstFighterID; bool bBayDoorOpen:1; bool bRecallingFighters:1; bool bAutoAttack:1; bool bSpecialAttack:1; bool bSpecialWeapon:1; bool bTakeoverInProgress:1; S32 createTime; S32 minLaunchTime; S32 bayDoorCloseTime; }; struct BT_AIR_DEFENSE : BASE_LAUNCHER { char hardpoint[64]; SINGLE baseAccuracy; char flashTextureName[32]; SINGLE flashWidth; SINGLE flashFrequency; struct _colorMod { U8 red,green,blue,alpha; } flashColor; SFX::ID soundFx; }; struct AIRDEFENSE_SAVELOAD { S32 refireTime; }; struct BT_SHIPLAUNCH : BASE_LAUNCHER { char hardpoint[64]; char animation[32]; }; struct SHIPLAUNCH_SAVELOAD { U32 dwTargetID, dwOwnerID; Vector targetPos; SINGLE relYaw; SINGLE distanceToTarget; U32 attacking; SINGLE refireDelay; SINGLE currentRot; Vector offsetVector; }; struct MT_QSHIPLOAD { SINGLE yaw; __hexview U32 dwMissionID; NETGRIDVECTOR pos; }; struct MT_QJGATELOAD { NETGRIDVECTOR pos; U32 gate_id,exit_gate_id; bool bJumpAllowed:1; }; struct MT_QFIELDLOAD { U32 systemID; U8 numSquares; GRIDVECTOR pos[40]; }; struct MT_QANTIMATTERLOAD { U32 systemID; U8 numSegments; GRIDVECTOR pts[13]; }; struct MT_QCAMERALOAD { U32 systemID; Vector look; Vector at; SINGLE fovX; SINGLE fovY; }; struct MT_QOBJGENERATOR_LOAD { NETGRIDVECTOR position; SINGLE mean; SINGLE minDiff; SINGLE timer; SINGLE nextTime; char archTypeName[32]; __hexview U32 dwMissionID; bool bGenEnabled:1; }; struct MT_PLANET_QLOAD { NETGRIDVECTOR pos; }; struct MT_TRIGGER_QLOAD { NETGRIDVECTOR position; U32 triggerShipID; U32 triggerObjClassID; U32 triggerMObjClassID; U32 triggerPlayerID; SINGLE triggerRange; U32 triggerFlags; char progName[32]; bool bEnabled:1; bool bDetectOnlyReady:1; }; struct MT_PLAYERBOMB_QLOAD { __hexview U32 dwMissionID; NETGRIDVECTOR position; }; struct MT_LIGHT_QLOAD { U8 red,green,blue; S32 range; NETGRIDVECTOR position; Vector direction; SINGLE cutoff; bool bInfinite; char name[32]; bool bAmbient; }; struct MT_SCRIPTOBJECT_QLOAD { __hexview U32 dwMissionID; NETGRIDVECTOR position; }; struct MT_WAYPOINT_QLOAD { __hexview U32 dwMissionID; NETGRIDVECTOR position; }; struct MT_NUGGET_QLOAD { NETGRIDVECTOR position; }; struct MT_PLATFORM_QLOAD { __hexview U32 dwMissionID; NETGRIDVECTOR position; }; struct MT_BLACKHOLE_QLOAD { NETGRIDVECTOR pos; U8 targetSys[16]; U8 numTargetSys; }; struct XYCoord { S32 x,y; }; struct FIELD_ATTRIBUTES { SINGLE sensorDamp; SINGLE toHitPenalty; SINGLE damage; SINGLE moveSpeedModifier; SINGLE maneuverModifier; }; namespace FIELDTXT { enum INFOHELP { NOTEXT = 3003, FIELD_ION = 3004, FIELD_PLASMA = 3012, FIELD_ASTEROID_SML = 3013, FIELD_ASTEROID_MED = 3117, FIELD_ASTEROID_LG = 3118, FIELD_DEBRIS = 3127, FIELD_ANTIMATTER = 3040, FIELD_ANTI_NEBULA = 3125, FIELD_CELSIUS = 3114, FIELD_HELIOS = 3121, FIELD_CYGNUS = 3122, FIELD_HYADES = 3123, FIELD_LITHIUM = 3124, FIELD_BLACKHOLE = 3126, FIELD_ORENUGGET = 3128, FIELD_GASNUGGET = 3129 }; } struct BASE_FIELD_DATA : BASIC_DATA { FIELDCLASS fieldClass; FIELDTXT::INFOHELP infoHelpID; }; struct U8_RGB { U8 r; U8 g; U8 b; }; struct BT_ASTEROIDFIELD_DATA : BASE_FIELD_DATA { char fileName[4][32]; char dustTexName[32]; char modTextureName[32]; char mapTexName[32]; char softwareTexClearName[32]; char softwareTexFogName[32]; MISSION_DATA missionData; FIELD_ATTRIBUTES attributes; S32 asteroidsPerSquare; S32 polyroidsPerSquare; S32 depth; S32 range; S32 maxDriftSpeed; S32 minDriftSpeed; SINGLE stationaryPercentage; SFX::ID ambientSFX; SINGLE modTexSpeedScale; S32 animSizeMin,animSizeMax; U32 nuggetsPerSquare; SINGLE nuggetZHeight; char nuggetType[4][32]; U8_RGB animColor; }; struct ASTEROIDFIELD_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; U32 exploredFlags; }; struct ASTEROIDFIELD_DATA { char name[32]; }; struct ANTIMATTER_DATA { char name[32]; GRIDVECTOR pts[13]; U32 numSegPts; }; struct BT_ANTIMATTER_DATA : BASE_FIELD_DATA { char textureName[32]; char mapTexName[32]; char softwareTexClearName[32]; char softwareTexFogName[32]; S32 height; S32 segment_width; S32 spacing; MISSION_DATA missionData; }; struct ANTIMATTER_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BT_TRAIL_DATA : BASIC_DATA { char anim[32]; }; enum NEBTYPE { NEB_ION, NEB_ANTIMATTER, NEB_HELIOUS, NEB_LITHIUM, NEB_HYADES, NEB_CELSIUS, NEB_CYGNUS }; struct NEBULA_DATA { char name[32]; U8 amb_r,amb_g,amb_b; U8 alpha; SINGLE top_layer_alpha_scale; }; struct BASE_NEBULA_SAVELOAD { NEBULA_DATA neb; U32 numSquares, numZones, numNuggets; XYCoord squares_xy[40]; }; struct NEBULA_SAVELOAD : BASE_NEBULA_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; U32 exploredFlags; }; struct LIGHTNING_DATA { bool bLightning:1; bool bFlat:1; char lightningTexName[32]; SFX::ID lightningSFX; SINGLE frequency; U16 size; struct LIGHTNING_LIGHT { U8 r,g,b; S32 range; } lightning_light; }; struct BT_NEBULA_DATA : BASE_FIELD_DATA { char textureName[32]; char modTextureName[32]; char mapTexName[32]; char softwareTexClearName[32]; char softwareTexFogName[32]; MISSION_DATA missionData; FIELD_ATTRIBUTES attributes; U8 amb_r,amb_g,amb_b; U8 alpha; struct AMBIENT_NEBULA_LIGHT { U8 r,g,b; SINGLE pulse_frequency; } ambient; LIGHTNING_DATA lightning; SINGLE bottomSpeedScaleMin,bottomSpeedScaleMax; SINGLE topSpeedScaleMin,topSpeedScaleMax; SINGLE top_layer_alpha_scale; SFX::ID ambientSFX; NEBTYPE nebType; U32 nuggetsPerSquare; SINGLE nuggetZHeight; char nuggetType[4][32]; }; struct GT_GLOBAL_SOUNDS { SFX::ID defaultButton; SFX::ID systemSelect; SFX::ID buildConfirm; SFX::ID moveConfirm; SFX::ID startConstuction; SFX::ID endConstruction; SFX::ID zeroMoney; SFX::ID lightindustryButton; SFX::ID heavyindustryButton; SFX::ID hitechindustryButton; SFX::ID hqButton; SFX::ID researchButton; SFX::ID planetDepleted; SFX::ID harvestRedeploy; SFX::ID researchCompleted; }; struct GT_FONT : GENBASE_DATA { enum FONT { BUTTON_FONT = 907, DESCRIPTION_FONT = 909, STATIC_CONTROL = 910, GAMEROOM_LIST = 911, CHATLIST_FONT = 912, OBJTYPE_FONT = 913, GAMEROOM_DROPDOWN = 914, MONEY_FONT = 906, CONTEXTWINDOW = 915, ENDGAMEBANNER = 916, DEFLISTBOX = 902, MESSAGEBOX_FONT = 918, OPENING_FONT = 919, FUTURE_PLAYER = 921, FUTURE_LISTBOX = 920, PLANET_TITLE = 922, PLANET_INFO = 928, DROP_SMALL = 923, OCR_16_700 = 924, NEURO_14_600 = 925, COURIER_12_400 = 926, NEURO_12_400 = 927, OBJECTIVES = 929, LEGAL_FONT = 903, COUNTDOWN = 930, BUTTON3D = 932 } font; bool bMultiline:1; bool bNotScaling:1; bool bToolbarMoney:1; }; struct GT_ANIMATE : GENBASE_DATA { char vfxType[32]; }; struct ANIMATE_DATA { char animateType[32]; S32 xOrigin, yOrigin; U32 dwTimer; bool bFuzzEffect; }; namespace BTNTXT { enum BUTTON_TEXT { NOTEXT = 0, TEST = 1101, SINGLE_PLAYER = 1102, MULTI_PLAYER = 1103, OPTIONS = 1104, BACK = 1105, JOIN = 1108, CREATE = 1109, NEXT = 1111, QUIT = 1112, CANCEL = 1113, YES = 1115, NO = 1116, FINAL_MENU = 1120, ACCEPT = 1121, START = 1122, RESUME = 1117, OK = 1124, SETTINGS = 1118, OPEN = 1119, SAVE = 1123, CONTINUE = 1125, RANDOM_MAP = 1635, LOAD = 1126, GAME_OPTIONS = 1104, MISSION_OBJECTIVES = 1128, END_MISSION = 1129, RESTART = 1130, RESIGN = 1131, RETURN_TO_GAME = 1132, GAME = 1133, SOUND = 1134, GRAPHICS = 1135, NEW_PLAYER = 1138, DELETE_PLAYER = 1139, LOAD_SAVED = 1140, LOAD_CUSTOM = 1141, TERRAN = 1142, MANTIS = 1143, NEW_CAMPAIGN = 1144, REPLAY = 1145, INTRODUCTION = 1106, SKIRMISH = 1107, REPAIR_FLEET = 1146, RESUPPLY_FLEET = 1147, DISBAND_FLEET = 1148, CREATE_FLEET = 1149, TRANSFER_FLAGSHIP = 1150, RESET = 1151, CLOSE = 1152, ALLIES = 1154, ENEMIES = 1153, EVERYONE = 1155, CHANGE_NAME = 1156, CAMPAIGN = 1473, TERRAN_CAMP = 1157, MANTIS_TRAINING = 1158, SOLARIAN_TRAINING = 1159, ZONEGAME = 1605, HELP = 1497, MAP_TYPE = 1166, APPLY = 1114, LOAD_QUICKBATTLE = 1160, CREDITS = 1127 }; } struct GT_BUTTON : GENBASE_DATA { enum BUTTON_TYPE { DEFAULT, PUSHPIN, CHECKBOX, REPEATER, } buttonType:8; S32 leftMargin:8; S32 rightMargin:8; char fontName[32]; struct COLOR { unsigned char red, green, blue; } disabledText, normalText, highlightText; char shapeFile[32]; }; struct BUTTON_DATA { char buttonType[32]; BTNTXT::BUTTON_TEXT buttonText; S32 xOrigin, yOrigin; RECT buttonArea; }; struct GT_DIPLOMACYBUTTON : GENBASE_DATA { S32 leftMargin:8; S32 topMargin:8; char shapeFile[32]; }; struct DIPLOMACYBUTTON_DATA { char buttonType[32]; S32 xOrigin, yOrigin; }; namespace STTXT { enum STATIC_TEXT { NO_STATIC_TEXT = 0, TEST = 1101, PLAYER_NAME = 1401, IP_ADDRESS = 1402, SESSION_NAME = 1404, CONFIRM_QUIT = 1406, TITLE_SELECT_GAME = 1407, PLAYER = 1408, SESSION = 1409, ENTER_TEAM = 1412, ENTER_RACE = 1410, ENTER_COLOR = 1411, SELECTED_MAP = 1414, CHATBOX = 1415, GAME_PAUSED = 1416, INGAME_TITLE = 1417, OPTIONS = 1418, GAMETYPE = 1419, GAMESPEED = 1420, CURSOR_SENSITIVITY = 1463, ARTIFACTS = 1421, MONEY = 1422, RESEARCH = 1423, MAPTYPE = 1424, MAPFILE = 1451, MAPSIZE = 1425, TERRAIN = 1426, STATIC_RESOURCES = 1427, WARNBOOT = 1329, SOLOGAME = 1332, LOADGAME = 1431, SAVEGAME = 1432, FILENAME = 1433, FLEET_SIZE = 1434, SKILL = 1435, BONUS = 1436, DUMMY_MONEY = 10001, DUMMY_NAME = 10002, SHIPCLASS = 1440, HULL = 1441, SUPPLIES = 1442, ARMOR = 1443, ENGINES = 1444, WEAPONS = 1445, SHIELDS = 1446, KILLS = 1447, UNITS = 1449, INGAME_CHAT = 1450, MISSION_OBJECTIVES = 1128, END_MISSION = 1129, SCOREBOARD = 1452, SCORE = 1453, VOLUME = 1403, MUSIC = 1454, EFFECTS = 1455, COMMS = 1456, NETCHAT = 1457, TOOLTIPS = 1458, STATUS_TEXT = 1459, FOGOFWAR = 1460, MAPROTATE = 1461, ROLLOVER = 1462, SLOW = 1625, FAST = 1627, GAMMA = 1465, WEAPON_TRAILS = 1466, EMMISIVE_TEXTURES = 1467, LOD = 1468, TEXTURES = 1469, BACKGROUND = 1470, DEVICES = 1464, ENTER_NAME = 1472, CAMP_SELECT = 1473, SINGLE_PLAYER = 1102, MULTI_PLAYER = 1103, FRONT_OPTIONS = 1104, SKIRMISH = 1474, INTRO = 1475, SELECT_MISSION = 1058, RIGHTCLICK = 1476, JOIN = 1108, CREATE = 1109, ACCEPT = 1121, SCROLLRATE = 1488, QUIT = 1112, RESOLUTION = 1493, ENTER_STATE = 1494, PLAYER_LIST = 1495, PING = 1496, APP_NAME = 44, VERSION = 1428, HELP = 1497, NET_CONNECT = 1489, HARDWARE = 1492, GAME = 1498, SPEED = 1499, MAP = 1413, RESOURCES = 1471, BRIEFING = 1165, VISIBILITY = 1504, DEVICE_CHOICE = 1505, SOFTWARE = 1506, MAP_RANDOM = 1510, MAP_CONQUEST = 1511, MAP_SAVED = 1512, HARDWARE_CURSOR = 1513, PRODUCT_ID = 1514, REGENERATE = 1517, SPECTATORS = 1515, LOCK_ALLIANCES = 1516, LOCK_SETTINGS = 1518, ORE = 1522, GAS = 1523, CREW = 1524, ALLIED = 1525, DIPLOMACY = 1526, NEW_PLAYER = 1527, TITLE_UNITS = 1528, TITLE_BUILDINGS = 1529, TITLE_TERRITORY = 1530, TITLE_RESOURCES = 1531, TITLE_TOTAL = 1532, TITLE_MADE = 1533, TITLE_LOST = 1534, TITLE_KILLS = 1535, TITLE_CONVERTED = 1536, TITLE_ADMIRALS = 1537, TITLE_DESTROYED = 1538, TITLE_RESEARCH = 1539, TITLE_CREW = 1540, TITLE_ORE = 1541, TITLE_GAS = 1542, TITLE_JUMPGATES = 1543, TITLE_PLANETS = 1544, TITLE_EXPLORED = 1545, LOAD_MISSION_DATA = 1546, LEGAL_MAINSCREEN = 41, LEGAL_ABOUT = 42, NUM_SYSTEMS = 1437, BATLEMAP = 1166, DISABLED = 61729, STATIC_TERRAIN = 1553, CHAT = 1555, DIFFICULTY = 1521, EASY = 1557, MEDIUM = 1558, HARD = 1559, SHIPS3D = 1560 }; enum STATIC_TOOLTIP { NO_TOOLTIP = 0, ORE_TOOLTIP = 807, GAS_TOOLTIP = 808, CREW_TOOLTIP = 809, COMMAND_POINTS = 813, DISABLED_TOOLTIP = 816, }; enum STATIC_HINTBOX { NO_HINTBOX = 0, ORE_HINTBOX = 3306, GAS_HINTBOX = 3307, CREW_HINTBOX = 3308, CP_HINTBOX = 3309, DISABLED_HINTBOX = 3310, }; } struct GT_STATIC : GENBASE_DATA { char fontName[32]; struct COLOR { unsigned char red, green, blue; } normalText, background; char shapeFile[32]; enum drawtype { NODRAW, FILL, HASH } backgroundDraw; bool bBackdraw; }; struct STATIC_DATA { char staticType[32]; STTXT::STATIC_TEXT staticText; STTXT::STATIC_TOOLTIP staticTooltip; STTXT::STATIC_HINTBOX staticHintbox; enum alignmenttype { LEFT, CENTER, RIGHT, TOPLEFT, TENBYSIX, LEFTSIX } alignment; S32 xOrigin, yOrigin; S32 width, height; }; namespace HOTKEYS { enum HOTKEY { NONE, IDH_BUILD_PLATS, IDH_CANCEL_COMMAND, IDH_CENTER_SCREEN, IDH_CHATALL, IDH_CHATTEAM, IDH_CHAT_MENU, IDH_CLOAK, IDH_CONTEXT_A, IDH_CONTEXT_B, IDH_CONTEXT_C, IDH_CONTEXT_D, IDH_CONTEXT_E, IDH_CONTEXT_F, IDH_CONTEXT_G, IDH_CONTEXT_H, IDH_CONTEXT_I, IDH_CONTEXT_J, IDH_CONTEXT_K, IDH_CONTEXT_L, IDH_CONTEXT_M, IDH_CONTEXT_N, IDH_CONTEXT_O, IDH_CONTEXT_P, IDH_CONTEXT_Q, IDH_CONTEXT_R, IDH_CONTEXT_S, IDH_CONTEXT_T, IDH_CONTEXT_U, IDH_CONTEXT_V, IDH_CONTEXT_W, IDH_CONTEXT_X, IDH_CONTEXT_Y, IDH_CONTEXT_Z, IDH_CYCLE_ADMIRALS, IDH_CYCLE_FLEETS, IDH_DEBUG_PRINT, IDH_DEFEND, IDH_DESTROY, IDH_DIPLOMACY, IDH_DISBAND_FLEET, IDH_FABRICATOR, IDH_FLEET_GROUP_1, IDH_FLEET_GROUP_2, IDH_FLEET_GROUP_3, IDH_FLEET_GROUP_4, IDH_FLEET_GROUP_5, IDH_FLEET_GROUP_6, IDH_FORM_FLEET, IDH_FULLSCREEN_MAP, IDH_GAME_OPTIONS, IDH_GROUP_0_CREATE, IDH_GROUP_0_SELECT, IDH_GROUP_1_CREATE, IDH_GROUP_1_SELECT, IDH_GROUP_2_CREATE, IDH_GROUP_2_SELECT, IDH_GROUP_3_CREATE, IDH_GROUP_3_SELECT, IDH_GROUP_4_CREATE, IDH_GROUP_4_SELECT, IDH_GROUP_5_CREATE, IDH_GROUP_5_SELECT, IDH_GROUP_6_CREATE, IDH_GROUP_6_SELECT, IDH_GROUP_7_CREATE, IDH_GROUP_7_SELECT, IDH_GROUP_8_CREATE, IDH_GROUP_8_SELECT, IDH_GROUP_9_CREATE, IDH_GROUP_9_SELECT, IDH_LOAD_MENU, IDH_MISSION_OBJ, IDH_MULTIPLAYER_SCORE, IDH_NEXT_UNIT, IDH_PATROL, IDH_PAUSE_GAME, IDH_PREV_UNIT, IDH_QUICK_LOAD, IDH_QUICK_SAVE, IDH_RALLY_POINT, IDH_RECORD_SPEECH, IDH_REPAIR, IDH_REPAIR_FLEET, IDH_REPORT_STATS, IDH_RESEARCH_PLAT, IDH_RESUPPLY_FLEET, IDH_ROTATE_0_WORLD, IDH_ROTATE_90_WORLD_LEFT, IDH_ROTATE_90_WORLD_RIGHT, IDH_ROTATE_WORLD_LEFT, IDH_ROTATE_WORLD_RIGHT, IDH_SAVE_MENU, IDH_SCREEN_SHOT, IDH_SCROLL_DOWN, IDH_SCROLL_DOWNLEFT, IDH_SCROLL_DOWNRIGHT, IDH_SCROLL_LEFT, IDH_SCROLL_RIGHT, IDH_SCROLL_UP, IDH_SCROLL_UPLEFT, IDH_SCROLL_UPRIGHT, IDH_SEEK_EVENT, IDH_SELECT_ALL_FLEET, IDH_SELECT_IDLE_CIVILIAN, IDH_SELECT_IDLE_MILITARY, IDH_SELL, IDH_SPECIAL_ABILITY, IDH_SPECIAL_AEGIS, IDH_SPECIAL_ASSAULT, IDH_SPECIAL_AUGER, IDH_SPECIAL_BOMBER, IDH_SPECIAL_CLOAK, IDH_SPECIAL_DESTABILIZER, IDH_SPECIAL_FURYRAM, IDH_SPECIAL_MASSDISRUPT, IDH_SPECIAL_MIMIC, IDH_SPECIAL_MINELAYER, IDH_SPECIAL_PROBE, IDH_SPECIAL_PROTEUSMINE, IDH_SPECIAL_REPEL, IDH_SPECIAL_REPULSOR, IDH_SPECIAL_SHROUD, IDH_SPECIAL_STASIS, IDH_SPECIAL_SYNTHESIS, IDH_SPECIAL_TEMPEST, IDH_SPECIAL_VAMPIRE, IDH_SPECIAL_WORMHOLE, IDH_STANCE_ATTACK, IDH_STANCE_DEFENSIVE, IDH_STANCE_IDLE, IDH_STANCE_STANDGROUND, IDH_SUPPLY_STANCE_FULLYAUTO, IDH_SUPPLY_STANCE_NOAUTO, IDH_SUPPLY_STANCE_RESUPPLY, IDH_TEST_SPEECH, IDH_TOGGLE_SCREENMODE, IDH_TOGGLE_TOOLBAR, IDH_TOGGLE_ZOOM, IDH_TRANSFER_FLAGSHIP, IDH_WIN_CLOSE, IDH_ZOOM_IN, IDH_ZOOM_OUT }; } namespace HOTBUTTONTYPE { enum TYPE { HOTBUTTON = 0, BUILD, RESEARCH, MULTI, TABBUTTON }; }; namespace HBTNTXT { enum BUTTON_TEXT { NOTEXT = 0, ROTATE_LEFT = 409, ROTATE_RIGHT = 410, MINIMIZE_TB = 477, RESTORE_TB = 478, OPTIONS = 479, HOMEWORLD = 402, FLEET = 403, LT_INDUSTRY = 404, HV_INDUSTRY = 406, HITECH = 407, RESEARCH = 411, DIPLOMACY = 408, NEXT = 480, PREVIOUS = 481, GOTO = 554, FLEET_ATTACK = 475, FLEET_DEFEND = 476, FLEET_ADD = 473, FLEET_REMOVE = 474, FLEET_RAID = 482, STOP = 483, PATROL = 484, SALVAGE = 485, RALLYPOINT = 486, REPAIR = 487, SUPPLY = 488, DIPLOMACY_TT = 489, HEADQUARTERS = 490, RESEARCH_TT = 491, FLEET_TT = 492, INDUSTRY_TT = 493, HEAVYINDUSTRY = 494, TECHINDUSTRY = 495, TRANSFER_FO = 496, FLEET_INVENTORY = 497, VIEW_FLAGSHIP = 499, BACK = 500, RESUPPLY_UNIT = 501, RESUPPLY_GROUP = 502, STANCE_ATTACK = 579, STANCE_DEFEND = 580, STANCE_STANDGROUND = 581, STANCE_IDLE = 582, ESCORT_DEFEND = 583, NON_GUNBOAT_SELECT = 584, ROTATE_0_DEG = 585, STARMAP = 586, CHAT = 587, FLEET_FORM = 588, FLEET_DISBAND = 589, FLEET_REPAIR = 591, FLEET_RESUPPLY = 590, TROOPSHIP_ASSAULT = 592, TRANSFER_ADMIRAL = 593, MISSION_OBJ = 700, AUTOSUPP_ON = 703, AUTOSUPP_OFF = 704, AUTOSUPP_FULL = 705, CLOAK = 835, TEMPEST_CHARGE = 836, PROBE = 837, VAMPIRE_ARC = 838, AEGIS_SHIELD = 839, PING = 840, EXPLO_RAM = 841, GRAVITY_WELL = 842, REPELLENT_CLOUD = 843, REPULSOR_BEAM = 844, SYNTHESIS = 845, MASS_DISRUPTOR = 847, AURORA_CLOAKER = 846, DESTAB_TORP = 848, TRACTOR_BEAM = 849, MIMIC = 850, EXPLOMINES = 851, PULSEMINES = 853, HALSEY_F1 = 817, HAWKES_F2 = 818, TAKEI_F3 = 819, STEELE_F4 = 820, SMIRNOFF_F5 = 821, BENSON_F6 = 822, MORDELLA_F1 = 823, AZKAR_F2 = 824, VERLAK_F3 = 825, KERTAK_F4 = 826, THRIPID_F5 = 827, MALKOR_F6 = 828, BLANUS_F1 = 829, ELAN_F2 = 830, VIVAC_F3 = 831, JOULE_F4 = 832, PROCYO_F5 = 833, NATUS_F6 = 834 }; enum HOTBUTTONINFO { NOHOTBUTTONINFO = 1047, HB_RALLYPOINT = 1052, HB_STOP = 1053, HB_SALVAGE = 1054, BUTTON_RESEARCH = 3081, BUTTON_SHIPYARD = 3082, BUTTON_NONGUNBOAT = 3083, BUTTON_FLEETS = 3084, BUTTON_DIPLOMACY = 3085, BUTTON_OPTION = 3087, BUTTON_CHAT = 3086, BUTTON_SUPPLY = 3088, BUTTON_GAS = 3089, BUTTON_ORE = 3090, BUTTON_CREW = 3091, BUTTON_ATTACK = 3092, BUTTON_DEFEND = 3093, BUTTON_STAND = 3094, BUTTON_IDLE = 3095, BUTTON_STOP = 3096, BUTTON_PATROL = 3097, BUTTON_ESCORT = 3098, BUTTON_GOTO = 3099, BUTTON_SELL = 3100, BUTTON_RALLY = 3101, MAP_SYSTEM = 3102, MAP_SECTOR = 3103, MAP_ROTATERIGHT = 3104, MAP_ROTATELEFT = 3105, MAP_RESTORE = 3106, MAP_STARMAP = 3107, TOOLBAR_MIN = 3108, TOOLBAR_MAX = 3109, SUPPLY_ON = 3268, SUPPLY_OFF = 3269, SUPPLY_AUTO = 3270, SPECIALW_CLOAK = 3160, SPECIALW_PING = 3272, SPECIALW_TEMPEST = 3161, SPECIALW_PROBE = 3162, SPECIALW_VAMPIRE = 3163, SPECIALW_AEGIS = 3164, SPECIALW_MIMIC = 3184, SPECIALW_GRAVWELL = 3186, SPECIALW_REPELLCLOUD = 3185, SPECIALW_EXPLORAM = 3273, SPECIALW_REPULSOR = 3187, SPECIALW_SYNTHESIS = 3243, SPECIALW_DISRUPTOR = 3244, SPECIALW_AURORACLOAK = 3245, SPECIALW_DESTABILIZE = 3246, SPECIALW_TRACTORBEAM = 3247, SPECIALW_EXPLOMINES = 3274, SPECIALW_CPING = 3286, SPECIALW_MPING = 3292 }; enum HOTBUTTONHINT { NO_HOTBUTTONHINT = 0, SPECIALW_AD_CLOAK = 3311, SPECIALW_AD_PING = 3272, SPECIALW_AD_TEMPEST = 3312, SPECIALW_AD_PROBE = 3313, SPECIALW_AD_VAMPIRE = 3314, SPECIALW_AD_AEGIS = 3315, SPECIALW_AD_MIMIC = 3316, SPECIALW_AD_GRAVWELL = 3318, SPECIALW_AD_REPELLCLOUD = 3317, SPECIALW_AD_EXPLORAM = 3320, SPECIALW_AD_REPULSOR = 3319, SPECIALW_AD_SYNTHESIS = 3321, SPECIALW_AD_DISRUPTOR = 3322, SPECIALW_AD_SHROUD = 3323, SPECIALW_AD_DESTABILIZE = 3324, SPECIALW_AD_AUGERRAY = 3325, SPECIALW_AD_CLOAKS = 3326, BUTTON_FORMFLEET = 3327, BUTTON_DISBANDFLEET = 3328, BUTTON_REPAIRFLEET = 3329, BUTTON_RESUPPLYFLEET = 3330, BUTTON_TRANSFER = 3331, BUTTON_ASSAULT = 3332, }; enum BUILD_TEXT { NOBUILDTEXT = 0, RESEARCH_REQUIRED = 503, REFINERY_REQUIRED = 504, BALLISTICSLAB_REQUIRED = 595, OUTPOST_REQUIRED = 596, TENDER_REQUIRED = 597, ADVHULL_REQUIRED = 598, HVYSHIPYARD_REQUIRED = 603, HANGER_REQUIRED = 599, ACADEMY_REQUIRED = 600, AWSLAB_REQUIRED = 601, HQ_REQUIRED = 602, DISPLACEMENTLAB_REQUIRED = 605, PROPULSION_REQUIRED = 604, LIGHTSHIPYARD_REQUIRED = 626, COCOON_REQUIRED = 627, COLLECTOR_REQUIRED = 628, WARLORDTRAINING_REQUIRED = 629, THRIPID_REQUIRED = 630, NIAD_REQUIRED = 631, CARRIONROOST_REQUIRED = 632, MUTATIONCOLONY_REQUIRED = 633, ACROPOLIS_REQUIRED = 636, OXIDATOR_REQUIRED = 637, PAVILION_REQUIRED = 638, BUNKER_REQUIRED = 639, SENTINELTOWER_REQUIRED = 640, GREATERPAVILION_REQUIRED = 641, CITADEL_REQUIRED = 642, XENOCHAMBER_REQUIRED = 643, MUNITIONSANNEX_REQUIRED = 644, PROTEUS_REQUIRED = 651, TURBINEDOCK_REQUIRED = 652, TALOREANMATRIX_REQUIRED = 698, PLANTATION_REQUIRED = 699, GRCOLLECTOR_REQUIRED = 706, BLASTFURNACE_REQUIRED = 707, EYESTALK_REQUIRED = 708, EXPLOSIVE_REQUIRED = 709, DISSECT_REQUIRED = 710, BIOFORGE_REQUIRED = 711, FUSIONMILL_REQUIRED = 712, CARAPACEPLANT_REQUIRED = 713, HYBRIDCENTER_REQUIRED = 714, AWSPROP_REQUIRED = 716, ACADEMYDISPPROP_REQUIRED = 717, SUPPLY_REQUIRED = 718, SENSORTOWER_REQUIRED = 719, COLLECT_PLANT_REQUIRED = 720, BIO_CARR_DIS_REQUIRED = 721, EUTRO_OXI_REQUIRED = 722, GRPAV_HEL_REQUIRED = 723, MUN_TURB_REQUIRED = 724, MUN_TURB_XENO_REQUIRED = 725, GRPAV_PROT_REQUIRED = 726, REPAIR_REQUIRED = 756, LASER_REQUIRED = 757, TERRANJUMP_REQUIRED = 758, FAB_REQUIRED = 761, SUPSHIP_REQUIRED = 762, HARVESTER_REQUIRED = 763, CORVETTE_REQUIRED = 764, MISSILECRUISER_REQUIRED = 765, INFILTRATOR_REQUIRED = 766, TROOPSHIP_REQUIRED = 767, BATTLESHIP_REQUIRED = 768, FLEETCARRIER_REQUIRED = 769, LANCERCRUISER_REQUIRED = 770, DREADNOUGHT_REQUIRED = 771, MANTISJUMP_REQUIRED = 772, PLASMASPITTER_REQUIRED = 773, PLASMAHIVE_REQUIRED = 774, VORAAKCANNON_REQUIRED = 775, WEAVER_REQUIRED = 776, ZORAP_REQUIRED = 777, SIPHON_REQUIRED = 778, SCOUTCARRIER_REQUIRED = 779, FRIGATE_REQUIRED = 780, KHAMIR_REQUIRED = 781, HIVECARRIER_REQUIRED = 782, SEEKER_REQUIRED = 783, SCARAB_REQUIRED = 784, LEECH_REQUIRED = 785, TIAMAT_REQUIRED = 786, SPINELAYER_REQUIRED = 787, EUTROMILL_REQUIRED = 788, CELJUMPGATE_REQUIRED = 789, ANVIL_REQUIRED = 790, HELIONVEIL_REQUIRED = 791, ESPCOIL_REQUIRED = 792, HYDROFOIL_REQUIRED = 793, STARBURST_REQUIRED = 794, PORTAL_REQUIRED = 795, FORGER_REQUIRED = 796, STRATUM_REQUIRED = 797, GALIOT_REQUIRED = 798, TAOS_REQUIRED = 799, POLARIS_REQUIRED = 800, ORACLE_REQUIRED = 801, LEGIONNAIRE_REQUIRED = 802, AURORA_REQUIRED = 803, ATLAS_REQUIRED = 804, TRIREME_REQUIRED = 805, MONOLITH_REQUIRED = 806, ION_REQUIRED = 760, SPACE_REQUIRED = 759 }; enum BUILDINFO { NOBUILDINFO = 3001, BUILD_CORVETTE = 3005, BUILD_MISSILECRUISER = 3006, BUILD_LSAT = 3007, BUILD_TANKER = 3008, BUILD_TROOPSHIP = 3009, BUILD_FLEETCARRIER = 3014, BUILD_BATTLESHIP = 3015, BUILD_SPACESTATION = 3016, BUILD_DREADNOUGHT = 3017, BUILD_INFILTRATOR = 3018, BUILD_LANCERCRUISER = 3019, BUILD_SUPPLYSHIP = 3020, BUILD_FABRICATOR = 3021, BUILD_ADVFABRICATOR = 3022, BUILD_FLEETADMIRAL = 3023, BUILD_SUPPLYDEPOT = 3024, BUILD_OUTPOST = 3025, BUILD_LASERTURRET = 3026, BUILD_NAVALACADEMY = 3027, BUILD_MRSENSOR = 3028, BUILD_ADVHULL = 3029, BUILD_PROBLAB = 3030, BUILD_REPAIRDEPOT = 3031, BUILD_HEAVYIND = 3032, BUILD_AWSLAB = 3033, BUILD_DEFENSEBATTERY = 3034, BUILD_LRSENSOR = 3035, BUILD_LOGISTICS = 3036, BUILD_NANOMETAL = 3037, BUILD_TECHIND = 3038, BUILD_FORCEWAVE = 3039, BUILD_REFINERY = 3010, BUILD_LIGHTIND = 3011, BUILD_HQ = 3041, BUILD_BALLISTICSLAB = 3042, BUILD_TENDER = 3043, BUILD_HANGER = 3044, BUILD_SENSORTOWER = 3045, BUILD_DISPLACEMENTLAB = 3046, BUILD_IONCANNON = 3047, BUILD_HVYREFINERY = 3048, BUILD_COCOON = 3049, BUILD_COLLECTOR = 3050, BUILD_GRCOLLECTOR = 3051, BUILD_JUMPGATE = 3052, BUILD_WARLORD = 3053, BUILD_THRIPID = 3054, BUILD_NIAD = 3055, BUILD_PLANTATION = 3056, BUILD_DISSECTION = 3057, BUILD_BLASTFURNACE = 3058, BUILD_EXPLORANGE = 3059, BUILD_EYESTALK = 3060, BUILD_MUTATION = 3061, BUILD_BIOFORGE = 3062, BUILD_FUSIONMILL = 3063, BUILD_CARAPACE = 3064, BUILD_HYBRID = 3065, BUILD_CARRIONROOST = 3066, BUILD_PLASMASPITTER = 3067, BUILD_PLASMAHIVE = 3068, BUILD_VORAAK = 3069, BUILD_WEEVER = 3070, BUILD_ZORAP = 3071, BUILD_SIPHON = 3072, BUILD_FRIGATE = 3073, BUILD_SCOUTCARRIER = 3074, BUILD_LEECH = 3077, BUILD_KHAMIR = 3075, BUILD_SPINELAYER = 3076, BUILD_HIVECARRIER = 3078, BUILD_SCARAB = 3079, BUILD_TIAMAT = 3080, BUILD_SEEKER = 3176, BUILD_ACROPOLIS = 3213, BUILD_OXIDATOR = 3214, BUILD_SENTINEL = 3215, BUILD_PAVILION = 3216, BUILD_BUNKER = 3217, BUILD_HELION = 3218, BUILD_ESPCOIL = 3219, BUILD_CITADEL = 3220, BUILD_EUTROMIL = 3221, BUILD_GRPAVILION = 3222, BUILD_PROTEUS = 3223, BUILD_XENOCHAMBER = 3224, BUILD_MUNITIONS = 3225, BUILD_ANVIL = 3226, BUILD_TURBINE = 3227, BUILD_HYDROFOIL = 3228, BUILD_MATRIX = 3229, BUILD_STARBURST = 3230, BUILD_PORTAL = 3231, BUILD_FORGER = 3233, BUILD_STRATUM = 3234, BUILD_GALIOT = 3235, BUILD_TAOS = 3232, BUILD_ORACLE = 3236, BUILD_AURORA = 3237, BUILD_LEGIONAIRE = 3238, BUILD_POLARIS = 3239, BUILD_ATLAS = 3240, BUILD_TRIREME = 3241, BUILD_MONOLITH = 3242, }; enum RESEARCH_TEXT { NORESEARCHTEXT = 0, RES_MC = 505, RES_LSAT = 506, RES_MCCLOAK = 507, RES_TROOPSHIP1 = 508, RES_TROOPSHIP2 = 727, RES_TROOPSHIP3 = 728, RES_ENGINE1 = 509, RES_ENGINE2 = 510, RES_ENGINE3 = 511, RES_ENGINE4 = 512, RES_ENGINE5 = 677, RES_BATTLESHIP = 513, RES_BATTLECHARGES = 514, RES_DREADNOUGHT = 515, RES_DREADSHIELD = 516, RES_FCPROBE = 517, RES_SPACESTATION = 518, RES_SUPPLYSHIP = 519, RES_HULL1 = 520, RES_HULL2 = 521, RES_HULL3 = 522, RES_HULL4 = 523, RES_HULL5 = 682, RES_WEAPON1 = 524, RES_WEAPON2 = 525, RES_WEAPON3 = 526, RES_WEAPON4 = 527, RES_WEAPON5 = 681, RES_LANCER = 528, RES_LANCERARC = 529, RES_SUPPLY1 = 530, RES_SUPPLY2 = 531, RES_SUPPLY3 = 532, RES_SUPPLY4 = 533, RES_SUPPLY5 = 679, RES_SHIELD1 = 534, RES_SHIELD2 = 535, RES_SHIELD3 = 536, RES_SHIELD4 = 537, RES_SHIELD5 = 680, RES_HARVESTER1 = 561, RES_HARVESTER2 = 562, RES_REPAIR = 563, RES_MISSILE1 = 564, RES_MISSILE2 = 565, RES_FLEET1 = 566, RES_FLEET2 = 567, RES_FLEET3 = 568, RES_FLEET4 = 569, RES_FLEET5 = 678, RES_SENSOR1 = 570, RES_SENSOR2 = 571, RES_SENSOR3 = 572, RES_SENSOR4 = 573, RES_SENSOR5 = 578, RES_FIGHTER1 = 574, RES_FIGHTER2 = 575, RES_FIGHTER3 = 576, RES_FIGHTER4 = 577, RES_FIGHTER5 = 609, RES_TENDER1 = 542, RES_TENDER2 = 608, RES_EXPLORAM1 = 610, RES_EXPLORAM2 = 611, RES_CAMO = 612, RES_REPELLCLOUD = 613, RES_GRAVWELL = 614, RES_BOMBER = 615, RES_MUTATIONCOLONY = 616, RES_WARLORDTRAINING = 617, RES_EXPLOSIVESRANGE = 618, RES_NIAD = 619, RES_FUSIONMILL = 620, RES_CARAPACE = 621, RES_DISSECTION = 625, RES_HYBRID = 622, RES_VORAAK = 624, RES_PLASMAHIVE = 623, RES_HEAVYREFINERY = 634, RES_SUPERHVYREFINERY= 635, RES_SYNTHESIS = 645, RES_COLLECTIVE = 646, RES_MASSDISRUPTOR = 647, RES_ECLIPSETORPEDO = 648, RES_DESTABILIZER = 649, RES_REPULSERBEAM = 650, RES_SIPHON1 = 658, RES_SIPHON2 = 659, RES_SIPHON3 = 663, RES_PLANTATION1 = 660, RES_PLANTATION2 = 661, RES_PLANTATION3 = 662, RES_ORE1 = 664, RES_ORE2 = 665, RES_ORE3 = 666, RES_GAS1 = 667, RES_GAS2 = 668, RES_GAS3 = 669, RES_GALIOT1 = 683, RES_GALIOT2 = 684, RES_EUTROMIL1 = 685, RES_EUTROMIL2 = 686, RES_LEGIONAIRE1 = 694, RES_LEGIONAIRE2 = 695, RES_LEGIONAIRE3 = 696, RES_LEGIONAIRE4 = 697, RES_AURORACLOAK = 701, RES_TRACTOR = 702, RES_T_HALSEY = 396, RES_T_HAWKES = 397, RES_T_BENSON = 398, RES_T_SMIRNOFF = 399, RES_T_STEELE = 401, RES_T_TAKAI = 670, RES_M_MORDELLA = 671, RES_M_AZKAR = 672, RES_M_VERLAK = 673, RES_M_KERTAK = 674, RES_M_THRIPID = 675, RES_M_MALKOR = 676, RES_S_BLANUS = 687, RES_S_ELAN = 688, RES_S_VIVAC = 689, RES_S_JOULE = 690, RES_S_PROCY = 691, RES_S_NATUS = 692, RES_GRCOLLECTOR = 715, RES_LEECH1 = 729, RES_LEECH2 = 730, RES_CMISSILE1 = 814, RES_CMISSILE2 = 815 }; enum RESEARCHINFO { NORESEARCHINFO = 3002, UPGRADE_TENDER1 = 3110, UPGRADE_TENDER2 = 3111, UPGRADE_SUPPLY1 = 3112, UPGRADE_SUPPLY2 = 3113, UPGRADE_SUPPLY3 = 3171, UPGRADE_SUPPLY4 = 3172, UPGRADE_SUPPLY5 = 3173, UPGRADE_SENSOR1 = 3115, UPGRADE_SENSOR2 = 3116, UPGRADE_SENSOR3 = 3119, UPGRADE_SENSOR4 = 3120, UPGRADE_SENSOR5 = 3208, UPGRADE_WEAPON1 = 3130, UPGRADE_WEAPON2 = 3131, UPGRADE_WEAPON3 = 3132, UPGRADE_WEAPON4 = 3133, UPGRADE_WEAPON5 = 3201, UPGRADE_HARVESTER1 = 3134, UPGRADE_HARVESTER2 = 3135, UPGRADE_TROOPSHIP1 = 3136, UPGRADE_TROOPSHIP2 = 3137, UPGRADE_TROOPSHIP3 = 3138, UPGRADE_FLEET1 = 3139, UPGRADE_FLEET2 = 3140, UPGRADE_FLEET3 = 3141, UPGRADE_FLEET4 = 3142, UPGRADE_FLEET5 = 3203, UPGRADE_MISSILE1 = 3143, UPGRADE_MISSILE2 = 3144, UPGRADE_HULL1 = 3145, UPGRADE_HULL2 = 3146, UPGRADE_HULL3 = 3147, UPGRADE_HULL4 = 3148, UPGRADE_HULL5 = 3200, UPGRADE_SHIELD1 = 3149, UPGRADE_SHIELD2 = 3150, UPGRADE_SHIELD3 = 3151, UPGRADE_SHIELD4 = 3152, UPGRADE_SHIELD5 = 3202, UPGRADE_ENGINE1 = 3153, UPGRADE_ENGINE2 = 3154, UPGRADE_ENGINE3 = 3155, UPGRADE_ENGINE4 = 3156, UPGRADE_ENGINE5 = 3199, UPGRADE_FIGHTER1 = 3157, UPGRADE_FIGHTER2 = 3158, UPGRADE_FIGHTER3 = 3159, UPGRADE_FIGHTER4 = 3169, UPGRADE_FIGHTER5 = 3170, SPECIAL_CLOAK = 3160, SPECIAL_TEMPEST = 3161, SPECIAL_PROBE = 3162, SPECIAL_VAMPIRE = 3163, SPECIAL_AEGIS = 3164, UPGRADE_ORE1 = 3165, UPGRADE_ORE2 = 3166, UPGRADE_ORE3 = 3174, UPGRADE_GAS1 = 3167, UPGRADE_GAS2 = 3168, UPGRADE_GAS3 = 3175, UPGRADE_SIPHON1 = 3177, UPGRADE_SIPHON2 = 3178, UPGRADE_SIPHON3 = 3188, UPGRADE_PLANTATION1 = 3179, UPGRADE_PLANTATION2 = 3180, UPGRADE_PLANTATION3 = 3181, UPGRADE_EXPLORAM1 = 3182, UPGRADE_EXPLORAM2 = 3183, SPECIAL_MIMIC = 3184, SPECIAL_REPELLCLOUD = 3185, SPECIAL_GRAVWELL = 3186, SPECIAL_REPULSEBEAM = 3187, EVOLUTION_GRCOLLECTOR = 3189, EVOLUTION_EXPLORANGE = 3191, EVOLUTION_MUTACOLONY = 3192, EVOLUTION_FUSIONMILL = 3193, EVOLUTION_CARAPACE = 3194, EVOLUTION_HYBRID = 3195, EVOLUTION_PLASMAHIVE = 3196, EVOLUTION_VORAAK = 3197, EVOLUTION_NIAD = 3190, UPGRADE_REPAIR = 3198, UPGRADE_GALIOT1 = 3204, UPGRADE_GALIOT2 = 3205, UPGRADE_EUTROMIL1 = 3206, UPGRADE_EUTROMIL2 = 3207, UPGRADE_LEGIONAIRE1 = 3209, UPGRADE_LEGIONAIRE2 = 3210, UPGRADE_LEGIONAIRE3 = 3211, UPGRADE_LEGIONAIRE4 = 3212, SPECIAL_SYNTHESIS = 3243, SPECIAL_DISRUPTOR = 3244, SPECIAL_AURORACLOAK = 3245, SPECIAL_DESTABILIZE = 3246, SPECIAL_TRACTORBEAM = 3247, ADMIRAL_HALSEY = 3248, ADMIRAL_HAWKES = 3249, ADMIRAL_BENSON = 3250, ADMIRAL_STEELE = 3252, ADMIRAL_SMIRNOFF = 3251, ADMIRAL_TAKAI = 3253, ADMIRAL_MORDELLA = 3254, ADMIRAL_AZKAR = 3255, ADMIRAL_VERLAK = 3256, ADMIRAL_KERTAK = 3257, ADMIRAL_THRIPID = 3258, ADMIRAL_MALKOR = 3259, ADMIRAL_BLANUS = 3260, ADMIRAL_ELAN = 3261, ADMIRAL_VIVAC = 3262, ADMIRAL_JOULE = 3263, ADMIRAL_PROCYO = 3264, ADMIRAL_NATUS = 3265, UPGRADE_LEECH1 = 3266, UPGRADE_LEECH2 = 3267, UPGRADE_CWEAPON1 = 3277, UPGRADE_CWEAPON2 = 3278, UPGRADE_CWEAPON3 = 3279, UPGRADE_CWEAPON4 = 3280, UPGRADE_CWEAPON5 = 3281, UPGRADE_CSUPPLY1 = 3287, UPGRADE_CSUPPLY2 = 3288, UPGRADE_CSUPPLY3 = 3289, UPGRADE_CSUPPLY4 = 3290, UPGRADE_CSUPPLY5 = 3291, UPGRADE_CORE1 = 3282, UPGRADE_CORE2 = 3283, UPGRADE_CORE3 = 3304, UPGRADE_CGAS1 = 3284, UPGRADE_CGAS2 = 3285, UPGRADE_CGAS3 = 3305, UPGRADE_CMISSILE1 = 3275, UPGRADE_CMISSILE2 = 3276, UPGRADE_MWEAPON1 = 3293, UPGRADE_MWEAPON2 = 3294, UPGRADE_MWEAPON3 = 3295, UPGRADE_MFIGHTER1 = 3296, UPGRADE_MFIGHTER2 = 3297, UPGRADE_MFIGHTER3 = 3298, UPGRADE_MFIGHTER4 = 3299, UPGRADE_MFIGHTER5 = 3300, UPGRADE_MSUPPLY1 = 3301, UPGRADE_MSUPPLY2 = 3302, UPGRADE_MSUPPLY3 = 3303 }; enum MULTIBUTTONINFO { NO_MULTI_INFO = 0, TEST_MULTI_INFO = 3303, STATIC_HALSEY = 3248, STATIC_HAWKES = 3249, STATIC_BENSON = 3250, STATIC_SMIRNOFF = 3251, STATIC_STEELE = 3252, STATIC_TAKAI = 3253, STATIC_MORDELLA = 3254, STATIC_AZKAR = 3255, STATIC_VERLAK = 3256, STATIC_KERTAK = 3257, STATIC_THRIPID = 3258, STATIC_MALKOR = 3259, STATIC_BLANUS = 3260, STATIC_ELAN = 3261, STATIC_VIVAC = 3262, STATIC_JOULE = 3263, STATIC_PROCYO = 3264, STATIC_NATUS = 3265 }; } struct GT_HOTBUTTON : GENBASE_DATA { HOTBUTTONTYPE::TYPE buttonType; char fontType[32]; struct _textColor { U8 red,green,blue; }textColor; }; struct HOTBUTTON_DATA { U32 baseImage; S32 xOrigin, yOrigin; HBTNTXT::BUTTON_TEXT buttonText; HBTNTXT::HOTBUTTONINFO buttonInfo; HBTNTXT::HOTBUTTONHINT buttonHint; HOTKEYS::HOTKEY hotkey; bool bDisabled; }; struct BUILDBUTTON_DATA { U32 baseImage; U32 noMoneyImage; S32 xOrigin, yOrigin; char rtArchetype[32]; SINGLE_TECHNODE techDependency, techGreyed; HBTNTXT::BUILD_TEXT greyedTooltip; HBTNTXT::BUILDINFO buildInfo; HOTKEYS::HOTKEY hotkey; bool bDisabled; }; struct RESEARCHBUTTON_DATA { U32 baseImage; U32 noMoneyImage; S32 xOrigin, yOrigin; char rtArchetype[32]; HBTNTXT::RESEARCH_TEXT tooltip; HBTNTXT::RESEARCHINFO researchInfo; HOTKEYS::HOTKEY hotkey; bool bDisabled; }; struct MULTIHOTBUTTON_DATA { S32 xOrigin, yOrigin; HOTKEYS::HOTKEY hotkey; bool bSingleShape; bool bDisabled; }; namespace TABTXT { enum TAB_TEXT { NO_TAB_TEXT=0, PLAYER = 1901, GRAPHICS = 1902, SOUNDS = 1903, TOTALS = 1904, UNITS = 1905, BUILDINGS = 1906, TERRITORY = 1907, RESOURCES = 1908 }; } struct GT_TABCONTROL : GENBASE_DATA { struct COLOR { unsigned char red, green, blue; } normalColor, hiliteColor, selectedColor; }; struct TABCONTROL_DATA { char tabControlType[32]; char hotButtonType[32]; int iBaseImage; int numTabs; TABTXT::TAB_TEXT textID[6]; bool bUpperTabs; int xpos; int ypos; }; struct GT_LISTBOX : GENBASE_DATA { char fontName[32]; struct COLOR { unsigned char red, green, blue; } disabledText, normalText, highlightText, selectedText, selectedTextGrayed; char shapeFile[32]; char scrollBarType[32]; }; struct LISTBOX_DATA { char listboxType[32]; S32 xOrigin, yOrigin; RECT textArea; U32 leadingHeight; bool bStatic:1; bool bSingleClick:1; bool bScrollbar:1; bool bSolidBackground:1; bool bNoBorder:1; bool bDisableMouseSelect:1; }; namespace EDTXT { enum EDIT_TEXT { NONE=0, ETXT_TEST = 1101, IP_ADDRESS_DEFAULT = 1110 }; } struct GT_EDIT : GENBASE_DATA { char fontName[32]; struct COLOR { unsigned char red, green, blue; } disabledText, normalText, highlightText, selectedText, caret; char shapeFile[32]; S32 justify; S32 width; S32 height; }; struct EDIT_DATA { char editType[32]; EDTXT::EDIT_TEXT editText; S32 xOrigin, yOrigin; }; struct GT_DROPDOWN : GENBASE_DATA { }; struct DROPDOWN_DATA { char dropdownType[32]; RECT screenRect; BUTTON_DATA buttonData; LISTBOX_DATA listboxData; }; struct GT_COMBOBOX : GENBASE_DATA { }; struct COMBOBOX_DATA { char comboboxType[32]; RECT screenRect; EDIT_DATA editData; BUTTON_DATA buttonData; LISTBOX_DATA listboxData; }; struct GT_SLIDER : GENBASE_DATA { struct COLOR { unsigned char red, green, blue; } disabledColor, normalColor, highlightColor, alertColor; bool bVertical; U32 indent; char shapeFile[32]; }; struct SLIDER_DATA { char sliderType[32]; RECT screenRect; S32 xOrigin, yOrigin; }; struct GT_MENU1 { struct OPENING { RECT screenRect; STATIC_DATA background; BUTTON_DATA single, multi, intro, options, help, quit; STATIC_DATA staticSingle, staticMulti, staticIntro, staticOptions, staticHelp; ANIMATE_DATA animMedia, animSingle, animMulti, animOptions, animQuestion; STATIC_DATA staticLegal; } opening; struct SINGLEPLAYER_MENU { RECT screenRect; STATIC_DATA background, staticSingle, staticName; BUTTON_DATA buttonCampaign, buttonSkirmish, buttonLoad, buttonQBLoad; BUTTON_DATA buttonBack; } singlePlayerMenu; struct SELECT_CAMPAIGN { RECT screenRect; STATIC_DATA background, title; STATIC_DATA staticName; BUTTON_DATA buttonTerran, buttonMantis, buttonSolarian; BUTTON_DATA buttonBack; } selectCampaign; struct SELECT_MISSION { RECT screenRect; STATIC_DATA background, title; LISTBOX_DATA list; BUTTON_DATA start, ok, cancel; BUTTON_DATA buttonUnlock; STATIC_DATA staticMission, staticHolder; BUTTON_DATA buttonMissions[16]; BUTTON_DATA buttonMovies[6]; BUTTON_DATA buttonBack; STATIC_DATA staticMovie, staticMissionTitle; ANIMATE_DATA animSystem; int nLineFrom[16]; int nMoiveBeforeMission[6]; } selectMission; struct NET_CONNECTIONS { RECT screenRect; STATIC_DATA background, description; LISTBOX_DATA list; BUTTON_DATA next, back; STATIC_DATA staticTitle; BUTTON_DATA buttonZone; } netConnections; struct IP_ADDRESS { RECT screenRect; STATIC_DATA background, description; STATIC_DATA enterIP, enterName; STATIC_DATA staticName; STATIC_DATA staticJoin, staticCreate; BUTTON_DATA checkJoin, checkCreate; BUTTON_DATA next, back; COMBOBOX_DATA comboboxIP; } ipAddress; struct GAME_ZONE { RECT screenRect; STATIC_DATA description; } gameZone; struct NET_SESSIONS2 { RECT screenRect; STATIC_DATA background, description, version; STATIC_DATA title; LISTBOX_DATA list; BUTTON_DATA next, back; STATIC_DATA staticGame, staticPlayers, staticSpeed, staticMap, staticResources; } netSessions2; struct MSHELL { RECT screenRect; STATIC_DATA background; STATIC_DATA title; STATIC_DATA enterChat; STATIC_DATA ipaddress; LISTBOX_DATA listChat; EDIT_DATA editChat; } mshell; struct MAP { RECT screenRect; BUTTON_DATA mapType; STATIC_DATA staticGameType, staticSpeed, staticMoney, staticUnits; STATIC_DATA staticMapType, staticSize, staticTerrain; STATIC_DATA staticVisibility; DROPDOWN_DATA dropGameType, dropSpeed, dropMoney; DROPDOWN_DATA dropSize, dropTerrain, dropUnits; DROPDOWN_DATA dropVisibility; SLIDER_DATA sliderSpeed; STATIC_DATA staticSpectator, staticDiplomacy; BUTTON_DATA pushSpectator, pushDiplomacy; STATIC_DATA staticDifficulty, staticEasy, staticAverage, staticHard; BUTTON_DATA pushEasy, pushAverage, pushHard; STATIC_DATA staticLockSettings; BUTTON_DATA pushLockSettings; STATIC_DATA staticSystems; DROPDOWN_DATA dropSystems; STATIC_DATA staticCmdPoints; } map; struct SLOTS { RECT screenRect; DROPDOWN_DATA dropSlots[8]; DROPDOWN_DATA dropTeams[8]; DROPDOWN_DATA dropRaces[8]; DROPDOWN_DATA dropPlayers[8]; STATIC_DATA staticNames[8]; STATIC_DATA staticPings[8]; M_STRINGW terranComputerNames[8]; M_STRINGW mantisComputerNames[8]; M_STRINGW solarianComputerNames[8]; } slots; struct FINAL { RECT screenRect; STATIC_DATA staticState, staticName, staticColor, staticRace, staticTeam, staticPing; STATIC_DATA description; STATIC_DATA staticAccept; BUTTON_DATA accept, start, cancel; STATIC_DATA staticCountdown; } final; struct HELPMENU { RECT screenRect; STATIC_DATA background, title; STATIC_DATA staticConquest, staticVersion, staticNumber; BUTTON_DATA buttonOk; STATIC_DATA staticProductID, staticProductNumber; STATIC_DATA staticLegal; BUTTON_DATA buttonCredits; } helpMenu; struct DEVICEMENU { RECT screenRect; STATIC_DATA staticBackground, staticTitle; STATIC_DATA staticPickDevice; LISTBOX_DATA listDevices; BUTTON_DATA buttonOk; } deviceMenu; }; struct GT_MAPSELECT { RECT screenRect; STATIC_DATA staticBackground, staticTitle; STATIC_DATA staticRandom, staticSupplied, staticSaved; LISTBOX_DATA listRandom, listSupplied, listSaved; BUTTON_DATA buttonOk, buttonCancel; }; struct GT_NEWPLAYER { RECT screenRect; STATIC_DATA background, title, staticHeading; EDIT_DATA edit; BUTTON_DATA ok, cancel; }; struct BASE_ANIMNUGGET_SAVELOAD { U16 supplyPointsMax; U16 supplies; U8 shadowVisibilityFlags; U8 harvestCount; bool bDepleted:1; bool deleteOK:1; bool bUnregistered:1; bool bRealized:1; U8 systemID; U16 shadowSupplies[8]; U32 processID; U32 deathOp; SINGLE lifeTimeRemaining; U32 dwMissionID; Vector position; }; struct BASE_NUGGET_SAVELOAD { U32 processID; U8 harvestCount; U32 lifeTimeTicks; }; struct NUGGET_SAVELOAD : BASE_NUGGET_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; enum M_NUGGET_TYPE { M_GAS_NUGGETS, M_METAL_NUGGET, M_SCRAP_NUGGET, M_HYADES_NUGGET }; struct BT_NUGGET_DATA : BASIC_DATA { char nugget_anim2D[32]; char nugget_mesh[32]; S32 animSizeSmallMax; S32 animSizeMax; S32 animSizeMin; struct _color { U8 redHi; U8 greenHi; U8 blueHi; U8 redLo; U8 greenLo; U8 blueLo; U8 alphaIn; U8 alphaOut; }color; bool bOriented; bool zRender; M_RESOURCE_TYPE resType; M_NUGGET_TYPE nuggetType; U32 maxSupplies; }; namespace PRG_STTXT { enum PROGRESS_STATIC_TEXT { NO_STATIC_TEXT=0, TEST = 1101, PLAYER_NAME = 1401, IP_ADDRESS = 1402, SESSION_NAME = 1404, CONFIRM_QUIT = 1406, TITLE_SELECT_GAME = 1407, PLAYER = 1408, SESSION = 1409, ENTER_TEAM = 1412, ENTER_RACE = 1410, ENTER_COLOR = 1411, SELECTED_MAP = 1414, CHATBOX = 1415, GAME_PAUSED = 1416, INGAME_TITLE = 1417, OPTIONS = 1418, GAMETYPE = 1419, GAMESPEED = 1420, CURSOR_SENSITIVITY = 1463, ARTIFACTS = 1421, MONEY = 1422, RESEARCH = 1423, MAPTYPE = 1424, MAPFILE = 1451, MAPSIZE = 1425, TERRAIN = 1426, STATIC_RESOURCES = 1427, WARNBOOT = 1329, SOLOGAME = 1332, LOADGAME = 1431, SAVEGAME = 1432, FILENAME = 1433, FLEET_SIZE = 1434, SKILL = 1435, BONUS = 1436, DUMMY_MONEY = 10001, DUMMY_NAME = 10002, SHIPCLASS = 1440, HULL = 1441, SUPPLIES = 1442, ARMOR = 1443, ENGINES = 1444, WEAPONS = 1445, SHIELDS = 1446, KILLS = 1447, UNITS = 1449, INGAME_CHAT = 1450, MISSION_OBJECTIVES = 1128, END_MISSION = 1129, SCOREBOARD = 1452, SCORE = 1453, VOLUME = 1403, MUSIC = 1454, EFFECTS = 1455, COMMS = 1456, NETCHAT = 1457, TOOLTIPS = 1458, STATUS_TEXT = 1459, FOGOFWAR = 1460, MAPROTATE = 1461, ROLLOVER = 1462, SLOW = 1625, FAST = 1627, GAMMA = 1465, WEAPON_TRAILS = 1466, EMMISIVE_TEXTURES = 1467, LOD = 1468, TEXTURES = 1469, BACKGROUND = 1470, DEVICES = 1464, ENTER_NAME = 1472, CAMP_SELECT = 1473, SINGLE_PLAYER = 1102, MULTI_PLAYER = 1103, FRONT_OPTIONS = 1104, SKIRMISH = 1474, INTRO = 1475, SELECT_MISSION = 1058, RIGHTCLICK = 1476, JOIN = 1108, CREATE = 1109, ACCEPT = 1121, SCROLLRATE = 1488, QUIT = 1112, RESOLUTION = 1493, ENTER_STATE = 1494, PLAYER_LIST = 1495, PING = 1496, APP_NAME = 1, VERSION = 1428, HELP = 1497, NET_CONNECT = 1489, HARDWARE = 1492, GAME = 1498, SPEED = 1499, MAP = 1413, RESOURCES = 1471, TITLE_UNITS = 1528, TITLE_BUILDINGS = 1529, TITLE_RESOURCES = 1531, TITLE_TERRITORY = 1530, BRIEFING = 1165, VISIBILITY = 1504, DEVICE_CHOICE = 1505, SOFTWARE = 1506 }; } struct GT_PROGRESS_STATIC : GENBASE_DATA { char fontName[32]; struct COLOR { unsigned char red, green, blue; } normalText, overText, background, background2; char shapeFile[32]; enum drawtype { NODRAW, FILL, HASH } backgroundDraw; bool bBackdraw; }; struct PROGRESS_STATIC_DATA { char staticType[32]; PRG_STTXT::PROGRESS_STATIC_TEXT staticText; enum alignmenttype { LEFT, CENTER, RIGHT, TOPLEFT, } alignment; S32 xOrigin, yOrigin; S32 width, height; }; namespace HSTTXT { enum STATIC_TEXT { NOTEXT = 0, ENGINE = 1444, ARMOR = 1443, WEAPON = 1445, SHIELD = 1446, SENSOR = 1477, SUPPLY = 1478, TROOPSHIP = 1479, HARVESTER = 1480, TENDER = 1481, FIGHTER = 1482, FLEET = 1483, MISSLEPAK = 1484, RAM = 1485, LEECH = 1549, LEGIONAIRE = 1550, SIPHON = 1551, GALIOT = 1552, }; } struct GT_HOTSTATIC : GENBASE_DATA { char fontType[32]; }; struct HOTSTATIC_DATA { U32 baseImage; U32 numTechLevels; S32 xOrigin, yOrigin, width, height; S32 barStartX; U32 barSpacing; HSTTXT::STATIC_TEXT text; struct _color { U8 red,green,blue; }textColor; }; struct GT_SHIPSILBUTTON : GENBASE_DATA { SINGLE redYellowBreak; SINGLE yellowGreenBreak; }; struct SHIPSILBUTTON_DATA { S32 xOrigin, yOrigin; }; namespace ICONTXT { enum ICON_TOOLTIP { NO_TOOLTIP = 0, SYSTEM_INSUPPLY = 811, SYSTEM_OUTSUPPLY = 812 }; }; struct GT_ICON : GENBASE_DATA { }; struct ICON_DATA { U32 baseImage; S32 xOrigin, yOrigin; ICONTXT::ICON_TOOLTIP tooltip; }; struct GT_QUEUECONTROL : GENBASE_DATA { }; struct QUEUECONTROL_DATA { S32 xOrigin, yOrigin; S32 width, height; }; struct GT_TOOLBAR { char vfxShapeType[32]; char vfxToolBar[3][32]; RECT contextRect; RECT sysmapRect[3]; RECT sectorMapRect[3]; U32 topBarX,topBarY; struct COMMON { HOTBUTTON_DATA rotateLeft, returnDefaultView, rotateRight, minimize, restore, options, chat, go, starMap, exitSysMap, hpDiplomacy, hpResearch,hpFleetOfficer,hpIndustrial,hpIdleCivilian,missionObjectives; STATIC_DATA gas,metal,crew; STATIC_DATA commandPts,shipclass; ICON_DATA inSupply,notInSupply; } common[3]; struct NONE { STATIC_DATA nothing; } none; struct FABRICATOR { M_OBJCLASS type; HOTBUTTON_DATA sell,stop,repair; EDIT_DATA shipname; STATIC_DATA hull; TABCONTROL_DATA fabTab; struct TAB1 { BUILDBUTTON_DATA plat0,plat1,plat2,plat3,plat4,plat5,plat6,plat7,plat8,plat9,plat10,plat11,plat12,plat13,plat14,plat15; }basicTab; struct TAB2 { BUILDBUTTON_DATA plat16,plat17,plat18,plat19,plat20,plat21,plat22,plat23,plat24,plat25,plat26,plat27,plat28,plat29,plat30,plat31; }advancedTab; struct TAB4 { BUILDBUTTON_DATA plat32,plat33,plat34,plat35,plat36,plat37,plat38,plat39,plat40,plat41,plat42,plat43,plat44,plat45,plat46,plat47; }defenceTab; struct TAB3 { HOTSTATIC_DATA techarmor,techengine,techsheild,techsensors; }statisticsTab; } fabricator,M_Weaver,S_Forger; struct LINDUSTRIAL { M_OBJCLASS type; ICON_DATA inSupply,notInSupply; HOTBUTTON_DATA rally,stop; STATIC_DATA hull,metalStorage,gasStorage,crewStorage,location,disabledText; BUILDBUTTON_DATA build0,build1,build2,build3,build4,build5,build6,build7,build8,build9; QUEUECONTROL_DATA buildQueue; } lindustrial,hq,hindustrial, M_Cocoon,M_Niad,S_Acropolis,S_Pavilion, S_Sanctum,S_GreaterPavilion; struct GENERIC { M_OBJCLASS type; ICON_DATA inSupply,notInSupply; STATIC_DATA hull,supplies,location,disabledText; } turret; struct RESEARCH { M_OBJCLASS type; ICON_DATA inSupply,notInSupply; HOTBUTTON_DATA stop; STATIC_DATA hull,supplies,metalStorage,gasStorage,crewStorage,location,disabledText; RESEARCHBUTTON_DATA research0,research1,research2,research3,research4,research5,research6,research7,research8,research9; QUEUECONTROL_DATA buildQueue; } M_Plantation,proplab,ballistics,outpost,advHull,awsLab,lrsensor, hanger,weapons,displacement, M_BlastFurnace,M_ExplosivesRange,M_CarrionRoost,M_BioForge, M_FusionMill,M_CarpacePlant,M_HybridCenter,M_PlasmaSpitter, S_HelionVeil,S_XenoChamber,S_Anvil,S_MunitionsAnnex, M_EyeStock,M_MutationColony,S_TurbineDock,S_Bunker; struct BUILD_RES { M_OBJCLASS type; ICON_DATA inSupply,notInSupply; HOTBUTTON_DATA stop,rally; STATIC_DATA hull,metalStorage,gasStorage,crewStorage,location,disabledText; RESEARCHBUTTON_DATA research0,research1,research2,research3,research4,research5,research6,research7,research8,research9,research10,research11,research12,research13,research14,research15; BUILDBUTTON_DATA build0,build1,build2,build3,build4,build5; QUEUECONTROL_DATA buildQueue; }M_Thripid,academy,refinery,M_Collector,M_GreaterCollector, M_WarlordTraining,S_SentinalTower,S_Citidel,T_HeavyRefinery,T_SuperHeavyRefinery,S_Oxidator; struct FLEET { M_OBJCLASS type; HOTBUTTON_DATA escort,patrol,stop; TABCONTROL_DATA fabTab; struct TAB1 { MULTIHOTBUTTON_DATA admiralHead; STATIC_DATA o_namearea,o_kills,o_hull; HOTBUTTON_DATA order1,order2,order3,order4,order5,order6; TABCONTROL_DATA weaponTab; struct W_TAB1 { HOTBUTTON_DATA terran0,terran1,terran2,terran3,terran4; }terranTab; struct W_TAB2 { HOTBUTTON_DATA mantis0,mantis1,mantis2,mantis3,mantis4; }mantisTab; struct W_TAB3 { HOTBUTTON_DATA solarian0,solarian1,solarian2,solarian3,solarian4,solarian5; }solarianTab; }orderTab; struct TAB2 { SHIPSILBUTTON_DATA ship0,ship1,ship2,ship3,ship4,ship5,ship6,ship7,ship8,ship9,ship10,ship11,ship12,ship13,ship14,ship15,ship16,ship17,ship18,ship19,ship20,ship21; }silTab; struct TAB3 { STATIC_DATA namearea,hull,kills; HOTSTATIC_DATA techarmor,techsupply,techengine,techsheild,techweapon,techsensors,techspecial; }statTab; } fleet[3]; struct INDIVIDUAL { M_OBJCLASS type; HOTBUTTON_DATA patrol,stop,escort,stanceAttack,stanceDefend,stanceStand,stanceStop, supplyStanceAuto,supplyStanceNoAuto,supplyStanceResupplyOnly,cloak; MULTIHOTBUTTON_DATA specialweapon; EDIT_DATA namearea; STATIC_DATA hull,supplies,kills,metal,gas; HOTSTATIC_DATA techarmor,techsupply,techengine,techsheild,techweapon,techsensors,techspecial; } individual[3]; struct GROUP { M_OBJCLASS type; MULTIHOTBUTTON_DATA specialweapon; HOTBUTTON_DATA escort,patrol,stop,cloak; HOTBUTTON_DATA stanceAttack,stanceDefend,stanceStand,stanceStop, supplyStanceAuto,supplyStanceNoAuto,supplyStanceResupplyOnly; SHIPSILBUTTON_DATA ship0,ship1,ship2,ship3,ship4,ship5,ship6,ship7,ship8,ship9,ship10,ship11,ship12,ship13,ship14,ship15,ship16,ship17,ship18,ship19,ship20,ship21; } group[3]; }; struct GT_ADMIRALBAR { RECT screenRect; STATIC_DATA background; STATIC_DATA admiralKey; HOTBUTTON_DATA hotCreate, hotRepair, hotResupply, hotDisband, hotTransfer, hotAssault; char vfxType[32]; TABCONTROL_DATA tab; struct TAB1 { HOTBUTTON_DATA hotTerran[5]; } terranTab; struct TAB2 { HOTBUTTON_DATA hotMantis[6]; } mantisTab; struct TAB3 { HOTBUTTON_DATA hotSolarian[5]; } solarianTab; }; struct GT_BRIEFING { RECT screenRect; STATIC_DATA background, title; BUTTON_DATA start, replay, cancel; RECT rcTeletype; RECT rcComm[4]; ANIMATE_DATA animFuzz[4]; }; struct GT_MENUOBJECTIVES { RECT screenRect; STATIC_DATA background, staticObjectives, staticName; RECT rcTeletype; BUTTON_DATA buttonOk; BUTTON_DATA checkObjectives[9]; STATIC_DATA staticObjectiveArray[9]; }; struct GT_MESSAGEBOX { STATIC_DATA background, title; STATIC_DATA message; BUTTON_DATA ok, cancel; BUTTON_DATA okAlone; }; struct GT_MOVIESCREEN { RECT screenRect; }; struct GT_CREDITS { RECT screenRect; STATIC_DATA staticBackground; }; struct GT_PAUSE { RECT screenRect; STATIC_DATA staticTitle, staticDescription[8]; }; struct BT_FANCY_LAUNCH : BASE_LAUNCHER { char animation[32]; char hardpoint[64]; SINGLE animTime; SINGLE effectDuration; SFX::ID warmupSound; SINGLE_TECHNODE neededTech; bool bSpecialWeapon:1; bool bTargetRequired:1; bool bWormHole:1; UNIT_SPECIAL_ABILITY specialAbility; }; struct FANCY_LAUNCH_SAVELOAD { U32 dwTargetID; Vector targetPos; U32 attacking; SINGLE refireDelay; SINGLE currentRot; Vector offsetVector; }; struct BT_CLOAK_LAUNCHER : BASE_LAUNCHER { SINGLE cloakSupplyUse; SINGLE cloakShutoff; SINGLE_TECHNODE techNode; }; struct CLOAK_LAUNCHER_SAVELOAD { bool bCloakEnabled:1; bool bPrepareToggle:1; SINGLE cloakSupplyCount; }; struct BT_MULTICLOAK_LAUNCHER : BASE_LAUNCHER { SINGLE cloakSupplyUse; SINGLE cloakShutoff; SINGLE targetSupplyCostPerHull; SINGLE_TECHNODE techNode; }; struct MULTICLOAK_LAUNCHER_SAVELOAD { SINGLE cloakSupplyCount; U32 cloakTargetID; U32 decloakTime; bool bCloakingTarget:1; bool bCloakEnabled:1; bool bPrepareToggle:1; }; struct BT_PING_LAUNCHER : BASE_LAUNCHER { SINGLE_TECHNODE techNode; }; struct PING_LAUNCHER_SAVELOAD { }; struct BT_WORMHOLE_LAUNCHER : BASE_LAUNCHER { SINGLE_TECHNODE techNode; SINGLE damagePerSec; }; struct WORMHOLE_LAUNCHER_SAVELOAD { U32 numTargets; U32 targetsLeft; U32 targetIDs[21]; U32 workingID; SINGLE lastChanceTimer; GRIDVECTOR targetPos; U32 targetSystemID; enum _modes { WORM_IDLE, WORM_WAITING_FOR_SYNC, WORM_WORKING, WORM_DONE }mode; }; struct BT_TALORIAN_LAUNCHER : BASE_LAUNCHER { }; struct TALORIAN_LAUNCHER_SAVELOAD { U32 numTargets; U32 targetIDs[12]; bool bShildOn; }; struct GT_IGOPTIONS { RECT screenRect; STATIC_DATA background, title; BUTTON_DATA buttonSave, buttonLoad; BUTTON_DATA buttonOptions; BUTTON_DATA buttonRestart; BUTTON_DATA buttonResign; BUTTON_DATA buttonReturn; }; struct GT_OPTIONS { RECT screenRect; STATIC_DATA background, title; STATIC_DATA staticName; LISTBOX_DATA listNames; BUTTON_DATA buttonNew, buttonChange, buttonDelete; STATIC_DATA staticSound, staticMusic, staticComm, staticChat, staticSpeed, staticScroll, staticMouse; SLIDER_DATA sliderSound, sliderMusic, sliderComm, sliderChat, sliderSpeed, sliderScroll, sliderMouse; BUTTON_DATA pushSound, pushMusic, pushComm, pushChat; STATIC_DATA staticDInput; BUTTON_DATA pushDInput; STATIC_DATA staticStatus, staticRollover, staticSectorMap, staticRightClick; BUTTON_DATA pushStatus, pushRollover, pushSectorMap, pushRightClick; STATIC_DATA staticGamma, staticResolution; DROPDOWN_DATA dropResolution; SLIDER_DATA sliderGamma; STATIC_DATA staticShips3D, staticTrails, staticEmissive, staticDetail, staticDrawBack; BUTTON_DATA pushShips3D, pushTrails, pushEmissive, pushDetail, pushDrawBack; STATIC_DATA staticDevice; DROPDOWN_DATA dropDevice; STATIC_DATA static3DHardware; BUTTON_DATA push3DHardware; TABCONTROL_DATA tab; BUTTON_DATA buttonOk, buttonCancel; }; struct GT_DIPLOMACYMENU { RECT screenRect; STATIC_DATA background; STATIC_DATA staticTitle, staticName, staticRace, staticAllies, staticMetalTitle, staticGasTitle, staticCrewTitle; STATIC_DATA staticNames[7], staticRaces[7]; BUTTON_DATA buttonCrew[7], buttonMetal[7], buttonGas[7]; BUTTON_DATA buttonAllies[7]; STATIC_DATA staticCrew, staticMetal, staticGas; BUTTON_DATA buttonOk, buttonReset, buttonCancel, buttonApply; DIPLOMACYBUTTON_DATA diplomacyButtons[7]; }; struct GT_PLAYERCHATMENU { RECT screenRect; STATIC_DATA background; STATIC_DATA staticNames[7], staticRaces[7]; BUTTON_DATA checkNames[7]; BUTTON_DATA buttonAllies, buttonEnemies, buttonEveryone; LISTBOX_DATA listChat; EDIT_DATA editChat; BUTTON_DATA buttonClose; STATIC_DATA staticTitle; STATIC_DATA staticChat; }; struct GT_LOADSAVE { RECT screenRect; RECT screenRect2D; STATIC_DATA background, staticLoad, staticSave, staticFile; BUTTON_DATA open, save, cancel; EDIT_DATA editFile; LISTBOX_DATA list; }; struct GT_SYSTEM_KIT_SAVELOAD { RECT screenRect; STATIC_DATA background, staticLoad, staticSave, staticFile; BUTTON_DATA open, save, cancel; EDIT_DATA editFile; LISTBOX_DATA list; }; typedef U32 DPID; namespace CQGAMETYPES { enum DIFFICULTY { NODIFFICULTY, EASY, AVERAGE, HARD }; enum TYPE { HUMAN, COMPUTER }; enum STATE { OPEN, CLOSED, ACTIVE, READY }; enum RACE { NORACE, TERRAN, MANTIS, SOLARIAN, VYRIUM, }; enum COLOR { UNDEFINEDCOLOR, YELLOW, RED, BLUE, PINK, GREEN, ORANGE, PURPLE, AQUA }; enum TEAM { NOTEAM, _1, _2, _3, _4 }; struct SLOT { TYPE type:3; STATE state:3; RACE race:4; COLOR color:5; TEAM team:4; U32 zoneSeat:3; DPID dpid; }; enum GAMETYPE { KILL_UNITS=-2, KILL_HQ_PLATS, MISSION_DEFINED, KILL_PLATS_FABS }; enum MONEY { LOW_MONEY=-2, MEDIUM_MONEY, HIGH_MONEY }; enum MAPTYPE { SELECTED_MAP=-2, USER_MAP, RANDOM_MAP }; enum MAPSIZE { SMALL_MAP=-2, MEDIUM_MAP, LARGE_MAP }; enum TERRAIN { LIGHT_TERRAIN=-2, MEDIUM_TERRAIN, HEAVY_TERRAIN }; enum STARTING_UNITS { UNITS_MINIMAL=-2, UNITS_MEDIUM, UNITS_LARGE }; enum VISIBILITYMODE { VISIBILITY_NORMAL=-1, VISIBILITY_EXPLORED, VISIBILITY_ALL }; enum RANDOM_TEMPLATE { TEMPLATE_RANDOM=-1, TEMPLATE_RING, TEMPLATE_STAR, }; enum COMMANDLIMIT { COMMAND_LOW=-1, COMMAND_NORMAL, COMMAND_HIGH }; struct OPTIONS { U32 version; GAMETYPE gameType:3; S32 gameSpeed:5; U32 regenOn:1; U32 spectatorsOn:1; U32 lockDiplomacyOn:1; U32 numSystems:5; MONEY money:2; MAPTYPE mapType:2; RANDOM_TEMPLATE templateType:2; MAPSIZE mapSize:2; TERRAIN terrain:2; STARTING_UNITS units:2; VISIBILITYMODE visibility:2; COMMANDLIMIT commandLimit:2; }; struct _CQGAME { U32 activeSlots:8; U32 bHostBusy:1; U32 startCountdown:4; SLOT slot[8]; }; } struct CQGAME : CQGAMETYPES::_CQGAME, CQGAMETYPES::OPTIONS { }; struct GT_GLOBAL_VALUES { struct TargetingValues { SINGLE movePenaltySelf; SINGLE movePenaltyTarget; SINGLE minAccuracy; } targetingValues; struct INDKILLCHART { U32 rookie, novice, veteran, elite, superElite, superdouperElite; } individualKillChart; struct ADMIRALKILLCHART { U32 rearAdmiral, viceAdmiral, admiral, starAdmiral, superstarAdmiral, superdouperAdmiral; } admiralKillChart; struct RACE_TARGETING_BONUSES { SINGLE noRace; SINGLE terran; SINGLE mantis; SINGLE solarian; SINGLE vyrium; } raceBonuses; struct TechUpgrades { SINGLE engine[6]; SINGLE hull[6]; SINGLE supplies[6]; SINGLE targeting[6]; SINGLE damage[6]; SINGLE shields[6]; SINGLE shipTargetingExp[6]; SINGLE admiralTargetingExp[6]; SINGLE fleet[6]; SINGLE sensors[6]; SINGLE tanker[6]; SINGLE fighter[6]; SINGLE tender[6]; }; struct _upgrades { TechUpgrades noRace; TechUpgrades terran; TechUpgrades mantis; TechUpgrades solarian; TechUpgrades vyrium; } techUpgrades; }; struct MT_GlobalData { M_STRINGW gameDescription; M_STRINGW playerNames[8]; U8 playerAssignments[8]; M_RACE playerRace[9]; U32 lastPartID; U8 currentPlayer:4; bool bGlobalLighting:1; bool bScriptUIControl:1; U8 allyMask[8]; U8 colorAssignment[9]; U8 visibilityMask[8]; U32 missionID; struct PlayerTechLevel { enum TECHLEVEL { LEVEL0, LEVEL1, LEVEL2, LEVEL3, LEVEL4, LEVEL5 }; TECHLEVEL engine:4; TECHLEVEL hull:4; TECHLEVEL supplies:4; TECHLEVEL targeting:4; TECHLEVEL damage:4; TECHLEVEL shields:4; TECHLEVEL sensors:4; TECHLEVEL fighter:4; TECHLEVEL tanker:4; TECHLEVEL tender:4; TECHLEVEL fleet:4; } playerTechLevel[9][5]; TECHNODE techNode[9]; TECHNODE workingTechNode[9]; TECHNODE availableTechNode; U32 gas[9]; U32 gasMax[9]; U32 metal[9]; U32 metalMax[9]; U32 crew[9]; U32 crewMax[9]; U32 totalCommandPts[9]; U32 usedCommandPts[9]; U32 maxComPts[9]; struct GAMESTATS { U32 metalGained:20; U32 numUnitsBuilt:12; U32 gasGained:17; U32 numUnitsDestroyed:12; U32 numAdmiralsBuilt:3; U32 crewGained:20; U32 numUnitsLost:12; U32 numPlatformsBuilt:12; U32 numPlatformsDestroyed:12; U32 numJumpgatesControlled:8; U32 numPlatformsLost:12; U32 numUnitsConverted:10; U32 numPlatformsConverted:10; U32 numResearchComplete:10; U32 percentSystemsExplored:8; }; GAMESTATS gameStats[9]; U8 gameScores[9]; U32 updateCount; U32 lastStreamID; U32 lastTeletypeID; struct OBJECTIVES { int index; U32 mission_name_stringID; U32 overview_stringID; U32 objective_stringID[32]; enum ObjectiveState { Pending, Complete, Failed } state[32]; bool bObjectiveSecondary[32]; } objectives; M_STRING scriptLibrary; M_STRING baseTerrainMap; CQGAME gameSettings; }; typedef BASIC_DATA BT_GROUP; struct GROUPOBJ_SAVELOAD { U32 dwMissionID; U32 numObjects; }; struct GT_SCROLLBAR : GENBASE_DATA { char upButtonType[32]; char downButtonType[32]; struct COLOR { unsigned char red, green, blue; } thumbColor, backgroundColor, disabledColor; bool bHorizontal:1; char shapeFile[32]; }; struct SCROLLBAR_DATA { char scrollBarType[32]; }; struct WORLDLIGHT_DATA { U8 red,green,blue; Vector direction; }; struct AMBIENT_DATA { U8 red,green,blue; }; struct LIGHT_DATA { WORLDLIGHT_DATA light1; WORLDLIGHT_DATA light2; AMBIENT_DATA ambient; }; struct BT_LIGHT : BASIC_DATA { U8 red,green,blue; S32 range; Vector direction; SINGLE cutoff; bool bInfinite:1; bool bAmbient:1; }; struct CQLIGHT_SAVELOAD { U8 red,green,blue; S32 range; Vector position; Vector direction; SINGLE cutoff; bool bInfinite; char name[32]; U32 systemID; bool bAmbient; }; enum ENGINETRAIL_TAPPER_TYPE { EngineTrailTapperZero = 1, EngineTrailStraight, EngineTrailBleed }; struct BT_ENGINETRAIL : BASE_EFFECT { SINGLE width; U32 segments; SINGLE timePerSegment; ENGINETRAIL_TAPPER_TYPE tapperType; SINGLE tapperMod; char hardpoint[64]; char texture[32]; struct _colorMod { U8 red; U8 green; U8 blue; U8 alpha; }colorMod, engineGlowColorMod; char engineGlowTexture[32]; SINGLE engineGlowWidth; }; struct BASE_ENGINETRAIL_SAVELOAD { }; struct ENGINETRAIL : BASE_ENGINETRAIL_SAVELOAD { }; struct GlobalEffectsOptions { enum OPTVAL { off, on=-1 }; __readonly U32 version; OPTVAL bWeaponTrails:1; OPTVAL bEmissiveTextures:1; OPTVAL bExpensiveTerrain:1; OPTVAL bTextures:1; OPTVAL bBackground:1; OPTVAL bFastRender:1; OPTVAL b3DShips:1; OPTVAL bNoForceMinLOD:1; OPTVAL bNoForceMaxLOD:1; } CQEFFECTS; typedef M_STRING MT_STRINGPACK[]; enum RESEARCH_TYPE { RESEARCH_TECH, RESEARCH_UPGRADE, RESEARCH_ADMIRAL }; struct BASE_RESEARCH_DATA : BASIC_DATA { RESEARCH_TYPE type; ResourceCost cost; U32 time; }; struct BT_RESEARCH : BASE_RESEARCH_DATA { SINGLE_TECHNODE researchTech; SINGLE_TECHNODE dependancy; char resFinishedSound[32]; }; struct BT_UPGRADE : BASE_RESEARCH_DATA { SINGLE_TECHNODE dependancy; U32 extensionID; char resFinishedSound[32]; }; struct BT_ADMIRAL_RES : BT_RESEARCH { char flagshipType[32]; }; struct CAMERA_DATA { __readonly U32 version; SINGLE worldRotation; __readonly Vector lookAt; SINGLE FOV_x, FOV_y; Vector position; SINGLE pitch; SINGLE minZ, maxZ; U32 zoomRate; U32 rotateRate; SINGLE toggleZoomZ; }; struct SYSTEM_VIEW { char systemKitName[32]; char backgroundName[32]; }; struct GT_SYSTEM_KIT { char fileName[32]; U32 numLights; struct _lightInfo { U8 red,green,blue; S32 range; Vector position; Vector direction; SINGLE cutoff; bool bInfinite; char name[32]; bool bAmbient; }lightInfo[10]; }; struct SYSTEM_DATA { U32 id; char name[16]; char systemKitName[32]; char backgroundName[32]; S32 x,y; S32 sizeX,sizeY; U32 alertState[9]; CAMERA_DATA cameraBuffer; U32 inSupply; }; struct MT_SECTOR_SAVELOAD { struct SYSTEM_DATA sysData[16]; U32 currentSystem; }; struct BT_BLACKHOLE_DATA : BASIC_DATA { BILLBOARD_MESH billboardMesh[3]; char ringObjectName[32]; char sysMapIcon[32]; MISSION_DATA missionData; U16 damage; }; struct BASE_BLACKHOLE_SAVELOAD { U8 targetSys[16]; U8 numTargetSys; U8 currentTarget; SINGLE timer; U32 workingID; U32 waitingID; NETGRIDVECTOR waitingJumpPos; }; struct BLACKHOLE_SAVELOAD : BASE_BLACKHOLE_SAVELOAD { MISSION_SAVELOAD mission; TRANS_SAVELOAD trans_SL; }; struct BLACKHOLE_DATA { bool jumpsTo[17]; }; struct GT_ENDGAME { RECT screenRect; STATIC_DATA background, banner; BUTTON_DATA cont; LISTBOX_DATA list; STATIC_DATA staticMenu; TABCONTROL_DATA tab; struct TAB1 { STATIC_DATA staticOverviewTitles[4], staticOverviewUnits[8], staticOverviewBuildings[8]; STATIC_DATA staticOverviewResources[8], staticOverviewTotals[8]; } overviewTab; struct TAB2 { STATIC_DATA staticUnitsTitles[6], staticUnitsMade[8], staticUnitsLost[8], staticUnitsKills[8]; STATIC_DATA staticUnitsConverted[8], staticUnitsAdmirals[8], staticUnitsTotals[8]; } unitsTab; struct TAB3 { STATIC_DATA staticBuildingsTitles[6], staticBuildingsMade[8], staticBuildingsLost[8], staticBuildingsDestroyed[8]; STATIC_DATA staticBuildingsConverted[8], staticBuildingsResearch[8], staticBuildingsTotals[8]; } buildingsTab; struct TAB5 { STATIC_DATA staticResourcesTitles[4], staticResourcesCrew[8], staticResourcesOre[8]; STATIC_DATA staticResourcesGas[8], staticResourcesTotals[8]; } resourceTab; STATIC_DATA staticPlayer, staticPlayerArray[8]; STATIC_DATA staticTime; STATIC_DATA staticDescription; }; struct BUILD_SAVELOAD { bool building:1; bool whole:1; bool pause:1; bool bReverseBuild:1; bool bDismantle:1; SINGLE timeSpent; U16 hullPointsAdded; U16 hullPointsFinish; U32 buildProcessID; S32 builderType; }; struct REPAIR_SAVELOAD { U32 repairAtID; U32 repairAgentID; U8 repairMode; }; struct BASE_FABRICATOR_SAVELOAD; struct BASE_FLAGSHIP_SAVELOAD; struct BASE_TROOPSHIP_SAVELOAD; struct BASE_SUPPLYSHIP_SAVELOAD; struct WARP_SAVELOAD { enum WARP_STAGE { WS_NONE=0, WS_WARP_IN, WS_LIMBO, WS_WARP_OUT, WS_PRE_WARP }; WARP_STAGE warpStage; Vector warpInVector; float warpSpeed; float warpRadius; SINGLE warpTimer; U32 targetGateID; U32 inTargetGateID; U32 warpAgentID; SINGLE stop_speed; SINGLE stop_heading; SINGLE releaseTime; }; struct SPACESHIP_SAVELOAD { struct TOBJMOVE { GRIDVECTOR goalPosition, currentPosition, jumpToPosition; GRIDVECTOR pathList[4]; SINGLE cruiseDepth; SINGLE cruiseSpeed; SINGLE groupAcceleration; SINGLE mockRotationAngle; U32 moveAgentID, jumpAgentID; U32 overrideAttackerID; enum { OVERRIDE_NONE, OVERRIDE_PUSH, OVERRIDE_DESTABILIZE, OVERRIDE_ORIENT } overrideMode; union { SINGLE overrideSpeed; SINGLE overrideYaw; }; GRIDVECTOR overrideDest; GRIDVECTOR patrolVectors[2]; S8 patrolIndex; U8 pathLength; bool bMoveActive:1; bool bAutoMovement:1; bool bCompletionAllowed:1; bool bRotatingBeforeMove:1; bool bSyncNeeded:1; bool bFinalMove:1; bool bPathOverflow:1; bool bMockRotate:1; bool bPatroling:1; bool bRollUp:1; bool bAltUp:1; } tobjmove; TRANS_SAVELOAD trans_SL; BUILD_SAVELOAD build_SL; REPAIR_SAVELOAD repair_SL; WARP_SAVELOAD warp_SL; CLOAK_SAVELOAD cloak_SL; DAMAGE_SAVELOAD damage_SL; U32 firstNuggetID; MISSION_SAVELOAD mission; }; enum MINEMODES { MLAY_IDLE, MLAY_MOVING_TO_POS, MLAY_WAIT_CLIENT, MLAY_ROTATING_TO_POS, MLAY_LAYING, }; struct BASE_MINELAYER_SAVELOAD { struct GRIDVECTOR targetMinePos; SINGLE layingTime; U32 workingID; U32 minefieldMissionID; bool bRotating:1; MINEMODES mode; }; struct MINELAYER_SAVELOAD : SPACESHIP_SAVELOAD { BASE_MINELAYER_SAVELOAD mineLayerSaveLoad; }; struct BASE_GUNBOAT_SAVELOAD { __hexview U32 dwTargetID; U32 attackAgentID; U32 escortAgentID; __hexview U32 dwEscortID; UNIT_STANCE unitStance; GRIDVECTOR defendPivot; bool bWaitingForAdmiral:1; bool bRepairUnderway:1; bool bUserGenerated:1; bool bSpecialAttack:1; bool bDefendPivotValid:1; }; struct GUNBOAT_SAVELOAD : SPACESHIP_SAVELOAD { BASE_GUNBOAT_SAVELOAD gunSaveLoad; }; struct BASE_RECONPROBE_SAVELOAD { SINGLE probeTimer,totalTime; Vector goal; U32 workingID; bool bMoving:1; bool bJumping:1; bool bGone:1; bool bLauncherDelete:1; bool bNoMoreSync:1; }; struct RECONPROBE_SAVELOAD : SPACESHIP_SAVELOAD { BASE_RECONPROBE_SAVELOAD baseSaveLoad; }; struct BASE_TORPEDO_SAVELOAD { SINGLE tTimer,totalTime; bool bClearing; Vector clearPos; __hexview U32 targetID; U32 ownerID; }; struct TORPEDO_SAVELOAD : SPACESHIP_SAVELOAD { BASE_TORPEDO_SAVELOAD baseSaveLoad; }; enum HARVEST_MODE { HAR_NO_MODE_AI_ON, HAR_NO_MODE_AI_OFF, HAR_NO_MODE_CLIENT_WAIT_CANCEL, HAR_MOVING_TO_REFINERY, HAR_AT_REFINERY_CLIENT, HAR_MOVING_TO_READY_REFINERY_CLIENT, HAR_MOVING_TO_READY_REFINERY_HOST, HAR_WAITING_TO_DOCK, HAR_WAIT_DOCKING_CANCEL_CLIENT, HAR_DOCKING_REFINERY, HAR_DOCKED_TO_REFINERY, HAR_WAIT_FOR_NUGGET_BEGIN_CLIENT, HAR_MOVING_TO_NUGGET, HAR_ROTATING_TO_NUGGET, HAR_WAIT_NUGGET_START, HAR_MOVING_TO_READY_NUGGET_CLIENT, HAR_MOVING_TO_READY_NUGGET_HOST, HAR_ROTATING_TO_READY_NUGGET_CLIENT, HAR_ROTATING_TO_READY_NUGGET_HOST, HAR_WAIT_NUGGET_ARRIVAL, HAR_NUGGETING, HAR_WAIT_NUGGET_CANCEL_CLIENT, HAR_MOVE_TO_RECOVERY, HAR_ROTATING_TO_RECOVERY, HAR_RECOVERING, HAR_MOVE_TO_RECOVERY_DROP }; struct BASE_HARVEST_SAVELOAD { U8 gas; U8 metal; __hexview U32 targetPartID; __hexview U32 recoverPartID; U32 workingID; U32 posibleWorkingID; NETGRIDVECTOR harvestVector; Vector recoverPos; SINGLE recoverYaw; SINGLE recoverTime; SINGLE harvestRemainder; HARVEST_MODE mode; M_NUGGET_TYPE nuggetType; bool bNuggeting:1; bool bLockingPlatform:1; bool bHostParking:1; bool bDockingWithGas:1; bool bRotating:1; bool bTowingShip:1; bool bSendIdle:1; bool bNuggetCancelOp:1; }; struct HARVEST_SAVELOAD : SPACESHIP_SAVELOAD { BASE_HARVEST_SAVELOAD baseSaveLoad; }; struct SPACESHIP_VIEW { MISSION_SAVELOAD * mission; BASIC_INSTANCE * rtData; S16 gamma; SINGLE contrast; union SHIPDATA { BASE_GUNBOAT_SAVELOAD * gunboat; BASE_MINELAYER_SAVELOAD * minelayer; BASE_RECONPROBE_SAVELOAD * reconprobe; BASE_TORPEDO_SAVELOAD * torpedo; BASE_HARVEST_SAVELOAD * harvester; BASE_FABRICATOR_SAVELOAD * fabricator; BASE_FLAGSHIP_SAVELOAD * flagship; BASE_TROOPSHIP_SAVELOAD * troopship; BASE_SUPPLYSHIP_SAVELOAD * supplyship; void * nothing; } shipData; }; struct BT_FLAGSHIP_DATA : BASE_SPACESHIP_DATA { SINGLE attackRadius; enum { ADMIRAL_F1 = 1, ADMIRAL_F2, ADMRIAL_F3, ADMIRAL_F4, ADMIRAL_F5, ADMIRAL_F6 } admiralHotkey; struct AdmiralBonuses { struct GeneralBonuses { SINGLE damage; SINGLE shields; SINGLE supplyUsage; SINGLE rangeModifier; SINGLE speed; SINGLE sensors; }generalBonuses, specialShipBonus; M_OBJCLASS bonusShips[5]; struct SpecialAbilities { bool antiSolarian; bool antiTerran; bool antiMantis; bool superFighters; bool platformKiller; bool evasiveManuvers; }specialAbilities; } bonuses; struct _toolbarInfo { U32 baseImage; HBTNTXT::BUTTON_TEXT buttonText; HBTNTXT::HOTBUTTONINFO buttonStatus; HBTNTXT::MULTIBUTTONINFO buttonHintbox; }toolbarInfo; }; struct BASE_FLAGSHIP_SAVELOAD { U32 dockAgentID; __hexview U32 dockshipID; __hexview U32 targetID; S32 idleTimer; enum ADMIRAL_MODE { NOMODE, MOVING, DEFENDING, ATTACKING } mode; bool bAttached; U8 numDeadShips; struct DMESSAGES { bool inTrouble:1; bool damage50:1; bool damage75:1; } dmessages; struct SMESSAGES { bool suppliesLow:1; bool suppliesOut:1; } smessages; S32 forecastTimer; enum FORECAST { NOFORECAST, GOOD, BAD, UGLY } lastForecast; }; struct FLAGSHIP_SAVELOAD : SPACESHIP_SAVELOAD { BASE_FLAGSHIP_SAVELOAD flagshipSaveLoad; }; struct FAB_SAVELOAD { U32 buildeeID,repaireeID,selleeID; BOOL32 bDoorsOpen:1; BOOL32 bBuilding:1; BOOL32 bDrones:1; BOOL32 bReturning:1; U32 doorPause; U32 queueStart; U32 queueSize; U8 lastIndex; U32 buildQueue[15]; U8 buildQueueIndex[15]; }; enum FAB_MODES { FAB_IDLE, FAB_MOVING_TO_TARGET, FAB_MOVING_TO_POSITION, FAB_WAITING_INIT_CONS_CLIENT, FAB_AT_TARGET_CLIENT, FAB_WATING_TO_START_BUILD_CLIENT, FAB_MOVING_TO_READY_TARGET_CLIENT, FAB_MOVING_TO_READY_TARGET_HOST, FAB_BUILDING, FAB_UNBUILD, FAB_EXPLODING, FAB_MOVING_TO_TARGET_REPAIR, FAB_WAIT_REPAIR_INFO_CLIENT, FAB_MOVING_TO_READY_TARGET_REPAIR_HOST, FAB_AT_TARGET_REPAIR_CLIENT, FAB_MOVING_TO_READY_TARGET_REPAIR_CLIENT, FAB_WATING_TO_START_REPAIR_CLIENT, FAB_REPAIRING, FAB_MOVING_TO_TARGET_DISM, FAB_WAIT_DISM_INFO_CLIENT, FAB_MOVING_TO_READY_TARGET_DISM_HOST, FAB_AT_TARGET_DISM_CLIENT, FAB_MOVING_TO_READY_TARGET_DISM_CLIENT, FAB_WATING_TO_START_DISM_CLIENT, FAB_DISMING, }; enum MOVESTAGE { MS_PATHFIND, MS_BEELINE, MS_DONE }; struct BASE_FABRICATOR_SAVELOAD { Vector dir; FAB_MODES mode; U32 targetPlanetID; U32 targetSlotID; U32 buildingID; U32 workingID; U32 workTargID; ResourceCost workingCost; U32 oldHullPoints; GRIDVECTOR targetPosition; MOVESTAGE moveStage; Vector destPos; SINGLE destYaw; U8 lastTab; }; struct FABRICATOR_SAVELOAD : SPACESHIP_SAVELOAD { BASE_FABRICATOR_SAVELOAD baseSaveLoad; FAB_SAVELOAD fab_SL; }; struct BASE_GUNPLAT_SAVELOAD; struct BASE_BUILDPLAT_SAVELOAD; struct BASE_GENERALPLAT_SAVELOAD; struct BASE_SUPPLYPLAT_SAVELOAD; struct BASE_REFINEPLAT_SAVELOAD; struct BASE_REPAIRPLAT_SAVELOAD; struct BASE_PLATFORM_SAVELOAD { TRANS_SAVELOAD trans_SL; BUILD_SAVELOAD build_SL; DAMAGE_SAVELOAD damage_SL; EXTENSION_SAVELOAD extend_SL; MISSION_SAVELOAD mission; U8 shadowVisibilityFlags; U32 exploredFlags; S8 shadowUpgrade[8]; S8 shadowUpgradeWorking[8]; U8 shadowUpgradeFlags[8]; SINGLE shadowPercent[8]; U16 shadowHullPoints[8]; U16 shadowMaxHull[8]; __hexview U16 buildSlot; __hexview U32 buildPlanetID; __hexview U32 firstNuggetID; bool bSetCommandPoints:1; bool bPlatDead:1; bool bPlatRealyDead:1; }; struct BASE_OLDSTYLE_PLATFORM_SAVELOAD { U32 workingID; NETVECTOR rallyPoint; U32 reasearchArchetypeID; SINGLE researchTimeSpent; U32 resupplyTargetID; U8 stackStart; U8 stackEnd; U32 supplyStack[10]; bool bResupplyReturning; bool bResearching:1; bool bDockLocked:1; bool bNeedToSendLossOfTarget:1; bool bNeedToSendNewTarget:1; bool bSupplierOut:1; }; struct OLDSTYLE_PLATFORM_SAVELOAD : BASE_PLATFORM_SAVELOAD { FAB_SAVELOAD fab_SL; TRANSFORM resupplyTransform; BASE_OLDSTYLE_PLATFORM_SAVELOAD baseOldstylePlatformSaveload; }; struct PLATFORM_VIEW { MISSION_SAVELOAD * mission; BASIC_INSTANCE * rtData; union PLATFORM { BASE_OLDSTYLE_PLATFORM_SAVELOAD * oldstyle; BASE_GUNPLAT_SAVELOAD * gunplat; BASE_BUILDPLAT_SAVELOAD * buildPlat; BASE_GENERALPLAT_SAVELOAD * generalPlat; BASE_SUPPLYPLAT_SAVELOAD * supplyPlat; BASE_REFINEPLAT_SAVELOAD * refinePlat; BASE_REPAIRPLAT_SAVELOAD * repairPlat; void * nothing; } platform; }; struct BT_PLAT_GUN : BASE_PLATFORM_DATA { SINGLE outerWeaponRange; bool bNoLineOfSight; char launcherType[5][32]; char specialLauncherType[32]; }; struct BASE_GUNPLAT_SAVELOAD { __hexview U32 dwTargetID; U32 attackAgentID; U32 launcherAgentID; UNIT_STANCE unitStance; U8 launcherID; SINGLE buildTimeSpent; U32 upgradeID; U32 workingID; bool bUserGenerated:1; bool isPreferredTarget:1; bool bUpgrading:1; bool bDelayed:1; bool bSpecialAttack:1; }; struct GUNPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_GUNPLAT_SAVELOAD gunplatSaveload; }; struct BT_PLAT_SUPPLY_DATA : BASE_PLATFORM_DATA { SINGLE supplyLoadSize; SINGLE supplyRange; char supplyDroneType[32]; char supplyDroneHardpoint[32]; }; struct BASE_SUPPLYPLAT_SAVELOAD { U32 resupplyTargetID; U8 stackStart; U8 stackEnd; U32 supplyStack[10]; bool bResupplyReturning:1; bool bNeedToSendLossOfTarget:1; bool bNeedToSendNewTarget:1; bool bSupplierOut:1; }; struct SUPPLYPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_SUPPLYPLAT_SAVELOAD supplyPlatSaveload; TRANSFORM resupplyTransform; }; struct BT_PLAT_BUILD_DATA : BASE_PLATFORM_DATA { char ship_hardpoint[64]; DRONE_RELEASE drone_release[2]; S32 buildRate; U32 maxQueueSize; }; struct BASE_BUILDPLAT_SAVELOAD { U32 workingID; struct NETGRIDVECTOR rallyPoint; SINGLE buidTimeSpent; U32 constructionID; bool bResearching:1; bool bUpgrading:1; }; struct BUILDPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { FAB_SAVELOAD fab_SL; BASE_BUILDPLAT_SAVELOAD buildPlatSaveload; }; struct BT_PLAT_BUILDSUP_DATA : BASE_PLATFORM_DATA { char ship_hardpoint[64]; DRONE_RELEASE drone_release[2]; S32 buildRate; U32 maxQueueSize; SINGLE supplyRadius; SINGLE supplyPerSecond; }; struct BASE_BUILDSUPPLAT_SAVELOAD { U32 workingID; struct NETGRIDVECTOR rallyPoint; SINGLE supplyTimer; U32 constructionID; SINGLE buildTimeSpent; bool bResearching:1; }; struct BUILDSUPPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { FAB_SAVELOAD fab_SL; BASE_BUILDSUPPLAT_SAVELOAD buildPlatSaveload; }; struct BT_PLAT_REFINE_DATA : BASE_PLATFORM_DATA { char ship_hardpoint[64]; char dock_hardpoint[64]; DRONE_RELEASE drone_release[2]; S32 buildRate; U32 maxQueueSize; char harvesterArchetype[32]; SINGLE gasRate[4]; SINGLE metalRate[4]; SINGLE crewRate[4]; }; struct BASE_REFINEPLAT_SAVELOAD { U32 workingID; struct NETGRIDVECTOR rallyPoint; U32 constructionID; SINGLE buidTimeSpent; SINGLE gasHarvested; SINGLE metalHarvested; SINGLE crewHarvested; U32 dockLockerID; U16 numDocking; bool bFreeShipMade:1; bool bResearching:1; bool bUpgrading:1; }; struct REFINEPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { FAB_SAVELOAD fab_SL; BASE_REFINEPLAT_SAVELOAD refinePlatSaveload; }; struct BT_PLAT_REPAIR_DATA : BASE_PLATFORM_DATA { SINGLE supplyPerSecond; U32 repairRate; U32 supplyRate; SINGLE supplyRange; char repairDroneType[32]; char repairDroneHardpoint[32]; }; struct BASE_REPAIRPLAT_SAVELOAD { U32 workingID; U32 potentialWorkingID; U32 repairTargetID; enum REPAIR_MODE { REP_NONE, REP_WAIT_FOR_DOCK, REP_REPAIRING } mode; S32 oldHullPoints; SINGLE supplyTimer; SINGLE upgradeTimeSpent; U32 upgradeID; bool bDockLocked:1; bool bUpgradeDelay:1; bool bUpgrading:1; bool bTakenCost:1; }; struct REPAIRPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_REPAIRPLAT_SAVELOAD repairPlatSaveload; TRANSFORM repairTransform; }; struct BT_PLAT_GENERAL_DATA : BASE_PLATFORM_DATA { }; struct BASE_GENERALPLAT_SAVELOAD { }; struct GENERALPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_GENERALPLAT_SAVELOAD generalPlatSaveload; }; struct BT_PLAT_SELL_DATA : BASE_PLATFORM_DATA { char ship_hardpoint[64]; U32 maxQueueSize; }; struct BASE_SELLPLAT_SAVELOAD { U32 workingID; U32 potentialWorkingID; U32 sellTargetID; enum SELL_MODE { SEL_NONE, SEL_WAIT_FOR_DOCK, SEL_SELLING } mode; bool bDockLocked:1; }; struct SELLPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_SELLPLAT_SAVELOAD sellPlatSaveload; FAB_SAVELOAD fab_SL; }; struct BT_PLAT_JUMP_DATA : BASE_PLATFORM_DATA { }; struct BASE_JUMPPLAT_SAVELOAD { U32 jumpGateID; bool bOwnGate:1; bool bLockGate:1; }; struct JUMPPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_JUMPPLAT_SAVELOAD jumpPlatSaveload; }; struct BASE_PLAYERBOMB_SAVELOAD { bool bDeployedPlayer; }; struct PLAYERBOMB_SAVELOAD : BASE_PLAYERBOMB_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct PLAYERBOMB_TYPE { char archetypeName[32]; }; struct BT_PLAYERBOMB_DATA : BASIC_DATA { struct _playerRace { PLAYERBOMB_TYPE minBombType[4]; PLAYERBOMB_TYPE bombType[4]; PLAYERBOMB_TYPE largeBombType[8]; }race[4]; char playerBomb_anim2D[32]; S32 animSize; MISSION_DATA missionData; }; struct GT_CHAT { RECT screenRect; STATIC_DATA background, ask; EDIT_DATA chatbox; }; struct BT_RECON_LAUNCH : BASE_LAUNCHER { char animation[32]; char hardpoint[64]; SINGLE animTime; SINGLE effectDuration; SFX::ID warmupSound; SINGLE_TECHNODE neededTech; UNIT_SPECIAL_ABILITY specialAbility; bool bWormWeapon; bool selfTarget; }; struct RECON_LAUNCH_SAVELOAD { Vector targetPos; U32 targetSystemID; U32 attacking; SINGLE refireDelay; U32 probeID; U32 targetID; bool bKillProbe:1; }; struct BT_AEBOLT_DATA : BASE_WEAPON_DATA { char fileName[32]; char explosionEffect[32]; SFX::ID launchSfx; SINGLE maxVelocity; U32 damage; SINGLE explosionRange; ARMOR_DATA armorData; }; struct AEBOLT_SAVELOAD { SINGLE time; SINGLE lastTime; Vector targetPos; U32 ownerID; U32 targetID; U32 numFound; U32 systemID; TRANS_SAVELOAD trans_SL; }; struct BT_STASISBOLT_DATA : BASE_WEAPON_DATA { char fileName[32]; char explosionEffect[32]; SFX::ID launchSfx; SINGLE maxVelocity; SINGLE explosionRange; SINGLE duration; MISSION_DATA missionData; }; struct BASE_STASISBOLT_SAVELOAD { SINGLE time; struct GRIDVECTOR targetPos; U32 ownerID; GRIDVECTOR gvec[26]; U32 numSquares; U32 numTargets; U32 targets[26]; U32 lastSent; U32 targetID; U32 targetsHeld; bool bDeleteRequested:1; bool bGone:1; bool bLauncherDelete:1; bool bFreeTargets:1; bool bNoMoreSync:1; }; struct STASISBOLT_SAVELOAD : BASE_STASISBOLT_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BT_REPELLENTCLOUD_DATA : BASE_WEAPON_DATA { char explosionEffect[32]; SFX::ID launchSfx; SINGLE duration; MISSION_DATA missionData; U32 damagePerSec; SINGLE centerRange; }; struct BASE_REPELLENTCLOUD_SAVELOAD { SINGLE time; SINGLE lastTime; struct GRIDVECTOR targetPos; U32 ownerID; GRIDVECTOR gvec[24]; U32 numSquares; U32 numTargets; U32 targets[24]; U32 targetsHeld; U32 lastSent; Vector sprayDir,sideDir; bool bDeleteRequested:1; bool bGone:1; bool bLauncherDelete:1; bool bFreeTargets:1; bool bNoMoreSync:1; }; struct REPELLENTCLOUD_SAVELOAD : BASE_REPELLENTCLOUD_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BT_REPULSORWAVE_DATA : BASE_WEAPON_DATA { SFX::ID launchSfx; SINGLE duration; SINGLE range; SINGLE ringTime; SINGLE interRingTime; MISSION_DATA missionData; }; struct BASE_REPULSORWAVE_SAVELOAD { struct GRIDVECTOR targetPos; U32 ownerID; SINGLE time; U32 numTargets; U32 targets[24]; U32 targetsHeld; U32 lastSent; bool bDeleteRequested:1; bool bGone:1; bool bLauncherDelete:1; bool bFreeTargets:1; bool bNoMoreSync:1; bool bHasBeenInit:1; }; struct REPULSORWAVE_SAVELOAD : BASE_REPULSORWAVE_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BT_TRACTOR_DATA : BASE_WEAPON_DATA { char fileName[32]; char hardpoint[64]; char contactBlastType[32]; SFX::ID launchSfx; SINGLE duration; SINGLE damagePerSecond; SINGLE_TECHNODE neededTech; S32 supplyCost; SINGLE refirePeriod; }; struct TRACTOR_SAVELOAD { U32 targetID; U32 systemID; SINGLE time; SINGLE refireDelay; SINGLE mass; }; struct BT_REPULSOR_DATA : BASE_WEAPON_DATA { char fileName[32]; char hardpoint[64]; char contactBlastType[32]; SFX::ID launchSfx; SINGLE pushTime; SINGLE minimumMass; SINGLE basePushPower; SINGLE pushPerMass; SINGLE_TECHNODE neededTech; }; struct REPULSOR_SAVELOAD { U32 targetID, ownerID; U32 systemID; S32 time; SINGLE mass; }; struct BT_OVERDRIVE_DATA : BASE_WEAPON_DATA { SINGLE speed; SFX::ID launchSfx; }; struct OVERDRIVE_SAVELOAD { Vector destPos; U32 systemID; U32 ownerID; }; struct BT_SWAPPER_DATA : BASE_WEAPON_DATA { SFX::ID launchSfx; }; struct BT_AEGIS_DATA : BASE_WEAPON_DATA { SINGLE supplyPerSec; SINGLE_TECHNODE neededTech; }; struct BASE_AEGIS_SAVELOAD { bool bNetShieldOn:1; bool bShieldOn:1; }; struct AEGIS_SAVELOAD : BASE_AEGIS_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_MIMIC_DATA : BASE_WEAPON_DATA { SINGLE supplyUse; SINGLE shutoff; SINGLE_TECHNODE techNode; }; struct BASE_MIMIC_SAVELOAD { U32 aliasArchetypeID; U8 aliasPlayerID; bool bCloakEnabled:1; }; struct MIMIC_SAVELOAD : BASE_MIMIC_SAVELOAD { }; struct BT_ZEALOT_DATA : BASE_WEAPON_DATA { SINGLE kamikazeSpeed; SINGLE damageAmount[3]; char impactBlastType[32]; SINGLE_TECHNODE neededTech; }; enum ZSTAGE { Z_NONE, Z_ROTATE, Z_THRUST }; struct BASE_ZEALOT_SAVELOAD { U32 dwMissionID; U32 targetID; U32 zealotArchetypeID; U32 systemID; ZSTAGE stage; }; struct ZEALOT_SAVELOAD : BASE_ZEALOT_SAVELOAD { TRANS_SAVELOAD trans_SL; U32 visibilityFlags:8; }; struct BT_SYNTHESIS_DATA : BASE_WEAPON_DATA { SINGLE_TECHNODE neededTech; char animName[32]; }; enum SYN_STAGE { SYN_NONE, SYN_ROTATE, SYN_ZAP, SYN_APPROACH, SYN_ABSORB }; struct BASE_SYNTHESIS_SAVELOAD { SYN_STAGE stage; U16 hullPoints,supplies; U32 targetID; }; struct SYNTHESIS_SAVELOAD : BASE_SYNTHESIS_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_MASS_DISRUPTOR_DATA : BASE_WEAPON_DATA { SFX::ID launchSfx; char fileName[32]; char contactBlastType[32]; char warpAnim[32]; U16 animWidth; SINGLE boltSpeed; SINGLE damagePercent; }; enum MD_STAGE { MD_SHOOT, MD_DISRUPT }; struct BASE_MASS_DISRUPTOR_SAVELOAD { U32 ownerID,systemID; MD_STAGE stage; U32 targetID; U32 damageDealt; Vector targetDir; SINGLE dist; }; struct MASS_DISRUPTOR_SAVELOAD : BASE_MASS_DISRUPTOR_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_DESTABILIZER_DATA : BASE_WEAPON_DATA { char fileName[32]; char explosionEffect[32]; SFX::ID launchSfx; SINGLE maxVelocity; SINGLE explosionRange; SINGLE duration; MISSION_DATA missionData; }; struct BASE_DESTABILIZER_SAVELOAD { SINGLE time; struct GRIDVECTOR targetPos; U32 ownerID; U32 numTargets; U32 targetIDs[3]; U32 lastSent; U32 targetID; U32 targetsHeld; bool bDeleteRequested:1; bool bGone:1; bool bLauncherDelete:1; bool bFreeTargets:1; bool bNoMoreSync:1; }; struct DESTABILIZER_SAVELOAD : BASE_DESTABILIZER_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BT_DUMBRECONPROBE_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; SINGLE maxVelocity; SINGLE duration; MISSION_DATA missionData; }; struct BASE_DUMBRECONPROBE_SAVELOAD { SINGLE time; struct GRIDVECTOR targetPos; U32 ownerID; U32 targetID; bool bDeleteRequested:1; bool bGone:1; bool bLauncherDelete:1; bool bNoMoreSync:1; }; struct DUMBRECONPROBE_SAVELOAD : BASE_DUMBRECONPROBE_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BASE_BUILD_OBJ : BASIC_DATA { BUILDOBJCLASS boClass; }; struct BT_TERRAN_BUILD : BASE_BUILD_OBJ { }; struct BT_MANTIS_BUILD : BASE_BUILD_OBJ { char cocoonTextureName[32]; }; struct BT_SOLARIAN_BUILD : BASE_BUILD_OBJ { char cocoonTextureName[32]; }; namespace MAP_GEN_ENUM { enum DMAP_FUNC { LINEAR = 0, LESS_IS_LIKLY, MORE_IS_LIKLY }; enum PLACEMENT { RANDOM = 0, CLUSTER, PLANET_RING, STREEKS, SPOTS, }; enum OVERLAP { NO_OVERLAP = 0, LEVEL1, LEVEL2 }; enum SECTOR_SIZE { SMALL_SIZE = 0x01, MEDIUM_SIZE = 0x02, LARGE_SIZE = 0x04, S_M_SIZE = 0x03, S_L_SIZE = 0x05, M_L_SIZE = 0x06, ALL_SIZE = 0x07 }; enum SECTOR_FORMATION { SF_RANDOM, SF_RING, SF_DOUBLERING, SF_STAR, SF_INRING }; enum MACRO_OPERATION { MC_PLACE_HABITABLE_PLANET, MC_PLACE_GAS_PLANET, MC_PLACE_METAL_PLANET, MC_PLACE_OTHER_PLANET, MC_PLACE_TERRAIN, MC_PLACE_PLAYER_BOMB, MC_MARK_RING }; }; struct BT_MAP_GEN { struct _terrainTheme { char systemKit[6][32]; char metalPlanets[6][32]; char gasPlanets[6][32]; char habitablePlanets[6][32]; char otherPlanets[6][32]; MAP_GEN_ENUM::SECTOR_SIZE sizeOk; U32 minSize; U32 maxSize; MAP_GEN_ENUM::DMAP_FUNC sizeFunc; U32 numHabitablePlanets[3]; U32 numMetalPlanets[3]; U32 numGasPlanets[3]; U32 numOtherPlanets[3]; U32 numNuggetPatchesMetal[3]; U32 numNuggetPatchesGas[3]; struct _terrainInfo { char terrainArchType[32]; SINGLE probability; U32 minToPlace; U32 maxToPlace; MAP_GEN_ENUM::DMAP_FUNC numberFunc; U32 size; U32 requiredToPlace; MAP_GEN_ENUM::OVERLAP overlap; MAP_GEN_ENUM::PLACEMENT placement; }terrain[20],nuggetMetalTypes[6],nuggetGasTypes[6]; bool okForPlayerStart:1; bool okForRemoteSystem:1; SINGLE desitiy[3]; struct _macros { MAP_GEN_ENUM::MACRO_OPERATION operation; U32 range; bool active; union _info { _terrainInfo terrainInfo; MAP_GEN_ENUM::OVERLAP overlap; }info; }macros[15]; }themes[30]; }; struct BASE_MOVIE_CAMERA_SAVELOAD : MISSION_SAVELOAD { Vector cam_lookAt; Vector cam_position; SINGLE cam_FOV_x; SINGLE cam_FOV_y; }; struct MOVIE_CAMERA_SAVELOAD { TRANS_SAVELOAD trans_SL; BASE_MOVIE_CAMERA_SAVELOAD baseSave; }; struct BT_MOVIE_CAMERA_DATA : BASIC_DATA { char fileName[32]; MISSION_DATA missionData; }; struct MOVIE_CAMERA_VIEW { Vector cam_lookAt; Vector cam_position; SINGLE cam_FOV_x; SINGLE cam_FOV_y; M_STRING partName; }; struct BT_OBJECT_GENERATOR : BASIC_DATA { char fileName[32]; MISSION_DATA missionData; SINGLE mean; SINGLE minDiff; char generateType[32]; bool startEnabled; }; struct BASE_OBJECT_GENERATOR_SAVELOAD { SINGLE mean; SINGLE minDiff; SINGLE timer; SINGLE nextTime; U32 archID; bool bGenEnabled:1; }; struct OBJECT_GENERATOR_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; BASE_OBJECT_GENERATOR_SAVELOAD baseSave; }; struct OBJECT_GENERATOR_VIEW { MISSION_SAVELOAD * mission; Vector position; char generatorType[32]; SINGLE mean; SINGLE minDiff; SINGLE timer; SINGLE nextTime; bool bGenEnabled:1; char partName[32]; }; struct BT_TRIGGER : BASIC_DATA { char fileName[32]; MISSION_DATA missionData; }; struct BASE_TRIGGER_SAVELOAD { U32 lastTriggerID; U32 triggerShipID; U32 triggerObjClassID; U32 triggerMObjClassID; U32 triggerPlayerID; SINGLE triggerRange; U32 triggerFlags; char progName[32]; bool bEnabled:1; bool bDetectOnlyReady:1; }; struct TRIGGER_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; BASE_TRIGGER_SAVELOAD baseSave; }; struct TRIGGER_VIEW { MISSION_SAVELOAD * mission; Vector position; __hexview U32 triggerShipID; OBJCLASS triggerObjClassID; M_OBJCLASS triggerMObjClassID; U32 triggerPlayerID; SINGLE triggerRange; char progName[32]; bool bEnabled:1; bool bDetectOnlyReady:1; }; struct BT_SCRIPTOBJECT : BASIC_DATA { char fileName[32]; MISSION_DATA missionData; SFX::ID ambientSound; struct BLINKER_DATA blinkers; char ambient_animation[32]; bool bSysMapActive:1; }; struct BASE_SCRIPTOBJECT_SAVELOAD { bool bTowed:1; bool bSysMapActive:1; U32 towerID; }; struct SCRIPTOBJECT_SAVELOAD:BASE_SCRIPTOBJECT_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; U8 exploredFlags; }; struct SCRIPTOBJECT_VIEW { MISSION_SAVELOAD * mission; Vector position; }; typedef struct Streamer *HSTREAM; struct SONG { bool playing:1; bool looping:1; HSTREAM handle; SINGLE volume; char filename[32]; }; typedef SONG MT_MUSIC_DATA[4]; struct SPECIALABILITYINFO { U32 baseSpecialWpnButton; HBTNTXT::BUTTON_TEXT specialWpnTooltip; HBTNTXT::HOTBUTTONINFO specialWpnHelpBox; HBTNTXT::MULTIBUTTONINFO specialWpnHintBox; }; struct GT_SPECIALABILITIES { SPECIALABILITYINFO none, assault, tempest, probe, cloak, aegis, vampire, stasis, furyram, repel, bomber, mimic, minelayer, s_minelayer, repulsor, synthesis, massdisruptor, destabilizer, wormhole,ping,m_ping,s_ping, multiCloak, tractor, transfer; }; Tsteele.cmpC@@@D?ff>fff?L??>K;D?@DP@ Au< B #=ME!!T_Large ExplosionTRAIL!!T_Jump TrailsssFFt_eglow.tgatmidas.shieldsh_blue.anmsh_fizzout.anmBLAST!!T_SecExplode_LRGcloak.tgaBlackwellchrome-SuperBattle.tgadp@?TUR!!T_Midas PORT1TUR!!T_Midas STAR1TUR!!T_Midas PORT2TUR!!T_Midas STAR2@PLASMAB!!Mantis!Super@@@\hp_gunSuper2m_eglow.tgaX?BLAST!!M_PlasmaBolt@PLASMAB!!Mantis!Super@@@\hp_gunSuper3m_eglow.tgaX?BLAST!!M_PlasmaBolt@FDATA!!M_TiamatBomber2??@\hp_gunSuper1 nothing.3dbI#ZFENGTRAIL!!MPlasmamPlasmaBolt.anm?4D/DAZ( `k typedef signed long BOOL32; typedef unsigned char U8 ; typedef unsigned short U16; typedef unsigned long U32; typedef char C8 ; typedef signed char S8 ; typedef signed short S16; typedef signed long S32; typedef float SINGLE; typedef double DOUBLE; typedef union { S32 i; U32 u; SINGLE f; void *p; } HYBRID; enum OBJCLASS { OC_NONE = 0x00000000, OC_SPACESHIP = 0x00000001, OC_PLANETOID = 0x00000002, OC_MEXPLODE = 0x00000004, OC_SHRAPNEL = 0x00000008, OC_JUMPGATE = 0x00000010, OC_NEBULA = 0x00000020, OC_LAUNCHER = 0x00000040, OC_WEAPON = 0x00000080, OC_BLAST = 0x00000100, OC_WAYPOINT = 0x00000200, OC_PLATFORM = 0x00000400, OC_FIGHTER = 0x00000800, OC_LIGHT = 0x00001000, OC_MINEFIELD = 0x00002000, OC_TRAIL = 0x00004000, OC_EFFECT = 0x00008000, OC_FIELD = 0x00010000, OC_NUGGET = 0x00020000, OC_GROUP = 0x00040000, OC_RESEARCH = 0x00080000, OC_BLACKHOLE = 0x00100000, OC_PLAYERBOMB = 0x00200000, OC_BUILDRING = 0x00400000, OC_BUILDOBJ = 0x00800000, OC_MOVIECAMERA = 0x01000000, OC_OBJECT_GENERATOR = 0x02000000, OC_TRIGGER = 0x04000000, OC_SCRIPTOBJECT = 0x08000000, OC_UI_ANIM = 0x10000000 }; enum WPNCLASS { WPN_MISSILE=1, WPN_BOLT, WPN_BEAM, WPN_ARC, WPN_AUTOCANNON, WPN_SPECIALBOLT, WPN_TRACTOR, WPN_OVERDRIVE, WPN_REPULSOR, WPN_SWAPPER, WPN_PLASMABOLT, WPN_ANMBOLT, WPN_AEBOLT, WPN_AEGIS, WPN_MIMIC, WPN_ZEALOT, WPN_STASISBOLT, WPN_REPELLENTCLOUD, WPN_SYNTHESIS, WPN_MASS_DISRUPTOR, WPN_DESTABILIZER, WPN_GATTLINGBEAM, WPN_LASERSPRAY, WPN_WORMHOLE, WPN_REPULSORWAVE, WPN_DUMBRECONPROBE }; enum LAUNCHCLASS { LC_TURRET=1, LC_VERTICLE_LAUNCH, LC_MISSILE, LC_AIR_DEFENSE, LC_MINELAYER, LC_FIGHTER_WING, LC_KAMIKAZE_WING, LC_SHIPLAUNCH, LC_FANCY_LAUNCH, LC_CLOAK_LAUNCH, LC_RECON_LAUNCH, LC_WORMHOLE_LAUNCH, LC_PING_LAUNCH, LC_MULTICLOAK_LAUNCH, LC_TALORIAN_LAUNCH }; enum SPACESHIPCLASS { SSC_GUNBOAT=1, SSC_BUILDSHIP, SSC_HARVESTSHIP, SSC_FABRICATOR, SSC_MINELAYER, SSC_RECONPROBE, SSC_TORPEDO, SSC_GUNSAT, SSC_FLAGSHIP, SSC_SUPPLYSHIP, SSC_TROOPSHIP, SSC_RECOVERYSHIP, SSC_SPIDERDRONE, SSC_TERRANDRONE }; enum PLATFORMCLASS { PC_OLDSTYLE, PC_GUNPLAT=1, PC_SUPPLYPLAT, PC_BUILDPLAT, PC_REPAIRPLAT, PC_REFINERY, PC_GENERAL, PC_BUILDSUPPLAT, PC_JUMPPLAT, PC_SELL }; enum EFFECTCLASS { FX_FIREBALL=1, FX_PARTICLE, FX_STREAK, FX_SPARK, FX_ANIMOBJ, FX_CLOAKEFFECT, FX_ENGINETRAIL, FX_WORMHOLE_BLAST, FX_TALORIAN_EFFECT, FX_TROOPPOD }; enum FIELDCLASS { FC_ASTEROIDFIELD=1, FC_MINEFIELD, FC_NEBULA, FC_ANTIMATTER }; enum BUILDOBJCLASS { BO_TERRAN, BO_MANTIS, BO_SOLARIAN, BO_VYRIUM }; typedef U16 M_PART_ID; namespace SFX { enum ID { INVALID=0, BUTTONPRESS1, BUTTONPRESS2, inRange, startConstruction, endConstruction, zeroMoney, lightindustryButton, heavyindustryButton, hitechindustryButton, hqButton, researchButton, planetDepleted, harvestRedeploy, researchCompleted, JG_ENTER1, JG_ENTER2, JG_ARRIVE1, JG_ARRIVE2, JG_AMBIENCE, T_ARC_CANNON, T_DEFENSEGUN1, T_SHIELDHIT, T_SHIELDFIZZOUT, T_SHIELDFIZZIN, T_LASERTURRET_SML, T_CORVETTE_IMPACT, T_LASERTURRET_MED, T_LASERTURRET_LGE, T_MISSILE, T_FLYBY1, T_FIGHTERFLYBY1, T_FIGHTERFLYBY2, T_FIGHTERFLYBY3, T_FIGHTERFLYBY4, T_FIGHTERLAUNCH1, T_FIGHTERLAUNCH2, T_FIGHTERLAUNCH3, T_FIGHTERLAUNCH4, T_CONSTRUCTION, T_POWERUP, T_LSATFIRE, T_LSATDEPLOY, T_FIGHTEREXPLO, T_HARVESTERUNLOAD, T_IMPACTCORVETTE, T_IMPACTLSAT, T_TROOPRELEASE, T_IMPACTMISSILE, T_IMPACTFIGHTER, T_FIGHTERFIRE1, T_FIGHTERFIRE2, T_FIGHTERFIRE3, T_FIGHTERFIRE4, T_PROBELAUNCH, T_FIGHTERKAMIKAZE, T_TEMPESTLAUNCH, T_IMPACTDREADNOUGHT, T_GRAVWELL, T_TRACTORDEBRIS, T_PROBEFIZZLE, T_AEGISSHIELD, T_IONCHARGE, T_TROOPASSAULT, M_FIGHTERLAUNCH1, M_FIGHTERLAUNCH2, M_FIGHTERLAUNCH3, M_FIGHTERLAUNCH4, M_FIGHTERFLYBY1, M_FIGHTERFLYBY2, M_FIGHTERFLYBY3, M_FIGHTERFLYBY4, M_PLASMASMALL, M_PLASMAMED, M_CONSTRUCTION, M_FIGHTERBLAST, M_PLASMACHARGE, M_SELLINGUNIT, M_SHIELDHIT, M_REPELLCLOUD, S_CONSTRUCTION, S_BALLENERGY, S_BEAM_LG, S_BEAM_MED, S_DESTABILIZER, S_DISRUPTORDAM, S_ECLIPSE, S_FORGERDEPLOY, S_LAUNCHDESTAB, S_LAUNCHDISRUP, S_LEGIONAIRE, S_LEGIONSUCCESS, S_MINELAYER, S_REPULSOR, S_SELLINGUNIT, S_STRATUM, S_SYNTHESIS, S_UNLOAD, S_BEAM_MED2, S_SHIELDHIT, S_BEAM_SML, NEBULA_ION, NEBULA_IONSPARK, NEBULA_PLASMA, NEBULA_ARGON, NEBULA_HELIOUS, NEBULA_HYADES, ASTEROID_FIELD, NEBULA_CELSIUS, NEBULA_CYGNUS, NEBULA_LITHIUM, EXPT_L_SUB, EXPT_L_FINAL, EXPT_M_SUB, EXPT_M_FINAL, EXPT_S_SUB, EXPT_S_FINAL, EXPM_RIPPLE1, EXPM_RIPPLE2, EXPM_RIPPLE3, EXPM_RIPPLE4, EXPM_L_SUB, EXPM_L_FINAL, EXPM_M_SUB, EXPM_M_FINAL, EXPM_S_SUB, EXPM_S_FINAL, EXPS_L_SUB, EXPS_L_FINAL, EXPS_M_SUB, EXPS_M_FINAL, EXPS_S_SUB, EXPS_S_FINAL, CONFIRMATION, EXPLOSION, EXPLOSION1, EXPLOSION2, EXPLOSION3, EXPLOSION4, SECEXPLODE1, SECEXPLODE2, SECEXPLODE3, SECEXPLODE4, SMALLEXPLOSION, TELETYPE, SPECIALDENIED, BEACON, LAST }; } class Vector { SINGLE x,y,z; }; class Matrix { SINGLE d[3][3]; }; class Transform : Matrix { Vector translation; }; struct GRIDVECTOR { U8 x, y; }; struct NETGRIDVECTOR { U8 x, y; U8 systemID; }; typedef U32 NETVECTOR; typedef Transform TRANSFORM; typedef long LONG; typedef struct tagRECT { LONG left; LONG top; LONG right; LONG bottom; } RECT; typedef char M_STRING[32]; typedef unsigned short wchar_t; typedef wchar_t M_STRINGW[32]; namespace OBJNAMES { enum M_DISPLAY_NAME { MT_NO_DISPLAY_NAME = 0, MT_HEADQUARTERS = 303, MT_LIGHT_INDUSTRIAL = 454, MT_HEAVY_INDUSTRIAL = 455, MT_HITECH_INDUSTRIAL = 456, MT_RESEARCH_FACILITY = 459, MT_REFINERY = 458, MT_TENDER = 538, MT_OUTPOST = 539, MT_TURRET = 540, MT_ACADEMY = 541, MT_PROPLAB = 390, MT_ADVHULL = 543, MT_REPAIR = 544, MT_SRSENSOR = 545, MT_AWSLAB = 546, MT_DEFENSEBAT = 547, MT_MRSENSOR = 548, MT_LOGISTICS = 549, MT_NANOLAB = 550, MT_FORCELAB = 551, MT_LRSENSOR = 552, MT_CDETECT = 553, MT_BALLISTICS = 353, MT_DISPLACEMENT = 354, MT_JUMPGATE = 389, MT_HANGER = 388, MT_HEAVYREFINERY = 393, MT_SUPERHEAVYREFINERY = 394, MT_SUPPLY = 538, MT_CORVETTE = 424, MT_TANKER = 433, MT_LSAT_DEFENSE = 428, MT_MISSILE_CRUISER = 430, MT_TROOPSHIP = 431, MT_FLEET_CARRIER = 425, MT_BATTLESHIP = 429, MT_SPACE_STATION = 432, MT_ION_CANNON = 392, MT_DREADNOUGHT = 412, MT_INFILTRATOR = 426, MT_LANCER_CRUISER = 427, MT_FABRICATOR = 460, MT_ADVFABRICATOR = 434, MT_DEBRIS = 321, MT_SUPPLYSHIP = 559, MT_FLEETOFFICER = 560, MT_HALSEY = 396, MT_HAWKES = 397, MT_BENSON = 398, MT_SMIRNOFF = 399, MT_STEELE = 401, MT_TAKAI = 670, MT_BLACKWELL = 750, MT_ELITEDREADNOUGHT = 751, MT_ELITEBATTLESHIP = 752, MT_KHAMIR = 322, MT_SCOUT_CARRIER = 323, MT_FRIGATE = 324, MT_MINELAYER = 325, MT_HEAVY_CRUISER = 326, MT_SUPER_CARRIER = 327, MT_VORAAK_CANNON = 328, MT_SEEKER = 329, MT_SIPHON_TANKER = 333, MT_WEAVER = 334, MT_GREATER_WEAVER = 335, MT_HIVE_CARRIER = 331, MT_LEECH = 336, MT_ZORAP_SUPPLY = 332, MT_MORDELLA = 671, MT_AZKAR = 672, MT_VERLAK = 673, MT_KERTAK = 674, MT_ADTHRIPID = 675, MT_MALKOR = 676, MT_BIOFORGE = 337, MT_BLAST_FURNACE = 338, MT_CARPACE_PLANT = 339, MT_CARRION_ROOST = 340, MT_COCOON = 341, MT_EXPLOSIVES_RANGE = 342, MT_EYE_STOCK = 343, MT_FUSION_MILL = 344, MT_MUTATION_COLONY = 345, MT_NIAD = 346, MT_THRIPID = 347, MT_WARLORD_TRAINING = 348, MT_DUAL_SPITTER = 349, MT_PLASMA_SPITTER = 350, MT_COLLECTOR = 351, MT_PLANTATION = 352, MT_GREAT_PLANTATION = 810, MT_PLASMA_HIVE = 355, MT_HYBRIDCENTER = 356, MT_GREATERCOLLECTOR = 395, MT_DISSECTION = 391, MT_ACROPOLIS = 357, MT_OXIDATOR = 358, MT_PAVILION = 359, MT_SENTINELTOWER = 360, MT_BUNKER = 361, MT_SANCTUM = 362, MT_EUTROMILL = 363, MT_GREATERPAVILION = 364, MT_HELIONVEIL = 365, MT_CITADEL = 366, MT_XENOCHAMBER = 367, MT_ANVIL = 368, MT_MUNITIONSANNEX = 369, MT_TURBINEDOCK = 370, MT_TALOREANMATRIX = 371, MT_PORTAL = 693, MT_FORGER = 372, MT_STRATUM = 373, MT_GALIOT = 374, MT_TAOS = 375, MT_POLARIS = 376, MT_AURORA = 377, MT_ORACLE = 378, MT_ESPCOIL = 379, MT_STARBURST = 380, MT_HYDROFOIL = 381, MT_LEGIONARE = 383, MT_PROTEUS = 382, MT_ATLAS = 384, MT_TRIREME = 385, MT_MONOLITH = 386, MT_HIGHCOUNSEL = 387, MT_BLANUS = 687, MT_ELAN = 688, MT_VIVAC = 689, MT_JOULE = 690, MT_PROCYO = 691, MT_NATUS = 692, MT_ELITEMONOLITH = 753, MT_ELITETRIREME = 754, MT_APOCARTHROPOD = 755, MT_PLANET_EARTH = 654, MT_PLANET_MOON = 655, MT_PLANET_GAS = 656, MT_PLANET_SWAMP = 657 }; } namespace SILNAMES { enum M_SILHOUETTE_NAME { CORVETTE = 1087, TANKER = 1111, LSAT = 1102, MISSILECRUISER = 1081, ASSAULTSHIP = 1117, SPACESTATION = 1105, BATTLESHIP = 1099, FLEETCARRIER = 1090, DREADNOUGHT = 1084, INFILTRATOR = 1093, LANCER = 1096, SUPPLY = 1114, FABRICATOR = 1075, ADVFABRICATOR = 1078, FLEETOFFICER = 1108, IONCANNON = 1120, M_WEAVER = 943, M_GREATERWEAVER = 946, M_ZORAP = 949, M_SIPHON = 952, M_PLASMASPITTER = 955, M_OCELLUS = 958, M_SCOUTCARRIER = 964, M_FRIGATE = 967, M_KHAMIR = 970, M_HIVECARRIER = 973, M_TIAMATCARRIER = 976, M_SITHKAR = 979, M_CAPTORLEECH = 982, M_VORAAKCANNON = 985, M_SPINELAYER = 988, M_PLASMAHIVE = 961, S_FORGER = 1743, S_STRATUM = 1746, S_GALIOT = 1749, S_TAOS = 1752, S_POLARIS = 1755, S_AURORA = 1758, S_STARBURST = 1761, S_HYDROFOIL = 1764, S_LEGIONARE = 1767, S_ATLAS = 1773, S_TRIREME = 1776, S_MONOLITH = 1779, S_HIGHCOUNCIL = 1782, S_ORACLE = 1785, S_ESPCOIL = 1788, S_PORTAL = 2444, S_PROTEUS = 2447 }; } namespace UNITSOUNDS { enum PRIORITY { LOW, MEDIUM, HIGH, ADMIRAL }; union SPEECH { struct SPACESHIP { M_STRING underAttack; M_STRING alliedAttack; M_STRING enemySighted; M_STRING selected; M_STRING destructionDenied; M_STRING move; M_STRING aggravated; M_STRING constructComplete; M_STRING death; }; struct RESUSER { M_STRING notEnoughGas; M_STRING notEnoughMetal; M_STRING notEnoughCrew; M_STRING notEnoughCommandPoints; }; struct GUNBOAT : SPACESHIP { M_STRING attacking; M_STRING suppliesout; M_STRING specialAttack; } gunboat; struct HARVESTER : SPACESHIP { M_STRING harvestResource; M_STRING planetDepleted; M_STRING planetDepletedRedeploy; } harvester; struct FABRICATOR : SPACESHIP, RESUSER { M_STRING buildImposible; M_STRING constructStarted; } fabricator; struct MINELAYER : SPACESHIP { } minelayer; struct SUPPLYSHIP : SPACESHIP { M_STRING resupplyShips; } supplyship; struct TROOPSHIP : SPACESHIP { M_STRING attacking; M_STRING attackSuccess; M_STRING attackFailed; } troopship; struct FLAGSHIP : SPACESHIP { M_STRING attacking; M_STRING fleetdamage50; M_STRING fleetdamage75; M_STRING supplieslow; M_STRING suppliesout; M_STRING battlegood; M_STRING battlemoderate; M_STRING battlebleak; M_STRING shipleaving; M_STRING admiralondeck; M_STRING flagshipintrouble; M_STRING transferfailed; M_STRING scuttle; } flagship; struct PLATFORM { M_STRING underAttack; M_STRING alliedAttack; M_STRING enemySighted; M_STRING selected; M_STRING destructionDenied; M_STRING constructComplete; M_STRING constructStarted; M_STRING buildDelayed; M_STRING research; M_STRING researchCompleted; M_STRING upgradeCompleted; }; struct GENPLATFORM : PLATFORM, RESUSER { } platform; struct GUNPLAT : PLATFORM { M_STRING attacking; M_STRING suppliesout; } gunPlat; }; } typedef UNITSOUNDS::SPEECH MT_UNITSPEECH; enum M_RACE { M_NO_RACE, M_TERRAN, M_MANTIS, M_SOLARIAN, M_VYRIUM }; enum M_ARTIFACT { M_NO_ARTIFACT }; enum M_RESOURCE_TYPE { M_GAS, M_METAL, M_CREW, M_COMMANDPTS }; enum M_OBJCLASS { M_NONE=0, M_FABRICATOR=1, M_SUPPLY, M_CORVETTE, M_MISSILECRUISER, M_BATTLESHIP, M_DREADNOUGHT, M_CARRIER, M_LANCER, M_INFILTRATOR, M_HARVEST, M_RECONPROBE, M_TROOPSHIP, M_FLAGSHIP, M_HQ, M_REFINERY, M_LIGHTIND, M_TENDER, M_REPAIR, M_OUTPOST, M_ACADEMY, M_BALLISTICS, M_ADVHULL, M_HEAVYREFINERY, M_SUPERHEAVYREFINERY, M_LSAT, M_SPACESTATION, M_LRSENSOR, M_AWSLAB, M_IONCANNON, M_HEAVYIND, M_HANGER, M_PROPLAB, M_DISPLAB, M_CLOAKSTATION, M_PLANET, M_FIELD, M_DEBRIS, M_WAYPOINT, M_JUMPGATE, M_MINEFIELD, M_NUGGET, M_NEBULA, M_ASTEROID_FIELD, M_JUMPPLAT, M_COCOON, M_COLLECTOR, M_GREATER_COLLECTOR, M_PLANTATION, M_GREATER_PLANTATION, M_EYESTOCK, M_THRIPID, M_WARLORDTRAINING, M_BLASTFURNACE, M_EXPLOSIVESRANGE, M_PLASMASPLITTER, M_CARRIONROOST, M_VORAAKCANNON, M_MUTATIONCOLONY, M_NIAD, M_BIOFORGE, M_FUSIONMILL, M_CARPACEPLANT, M_DISSECTIONCHAMBER, M_HYBRIDCENTER, M_PLASMAHIVE, M_WEAVER, M_SPINELAYER, M_SIPHON, M_ZORAP, M_LEECH, M_SEEKER, M_SCOUTCARRIER, M_FRIGATE, M_KHAMIR, M_HIVECARRIER, M_SCARAB, M_TIAMAT, M_WARLORD, M_ACROPOLIS, M_OXIDATOR, M_PAVILION, M_SENTINELTOWER, M_EUTROMILL, M_GREATERPAVILION, M_HELIONVEIL, M_CITADEL, M_XENOCHAMBER, M_ANVIL, M_MUNITIONSANNEX, M_TURBINEDOCK, M_TALOREANMATRIX, M_BUNKER, M_PROTEUS, M_HYDROFOIL, M_ESPCOIL, M_STARBURST, M_PORTAL, M_FORGER, M_STRATUM, M_GALIOT, M_ATLAS, M_LEGIONAIRE, M_TAOS, M_POLARIS, M_AURORA, M_ORACLE, M_TRIREME, M_MONOLITH, M_HIGHCOUNSEL, M_ENDOBJCLASS }; enum UNIT_STANCE { US_DEFEND = 0, US_ATTACK, US_STAND, US_STOP }; enum UNIT_SPECIAL_ABILITY { USA_NONE, USA_ASSAULT, USA_TEMPEST, USA_PROBE, USA_CLOAK, USA_AEGIS, USA_VAMPIRE, USA_STASIS, USA_FURYRAM, USA_REPEL, USA_BOMBER, USA_MIMIC, USA_MINELAYER, USA_S_MINELAYER, USA_REPULSOR, USA_SYNTHESIS, USA_MASS_DISRUPTOR, USA_DESTABILIZER, USA_WORMHOLE, USA_PING, USA_M_PING, USA_S_PING, USA_MULTICLOAK, USA_TRACTOR, USA_DOCK, USA_LAST }; typedef unsigned __int64 U64; struct DYNAMICS_DATA { SINGLE linearAcceleration; SINGLE angAcceleration; SINGLE maxLinearVelocity; SINGLE maxAngVelocity; }; struct FLASH_DATA { SINGLE lifeTime; SINGLE range; U8 red,green,blue; }; struct TRANS_SAVELOAD { Vector position; SINGLE ang_position; Vector velocity, ang_velocity; }; struct EXTENSION_SAVELOAD { U8 levelsAdded; S8 extensionLevel; S8 workingExtLevel; SINGLE percentExt; }; struct CLOAK_SAVELOAD_BASE { SINGLE cloakTimer,cloakPercent; bool bCloakPending:1; bool bCloaking:1; U32 cloakCount; }; struct CLOAK_SAVELOAD { CLOAK_SAVELOAD_BASE baseCloak; BOOL32 bCloaked; }; enum ARMOR_TYPE { NO_ARMOR, LIGHT_ARMOR, MEDIUM_ARMOR, HEAVY_ARMOR }; struct ARMOR_DATA { ARMOR_TYPE myArmor; union FIELDS { struct ARMOR_DAMAGE { SINGLE noArmor; SINGLE lightArmor; SINGLE mediumArmor; SINGLE heavyArmor; } damageTable; SINGLE _damageTable[4]; } fields; }; struct ResourceCost { U32 gas:8; U32 metal:8; U32 crew:8; U32 commandPt:8; }; struct DamageSave { U32 damage; Vector pos; bool bActive; }; struct DAMAGE_SAVELOAD { U32 lastRepairSlot; SINGLE lastDamage; struct DamageSave damageSave[5]; }; struct BASIC_DATA { OBJCLASS objClass; bool bEditDropable; }; enum GENBASE_TYPE { GBT_FONT = 1, GBT_BUTTON, GBT_STATIC, GBT_EDIT, GBT_LISTBOX, GBT_DROPDOWN, GBT_VFXSHAPE, GBT_HOTBUTTON, GBT_SCROLLBAR, GBT_HOTSTATIC, GBT_SHIPSILBUTTON, GBT_COMBOBOX, GBT_SLIDER, GBT_TABCONTROL, GBT_ICON, GBT_QUEUECONTROL, GBT_ANIMATE, GBT_PROGRESS_STATIC, GBT_DIPLOMACYBUTTON }; struct GENBASE_DATA { GENBASE_TYPE type; }; struct GT_VFXSHAPE : GENBASE_DATA { char filename[32]; }; struct MISSION_DATA { M_OBJCLASS mObjClass:8; M_RACE race:4; OBJNAMES::M_DISPLAY_NAME displayName:18; struct M_CAPS { U8 padding; bool moveOk:1; bool attackOk:1; bool specialAttackOk:1; bool specialEOAOk:1; bool specialAbilityOk:1; bool specialAttackWormOk:1; bool defendOk:1; bool supplyOk:1; bool harvestOk:1; bool buildOk:1; bool repairOk:1; bool jumpOk:1; bool admiralOk:1; bool captureOk:1; bool salvageOk:1; bool probeOk:1; bool mimicOk:1; bool recoverOk:1; bool createWormholeOk:1; bool synthesisOk:1; bool cloakOk:1; bool specialAttackShipOk:1; } caps; U16 hullPointsMax; U16 supplyPointsMax; U16 scrapValue; U16 buildTime; ResourceCost resourceCost; SINGLE sensorRadius; SINGLE cloakedSensorRadius; SINGLE maxVelocity; SINGLE baseWeaponAccuracy; SINGLE baseShieldLevel; ARMOR_DATA armorData; SILNAMES::M_SILHOUETTE_NAME silhouetteImage; UNIT_SPECIAL_ABILITY specialAbility; UNITSOUNDS::PRIORITY speechPriority; }; struct BASIC_INSTANCE { Vector position, rotation; }; namespace TECHTREE { enum TECHUPGRADE { NO_TECHUPGRADE = 0x00000000, ALL_TECHUPGRADE = 0xFFFFFFFF, T_RES_XCHARGES = 0x00000001, T_RES_XSHIELD = 0x00000002, T_RES_XPROBE = 0x00000004, T_RES_XCLOAK = 0x00000008, T_RES_XVAMPIRE = 0x00000010, T_RES_MISSLEPACK1 = 0x00000020, T_RES_MISSLEPACK2 = 0x00000040, T_RES_MISSLEPACK3 = 0x00000080, T_RES_TROOPSHIP1 = 0x00000100, T_RES_TROOPSHIP2 = 0x00000200, T_RES_TROOPSHIP3 = 0x00000400, M_RES_XCAMO = 0x10000001, M_RES_XGRAVWELL = 0x10000002, M_RES_XRCLOUD = 0x10000004, M_RES_REPULSOR = 0x10000010, M_RES_EXPLODYRAM1 = 0x10000020, M_RES_EXPLODYRAM2 = 0x10000040, M_RES_LEECH1 = 0x10000080, M_RES_LEECH2 = 0x10000100, S_RES_SYNTHESIS = 0x20000001, S_RES_MASSDISRUPTOR = 0x20000002, S_RES_AURORACLOAK = 0x20000004, S_RES_DESTABILIZER = 0x20000008, S_RES_TRACTOR = 0x20000010, S_RES_LEGION1 = 0x20000020, S_RES_LEGION2 = 0x20000040, S_RES_LEGION3 = 0x20000080, S_RES_LEGION4 = 0x20000100, S_RES_PROTEUSPACK1 = 0x20000200, S_RES_PROTEUSPACK2 = 0x20000400, T_SHIP__FABRICATOR = 0x08000000, T_SHIP__SUPPLY = 0x04000000, T_SHIP__CORVETTE = 0x02000000, T_SHIP__MISSILECRUISER = 0x01000000, T_SHIP__BATTLESHIP = 0x00800000, T_SHIP__DREADNOUGHT = 0x00400000, T_SHIP__CARRIER = 0x00200000, T_SHIP__LANCER = 0x00100000, T_SHIP__INFILTRATOR = 0x00080000, T_SHIP__HARVEST = 0x00040000, T_SHIP__RECONPROBE = 0x00020000, T_SHIP__TROOPSHIP = 0x00010000, T_SHIP__FLAGSHIP = 0x00008000, M_SHIP_WEAVER = 0x18000000, M_SHIP_SPINELAYER = 0x14000000, M_SHIP_SIPHON = 0x12000000, M_SHIP_ZORAP = 0x11000000, M_SHIP_SEEKER = 0x10800000, M_SHIP_SCOUTCARRIER = 0x10400000, M_SHIP_FRIGATE = 0x10200000, M_SHIP_KHAMIR = 0x10100000, M_SHIP_HIVECARRIER = 0x10080000, M_SHIP_LEECH = 0x10040000, M_SHIP_SCARAB = 0x10020000, M_SHIP_TIAMAT = 0x10010000, M_SHIP_WARLORD = 0x10008000, S_SHIP_FORGER = 0x28000000, S_SHIP_STRATUM = 0x24000000, S_SHIP_GALIOT = 0x22000000, S_SHIP_TAOS = 0x21000000, S_SHIP_POLARIS = 0x20800000, S_SHIP_AURORA = 0x20400000, S_SHIP_LEGIONAIRE = 0x20200000, S_SHIP_ORACLE = 0x20100000, S_SHIP_ATLAS = 0x20080000, S_SHIP_TRIREME = 0x20040000, S_SHIP_MONOLITH = 0x20020000, S_SHIP_HIGHCOUNSEL = 0x20010000 }; enum BUILDNODE { NO_BUILDNODE = 0x00000000, ALL_BUILDNODE = 0xFFFFFFFF, RES_REFINERY_GAS1 = 0x08000000, RES_REFINERY_GAS2 = 0x04000000, RES_REFINERY_GAS3 = 0x02000000, RES_REFINERY_METAL1 = 0x01000000, RES_REFINERY_METAL2 = 0x00800000, RES_REFINERY_METAL3 = 0x00400000, RES_REFINERY_CREW1 = 0x00200000, RES_REFINERY_CREW2 = 0x40000000, RES_REFINERY_CREW3 = 0x80000000, TDEPEND_LIGHT_IND = 0x00000001, TDEPEND_HEAVY_IND = 0x00000002, TDEPEND_TECH_IND = 0x00000004, TDEPEND_REFINERY = 0x00000008, TDEPEND_OUTPOST = 0x00000010, TDEPEND_ACADEMY = 0x00000020, TDEPEND_ADVHULL = 0x00000040, TDEPEND_AWSLAB = 0x00000080, TDEPEND_BALLISTICS = 0x00000100, TDEPEND_TENDER = 0x00000200, TDEPEND_SENSORTOWER = 0x00000400, TDEPEND_HANGER = 0x00000800, TDEPEND_WEAPONS = 0x00001000, TDEPEND_DISPLACEMENT = 0x00002000, TDEPEND_HEADQUARTERS = 0x00004000, TDEPEND_PROPLAB = 0x00008000, TDEPEND_LASER_TURRET = 0x00010000, TDEPEND_ION_CANNON = 0x00020000, TDEPEND_JUMP_INHIBITOR =0x00040000, TDEPEND_SPACE_STATION =0x00080000, TDEPEND_REPAIR =0x00100000, TCOMBO_ACADEMY_DIS_HEAVY = 0x00002022, TCOMBO_HANGER_HEAVY = 0x00000802, TCOMBO_LIGHT_BALLISTICS = 0x00000101, TCOMBO_WEAPONS_HEAVY = 0x00001002, TCOMBO_PROP_HEAVY = 0x00008002, TCOMBO_ACADEMY_DIS_PROP = 0x0000a020, TCOMBO_PROP_AWS = 0x00008080, MDEPEND_COCOON = 0x10000001, MDEPEND_COLLECTOR = 0x10000002, MDEPEND_PLANTATION = 0x10000004, MDEPEND_GR_PLANTATION = 0x1000000C, MDEPEND_THRIPID = 0x10000010, MDEPEND_NIAD = 0x10000030, MDEPEND_EYESTOCK = 0x10000040, MDEPEND_WARLORDTRAIN= 0x10000080, MDEPEND_MUTATECOLON = 0x10000140, MDEPEND_CARRIONROOST= 0x10000200, MDEPEND_BLASTFURNACE= 0x10000400, MDEPEND_EXPLSVRANGE = 0x10000C00, MDEPEND_BIOFORGE = 0x10001000, MDEPEND_FUSIONMILL = 0x10003000, MDEPEND_CARPACEPLANT= 0x10005000, MDEPEND_HYBRIDCENTER= 0x10007000, MDEPEND_PLASMA_SPITTER =0x10008000, MDEPEND_DUAL_SPITTER = 0x10018000, MDEPEND_PLASMA_HIVE = 0x10028000, MDEPEMD_JUMP_PLAT = 0x10040000, MDEPEND_GR_COLLECTOR= 0x10080002, MDEPEND_DISECTION = 0x10100000, MCOMBO_CARAPCE_CARRION = 0x10005200, MCOMBO_COLLECT_PLANT = 0x10000006, MCOMBO_CARRION_BIO_DISECT=0x10101200, MCOMBO_COCCON_COL_EYE = 0x10000043, MCOMBO_NIAD_CAR_BIO_DIS = 0x10101230, SDEPEND_ACROPOLIS = 0x20000001, SDEPEND_OXIDATOR = 0x20000002, SDEPEND_PAVILION = 0x20000004, SDEPEND_SENTINALTOWER = 0x20000008, SDEPEND_BUNKER = 0x20000010, SDEPEND_SANCTUM = 0x20000020, SDEPEND_EUTROMIL = 0x20000040, SDEPEND_GREATERPAVILION=0x20000080, SDEPEND_HELIONVIEL = 0x20000100, SDEPEND_CITADEL = 0x20000200, SDEPEND_XENOCHAMBER = 0x20000400, SDEPEND_ANVIL = 0x20000800, SDEPEND_MUNITIONSANEX = 0x20001000, SDEPEND_TURBINEDOCK = 0x20002000, SDEPEND_TALOREANMATRIX= 0x20004000, SDEPEND_JUMP_PLAT = 0x20008000, SDEPEND_ESP_COIL = 0x20010000, SDEPEND_PROTEUS = 0x20020000, SDEPEND_HYDROFOIL = 0x20040000, SDEPEND_STARBURST = 0x20080000, SDEPEND_PORTAL = 0x20100000, SCOMBO_MUNITION_TURB = 0x20003000, SCOMBO_CITADEL_GPAV = 0x20000280, SCOMBO_XENO_MUNITION = 0x20001400, SCOMBO_OXY_EUTRO = 0x20000042, SCOMBO_MUN_TURB_XENO = 0x20003400, SCOMBO_HELL_GRPAV = 0x20000180, SCOMBO_OXI_SENT = 0x2000000a, SCOMBO_GREATPAV_PROT = 0x20020080, SCOMBO_GRPAV_MUAX_TDOCK_XEN = 0x20003480, SCOMBO_GRPAV_PAV_HEVIEL = 0x20000184, }; enum COMMON { NO_COMMONUPGRADE = 0x00000000, ALL_COMMON = 0x1FFFFFFF, RESERVED_FABRICATOR = 0x20000000, RESERVED_ADMIRAL = 0x40000000, RESERVED_NEVER = 0x80000000, RES_ENGINE1 = 0x00000001, RES_ENGINE2 = 0x00000002, RES_ENGINE3 = 0x00000004, RES_ENGINE4 = 0x00000008, RES_ENGINE5 = 0x00000010, RES_SHIELDS1 = 0x00000020, RES_SHIELDS2 = 0x00000040, RES_SHIELDS3 = 0x00000080, RES_SHIELDS4 = 0x00000100, RES_SHIELDS5 = 0x00000200, RES_HULL1 = 0x00000400, RES_HULL2 = 0x00000800, RES_HULL3 = 0x00001000, RES_HULL4 = 0x00002000, RES_HULL5 = 0x00004000, RES_SUPPLY1 = 0x00008000, RES_SUPPLY2 = 0x00010000, RES_SUPPLY3 = 0x00020000, RES_SUPPLY4 = 0x00040000, RES_SUPPLY5 = 0x00080000, RES_WEAPONS1 = 0x00100000, RES_WEAPONS2 = 0x00200000, RES_WEAPONS3 = 0x00400000, RES_WEAPONS4 = 0x00800000, RES_WEAPONS5 = 0x01000000, MDEPEND_HYBRID_EXTRA = 0x02000000, }; enum COMMON_EXTRA { NO_COMMONEXTRAUPGRADE = 0x00000000, ALL_COMMONEXTRAUPGRADES = 0xFFFFFFFF, RES_FLEET1 = 0x00000001, RES_FLEET2 = 0x00000002, RES_FLEET3 = 0x00000004, RES_FLEET4 = 0x00000008, RES_FLEET5 = 0x00000010, RES_TANKER1 = 0x00000020, RES_TANKER2 = 0x00000040, RES_TANKER3 = 0x00000080, RES_TANKER4 = 0x00000100, RES_TANKER5 = 0x00000200, RES_TENDER1 = 0x00000400, RES_TENDER2 = 0x00000800, RES_TENDER3 = 0x00001000, RES_TENDER4 = 0x00002000, RES_TENDER5 = 0x00004000, RES_SENSORS1 = 0x00008000, RES_SENSORS2 = 0x00010000, RES_SENSORS3 = 0x00020000, RES_SENSORS4 = 0x00040000, RES_SENSORS5 = 0x00080000, RES_FIGHTER1 = 0x00100000, RES_FIGHTER2 = 0x00200000, RES_FIGHTER3 = 0x00400000, RES_FIGHTER4 = 0x00800000, RES_FIGHTER5 = 0x01000000, RES_ADMIRAL1 = 0x02000000, RES_ADMIRAL2 = 0x04000000, RES_ADMIRAL3 = 0x08000000, RES_ADMIRAL4 = 0x10000000, RES_ADMIRAL5 = 0x20000000, RES_ADMIRAL6 = 0x40000000 }; enum LEVEL_INIT { FULL_TREE, }; } struct SINGLE_TECHNODE { enum M_RACE raceID; TECHTREE::TECHUPGRADE tech; TECHTREE::BUILDNODE build; TECHTREE::COMMON common; TECHTREE::COMMON_EXTRA common_extra; }; struct TECHNODE { struct _races { TECHTREE::TECHUPGRADE tech; TECHTREE::BUILDNODE build; TECHTREE::COMMON common; TECHTREE::COMMON_EXTRA common_extra; } race[4]; }; struct ROCKING_DATA : DYNAMICS_DATA { SINGLE rockLinearMax, rockAngMax; }; struct ENGINE_GLOW_DATA { S32 size[6]; U8 r,g,b; char engine_texture_name[32]; }; struct BLINKER_DATA { char light_script[32]; char textureName[32]; }; struct SHIELD_DATA { char meshName[32]; char animName[32]; char fizzAnimName[32]; SFX::ID sfx; SFX::ID fizzOut; SFX::ID fizzIn; }; struct DAMAGE_DATA { char damageBlast[32]; }; struct CLOAK_DATA { char cloakTex[32]; bool bAutoCloak:1; char cloakEffectType[32]; }; struct BILLBOARD_DATA { char billboardTexName[32]; U32 billboardThreshhold; bool bTex2; }; struct EXTENT_DATA { RECT extents[10]; SINGLE _step; SINGLE _min; SINGLE min_slice,max_slice; BOOL32 bZ; }; struct BASE_SPACESHIP_DATA : BASIC_DATA { SPACESHIPCLASS type; char fileName[32]; MISSION_DATA missionData; DYNAMICS_DATA dynamicsData; ROCKING_DATA rockingData; char explosionType[32]; char trailType[32]; char ambient_animation[32]; ENGINE_GLOW_DATA engineGlow; BLINKER_DATA blinkers; SHIELD_DATA shield; DAMAGE_DATA damage; CLOAK_DATA cloak; BILLBOARD_DATA billboard; SINGLE_TECHNODE techActive; }; struct BT_GUNBOAT_DATA : BASE_SPACESHIP_DATA { SINGLE outerWeaponRange; SINGLE optimalFacingAngle; bool bNoLineOfSight; char launcherType[5][32]; }; struct BT_TROOPSHIP_DATA : BASE_SPACESHIP_DATA { U32 damagePotential; SINGLE assaultRange; SFX::ID sfxPodRelease; }; struct BT_TROOPPOD_DATA : BASIC_DATA { EFFECTCLASS fxClass; char podType[32]; char podHardpoints[3][64]; }; struct BT_RECONPROBE_DATA : BASE_SPACESHIP_DATA { SINGLE lifeTime; char blastType[32]; }; struct BT_TORPEDO_DATA : BASE_SPACESHIP_DATA { SINGLE lifeTime; S32 damage; char blastType[32]; }; struct BT_MINELAYER_DATA : BASE_SPACESHIP_DATA { char drop_anim[32]; char mineFieldType[32]; char mineReleaseHardpoint[32]; U8 fieldSupplyCostPerMine; U32 fieldCompletionTime; U32 mineReleaseVelocity; SINGLE dropAnimDelay; }; struct BT_HARVESTSHIP_DATA : BASE_SPACESHIP_DATA { U32 loadingRate; struct _dockTiming { SINGLE unloadRate; SINGLE offDist; SFX::ID dockingSound; }dockTiming; struct _nuggetTiming { SINGLE nuggetTime; SINGLE offDist; SINGLE minePerSecond; char hardpointName[32]; SFX::ID nuggetSound; }nuggetTiming; char gasTankMesh[32]; char metalTankMesh[32]; }; struct DYNAMICS_DATA_JR { SINGLE maxLinearVelocity; SINGLE linearAcceleration; SINGLE maxAngVelocity; }; struct BT_BUILDERSHIP_DATA : BASIC_DATA { SPACESHIPCLASS type; char fileName[32]; DYNAMICS_DATA_JR dynamicsData; char workAnimation[32]; char sparkAnim[32]; char sparkHardpoint[32]; char explosionType[32]; SINGLE sparkWidth; SINGLE sparkDelay; }; struct MISSION_SAVELOAD { __readonly M_OBJCLASS mObjClass; M_STRING partName; __readonly __hexview U32 dwMissionID; U32 systemID:8; M_RACE race:4; U32 playerID:4; SINGLE maxVelocity; SINGLE sensorRadius; SINGLE cloakedSensorRadius; U16 supplies; U16 hullPoints; U16 hullPointsMax; U16 supplyPointsMax; U16 numKills; bool bReady:1; bool bRecallFighters:1; bool bMoveDisabled:1; bool bPendingOpValid:1; bool bUnselectable:1; bool bDerelict:1; bool bTowing:1; bool bInvincible:1; bool bNoAIControl:1; bool bAllEventsOn:1; bool bShowPartName:1; bool bUnderCommand:1; bool bNoAutoTarget:1; U8 controlGroupID; U8 groupIndex; MISSION_DATA::M_CAPS caps; __readonly __hexview U32 groupID; __readonly __hexview U32 admiralID; __readonly __hexview U32 fleetID; struct InstanceTechLevel { enum UPGRADE { LEVEL0=0, LEVEL1, LEVEL2, LEVEL3, LEVEL4, LEVEL5 }; UPGRADE engine:4; UPGRADE hull:4; UPGRADE supplies:4; UPGRADE targeting:4; UPGRADE damage:4; UPGRADE shields:4; UPGRADE experience:4; UPGRADE sensors:4; UPGRADE classSpecific:4; } techLevel; __readonly U32 lastOpCompleted; __readonly U32 pendingOp; }; struct BT_PLANET_DATA : BASIC_DATA { char fileName[32]; char ambient_animation[32]; char sysMapIcon[32]; MISSION_DATA missionData; U16 maxMetal; U16 maxGas; U16 maxCrew; SINGLE metalRegen; SINGLE gasRegen; SINGLE crewRegen; enum _planetType { M_CLASS, METAL_PLANET, GAS_PLANET, OTHER_PLANET }planetType; }; struct BASE_PLANET_SAVELOAD { U32 slotUser[12]; U16 slotMarks[8]; U16 mySlotMarks[8]; U16 trueMarks[8]; U8 shadowVisibilityFlags; U16 shadowMetal[8]; U16 shadowCrew[8]; U16 shadowGas[8]; SINGLE playerMetalRate[8]; SINGLE playerGasRate[8]; SINGLE playerCrewRate[8]; S32 maxMetal, maxGas, maxCrew; S32 metal, gas, crew; SINGLE metalRegen, gasRegen, crewRegen; SINGLE genCrew, genGas, genMetal; }; struct PLANET_SAVELOAD : BASE_PLANET_SAVELOAD { TRANS_SAVELOAD trans_SL; U8 exploredFlags; MISSION_SAVELOAD mission; }; struct PLANET_VIEW { MISSION_SAVELOAD * mission; BASIC_INSTANCE * rtData; U16 maxMetal; U16 maxGas; U16 maxCrew; U16 metal, gas, crew; SINGLE metalRegen; SINGLE gasRegen; SINGLE crewRegen; }; struct DRONE_RELEASE { char hardpoint[64]; char builderType[32]; U8 numDrones; }; struct BT_FABRICATOR_DATA : BASE_SPACESHIP_DATA { struct DRONE_RELEASE drone_release[2]; SINGLE repairRate; U32 maxQueueSize; SFX::ID buildSound; SFX::ID beginBuildSfx; }; struct EXTENSION_DATA { char extensionName[32]; }; struct BT_EXTENSION_INFO { char addChildName[32]; char removeChildName[32]; char archetypeName[32]; }; struct BASE_PLATFORM_DATA : BASIC_DATA { PLATFORMCLASS type; char fileName[32]; MISSION_DATA missionData; EXTENSION_DATA extension[4]; U8 extensionBits; S8 extensionLevel; char explosionType[32]; char shieldHitType[32]; char ambient_animation[32]; SINGLE mass; SINGLE_TECHNODE techActive; struct SHIELD_DATA shield; U32 slotsNeeded; struct BLINKER_DATA blinkers; U8 commandPoints; U32 metalStorage; U32 gasStorage; U32 crewStorage; }; struct BT_SUPPLYSHIP_DATA : BASE_SPACESHIP_DATA { SINGLE suppliesPerSecond; SINGLE supplyRange; }; struct BASE_WEAPON_DATA : BASIC_DATA { WPNCLASS wpnClass; }; struct BT_PROJECTILE_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE maxVelocity; char blastType[32]; char engineTrailType[32]; }; struct BT_PLASMABOLT_DATA : BT_PROJECTILE_DATA { char textureName[32]; char animName[32]; SINGLE numBolts; struct _pBolt { Vector rollSpeed; SINGLE boltWidth; SINGLE boltSpacing; U32 segmentsX; U32 segmentsY; U32 segmentsZ; Vector offset; struct _boltColor { U8 red,green,blue,alpha; }boltColor; }bolts[4]; }; struct SPECIAL_DAMAGE { U32 supplyDamage; SINGLE shieldFraction; SINGLE moveFraction; SINGLE sensorFraction; }; struct BT_SPECIALBOLT_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE maxVelocity; char blastType[32]; char sparkType[32]; FLASH_DATA flash; SINGLE MASS; SPECIAL_DAMAGE special; }; struct BT_BEAM_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE lifetime; SINGLE maxSweepDist; SINGLE beamWidth; struct _colorStruct { U8 red,green,blue; } blurColor; char contactBlast[32]; }; struct BASE_BEAM_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector startOffset,target1,target2,end; SINGLE time; bool bHit; }; struct BEAM_SAVELOAD : BASE_BEAM_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_GATTLINGBEAM_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE lifetime; SINGLE maxSweepDist; SINGLE beamWidth; char contactBlast[32]; }; struct BASE_GATTLINGBEAM_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector startOffset,target1,target2; SINGLE time, lastTime; bool bHit; }; struct GATTLINGBEAM_SAVELOAD : BASE_GATTLINGBEAM_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_LASERSPRAY_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE lifetime; SINGLE maxSweepDist; SINGLE beamWidth; SINGLE velocity; char contactBlast[32]; }; struct BASE_LASERSPRAY_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector startOffset,target1,target2,target3,target4,target5; SINGLE time, lastTime; bool bHit; }; struct LASERSPRAY_SAVELOAD : BASE_LASERSPRAY_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_ANMBOLT_DATA : BT_PROJECTILE_DATA { char animFile[32]; SINGLE boltSize; }; struct BASE_ANMBOLT_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector initialPos; S32 flashTime; BOOL32 bDeleteRequested:1; U32 launchFlags:8; Vector start, direction; }; struct ANMBOLT_SAVELOAD : BASE_ANMBOLT_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BASE_BOLT_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector initialPos; SINGLE flashTime; BOOL32 bDeleteRequested:1; U32 launchFlags:8; Vector start, direction; }; struct BOLT_SAVELOAD : BASE_BOLT_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BASE_MISSILE_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector initialPos; SINGLE timeToLive; SINGLE wobble; BOOL32 bDeleteRequested:1; BOOL32 bTargetingOff:1; U32 launchFlags:8; }; struct MISSILE_SAVELOAD : BASE_MISSILE_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_ARC_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE jumpRange; SINGLE feedbackRange; U32 maxTendrilStages; SINGLE damageDrop; U32 maxTargets; SINGLE period; bool drainSupplies:1; }; struct ARC_SAVELOAD { SINGLE time; S32 numTendrils; U32 ownerID; U32 systemID; TRANS_SAVELOAD trans_SL; }; enum BLENDS { ONE_ONE=0, SRC_INVSRC=1, SRC_ONE=2, ONE_INVSRC=3 }; struct BILLBOARD_MESH { char mesh_name[32]; char tex_name[32]; S32 size_min,size_max; Vector offset; BLENDS blendMode; }; struct BT_JUMPGATE_DATA : BASIC_DATA { BILLBOARD_MESH billboardMesh[3]; SFX::ID enter1,enter2; SFX::ID arrive1,arrive2; SFX::ID ambience; MISSION_DATA missionData; SINGLE min_hold_time; SINGLE min_stagger_time; }; struct BT_UI_ANIM : BASIC_DATA { char effectType[32]; SINGLE totalTime; SFX::ID sfx; }; struct BT_BLAST : BASIC_DATA { char effectType[3][32]; FLASH_DATA flash; SINGLE totalTime; SFX::ID sfx; SINGLE leadTime; bool bDrawThroughFog; }; struct BT_MESH_EXPLOSION : BASIC_DATA { char secondaryBlastType[32]; char pieceBlastType[32]; char catastrophicBlastType[32]; char rippleBlastType[32]; char fireTrail[32]; }; struct BASE_EFFECT : BASIC_DATA { EFFECTCLASS fxClass; }; struct BT_CLOAKEFFECT_DATA : BASE_EFFECT { char animName[32]; char objectName[32]; SFX ::ID cloakOn; SFX ::ID cloakOff; }; struct BT_FIREBALL_DATA : BASE_EFFECT { char animName[32]; }; struct BT_PARTICLE_DATA : BASE_EFFECT { char fileName[32]; }; struct BT_STREAK_DATA : BASE_EFFECT { char animName[32]; U8 numLines; SINGLE lineTime; }; struct BT_WORMHOLE_EFFECT : BASE_EFFECT { }; struct BT_TALORIAN_EFFECT : BASE_EFFECT { }; struct BT_ANIMOBJ_DATA : BASE_EFFECT { char animName[32]; SINGLE animSize; SINGLE sizeVel; SINGLE lifeTime; bool fadeOut:1; bool faceFront:1; bool bSmooth:1; bool bLooping:1; bool bHasAlphaChannel:1; }; struct RangeFinderSaveLoad { SINGLE rangeError; SINGLE accuracy; U32 targetID; }; struct BASE_LAUNCHER : BASIC_DATA { LAUNCHCLASS type; char weaponType[32]; S32 supplyCost; SINGLE refirePeriod; SINGLE slowRefirePeriod; }; struct BT_TURRET : BASE_LAUNCHER { union TurretJointInfo { SINGLE angVelocity; SINGLE maxAngDeflection; } info; char animation[32]; char hardpoint[64]; char joint[64]; char animMuzzleFlash[32]; U32 muzzleFlashWidth; SINGLE muzzleFlashTime; struct _colorMod { U8 red; U8 green; U8 blue; }colorMod; struct WarmUpBlast { char blastType[32]; SINGLE triggerTime; } warmUpBlast; }; struct BASE_TURRET_SAVELOAD { U32 dwTargetID; Vector targetPos; SINGLE relYaw; SINGLE refireDelay; SINGLE currentRot; Vector offsetVector; }; struct TURRET_SAVELOAD : BASE_TURRET_SAVELOAD { RangeFinderSaveLoad rangeFinderSaveLoad; }; struct BT_VERTICAL_LAUNCH : BASE_LAUNCHER { struct _salvo { SINGLE_TECHNODE techNeed; U32 salvo; }upgrade[4]; SINGLE miniRefire; char hardpoint[10][64]; }; struct VLAUNCH_SAVELOAD { U32 dwTargetID, dwOwnerID; Vector targetPos; U32 attacking; SINGLE refireDelay; S32 miniDelay; S32 salvo; }; struct BT_WAYPOINT : BASIC_DATA { char fileName[32]; MISSION_DATA missionData; }; struct WAYPOINT_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct WAYPOINT_VIEW { MISSION_SAVELOAD * mission; Vector position; }; enum MINETYPE { MINETYPE_UNKOWN = 0, MINETYPE_SPINE }; struct BT_MINEFIELD_DATA : BASIC_DATA { MISSION_DATA missionData; U32 maxMineNumber; U32 damagePerHit; U32 supplyDamagePerHit; U32 hullLostPerHit; MINETYPE mineType; char regAnimation[32]; char blastType[32]; U32 mineWidth; S32 maxVerticalVelocity; S32 maxHorizontalVelocity; U32 mineAcceleration; SINGLE explosionRange; ResourceCost cost; }; struct BASE_MINEFIELD_SAVELOAD { struct GRIDVECTOR gridPos; SINGLE storedDelay; U8 updateCounter; U32 layerRef; bool bUpdateFading:1; bool bDetonating:1; }; struct MINEFIELD_SAVELOAD : BASE_MINEFIELD_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct MINEFIELD_VIEW { U32 mineNumber; }; struct BT_FIGHTER_DATA : BASIC_DATA { char fileName[32]; DYNAMICS_DATA dynamicsData; ARMOR_DATA armorData; char explosionType[32]; char weaponType[32]; char engineTrailType[32]; U16 sensorRadius; U16 cloakedSensorRadius; SINGLE patrolRadius; SINGLE patrolAltitude; SINGLE attackRange; SINGLE dodge; U32 hullPointsMax; U32 maxSupplies; SINGLE refirePeriod; SINGLE patrolPeriod; U32 kamikazeDamage; SFX::ID kamikazeYell; SFX::ID fighterwhoosh; SFX::ID fighterLaunch; }; enum FighterState { ONDECK, PATROLLING, DEAD }; enum FormationType { FT_HUMAN_PATROL, FT_MANTIS_PATROL, FT_HUMAN_ATTACK, FT_MANTIS_ATTACK }; struct BASE_FIGHTER_SAVELOAD { U32 ownerID, dwMissionID; U32 systemID:8; U32 playerID:8; S32 supplies:16; U8 formationIndex; S8 parentIndex; S8 childIndex; S8 myIndex; S32 refireTime:16; S32 patrolTime:16; S32 generalCounter; Vector kamikaziTarget; FighterState state:8; FormationType formationType:8; M_RACE race:8; U8 patrolState; U8 formationState; U8 kamikazeTimer; U8 bCirclePatrol:1; bool bKamikaziTargetSelected:1; bool bKamikaziYellComplete:1; bool bKamikaziComplete:1; }; struct FIGHTER_SAVELOAD : BASE_FIGHTER_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_FIGHTER_WING : BASE_LAUNCHER { SINGLE baseAirAccuracy; SINGLE baseGroundAccuracy; U32 maxFighters; U32 maxCapFighters; U32 maxWingFighters; SINGLE minLaunchPeriod; U32 costOfNewFighter; U32 costOfRefueling; bool bSpecialWeapon; SINGLE_TECHNODE neededTech; char animation[32]; char hardpoint[64]; }; struct FIGHTERWING_SAVELOAD { U32 firstFighterID; bool bBayDoorOpen:1; bool bRecallingFighters:1; bool bAutoAttack:1; bool bSpecialAttack:1; bool bSpecialWeapon:1; bool bTakeoverInProgress:1; S32 createTime; S32 minLaunchTime; S32 bayDoorCloseTime; }; struct BT_AIR_DEFENSE : BASE_LAUNCHER { char hardpoint[64]; SINGLE baseAccuracy; char flashTextureName[32]; SINGLE flashWidth; SINGLE flashFrequency; struct _colorMod { U8 red,green,blue,alpha; } flashColor; SFX::ID soundFx; }; struct AIRDEFENSE_SAVELOAD { S32 refireTime; }; struct BT_SHIPLAUNCH : BASE_LAUNCHER { char hardpoint[64]; char animation[32]; }; struct SHIPLAUNCH_SAVELOAD { U32 dwTargetID, dwOwnerID; Vector targetPos; SINGLE relYaw; SINGLE distanceToTarget; U32 attacking; SINGLE refireDelay; SINGLE currentRot; Vector offsetVector; }; struct MT_QSHIPLOAD { SINGLE yaw; __hexview U32 dwMissionID; NETGRIDVECTOR pos; }; struct MT_QJGATELOAD { NETGRIDVECTOR pos; U32 gate_id,exit_gate_id; bool bJumpAllowed:1; }; struct MT_QFIELDLOAD { U32 systemID; U8 numSquares; GRIDVECTOR pos[40]; }; struct MT_QANTIMATTERLOAD { U32 systemID; U8 numSegments; GRIDVECTOR pts[13]; }; struct MT_QCAMERALOAD { U32 systemID; Vector look; Vector at; SINGLE fovX; SINGLE fovY; }; struct MT_QOBJGENERATOR_LOAD { NETGRIDVECTOR position; SINGLE mean; SINGLE minDiff; SINGLE timer; SINGLE nextTime; char archTypeName[32]; __hexview U32 dwMissionID; bool bGenEnabled:1; }; struct MT_PLANET_QLOAD { NETGRIDVECTOR pos; }; struct MT_TRIGGER_QLOAD { NETGRIDVECTOR position; U32 triggerShipID; U32 triggerObjClassID; U32 triggerMObjClassID; U32 triggerPlayerID; SINGLE triggerRange; U32 triggerFlags; char progName[32]; bool bEnabled:1; bool bDetectOnlyReady:1; }; struct MT_PLAYERBOMB_QLOAD { __hexview U32 dwMissionID; NETGRIDVECTOR position; }; struct MT_LIGHT_QLOAD { U8 red,green,blue; S32 range; NETGRIDVECTOR position; Vector direction; SINGLE cutoff; bool bInfinite; char name[32]; bool bAmbient; }; struct MT_SCRIPTOBJECT_QLOAD { __hexview U32 dwMissionID; NETGRIDVECTOR position; }; struct MT_WAYPOINT_QLOAD { __hexview U32 dwMissionID; NETGRIDVECTOR position; }; struct MT_NUGGET_QLOAD { NETGRIDVECTOR position; }; struct MT_PLATFORM_QLOAD { __hexview U32 dwMissionID; NETGRIDVECTOR position; }; struct MT_BLACKHOLE_QLOAD { NETGRIDVECTOR pos; U8 targetSys[16]; U8 numTargetSys; }; struct XYCoord { S32 x,y; }; struct FIELD_ATTRIBUTES { SINGLE sensorDamp; SINGLE toHitPenalty; SINGLE damage; SINGLE moveSpeedModifier; SINGLE maneuverModifier; }; namespace FIELDTXT { enum INFOHELP { NOTEXT = 3003, FIELD_ION = 3004, FIELD_PLASMA = 3012, FIELD_ASTEROID_SML = 3013, FIELD_ASTEROID_MED = 3117, FIELD_ASTEROID_LG = 3118, FIELD_DEBRIS = 3127, FIELD_ANTIMATTER = 3040, FIELD_ANTI_NEBULA = 3125, FIELD_CELSIUS = 3114, FIELD_HELIOS = 3121, FIELD_CYGNUS = 3122, FIELD_HYADES = 3123, FIELD_LITHIUM = 3124, FIELD_BLACKHOLE = 3126, FIELD_ORENUGGET = 3128, FIELD_GASNUGGET = 3129 }; } struct BASE_FIELD_DATA : BASIC_DATA { FIELDCLASS fieldClass; FIELDTXT::INFOHELP infoHelpID; }; struct U8_RGB { U8 r; U8 g; U8 b; }; struct BT_ASTEROIDFIELD_DATA : BASE_FIELD_DATA { char fileName[4][32]; char dustTexName[32]; char modTextureName[32]; char mapTexName[32]; char softwareTexClearName[32]; char softwareTexFogName[32]; MISSION_DATA missionData; FIELD_ATTRIBUTES attributes; S32 asteroidsPerSquare; S32 polyroidsPerSquare; S32 depth; S32 range; S32 maxDriftSpeed; S32 minDriftSpeed; SINGLE stationaryPercentage; SFX::ID ambientSFX; SINGLE modTexSpeedScale; S32 animSizeMin,animSizeMax; U32 nuggetsPerSquare; SINGLE nuggetZHeight; char nuggetType[4][32]; U8_RGB animColor; }; struct ASTEROIDFIELD_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; U32 exploredFlags; }; struct ASTEROIDFIELD_DATA { char name[32]; }; struct ANTIMATTER_DATA { char name[32]; GRIDVECTOR pts[13]; U32 numSegPts; }; struct BT_ANTIMATTER_DATA : BASE_FIELD_DATA { char textureName[32]; char mapTexName[32]; char softwareTexClearName[32]; char softwareTexFogName[32]; S32 height; S32 segment_width; S32 spacing; MISSION_DATA missionData; }; struct ANTIMATTER_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BT_TRAIL_DATA : BASIC_DATA { char anim[32]; }; enum NEBTYPE { NEB_ION, NEB_ANTIMATTER, NEB_HELIOUS, NEB_LITHIUM, NEB_HYADES, NEB_CELSIUS, NEB_CYGNUS }; struct NEBULA_DATA { char name[32]; U8 amb_r,amb_g,amb_b; U8 alpha; SINGLE top_layer_alpha_scale; }; struct BASE_NEBULA_SAVELOAD { NEBULA_DATA neb; U32 numSquares, numZones, numNuggets; XYCoord squares_xy[40]; }; struct NEBULA_SAVELOAD : BASE_NEBULA_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; U32 exploredFlags; }; struct LIGHTNING_DATA { bool bLightning:1; bool bFlat:1; char lightningTexName[32]; SFX::ID lightningSFX; SINGLE frequency; U16 size; struct LIGHTNING_LIGHT { U8 r,g,b; S32 range; } lightning_light; }; struct BT_NEBULA_DATA : BASE_FIELD_DATA { char textureName[32]; char modTextureName[32]; char mapTexName[32]; char softwareTexClearName[32]; char softwareTexFogName[32]; MISSION_DATA missionData; FIELD_ATTRIBUTES attributes; U8 amb_r,amb_g,amb_b; U8 alpha; struct AMBIENT_NEBULA_LIGHT { U8 r,g,b; SINGLE pulse_frequency; } ambient; LIGHTNING_DATA lightning; SINGLE bottomSpeedScaleMin,bottomSpeedScaleMax; SINGLE topSpeedScaleMin,topSpeedScaleMax; SINGLE top_layer_alpha_scale; SFX::ID ambientSFX; NEBTYPE nebType; U32 nuggetsPerSquare; SINGLE nuggetZHeight; char nuggetType[4][32]; }; struct GT_GLOBAL_SOUNDS { SFX::ID defaultButton; SFX::ID systemSelect; SFX::ID buildConfirm; SFX::ID moveConfirm; SFX::ID startConstuction; SFX::ID endConstruction; SFX::ID zeroMoney; SFX::ID lightindustryButton; SFX::ID heavyindustryButton; SFX::ID hitechindustryButton; SFX::ID hqButton; SFX::ID researchButton; SFX::ID planetDepleted; SFX::ID harvestRedeploy; SFX::ID researchCompleted; }; struct GT_FONT : GENBASE_DATA { enum FONT { BUTTON_FONT = 907, DESCRIPTION_FONT = 909, STATIC_CONTROL = 910, GAMEROOM_LIST = 911, CHATLIST_FONT = 912, OBJTYPE_FONT = 913, GAMEROOM_DROPDOWN = 914, MONEY_FONT = 906, CONTEXTWINDOW = 915, ENDGAMEBANNER = 916, DEFLISTBOX = 902, MESSAGEBOX_FONT = 918, OPENING_FONT = 919, FUTURE_PLAYER = 921, FUTURE_LISTBOX = 920, PLANET_TITLE = 922, PLANET_INFO = 928, DROP_SMALL = 923, OCR_16_700 = 924, NEURO_14_600 = 925, COURIER_12_400 = 926, NEURO_12_400 = 927, OBJECTIVES = 929, LEGAL_FONT = 903, COUNTDOWN = 930, BUTTON3D = 932 } font; bool bMultiline:1; bool bNotScaling:1; bool bToolbarMoney:1; }; struct GT_ANIMATE : GENBASE_DATA { char vfxType[32]; }; struct ANIMATE_DATA { char animateType[32]; S32 xOrigin, yOrigin; U32 dwTimer; bool bFuzzEffect; }; namespace BTNTXT { enum BUTTON_TEXT { NOTEXT = 0, TEST = 1101, SINGLE_PLAYER = 1102, MULTI_PLAYER = 1103, OPTIONS = 1104, BACK = 1105, JOIN = 1108, CREATE = 1109, NEXT = 1111, QUIT = 1112, CANCEL = 1113, YES = 1115, NO = 1116, FINAL_MENU = 1120, ACCEPT = 1121, START = 1122, RESUME = 1117, OK = 1124, SETTINGS = 1118, OPEN = 1119, SAVE = 1123, CONTINUE = 1125, RANDOM_MAP = 1635, LOAD = 1126, GAME_OPTIONS = 1104, MISSION_OBJECTIVES = 1128, END_MISSION = 1129, RESTART = 1130, RESIGN = 1131, RETURN_TO_GAME = 1132, GAME = 1133, SOUND = 1134, GRAPHICS = 1135, NEW_PLAYER = 1138, DELETE_PLAYER = 1139, LOAD_SAVED = 1140, LOAD_CUSTOM = 1141, TERRAN = 1142, MANTIS = 1143, NEW_CAMPAIGN = 1144, REPLAY = 1145, INTRODUCTION = 1106, SKIRMISH = 1107, REPAIR_FLEET = 1146, RESUPPLY_FLEET = 1147, DISBAND_FLEET = 1148, CREATE_FLEET = 1149, TRANSFER_FLAGSHIP = 1150, RESET = 1151, CLOSE = 1152, ALLIES = 1154, ENEMIES = 1153, EVERYONE = 1155, CHANGE_NAME = 1156, CAMPAIGN = 1473, TERRAN_CAMP = 1157, MANTIS_TRAINING = 1158, SOLARIAN_TRAINING = 1159, ZONEGAME = 1605, HELP = 1497, MAP_TYPE = 1166, APPLY = 1114, LOAD_QUICKBATTLE = 1160, CREDITS = 1127 }; } struct GT_BUTTON : GENBASE_DATA { enum BUTTON_TYPE { DEFAULT, PUSHPIN, CHECKBOX, REPEATER, } buttonType:8; S32 leftMargin:8; S32 rightMargin:8; char fontName[32]; struct COLOR { unsigned char red, green, blue; } disabledText, normalText, highlightText; char shapeFile[32]; }; struct BUTTON_DATA { char buttonType[32]; BTNTXT::BUTTON_TEXT buttonText; S32 xOrigin, yOrigin; RECT buttonArea; }; struct GT_DIPLOMACYBUTTON : GENBASE_DATA { S32 leftMargin:8; S32 topMargin:8; char shapeFile[32]; }; struct DIPLOMACYBUTTON_DATA { char buttonType[32]; S32 xOrigin, yOrigin; }; namespace STTXT { enum STATIC_TEXT { NO_STATIC_TEXT = 0, TEST = 1101, PLAYER_NAME = 1401, IP_ADDRESS = 1402, SESSION_NAME = 1404, CONFIRM_QUIT = 1406, TITLE_SELECT_GAME = 1407, PLAYER = 1408, SESSION = 1409, ENTER_TEAM = 1412, ENTER_RACE = 1410, ENTER_COLOR = 1411, SELECTED_MAP = 1414, CHATBOX = 1415, GAME_PAUSED = 1416, INGAME_TITLE = 1417, OPTIONS = 1418, GAMETYPE = 1419, GAMESPEED = 1420, CURSOR_SENSITIVITY = 1463, ARTIFACTS = 1421, MONEY = 1422, RESEARCH = 1423, MAPTYPE = 1424, MAPFILE = 1451, MAPSIZE = 1425, TERRAIN = 1426, STATIC_RESOURCES = 1427, WARNBOOT = 1329, SOLOGAME = 1332, LOADGAME = 1431, SAVEGAME = 1432, FILENAME = 1433, FLEET_SIZE = 1434, SKILL = 1435, BONUS = 1436, DUMMY_MONEY = 10001, DUMMY_NAME = 10002, SHIPCLASS = 1440, HULL = 1441, SUPPLIES = 1442, ARMOR = 1443, ENGINES = 1444, WEAPONS = 1445, SHIELDS = 1446, KILLS = 1447, UNITS = 1449, INGAME_CHAT = 1450, MISSION_OBJECTIVES = 1128, END_MISSION = 1129, SCOREBOARD = 1452, SCORE = 1453, VOLUME = 1403, MUSIC = 1454, EFFECTS = 1455, COMMS = 1456, NETCHAT = 1457, TOOLTIPS = 1458, STATUS_TEXT = 1459, FOGOFWAR = 1460, MAPROTATE = 1461, ROLLOVER = 1462, SLOW = 1625, FAST = 1627, GAMMA = 1465, WEAPON_TRAILS = 1466, EMMISIVE_TEXTURES = 1467, LOD = 1468, TEXTURES = 1469, BACKGROUND = 1470, DEVICES = 1464, ENTER_NAME = 1472, CAMP_SELECT = 1473, SINGLE_PLAYER = 1102, MULTI_PLAYER = 1103, FRONT_OPTIONS = 1104, SKIRMISH = 1474, INTRO = 1475, SELECT_MISSION = 1058, RIGHTCLICK = 1476, JOIN = 1108, CREATE = 1109, ACCEPT = 1121, SCROLLRATE = 1488, QUIT = 1112, RESOLUTION = 1493, ENTER_STATE = 1494, PLAYER_LIST = 1495, PING = 1496, APP_NAME = 44, VERSION = 1428, HELP = 1497, NET_CONNECT = 1489, HARDWARE = 1492, GAME = 1498, SPEED = 1499, MAP = 1413, RESOURCES = 1471, BRIEFING = 1165, VISIBILITY = 1504, DEVICE_CHOICE = 1505, SOFTWARE = 1506, MAP_RANDOM = 1510, MAP_CONQUEST = 1511, MAP_SAVED = 1512, HARDWARE_CURSOR = 1513, PRODUCT_ID = 1514, REGENERATE = 1517, SPECTATORS = 1515, LOCK_ALLIANCES = 1516, LOCK_SETTINGS = 1518, ORE = 1522, GAS = 1523, CREW = 1524, ALLIED = 1525, DIPLOMACY = 1526, NEW_PLAYER = 1527, TITLE_UNITS = 1528, TITLE_BUILDINGS = 1529, TITLE_TERRITORY = 1530, TITLE_RESOURCES = 1531, TITLE_TOTAL = 1532, TITLE_MADE = 1533, TITLE_LOST = 1534, TITLE_KILLS = 1535, TITLE_CONVERTED = 1536, TITLE_ADMIRALS = 1537, TITLE_DESTROYED = 1538, TITLE_RESEARCH = 1539, TITLE_CREW = 1540, TITLE_ORE = 1541, TITLE_GAS = 1542, TITLE_JUMPGATES = 1543, TITLE_PLANETS = 1544, TITLE_EXPLORED = 1545, LOAD_MISSION_DATA = 1546, LEGAL_MAINSCREEN = 41, LEGAL_ABOUT = 42, NUM_SYSTEMS = 1437, BATLEMAP = 1166, DISABLED = 61729, STATIC_TERRAIN = 1553, CHAT = 1555, DIFFICULTY = 1521, EASY = 1557, MEDIUM = 1558, HARD = 1559, SHIPS3D = 1560 }; enum STATIC_TOOLTIP { NO_TOOLTIP = 0, ORE_TOOLTIP = 807, GAS_TOOLTIP = 808, CREW_TOOLTIP = 809, COMMAND_POINTS = 813, DISABLED_TOOLTIP = 816, }; enum STATIC_HINTBOX { NO_HINTBOX = 0, ORE_HINTBOX = 3306, GAS_HINTBOX = 3307, CREW_HINTBOX = 3308, CP_HINTBOX = 3309, DISABLED_HINTBOX = 3310, }; } struct GT_STATIC : GENBASE_DATA { char fontName[32]; struct COLOR { unsigned char red, green, blue; } normalText, background; char shapeFile[32]; enum drawtype { NODRAW, FILL, HASH } backgroundDraw; bool bBackdraw; }; struct STATIC_DATA { char staticType[32]; STTXT::STATIC_TEXT staticText; STTXT::STATIC_TOOLTIP staticTooltip; STTXT::STATIC_HINTBOX staticHintbox; enum alignmenttype { LEFT, CENTER, RIGHT, TOPLEFT, TENBYSIX, LEFTSIX } alignment; S32 xOrigin, yOrigin; S32 width, height; }; namespace HOTKEYS { enum HOTKEY { NONE, IDH_BUILD_PLATS, IDH_CANCEL_COMMAND, IDH_CENTER_SCREEN, IDH_CHATALL, IDH_CHATTEAM, IDH_CHAT_MENU, IDH_CLOAK, IDH_CONTEXT_A, IDH_CONTEXT_B, IDH_CONTEXT_C, IDH_CONTEXT_D, IDH_CONTEXT_E, IDH_CONTEXT_F, IDH_CONTEXT_G, IDH_CONTEXT_H, IDH_CONTEXT_I, IDH_CONTEXT_J, IDH_CONTEXT_K, IDH_CONTEXT_L, IDH_CONTEXT_M, IDH_CONTEXT_N, IDH_CONTEXT_O, IDH_CONTEXT_P, IDH_CONTEXT_Q, IDH_CONTEXT_R, IDH_CONTEXT_S, IDH_CONTEXT_T, IDH_CONTEXT_U, IDH_CONTEXT_V, IDH_CONTEXT_W, IDH_CONTEXT_X, IDH_CONTEXT_Y, IDH_CONTEXT_Z, IDH_CYCLE_ADMIRALS, IDH_CYCLE_FLEETS, IDH_DEBUG_PRINT, IDH_DEFEND, IDH_DESTROY, IDH_DIPLOMACY, IDH_DISBAND_FLEET, IDH_FABRICATOR, IDH_FLEET_GROUP_1, IDH_FLEET_GROUP_2, IDH_FLEET_GROUP_3, IDH_FLEET_GROUP_4, IDH_FLEET_GROUP_5, IDH_FLEET_GROUP_6, IDH_FORM_FLEET, IDH_FULLSCREEN_MAP, IDH_GAME_OPTIONS, IDH_GROUP_0_CREATE, IDH_GROUP_0_SELECT, IDH_GROUP_1_CREATE, IDH_GROUP_1_SELECT, IDH_GROUP_2_CREATE, IDH_GROUP_2_SELECT, IDH_GROUP_3_CREATE, IDH_GROUP_3_SELECT, IDH_GROUP_4_CREATE, IDH_GROUP_4_SELECT, IDH_GROUP_5_CREATE, IDH_GROUP_5_SELECT, IDH_GROUP_6_CREATE, IDH_GROUP_6_SELECT, IDH_GROUP_7_CREATE, IDH_GROUP_7_SELECT, IDH_GROUP_8_CREATE, IDH_GROUP_8_SELECT, IDH_GROUP_9_CREATE, IDH_GROUP_9_SELECT, IDH_LOAD_MENU, IDH_MISSION_OBJ, IDH_MULTIPLAYER_SCORE, IDH_NEXT_UNIT, IDH_PATROL, IDH_PAUSE_GAME, IDH_PREV_UNIT, IDH_QUICK_LOAD, IDH_QUICK_SAVE, IDH_RALLY_POINT, IDH_RECORD_SPEECH, IDH_REPAIR, IDH_REPAIR_FLEET, IDH_REPORT_STATS, IDH_RESEARCH_PLAT, IDH_RESUPPLY_FLEET, IDH_ROTATE_0_WORLD, IDH_ROTATE_90_WORLD_LEFT, IDH_ROTATE_90_WORLD_RIGHT, IDH_ROTATE_WORLD_LEFT, IDH_ROTATE_WORLD_RIGHT, IDH_SAVE_MENU, IDH_SCREEN_SHOT, IDH_SCROLL_DOWN, IDH_SCROLL_DOWNLEFT, IDH_SCROLL_DOWNRIGHT, IDH_SCROLL_LEFT, IDH_SCROLL_RIGHT, IDH_SCROLL_UP, IDH_SCROLL_UPLEFT, IDH_SCROLL_UPRIGHT, IDH_SEEK_EVENT, IDH_SELECT_ALL_FLEET, IDH_SELECT_IDLE_CIVILIAN, IDH_SELECT_IDLE_MILITARY, IDH_SELL, IDH_SPECIAL_ABILITY, IDH_SPECIAL_AEGIS, IDH_SPECIAL_ASSAULT, IDH_SPECIAL_AUGER, IDH_SPECIAL_BOMBER, IDH_SPECIAL_CLOAK, IDH_SPECIAL_DESTABILIZER, IDH_SPECIAL_FURYRAM, IDH_SPECIAL_MASSDISRUPT, IDH_SPECIAL_MIMIC, IDH_SPECIAL_MINELAYER, IDH_SPECIAL_PROBE, IDH_SPECIAL_PROTEUSMINE, IDH_SPECIAL_REPEL, IDH_SPECIAL_REPULSOR, IDH_SPECIAL_SHROUD, IDH_SPECIAL_STASIS, IDH_SPECIAL_SYNTHESIS, IDH_SPECIAL_TEMPEST, IDH_SPECIAL_VAMPIRE, IDH_SPECIAL_WORMHOLE, IDH_STANCE_ATTACK, IDH_STANCE_DEFENSIVE, IDH_STANCE_IDLE, IDH_STANCE_STANDGROUND, IDH_SUPPLY_STANCE_FULLYAUTO, IDH_SUPPLY_STANCE_NOAUTO, IDH_SUPPLY_STANCE_RESUPPLY, IDH_TEST_SPEECH, IDH_TOGGLE_SCREENMODE, IDH_TOGGLE_TOOLBAR, IDH_TOGGLE_ZOOM, IDH_TRANSFER_FLAGSHIP, IDH_WIN_CLOSE, IDH_ZOOM_IN, IDH_ZOOM_OUT }; } namespace HOTBUTTONTYPE { enum TYPE { HOTBUTTON = 0, BUILD, RESEARCH, MULTI, TABBUTTON }; }; namespace HBTNTXT { enum BUTTON_TEXT { NOTEXT = 0, ROTATE_LEFT = 409, ROTATE_RIGHT = 410, MINIMIZE_TB = 477, RESTORE_TB = 478, OPTIONS = 479, HOMEWORLD = 402, FLEET = 403, LT_INDUSTRY = 404, HV_INDUSTRY = 406, HITECH = 407, RESEARCH = 411, DIPLOMACY = 408, NEXT = 480, PREVIOUS = 481, GOTO = 554, FLEET_ATTACK = 475, FLEET_DEFEND = 476, FLEET_ADD = 473, FLEET_REMOVE = 474, FLEET_RAID = 482, STOP = 483, PATROL = 484, SALVAGE = 485, RALLYPOINT = 486, REPAIR = 487, SUPPLY = 488, DIPLOMACY_TT = 489, HEADQUARTERS = 490, RESEARCH_TT = 491, FLEET_TT = 492, INDUSTRY_TT = 493, HEAVYINDUSTRY = 494, TECHINDUSTRY = 495, TRANSFER_FO = 496, FLEET_INVENTORY = 497, VIEW_FLAGSHIP = 499, BACK = 500, RESUPPLY_UNIT = 501, RESUPPLY_GROUP = 502, STANCE_ATTACK = 579, STANCE_DEFEND = 580, STANCE_STANDGROUND = 581, STANCE_IDLE = 582, ESCORT_DEFEND = 583, NON_GUNBOAT_SELECT = 584, ROTATE_0_DEG = 585, STARMAP = 586, CHAT = 587, FLEET_FORM = 588, FLEET_DISBAND = 589, FLEET_REPAIR = 591, FLEET_RESUPPLY = 590, TROOPSHIP_ASSAULT = 592, TRANSFER_ADMIRAL = 593, MISSION_OBJ = 700, AUTOSUPP_ON = 703, AUTOSUPP_OFF = 704, AUTOSUPP_FULL = 705, CLOAK = 835, TEMPEST_CHARGE = 836, PROBE = 837, VAMPIRE_ARC = 838, AEGIS_SHIELD = 839, PING = 840, EXPLO_RAM = 841, GRAVITY_WELL = 842, REPELLENT_CLOUD = 843, REPULSOR_BEAM = 844, SYNTHESIS = 845, MASS_DISRUPTOR = 847, AURORA_CLOAKER = 846, DESTAB_TORP = 848, TRACTOR_BEAM = 849, MIMIC = 850, EXPLOMINES = 851, PULSEMINES = 853, HALSEY_F1 = 817, HAWKES_F2 = 818, TAKEI_F3 = 819, STEELE_F4 = 820, SMIRNOFF_F5 = 821, BENSON_F6 = 822, MORDELLA_F1 = 823, AZKAR_F2 = 824, VERLAK_F3 = 825, KERTAK_F4 = 826, THRIPID_F5 = 827, MALKOR_F6 = 828, BLANUS_F1 = 829, ELAN_F2 = 830, VIVAC_F3 = 831, JOULE_F4 = 832, PROCYO_F5 = 833, NATUS_F6 = 834 }; enum HOTBUTTONINFO { NOHOTBUTTONINFO = 1047, HB_RALLYPOINT = 1052, HB_STOP = 1053, HB_SALVAGE = 1054, BUTTON_RESEARCH = 3081, BUTTON_SHIPYARD = 3082, BUTTON_NONGUNBOAT = 3083, BUTTON_FLEETS = 3084, BUTTON_DIPLOMACY = 3085, BUTTON_OPTION = 3087, BUTTON_CHAT = 3086, BUTTON_SUPPLY = 3088, BUTTON_GAS = 3089, BUTTON_ORE = 3090, BUTTON_CREW = 3091, BUTTON_ATTACK = 3092, BUTTON_DEFEND = 3093, BUTTON_STAND = 3094, BUTTON_IDLE = 3095, BUTTON_STOP = 3096, BUTTON_PATROL = 3097, BUTTON_ESCORT = 3098, BUTTON_GOTO = 3099, BUTTON_SELL = 3100, BUTTON_RALLY = 3101, MAP_SYSTEM = 3102, MAP_SECTOR = 3103, MAP_ROTATERIGHT = 3104, MAP_ROTATELEFT = 3105, MAP_RESTORE = 3106, MAP_STARMAP = 3107, TOOLBAR_MIN = 3108, TOOLBAR_MAX = 3109, SUPPLY_ON = 3268, SUPPLY_OFF = 3269, SUPPLY_AUTO = 3270, SPECIALW_CLOAK = 3160, SPECIALW_PING = 3272, SPECIALW_TEMPEST = 3161, SPECIALW_PROBE = 3162, SPECIALW_VAMPIRE = 3163, SPECIALW_AEGIS = 3164, SPECIALW_MIMIC = 3184, SPECIALW_GRAVWELL = 3186, SPECIALW_REPELLCLOUD = 3185, SPECIALW_EXPLORAM = 3273, SPECIALW_REPULSOR = 3187, SPECIALW_SYNTHESIS = 3243, SPECIALW_DISRUPTOR = 3244, SPECIALW_AURORACLOAK = 3245, SPECIALW_DESTABILIZE = 3246, SPECIALW_TRACTORBEAM = 3247, SPECIALW_EXPLOMINES = 3274, SPECIALW_CPING = 3286, SPECIALW_MPING = 3292 }; enum HOTBUTTONHINT { NO_HOTBUTTONHINT = 0, SPECIALW_AD_CLOAK = 3311, SPECIALW_AD_PING = 3272, SPECIALW_AD_TEMPEST = 3312, SPECIALW_AD_PROBE = 3313, SPECIALW_AD_VAMPIRE = 3314, SPECIALW_AD_AEGIS = 3315, SPECIALW_AD_MIMIC = 3316, SPECIALW_AD_GRAVWELL = 3318, SPECIALW_AD_REPELLCLOUD = 3317, SPECIALW_AD_EXPLORAM = 3320, SPECIALW_AD_REPULSOR = 3319, SPECIALW_AD_SYNTHESIS = 3321, SPECIALW_AD_DISRUPTOR = 3322, SPECIALW_AD_SHROUD = 3323, SPECIALW_AD_DESTABILIZE = 3324, SPECIALW_AD_AUGERRAY = 3325, SPECIALW_AD_CLOAKS = 3326, BUTTON_FORMFLEET = 3327, BUTTON_DISBANDFLEET = 3328, BUTTON_REPAIRFLEET = 3329, BUTTON_RESUPPLYFLEET = 3330, BUTTON_TRANSFER = 3331, BUTTON_ASSAULT = 3332, }; enum BUILD_TEXT { NOBUILDTEXT = 0, RESEARCH_REQUIRED = 503, REFINERY_REQUIRED = 504, BALLISTICSLAB_REQUIRED = 595, OUTPOST_REQUIRED = 596, TENDER_REQUIRED = 597, ADVHULL_REQUIRED = 598, HVYSHIPYARD_REQUIRED = 603, HANGER_REQUIRED = 599, ACADEMY_REQUIRED = 600, AWSLAB_REQUIRED = 601, HQ_REQUIRED = 602, DISPLACEMENTLAB_REQUIRED = 605, PROPULSION_REQUIRED = 604, LIGHTSHIPYARD_REQUIRED = 626, COCOON_REQUIRED = 627, COLLECTOR_REQUIRED = 628, WARLORDTRAINING_REQUIRED = 629, THRIPID_REQUIRED = 630, NIAD_REQUIRED = 631, CARRIONROOST_REQUIRED = 632, MUTATIONCOLONY_REQUIRED = 633, ACROPOLIS_REQUIRED = 636, OXIDATOR_REQUIRED = 637, PAVILION_REQUIRED = 638, BUNKER_REQUIRED = 639, SENTINELTOWER_REQUIRED = 640, GREATERPAVILION_REQUIRED = 641, CITADEL_REQUIRED = 642, XENOCHAMBER_REQUIRED = 643, MUNITIONSANNEX_REQUIRED = 644, PROTEUS_REQUIRED = 651, TURBINEDOCK_REQUIRED = 652, TALOREANMATRIX_REQUIRED = 698, PLANTATION_REQUIRED = 699, GRCOLLECTOR_REQUIRED = 706, BLASTFURNACE_REQUIRED = 707, EYESTALK_REQUIRED = 708, EXPLOSIVE_REQUIRED = 709, DISSECT_REQUIRED = 710, BIOFORGE_REQUIRED = 711, FUSIONMILL_REQUIRED = 712, CARAPACEPLANT_REQUIRED = 713, HYBRIDCENTER_REQUIRED = 714, AWSPROP_REQUIRED = 716, ACADEMYDISPPROP_REQUIRED = 717, SUPPLY_REQUIRED = 718, SENSORTOWER_REQUIRED = 719, COLLECT_PLANT_REQUIRED = 720, BIO_CARR_DIS_REQUIRED = 721, EUTRO_OXI_REQUIRED = 722, GRPAV_HEL_REQUIRED = 723, MUN_TURB_REQUIRED = 724, MUN_TURB_XENO_REQUIRED = 725, GRPAV_PROT_REQUIRED = 726, REPAIR_REQUIRED = 756, LASER_REQUIRED = 757, TERRANJUMP_REQUIRED = 758, FAB_REQUIRED = 761, SUPSHIP_REQUIRED = 762, HARVESTER_REQUIRED = 763, CORVETTE_REQUIRED = 764, MISSILECRUISER_REQUIRED = 765, INFILTRATOR_REQUIRED = 766, TROOPSHIP_REQUIRED = 767, BATTLESHIP_REQUIRED = 768, FLEETCARRIER_REQUIRED = 769, LANCERCRUISER_REQUIRED = 770, DREADNOUGHT_REQUIRED = 771, MANTISJUMP_REQUIRED = 772, PLASMASPITTER_REQUIRED = 773, PLASMAHIVE_REQUIRED = 774, VORAAKCANNON_REQUIRED = 775, WEAVER_REQUIRED = 776, ZORAP_REQUIRED = 777, SIPHON_REQUIRED = 778, SCOUTCARRIER_REQUIRED = 779, FRIGATE_REQUIRED = 780, KHAMIR_REQUIRED = 781, HIVECARRIER_REQUIRED = 782, SEEKER_REQUIRED = 783, SCARAB_REQUIRED = 784, LEECH_REQUIRED = 785, TIAMAT_REQUIRED = 786, SPINELAYER_REQUIRED = 787, EUTROMILL_REQUIRED = 788, CELJUMPGATE_REQUIRED = 789, ANVIL_REQUIRED = 790, HELIONVEIL_REQUIRED = 791, ESPCOIL_REQUIRED = 792, HYDROFOIL_REQUIRED = 793, STARBURST_REQUIRED = 794, PORTAL_REQUIRED = 795, FORGER_REQUIRED = 796, STRATUM_REQUIRED = 797, GALIOT_REQUIRED = 798, TAOS_REQUIRED = 799, POLARIS_REQUIRED = 800, ORACLE_REQUIRED = 801, LEGIONNAIRE_REQUIRED = 802, AURORA_REQUIRED = 803, ATLAS_REQUIRED = 804, TRIREME_REQUIRED = 805, MONOLITH_REQUIRED = 806, ION_REQUIRED = 760, SPACE_REQUIRED = 759 }; enum BUILDINFO { NOBUILDINFO = 3001, BUILD_CORVETTE = 3005, BUILD_MISSILECRUISER = 3006, BUILD_LSAT = 3007, BUILD_TANKER = 3008, BUILD_TROOPSHIP = 3009, BUILD_FLEETCARRIER = 3014, BUILD_BATTLESHIP = 3015, BUILD_SPACESTATION = 3016, BUILD_DREADNOUGHT = 3017, BUILD_INFILTRATOR = 3018, BUILD_LANCERCRUISER = 3019, BUILD_SUPPLYSHIP = 3020, BUILD_FABRICATOR = 3021, BUILD_ADVFABRICATOR = 3022, BUILD_FLEETADMIRAL = 3023, BUILD_SUPPLYDEPOT = 3024, BUILD_OUTPOST = 3025, BUILD_LASERTURRET = 3026, BUILD_NAVALACADEMY = 3027, BUILD_MRSENSOR = 3028, BUILD_ADVHULL = 3029, BUILD_PROBLAB = 3030, BUILD_REPAIRDEPOT = 3031, BUILD_HEAVYIND = 3032, BUILD_AWSLAB = 3033, BUILD_DEFENSEBATTERY = 3034, BUILD_LRSENSOR = 3035, BUILD_LOGISTICS = 3036, BUILD_NANOMETAL = 3037, BUILD_TECHIND = 3038, BUILD_FORCEWAVE = 3039, BUILD_REFINERY = 3010, BUILD_LIGHTIND = 3011, BUILD_HQ = 3041, BUILD_BALLISTICSLAB = 3042, BUILD_TENDER = 3043, BUILD_HANGER = 3044, BUILD_SENSORTOWER = 3045, BUILD_DISPLACEMENTLAB = 3046, BUILD_IONCANNON = 3047, BUILD_HVYREFINERY = 3048, BUILD_COCOON = 3049, BUILD_COLLECTOR = 3050, BUILD_GRCOLLECTOR = 3051, BUILD_JUMPGATE = 3052, BUILD_WARLORD = 3053, BUILD_THRIPID = 3054, BUILD_NIAD = 3055, BUILD_PLANTATION = 3056, BUILD_DISSECTION = 3057, BUILD_BLASTFURNACE = 3058, BUILD_EXPLORANGE = 3059, BUILD_EYESTALK = 3060, BUILD_MUTATION = 3061, BUILD_BIOFORGE = 3062, BUILD_FUSIONMILL = 3063, BUILD_CARAPACE = 3064, BUILD_HYBRID = 3065, BUILD_CARRIONROOST = 3066, BUILD_PLASMASPITTER = 3067, BUILD_PLASMAHIVE = 3068, BUILD_VORAAK = 3069, BUILD_WEEVER = 3070, BUILD_ZORAP = 3071, BUILD_SIPHON = 3072, BUILD_FRIGATE = 3073, BUILD_SCOUTCARRIER = 3074, BUILD_LEECH = 3077, BUILD_KHAMIR = 3075, BUILD_SPINELAYER = 3076, BUILD_HIVECARRIER = 3078, BUILD_SCARAB = 3079, BUILD_TIAMAT = 3080, BUILD_SEEKER = 3176, BUILD_ACROPOLIS = 3213, BUILD_OXIDATOR = 3214, BUILD_SENTINEL = 3215, BUILD_PAVILION = 3216, BUILD_BUNKER = 3217, BUILD_HELION = 3218, BUILD_ESPCOIL = 3219, BUILD_CITADEL = 3220, BUILD_EUTROMIL = 3221, BUILD_GRPAVILION = 3222, BUILD_PROTEUS = 3223, BUILD_XENOCHAMBER = 3224, BUILD_MUNITIONS = 3225, BUILD_ANVIL = 3226, BUILD_TURBINE = 3227, BUILD_HYDROFOIL = 3228, BUILD_MATRIX = 3229, BUILD_STARBURST = 3230, BUILD_PORTAL = 3231, BUILD_FORGER = 3233, BUILD_STRATUM = 3234, BUILD_GALIOT = 3235, BUILD_TAOS = 3232, BUILD_ORACLE = 3236, BUILD_AURORA = 3237, BUILD_LEGIONAIRE = 3238, BUILD_POLARIS = 3239, BUILD_ATLAS = 3240, BUILD_TRIREME = 3241, BUILD_MONOLITH = 3242, }; enum RESEARCH_TEXT { NORESEARCHTEXT = 0, RES_MC = 505, RES_LSAT = 506, RES_MCCLOAK = 507, RES_TROOPSHIP1 = 508, RES_TROOPSHIP2 = 727, RES_TROOPSHIP3 = 728, RES_ENGINE1 = 509, RES_ENGINE2 = 510, RES_ENGINE3 = 511, RES_ENGINE4 = 512, RES_ENGINE5 = 677, RES_BATTLESHIP = 513, RES_BATTLECHARGES = 514, RES_DREADNOUGHT = 515, RES_DREADSHIELD = 516, RES_FCPROBE = 517, RES_SPACESTATION = 518, RES_SUPPLYSHIP = 519, RES_HULL1 = 520, RES_HULL2 = 521, RES_HULL3 = 522, RES_HULL4 = 523, RES_HULL5 = 682, RES_WEAPON1 = 524, RES_WEAPON2 = 525, RES_WEAPON3 = 526, RES_WEAPON4 = 527, RES_WEAPON5 = 681, RES_LANCER = 528, RES_LANCERARC = 529, RES_SUPPLY1 = 530, RES_SUPPLY2 = 531, RES_SUPPLY3 = 532, RES_SUPPLY4 = 533, RES_SUPPLY5 = 679, RES_SHIELD1 = 534, RES_SHIELD2 = 535, RES_SHIELD3 = 536, RES_SHIELD4 = 537, RES_SHIELD5 = 680, RES_HARVESTER1 = 561, RES_HARVESTER2 = 562, RES_REPAIR = 563, RES_MISSILE1 = 564, RES_MISSILE2 = 565, RES_FLEET1 = 566, RES_FLEET2 = 567, RES_FLEET3 = 568, RES_FLEET4 = 569, RES_FLEET5 = 678, RES_SENSOR1 = 570, RES_SENSOR2 = 571, RES_SENSOR3 = 572, RES_SENSOR4 = 573, RES_SENSOR5 = 578, RES_FIGHTER1 = 574, RES_FIGHTER2 = 575, RES_FIGHTER3 = 576, RES_FIGHTER4 = 577, RES_FIGHTER5 = 609, RES_TENDER1 = 542, RES_TENDER2 = 608, RES_EXPLORAM1 = 610, RES_EXPLORAM2 = 611, RES_CAMO = 612, RES_REPELLCLOUD = 613, RES_GRAVWELL = 614, RES_BOMBER = 615, RES_MUTATIONCOLONY = 616, RES_WARLORDTRAINING = 617, RES_EXPLOSIVESRANGE = 618, RES_NIAD = 619, RES_FUSIONMILL = 620, RES_CARAPACE = 621, RES_DISSECTION = 625, RES_HYBRID = 622, RES_VORAAK = 624, RES_PLASMAHIVE = 623, RES_HEAVYREFINERY = 634, RES_SUPERHVYREFINERY= 635, RES_SYNTHESIS = 645, RES_COLLECTIVE = 646, RES_MASSDISRUPTOR = 647, RES_ECLIPSETORPEDO = 648, RES_DESTABILIZER = 649, RES_REPULSERBEAM = 650, RES_SIPHON1 = 658, RES_SIPHON2 = 659, RES_SIPHON3 = 663, RES_PLANTATION1 = 660, RES_PLANTATION2 = 661, RES_PLANTATION3 = 662, RES_ORE1 = 664, RES_ORE2 = 665, RES_ORE3 = 666, RES_GAS1 = 667, RES_GAS2 = 668, RES_GAS3 = 669, RES_GALIOT1 = 683, RES_GALIOT2 = 684, RES_EUTROMIL1 = 685, RES_EUTROMIL2 = 686, RES_LEGIONAIRE1 = 694, RES_LEGIONAIRE2 = 695, RES_LEGIONAIRE3 = 696, RES_LEGIONAIRE4 = 697, RES_AURORACLOAK = 701, RES_TRACTOR = 702, RES_T_HALSEY = 396, RES_T_HAWKES = 397, RES_T_BENSON = 398, RES_T_SMIRNOFF = 399, RES_T_STEELE = 401, RES_T_TAKAI = 670, RES_M_MORDELLA = 671, RES_M_AZKAR = 672, RES_M_VERLAK = 673, RES_M_KERTAK = 674, RES_M_THRIPID = 675, RES_M_MALKOR = 676, RES_S_BLANUS = 687, RES_S_ELAN = 688, RES_S_VIVAC = 689, RES_S_JOULE = 690, RES_S_PROCY = 691, RES_S_NATUS = 692, RES_GRCOLLECTOR = 715, RES_LEECH1 = 729, RES_LEECH2 = 730, RES_CMISSILE1 = 814, RES_CMISSILE2 = 815 }; enum RESEARCHINFO { NORESEARCHINFO = 3002, UPGRADE_TENDER1 = 3110, UPGRADE_TENDER2 = 3111, UPGRADE_SUPPLY1 = 3112, UPGRADE_SUPPLY2 = 3113, UPGRADE_SUPPLY3 = 3171, UPGRADE_SUPPLY4 = 3172, UPGRADE_SUPPLY5 = 3173, UPGRADE_SENSOR1 = 3115, UPGRADE_SENSOR2 = 3116, UPGRADE_SENSOR3 = 3119, UPGRADE_SENSOR4 = 3120, UPGRADE_SENSOR5 = 3208, UPGRADE_WEAPON1 = 3130, UPGRADE_WEAPON2 = 3131, UPGRADE_WEAPON3 = 3132, UPGRADE_WEAPON4 = 3133, UPGRADE_WEAPON5 = 3201, UPGRADE_HARVESTER1 = 3134, UPGRADE_HARVESTER2 = 3135, UPGRADE_TROOPSHIP1 = 3136, UPGRADE_TROOPSHIP2 = 3137, UPGRADE_TROOPSHIP3 = 3138, UPGRADE_FLEET1 = 3139, UPGRADE_FLEET2 = 3140, UPGRADE_FLEET3 = 3141, UPGRADE_FLEET4 = 3142, UPGRADE_FLEET5 = 3203, UPGRADE_MISSILE1 = 3143, UPGRADE_MISSILE2 = 3144, UPGRADE_HULL1 = 3145, UPGRADE_HULL2 = 3146, UPGRADE_HULL3 = 3147, UPGRADE_HULL4 = 3148, UPGRADE_HULL5 = 3200, UPGRADE_SHIELD1 = 3149, UPGRADE_SHIELD2 = 3150, UPGRADE_SHIELD3 = 3151, UPGRADE_SHIELD4 = 3152, UPGRADE_SHIELD5 = 3202, UPGRADE_ENGINE1 = 3153, UPGRADE_ENGINE2 = 3154, UPGRADE_ENGINE3 = 3155, UPGRADE_ENGINE4 = 3156, UPGRADE_ENGINE5 = 3199, UPGRADE_FIGHTER1 = 3157, UPGRADE_FIGHTER2 = 3158, UPGRADE_FIGHTER3 = 3159, UPGRADE_FIGHTER4 = 3169, UPGRADE_FIGHTER5 = 3170, SPECIAL_CLOAK = 3160, SPECIAL_TEMPEST = 3161, SPECIAL_PROBE = 3162, SPECIAL_VAMPIRE = 3163, SPECIAL_AEGIS = 3164, UPGRADE_ORE1 = 3165, UPGRADE_ORE2 = 3166, UPGRADE_ORE3 = 3174, UPGRADE_GAS1 = 3167, UPGRADE_GAS2 = 3168, UPGRADE_GAS3 = 3175, UPGRADE_SIPHON1 = 3177, UPGRADE_SIPHON2 = 3178, UPGRADE_SIPHON3 = 3188, UPGRADE_PLANTATION1 = 3179, UPGRADE_PLANTATION2 = 3180, UPGRADE_PLANTATION3 = 3181, UPGRADE_EXPLORAM1 = 3182, UPGRADE_EXPLORAM2 = 3183, SPECIAL_MIMIC = 3184, SPECIAL_REPELLCLOUD = 3185, SPECIAL_GRAVWELL = 3186, SPECIAL_REPULSEBEAM = 3187, EVOLUTION_GRCOLLECTOR = 3189, EVOLUTION_EXPLORANGE = 3191, EVOLUTION_MUTACOLONY = 3192, EVOLUTION_FUSIONMILL = 3193, EVOLUTION_CARAPACE = 3194, EVOLUTION_HYBRID = 3195, EVOLUTION_PLASMAHIVE = 3196, EVOLUTION_VORAAK = 3197, EVOLUTION_NIAD = 3190, UPGRADE_REPAIR = 3198, UPGRADE_GALIOT1 = 3204, UPGRADE_GALIOT2 = 3205, UPGRADE_EUTROMIL1 = 3206, UPGRADE_EUTROMIL2 = 3207, UPGRADE_LEGIONAIRE1 = 3209, UPGRADE_LEGIONAIRE2 = 3210, UPGRADE_LEGIONAIRE3 = 3211, UPGRADE_LEGIONAIRE4 = 3212, SPECIAL_SYNTHESIS = 3243, SPECIAL_DISRUPTOR = 3244, SPECIAL_AURORACLOAK = 3245, SPECIAL_DESTABILIZE = 3246, SPECIAL_TRACTORBEAM = 3247, ADMIRAL_HALSEY = 3248, ADMIRAL_HAWKES = 3249, ADMIRAL_BENSON = 3250, ADMIRAL_STEELE = 3252, ADMIRAL_SMIRNOFF = 3251, ADMIRAL_TAKAI = 3253, ADMIRAL_MORDELLA = 3254, ADMIRAL_AZKAR = 3255, ADMIRAL_VERLAK = 3256, ADMIRAL_KERTAK = 3257, ADMIRAL_THRIPID = 3258, ADMIRAL_MALKOR = 3259, ADMIRAL_BLANUS = 3260, ADMIRAL_ELAN = 3261, ADMIRAL_VIVAC = 3262, ADMIRAL_JOULE = 3263, ADMIRAL_PROCYO = 3264, ADMIRAL_NATUS = 3265, UPGRADE_LEECH1 = 3266, UPGRADE_LEECH2 = 3267, UPGRADE_CWEAPON1 = 3277, UPGRADE_CWEAPON2 = 3278, UPGRADE_CWEAPON3 = 3279, UPGRADE_CWEAPON4 = 3280, UPGRADE_CWEAPON5 = 3281, UPGRADE_CSUPPLY1 = 3287, UPGRADE_CSUPPLY2 = 3288, UPGRADE_CSUPPLY3 = 3289, UPGRADE_CSUPPLY4 = 3290, UPGRADE_CSUPPLY5 = 3291, UPGRADE_CORE1 = 3282, UPGRADE_CORE2 = 3283, UPGRADE_CORE3 = 3304, UPGRADE_CGAS1 = 3284, UPGRADE_CGAS2 = 3285, UPGRADE_CGAS3 = 3305, UPGRADE_CMISSILE1 = 3275, UPGRADE_CMISSILE2 = 3276, UPGRADE_MWEAPON1 = 3293, UPGRADE_MWEAPON2 = 3294, UPGRADE_MWEAPON3 = 3295, UPGRADE_MFIGHTER1 = 3296, UPGRADE_MFIGHTER2 = 3297, UPGRADE_MFIGHTER3 = 3298, UPGRADE_MFIGHTER4 = 3299, UPGRADE_MFIGHTER5 = 3300, UPGRADE_MSUPPLY1 = 3301, UPGRADE_MSUPPLY2 = 3302, UPGRADE_MSUPPLY3 = 3303 }; enum MULTIBUTTONINFO { NO_MULTI_INFO = 0, TEST_MULTI_INFO = 3303, STATIC_HALSEY = 3248, STATIC_HAWKES = 3249, STATIC_BENSON = 3250, STATIC_SMIRNOFF = 3251, STATIC_STEELE = 3252, STATIC_TAKAI = 3253, STATIC_MORDELLA = 3254, STATIC_AZKAR = 3255, STATIC_VERLAK = 3256, STATIC_KERTAK = 3257, STATIC_THRIPID = 3258, STATIC_MALKOR = 3259, STATIC_BLANUS = 3260, STATIC_ELAN = 3261, STATIC_VIVAC = 3262, STATIC_JOULE = 3263, STATIC_PROCYO = 3264, STATIC_NATUS = 3265 }; } struct GT_HOTBUTTON : GENBASE_DATA { HOTBUTTONTYPE::TYPE buttonType; char fontType[32]; struct _textColor { U8 red,green,blue; }textColor; }; struct HOTBUTTON_DATA { U32 baseImage; S32 xOrigin, yOrigin; HBTNTXT::BUTTON_TEXT buttonText; HBTNTXT::HOTBUTTONINFO buttonInfo; HBTNTXT::HOTBUTTONHINT buttonHint; HOTKEYS::HOTKEY hotkey; bool bDisabled; }; struct BUILDBUTTON_DATA { U32 baseImage; U32 noMoneyImage; S32 xOrigin, yOrigin; char rtArchetype[32]; SINGLE_TECHNODE techDependency, techGreyed; HBTNTXT::BUILD_TEXT greyedTooltip; HBTNTXT::BUILDINFO buildInfo; HOTKEYS::HOTKEY hotkey; bool bDisabled; }; struct RESEARCHBUTTON_DATA { U32 baseImage; U32 noMoneyImage; S32 xOrigin, yOrigin; char rtArchetype[32]; HBTNTXT::RESEARCH_TEXT tooltip; HBTNTXT::RESEARCHINFO researchInfo; HOTKEYS::HOTKEY hotkey; bool bDisabled; }; struct MULTIHOTBUTTON_DATA { S32 xOrigin, yOrigin; HOTKEYS::HOTKEY hotkey; bool bSingleShape; bool bDisabled; }; namespace TABTXT { enum TAB_TEXT { NO_TAB_TEXT=0, PLAYER = 1901, GRAPHICS = 1902, SOUNDS = 1903, TOTALS = 1904, UNITS = 1905, BUILDINGS = 1906, TERRITORY = 1907, RESOURCES = 1908 }; } struct GT_TABCONTROL : GENBASE_DATA { struct COLOR { unsigned char red, green, blue; } normalColor, hiliteColor, selectedColor; }; struct TABCONTROL_DATA { char tabControlType[32]; char hotButtonType[32]; int iBaseImage; int numTabs; TABTXT::TAB_TEXT textID[6]; bool bUpperTabs; int xpos; int ypos; }; struct GT_LISTBOX : GENBASE_DATA { char fontName[32]; struct COLOR { unsigned char red, green, blue; } disabledText, normalText, highlightText, selectedText, selectedTextGrayed; char shapeFile[32]; char scrollBarType[32]; }; struct LISTBOX_DATA { char listboxType[32]; S32 xOrigin, yOrigin; RECT textArea; U32 leadingHeight; bool bStatic:1; bool bSingleClick:1; bool bScrollbar:1; bool bSolidBackground:1; bool bNoBorder:1; bool bDisableMouseSelect:1; }; namespace EDTXT { enum EDIT_TEXT { NONE=0, ETXT_TEST = 1101, IP_ADDRESS_DEFAULT = 1110 }; } struct GT_EDIT : GENBASE_DATA { char fontName[32]; struct COLOR { unsigned char red, green, blue; } disabledText, normalText, highlightText, selectedText, caret; char shapeFile[32]; S32 justify; S32 width; S32 height; }; struct EDIT_DATA { char editType[32]; EDTXT::EDIT_TEXT editText; S32 xOrigin, yOrigin; }; struct GT_DROPDOWN : GENBASE_DATA { }; struct DROPDOWN_DATA { char dropdownType[32]; RECT screenRect; BUTTON_DATA buttonData; LISTBOX_DATA listboxData; }; struct GT_COMBOBOX : GENBASE_DATA { }; struct COMBOBOX_DATA { char comboboxType[32]; RECT screenRect; EDIT_DATA editData; BUTTON_DATA buttonData; LISTBOX_DATA listboxData; }; struct GT_SLIDER : GENBASE_DATA { struct COLOR { unsigned char red, green, blue; } disabledColor, normalColor, highlightColor, alertColor; bool bVertical; U32 indent; char shapeFile[32]; }; struct SLIDER_DATA { char sliderType[32]; RECT screenRect; S32 xOrigin, yOrigin; }; struct GT_MENU1 { struct OPENING { RECT screenRect; STATIC_DATA background; BUTTON_DATA single, multi, intro, options, help, quit; STATIC_DATA staticSingle, staticMulti, staticIntro, staticOptions, staticHelp; ANIMATE_DATA animMedia, animSingle, animMulti, animOptions, animQuestion; STATIC_DATA staticLegal; } opening; struct SINGLEPLAYER_MENU { RECT screenRect; STATIC_DATA background, staticSingle, staticName; BUTTON_DATA buttonCampaign, buttonSkirmish, buttonLoad, buttonQBLoad; BUTTON_DATA buttonBack; } singlePlayerMenu; struct SELECT_CAMPAIGN { RECT screenRect; STATIC_DATA background, title; STATIC_DATA staticName; BUTTON_DATA buttonTerran, buttonMantis, buttonSolarian; BUTTON_DATA buttonBack; } selectCampaign; struct SELECT_MISSION { RECT screenRect; STATIC_DATA background, title; LISTBOX_DATA list; BUTTON_DATA start, ok, cancel; BUTTON_DATA buttonUnlock; STATIC_DATA staticMission, staticHolder; BUTTON_DATA buttonMissions[16]; BUTTON_DATA buttonMovies[6]; BUTTON_DATA buttonBack; STATIC_DATA staticMovie, staticMissionTitle; ANIMATE_DATA animSystem; int nLineFrom[16]; int nMoiveBeforeMission[6]; } selectMission; struct NET_CONNECTIONS { RECT screenRect; STATIC_DATA background, description; LISTBOX_DATA list; BUTTON_DATA next, back; STATIC_DATA staticTitle; BUTTON_DATA buttonZone; } netConnections; struct IP_ADDRESS { RECT screenRect; STATIC_DATA background, description; STATIC_DATA enterIP, enterName; STATIC_DATA staticName; STATIC_DATA staticJoin, staticCreate; BUTTON_DATA checkJoin, checkCreate; BUTTON_DATA next, back; COMBOBOX_DATA comboboxIP; } ipAddress; struct GAME_ZONE { RECT screenRect; STATIC_DATA description; } gameZone; struct NET_SESSIONS2 { RECT screenRect; STATIC_DATA background, description, version; STATIC_DATA title; LISTBOX_DATA list; BUTTON_DATA next, back; STATIC_DATA staticGame, staticPlayers, staticSpeed, staticMap, staticResources; } netSessions2; struct MSHELL { RECT screenRect; STATIC_DATA background; STATIC_DATA title; STATIC_DATA enterChat; STATIC_DATA ipaddress; LISTBOX_DATA listChat; EDIT_DATA editChat; } mshell; struct MAP { RECT screenRect; BUTTON_DATA mapType; STATIC_DATA staticGameType, staticSpeed, staticMoney, staticUnits; STATIC_DATA staticMapType, staticSize, staticTerrain; STATIC_DATA staticVisibility; DROPDOWN_DATA dropGameType, dropSpeed, dropMoney; DROPDOWN_DATA dropSize, dropTerrain, dropUnits; DROPDOWN_DATA dropVisibility; SLIDER_DATA sliderSpeed; STATIC_DATA staticSpectator, staticDiplomacy; BUTTON_DATA pushSpectator, pushDiplomacy; STATIC_DATA staticDifficulty, staticEasy, staticAverage, staticHard; BUTTON_DATA pushEasy, pushAverage, pushHard; STATIC_DATA staticLockSettings; BUTTON_DATA pushLockSettings; STATIC_DATA staticSystems; DROPDOWN_DATA dropSystems; STATIC_DATA staticCmdPoints; } map; struct SLOTS { RECT screenRect; DROPDOWN_DATA dropSlots[8]; DROPDOWN_DATA dropTeams[8]; DROPDOWN_DATA dropRaces[8]; DROPDOWN_DATA dropPlayers[8]; STATIC_DATA staticNames[8]; STATIC_DATA staticPings[8]; M_STRINGW terranComputerNames[8]; M_STRINGW mantisComputerNames[8]; M_STRINGW solarianComputerNames[8]; } slots; struct FINAL { RECT screenRect; STATIC_DATA staticState, staticName, staticColor, staticRace, staticTeam, staticPing; STATIC_DATA description; STATIC_DATA staticAccept; BUTTON_DATA accept, start, cancel; STATIC_DATA staticCountdown; } final; struct HELPMENU { RECT screenRect; STATIC_DATA background, title; STATIC_DATA staticConquest, staticVersion, staticNumber; BUTTON_DATA buttonOk; STATIC_DATA staticProductID, staticProductNumber; STATIC_DATA staticLegal; BUTTON_DATA buttonCredits; } helpMenu; struct DEVICEMENU { RECT screenRect; STATIC_DATA staticBackground, staticTitle; STATIC_DATA staticPickDevice; LISTBOX_DATA listDevices; BUTTON_DATA buttonOk; } deviceMenu; }; struct GT_MAPSELECT { RECT screenRect; STATIC_DATA staticBackground, staticTitle; STATIC_DATA staticRandom, staticSupplied, staticSaved; LISTBOX_DATA listRandom, listSupplied, listSaved; BUTTON_DATA buttonOk, buttonCancel; }; struct GT_NEWPLAYER { RECT screenRect; STATIC_DATA background, title, staticHeading; EDIT_DATA edit; BUTTON_DATA ok, cancel; }; struct BASE_ANIMNUGGET_SAVELOAD { U16 supplyPointsMax; U16 supplies; U8 shadowVisibilityFlags; U8 harvestCount; bool bDepleted:1; bool deleteOK:1; bool bUnregistered:1; bool bRealized:1; U8 systemID; U16 shadowSupplies[8]; U32 processID; U32 deathOp; SINGLE lifeTimeRemaining; U32 dwMissionID; Vector position; }; struct BASE_NUGGET_SAVELOAD { U32 processID; U8 harvestCount; U32 lifeTimeTicks; }; struct NUGGET_SAVELOAD : BASE_NUGGET_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; enum M_NUGGET_TYPE { M_GAS_NUGGETS, M_METAL_NUGGET, M_SCRAP_NUGGET, M_HYADES_NUGGET }; struct BT_NUGGET_DATA : BASIC_DATA { char nugget_anim2D[32]; char nugget_mesh[32]; S32 animSizeSmallMax; S32 animSizeMax; S32 animSizeMin; struct _color { U8 redHi; U8 greenHi; U8 blueHi; U8 redLo; U8 greenLo; U8 blueLo; U8 alphaIn; U8 alphaOut; }color; bool bOriented; bool zRender; M_RESOURCE_TYPE resType; M_NUGGET_TYPE nuggetType; U32 maxSupplies; }; namespace PRG_STTXT { enum PROGRESS_STATIC_TEXT { NO_STATIC_TEXT=0, TEST = 1101, PLAYER_NAME = 1401, IP_ADDRESS = 1402, SESSION_NAME = 1404, CONFIRM_QUIT = 1406, TITLE_SELECT_GAME = 1407, PLAYER = 1408, SESSION = 1409, ENTER_TEAM = 1412, ENTER_RACE = 1410, ENTER_COLOR = 1411, SELECTED_MAP = 1414, CHATBOX = 1415, GAME_PAUSED = 1416, INGAME_TITLE = 1417, OPTIONS = 1418, GAMETYPE = 1419, GAMESPEED = 1420, CURSOR_SENSITIVITY = 1463, ARTIFACTS = 1421, MONEY = 1422, RESEARCH = 1423, MAPTYPE = 1424, MAPFILE = 1451, MAPSIZE = 1425, TERRAIN = 1426, STATIC_RESOURCES = 1427, WARNBOOT = 1329, SOLOGAME = 1332, LOADGAME = 1431, SAVEGAME = 1432, FILENAME = 1433, FLEET_SIZE = 1434, SKILL = 1435, BONUS = 1436, DUMMY_MONEY = 10001, DUMMY_NAME = 10002, SHIPCLASS = 1440, HULL = 1441, SUPPLIES = 1442, ARMOR = 1443, ENGINES = 1444, WEAPONS = 1445, SHIELDS = 1446, KILLS = 1447, UNITS = 1449, INGAME_CHAT = 1450, MISSION_OBJECTIVES = 1128, END_MISSION = 1129, SCOREBOARD = 1452, SCORE = 1453, VOLUME = 1403, MUSIC = 1454, EFFECTS = 1455, COMMS = 1456, NETCHAT = 1457, TOOLTIPS = 1458, STATUS_TEXT = 1459, FOGOFWAR = 1460, MAPROTATE = 1461, ROLLOVER = 1462, SLOW = 1625, FAST = 1627, GAMMA = 1465, WEAPON_TRAILS = 1466, EMMISIVE_TEXTURES = 1467, LOD = 1468, TEXTURES = 1469, BACKGROUND = 1470, DEVICES = 1464, ENTER_NAME = 1472, CAMP_SELECT = 1473, SINGLE_PLAYER = 1102, MULTI_PLAYER = 1103, FRONT_OPTIONS = 1104, SKIRMISH = 1474, INTRO = 1475, SELECT_MISSION = 1058, RIGHTCLICK = 1476, JOIN = 1108, CREATE = 1109, ACCEPT = 1121, SCROLLRATE = 1488, QUIT = 1112, RESOLUTION = 1493, ENTER_STATE = 1494, PLAYER_LIST = 1495, PING = 1496, APP_NAME = 1, VERSION = 1428, HELP = 1497, NET_CONNECT = 1489, HARDWARE = 1492, GAME = 1498, SPEED = 1499, MAP = 1413, RESOURCES = 1471, TITLE_UNITS = 1528, TITLE_BUILDINGS = 1529, TITLE_RESOURCES = 1531, TITLE_TERRITORY = 1530, BRIEFING = 1165, VISIBILITY = 1504, DEVICE_CHOICE = 1505, SOFTWARE = 1506 }; } struct GT_PROGRESS_STATIC : GENBASE_DATA { char fontName[32]; struct COLOR { unsigned char red, green, blue; } normalText, overText, background, background2; char shapeFile[32]; enum drawtype { NODRAW, FILL, HASH } backgroundDraw; bool bBackdraw; }; struct PROGRESS_STATIC_DATA { char staticType[32]; PRG_STTXT::PROGRESS_STATIC_TEXT staticText; enum alignmenttype { LEFT, CENTER, RIGHT, TOPLEFT, } alignment; S32 xOrigin, yOrigin; S32 width, height; }; namespace HSTTXT { enum STATIC_TEXT { NOTEXT = 0, ENGINE = 1444, ARMOR = 1443, WEAPON = 1445, SHIELD = 1446, SENSOR = 1477, SUPPLY = 1478, TROOPSHIP = 1479, HARVESTER = 1480, TENDER = 1481, FIGHTER = 1482, FLEET = 1483, MISSLEPAK = 1484, RAM = 1485, LEECH = 1549, LEGIONAIRE = 1550, SIPHON = 1551, GALIOT = 1552, }; } struct GT_HOTSTATIC : GENBASE_DATA { char fontType[32]; }; struct HOTSTATIC_DATA { U32 baseImage; U32 numTechLevels; S32 xOrigin, yOrigin, width, height; S32 barStartX; U32 barSpacing; HSTTXT::STATIC_TEXT text; struct _color { U8 red,green,blue; }textColor; }; struct GT_SHIPSILBUTTON : GENBASE_DATA { SINGLE redYellowBreak; SINGLE yellowGreenBreak; }; struct SHIPSILBUTTON_DATA { S32 xOrigin, yOrigin; }; namespace ICONTXT { enum ICON_TOOLTIP { NO_TOOLTIP = 0, SYSTEM_INSUPPLY = 811, SYSTEM_OUTSUPPLY = 812 }; }; struct GT_ICON : GENBASE_DATA { }; struct ICON_DATA { U32 baseImage; S32 xOrigin, yOrigin; ICONTXT::ICON_TOOLTIP tooltip; }; struct GT_QUEUECONTROL : GENBASE_DATA { }; struct QUEUECONTROL_DATA { S32 xOrigin, yOrigin; S32 width, height; }; struct GT_TOOLBAR { char vfxShapeType[32]; char vfxToolBar[3][32]; RECT contextRect; RECT sysmapRect[3]; RECT sectorMapRect[3]; U32 topBarX,topBarY; struct COMMON { HOTBUTTON_DATA rotateLeft, returnDefaultView, rotateRight, minimize, restore, options, chat, go, starMap, exitSysMap, hpDiplomacy, hpResearch,hpFleetOfficer,hpIndustrial,hpIdleCivilian,missionObjectives; STATIC_DATA gas,metal,crew; STATIC_DATA commandPts,shipclass; ICON_DATA inSupply,notInSupply; } common[3]; struct NONE { STATIC_DATA nothing; } none; struct FABRICATOR { M_OBJCLASS type; HOTBUTTON_DATA sell,stop,repair; EDIT_DATA shipname; STATIC_DATA hull; TABCONTROL_DATA fabTab; struct TAB1 { BUILDBUTTON_DATA plat0,plat1,plat2,plat3,plat4,plat5,plat6,plat7,plat8,plat9,plat10,plat11,plat12,plat13,plat14,plat15; }basicTab; struct TAB2 { BUILDBUTTON_DATA plat16,plat17,plat18,plat19,plat20,plat21,plat22,plat23,plat24,plat25,plat26,plat27,plat28,plat29,plat30,plat31; }advancedTab; struct TAB4 { BUILDBUTTON_DATA plat32,plat33,plat34,plat35,plat36,plat37,plat38,plat39,plat40,plat41,plat42,plat43,plat44,plat45,plat46,plat47; }defenceTab; struct TAB3 { HOTSTATIC_DATA techarmor,techengine,techsheild,techsensors; }statisticsTab; } fabricator,M_Weaver,S_Forger; struct LINDUSTRIAL { M_OBJCLASS type; ICON_DATA inSupply,notInSupply; HOTBUTTON_DATA rally,stop; STATIC_DATA hull,metalStorage,gasStorage,crewStorage,location,disabledText; BUILDBUTTON_DATA build0,build1,build2,build3,build4,build5,build6,build7,build8,build9; QUEUECONTROL_DATA buildQueue; } lindustrial,hq,hindustrial, M_Cocoon,M_Niad,S_Acropolis,S_Pavilion, S_Sanctum,S_GreaterPavilion; struct GENERIC { M_OBJCLASS type; ICON_DATA inSupply,notInSupply; STATIC_DATA hull,supplies,location,disabledText; } turret; struct RESEARCH { M_OBJCLASS type; ICON_DATA inSupply,notInSupply; HOTBUTTON_DATA stop; STATIC_DATA hull,supplies,metalStorage,gasStorage,crewStorage,location,disabledText; RESEARCHBUTTON_DATA research0,research1,research2,research3,research4,research5,research6,research7,research8,research9; QUEUECONTROL_DATA buildQueue; } M_Plantation,proplab,ballistics,outpost,advHull,awsLab,lrsensor, hanger,weapons,displacement, M_BlastFurnace,M_ExplosivesRange,M_CarrionRoost,M_BioForge, M_FusionMill,M_CarpacePlant,M_HybridCenter,M_PlasmaSpitter, S_HelionVeil,S_XenoChamber,S_Anvil,S_MunitionsAnnex, M_EyeStock,M_MutationColony,S_TurbineDock,S_Bunker; struct BUILD_RES { M_OBJCLASS type; ICON_DATA inSupply,notInSupply; HOTBUTTON_DATA stop,rally; STATIC_DATA hull,metalStorage,gasStorage,crewStorage,location,disabledText; RESEARCHBUTTON_DATA research0,research1,research2,research3,research4,research5,research6,research7,research8,research9,research10,research11,research12,research13,research14,research15; BUILDBUTTON_DATA build0,build1,build2,build3,build4,build5; QUEUECONTROL_DATA buildQueue; }M_Thripid,academy,refinery,M_Collector,M_GreaterCollector, M_WarlordTraining,S_SentinalTower,S_Citidel,T_HeavyRefinery,T_SuperHeavyRefinery,S_Oxidator; struct FLEET { M_OBJCLASS type; HOTBUTTON_DATA escort,patrol,stop; TABCONTROL_DATA fabTab; struct TAB1 { MULTIHOTBUTTON_DATA admiralHead; STATIC_DATA o_namearea,o_kills,o_hull; HOTBUTTON_DATA order1,order2,order3,order4,order5,order6; TABCONTROL_DATA weaponTab; struct W_TAB1 { HOTBUTTON_DATA terran0,terran1,terran2,terran3,terran4; }terranTab; struct W_TAB2 { HOTBUTTON_DATA mantis0,mantis1,mantis2,mantis3,mantis4; }mantisTab; struct W_TAB3 { HOTBUTTON_DATA solarian0,solarian1,solarian2,solarian3,solarian4,solarian5; }solarianTab; }orderTab; struct TAB2 { SHIPSILBUTTON_DATA ship0,ship1,ship2,ship3,ship4,ship5,ship6,ship7,ship8,ship9,ship10,ship11,ship12,ship13,ship14,ship15,ship16,ship17,ship18,ship19,ship20,ship21; }silTab; struct TAB3 { STATIC_DATA namearea,hull,kills; HOTSTATIC_DATA techarmor,techsupply,techengine,techsheild,techweapon,techsensors,techspecial; }statTab; } fleet[3]; struct INDIVIDUAL { M_OBJCLASS type; HOTBUTTON_DATA patrol,stop,escort,stanceAttack,stanceDefend,stanceStand,stanceStop, supplyStanceAuto,supplyStanceNoAuto,supplyStanceResupplyOnly,cloak; MULTIHOTBUTTON_DATA specialweapon; EDIT_DATA namearea; STATIC_DATA hull,supplies,kills,metal,gas; HOTSTATIC_DATA techarmor,techsupply,techengine,techsheild,techweapon,techsensors,techspecial; } individual[3]; struct GROUP { M_OBJCLASS type; MULTIHOTBUTTON_DATA specialweapon; HOTBUTTON_DATA escort,patrol,stop,cloak; HOTBUTTON_DATA stanceAttack,stanceDefend,stanceStand,stanceStop, supplyStanceAuto,supplyStanceNoAuto,supplyStanceResupplyOnly; SHIPSILBUTTON_DATA ship0,ship1,ship2,ship3,ship4,ship5,ship6,ship7,ship8,ship9,ship10,ship11,ship12,ship13,ship14,ship15,ship16,ship17,ship18,ship19,ship20,ship21; } group[3]; }; struct GT_ADMIRALBAR { RECT screenRect; STATIC_DATA background; STATIC_DATA admiralKey; HOTBUTTON_DATA hotCreate, hotRepair, hotResupply, hotDisband, hotTransfer, hotAssault; char vfxType[32]; TABCONTROL_DATA tab; struct TAB1 { HOTBUTTON_DATA hotTerran[5]; } terranTab; struct TAB2 { HOTBUTTON_DATA hotMantis[6]; } mantisTab; struct TAB3 { HOTBUTTON_DATA hotSolarian[5]; } solarianTab; }; struct GT_BRIEFING { RECT screenRect; STATIC_DATA background, title; BUTTON_DATA start, replay, cancel; RECT rcTeletype; RECT rcComm[4]; ANIMATE_DATA animFuzz[4]; }; struct GT_MENUOBJECTIVES { RECT screenRect; STATIC_DATA background, staticObjectives, staticName; RECT rcTeletype; BUTTON_DATA buttonOk; BUTTON_DATA checkObjectives[9]; STATIC_DATA staticObjectiveArray[9]; }; struct GT_MESSAGEBOX { STATIC_DATA background, title; STATIC_DATA message; BUTTON_DATA ok, cancel; BUTTON_DATA okAlone; }; struct GT_MOVIESCREEN { RECT screenRect; }; struct GT_CREDITS { RECT screenRect; STATIC_DATA staticBackground; }; struct GT_PAUSE { RECT screenRect; STATIC_DATA staticTitle, staticDescription[8]; }; struct BT_FANCY_LAUNCH : BASE_LAUNCHER { char animation[32]; char hardpoint[64]; SINGLE animTime; SINGLE effectDuration; SFX::ID warmupSound; SINGLE_TECHNODE neededTech; bool bSpecialWeapon:1; bool bTargetRequired:1; bool bWormHole:1; UNIT_SPECIAL_ABILITY specialAbility; }; struct FANCY_LAUNCH_SAVELOAD { U32 dwTargetID; Vector targetPos; U32 attacking; SINGLE refireDelay; SINGLE currentRot; Vector offsetVector; }; struct BT_CLOAK_LAUNCHER : BASE_LAUNCHER { SINGLE cloakSupplyUse; SINGLE cloakShutoff; SINGLE_TECHNODE techNode; }; struct CLOAK_LAUNCHER_SAVELOAD { bool bCloakEnabled:1; bool bPrepareToggle:1; SINGLE cloakSupplyCount; }; struct BT_MULTICLOAK_LAUNCHER : BASE_LAUNCHER { SINGLE cloakSupplyUse; SINGLE cloakShutoff; SINGLE targetSupplyCostPerHull; SINGLE_TECHNODE techNode; }; struct MULTICLOAK_LAUNCHER_SAVELOAD { SINGLE cloakSupplyCount; U32 cloakTargetID; U32 decloakTime; bool bCloakingTarget:1; bool bCloakEnabled:1; bool bPrepareToggle:1; }; struct BT_PING_LAUNCHER : BASE_LAUNCHER { SINGLE_TECHNODE techNode; }; struct PING_LAUNCHER_SAVELOAD { }; struct BT_WORMHOLE_LAUNCHER : BASE_LAUNCHER { SINGLE_TECHNODE techNode; SINGLE damagePerSec; }; struct WORMHOLE_LAUNCHER_SAVELOAD { U32 numTargets; U32 targetsLeft; U32 targetIDs[21]; U32 workingID; SINGLE lastChanceTimer; GRIDVECTOR targetPos; U32 targetSystemID; enum _modes { WORM_IDLE, WORM_WAITING_FOR_SYNC, WORM_WORKING, WORM_DONE }mode; }; struct BT_TALORIAN_LAUNCHER : BASE_LAUNCHER { }; struct TALORIAN_LAUNCHER_SAVELOAD { U32 numTargets; U32 targetIDs[12]; bool bShildOn; }; struct GT_IGOPTIONS { RECT screenRect; STATIC_DATA background, title; BUTTON_DATA buttonSave, buttonLoad; BUTTON_DATA buttonOptions; BUTTON_DATA buttonRestart; BUTTON_DATA buttonResign; BUTTON_DATA buttonReturn; }; struct GT_OPTIONS { RECT screenRect; STATIC_DATA background, title; STATIC_DATA staticName; LISTBOX_DATA listNames; BUTTON_DATA buttonNew, buttonChange, buttonDelete; STATIC_DATA staticSound, staticMusic, staticComm, staticChat, staticSpeed, staticScroll, staticMouse; SLIDER_DATA sliderSound, sliderMusic, sliderComm, sliderChat, sliderSpeed, sliderScroll, sliderMouse; BUTTON_DATA pushSound, pushMusic, pushComm, pushChat; STATIC_DATA staticDInput; BUTTON_DATA pushDInput; STATIC_DATA staticStatus, staticRollover, staticSectorMap, staticRightClick; BUTTON_DATA pushStatus, pushRollover, pushSectorMap, pushRightClick; STATIC_DATA staticGamma, staticResolution; DROPDOWN_DATA dropResolution; SLIDER_DATA sliderGamma; STATIC_DATA staticShips3D, staticTrails, staticEmissive, staticDetail, staticDrawBack; BUTTON_DATA pushShips3D, pushTrails, pushEmissive, pushDetail, pushDrawBack; STATIC_DATA staticDevice; DROPDOWN_DATA dropDevice; STATIC_DATA static3DHardware; BUTTON_DATA push3DHardware; TABCONTROL_DATA tab; BUTTON_DATA buttonOk, buttonCancel; }; struct GT_DIPLOMACYMENU { RECT screenRect; STATIC_DATA background; STATIC_DATA staticTitle, staticName, staticRace, staticAllies, staticMetalTitle, staticGasTitle, staticCrewTitle; STATIC_DATA staticNames[7], staticRaces[7]; BUTTON_DATA buttonCrew[7], buttonMetal[7], buttonGas[7]; BUTTON_DATA buttonAllies[7]; STATIC_DATA staticCrew, staticMetal, staticGas; BUTTON_DATA buttonOk, buttonReset, buttonCancel, buttonApply; DIPLOMACYBUTTON_DATA diplomacyButtons[7]; }; struct GT_PLAYERCHATMENU { RECT screenRect; STATIC_DATA background; STATIC_DATA staticNames[7], staticRaces[7]; BUTTON_DATA checkNames[7]; BUTTON_DATA buttonAllies, buttonEnemies, buttonEveryone; LISTBOX_DATA listChat; EDIT_DATA editChat; BUTTON_DATA buttonClose; STATIC_DATA staticTitle; STATIC_DATA staticChat; }; struct GT_LOADSAVE { RECT screenRect; RECT screenRect2D; STATIC_DATA background, staticLoad, staticSave, staticFile; BUTTON_DATA open, save, cancel; EDIT_DATA editFile; LISTBOX_DATA list; }; struct GT_SYSTEM_KIT_SAVELOAD { RECT screenRect; STATIC_DATA background, staticLoad, staticSave, staticFile; BUTTON_DATA open, save, cancel; EDIT_DATA editFile; LISTBOX_DATA list; }; typedef U32 DPID; namespace CQGAMETYPES { enum DIFFICULTY { NODIFFICULTY, EASY, AVERAGE, HARD }; enum TYPE { HUMAN, COMPUTER }; enum STATE { OPEN, CLOSED, ACTIVE, READY }; enum RACE { NORACE, TERRAN, MANTIS, SOLARIAN, VYRIUM, }; enum COLOR { UNDEFINEDCOLOR, YELLOW, RED, BLUE, PINK, GREEN, ORANGE, PURPLE, AQUA }; enum TEAM { NOTEAM, _1, _2, _3, _4 }; struct SLOT { TYPE type:3; STATE state:3; RACE race:4; COLOR color:5; TEAM team:4; U32 zoneSeat:3; DPID dpid; }; enum GAMETYPE { KILL_UNITS=-2, KILL_HQ_PLATS, MISSION_DEFINED, KILL_PLATS_FABS }; enum MONEY { LOW_MONEY=-2, MEDIUM_MONEY, HIGH_MONEY }; enum MAPTYPE { SELECTED_MAP=-2, USER_MAP, RANDOM_MAP }; enum MAPSIZE { SMALL_MAP=-2, MEDIUM_MAP, LARGE_MAP }; enum TERRAIN { LIGHT_TERRAIN=-2, MEDIUM_TERRAIN, HEAVY_TERRAIN }; enum STARTING_UNITS { UNITS_MINIMAL=-2, UNITS_MEDIUM, UNITS_LARGE }; enum VISIBILITYMODE { VISIBILITY_NORMAL=-1, VISIBILITY_EXPLORED, VISIBILITY_ALL }; enum RANDOM_TEMPLATE { TEMPLATE_RANDOM=-1, TEMPLATE_RING, TEMPLATE_STAR, }; enum COMMANDLIMIT { COMMAND_LOW=-1, COMMAND_NORMAL, COMMAND_HIGH }; struct OPTIONS { U32 version; GAMETYPE gameType:3; S32 gameSpeed:5; U32 regenOn:1; U32 spectatorsOn:1; U32 lockDiplomacyOn:1; U32 numSystems:5; MONEY money:2; MAPTYPE mapType:2; RANDOM_TEMPLATE templateType:2; MAPSIZE mapSize:2; TERRAIN terrain:2; STARTING_UNITS units:2; VISIBILITYMODE visibility:2; COMMANDLIMIT commandLimit:2; }; struct _CQGAME { U32 activeSlots:8; U32 bHostBusy:1; U32 startCountdown:4; SLOT slot[8]; }; } struct CQGAME : CQGAMETYPES::_CQGAME, CQGAMETYPES::OPTIONS { }; struct GT_GLOBAL_VALUES { struct TargetingValues { SINGLE movePenaltySelf; SINGLE movePenaltyTarget; SINGLE minAccuracy; } targetingValues; struct INDKILLCHART { U32 rookie, novice, veteran, elite, superElite, superdouperElite; } individualKillChart; struct ADMIRALKILLCHART { U32 rearAdmiral, viceAdmiral, admiral, starAdmiral, superstarAdmiral, superdouperAdmiral; } admiralKillChart; struct RACE_TARGETING_BONUSES { SINGLE noRace; SINGLE terran; SINGLE mantis; SINGLE solarian; SINGLE vyrium; } raceBonuses; struct TechUpgrades { SINGLE engine[6]; SINGLE hull[6]; SINGLE supplies[6]; SINGLE targeting[6]; SINGLE damage[6]; SINGLE shields[6]; SINGLE shipTargetingExp[6]; SINGLE admiralTargetingExp[6]; SINGLE fleet[6]; SINGLE sensors[6]; SINGLE tanker[6]; SINGLE fighter[6]; SINGLE tender[6]; }; struct _upgrades { TechUpgrades noRace; TechUpgrades terran; TechUpgrades mantis; TechUpgrades solarian; TechUpgrades vyrium; } techUpgrades; }; struct MT_GlobalData { M_STRINGW gameDescription; M_STRINGW playerNames[8]; U8 playerAssignments[8]; M_RACE playerRace[9]; U32 lastPartID; U8 currentPlayer:4; bool bGlobalLighting:1; bool bScriptUIControl:1; U8 allyMask[8]; U8 colorAssignment[9]; U8 visibilityMask[8]; U32 missionID; struct PlayerTechLevel { enum TECHLEVEL { LEVEL0, LEVEL1, LEVEL2, LEVEL3, LEVEL4, LEVEL5 }; TECHLEVEL engine:4; TECHLEVEL hull:4; TECHLEVEL supplies:4; TECHLEVEL targeting:4; TECHLEVEL damage:4; TECHLEVEL shields:4; TECHLEVEL sensors:4; TECHLEVEL fighter:4; TECHLEVEL tanker:4; TECHLEVEL tender:4; TECHLEVEL fleet:4; } playerTechLevel[9][5]; TECHNODE techNode[9]; TECHNODE workingTechNode[9]; TECHNODE availableTechNode; U32 gas[9]; U32 gasMax[9]; U32 metal[9]; U32 metalMax[9]; U32 crew[9]; U32 crewMax[9]; U32 totalCommandPts[9]; U32 usedCommandPts[9]; U32 maxComPts[9]; struct GAMESTATS { U32 metalGained:20; U32 numUnitsBuilt:12; U32 gasGained:17; U32 numUnitsDestroyed:12; U32 numAdmiralsBuilt:3; U32 crewGained:20; U32 numUnitsLost:12; U32 numPlatformsBuilt:12; U32 numPlatformsDestroyed:12; U32 numJumpgatesControlled:8; U32 numPlatformsLost:12; U32 numUnitsConverted:10; U32 numPlatformsConverted:10; U32 numResearchComplete:10; U32 percentSystemsExplored:8; }; GAMESTATS gameStats[9]; U8 gameScores[9]; U32 updateCount; U32 lastStreamID; U32 lastTeletypeID; struct OBJECTIVES { int index; U32 mission_name_stringID; U32 overview_stringID; U32 objective_stringID[32]; enum ObjectiveState { Pending, Complete, Failed } state[32]; bool bObjectiveSecondary[32]; } objectives; M_STRING scriptLibrary; M_STRING baseTerrainMap; CQGAME gameSettings; }; typedef BASIC_DATA BT_GROUP; struct GROUPOBJ_SAVELOAD { U32 dwMissionID; U32 numObjects; }; struct GT_SCROLLBAR : GENBASE_DATA { char upButtonType[32]; char downButtonType[32]; struct COLOR { unsigned char red, green, blue; } thumbColor, backgroundColor, disabledColor; bool bHorizontal:1; char shapeFile[32]; }; struct SCROLLBAR_DATA { char scrollBarType[32]; }; struct WORLDLIGHT_DATA { U8 red,green,blue; Vector direction; }; struct AMBIENT_DATA { U8 red,green,blue; }; struct LIGHT_DATA { WORLDLIGHT_DATA light1; WORLDLIGHT_DATA light2; AMBIENT_DATA ambient; }; struct BT_LIGHT : BASIC_DATA { U8 red,green,blue; S32 range; Vector direction; SINGLE cutoff; bool bInfinite:1; bool bAmbient:1; }; struct CQLIGHT_SAVELOAD { U8 red,green,blue; S32 range; Vector position; Vector direction; SINGLE cutoff; bool bInfinite; char name[32]; U32 systemID; bool bAmbient; }; enum ENGINETRAIL_TAPPER_TYPE { EngineTrailTapperZero = 1, EngineTrailStraight, EngineTrailBleed }; struct BT_ENGINETRAIL : BASE_EFFECT { SINGLE width; U32 segments; SINGLE timePerSegment; ENGINETRAIL_TAPPER_TYPE tapperType; SINGLE tapperMod; char hardpoint[64]; char texture[32]; struct _colorMod { U8 red; U8 green; U8 blue; U8 alpha; }colorMod, engineGlowColorMod; char engineGlowTexture[32]; SINGLE engineGlowWidth; }; struct BASE_ENGINETRAIL_SAVELOAD { }; struct ENGINETRAIL : BASE_ENGINETRAIL_SAVELOAD { }; struct GlobalEffectsOptions { enum OPTVAL { off, on=-1 }; __readonly U32 version; OPTVAL bWeaponTrails:1; OPTVAL bEmissiveTextures:1; OPTVAL bExpensiveTerrain:1; OPTVAL bTextures:1; OPTVAL bBackground:1; OPTVAL bFastRender:1; OPTVAL b3DShips:1; OPTVAL bNoForceMinLOD:1; OPTVAL bNoForceMaxLOD:1; } CQEFFECTS; typedef M_STRING MT_STRINGPACK[]; enum RESEARCH_TYPE { RESEARCH_TECH, RESEARCH_UPGRADE, RESEARCH_ADMIRAL }; struct BASE_RESEARCH_DATA : BASIC_DATA { RESEARCH_TYPE type; ResourceCost cost; U32 time; }; struct BT_RESEARCH : BASE_RESEARCH_DATA { SINGLE_TECHNODE researchTech; SINGLE_TECHNODE dependancy; char resFinishedSound[32]; }; struct BT_UPGRADE : BASE_RESEARCH_DATA { SINGLE_TECHNODE dependancy; U32 extensionID; char resFinishedSound[32]; }; struct BT_ADMIRAL_RES : BT_RESEARCH { char flagshipType[32]; }; struct CAMERA_DATA { __readonly U32 version; SINGLE worldRotation; __readonly Vector lookAt; SINGLE FOV_x, FOV_y; Vector position; SINGLE pitch; SINGLE minZ, maxZ; U32 zoomRate; U32 rotateRate; SINGLE toggleZoomZ; }; struct SYSTEM_VIEW { char systemKitName[32]; char backgroundName[32]; }; struct GT_SYSTEM_KIT { char fileName[32]; U32 numLights; struct _lightInfo { U8 red,green,blue; S32 range; Vector position; Vector direction; SINGLE cutoff; bool bInfinite; char name[32]; bool bAmbient; }lightInfo[10]; }; struct SYSTEM_DATA { U32 id; char name[16]; char systemKitName[32]; char backgroundName[32]; S32 x,y; S32 sizeX,sizeY; U32 alertState[9]; CAMERA_DATA cameraBuffer; U32 inSupply; }; struct MT_SECTOR_SAVELOAD { struct SYSTEM_DATA sysData[16]; U32 currentSystem; }; struct BT_BLACKHOLE_DATA : BASIC_DATA { BILLBOARD_MESH billboardMesh[3]; char ringObjectName[32]; char sysMapIcon[32]; MISSION_DATA missionData; U16 damage; }; struct BASE_BLACKHOLE_SAVELOAD { U8 targetSys[16]; U8 numTargetSys; U8 currentTarget; SINGLE timer; U32 workingID; U32 waitingID; NETGRIDVECTOR waitingJumpPos; }; struct BLACKHOLE_SAVELOAD : BASE_BLACKHOLE_SAVELOAD { MISSION_SAVELOAD mission; TRANS_SAVELOAD trans_SL; }; struct BLACKHOLE_DATA { bool jumpsTo[17]; }; struct GT_ENDGAME { RECT screenRect; STATIC_DATA background, banner; BUTTON_DATA cont; LISTBOX_DATA list; STATIC_DATA staticMenu; TABCONTROL_DATA tab; struct TAB1 { STATIC_DATA staticOverviewTitles[4], staticOverviewUnits[8], staticOverviewBuildings[8]; STATIC_DATA staticOverviewResources[8], staticOverviewTotals[8]; } overviewTab; struct TAB2 { STATIC_DATA staticUnitsTitles[6], staticUnitsMade[8], staticUnitsLost[8], staticUnitsKills[8]; STATIC_DATA staticUnitsConverted[8], staticUnitsAdmirals[8], staticUnitsTotals[8]; } unitsTab; struct TAB3 { STATIC_DATA staticBuildingsTitles[6], staticBuildingsMade[8], staticBuildingsLost[8], staticBuildingsDestroyed[8]; STATIC_DATA staticBuildingsConverted[8], staticBuildingsResearch[8], staticBuildingsTotals[8]; } buildingsTab; struct TAB5 { STATIC_DATA staticResourcesTitles[4], staticResourcesCrew[8], staticResourcesOre[8]; STATIC_DATA staticResourcesGas[8], staticResourcesTotals[8]; } resourceTab; STATIC_DATA staticPlayer, staticPlayerArray[8]; STATIC_DATA staticTime; STATIC_DATA staticDescription; }; struct BUILD_SAVELOAD { bool building:1; bool whole:1; bool pause:1; bool bReverseBuild:1; bool bDismantle:1; SINGLE timeSpent; U16 hullPointsAdded; U16 hullPointsFinish; U32 buildProcessID; S32 builderType; }; struct REPAIR_SAVELOAD { U32 repairAtID; U32 repairAgentID; U8 repairMode; }; struct BASE_FABRICATOR_SAVELOAD; struct BASE_FLAGSHIP_SAVELOAD; struct BASE_TROOPSHIP_SAVELOAD; struct BASE_SUPPLYSHIP_SAVELOAD; struct WARP_SAVELOAD { enum WARP_STAGE { WS_NONE=0, WS_WARP_IN, WS_LIMBO, WS_WARP_OUT, WS_PRE_WARP }; WARP_STAGE warpStage; Vector warpInVector; float warpSpeed; float warpRadius; SINGLE warpTimer; U32 targetGateID; U32 inTargetGateID; U32 warpAgentID; SINGLE stop_speed; SINGLE stop_heading; SINGLE releaseTime; }; struct SPACESHIP_SAVELOAD { struct TOBJMOVE { GRIDVECTOR goalPosition, currentPosition, jumpToPosition; GRIDVECTOR pathList[4]; SINGLE cruiseDepth; SINGLE cruiseSpeed; SINGLE groupAcceleration; SINGLE mockRotationAngle; U32 moveAgentID, jumpAgentID; U32 overrideAttackerID; enum { OVERRIDE_NONE, OVERRIDE_PUSH, OVERRIDE_DESTABILIZE, OVERRIDE_ORIENT } overrideMode; union { SINGLE overrideSpeed; SINGLE overrideYaw; }; GRIDVECTOR overrideDest; GRIDVECTOR patrolVectors[2]; S8 patrolIndex; U8 pathLength; bool bMoveActive:1; bool bAutoMovement:1; bool bCompletionAllowed:1; bool bRotatingBeforeMove:1; bool bSyncNeeded:1; bool bFinalMove:1; bool bPathOverflow:1; bool bMockRotate:1; bool bPatroling:1; bool bRollUp:1; bool bAltUp:1; } tobjmove; TRANS_SAVELOAD trans_SL; BUILD_SAVELOAD build_SL; REPAIR_SAVELOAD repair_SL; WARP_SAVELOAD warp_SL; CLOAK_SAVELOAD cloak_SL; DAMAGE_SAVELOAD damage_SL; U32 firstNuggetID; MISSION_SAVELOAD mission; }; enum MINEMODES { MLAY_IDLE, MLAY_MOVING_TO_POS, MLAY_WAIT_CLIENT, MLAY_ROTATING_TO_POS, MLAY_LAYING, }; struct BASE_MINELAYER_SAVELOAD { struct GRIDVECTOR targetMinePos; SINGLE layingTime; U32 workingID; U32 minefieldMissionID; bool bRotating:1; MINEMODES mode; }; struct MINELAYER_SAVELOAD : SPACESHIP_SAVELOAD { BASE_MINELAYER_SAVELOAD mineLayerSaveLoad; }; struct BASE_GUNBOAT_SAVELOAD { __hexview U32 dwTargetID; U32 attackAgentID; U32 escortAgentID; __hexview U32 dwEscortID; UNIT_STANCE unitStance; GRIDVECTOR defendPivot; bool bWaitingForAdmiral:1; bool bRepairUnderway:1; bool bUserGenerated:1; bool bSpecialAttack:1; bool bDefendPivotValid:1; }; struct GUNBOAT_SAVELOAD : SPACESHIP_SAVELOAD { BASE_GUNBOAT_SAVELOAD gunSaveLoad; }; struct BASE_RECONPROBE_SAVELOAD { SINGLE probeTimer,totalTime; Vector goal; U32 workingID; bool bMoving:1; bool bJumping:1; bool bGone:1; bool bLauncherDelete:1; bool bNoMoreSync:1; }; struct RECONPROBE_SAVELOAD : SPACESHIP_SAVELOAD { BASE_RECONPROBE_SAVELOAD baseSaveLoad; }; struct BASE_TORPEDO_SAVELOAD { SINGLE tTimer,totalTime; bool bClearing; Vector clearPos; __hexview U32 targetID; U32 ownerID; }; struct TORPEDO_SAVELOAD : SPACESHIP_SAVELOAD { BASE_TORPEDO_SAVELOAD baseSaveLoad; }; enum HARVEST_MODE { HAR_NO_MODE_AI_ON, HAR_NO_MODE_AI_OFF, HAR_NO_MODE_CLIENT_WAIT_CANCEL, HAR_MOVING_TO_REFINERY, HAR_AT_REFINERY_CLIENT, HAR_MOVING_TO_READY_REFINERY_CLIENT, HAR_MOVING_TO_READY_REFINERY_HOST, HAR_WAITING_TO_DOCK, HAR_WAIT_DOCKING_CANCEL_CLIENT, HAR_DOCKING_REFINERY, HAR_DOCKED_TO_REFINERY, HAR_WAIT_FOR_NUGGET_BEGIN_CLIENT, HAR_MOVING_TO_NUGGET, HAR_ROTATING_TO_NUGGET, HAR_WAIT_NUGGET_START, HAR_MOVING_TO_READY_NUGGET_CLIENT, HAR_MOVING_TO_READY_NUGGET_HOST, HAR_ROTATING_TO_READY_NUGGET_CLIENT, HAR_ROTATING_TO_READY_NUGGET_HOST, HAR_WAIT_NUGGET_ARRIVAL, HAR_NUGGETING, HAR_WAIT_NUGGET_CANCEL_CLIENT, HAR_MOVE_TO_RECOVERY, HAR_ROTATING_TO_RECOVERY, HAR_RECOVERING, HAR_MOVE_TO_RECOVERY_DROP }; struct BASE_HARVEST_SAVELOAD { U8 gas; U8 metal; __hexview U32 targetPartID; __hexview U32 recoverPartID; U32 workingID; U32 posibleWorkingID; NETGRIDVECTOR harvestVector; Vector recoverPos; SINGLE recoverYaw; SINGLE recoverTime; SINGLE harvestRemainder; HARVEST_MODE mode; M_NUGGET_TYPE nuggetType; bool bNuggeting:1; bool bLockingPlatform:1; bool bHostParking:1; bool bDockingWithGas:1; bool bRotating:1; bool bTowingShip:1; bool bSendIdle:1; bool bNuggetCancelOp:1; }; struct HARVEST_SAVELOAD : SPACESHIP_SAVELOAD { BASE_HARVEST_SAVELOAD baseSaveLoad; }; struct SPACESHIP_VIEW { MISSION_SAVELOAD * mission; BASIC_INSTANCE * rtData; S16 gamma; SINGLE contrast; union SHIPDATA { BASE_GUNBOAT_SAVELOAD * gunboat; BASE_MINELAYER_SAVELOAD * minelayer; BASE_RECONPROBE_SAVELOAD * reconprobe; BASE_TORPEDO_SAVELOAD * torpedo; BASE_HARVEST_SAVELOAD * harvester; BASE_FABRICATOR_SAVELOAD * fabricator; BASE_FLAGSHIP_SAVELOAD * flagship; BASE_TROOPSHIP_SAVELOAD * troopship; BASE_SUPPLYSHIP_SAVELOAD * supplyship; void * nothing; } shipData; }; struct BT_FLAGSHIP_DATA : BASE_SPACESHIP_DATA { SINGLE attackRadius; enum { ADMIRAL_F1 = 1, ADMIRAL_F2, ADMRIAL_F3, ADMIRAL_F4, ADMIRAL_F5, ADMIRAL_F6 } admiralHotkey; struct AdmiralBonuses { struct GeneralBonuses { SINGLE damage; SINGLE shields; SINGLE supplyUsage; SINGLE rangeModifier; SINGLE speed; SINGLE sensors; }generalBonuses, specialShipBonus; M_OBJCLASS bonusShips[5]; struct SpecialAbilities { bool antiSolarian; bool antiTerran; bool antiMantis; bool superFighters; bool platformKiller; bool evasiveManuvers; }specialAbilities; } bonuses; struct _toolbarInfo { U32 baseImage; HBTNTXT::BUTTON_TEXT buttonText; HBTNTXT::HOTBUTTONINFO buttonStatus; HBTNTXT::MULTIBUTTONINFO buttonHintbox; }toolbarInfo; }; struct BASE_FLAGSHIP_SAVELOAD { U32 dockAgentID; __hexview U32 dockshipID; __hexview U32 targetID; S32 idleTimer; enum ADMIRAL_MODE { NOMODE, MOVING, DEFENDING, ATTACKING } mode; bool bAttached; U8 numDeadShips; struct DMESSAGES { bool inTrouble:1; bool damage50:1; bool damage75:1; } dmessages; struct SMESSAGES { bool suppliesLow:1; bool suppliesOut:1; } smessages; S32 forecastTimer; enum FORECAST { NOFORECAST, GOOD, BAD, UGLY } lastForecast; }; struct FLAGSHIP_SAVELOAD : SPACESHIP_SAVELOAD { BASE_FLAGSHIP_SAVELOAD flagshipSaveLoad; }; struct FAB_SAVELOAD { U32 buildeeID,repaireeID,selleeID; BOOL32 bDoorsOpen:1; BOOL32 bBuilding:1; BOOL32 bDrones:1; BOOL32 bReturning:1; U32 doorPause; U32 queueStart; U32 queueSize; U8 lastIndex; U32 buildQueue[15]; U8 buildQueueIndex[15]; }; enum FAB_MODES { FAB_IDLE, FAB_MOVING_TO_TARGET, FAB_MOVING_TO_POSITION, FAB_WAITING_INIT_CONS_CLIENT, FAB_AT_TARGET_CLIENT, FAB_WATING_TO_START_BUILD_CLIENT, FAB_MOVING_TO_READY_TARGET_CLIENT, FAB_MOVING_TO_READY_TARGET_HOST, FAB_BUILDING, FAB_UNBUILD, FAB_EXPLODING, FAB_MOVING_TO_TARGET_REPAIR, FAB_WAIT_REPAIR_INFO_CLIENT, FAB_MOVING_TO_READY_TARGET_REPAIR_HOST, FAB_AT_TARGET_REPAIR_CLIENT, FAB_MOVING_TO_READY_TARGET_REPAIR_CLIENT, FAB_WATING_TO_START_REPAIR_CLIENT, FAB_REPAIRING, FAB_MOVING_TO_TARGET_DISM, FAB_WAIT_DISM_INFO_CLIENT, FAB_MOVING_TO_READY_TARGET_DISM_HOST, FAB_AT_TARGET_DISM_CLIENT, FAB_MOVING_TO_READY_TARGET_DISM_CLIENT, FAB_WATING_TO_START_DISM_CLIENT, FAB_DISMING, }; enum MOVESTAGE { MS_PATHFIND, MS_BEELINE, MS_DONE }; struct BASE_FABRICATOR_SAVELOAD { Vector dir; FAB_MODES mode; U32 targetPlanetID; U32 targetSlotID; U32 buildingID; U32 workingID; U32 workTargID; ResourceCost workingCost; U32 oldHullPoints; GRIDVECTOR targetPosition; MOVESTAGE moveStage; Vector destPos; SINGLE destYaw; U8 lastTab; }; struct FABRICATOR_SAVELOAD : SPACESHIP_SAVELOAD { BASE_FABRICATOR_SAVELOAD baseSaveLoad; FAB_SAVELOAD fab_SL; }; struct BASE_GUNPLAT_SAVELOAD; struct BASE_BUILDPLAT_SAVELOAD; struct BASE_GENERALPLAT_SAVELOAD; struct BASE_SUPPLYPLAT_SAVELOAD; struct BASE_REFINEPLAT_SAVELOAD; struct BASE_REPAIRPLAT_SAVELOAD; struct BASE_PLATFORM_SAVELOAD { TRANS_SAVELOAD trans_SL; BUILD_SAVELOAD build_SL; DAMAGE_SAVELOAD damage_SL; EXTENSION_SAVELOAD extend_SL; MISSION_SAVELOAD mission; U8 shadowVisibilityFlags; U32 exploredFlags; S8 shadowUpgrade[8]; S8 shadowUpgradeWorking[8]; U8 shadowUpgradeFlags[8]; SINGLE shadowPercent[8]; U16 shadowHullPoints[8]; U16 shadowMaxHull[8]; __hexview U16 buildSlot; __hexview U32 buildPlanetID; __hexview U32 firstNuggetID; bool bSetCommandPoints:1; bool bPlatDead:1; bool bPlatRealyDead:1; }; struct BASE_OLDSTYLE_PLATFORM_SAVELOAD { U32 workingID; NETVECTOR rallyPoint; U32 reasearchArchetypeID; SINGLE researchTimeSpent; U32 resupplyTargetID; U8 stackStart; U8 stackEnd; U32 supplyStack[10]; bool bResupplyReturning; bool bResearching:1; bool bDockLocked:1; bool bNeedToSendLossOfTarget:1; bool bNeedToSendNewTarget:1; bool bSupplierOut:1; }; struct OLDSTYLE_PLATFORM_SAVELOAD : BASE_PLATFORM_SAVELOAD { FAB_SAVELOAD fab_SL; TRANSFORM resupplyTransform; BASE_OLDSTYLE_PLATFORM_SAVELOAD baseOldstylePlatformSaveload; }; struct PLATFORM_VIEW { MISSION_SAVELOAD * mission; BASIC_INSTANCE * rtData; union PLATFORM { BASE_OLDSTYLE_PLATFORM_SAVELOAD * oldstyle; BASE_GUNPLAT_SAVELOAD * gunplat; BASE_BUILDPLAT_SAVELOAD * buildPlat; BASE_GENERALPLAT_SAVELOAD * generalPlat; BASE_SUPPLYPLAT_SAVELOAD * supplyPlat; BASE_REFINEPLAT_SAVELOAD * refinePlat; BASE_REPAIRPLAT_SAVELOAD * repairPlat; void * nothing; } platform; }; struct BT_PLAT_GUN : BASE_PLATFORM_DATA { SINGLE outerWeaponRange; bool bNoLineOfSight; char launcherType[5][32]; char specialLauncherType[32]; }; struct BASE_GUNPLAT_SAVELOAD { __hexview U32 dwTargetID; U32 attackAgentID; U32 launcherAgentID; UNIT_STANCE unitStance; U8 launcherID; SINGLE buildTimeSpent; U32 upgradeID; U32 workingID; bool bUserGenerated:1; bool isPreferredTarget:1; bool bUpgrading:1; bool bDelayed:1; bool bSpecialAttack:1; }; struct GUNPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_GUNPLAT_SAVELOAD gunplatSaveload; }; struct BT_PLAT_SUPPLY_DATA : BASE_PLATFORM_DATA { SINGLE supplyLoadSize; SINGLE supplyRange; char supplyDroneType[32]; char supplyDroneHardpoint[32]; }; struct BASE_SUPPLYPLAT_SAVELOAD { U32 resupplyTargetID; U8 stackStart; U8 stackEnd; U32 supplyStack[10]; bool bResupplyReturning:1; bool bNeedToSendLossOfTarget:1; bool bNeedToSendNewTarget:1; bool bSupplierOut:1; }; struct SUPPLYPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_SUPPLYPLAT_SAVELOAD supplyPlatSaveload; TRANSFORM resupplyTransform; }; struct BT_PLAT_BUILD_DATA : BASE_PLATFORM_DATA { char ship_hardpoint[64]; DRONE_RELEASE drone_release[2]; S32 buildRate; U32 maxQueueSize; }; struct BASE_BUILDPLAT_SAVELOAD { U32 workingID; struct NETGRIDVECTOR rallyPoint; SINGLE buidTimeSpent; U32 constructionID; bool bResearching:1; bool bUpgrading:1; }; struct BUILDPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { FAB_SAVELOAD fab_SL; BASE_BUILDPLAT_SAVELOAD buildPlatSaveload; }; struct BT_PLAT_BUILDSUP_DATA : BASE_PLATFORM_DATA { char ship_hardpoint[64]; DRONE_RELEASE drone_release[2]; S32 buildRate; U32 maxQueueSize; SINGLE supplyRadius; SINGLE supplyPerSecond; }; struct BASE_BUILDSUPPLAT_SAVELOAD { U32 workingID; struct NETGRIDVECTOR rallyPoint; SINGLE supplyTimer; U32 constructionID; SINGLE buildTimeSpent; bool bResearching:1; }; struct BUILDSUPPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { FAB_SAVELOAD fab_SL; BASE_BUILDSUPPLAT_SAVELOAD buildPlatSaveload; }; struct BT_PLAT_REFINE_DATA : BASE_PLATFORM_DATA { char ship_hardpoint[64]; char dock_hardpoint[64]; DRONE_RELEASE drone_release[2]; S32 buildRate; U32 maxQueueSize; char harvesterArchetype[32]; SINGLE gasRate[4]; SINGLE metalRate[4]; SINGLE crewRate[4]; }; struct BASE_REFINEPLAT_SAVELOAD { U32 workingID; struct NETGRIDVECTOR rallyPoint; U32 constructionID; SINGLE buidTimeSpent; SINGLE gasHarvested; SINGLE metalHarvested; SINGLE crewHarvested; U32 dockLockerID; U16 numDocking; bool bFreeShipMade:1; bool bResearching:1; bool bUpgrading:1; }; struct REFINEPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { FAB_SAVELOAD fab_SL; BASE_REFINEPLAT_SAVELOAD refinePlatSaveload; }; struct BT_PLAT_REPAIR_DATA : BASE_PLATFORM_DATA { SINGLE supplyPerSecond; U32 repairRate; U32 supplyRate; SINGLE supplyRange; char repairDroneType[32]; char repairDroneHardpoint[32]; }; struct BASE_REPAIRPLAT_SAVELOAD { U32 workingID; U32 potentialWorkingID; U32 repairTargetID; enum REPAIR_MODE { REP_NONE, REP_WAIT_FOR_DOCK, REP_REPAIRING } mode; S32 oldHullPoints; SINGLE supplyTimer; SINGLE upgradeTimeSpent; U32 upgradeID; bool bDockLocked:1; bool bUpgradeDelay:1; bool bUpgrading:1; bool bTakenCost:1; }; struct REPAIRPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_REPAIRPLAT_SAVELOAD repairPlatSaveload; TRANSFORM repairTransform; }; struct BT_PLAT_GENERAL_DATA : BASE_PLATFORM_DATA { }; struct BASE_GENERALPLAT_SAVELOAD { }; struct GENERALPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_GENERALPLAT_SAVELOAD generalPlatSaveload; }; struct BT_PLAT_SELL_DATA : BASE_PLATFORM_DATA { char ship_hardpoint[64]; U32 maxQueueSize; }; struct BASE_SELLPLAT_SAVELOAD { U32 workingID; U32 potentialWorkingID; U32 sellTargetID; enum SELL_MODE { SEL_NONE, SEL_WAIT_FOR_DOCK, SEL_SELLING } mode; bool bDockLocked:1; }; struct SELLPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_SELLPLAT_SAVELOAD sellPlatSaveload; FAB_SAVELOAD fab_SL; }; struct BT_PLAT_JUMP_DATA : BASE_PLATFORM_DATA { }; struct BASE_JUMPPLAT_SAVELOAD { U32 jumpGateID; bool bOwnGate:1; bool bLockGate:1; }; struct JUMPPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_JUMPPLAT_SAVELOAD jumpPlatSaveload; }; struct BASE_PLAYERBOMB_SAVELOAD { bool bDeployedPlayer; }; struct PLAYERBOMB_SAVELOAD : BASE_PLAYERBOMB_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct PLAYERBOMB_TYPE { char archetypeName[32]; }; struct BT_PLAYERBOMB_DATA : BASIC_DATA { struct _playerRace { PLAYERBOMB_TYPE minBombType[4]; PLAYERBOMB_TYPE bombType[4]; PLAYERBOMB_TYPE largeBombType[8]; }race[4]; char playerBomb_anim2D[32]; S32 animSize; MISSION_DATA missionData; }; struct GT_CHAT { RECT screenRect; STATIC_DATA background, ask; EDIT_DATA chatbox; }; struct BT_RECON_LAUNCH : BASE_LAUNCHER { char animation[32]; char hardpoint[64]; SINGLE animTime; SINGLE effectDuration; SFX::ID warmupSound; SINGLE_TECHNODE neededTech; UNIT_SPECIAL_ABILITY specialAbility; bool bWormWeapon; bool selfTarget; }; struct RECON_LAUNCH_SAVELOAD { Vector targetPos; U32 targetSystemID; U32 attacking; SINGLE refireDelay; U32 probeID; U32 targetID; bool bKillProbe:1; }; struct BT_AEBOLT_DATA : BASE_WEAPON_DATA { char fileName[32]; char explosionEffect[32]; SFX::ID launchSfx; SINGLE maxVelocity; U32 damage; SINGLE explosionRange; ARMOR_DATA armorData; }; struct AEBOLT_SAVELOAD { SINGLE time; SINGLE lastTime; Vector targetPos; U32 ownerID; U32 targetID; U32 numFound; U32 systemID; TRANS_SAVELOAD trans_SL; }; struct BT_STASISBOLT_DATA : BASE_WEAPON_DATA { char fileName[32]; char explosionEffect[32]; SFX::ID launchSfx; SINGLE maxVelocity; SINGLE explosionRange; SINGLE duration; MISSION_DATA missionData; }; struct BASE_STASISBOLT_SAVELOAD { SINGLE time; struct GRIDVECTOR targetPos; U32 ownerID; GRIDVECTOR gvec[26]; U32 numSquares; U32 numTargets; U32 targets[26]; U32 lastSent; U32 targetID; U32 targetsHeld; bool bDeleteRequested:1; bool bGone:1; bool bLauncherDelete:1; bool bFreeTargets:1; bool bNoMoreSync:1; }; struct STASISBOLT_SAVELOAD : BASE_STASISBOLT_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BT_REPELLENTCLOUD_DATA : BASE_WEAPON_DATA { char explosionEffect[32]; SFX::ID launchSfx; SINGLE duration; MISSION_DATA missionData; U32 damagePerSec; SINGLE centerRange; }; struct BASE_REPELLENTCLOUD_SAVELOAD { SINGLE time; SINGLE lastTime; struct GRIDVECTOR targetPos; U32 ownerID; GRIDVECTOR gvec[24]; U32 numSquares; U32 numTargets; U32 targets[24]; U32 targetsHeld; U32 lastSent; Vector sprayDir,sideDir; bool bDeleteRequested:1; bool bGone:1; bool bLauncherDelete:1; bool bFreeTargets:1; bool bNoMoreSync:1; }; struct REPELLENTCLOUD_SAVELOAD : BASE_REPELLENTCLOUD_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BT_REPULSORWAVE_DATA : BASE_WEAPON_DATA { SFX::ID launchSfx; SINGLE duration; SINGLE range; SINGLE ringTime; SINGLE interRingTime; MISSION_DATA missionData; }; struct BASE_REPULSORWAVE_SAVELOAD { struct GRIDVECTOR targetPos; U32 ownerID; SINGLE time; U32 numTargets; U32 targets[24]; U32 targetsHeld; U32 lastSent; bool bDeleteRequested:1; bool bGone:1; bool bLauncherDelete:1; bool bFreeTargets:1; bool bNoMoreSync:1; bool bHasBeenInit:1; }; struct REPULSORWAVE_SAVELOAD : BASE_REPULSORWAVE_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BT_TRACTOR_DATA : BASE_WEAPON_DATA { char fileName[32]; char hardpoint[64]; char contactBlastType[32]; SFX::ID launchSfx; SINGLE duration; SINGLE damagePerSecond; SINGLE_TECHNODE neededTech; S32 supplyCost; SINGLE refirePeriod; }; struct TRACTOR_SAVELOAD { U32 targetID; U32 systemID; SINGLE time; SINGLE refireDelay; SINGLE mass; }; struct BT_REPULSOR_DATA : BASE_WEAPON_DATA { char fileName[32]; char hardpoint[64]; char contactBlastType[32]; SFX::ID launchSfx; SINGLE pushTime; SINGLE minimumMass; SINGLE basePushPower; SINGLE pushPerMass; SINGLE_TECHNODE neededTech; }; struct REPULSOR_SAVELOAD { U32 targetID, ownerID; U32 systemID; S32 time; SINGLE mass; }; struct BT_OVERDRIVE_DATA : BASE_WEAPON_DATA { SINGLE speed; SFX::ID launchSfx; }; struct OVERDRIVE_SAVELOAD { Vector destPos; U32 systemID; U32 ownerID; }; struct BT_SWAPPER_DATA : BASE_WEAPON_DATA { SFX::ID launchSfx; }; struct BT_AEGIS_DATA : BASE_WEAPON_DATA { SINGLE supplyPerSec; SINGLE_TECHNODE neededTech; }; struct BASE_AEGIS_SAVELOAD { bool bNetShieldOn:1; bool bShieldOn:1; }; struct AEGIS_SAVELOAD : BASE_AEGIS_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_MIMIC_DATA : BASE_WEAPON_DATA { SINGLE supplyUse; SINGLE shutoff; SINGLE_TECHNODE techNode; }; struct BASE_MIMIC_SAVELOAD { U32 aliasArchetypeID; U8 aliasPlayerID; bool bCloakEnabled:1; }; struct MIMIC_SAVELOAD : BASE_MIMIC_SAVELOAD { }; struct BT_ZEALOT_DATA : BASE_WEAPON_DATA { SINGLE kamikazeSpeed; SINGLE damageAmount[3]; char impactBlastType[32]; SINGLE_TECHNODE neededTech; }; enum ZSTAGE { Z_NONE, Z_ROTATE, Z_THRUST }; struct BASE_ZEALOT_SAVELOAD { U32 dwMissionID; U32 targetID; U32 zealotArchetypeID; U32 systemID; ZSTAGE stage; }; struct ZEALOT_SAVELOAD : BASE_ZEALOT_SAVELOAD { TRANS_SAVELOAD trans_SL; U32 visibilityFlags:8; }; struct BT_SYNTHESIS_DATA : BASE_WEAPON_DATA { SINGLE_TECHNODE neededTech; char animName[32]; }; enum SYN_STAGE { SYN_NONE, SYN_ROTATE, SYN_ZAP, SYN_APPROACH, SYN_ABSORB }; struct BASE_SYNTHESIS_SAVELOAD { SYN_STAGE stage; U16 hullPoints,supplies; U32 targetID; }; struct SYNTHESIS_SAVELOAD : BASE_SYNTHESIS_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_MASS_DISRUPTOR_DATA : BASE_WEAPON_DATA { SFX::ID launchSfx; char fileName[32]; char contactBlastType[32]; char warpAnim[32]; U16 animWidth; SINGLE boltSpeed; SINGLE damagePercent; }; enum MD_STAGE { MD_SHOOT, MD_DISRUPT }; struct BASE_MASS_DISRUPTOR_SAVELOAD { U32 ownerID,systemID; MD_STAGE stage; U32 targetID; U32 damageDealt; Vector targetDir; SINGLE dist; }; struct MASS_DISRUPTOR_SAVELOAD : BASE_MASS_DISRUPTOR_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_DESTABILIZER_DATA : BASE_WEAPON_DATA { char fileName[32]; char explosionEffect[32]; SFX::ID launchSfx; SINGLE maxVelocity; SINGLE explosionRange; SINGLE duration; MISSION_DATA missionData; }; struct BASE_DESTABILIZER_SAVELOAD { SINGLE time; struct GRIDVECTOR targetPos; U32 ownerID; U32 numTargets; U32 targetIDs[3]; U32 lastSent; U32 targetID; U32 targetsHeld; bool bDeleteRequested:1; bool bGone:1; bool bLauncherDelete:1; bool bFreeTargets:1; bool bNoMoreSync:1; }; struct DESTABILIZER_SAVELOAD : BASE_DESTABILIZER_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BT_DUMBRECONPROBE_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; SINGLE maxVelocity; SINGLE duration; MISSION_DATA missionData; }; struct BASE_DUMBRECONPROBE_SAVELOAD { SINGLE time; struct GRIDVECTOR targetPos; U32 ownerID; U32 targetID; bool bDeleteRequested:1; bool bGone:1; bool bLauncherDelete:1; bool bNoMoreSync:1; }; struct DUMBRECONPROBE_SAVELOAD : BASE_DUMBRECONPROBE_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BASE_BUILD_OBJ : BASIC_DATA { BUILDOBJCLASS boClass; }; struct BT_TERRAN_BUILD : BASE_BUILD_OBJ { }; struct BT_MANTIS_BUILD : BASE_BUILD_OBJ { char cocoonTextureName[32]; }; struct BT_SOLARIAN_BUILD : BASE_BUILD_OBJ { char cocoonTextureName[32]; }; namespace MAP_GEN_ENUM { enum DMAP_FUNC { LINEAR = 0, LESS_IS_LIKLY, MORE_IS_LIKLY }; enum PLACEMENT { RANDOM = 0, CLUSTER, PLANET_RING, STREEKS, SPOTS, }; enum OVERLAP { NO_OVERLAP = 0, LEVEL1, LEVEL2 }; enum SECTOR_SIZE { SMALL_SIZE = 0x01, MEDIUM_SIZE = 0x02, LARGE_SIZE = 0x04, S_M_SIZE = 0x03, S_L_SIZE = 0x05, M_L_SIZE = 0x06, ALL_SIZE = 0x07 }; enum SECTOR_FORMATION { SF_RANDOM, SF_RING, SF_DOUBLERING, SF_STAR, SF_INRING }; enum MACRO_OPERATION { MC_PLACE_HABITABLE_PLANET, MC_PLACE_GAS_PLANET, MC_PLACE_METAL_PLANET, MC_PLACE_OTHER_PLANET, MC_PLACE_TERRAIN, MC_PLACE_PLAYER_BOMB, MC_MARK_RING }; }; struct BT_MAP_GEN { struct _terrainTheme { char systemKit[6][32]; char metalPlanets[6][32]; char gasPlanets[6][32]; char habitablePlanets[6][32]; char otherPlanets[6][32]; MAP_GEN_ENUM::SECTOR_SIZE sizeOk; U32 minSize; U32 maxSize; MAP_GEN_ENUM::DMAP_FUNC sizeFunc; U32 numHabitablePlanets[3]; U32 numMetalPlanets[3]; U32 numGasPlanets[3]; U32 numOtherPlanets[3]; U32 numNuggetPatchesMetal[3]; U32 numNuggetPatchesGas[3]; struct _terrainInfo { char terrainArchType[32]; SINGLE probability; U32 minToPlace; U32 maxToPlace; MAP_GEN_ENUM::DMAP_FUNC numberFunc; U32 size; U32 requiredToPlace; MAP_GEN_ENUM::OVERLAP overlap; MAP_GEN_ENUM::PLACEMENT placement; }terrain[20],nuggetMetalTypes[6],nuggetGasTypes[6]; bool okForPlayerStart:1; bool okForRemoteSystem:1; SINGLE desitiy[3]; struct _macros { MAP_GEN_ENUM::MACRO_OPERATION operation; U32 range; bool active; union _info { _terrainInfo terrainInfo; MAP_GEN_ENUM::OVERLAP overlap; }info; }macros[15]; }themes[30]; }; struct BASE_MOVIE_CAMERA_SAVELOAD : MISSION_SAVELOAD { Vector cam_lookAt; Vector cam_position; SINGLE cam_FOV_x; SINGLE cam_FOV_y; }; struct MOVIE_CAMERA_SAVELOAD { TRANS_SAVELOAD trans_SL; BASE_MOVIE_CAMERA_SAVELOAD baseSave; }; struct BT_MOVIE_CAMERA_DATA : BASIC_DATA { char fileName[32]; MISSION_DATA missionData; }; struct MOVIE_CAMERA_VIEW { Vector cam_lookAt; Vector cam_position; SINGLE cam_FOV_x; SINGLE cam_FOV_y; M_STRING partName; }; struct BT_OBJECT_GENERATOR : BASIC_DATA { char fileName[32]; MISSION_DATA missionData; SINGLE mean; SINGLE minDiff; char generateType[32]; bool startEnabled; }; struct BASE_OBJECT_GENERATOR_SAVELOAD { SINGLE mean; SINGLE minDiff; SINGLE timer; SINGLE nextTime; U32 archID; bool bGenEnabled:1; }; struct OBJECT_GENERATOR_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; BASE_OBJECT_GENERATOR_SAVELOAD baseSave; }; struct OBJECT_GENERATOR_VIEW { MISSION_SAVELOAD * mission; Vector position; char generatorType[32]; SINGLE mean; SINGLE minDiff; SINGLE timer; SINGLE nextTime; bool bGenEnabled:1; char partName[32]; }; struct BT_TRIGGER : BASIC_DATA { char fileName[32]; MISSION_DATA missionData; }; struct BASE_TRIGGER_SAVELOAD { U32 lastTriggerID; U32 triggerShipID; U32 triggerObjClassID; U32 triggerMObjClassID; U32 triggerPlayerID; SINGLE triggerRange; U32 triggerFlags; char progName[32]; bool bEnabled:1; bool bDetectOnlyReady:1; }; struct TRIGGER_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; BASE_TRIGGER_SAVELOAD baseSave; }; struct TRIGGER_VIEW { MISSION_SAVELOAD * mission; Vector position; __hexview U32 triggerShipID; OBJCLASS triggerObjClassID; M_OBJCLASS triggerMObjClassID; U32 triggerPlayerID; SINGLE triggerRange; char progName[32]; bool bEnabled:1; bool bDetectOnlyReady:1; }; struct BT_SCRIPTOBJECT : BASIC_DATA { char fileName[32]; MISSION_DATA missionData; SFX::ID ambientSound; struct BLINKER_DATA blinkers; char ambient_animation[32]; bool bSysMapActive:1; }; struct BASE_SCRIPTOBJECT_SAVELOAD { bool bTowed:1; bool bSysMapActive:1; U32 towerID; }; struct SCRIPTOBJECT_SAVELOAD:BASE_SCRIPTOBJECT_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; U8 exploredFlags; }; struct SCRIPTOBJECT_VIEW { MISSION_SAVELOAD * mission; Vector position; }; typedef struct Streamer *HSTREAM; struct SONG { bool playing:1; bool looping:1; HSTREAM handle; SINGLE volume; char filename[32]; }; typedef SONG MT_MUSIC_DATA[4]; struct SPECIALABILITYINFO { U32 baseSpecialWpnButton; HBTNTXT::BUTTON_TEXT specialWpnTooltip; HBTNTXT::HOTBUTTONINFO specialWpnHelpBox; HBTNTXT::MULTIBUTTONINFO specialWpnHintBox; }; struct GT_SPECIALABILITIES { SPECIALABILITYINFO none, assault, tempest, probe, cloak, aegis, vampire, stasis, furyram, repel, bomber, mimic, minelayer, s_minelayer, repulsor, synthesis, massdisruptor, destabilizer, wormhole,ping,m_ping,s_ping, multiCloak, tractor, transfer; }; @FDATA!!M_TiamatBomber2??@\hp_gunSuper4 typedef signed long BOOL32; typedef unsigned char U8 ; typedef unsigned short U16; typedef unsigned long U32; typedef char C8 ; typedef signed char S8 ; typedef signed short S16; typedef signed long S32; typedef float SINGLE; typedef double DOUBLE; typedef union { S32 i; U32 u; SINGLE f; void *p; } HYBRID; enum OBJCLASS { OC_NONE = 0x00000000, OC_SPACESHIP = 0x00000001, OC_PLANETOID = 0x00000002, OC_MEXPLODE = 0x00000004, OC_SHRAPNEL = 0x00000008, OC_JUMPGATE = 0x00000010, OC_NEBULA = 0x00000020, OC_LAUNCHER = 0x00000040, OC_WEAPON = 0x00000080, OC_BLAST = 0x00000100, OC_WAYPOINT = 0x00000200, OC_PLATFORM = 0x00000400, OC_FIGHTER = 0x00000800, OC_LIGHT = 0x00001000, OC_MINEFIELD = 0x00002000, OC_TRAIL = 0x00004000, OC_EFFECT = 0x00008000, OC_FIELD = 0x00010000, OC_NUGGET = 0x00020000, OC_GROUP = 0x00040000, OC_RESEARCH = 0x00080000, OC_BLACKHOLE = 0x00100000, OC_PLAYERBOMB = 0x00200000, OC_BUILDRING = 0x00400000, OC_BUILDOBJ = 0x00800000, OC_MOVIECAMERA = 0x01000000, OC_OBJECT_GENERATOR = 0x02000000, OC_TRIGGER = 0x04000000, OC_SCRIPTOBJECT = 0x08000000, OC_UI_ANIM = 0x10000000 }; enum WPNCLASS { WPN_MISSILE=1, WPN_BOLT, WPN_BEAM, WPN_ARC, WPN_AUTOCANNON, WPN_SPECIALBOLT, WPN_TRACTOR, WPN_OVERDRIVE, WPN_REPULSOR, WPN_SWAPPER, WPN_PLASMABOLT, WPN_ANMBOLT, WPN_AEBOLT, WPN_AEGIS, WPN_MIMIC, WPN_ZEALOT, WPN_STASISBOLT, WPN_REPELLENTCLOUD, WPN_SYNTHESIS, WPN_MASS_DISRUPTOR, WPN_DESTABILIZER, WPN_GATTLINGBEAM, WPN_LASERSPRAY, WPN_WORMHOLE, WPN_REPULSORWAVE, WPN_DUMBRECONPROBE }; enum LAUNCHCLASS { LC_TURRET=1, LC_VERTICLE_LAUNCH, LC_MISSILE, LC_AIR_DEFENSE, LC_MINELAYER, LC_FIGHTER_WING, LC_KAMIKAZE_WING, LC_SHIPLAUNCH, LC_FANCY_LAUNCH, LC_CLOAK_LAUNCH, LC_RECON_LAUNCH, LC_WORMHOLE_LAUNCH, LC_PING_LAUNCH, LC_MULTICLOAK_LAUNCH, LC_TALORIAN_LAUNCH }; enum SPACESHIPCLASS { SSC_GUNBOAT=1, SSC_BUILDSHIP, SSC_HARVESTSHIP, SSC_FABRICATOR, SSC_MINELAYER, SSC_RECONPROBE, SSC_TORPEDO, SSC_GUNSAT, SSC_FLAGSHIP, SSC_SUPPLYSHIP, SSC_TROOPSHIP, SSC_RECOVERYSHIP, SSC_SPIDERDRONE, SSC_TERRANDRONE }; enum PLATFORMCLASS { PC_OLDSTYLE, PC_GUNPLAT=1, PC_SUPPLYPLAT, PC_BUILDPLAT, PC_REPAIRPLAT, PC_REFINERY, PC_GENERAL, PC_BUILDSUPPLAT, PC_JUMPPLAT, PC_SELL }; enum EFFECTCLASS { FX_FIREBALL=1, FX_PARTICLE, FX_STREAK, FX_SPARK, FX_ANIMOBJ, FX_CLOAKEFFECT, FX_ENGINETRAIL, FX_WORMHOLE_BLAST, FX_TALORIAN_EFFECT, FX_TROOPPOD }; enum FIELDCLASS { FC_ASTEROIDFIELD=1, FC_MINEFIELD, FC_NEBULA, FC_ANTIMATTER }; enum BUILDOBJCLASS { BO_TERRAN, BO_MANTIS, BO_SOLARIAN, BO_VYRIUM }; typedef U16 M_PART_ID; namespace SFX { enum ID { INVALID=0, BUTTONPRESS1, BUTTONPRESS2, inRange, startConstruction, endConstruction, zeroMoney, lightindustryButton, heavyindustryButton, hitechindustryButton, hqButton, researchButton, planetDepleted, harvestRedeploy, researchCompleted, JG_ENTER1, JG_ENTER2, JG_ARRIVE1, JG_ARRIVE2, JG_AMBIENCE, T_ARC_CANNON, T_DEFENSEGUN1, T_SHIELDHIT, T_SHIELDFIZZOUT, T_SHIELDFIZZIN, T_LASERTURRET_SML, T_CORVETTE_IMPACT, T_LASERTURRET_MED, T_LASERTURRET_LGE, T_MISSILE, T_FLYBY1, T_FIGHTERFLYBY1, T_FIGHTERFLYBY2, T_FIGHTERFLYBY3, T_FIGHTERFLYBY4, T_FIGHTERLAUNCH1, T_FIGHTERLAUNCH2, T_FIGHTERLAUNCH3, T_FIGHTERLAUNCH4, T_CONSTRUCTION, T_POWERUP, T_LSATFIRE, T_LSATDEPLOY, T_FIGHTEREXPLO, T_HARVESTERUNLOAD, T_IMPACTCORVETTE, T_IMPACTLSAT, T_TROOPRELEASE, T_IMPACTMISSILE, T_IMPACTFIGHTER, T_FIGHTERFIRE1, T_FIGHTERFIRE2, T_FIGHTERFIRE3, T_FIGHTERFIRE4, T_PROBELAUNCH, T_FIGHTERKAMIKAZE, T_TEMPESTLAUNCH, T_IMPACTDREADNOUGHT, T_GRAVWELL, T_TRACTORDEBRIS, T_PROBEFIZZLE, T_AEGISSHIELD, T_IONCHARGE, T_TROOPASSAULT, M_FIGHTERLAUNCH1, M_FIGHTERLAUNCH2, M_FIGHTERLAUNCH3, M_FIGHTERLAUNCH4, M_FIGHTERFLYBY1, M_FIGHTERFLYBY2, M_FIGHTERFLYBY3, M_FIGHTERFLYBY4, M_PLASMASMALL, M_PLASMAMED, M_CONSTRUCTION, M_FIGHTERBLAST, M_PLASMACHARGE, M_SELLINGUNIT, M_SHIELDHIT, M_REPELLCLOUD, S_CONSTRUCTION, S_BALLENERGY, S_BEAM_LG, S_BEAM_MED, S_DESTABILIZER, S_DISRUPTORDAM, S_ECLIPSE, S_FORGERDEPLOY, S_LAUNCHDESTAB, S_LAUNCHDISRUP, S_LEGIONAIRE, S_LEGIONSUCCESS, S_MINELAYER, S_REPULSOR, S_SELLINGUNIT, S_STRATUM, S_SYNTHESIS, S_UNLOAD, S_BEAM_MED2, S_SHIELDHIT, S_BEAM_SML, NEBULA_ION, NEBULA_IONSPARK, NEBULA_PLASMA, NEBULA_ARGON, NEBULA_HELIOUS, NEBULA_HYADES, ASTEROID_FIELD, NEBULA_CELSIUS, NEBULA_CYGNUS, NEBULA_LITHIUM, EXPT_L_SUB, EXPT_L_FINAL, EXPT_M_SUB, EXPT_M_FINAL, EXPT_S_SUB, EXPT_S_FINAL, EXPM_RIPPLE1, EXPM_RIPPLE2, EXPM_RIPPLE3, EXPM_RIPPLE4, EXPM_L_SUB, EXPM_L_FINAL, EXPM_M_SUB, EXPM_M_FINAL, EXPM_S_SUB, EXPM_S_FINAL, EXPS_L_SUB, EXPS_L_FINAL, EXPS_M_SUB, EXPS_M_FINAL, EXPS_S_SUB, EXPS_S_FINAL, CONFIRMATION, EXPLOSION, EXPLOSION1, EXPLOSION2, EXPLOSION3, EXPLOSION4, SECEXPLODE1, SECEXPLODE2, SECEXPLODE3, SECEXPLODE4, SMALLEXPLOSION, TELETYPE, SPECIALDENIED, BEACON, LAST }; } class Vector { SINGLE x,y,z; }; class Matrix { SINGLE d[3][3]; }; class Transform : Matrix { Vector translation; }; struct GRIDVECTOR { U8 x, y; }; struct NETGRIDVECTOR { U8 x, y; U8 systemID; }; typedef U32 NETVECTOR; typedef Transform TRANSFORM; typedef long LONG; typedef struct tagRECT { LONG left; LONG top; LONG right; LONG bottom; } RECT; typedef char M_STRING[32]; typedef unsigned short wchar_t; typedef wchar_t M_STRINGW[32]; namespace OBJNAMES { enum M_DISPLAY_NAME { MT_NO_DISPLAY_NAME = 0, MT_HEADQUARTERS = 303, MT_LIGHT_INDUSTRIAL = 454, MT_HEAVY_INDUSTRIAL = 455, MT_HITECH_INDUSTRIAL = 456, MT_RESEARCH_FACILITY = 459, MT_REFINERY = 458, MT_TENDER = 538, MT_OUTPOST = 539, MT_TURRET = 540, MT_ACADEMY = 541, MT_PROPLAB = 390, MT_ADVHULL = 543, MT_REPAIR = 544, MT_SRSENSOR = 545, MT_AWSLAB = 546, MT_DEFENSEBAT = 547, MT_MRSENSOR = 548, MT_LOGISTICS = 549, MT_NANOLAB = 550, MT_FORCELAB = 551, MT_LRSENSOR = 552, MT_CDETECT = 553, MT_BALLISTICS = 353, MT_DISPLACEMENT = 354, MT_JUMPGATE = 389, MT_HANGER = 388, MT_HEAVYREFINERY = 393, MT_SUPERHEAVYREFINERY = 394, MT_SUPPLY = 538, MT_CORVETTE = 424, MT_TANKER = 433, MT_LSAT_DEFENSE = 428, MT_MISSILE_CRUISER = 430, MT_TROOPSHIP = 431, MT_FLEET_CARRIER = 425, MT_BATTLESHIP = 429, MT_SPACE_STATION = 432, MT_ION_CANNON = 392, MT_DREADNOUGHT = 412, MT_INFILTRATOR = 426, MT_LANCER_CRUISER = 427, MT_FABRICATOR = 460, MT_ADVFABRICATOR = 434, MT_DEBRIS = 321, MT_SUPPLYSHIP = 559, MT_FLEETOFFICER = 560, MT_HALSEY = 396, MT_HAWKES = 397, MT_BENSON = 398, MT_SMIRNOFF = 399, MT_STEELE = 401, MT_TAKAI = 670, MT_BLACKWELL = 750, MT_ELITEDREADNOUGHT = 751, MT_ELITEBATTLESHIP = 752, MT_KHAMIR = 322, MT_SCOUT_CARRIER = 323, MT_FRIGATE = 324, MT_MINELAYER = 325, MT_HEAVY_CRUISER = 326, MT_SUPER_CARRIER = 327, MT_VORAAK_CANNON = 328, MT_SEEKER = 329, MT_SIPHON_TANKER = 333, MT_WEAVER = 334, MT_GREATER_WEAVER = 335, MT_HIVE_CARRIER = 331, MT_LEECH = 336, MT_ZORAP_SUPPLY = 332, MT_MORDELLA = 671, MT_AZKAR = 672, MT_VERLAK = 673, MT_KERTAK = 674, MT_ADTHRIPID = 675, MT_MALKOR = 676, MT_BIOFORGE = 337, MT_BLAST_FURNACE = 338, MT_CARPACE_PLANT = 339, MT_CARRION_ROOST = 340, MT_COCOON = 341, MT_EXPLOSIVES_RANGE = 342, MT_EYE_STOCK = 343, MT_FUSION_MILL = 344, MT_MUTATION_COLONY = 345, MT_NIAD = 346, MT_THRIPID = 347, MT_WARLORD_TRAINING = 348, MT_DUAL_SPITTER = 349, MT_PLASMA_SPITTER = 350, MT_COLLECTOR = 351, MT_PLANTATION = 352, MT_GREAT_PLANTATION = 810, MT_PLASMA_HIVE = 355, MT_HYBRIDCENTER = 356, MT_GREATERCOLLECTOR = 395, MT_DISSECTION = 391, MT_ACROPOLIS = 357, MT_OXIDATOR = 358, MT_PAVILION = 359, MT_SENTINELTOWER = 360, MT_BUNKER = 361, MT_SANCTUM = 362, MT_EUTROMILL = 363, MT_GREATERPAVILION = 364, MT_HELIONVEIL = 365, MT_CITADEL = 366, MT_XENOCHAMBER = 367, MT_ANVIL = 368, MT_MUNITIONSANNEX = 369, MT_TURBINEDOCK = 370, MT_TALOREANMATRIX = 371, MT_PORTAL = 693, MT_FORGER = 372, MT_STRATUM = 373, MT_GALIOT = 374, MT_TAOS = 375, MT_POLARIS = 376, MT_AURORA = 377, MT_ORACLE = 378, MT_ESPCOIL = 379, MT_STARBURST = 380, MT_HYDROFOIL = 381, MT_LEGIONARE = 383, MT_PROTEUS = 382, MT_ATLAS = 384, MT_TRIREME = 385, MT_MONOLITH = 386, MT_HIGHCOUNSEL = 387, MT_BLANUS = 687, MT_ELAN = 688, MT_VIVAC = 689, MT_JOULE = 690, MT_PROCYO = 691, MT_NATUS = 692, MT_ELITEMONOLITH = 753, MT_ELITETRIREME = 754, MT_APOCARTHROPOD = 755, MT_PLANET_EARTH = 654, MT_PLANET_MOON = 655, MT_PLANET_GAS = 656, MT_PLANET_SWAMP = 657 }; } namespace SILNAMES { enum M_SILHOUETTE_NAME { CORVETTE = 1087, TANKER = 1111, LSAT = 1102, MISSILECRUISER = 1081, ASSAULTSHIP = 1117, SPACESTATION = 1105, BATTLESHIP = 1099, FLEETCARRIER = 1090, DREADNOUGHT = 1084, INFILTRATOR = 1093, LANCER = 1096, SUPPLY = 1114, FABRICATOR = 1075, ADVFABRICATOR = 1078, FLEETOFFICER = 1108, IONCANNON = 1120, M_WEAVER = 943, M_GREATERWEAVER = 946, M_ZORAP = 949, M_SIPHON = 952, M_PLASMASPITTER = 955, M_OCELLUS = 958, M_SCOUTCARRIER = 964, M_FRIGATE = 967, M_KHAMIR = 970, M_HIVECARRIER = 973, M_TIAMATCARRIER = 976, M_SITHKAR = 979, M_CAPTORLEECH = 982, M_VORAAKCANNON = 985, M_SPINELAYER = 988, M_PLASMAHIVE = 961, S_FORGER = 1743, S_STRATUM = 1746, S_GALIOT = 1749, S_TAOS = 1752, S_POLARIS = 1755, S_AURORA = 1758, S_STARBURST = 1761, S_HYDROFOIL = 1764, S_LEGIONARE = 1767, S_ATLAS = 1773, S_TRIREME = 1776, S_MONOLITH = 1779, S_HIGHCOUNCIL = 1782, S_ORACLE = 1785, S_ESPCOIL = 1788, S_PORTAL = 2444, S_PROTEUS = 2447 }; } namespace UNITSOUNDS { enum PRIORITY { LOW, MEDIUM, HIGH, ADMIRAL }; union SPEECH { struct SPACESHIP { M_STRING underAttack; M_STRING alliedAttack; M_STRING enemySighted; M_STRING selected; M_STRING destructionDenied; M_STRING move; M_STRING aggravated; M_STRING constructComplete; M_STRING death; }; struct RESUSER { M_STRING notEnoughGas; M_STRING notEnoughMetal; M_STRING notEnoughCrew; M_STRING notEnoughCommandPoints; }; struct GUNBOAT : SPACESHIP { M_STRING attacking; M_STRING suppliesout; M_STRING specialAttack; } gunboat; struct HARVESTER : SPACESHIP { M_STRING harvestResource; M_STRING planetDepleted; M_STRING planetDepletedRedeploy; } harvester; struct FABRICATOR : SPACESHIP, RESUSER { M_STRING buildImposible; M_STRING constructStarted; } fabricator; struct MINELAYER : SPACESHIP { } minelayer; struct SUPPLYSHIP : SPACESHIP { M_STRING resupplyShips; } supplyship; struct TROOPSHIP : SPACESHIP { M_STRING attacking; M_STRING attackSuccess; M_STRING attackFailed; } troopship; struct FLAGSHIP : SPACESHIP { M_STRING attacking; M_STRING fleetdamage50; M_STRING fleetdamage75; M_STRING supplieslow; M_STRING suppliesout; M_STRING battlegood; M_STRING battlemoderate; M_STRING battlebleak; M_STRING shipleaving; M_STRING admiralondeck; M_STRING flagshipintrouble; M_STRING transferfailed; M_STRING scuttle; } flagship; struct PLATFORM { M_STRING underAttack; M_STRING alliedAttack; M_STRING enemySighted; M_STRING selected; M_STRING destructionDenied; M_STRING constructComplete; M_STRING constructStarted; M_STRING buildDelayed; M_STRING research; M_STRING researchCompleted; M_STRING upgradeCompleted; }; struct GENPLATFORM : PLATFORM, RESUSER { } platform; struct GUNPLAT : PLATFORM { M_STRING attacking; M_STRING suppliesout; } gunPlat; }; } typedef UNITSOUNDS::SPEECH MT_UNITSPEECH; enum M_RACE { M_NO_RACE, M_TERRAN, M_MANTIS, M_SOLARIAN, M_VYRIUM }; enum M_ARTIFACT { M_NO_ARTIFACT }; enum M_RESOURCE_TYPE { M_GAS, M_METAL, M_CREW, M_COMMANDPTS }; enum M_OBJCLASS { M_NONE=0, M_FABRICATOR=1, M_SUPPLY, M_CORVETTE, M_MISSILECRUISER, M_BATTLESHIP, M_DREADNOUGHT, M_CARRIER, M_LANCER, M_INFILTRATOR, M_HARVEST, M_RECONPROBE, M_TROOPSHIP, M_FLAGSHIP, M_HQ, M_REFINERY, M_LIGHTIND, M_TENDER, M_REPAIR, M_OUTPOST, M_ACADEMY, M_BALLISTICS, M_ADVHULL, M_HEAVYREFINERY, M_SUPERHEAVYREFINERY, M_LSAT, M_SPACESTATION, M_LRSENSOR, M_AWSLAB, M_IONCANNON, M_HEAVYIND, M_HANGER, M_PROPLAB, M_DISPLAB, M_CLOAKSTATION, M_PLANET, M_FIELD, M_DEBRIS, M_WAYPOINT, M_JUMPGATE, M_MINEFIELD, M_NUGGET, M_NEBULA, M_ASTEROID_FIELD, M_JUMPPLAT, M_COCOON, M_COLLECTOR, M_GREATER_COLLECTOR, M_PLANTATION, M_GREATER_PLANTATION, M_EYESTOCK, M_THRIPID, M_WARLORDTRAINING, M_BLASTFURNACE, M_EXPLOSIVESRANGE, M_PLASMASPLITTER, M_CARRIONROOST, M_VORAAKCANNON, M_MUTATIONCOLONY, M_NIAD, M_BIOFORGE, M_FUSIONMILL, M_CARPACEPLANT, M_DISSECTIONCHAMBER, M_HYBRIDCENTER, M_PLASMAHIVE, M_WEAVER, M_SPINELAYER, M_SIPHON, M_ZORAP, M_LEECH, M_SEEKER, M_SCOUTCARRIER, M_FRIGATE, M_KHAMIR, M_HIVECARRIER, M_SCARAB, M_TIAMAT, M_WARLORD, M_ACROPOLIS, M_OXIDATOR, M_PAVILION, M_SENTINELTOWER, M_EUTROMILL, M_GREATERPAVILION, M_HELIONVEIL, M_CITADEL, M_XENOCHAMBER, M_ANVIL, M_MUNITIONSANNEX, M_TURBINEDOCK, M_TALOREANMATRIX, M_BUNKER, M_PROTEUS, M_HYDROFOIL, M_ESPCOIL, M_STARBURST, M_PORTAL, M_FORGER, M_STRATUM, M_GALIOT, M_ATLAS, M_LEGIONAIRE, M_TAOS, M_POLARIS, M_AURORA, M_ORACLE, M_TRIREME, M_MONOLITH, M_HIGHCOUNSEL, M_ENDOBJCLASS }; enum UNIT_STANCE { US_DEFEND = 0, US_ATTACK, US_STAND, US_STOP }; enum ADMIRAL_TACTIC { AT_PEACE = 0, AT_DEFEND, AT_HOLD, AT_SEEK }; enum FighterStance { FS_NORMAL = 0, FS_PATROL, }; enum UNIT_SPECIAL_ABILITY { USA_NONE, USA_ASSAULT, USA_TEMPEST, USA_PROBE, USA_CLOAK, USA_AEGIS, USA_VAMPIRE, USA_STASIS, USA_FURYRAM, USA_REPEL, USA_BOMBER, USA_MIMIC, USA_MINELAYER, USA_S_MINELAYER, USA_REPULSOR, USA_SYNTHESIS, USA_MASS_DISRUPTOR, USA_DESTABILIZER, USA_WORMHOLE, USA_PING, USA_M_PING, USA_S_PING, USA_MULTICLOAK, USA_TRACTOR, USA_DOCK, USA_LAST }; typedef unsigned __int64 U64; struct DYNAMICS_DATA { SINGLE linearAcceleration; SINGLE angAcceleration; SINGLE maxLinearVelocity; SINGLE maxAngVelocity; }; struct FLASH_DATA { SINGLE lifeTime; SINGLE range; U8 red,green,blue; }; struct TRANS_SAVELOAD { Vector position; SINGLE ang_position; Vector velocity, ang_velocity; }; struct EXTENSION_SAVELOAD { U8 levelsAdded; S8 extensionLevel; S8 workingExtLevel; SINGLE percentExt; }; struct CLOAK_SAVELOAD_BASE { SINGLE cloakTimer,cloakPercent; bool bCloakPending:1; bool bCloaking:1; U32 cloakCount; }; struct CLOAK_SAVELOAD { CLOAK_SAVELOAD_BASE baseCloak; BOOL32 bCloaked; }; enum ARMOR_TYPE { NO_ARMOR, LIGHT_ARMOR, MEDIUM_ARMOR, HEAVY_ARMOR }; struct ARMOR_DATA { ARMOR_TYPE myArmor; union FIELDS { struct ARMOR_DAMAGE { SINGLE noArmor; SINGLE lightArmor; SINGLE mediumArmor; SINGLE heavyArmor; } damageTable; SINGLE _damageTable[4]; } fields; }; struct ResourceCost { U32 gas:8; U32 metal:8; U32 crew:8; U32 commandPt:8; }; struct DamageSave { U32 damage; Vector pos; bool bActive; }; struct DAMAGE_SAVELOAD { U32 lastRepairSlot; SINGLE lastDamage; struct DamageSave damageSave[5]; }; struct BASIC_DATA { OBJCLASS objClass; bool bEditDropable; }; enum GENBASE_TYPE { GBT_FONT = 1, GBT_BUTTON, GBT_STATIC, GBT_EDIT, GBT_LISTBOX, GBT_DROPDOWN, GBT_VFXSHAPE, GBT_HOTBUTTON, GBT_SCROLLBAR, GBT_HOTSTATIC, GBT_SHIPSILBUTTON, GBT_COMBOBOX, GBT_SLIDER, GBT_TABCONTROL, GBT_ICON, GBT_QUEUECONTROL, GBT_ANIMATE, GBT_PROGRESS_STATIC, GBT_DIPLOMACYBUTTON }; struct GENBASE_DATA { GENBASE_TYPE type; }; struct GT_VFXSHAPE : GENBASE_DATA { char filename[32]; }; struct MISSION_DATA { M_OBJCLASS mObjClass:8; M_RACE race:4; OBJNAMES::M_DISPLAY_NAME displayName:18; struct M_CAPS { U8 padding; bool moveOk:1; bool attackOk:1; bool specialAttackOk:1; bool specialEOAOk:1; bool specialAbilityOk:1; bool specialAttackWormOk:1; bool defendOk:1; bool supplyOk:1; bool harvestOk:1; bool buildOk:1; bool repairOk:1; bool jumpOk:1; bool admiralOk:1; bool captureOk:1; bool salvageOk:1; bool probeOk:1; bool mimicOk:1; bool recoverOk:1; bool createWormholeOk:1; bool synthesisOk:1; bool cloakOk:1; bool specialAttackShipOk:1; } caps; U16 hullPointsMax; U16 supplyPointsMax; U16 scrapValue; U16 buildTime; ResourceCost resourceCost; SINGLE sensorRadius; SINGLE cloakedSensorRadius; SINGLE maxVelocity; SINGLE baseWeaponAccuracy; SINGLE baseShieldLevel; ARMOR_DATA armorData; SILNAMES::M_SILHOUETTE_NAME silhouetteImage; UNIT_SPECIAL_ABILITY specialAbility; UNITSOUNDS::PRIORITY speechPriority; }; struct BASIC_INSTANCE { Vector position, rotation; }; namespace TECHTREE { enum TECHUPGRADE { NO_TECHUPGRADE = 0x00000000, ALL_TECHUPGRADE = 0xFFFFFFFF, T_RES_XCHARGES = 0x00000001, T_RES_XSHIELD = 0x00000002, T_RES_XPROBE = 0x00000004, T_RES_XCLOAK = 0x00000008, T_RES_XVAMPIRE = 0x00000010, T_RES_MISSLEPACK1 = 0x00000020, T_RES_MISSLEPACK2 = 0x00000040, T_RES_MISSLEPACK3 = 0x00000080, T_RES_TROOPSHIP1 = 0x00000100, T_RES_TROOPSHIP2 = 0x00000200, T_RES_TROOPSHIP3 = 0x00000400, M_RES_XCAMO = 0x10000001, M_RES_XGRAVWELL = 0x10000002, M_RES_XRCLOUD = 0x10000004, M_RES_REPULSOR = 0x10000010, M_RES_EXPLODYRAM1 = 0x10000020, M_RES_EXPLODYRAM2 = 0x10000040, M_RES_LEECH1 = 0x10000080, M_RES_LEECH2 = 0x10000100, S_RES_SYNTHESIS = 0x20000001, S_RES_MASSDISRUPTOR = 0x20000002, S_RES_AURORACLOAK = 0x20000004, S_RES_DESTABILIZER = 0x20000008, S_RES_TRACTOR = 0x20000010, S_RES_LEGION1 = 0x20000020, S_RES_LEGION2 = 0x20000040, S_RES_LEGION3 = 0x20000080, S_RES_LEGION4 = 0x20000100, S_RES_PROTEUSPACK1 = 0x20000200, S_RES_PROTEUSPACK2 = 0x20000400, T_SHIP__FABRICATOR = 0x08000000, T_SHIP__SUPPLY = 0x04000000, T_SHIP__CORVETTE = 0x02000000, T_SHIP__MISSILECRUISER = 0x01000000, T_SHIP__BATTLESHIP = 0x00800000, T_SHIP__DREADNOUGHT = 0x00400000, T_SHIP__CARRIER = 0x00200000, T_SHIP__LANCER = 0x00100000, T_SHIP__INFILTRATOR = 0x00080000, T_SHIP__HARVEST = 0x00040000, T_SHIP__RECONPROBE = 0x00020000, T_SHIP__TROOPSHIP = 0x00010000, T_SHIP__FLAGSHIP = 0x00008000, M_SHIP_WEAVER = 0x18000000, M_SHIP_SPINELAYER = 0x14000000, M_SHIP_SIPHON = 0x12000000, M_SHIP_ZORAP = 0x11000000, M_SHIP_SEEKER = 0x10800000, M_SHIP_SCOUTCARRIER = 0x10400000, M_SHIP_FRIGATE = 0x10200000, M_SHIP_KHAMIR = 0x10100000, M_SHIP_HIVECARRIER = 0x10080000, M_SHIP_LEECH = 0x10040000, M_SHIP_SCARAB = 0x10020000, M_SHIP_TIAMAT = 0x10010000, M_SHIP_WARLORD = 0x10008000, S_SHIP_FORGER = 0x28000000, S_SHIP_STRATUM = 0x24000000, S_SHIP_GALIOT = 0x22000000, S_SHIP_TAOS = 0x21000000, S_SHIP_POLARIS = 0x20800000, S_SHIP_AURORA = 0x20400000, S_SHIP_LEGIONAIRE = 0x20200000, S_SHIP_ORACLE = 0x20100000, S_SHIP_ATLAS = 0x20080000, S_SHIP_TRIREME = 0x20040000, S_SHIP_MONOLITH = 0x20020000, S_SHIP_HIGHCOUNSEL = 0x20010000 }; enum BUILDNODE { NO_BUILDNODE = 0x00000000, ALL_BUILDNODE = 0xFFFFFFFF, RES_REFINERY_GAS1 = 0x08000000, RES_REFINERY_GAS2 = 0x04000000, RES_REFINERY_GAS3 = 0x02000000, RES_REFINERY_METAL1 = 0x01000000, RES_REFINERY_METAL2 = 0x00800000, RES_REFINERY_METAL3 = 0x00400000, RES_REFINERY_CREW1 = 0x00200000, RES_REFINERY_CREW2 = 0x40000000, RES_REFINERY_CREW3 = 0x80000000, TDEPEND_LIGHT_IND = 0x00000001, TDEPEND_HEAVY_IND = 0x00000002, TDEPEND_TECH_IND = 0x00000004, TDEPEND_REFINERY = 0x00000008, TDEPEND_OUTPOST = 0x00000010, TDEPEND_ACADEMY = 0x00000020, TDEPEND_ADVHULL = 0x00000040, TDEPEND_AWSLAB = 0x00000080, TDEPEND_BALLISTICS = 0x00000100, TDEPEND_TENDER = 0x00000200, TDEPEND_SENSORTOWER = 0x00000400, TDEPEND_HANGER = 0x00000800, TDEPEND_WEAPONS = 0x00001000, TDEPEND_DISPLACEMENT = 0x00002000, TDEPEND_HEADQUARTERS = 0x00004000, TDEPEND_PROPLAB = 0x00008000, TDEPEND_LASER_TURRET = 0x00010000, TDEPEND_ION_CANNON = 0x00020000, TDEPEND_JUMP_INHIBITOR =0x00040000, TDEPEND_SPACE_STATION =0x00080000, TDEPEND_REPAIR =0x00100000, TCOMBO_ACADEMY_DIS_HEAVY = 0x00002022, TCOMBO_HANGER_HEAVY = 0x00000802, TCOMBO_LIGHT_BALLISTICS = 0x00000101, TCOMBO_WEAPONS_HEAVY = 0x00001002, TCOMBO_PROP_HEAVY = 0x00008002, TCOMBO_ACADEMY_DIS_PROP = 0x0000a020, TCOMBO_PROP_AWS = 0x00008080, MDEPEND_COCOON = 0x10000001, MDEPEND_COLLECTOR = 0x10000002, MDEPEND_PLANTATION = 0x10000004, MDEPEND_GR_PLANTATION = 0x1000000C, MDEPEND_THRIPID = 0x10000010, MDEPEND_NIAD = 0x10000030, MDEPEND_EYESTOCK = 0x10000040, MDEPEND_WARLORDTRAIN= 0x10000080, MDEPEND_MUTATECOLON = 0x10000140, MDEPEND_CARRIONROOST= 0x10000200, MDEPEND_BLASTFURNACE= 0x10000400, MDEPEND_EXPLSVRANGE = 0x10000C00, MDEPEND_BIOFORGE = 0x10001000, MDEPEND_FUSIONMILL = 0x10003000, MDEPEND_CARPACEPLANT= 0x10005000, MDEPEND_HYBRIDCENTER= 0x10007000, MDEPEND_PLASMA_SPITTER =0x10008000, MDEPEND_DUAL_SPITTER = 0x10018000, MDEPEND_PLASMA_HIVE = 0x10028000, MDEPEMD_JUMP_PLAT = 0x10040000, MDEPEND_GR_COLLECTOR= 0x10080002, MDEPEND_DISECTION = 0x10100000, MCOMBO_CARAPCE_CARRION = 0x10005200, MCOMBO_COLLECT_PLANT = 0x10000006, MCOMBO_CARRION_BIO_DISECT=0x10101200, MCOMBO_COCCON_COL_EYE = 0x10000043, MCOMBO_NIAD_CAR_BIO_DIS = 0x10101230, SDEPEND_ACROPOLIS = 0x20000001, SDEPEND_OXIDATOR = 0x20000002, SDEPEND_PAVILION = 0x20000004, SDEPEND_SENTINALTOWER = 0x20000008, SDEPEND_BUNKER = 0x20000010, SDEPEND_SANCTUM = 0x20000020, SDEPEND_EUTROMIL = 0x20000040, SDEPEND_GREATERPAVILION=0x20000080, SDEPEND_HELIONVIEL = 0x20000100, SDEPEND_CITADEL = 0x20000200, SDEPEND_XENOCHAMBER = 0x20000400, SDEPEND_ANVIL = 0x20000800, SDEPEND_MUNITIONSANEX = 0x20001000, SDEPEND_TURBINEDOCK = 0x20002000, SDEPEND_TALOREANMATRIX= 0x20004000, SDEPEND_JUMP_PLAT = 0x20008000, SDEPEND_ESP_COIL = 0x20010000, SDEPEND_PROTEUS = 0x20020000, SDEPEND_HYDROFOIL = 0x20040000, SDEPEND_STARBURST = 0x20080000, SDEPEND_PORTAL = 0x20100000, SCOMBO_MUNITION_TURB = 0x20003000, SCOMBO_CITADEL_GPAV = 0x20000280, SCOMBO_XENO_MUNITION = 0x20001400, SCOMBO_OXY_EUTRO = 0x20000042, SCOMBO_MUN_TURB_XENO = 0x20003400, SCOMBO_HELL_GRPAV = 0x20000180, SCOMBO_OXI_SENT = 0x2000000a, SCOMBO_GREATPAV_PROT = 0x20020080, SCOMBO_GRPAV_MUAX_TDOCK_XEN = 0x20003480, SCOMBO_GRPAV_PAV_HEVIEL = 0x20000184, }; enum COMMON { NO_COMMONUPGRADE = 0x00000000, ALL_COMMON = 0x1FFFFFFF, RESERVED_FABRICATOR = 0x20000000, RESERVED_ADMIRAL = 0x40000000, RESERVED_NEVER = 0x80000000, RES_ENGINE1 = 0x00000001, RES_ENGINE2 = 0x00000002, RES_ENGINE3 = 0x00000004, RES_ENGINE4 = 0x00000008, RES_ENGINE5 = 0x00000010, RES_SHIELDS1 = 0x00000020, RES_SHIELDS2 = 0x00000040, RES_SHIELDS3 = 0x00000080, RES_SHIELDS4 = 0x00000100, RES_SHIELDS5 = 0x00000200, RES_HULL1 = 0x00000400, RES_HULL2 = 0x00000800, RES_HULL3 = 0x00001000, RES_HULL4 = 0x00002000, RES_HULL5 = 0x00004000, RES_SUPPLY1 = 0x00008000, RES_SUPPLY2 = 0x00010000, RES_SUPPLY3 = 0x00020000, RES_SUPPLY4 = 0x00040000, RES_SUPPLY5 = 0x00080000, RES_WEAPONS1 = 0x00100000, RES_WEAPONS2 = 0x00200000, RES_WEAPONS3 = 0x00400000, RES_WEAPONS4 = 0x00800000, RES_WEAPONS5 = 0x01000000, MDEPEND_HYBRID_EXTRA = 0x02000000, }; enum COMMON_EXTRA { NO_COMMONEXTRAUPGRADE = 0x00000000, ALL_COMMONEXTRAUPGRADES = 0xFFFFFFFF, RES_FLEET1 = 0x00000001, RES_FLEET2 = 0x00000002, RES_FLEET3 = 0x00000004, RES_FLEET4 = 0x00000008, RES_FLEET5 = 0x00000010, RES_TANKER1 = 0x00000020, RES_TANKER2 = 0x00000040, RES_TANKER3 = 0x00000080, RES_TANKER4 = 0x00000100, RES_TANKER5 = 0x00000200, RES_TENDER1 = 0x00000400, RES_TENDER2 = 0x00000800, RES_TENDER3 = 0x00001000, RES_TENDER4 = 0x00002000, RES_TENDER5 = 0x00004000, RES_SENSORS1 = 0x00008000, RES_SENSORS2 = 0x00010000, RES_SENSORS3 = 0x00020000, RES_SENSORS4 = 0x00040000, RES_SENSORS5 = 0x00080000, RES_FIGHTER1 = 0x00100000, RES_FIGHTER2 = 0x00200000, RES_FIGHTER3 = 0x00400000, RES_FIGHTER4 = 0x00800000, RES_FIGHTER5 = 0x01000000, RES_ADMIRAL1 = 0x02000000, RES_ADMIRAL2 = 0x04000000, RES_ADMIRAL3 = 0x08000000, RES_ADMIRAL4 = 0x10000000, RES_ADMIRAL5 = 0x20000000, RES_ADMIRAL6 = 0x40000000 }; enum LEVEL_INIT { FULL_TREE, }; } struct SINGLE_TECHNODE { enum M_RACE raceID; TECHTREE::TECHUPGRADE tech; TECHTREE::BUILDNODE build; TECHTREE::COMMON common; TECHTREE::COMMON_EXTRA common_extra; }; struct TECHNODE { struct _races { TECHTREE::TECHUPGRADE tech; TECHTREE::BUILDNODE build; TECHTREE::COMMON common; TECHTREE::COMMON_EXTRA common_extra; } race[4]; }; struct ROCKING_DATA : DYNAMICS_DATA { SINGLE rockLinearMax, rockAngMax; }; struct ENGINE_GLOW_DATA { S32 size[6]; U8 r,g,b; char engine_texture_name[32]; }; struct BLINKER_DATA { char light_script[32]; char textureName[32]; }; struct SHIELD_DATA { char meshName[32]; char animName[32]; char fizzAnimName[32]; SFX::ID sfx; SFX::ID fizzOut; SFX::ID fizzIn; }; struct DAMAGE_DATA { char damageBlast[32]; }; struct CLOAK_DATA { char cloakTex[32]; bool bAutoCloak:1; char cloakEffectType[32]; }; struct BILLBOARD_DATA { char billboardTexName[32]; U32 billboardThreshhold; bool bTex2; }; struct EXTENT_DATA { RECT extents[10]; SINGLE _step; SINGLE _min; SINGLE min_slice,max_slice; BOOL32 bZ; }; struct BASE_SPACESHIP_DATA : BASIC_DATA { SPACESHIPCLASS type; char fileName[32]; MISSION_DATA missionData; DYNAMICS_DATA dynamicsData; ROCKING_DATA rockingData; char explosionType[32]; char trailType[32]; char ambient_animation[32]; ENGINE_GLOW_DATA engineGlow; BLINKER_DATA blinkers; SHIELD_DATA shield; DAMAGE_DATA damage; CLOAK_DATA cloak; BILLBOARD_DATA billboard; SINGLE_TECHNODE techActive; }; struct BT_GUNBOAT_DATA : BASE_SPACESHIP_DATA { SINGLE outerWeaponRange; SINGLE optimalFacingAngle; bool bNoLineOfSight; char launcherType[5][32]; }; struct BT_TROOPSHIP_DATA : BASE_SPACESHIP_DATA { U32 damagePotential; SINGLE assaultRange; SFX::ID sfxPodRelease; }; struct BT_TROOPPOD_DATA : BASIC_DATA { EFFECTCLASS fxClass; char podType[32]; char podHardpoints[3][64]; }; struct BT_RECONPROBE_DATA : BASE_SPACESHIP_DATA { SINGLE lifeTime; char blastType[32]; }; struct BT_TORPEDO_DATA : BASE_SPACESHIP_DATA { SINGLE lifeTime; S32 damage; char blastType[32]; }; struct BT_MINELAYER_DATA : BASE_SPACESHIP_DATA { char drop_anim[32]; char mineFieldType[32]; char mineReleaseHardpoint[32]; U8 fieldSupplyCostPerMine; U32 fieldCompletionTime; U32 mineReleaseVelocity; SINGLE dropAnimDelay; }; struct BT_HARVESTSHIP_DATA : BASE_SPACESHIP_DATA { U32 loadingRate; struct _dockTiming { SINGLE unloadRate; SINGLE offDist; SFX::ID dockingSound; }dockTiming; struct _nuggetTiming { SINGLE nuggetTime; SINGLE offDist; SINGLE minePerSecond; char hardpointName[32]; SFX::ID nuggetSound; }nuggetTiming; char gasTankMesh[32]; char metalTankMesh[32]; }; struct DYNAMICS_DATA_JR { SINGLE maxLinearVelocity; SINGLE linearAcceleration; SINGLE maxAngVelocity; }; struct BT_BUILDERSHIP_DATA : BASIC_DATA { SPACESHIPCLASS type; char fileName[32]; DYNAMICS_DATA_JR dynamicsData; char workAnimation[32]; char sparkAnim[32]; char sparkHardpoint[32]; char explosionType[32]; SINGLE sparkWidth; SINGLE sparkDelay; }; struct MISSION_SAVELOAD { __readonly M_OBJCLASS mObjClass; M_STRING partName; __readonly __hexview U32 dwMissionID; U32 systemID:8; M_RACE race:4; U32 playerID:4; SINGLE maxVelocity; SINGLE sensorRadius; SINGLE cloakedSensorRadius; U16 supplies; U16 hullPoints; U16 hullPointsMax; U16 supplyPointsMax; U16 numKills; bool bReady:1; bool bRecallFighters:1; bool bMoveDisabled:1; bool bPendingOpValid:1; bool bUnselectable:1; bool bDerelict:1; bool bTowing:1; bool bInvincible:1; bool bNoAIControl:1; bool bAllEventsOn:1; bool bShowPartName:1; bool bUnderCommand:1; bool bNoAutoTarget:1; U8 controlGroupID; U8 groupIndex; MISSION_DATA::M_CAPS caps; __readonly __hexview U32 groupID; __readonly __hexview U32 admiralID; __readonly __hexview U32 fleetID; struct InstanceTechLevel { enum UPGRADE { LEVEL0=0, LEVEL1, LEVEL2, LEVEL3, LEVEL4, LEVEL5 }; UPGRADE engine:4; UPGRADE hull:4; UPGRADE supplies:4; UPGRADE targeting:4; UPGRADE damage:4; UPGRADE shields:4; UPGRADE experience:4; UPGRADE sensors:4; UPGRADE classSpecific:4; } techLevel; __readonly U32 lastOpCompleted; __readonly U32 pendingOp; }; struct BT_PLANET_DATA : BASIC_DATA { char fileName[32]; char ambient_animation[32]; char sysMapIcon[32]; MISSION_DATA missionData; U16 maxMetal; U16 maxGas; U16 maxCrew; SINGLE metalRegen; SINGLE gasRegen; SINGLE crewRegen; enum _planetType { M_CLASS, METAL_PLANET, GAS_PLANET, OTHER_PLANET }planetType; }; struct BASE_PLANET_SAVELOAD { U32 slotUser[12]; U16 slotMarks[8]; U16 mySlotMarks[8]; U16 trueMarks[8]; U8 shadowVisibilityFlags; U16 shadowMetal[8]; U16 shadowCrew[8]; U16 shadowGas[8]; SINGLE playerMetalRate[8]; SINGLE playerGasRate[8]; SINGLE playerCrewRate[8]; S32 maxMetal, maxGas, maxCrew; S32 metal, gas, crew; SINGLE metalRegen, gasRegen, crewRegen; SINGLE genCrew, genGas, genMetal; }; struct PLANET_SAVELOAD : BASE_PLANET_SAVELOAD { TRANS_SAVELOAD trans_SL; U8 exploredFlags; MISSION_SAVELOAD mission; }; struct PLANET_VIEW { MISSION_SAVELOAD * mission; BASIC_INSTANCE * rtData; U16 maxMetal; U16 maxGas; U16 maxCrew; U16 metal, gas, crew; SINGLE metalRegen; SINGLE gasRegen; SINGLE crewRegen; }; struct DRONE_RELEASE { char hardpoint[64]; char builderType[32]; U8 numDrones; }; struct BT_FABRICATOR_DATA : BASE_SPACESHIP_DATA { struct DRONE_RELEASE drone_release[2]; SINGLE repairRate; U32 maxQueueSize; SFX::ID buildSound; SFX::ID beginBuildSfx; }; struct EXTENSION_DATA { char extensionName[32]; }; struct BT_EXTENSION_INFO { char addChildName[32]; char removeChildName[32]; char archetypeName[32]; }; struct BASE_PLATFORM_DATA : BASIC_DATA { PLATFORMCLASS type; char fileName[32]; MISSION_DATA missionData; EXTENSION_DATA extension[4]; U8 extensionBits; S8 extensionLevel; char explosionType[32]; char shieldHitType[32]; char ambient_animation[32]; SINGLE mass; SINGLE_TECHNODE techActive; struct SHIELD_DATA shield; U32 slotsNeeded; struct BLINKER_DATA blinkers; U8 commandPoints; U32 metalStorage; U32 gasStorage; U32 crewStorage; }; struct BT_SUPPLYSHIP_DATA : BASE_SPACESHIP_DATA { SINGLE suppliesPerSecond; SINGLE supplyRange; }; struct BASE_WEAPON_DATA : BASIC_DATA { WPNCLASS wpnClass; }; struct BT_PROJECTILE_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE maxVelocity; char blastType[32]; char engineTrailType[32]; }; struct BT_PLASMABOLT_DATA : BT_PROJECTILE_DATA { char textureName[32]; char animName[32]; SINGLE numBolts; struct _pBolt { Vector rollSpeed; SINGLE boltWidth; SINGLE boltSpacing; U32 segmentsX; U32 segmentsY; U32 segmentsZ; Vector offset; struct _boltColor { U8 red,green,blue,alpha; }boltColor; }bolts[4]; }; struct SPECIAL_DAMAGE { U32 supplyDamage; SINGLE shieldFraction; SINGLE moveFraction; SINGLE sensorFraction; }; struct BT_SPECIALBOLT_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE maxVelocity; char blastType[32]; char sparkType[32]; FLASH_DATA flash; SINGLE MASS; SPECIAL_DAMAGE special; }; struct BT_BEAM_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE lifetime; SINGLE maxSweepDist; SINGLE beamWidth; struct _colorStruct { U8 red,green,blue; } blurColor; char contactBlast[32]; }; struct BASE_BEAM_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector startOffset,target1,target2,end; SINGLE time; bool bHit; }; struct BEAM_SAVELOAD : BASE_BEAM_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_GATTLINGBEAM_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE lifetime; SINGLE maxSweepDist; SINGLE beamWidth; char contactBlast[32]; }; struct BASE_GATTLINGBEAM_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector startOffset,target1,target2; SINGLE time, lastTime; bool bHit; }; struct GATTLINGBEAM_SAVELOAD : BASE_GATTLINGBEAM_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_LASERSPRAY_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE lifetime; SINGLE maxSweepDist; SINGLE beamWidth; SINGLE velocity; char contactBlast[32]; }; struct BASE_LASERSPRAY_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector startOffset,target1,target2,target3,target4,target5; SINGLE time, lastTime; bool bHit; }; struct LASERSPRAY_SAVELOAD : BASE_LASERSPRAY_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_ANMBOLT_DATA : BT_PROJECTILE_DATA { char animFile[32]; SINGLE boltSize; }; struct BASE_ANMBOLT_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector initialPos; S32 flashTime; BOOL32 bDeleteRequested:1; U32 launchFlags:8; Vector start, direction; }; struct ANMBOLT_SAVELOAD : BASE_ANMBOLT_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BASE_BOLT_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector initialPos; SINGLE flashTime; BOOL32 bDeleteRequested:1; U32 launchFlags:8; Vector start, direction; }; struct BOLT_SAVELOAD : BASE_BOLT_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BASE_MISSILE_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector initialPos; SINGLE timeToLive; SINGLE wobble; BOOL32 bDeleteRequested:1; BOOL32 bTargetingOff:1; U32 launchFlags:8; }; struct MISSILE_SAVELOAD : BASE_MISSILE_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_ARC_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE jumpRange; SINGLE feedbackRange; U32 maxTendrilStages; SINGLE damageDrop; U32 maxTargets; SINGLE period; bool drainSupplies:1; }; struct ARC_SAVELOAD { SINGLE time; S32 numTendrils; U32 ownerID; U32 systemID; TRANS_SAVELOAD trans_SL; }; enum BLENDS { ONE_ONE=0, SRC_INVSRC=1, SRC_ONE=2, ONE_INVSRC=3 }; struct BILLBOARD_MESH { char mesh_name[32]; char tex_name[32]; S32 size_min,size_max; Vector offset; BLENDS blendMode; }; struct BT_JUMPGATE_DATA : BASIC_DATA { BILLBOARD_MESH billboardMesh[3]; SFX::ID enter1,enter2; SFX::ID arrive1,arrive2; SFX::ID ambience; MISSION_DATA missionData; SINGLE min_hold_time; SINGLE min_stagger_time; }; struct BT_UI_ANIM : BASIC_DATA { char effectType[32]; SINGLE totalTime; SFX::ID sfx; }; struct BT_BLAST : BASIC_DATA { char effectType[3][32]; FLASH_DATA flash; SINGLE totalTime; SFX::ID sfx; SINGLE leadTime; bool bDrawThroughFog; }; struct BT_MESH_EXPLOSION : BASIC_DATA { char secondaryBlastType[32]; char pieceBlastType[32]; char catastrophicBlastType[32]; char rippleBlastType[32]; char fireTrail[32]; }; struct BASE_EFFECT : BASIC_DATA { EFFECTCLASS fxClass; }; struct BT_CLOAKEFFECT_DATA : BASE_EFFECT { char animName[32]; char objectName[32]; SFX ::ID cloakOn; SFX ::ID cloakOff; }; struct BT_FIREBALL_DATA : BASE_EFFECT { char animName[32]; }; struct BT_PARTICLE_DATA : BASE_EFFECT { char fileName[32]; }; struct BT_STREAK_DATA : BASE_EFFECT { char animName[32]; U8 numLines; SINGLE lineTime; }; struct BT_WORMHOLE_EFFECT : BASE_EFFECT { }; struct BT_TALORIAN_EFFECT : BASE_EFFECT { }; struct BT_ANIMOBJ_DATA : BASE_EFFECT { char animName[32]; SINGLE animSize; SINGLE sizeVel; SINGLE lifeTime; bool fadeOut:1; bool faceFront:1; bool bSmooth:1; bool bLooping:1; bool bHasAlphaChannel:1; }; struct RangeFinderSaveLoad { SINGLE rangeError; SINGLE accuracy; U32 targetID; }; struct BASE_LAUNCHER : BASIC_DATA { LAUNCHCLASS type; char weaponType[32]; S32 supplyCost; SINGLE refirePeriod; SINGLE slowRefirePeriod; }; struct BT_TURRET : BASE_LAUNCHER { union TurretJointInfo { SINGLE angVelocity; SINGLE maxAngDeflection; } info; char animation[32]; char hardpoint[64]; char joint[64]; char animMuzzleFlash[32]; U32 muzzleFlashWidth; SINGLE muzzleFlashTime; struct _colorMod { U8 red; U8 green; U8 blue; }colorMod; struct WarmUpBlast { char blastType[32]; SINGLE triggerTime; } warmUpBlast; }; struct BASE_TURRET_SAVELOAD { U32 dwTargetID; Vector targetPos; SINGLE relYaw; SINGLE refireDelay; SINGLE currentRot; Vector offsetVector; }; struct TURRET_SAVELOAD : BASE_TURRET_SAVELOAD { RangeFinderSaveLoad rangeFinderSaveLoad; }; struct BT_VERTICAL_LAUNCH : BASE_LAUNCHER { struct _salvo { SINGLE_TECHNODE techNeed; U32 salvo; }upgrade[4]; SINGLE miniRefire; char hardpoint[10][64]; }; struct VLAUNCH_SAVELOAD { U32 dwTargetID, dwOwnerID; Vector targetPos; U32 attacking; SINGLE refireDelay; S32 miniDelay; S32 salvo; }; struct BT_WAYPOINT : BASIC_DATA { char fileName[32]; MISSION_DATA missionData; }; struct WAYPOINT_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct WAYPOINT_VIEW { MISSION_SAVELOAD * mission; Vector position; }; enum MINETYPE { MINETYPE_UNKOWN = 0, MINETYPE_SPINE }; struct BT_MINEFIELD_DATA : BASIC_DATA { MISSION_DATA missionData; U32 maxMineNumber; U32 damagePerHit; U32 supplyDamagePerHit; U32 hullLostPerHit; MINETYPE mineType; char regAnimation[32]; char blastType[32]; U32 mineWidth; S32 maxVerticalVelocity; S32 maxHorizontalVelocity; U32 mineAcceleration; SINGLE explosionRange; ResourceCost cost; }; struct BASE_MINEFIELD_SAVELOAD { struct GRIDVECTOR gridPos; SINGLE storedDelay; U8 updateCounter; U32 layerRef; bool bUpdateFading:1; bool bDetonating:1; }; struct MINEFIELD_SAVELOAD : BASE_MINEFIELD_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct MINEFIELD_VIEW { U32 mineNumber; }; struct BT_FIGHTER_DATA : BASIC_DATA { char fileName[32]; DYNAMICS_DATA dynamicsData; ARMOR_DATA armorData; char explosionType[32]; char weaponType[32]; char engineTrailType[32]; U16 sensorRadius; U16 cloakedSensorRadius; SINGLE patrolRadius; SINGLE patrolAltitude; SINGLE attackRange; SINGLE dodge; U32 hullPointsMax; U32 maxSupplies; SINGLE refirePeriod; SINGLE patrolPeriod; U32 kamikazeDamage; SFX::ID kamikazeYell; SFX::ID fighterwhoosh; SFX::ID fighterLaunch; }; enum FighterState { ONDECK, PATROLLING, DEAD }; enum FormationType { FT_HUMAN_PATROL, FT_MANTIS_PATROL, FT_HUMAN_ATTACK, FT_MANTIS_ATTACK }; struct BASE_FIGHTER_SAVELOAD { U32 ownerID, dwMissionID; U32 systemID:8; U32 playerID:8; S32 supplies:16; U8 formationIndex; S8 parentIndex; S8 childIndex; S8 myIndex; S32 refireTime:16; S32 patrolTime:16; S32 generalCounter; Vector kamikaziTarget; FighterState state:8; FormationType formationType:8; M_RACE race:8; U8 patrolState; U8 formationState; U8 kamikazeTimer; U8 bCirclePatrol:1; bool bKamikaziTargetSelected:1; bool bKamikaziYellComplete:1; bool bKamikaziComplete:1; }; struct FIGHTER_SAVELOAD : BASE_FIGHTER_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_FIGHTER_WING : BASE_LAUNCHER { SINGLE baseAirAccuracy; SINGLE baseGroundAccuracy; U32 maxFighters; U32 maxCapFighters; U32 maxWingFighters; SINGLE minLaunchPeriod; U32 costOfNewFighter; U32 costOfRefueling; bool bSpecialWeapon; SINGLE_TECHNODE neededTech; char animation[32]; char hardpoint[64]; }; struct FIGHTERWING_SAVELOAD { U32 firstFighterID; bool bBayDoorOpen:1; bool bRecallingFighters:1; bool bAutoAttack:1; bool bSpecialAttack:1; bool bSpecialWeapon:1; bool bTakeoverInProgress:1; S32 createTime; S32 minLaunchTime; S32 bayDoorCloseTime; }; struct BT_AIR_DEFENSE : BASE_LAUNCHER { char hardpoint[64]; SINGLE baseAccuracy; char flashTextureName[32]; SINGLE flashWidth; SINGLE flashFrequency; struct _colorMod { U8 red,green,blue,alpha; } flashColor; SFX::ID soundFx; }; struct AIRDEFENSE_SAVELOAD { S32 refireTime; }; struct BT_SHIPLAUNCH : BASE_LAUNCHER { char hardpoint[64]; char animation[32]; }; struct SHIPLAUNCH_SAVELOAD { U32 dwTargetID, dwOwnerID; Vector targetPos; SINGLE relYaw; SINGLE distanceToTarget; U32 attacking; SINGLE refireDelay; SINGLE currentRot; Vector offsetVector; }; struct MT_QSHIPLOAD { SINGLE yaw; __hexview U32 dwMissionID; NETGRIDVECTOR pos; }; struct MT_QJGATELOAD { NETGRIDVECTOR pos; U32 gate_id,exit_gate_id; bool bJumpAllowed:1; }; struct MT_QFIELDLOAD { U32 systemID; U8 numSquares; GRIDVECTOR pos[40]; }; struct MT_QANTIMATTERLOAD { U32 systemID; U8 numSegments; GRIDVECTOR pts[13]; }; struct MT_QCAMERALOAD { U32 systemID; Vector look; Vector at; SINGLE fovX; SINGLE fovY; }; struct MT_QOBJGENERATOR_LOAD { NETGRIDVECTOR position; SINGLE mean; SINGLE minDiff; SINGLE timer; SINGLE nextTime; char archTypeName[32]; __hexview U32 dwMissionID; bool bGenEnabled:1; }; struct MT_PLANET_QLOAD { NETGRIDVECTOR pos; }; struct MT_TRIGGER_QLOAD { NETGRIDVECTOR position; U32 triggerShipID; U32 triggerObjClassID; U32 triggerMObjClassID; U32 triggerPlayerID; SINGLE triggerRange; U32 triggerFlags; char progName[32]; bool bEnabled:1; bool bDetectOnlyReady:1; }; struct MT_PLAYERBOMB_QLOAD { __hexview U32 dwMissionID; NETGRIDVECTOR position; }; struct MT_LIGHT_QLOAD { U8 red,green,blue; S32 range; NETGRIDVECTOR position; Vector direction; SINGLE cutoff; bool bInfinite; char name[32]; bool bAmbient; }; struct MT_SCRIPTOBJECT_QLOAD { __hexview U32 dwMissionID; NETGRIDVECTOR position; }; struct MT_WAYPOINT_QLOAD { __hexview U32 dwMissionID; NETGRIDVECTOR position; }; struct MT_NUGGET_QLOAD { NETGRIDVECTOR position; }; struct MT_PLATFORM_QLOAD { __hexview U32 dwMissionID; NETGRIDVECTOR position; }; struct MT_BLACKHOLE_QLOAD { NETGRIDVECTOR pos; U8 targetSys[16]; U8 numTargetSys; }; struct XYCoord { S32 x,y; }; struct FIELD_ATTRIBUTES { SINGLE sensorDamp; SINGLE toHitPenalty; SINGLE damage; SINGLE moveSpeedModifier; SINGLE maneuverModifier; }; namespace FIELDTXT { enum INFOHELP { NOTEXT = 3003, FIELD_ION = 3004, FIELD_PLASMA = 3012, FIELD_ASTEROID_SML = 3013, FIELD_ASTEROID_MED = 3117, FIELD_ASTEROID_LG = 3118, FIELD_DEBRIS = 3127, FIELD_ANTIMATTER = 3040, FIELD_ANTI_NEBULA = 3125, FIELD_CELSIUS = 3114, FIELD_HELIOS = 3121, FIELD_CYGNUS = 3122, FIELD_HYADES = 3123, FIELD_LITHIUM = 3124, FIELD_BLACKHOLE = 3126, FIELD_ORENUGGET = 3128, FIELD_GASNUGGET = 3129 }; } struct BASE_FIELD_DATA : BASIC_DATA { FIELDCLASS fieldClass; FIELDTXT::INFOHELP infoHelpID; }; struct U8_RGB { U8 r; U8 g; U8 b; }; struct BT_ASTEROIDFIELD_DATA : BASE_FIELD_DATA { char fileName[4][32]; char dustTexName[32]; char modTextureName[32]; char mapTexName[32]; char softwareTexClearName[32]; char softwareTexFogName[32]; MISSION_DATA missionData; FIELD_ATTRIBUTES attributes; S32 asteroidsPerSquare; S32 polyroidsPerSquare; S32 depth; S32 range; S32 maxDriftSpeed; S32 minDriftSpeed; SINGLE stationaryPercentage; SFX::ID ambientSFX; SINGLE modTexSpeedScale; S32 animSizeMin,animSizeMax; U32 nuggetsPerSquare; SINGLE nuggetZHeight; char nuggetType[4][32]; U8_RGB animColor; }; struct ASTEROIDFIELD_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; U32 exploredFlags; }; struct ASTEROIDFIELD_DATA { char name[32]; }; struct ANTIMATTER_DATA { char name[32]; GRIDVECTOR pts[13]; U32 numSegPts; }; struct BT_ANTIMATTER_DATA : BASE_FIELD_DATA { char textureName[32]; char mapTexName[32]; char softwareTexClearName[32]; char softwareTexFogName[32]; S32 height; S32 segment_width; S32 spacing; MISSION_DATA missionData; }; struct ANTIMATTER_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BT_TRAIL_DATA : BASIC_DATA { char anim[32]; }; enum NEBTYPE { NEB_ION, NEB_ANTIMATTER, NEB_HELIOUS, NEB_LITHIUM, NEB_HYADES, NEB_CELSIUS, NEB_CYGNUS }; struct NEBULA_DATA { char name[32]; U8 amb_r,amb_g,amb_b; U8 alpha; SINGLE top_layer_alpha_scale; }; struct BASE_NEBULA_SAVELOAD { NEBULA_DATA neb; U32 numSquares, numZones, numNuggets; XYCoord squares_xy[40]; }; struct NEBULA_SAVELOAD : BASE_NEBULA_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; U32 exploredFlags; }; struct LIGHTNING_DATA { bool bLightning:1; bool bFlat:1; char lightningTexName[32]; SFX::ID lightningSFX; SINGLE frequency; U16 size; struct LIGHTNING_LIGHT { U8 r,g,b; S32 range; } lightning_light; }; struct BT_NEBULA_DATA : BASE_FIELD_DATA { char textureName[32]; char modTextureName[32]; char mapTexName[32]; char softwareTexClearName[32]; char softwareTexFogName[32]; MISSION_DATA missionData; FIELD_ATTRIBUTES attributes; U8 amb_r,amb_g,amb_b; U8 alpha; struct AMBIENT_NEBULA_LIGHT { U8 r,g,b; SINGLE pulse_frequency; } ambient; LIGHTNING_DATA lightning; SINGLE bottomSpeedScaleMin,bottomSpeedScaleMax; SINGLE topSpeedScaleMin,topSpeedScaleMax; SINGLE top_layer_alpha_scale; SFX::ID ambientSFX; NEBTYPE nebType; U32 nuggetsPerSquare; SINGLE nuggetZHeight; char nuggetType[4][32]; }; struct GT_GLOBAL_SOUNDS { SFX::ID defaultButton; SFX::ID systemSelect; SFX::ID buildConfirm; SFX::ID moveConfirm; SFX::ID startConstuction; SFX::ID endConstruction; SFX::ID zeroMoney; SFX::ID lightindustryButton; SFX::ID heavyindustryButton; SFX::ID hitechindustryButton; SFX::ID hqButton; SFX::ID researchButton; SFX::ID planetDepleted; SFX::ID harvestRedeploy; SFX::ID researchCompleted; }; struct GT_FONT : GENBASE_DATA { enum FONT { BUTTON_FONT = 907, DESCRIPTION_FONT = 909, STATIC_CONTROL = 910, GAMEROOM_LIST = 911, CHATLIST_FONT = 912, OBJTYPE_FONT = 913, GAMEROOM_DROPDOWN = 914, MONEY_FONT = 906, CONTEXTWINDOW = 915, ENDGAMEBANNER = 916, DEFLISTBOX = 902, MESSAGEBOX_FONT = 918, OPENING_FONT = 919, FUTURE_PLAYER = 921, FUTURE_LISTBOX = 920, PLANET_TITLE = 922, PLANET_INFO = 928, DROP_SMALL = 923, OCR_16_700 = 924, NEURO_14_600 = 925, COURIER_12_400 = 926, NEURO_12_400 = 927, OBJECTIVES = 929, LEGAL_FONT = 903, COUNTDOWN = 930, BUTTON3D = 932 } font; bool bMultiline:1; bool bNotScaling:1; bool bToolbarMoney:1; }; struct GT_ANIMATE : GENBASE_DATA { char vfxType[32]; }; struct ANIMATE_DATA { char animateType[32]; S32 xOrigin, yOrigin; U32 dwTimer; bool bFuzzEffect; }; namespace BTNTXT { enum BUTTON_TEXT { NOTEXT = 0, TEST = 1101, SINGLE_PLAYER = 1102, MULTI_PLAYER = 1103, OPTIONS = 1104, BACK = 1105, JOIN = 1108, CREATE = 1109, NEXT = 1111, QUIT = 1112, CANCEL = 1113, YES = 1115, NO = 1116, FINAL_MENU = 1120, ACCEPT = 1121, START = 1122, RESUME = 1117, OK = 1124, SETTINGS = 1118, OPEN = 1119, SAVE = 1123, CONTINUE = 1125, RANDOM_MAP = 1635, LOAD = 1126, GAME_OPTIONS = 1104, MISSION_OBJECTIVES = 1128, END_MISSION = 1129, RESTART = 1130, RESIGN = 1131, ABDICATE = 1162, RETURN_TO_GAME = 1132, GAME = 1133, SOUND = 1134, GRAPHICS = 1135, NEW_PLAYER = 1138, DELETE_PLAYER = 1139, LOAD_SAVED = 1140, LOAD_CUSTOM = 1141, TERRAN = 1142, MANTIS = 1143, NEW_CAMPAIGN = 1144, REPLAY = 1145, INTRODUCTION = 1106, SKIRMISH = 1107, REPAIR_FLEET = 1146, RESUPPLY_FLEET = 1147, DISBAND_FLEET = 1148, CREATE_FLEET = 1149, TRANSFER_FLAGSHIP = 1150, RESET = 1151, CLOSE = 1152, ALLIES = 1154, ENEMIES = 1153, EVERYONE = 1155, CHANGE_NAME = 1156, CAMPAIGN = 1473, TERRAN_CAMP = 1157, MANTIS_TRAINING = 1158, SOLARIAN_TRAINING = 1159, ZONEGAME = 1605, WEBPAGE = 1623, HELP = 1497, MAP_TYPE = 1166, APPLY = 1114, LOAD_QUICKBATTLE = 1160, CREDITS = 1127, DELETE_FILE = 5124 }; } struct GT_BUTTON : GENBASE_DATA { enum BUTTON_TYPE { DEFAULT, PUSHPIN, CHECKBOX, REPEATER, } buttonType:8; S32 leftMargin:8; S32 rightMargin:8; char fontName[32]; struct COLOR { unsigned char red, green, blue; } disabledText, normalText, highlightText; char shapeFile[32]; }; struct BUTTON_DATA { char buttonType[32]; BTNTXT::BUTTON_TEXT buttonText; S32 xOrigin, yOrigin; RECT buttonArea; }; struct GT_DIPLOMACYBUTTON : GENBASE_DATA { S32 leftMargin:8; S32 topMargin:8; char shapeFile[32]; }; struct DIPLOMACYBUTTON_DATA { char buttonType[32]; S32 xOrigin, yOrigin; }; namespace STTXT { enum STATIC_TEXT { NO_STATIC_TEXT = 0, TEST = 1101, PLAYER_NAME = 1401, IP_ADDRESS = 1402, SESSION_NAME = 1404, CONFIRM_QUIT = 1406, TITLE_SELECT_GAME = 1407, PLAYER = 1408, SESSION = 1409, ENTER_TEAM = 1412, ENTER_RACE = 1410, ENTER_COLOR = 1411, SELECTED_MAP = 1414, CHATBOX = 1415, GAME_PAUSED = 1416, INGAME_TITLE = 1417, OPTIONS = 1418, GAMETYPE = 1419, GAMESPEED = 1420, CURSOR_SENSITIVITY = 1463, ARTIFACTS = 1421, MONEY = 1422, RESEARCH = 1423, MAPTYPE = 1424, MAPFILE = 1451, MAPSIZE = 1425, TERRAIN = 1426, STATIC_RESOURCES = 1427, WARNBOOT = 1329, SOLOGAME = 1332, LOADGAME = 1431, SAVEGAME = 1432, FILENAME = 1433, FLEET_SIZE = 1434, SKILL = 1435, BONUS = 1436, DUMMY_MONEY = 10001, DUMMY_NAME = 10002, SHIPCLASS = 1440, HULL = 1441, SUPPLIES = 1442, ARMOR = 1443, ENGINES = 1444, WEAPONS = 1445, SHIELDS = 1446, KILLS = 1447, UNITS = 1449, INGAME_CHAT = 1450, MISSION_OBJECTIVES = 1128, END_MISSION = 1129, SCOREBOARD = 1452, SCORE = 1453, VOLUME = 1403, MUSIC = 1454, EFFECTS = 1455, COMMS = 1456, NETCHAT = 1457, TOOLTIPS = 1458, STATUS_TEXT = 1459, FOGOFWAR = 1460, MAPROTATE = 1461, ROLLOVER = 1462, SLOW = 1625, FAST = 1627, GAMMA = 1465, WEAPON_TRAILS = 1466, EMMISIVE_TEXTURES = 1467, LOD = 1468, TEXTURES = 1469, BACKGROUND = 1470, DEVICES = 1464, ENTER_NAME = 1472, CAMP_SELECT = 1473, SINGLE_PLAYER = 1102, MULTI_PLAYER = 1103, FRONT_OPTIONS = 1104, SKIRMISH = 1474, INTRO = 1475, SELECT_MISSION = 1058, RIGHTCLICK = 1476, SUBTITLES = 1563, JOIN = 1108, CREATE = 1109, ACCEPT = 1121, SCROLLRATE = 1488, QUIT = 1112, RESOLUTION = 1493, ENTER_STATE = 1494, PLAYER_LIST = 1495, PING = 1496, APP_NAME = 44, VERSION = 1428, HELP = 1497, NET_CONNECT = 1489, HARDWARE = 1492, GAME = 1498, SPEED = 1499, MAP = 1413, RESOURCES = 1471, BRIEFING = 1165, VISIBILITY = 1504, DEVICE_CHOICE = 1505, SOFTWARE = 1506, MAP_RANDOM = 1510, MAP_CONQUEST = 1511, MAP_SAVED = 1512, HARDWARE_CURSOR = 1513, PRODUCT_ID = 1514, REGENERATE = 1517, SPECTATORS = 1515, LOCK_ALLIANCES = 1516, LOCK_SETTINGS = 1518, ORE = 1522, GAS = 1523, CREW = 1524, ALLIED = 1525, DIPLOMACY = 1526, NEW_PLAYER = 1527, TITLE_UNITS = 1528, TITLE_BUILDINGS = 1529, TITLE_TERRITORY = 1530, TITLE_RESOURCES = 1531, TITLE_TOTAL = 1532, TITLE_MADE = 1533, TITLE_LOST = 1534, TITLE_KILLS = 1535, TITLE_CONVERTED = 1536, TITLE_ADMIRALS = 1537, TITLE_DESTROYED = 1538, TITLE_RESEARCH = 1539, TITLE_CREW = 1540, TITLE_ORE = 1541, TITLE_GAS = 1542, TITLE_JUMPGATES = 1543, TITLE_PLANETS = 1544, TITLE_EXPLORED = 1545, LOAD_MISSION_DATA = 1546, LEGAL_MAINSCREEN = 41, LEGAL_ABOUT = 42, NUM_SYSTEMS = 1437, BATLEMAP = 1166, DISABLED = 61729, STATIC_TERRAIN = 1553, CHAT = 1555, DIFFICULTY = 1521, EASY = 1557, MEDIUM = 1558, HARD = 1559, SHIPS3D = 1560, BANDWIDTH = 5123 }; enum STATIC_TOOLTIP { NO_TOOLTIP = 0, ORE_TOOLTIP = 807, GAS_TOOLTIP = 808, CREW_TOOLTIP = 809, COMMAND_POINTS = 813, DISABLED_TOOLTIP = 816, }; enum STATIC_HINTBOX { NO_HINTBOX = 0, ORE_HINTBOX = 3306, GAS_HINTBOX = 3307, CREW_HINTBOX = 3308, CP_HINTBOX = 3309, DISABLED_HINTBOX = 3310, }; } struct GT_STATIC : GENBASE_DATA { char fontName[32]; struct COLOR { unsigned char red, green, blue; } normalText, background; char shapeFile[32]; enum drawtype { NODRAW, FILL, HASH } backgroundDraw; bool bBackdraw; }; struct STATIC_DATA { char staticType[32]; STTXT::STATIC_TEXT staticText; STTXT::STATIC_TOOLTIP staticTooltip; STTXT::STATIC_HINTBOX staticHintbox; enum alignmenttype { LEFT, CENTER, RIGHT, TOPLEFT, TENBYSIX, LEFTSIX } alignment; S32 xOrigin, yOrigin; S32 width, height; }; namespace HOTKEYS { enum HOTKEY { NONE, IDH_ADMIRAL_TACTIC_DEFEND, IDH_ADMIRAL_TACTIC_HOLD, IDH_ADMIRAL_TACTIC_PEACE, IDH_ADMIRAL_TACTIC_SEEK, IDH_BUILD_PLATS, IDH_CANCEL_COMMAND, IDH_CENTER_SCREEN, IDH_CHATALL, IDH_CHATTEAM, IDH_CHAT_MENU, IDH_CLOAK, IDH_CONTEXT_A, IDH_CONTEXT_B, IDH_CONTEXT_C, IDH_CONTEXT_D, IDH_CONTEXT_E, IDH_CONTEXT_F, IDH_CONTEXT_G, IDH_CONTEXT_H, IDH_CONTEXT_I, IDH_CONTEXT_J, IDH_CONTEXT_K, IDH_CONTEXT_L, IDH_CONTEXT_M, IDH_CONTEXT_N, IDH_CONTEXT_O, IDH_CONTEXT_P, IDH_CONTEXT_Q, IDH_CONTEXT_R, IDH_CONTEXT_S, IDH_CONTEXT_T, IDH_CONTEXT_U, IDH_CONTEXT_V, IDH_CONTEXT_W, IDH_CONTEXT_X, IDH_CONTEXT_Y, IDH_CONTEXT_Z, IDH_CYCLE_ADMIRALS, IDH_CYCLE_FLEETS, IDH_DEBUG_PRINT, IDH_DEFEND, IDH_DESTROY, IDH_DIPLOMACY, IDH_DISBAND_FLEET, IDH_FABRICATOR, IDH_FIGHTER_NORMAL, IDH_FIGHTER_PATROL, IDH_FLEET_GROUP_1, IDH_FLEET_GROUP_2, IDH_FLEET_GROUP_3, IDH_FLEET_GROUP_4, IDH_FLEET_GROUP_5, IDH_FLEET_GROUP_6, IDH_FORM_FLEET, IDH_FULLSCREEN_MAP, IDH_GAME_OPTIONS, IDH_GROUP_0_CREATE, IDH_GROUP_0_SELECT, IDH_GROUP_1_CREATE, IDH_GROUP_1_SELECT, IDH_GROUP_2_CREATE, IDH_GROUP_2_SELECT, IDH_GROUP_3_CREATE, IDH_GROUP_3_SELECT, IDH_GROUP_4_CREATE, IDH_GROUP_4_SELECT, IDH_GROUP_5_CREATE, IDH_GROUP_5_SELECT, IDH_GROUP_6_CREATE, IDH_GROUP_6_SELECT, IDH_GROUP_7_CREATE, IDH_GROUP_7_SELECT, IDH_GROUP_8_CREATE, IDH_GROUP_8_SELECT, IDH_GROUP_9_CREATE, IDH_GROUP_9_SELECT, IDH_LOAD_MENU, IDH_MISSION_OBJ, IDH_MULTIPLAYER_SCORE, IDH_NEXT_UNIT, IDH_PATROL, IDH_PAUSE_GAME, IDH_PREV_UNIT, IDH_QUICK_LOAD, IDH_QUICK_SAVE, IDH_RALLY_POINT, IDH_RECORD_SPEECH, IDH_REPAIR, IDH_REPAIR_FLEET, IDH_REPORT_STATS, IDH_RESEARCH_PLAT, IDH_RESUPPLY_FLEET, IDH_ROTATE_0_WORLD, IDH_ROTATE_90_WORLD_LEFT, IDH_ROTATE_90_WORLD_RIGHT, IDH_ROTATE_WORLD_LEFT, IDH_ROTATE_WORLD_RIGHT, IDH_SAVE_MENU, IDH_SCREEN_SHOT, IDH_SCROLL_DOWN, IDH_SCROLL_DOWNLEFT, IDH_SCROLL_DOWNRIGHT, IDH_SCROLL_LEFT, IDH_SCROLL_RIGHT, IDH_SCROLL_UP, IDH_SCROLL_UPLEFT, IDH_SCROLL_UPRIGHT, IDH_SEEK_EVENT, IDH_SELECT_ALL_FLEET, IDH_SELECT_IDLE_CIVILIAN, IDH_SELECT_IDLE_MILITARY, IDH_SELL, IDH_SPECIAL_ABILITY, IDH_SPECIAL_AEGIS, IDH_SPECIAL_ASSAULT, IDH_SPECIAL_AUGER, IDH_SPECIAL_BOMBER, IDH_SPECIAL_CLOAK, IDH_SPECIAL_DESTABILIZER, IDH_SPECIAL_FURYRAM, IDH_SPECIAL_MASSDISRUPT, IDH_SPECIAL_MIMIC, IDH_SPECIAL_MINELAYER, IDH_SPECIAL_PROBE, IDH_SPECIAL_PROTEUSMINE, IDH_SPECIAL_REPEL, IDH_SPECIAL_REPULSOR, IDH_SPECIAL_SHROUD, IDH_SPECIAL_STASIS, IDH_SPECIAL_SYNTHESIS, IDH_SPECIAL_TEMPEST, IDH_SPECIAL_VAMPIRE, IDH_SPECIAL_WORMHOLE, IDH_STANCE_ATTACK, IDH_STANCE_DEFENSIVE, IDH_STANCE_IDLE, IDH_STANCE_STANDGROUND, IDH_SUPPLY_STANCE_FULLYAUTO, IDH_SUPPLY_STANCE_NOAUTO, IDH_SUPPLY_STANCE_RESUPPLY, IDH_TEST_SPEECH, IDH_TOGGLE_SCREENMODE, IDH_TOGGLE_TOOLBAR, IDH_TOGGLE_ZOOM, IDH_TRANSFER_FLAGSHIP, IDH_WIN_CLOSE, IDH_ZOOM_IN, IDH_ZOOM_OUT }; } namespace HOTBUTTONTYPE { enum TYPE { HOTBUTTON = 0, BUILD, RESEARCH, MULTI, TABBUTTON }; }; namespace HBTNTXT { enum BUTTON_TEXT { NOTEXT = 0, ROTATE_LEFT = 409, ROTATE_RIGHT = 410, MINIMIZE_TB = 477, RESTORE_TB = 478, OPTIONS = 479, HOMEWORLD = 402, FLEET = 403, LT_INDUSTRY = 404, HV_INDUSTRY = 406, HITECH = 407, RESEARCH = 411, DIPLOMACY = 408, NEXT = 480, PREVIOUS = 481, GOTO = 554, FLEET_ATTACK = 475, FLEET_DEFEND = 476, FLEET_ADD = 473, FLEET_REMOVE = 474, FLEET_RAID = 482, STOP = 483, PATROL = 484, SALVAGE = 485, RALLYPOINT = 486, REPAIR = 487, SUPPLY = 488, DIPLOMACY_TT = 489, HEADQUARTERS = 490, RESEARCH_TT = 491, FLEET_TT = 492, INDUSTRY_TT = 493, HEAVYINDUSTRY = 494, TECHINDUSTRY = 495, TRANSFER_FO = 496, FLEET_INVENTORY = 497, VIEW_FLAGSHIP = 499, BACK = 500, RESUPPLY_UNIT = 501, RESUPPLY_GROUP = 502, STANCE_ATTACK = 579, STANCE_DEFEND = 580, STANCE_STANDGROUND = 581, STANCE_IDLE = 582, FIGHTER_STANCE_IDLE = 854, FIGHTER_STANCE_PATROL = 855, ADMIRAL_TACTIC_PEACE = 856, ADMIRAL_TACTIC_HOLD = 857, ADMIRAL_TACTIC_DEFEND = 858, ADMIRAL_TACTIC_SEEK = 859, ESCORT_DEFEND = 583, NON_GUNBOAT_SELECT = 584, ROTATE_0_DEG = 585, STARMAP = 586, CHAT = 587, FLEET_FORM = 588, FLEET_DISBAND = 589, FLEET_REPAIR = 591, FLEET_RESUPPLY = 590, TROOPSHIP_ASSAULT = 592, TRANSFER_ADMIRAL = 593, MISSION_OBJ = 700, AUTOSUPP_ON = 703, AUTOSUPP_OFF = 704, AUTOSUPP_FULL = 705, CLOAK = 835, TEMPEST_CHARGE = 836, PROBE = 837, VAMPIRE_ARC = 838, AEGIS_SHIELD = 839, PING = 840, EXPLO_RAM = 841, GRAVITY_WELL = 842, REPELLENT_CLOUD = 843, REPULSOR_BEAM = 844, SYNTHESIS = 845, MASS_DISRUPTOR = 847, AURORA_CLOAKER = 846, DESTAB_TORP = 848, TRACTOR_BEAM = 849, MIMIC = 850, EXPLOMINES = 851, PULSEMINES = 853, HALSEY_F1 = 817, HAWKES_F2 = 818, TAKEI_F3 = 819, STEELE_F4 = 820, SMIRNOFF_F5 = 821, BENSON_F6 = 822, MORDELLA_F1 = 823, AZKAR_F2 = 824, VERLAK_F3 = 825, KERTAK_F4 = 826, THRIPID_F5 = 827, MALKOR_F6 = 828, BLANUS_F1 = 829, ELAN_F2 = 830, VIVAC_F3 = 831, JOULE_F4 = 832, PROCYO_F5 = 833, NATUS_F6 = 834 }; enum HOTBUTTONINFO { NOHOTBUTTONINFO = 1047, HB_RALLYPOINT = 1052, HB_STOP = 1053, HB_SALVAGE = 1054, BUTTON_RESEARCH = 3081, BUTTON_SHIPYARD = 3082, BUTTON_NONGUNBOAT = 3083, BUTTON_FLEETS = 3084, BUTTON_DIPLOMACY = 3085, BUTTON_OPTION = 3087, BUTTON_CHAT = 3086, BUTTON_SUPPLY = 3088, BUTTON_GAS = 3089, BUTTON_ORE = 3090, BUTTON_CREW = 3091, BUTTON_ATTACK = 3092, BUTTON_DEFEND = 3093, BUTTON_STAND = 3094, BUTTON_IDLE = 3095, BUTTON_STOP = 3096, BUTTON_PATROL = 3097, BUTTON_ESCORT = 3098, BUTTON_GOTO = 3099, BUTTON_SELL = 3100, BUTTON_RALLY = 3101, BUTTON_FIGHTER_NORMAL = 3333, BUTTON_FIGHTER_PATROL = 3334, BUTTON_ADMIRAL_PEACE = 3335, BUTTON_ADMIRAL_HOLD = 3337, BUTTON_ADMIRAL_DEFEND = 3336, BUTTON_ADMIRAL_SEEK = 3338, MAP_SYSTEM = 3102, MAP_SECTOR = 3103, MAP_ROTATERIGHT = 3104, MAP_ROTATELEFT = 3105, MAP_RESTORE = 3106, MAP_STARMAP = 3107, TOOLBAR_MIN = 3108, TOOLBAR_MAX = 3109, SUPPLY_ON = 3268, SUPPLY_OFF = 3269, SUPPLY_AUTO = 3270, SPECIALW_CLOAK = 3160, SPECIALW_PING = 3272, SPECIALW_TEMPEST = 3161, SPECIALW_PROBE = 3162, SPECIALW_VAMPIRE = 3163, SPECIALW_AEGIS = 3164, SPECIALW_MIMIC = 3184, SPECIALW_GRAVWELL = 3186, SPECIALW_REPELLCLOUD = 3185, SPECIALW_EXPLORAM = 3273, SPECIALW_REPULSOR = 3187, SPECIALW_SYNTHESIS = 3243, SPECIALW_DISRUPTOR = 3244, SPECIALW_AURORACLOAK = 3245, SPECIALW_DESTABILIZE = 3246, SPECIALW_TRACTORBEAM = 3247, SPECIALW_EXPLOMINES = 3274, SPECIALW_CPING = 3286, SPECIALW_MPING = 3292 }; enum HOTBUTTONHINT { NO_HOTBUTTONHINT = 0, SPECIALW_AD_CLOAK = 3311, SPECIALW_AD_PING = 3272, SPECIALW_AD_TEMPEST = 3312, SPECIALW_AD_PROBE = 3313, SPECIALW_AD_VAMPIRE = 3314, SPECIALW_AD_AEGIS = 3315, SPECIALW_AD_MIMIC = 3316, SPECIALW_AD_GRAVWELL = 3318, SPECIALW_AD_REPELLCLOUD = 3317, SPECIALW_AD_EXPLORAM = 3320, SPECIALW_AD_REPULSOR = 3319, SPECIALW_AD_SYNTHESIS = 3321, SPECIALW_AD_DISRUPTOR = 3322, SPECIALW_AD_SHROUD = 3323, SPECIALW_AD_DESTABILIZE = 3324, SPECIALW_AD_AUGERRAY = 3325, SPECIALW_AD_CLOAKS = 3326, BUTTON_FORMFLEET = 3327, BUTTON_DISBANDFLEET = 3328, BUTTON_REPAIRFLEET = 3329, BUTTON_RESUPPLYFLEET = 3330, BUTTON_TRANSFER = 3331, BUTTON_ASSAULT = 3332, }; enum BUILD_TEXT { NOBUILDTEXT = 0, RESEARCH_REQUIRED = 503, REFINERY_REQUIRED = 504, BALLISTICSLAB_REQUIRED = 595, OUTPOST_REQUIRED = 596, TENDER_REQUIRED = 597, ADVHULL_REQUIRED = 598, HVYSHIPYARD_REQUIRED = 603, HANGER_REQUIRED = 599, ACADEMY_REQUIRED = 600, AWSLAB_REQUIRED = 601, HQ_REQUIRED = 602, DISPLACEMENTLAB_REQUIRED = 605, PROPULSION_REQUIRED = 604, LIGHTSHIPYARD_REQUIRED = 626, COCOON_REQUIRED = 627, COLLECTOR_REQUIRED = 628, WARLORDTRAINING_REQUIRED = 629, THRIPID_REQUIRED = 630, NIAD_REQUIRED = 631, CARRIONROOST_REQUIRED = 632, MUTATIONCOLONY_REQUIRED = 633, ACROPOLIS_REQUIRED = 636, OXIDATOR_REQUIRED = 637, PAVILION_REQUIRED = 638, BUNKER_REQUIRED = 639, SENTINELTOWER_REQUIRED = 640, GREATERPAVILION_REQUIRED = 641, CITADEL_REQUIRED = 642, XENOCHAMBER_REQUIRED = 643, MUNITIONSANNEX_REQUIRED = 644, PROTEUS_REQUIRED = 651, TURBINEDOCK_REQUIRED = 652, TALOREANMATRIX_REQUIRED = 698, PLANTATION_REQUIRED = 699, GRCOLLECTOR_REQUIRED = 706, BLASTFURNACE_REQUIRED = 707, EYESTALK_REQUIRED = 708, EXPLOSIVE_REQUIRED = 709, DISSECT_REQUIRED = 710, BIOFORGE_REQUIRED = 711, FUSIONMILL_REQUIRED = 712, CARAPACEPLANT_REQUIRED = 713, HYBRIDCENTER_REQUIRED = 714, AWSPROP_REQUIRED = 716, ACADEMYDISPPROP_REQUIRED = 717, SUPPLY_REQUIRED = 718, SENSORTOWER_REQUIRED = 719, COLLECT_PLANT_REQUIRED = 720, BIO_CARR_DIS_REQUIRED = 721, EUTRO_OXI_REQUIRED = 722, GRPAV_HEL_REQUIRED = 723, MUN_TURB_REQUIRED = 724, MUN_TURB_XENO_REQUIRED = 725, GRPAV_PROT_REQUIRED = 726, REPAIR_REQUIRED = 756, LASER_REQUIRED = 757, TERRANJUMP_REQUIRED = 758, FAB_REQUIRED = 761, SUPSHIP_REQUIRED = 762, HARVESTER_REQUIRED = 763, CORVETTE_REQUIRED = 764, MISSILECRUISER_REQUIRED = 765, INFILTRATOR_REQUIRED = 766, TROOPSHIP_REQUIRED = 767, BATTLESHIP_REQUIRED = 768, FLEETCARRIER_REQUIRED = 769, LANCERCRUISER_REQUIRED = 770, DREADNOUGHT_REQUIRED = 771, MANTISJUMP_REQUIRED = 772, PLASMASPITTER_REQUIRED = 773, PLASMAHIVE_REQUIRED = 774, VORAAKCANNON_REQUIRED = 775, WEAVER_REQUIRED = 776, ZORAP_REQUIRED = 777, SIPHON_REQUIRED = 778, SCOUTCARRIER_REQUIRED = 779, FRIGATE_REQUIRED = 780, KHAMIR_REQUIRED = 781, HIVECARRIER_REQUIRED = 782, SEEKER_REQUIRED = 783, SCARAB_REQUIRED = 784, LEECH_REQUIRED = 785, TIAMAT_REQUIRED = 786, SPINELAYER_REQUIRED = 787, EUTROMILL_REQUIRED = 788, CELJUMPGATE_REQUIRED = 789, ANVIL_REQUIRED = 790, HELIONVEIL_REQUIRED = 791, ESPCOIL_REQUIRED = 792, HYDROFOIL_REQUIRED = 793, STARBURST_REQUIRED = 794, PORTAL_REQUIRED = 795, FORGER_REQUIRED = 796, STRATUM_REQUIRED = 797, GALIOT_REQUIRED = 798, TAOS_REQUIRED = 799, POLARIS_REQUIRED = 800, ORACLE_REQUIRED = 801, LEGIONNAIRE_REQUIRED = 802, AURORA_REQUIRED = 803, ATLAS_REQUIRED = 804, TRIREME_REQUIRED = 805, MONOLITH_REQUIRED = 806, ION_REQUIRED = 760, SPACE_REQUIRED = 759 }; enum BUILDINFO { NOBUILDINFO = 3001, BUILD_CORVETTE = 3005, BUILD_MISSILECRUISER = 3006, BUILD_LSAT = 3007, BUILD_TANKER = 3008, BUILD_TROOPSHIP = 3009, BUILD_FLEETCARRIER = 3014, BUILD_BATTLESHIP = 3015, BUILD_SPACESTATION = 3016, BUILD_DREADNOUGHT = 3017, BUILD_INFILTRATOR = 3018, BUILD_LANCERCRUISER = 3019, BUILD_SUPPLYSHIP = 3020, BUILD_FABRICATOR = 3021, BUILD_ADVFABRICATOR = 3022, BUILD_FLEETADMIRAL = 3023, BUILD_SUPPLYDEPOT = 3024, BUILD_OUTPOST = 3025, BUILD_LASERTURRET = 3026, BUILD_NAVALACADEMY = 3027, BUILD_MRSENSOR = 3028, BUILD_ADVHULL = 3029, BUILD_PROBLAB = 3030, BUILD_REPAIRDEPOT = 3031, BUILD_HEAVYIND = 3032, BUILD_AWSLAB = 3033, BUILD_DEFENSEBATTERY = 3034, BUILD_LRSENSOR = 3035, BUILD_LOGISTICS = 3036, BUILD_NANOMETAL = 3037, BUILD_TECHIND = 3038, BUILD_FORCEWAVE = 3039, BUILD_REFINERY = 3010, BUILD_LIGHTIND = 3011, BUILD_HQ = 3041, BUILD_BALLISTICSLAB = 3042, BUILD_TENDER = 3043, BUILD_HANGER = 3044, BUILD_SENSORTOWER = 3045, BUILD_DISPLACEMENTLAB = 3046, BUILD_IONCANNON = 3047, BUILD_HVYREFINERY = 3048, BUILD_COCOON = 3049, BUILD_COLLECTOR = 3050, BUILD_GRCOLLECTOR = 3051, BUILD_JUMPGATE = 3052, BUILD_WARLORD = 3053, BUILD_THRIPID = 3054, BUILD_NIAD = 3055, BUILD_PLANTATION = 3056, BUILD_DISSECTION = 3057, BUILD_BLASTFURNACE = 3058, BUILD_EXPLORANGE = 3059, BUILD_EYESTALK = 3060, BUILD_MUTATION = 3061, BUILD_BIOFORGE = 3062, BUILD_FUSIONMILL = 3063, BUILD_CARAPACE = 3064, BUILD_HYBRID = 3065, BUILD_CARRIONROOST = 3066, BUILD_PLASMASPITTER = 3067, BUILD_PLASMAHIVE = 3068, BUILD_VORAAK = 3069, BUILD_WEEVER = 3070, BUILD_ZORAP = 3071, BUILD_SIPHON = 3072, BUILD_FRIGATE = 3073, BUILD_SCOUTCARRIER = 3074, BUILD_LEECH = 3077, BUILD_KHAMIR = 3075, BUILD_SPINELAYER = 3076, BUILD_HIVECARRIER = 3078, BUILD_SCARAB = 3079, BUILD_TIAMAT = 3080, BUILD_SEEKER = 3176, BUILD_ACROPOLIS = 3213, BUILD_OXIDATOR = 3214, BUILD_SENTINEL = 3215, BUILD_PAVILION = 3216, BUILD_BUNKER = 3217, BUILD_HELION = 3218, BUILD_ESPCOIL = 3219, BUILD_CITADEL = 3220, BUILD_EUTROMIL = 3221, BUILD_GRPAVILION = 3222, BUILD_PROTEUS = 3223, BUILD_XENOCHAMBER = 3224, BUILD_MUNITIONS = 3225, BUILD_ANVIL = 3226, BUILD_TURBINE = 3227, BUILD_HYDROFOIL = 3228, BUILD_MATRIX = 3229, BUILD_STARBURST = 3230, BUILD_PORTAL = 3231, BUILD_FORGER = 3233, BUILD_STRATUM = 3234, BUILD_GALIOT = 3235, BUILD_TAOS = 3232, BUILD_ORACLE = 3236, BUILD_AURORA = 3237, BUILD_LEGIONAIRE = 3238, BUILD_POLARIS = 3239, BUILD_ATLAS = 3240, BUILD_TRIREME = 3241, BUILD_MONOLITH = 3242, }; enum RESEARCH_TEXT { NORESEARCHTEXT = 0, RES_MC = 505, RES_LSAT = 506, RES_MCCLOAK = 507, RES_TROOPSHIP1 = 508, RES_TROOPSHIP2 = 727, RES_TROOPSHIP3 = 728, RES_ENGINE1 = 509, RES_ENGINE2 = 510, RES_ENGINE3 = 511, RES_ENGINE4 = 512, RES_ENGINE5 = 677, RES_BATTLESHIP = 513, RES_BATTLECHARGES = 514, RES_DREADNOUGHT = 515, RES_DREADSHIELD = 516, RES_FCPROBE = 517, RES_SPACESTATION = 518, RES_SUPPLYSHIP = 519, RES_HULL1 = 520, RES_HULL2 = 521, RES_HULL3 = 522, RES_HULL4 = 523, RES_HULL5 = 682, RES_WEAPON1 = 524, RES_WEAPON2 = 525, RES_WEAPON3 = 526, RES_WEAPON4 = 527, RES_WEAPON5 = 681, RES_LANCER = 528, RES_LANCERARC = 529, RES_SUPPLY1 = 530, RES_SUPPLY2 = 531, RES_SUPPLY3 = 532, RES_SUPPLY4 = 533, RES_SUPPLY5 = 679, RES_SHIELD1 = 534, RES_SHIELD2 = 535, RES_SHIELD3 = 536, RES_SHIELD4 = 537, RES_SHIELD5 = 680, RES_HARVESTER1 = 561, RES_HARVESTER2 = 562, RES_REPAIR = 563, RES_MISSILE1 = 564, RES_MISSILE2 = 565, RES_FLEET1 = 566, RES_FLEET2 = 567, RES_FLEET3 = 568, RES_FLEET4 = 569, RES_FLEET5 = 678, RES_SENSOR1 = 570, RES_SENSOR2 = 571, RES_SENSOR3 = 572, RES_SENSOR4 = 573, RES_SENSOR5 = 578, RES_FIGHTER1 = 574, RES_FIGHTER2 = 575, RES_FIGHTER3 = 576, RES_FIGHTER4 = 577, RES_FIGHTER5 = 609, RES_TENDER1 = 542, RES_TENDER2 = 608, RES_EXPLORAM1 = 610, RES_EXPLORAM2 = 611, RES_CAMO = 612, RES_REPELLCLOUD = 613, RES_GRAVWELL = 614, RES_BOMBER = 615, RES_MUTATIONCOLONY = 616, RES_WARLORDTRAINING = 617, RES_EXPLOSIVESRANGE = 618, RES_NIAD = 619, RES_FUSIONMILL = 620, RES_CARAPACE = 621, RES_DISSECTION = 625, RES_HYBRID = 622, RES_VORAAK = 624, RES_PLASMAHIVE = 623, RES_HEAVYREFINERY = 634, RES_SUPERHVYREFINERY= 635, RES_SYNTHESIS = 645, RES_COLLECTIVE = 646, RES_MASSDISRUPTOR = 647, RES_ECLIPSETORPEDO = 648, RES_DESTABILIZER = 649, RES_REPULSERBEAM = 650, RES_SIPHON1 = 658, RES_SIPHON2 = 659, RES_SIPHON3 = 663, RES_PLANTATION1 = 660, RES_PLANTATION2 = 661, RES_PLANTATION3 = 662, RES_ORE1 = 664, RES_ORE2 = 665, RES_ORE3 = 666, RES_GAS1 = 667, RES_GAS2 = 668, RES_GAS3 = 669, RES_GALIOT1 = 683, RES_GALIOT2 = 684, RES_EUTROMIL1 = 685, RES_EUTROMIL2 = 686, RES_LEGIONAIRE1 = 694, RES_LEGIONAIRE2 = 695, RES_LEGIONAIRE3 = 696, RES_LEGIONAIRE4 = 697, RES_AURORACLOAK = 701, RES_TRACTOR = 702, RES_T_HALSEY = 396, RES_T_HAWKES = 397, RES_T_BENSON = 398, RES_T_SMIRNOFF = 399, RES_T_STEELE = 401, RES_T_TAKAI = 670, RES_M_MORDELLA = 671, RES_M_AZKAR = 672, RES_M_VERLAK = 673, RES_M_KERTAK = 674, RES_M_THRIPID = 675, RES_M_MALKOR = 676, RES_S_BLANUS = 687, RES_S_ELAN = 688, RES_S_VIVAC = 689, RES_S_JOULE = 690, RES_S_PROCY = 691, RES_S_NATUS = 692, RES_GRCOLLECTOR = 715, RES_LEECH1 = 729, RES_LEECH2 = 730, RES_CMISSILE1 = 814, RES_CMISSILE2 = 815 }; enum RESEARCHINFO { NORESEARCHINFO = 3002, UPGRADE_TENDER1 = 3110, UPGRADE_TENDER2 = 3111, UPGRADE_SUPPLY1 = 3112, UPGRADE_SUPPLY2 = 3113, UPGRADE_SUPPLY3 = 3171, UPGRADE_SUPPLY4 = 3172, UPGRADE_SUPPLY5 = 3173, UPGRADE_SENSOR1 = 3115, UPGRADE_SENSOR2 = 3116, UPGRADE_SENSOR3 = 3119, UPGRADE_SENSOR4 = 3120, UPGRADE_SENSOR5 = 3208, UPGRADE_WEAPON1 = 3130, UPGRADE_WEAPON2 = 3131, UPGRADE_WEAPON3 = 3132, UPGRADE_WEAPON4 = 3133, UPGRADE_WEAPON5 = 3201, UPGRADE_HARVESTER1 = 3134, UPGRADE_HARVESTER2 = 3135, UPGRADE_TROOPSHIP1 = 3136, UPGRADE_TROOPSHIP2 = 3137, UPGRADE_TROOPSHIP3 = 3138, UPGRADE_FLEET1 = 3139, UPGRADE_FLEET2 = 3140, UPGRADE_FLEET3 = 3141, UPGRADE_FLEET4 = 3142, UPGRADE_FLEET5 = 3203, UPGRADE_MISSILE1 = 3143, UPGRADE_MISSILE2 = 3144, UPGRADE_HULL1 = 3145, UPGRADE_HULL2 = 3146, UPGRADE_HULL3 = 3147, UPGRADE_HULL4 = 3148, UPGRADE_HULL5 = 3200, UPGRADE_SHIELD1 = 3149, UPGRADE_SHIELD2 = 3150, UPGRADE_SHIELD3 = 3151, UPGRADE_SHIELD4 = 3152, UPGRADE_SHIELD5 = 3202, UPGRADE_ENGINE1 = 3153, UPGRADE_ENGINE2 = 3154, UPGRADE_ENGINE3 = 3155, UPGRADE_ENGINE4 = 3156, UPGRADE_ENGINE5 = 3199, UPGRADE_FIGHTER1 = 3157, UPGRADE_FIGHTER2 = 3158, UPGRADE_FIGHTER3 = 3159, UPGRADE_FIGHTER4 = 3169, UPGRADE_FIGHTER5 = 3170, SPECIAL_CLOAK = 3160, SPECIAL_TEMPEST = 3161, SPECIAL_PROBE = 3162, SPECIAL_VAMPIRE = 3163, SPECIAL_AEGIS = 3164, UPGRADE_ORE1 = 3165, UPGRADE_ORE2 = 3166, UPGRADE_ORE3 = 3174, UPGRADE_GAS1 = 3167, UPGRADE_GAS2 = 3168, UPGRADE_GAS3 = 3175, UPGRADE_SIPHON1 = 3177, UPGRADE_SIPHON2 = 3178, UPGRADE_SIPHON3 = 3188, UPGRADE_PLANTATION1 = 3179, UPGRADE_PLANTATION2 = 3180, UPGRADE_PLANTATION3 = 3181, UPGRADE_EXPLORAM1 = 3182, UPGRADE_EXPLORAM2 = 3183, SPECIAL_MIMIC = 3184, SPECIAL_REPELLCLOUD = 3185, SPECIAL_GRAVWELL = 3186, SPECIAL_REPULSEBEAM = 3187, EVOLUTION_GRCOLLECTOR = 3189, EVOLUTION_EXPLORANGE = 3191, EVOLUTION_MUTACOLONY = 3192, EVOLUTION_FUSIONMILL = 3193, EVOLUTION_CARAPACE = 3194, EVOLUTION_HYBRID = 3195, EVOLUTION_PLASMAHIVE = 3196, EVOLUTION_VORAAK = 3197, EVOLUTION_NIAD = 3190, UPGRADE_REPAIR = 3198, UPGRADE_GALIOT1 = 3204, UPGRADE_GALIOT2 = 3205, UPGRADE_EUTROMIL1 = 3206, UPGRADE_EUTROMIL2 = 3207, UPGRADE_LEGIONAIRE1 = 3209, UPGRADE_LEGIONAIRE2 = 3210, UPGRADE_LEGIONAIRE3 = 3211, UPGRADE_LEGIONAIRE4 = 3212, SPECIAL_SYNTHESIS = 3243, SPECIAL_DISRUPTOR = 3244, SPECIAL_AURORACLOAK = 3245, SPECIAL_DESTABILIZE = 3246, SPECIAL_TRACTORBEAM = 3247, ADMIRAL_HALSEY = 3248, ADMIRAL_HAWKES = 3249, ADMIRAL_BENSON = 3250, ADMIRAL_STEELE = 3252, ADMIRAL_SMIRNOFF = 3251, ADMIRAL_TAKAI = 3253, ADMIRAL_MORDELLA = 3254, ADMIRAL_AZKAR = 3255, ADMIRAL_VERLAK = 3256, ADMIRAL_KERTAK = 3257, ADMIRAL_THRIPID = 3258, ADMIRAL_MALKOR = 3259, ADMIRAL_BLANUS = 3260, ADMIRAL_ELAN = 3261, ADMIRAL_VIVAC = 3262, ADMIRAL_JOULE = 3263, ADMIRAL_PROCYO = 3264, ADMIRAL_NATUS = 3265, UPGRADE_LEECH1 = 3266, UPGRADE_LEECH2 = 3267, UPGRADE_CWEAPON1 = 3277, UPGRADE_CWEAPON2 = 3278, UPGRADE_CWEAPON3 = 3279, UPGRADE_CWEAPON4 = 3280, UPGRADE_CWEAPON5 = 3281, UPGRADE_CSUPPLY1 = 3287, UPGRADE_CSUPPLY2 = 3288, UPGRADE_CSUPPLY3 = 3289, UPGRADE_CSUPPLY4 = 3290, UPGRADE_CSUPPLY5 = 3291, UPGRADE_CORE1 = 3282, UPGRADE_CORE2 = 3283, UPGRADE_CORE3 = 3304, UPGRADE_CGAS1 = 3284, UPGRADE_CGAS2 = 3285, UPGRADE_CGAS3 = 3305, UPGRADE_CMISSILE1 = 3275, UPGRADE_CMISSILE2 = 3276, UPGRADE_MWEAPON1 = 3293, UPGRADE_MWEAPON2 = 3294, UPGRADE_MWEAPON3 = 3295, UPGRADE_MFIGHTER1 = 3296, UPGRADE_MFIGHTER2 = 3297, UPGRADE_MFIGHTER3 = 3298, UPGRADE_MFIGHTER4 = 3299, UPGRADE_MFIGHTER5 = 3300, UPGRADE_MSUPPLY1 = 3301, UPGRADE_MSUPPLY2 = 3302, UPGRADE_MSUPPLY3 = 3303 }; enum MULTIBUTTONINFO { NO_MULTI_INFO = 0, TEST_MULTI_INFO = 3303, STATIC_HALSEY = 3248, STATIC_HAWKES = 3249, STATIC_BENSON = 3250, STATIC_SMIRNOFF = 3251, STATIC_STEELE = 3252, STATIC_TAKAI = 3253, STATIC_MORDELLA = 3254, STATIC_AZKAR = 3255, STATIC_VERLAK = 3256, STATIC_KERTAK = 3257, STATIC_THRIPID = 3258, STATIC_MALKOR = 3259, STATIC_BLANUS = 3260, STATIC_ELAN = 3261, STATIC_VIVAC = 3262, STATIC_JOULE = 3263, STATIC_PROCYO = 3264, STATIC_NATUS = 3265 }; } struct GT_HOTBUTTON : GENBASE_DATA { HOTBUTTONTYPE::TYPE buttonType; char fontType[32]; struct _textColor { U8 red,green,blue; }textColor; }; struct HOTBUTTON_DATA { U32 baseImage; S32 xOrigin, yOrigin; HBTNTXT::BUTTON_TEXT buttonText; HBTNTXT::HOTBUTTONINFO buttonInfo; HBTNTXT::HOTBUTTONHINT buttonHint; HOTKEYS::HOTKEY hotkey; bool bDisabled; }; struct BUILDBUTTON_DATA { U32 baseImage; U32 noMoneyImage; S32 xOrigin, yOrigin; char rtArchetype[32]; SINGLE_TECHNODE techDependency, techGreyed; HBTNTXT::BUILD_TEXT greyedTooltip; HBTNTXT::BUILDINFO buildInfo; HOTKEYS::HOTKEY hotkey; bool bDisabled; }; struct RESEARCHBUTTON_DATA { U32 baseImage; U32 noMoneyImage; S32 xOrigin, yOrigin; char rtArchetype[32]; HBTNTXT::RESEARCH_TEXT tooltip; HBTNTXT::RESEARCHINFO researchInfo; HOTKEYS::HOTKEY hotkey; bool bDisabled; }; struct MULTIHOTBUTTON_DATA { S32 xOrigin, yOrigin; HOTKEYS::HOTKEY hotkey; bool bSingleShape; bool bDisabled; }; namespace TABTXT { enum TAB_TEXT { NO_TAB_TEXT=0, PLAYER = 1901, GRAPHICS = 1902, SOUNDS = 1903, TOTALS = 1904, UNITS = 1905, BUILDINGS = 1906, TERRITORY = 1907, RESOURCES = 1908 }; } struct GT_TABCONTROL : GENBASE_DATA { struct COLOR { unsigned char red, green, blue; } normalColor, hiliteColor, selectedColor; }; struct TABCONTROL_DATA { char tabControlType[32]; char hotButtonType[32]; int iBaseImage; int numTabs; TABTXT::TAB_TEXT textID[6]; bool bUpperTabs; int xpos; int ypos; }; struct GT_LISTBOX : GENBASE_DATA { char fontName[32]; struct COLOR { unsigned char red, green, blue; } disabledText, normalText, highlightText, selectedText, selectedTextGrayed; char shapeFile[32]; char scrollBarType[32]; }; struct LISTBOX_DATA { char listboxType[32]; S32 xOrigin, yOrigin; RECT textArea; U32 leadingHeight; bool bStatic:1; bool bSingleClick:1; bool bScrollbar:1; bool bSolidBackground:1; bool bNoBorder:1; bool bDisableMouseSelect:1; }; namespace EDTXT { enum EDIT_TEXT { NONE=0, ETXT_TEST = 1101, IP_ADDRESS_DEFAULT = 1110 }; } struct GT_EDIT : GENBASE_DATA { char fontName[32]; struct COLOR { unsigned char red, green, blue; } disabledText, normalText, highlightText, selectedText, caret; char shapeFile[32]; S32 justify; S32 width; S32 height; }; struct EDIT_DATA { char editType[32]; EDTXT::EDIT_TEXT editText; S32 xOrigin, yOrigin; }; struct GT_DROPDOWN : GENBASE_DATA { }; struct DROPDOWN_DATA { char dropdownType[32]; RECT screenRect; BUTTON_DATA buttonData; LISTBOX_DATA listboxData; }; struct GT_COMBOBOX : GENBASE_DATA { }; struct COMBOBOX_DATA { char comboboxType[32]; RECT screenRect; EDIT_DATA editData; BUTTON_DATA buttonData; LISTBOX_DATA listboxData; }; struct GT_SLIDER : GENBASE_DATA { struct COLOR { unsigned char red, green, blue; } disabledColor, normalColor, highlightColor, alertColor; bool bVertical; U32 indent; char shapeFile[32]; }; struct SLIDER_DATA { char sliderType[32]; RECT screenRect; S32 xOrigin, yOrigin; }; struct GT_MENU1 { struct OPENING { RECT screenRect; STATIC_DATA background; BUTTON_DATA single, multi, intro, options, help, quit; STATIC_DATA staticSingle, staticMulti, staticIntro, staticOptions, staticHelp; ANIMATE_DATA animMedia, animSingle, animMulti, animOptions, animQuestion; STATIC_DATA staticLegal; } opening; struct SINGLEPLAYER_MENU { RECT screenRect; STATIC_DATA background, staticSingle, staticName; BUTTON_DATA buttonCampaign, buttonSkirmish, buttonLoad, buttonQBLoad; BUTTON_DATA buttonBack; } singlePlayerMenu; struct SELECT_CAMPAIGN { RECT screenRect; STATIC_DATA background, title; STATIC_DATA staticName; BUTTON_DATA buttonTerran, buttonMantis, buttonSolarian; BUTTON_DATA buttonBack; } selectCampaign; struct SELECT_MISSION { RECT screenRect; STATIC_DATA background, title; LISTBOX_DATA list; BUTTON_DATA start, ok, cancel; BUTTON_DATA buttonUnlock; STATIC_DATA staticMission, staticHolder; BUTTON_DATA buttonMissions[16]; BUTTON_DATA buttonMovies[6]; BUTTON_DATA buttonBack; STATIC_DATA staticMovie, staticMissionTitle; ANIMATE_DATA animSystem; int nLineFrom[16]; int nMoiveBeforeMission[6]; } selectMission; struct NET_CONNECTIONS { RECT screenRect; STATIC_DATA background, description; LISTBOX_DATA list; BUTTON_DATA next, back; STATIC_DATA staticTitle; BUTTON_DATA buttonZone; BUTTON_DATA buttonWeb; } netConnections; struct IP_ADDRESS { RECT screenRect; STATIC_DATA background, description; STATIC_DATA enterIP, enterName; STATIC_DATA staticName; STATIC_DATA staticJoin, staticCreate; BUTTON_DATA checkJoin, checkCreate; BUTTON_DATA next, back; COMBOBOX_DATA comboboxIP; } ipAddress; struct GAME_ZONE { RECT screenRect; STATIC_DATA description; } gameZone; struct NET_SESSIONS2 { RECT screenRect; STATIC_DATA background, description, version; STATIC_DATA title; LISTBOX_DATA list; BUTTON_DATA next, back; STATIC_DATA staticGame, staticPlayers, staticSpeed, staticMap, staticResources; } netSessions2; struct MSHELL { RECT screenRect; STATIC_DATA background; STATIC_DATA title; STATIC_DATA enterChat; STATIC_DATA ipaddress; LISTBOX_DATA listChat; EDIT_DATA editChat; } mshell; struct MAP { RECT screenRect; BUTTON_DATA mapType; STATIC_DATA staticGameType, staticSpeed, staticMoney, staticUnits; STATIC_DATA staticMapType, staticSize, staticTerrain; STATIC_DATA staticVisibility, staticBandwidth; DROPDOWN_DATA dropGameType, dropSpeed, dropMoney; DROPDOWN_DATA dropSize, dropTerrain, dropUnits; DROPDOWN_DATA dropVisibility, bandWidthOption; SLIDER_DATA sliderSpeed; SLIDER_DATA sliderCmdPoints; STATIC_DATA staticSpectator, staticDiplomacy; BUTTON_DATA pushSpectator, pushDiplomacy; STATIC_DATA staticDifficulty, staticEasy, staticAverage, staticHard; BUTTON_DATA pushEasy, pushAverage, pushHard; STATIC_DATA staticLockSettings; BUTTON_DATA pushLockSettings; STATIC_DATA staticSystems; DROPDOWN_DATA dropSystems; STATIC_DATA staticCmdPoints; STATIC_DATA staticCmdPointsDisplay; } map; struct SLOTS { RECT screenRect; DROPDOWN_DATA dropSlots[8]; DROPDOWN_DATA dropTeams[8]; DROPDOWN_DATA dropRaces[8]; DROPDOWN_DATA dropPlayers[8]; STATIC_DATA staticNames[8]; STATIC_DATA staticPings[8]; M_STRINGW terranComputerNames[8]; M_STRINGW mantisComputerNames[8]; M_STRINGW solarianComputerNames[8]; } slots; struct FINAL { RECT screenRect; STATIC_DATA staticState, staticName, staticColor, staticRace, staticTeam, staticPing; STATIC_DATA description; STATIC_DATA staticAccept; BUTTON_DATA accept, start, cancel; STATIC_DATA staticCountdown; } final; struct HELPMENU { RECT screenRect; STATIC_DATA background, title; STATIC_DATA staticConquest, staticVersion, staticNumber; BUTTON_DATA buttonOk; STATIC_DATA staticProductID, staticProductNumber; STATIC_DATA staticLegal; BUTTON_DATA buttonCredits; } helpMenu; struct DEVICEMENU { RECT screenRect; STATIC_DATA staticBackground, staticTitle; STATIC_DATA staticPickDevice; LISTBOX_DATA listDevices; BUTTON_DATA buttonOk; } deviceMenu; }; struct GT_MAPSELECT { RECT screenRect; STATIC_DATA staticBackground, staticTitle; STATIC_DATA staticRandom, staticSupplied, staticSaved; LISTBOX_DATA listRandom, listSupplied, listSaved; BUTTON_DATA buttonOk, buttonCancel; }; struct GT_NEWPLAYER { RECT screenRect; STATIC_DATA background, title, staticHeading; EDIT_DATA edit; BUTTON_DATA ok, cancel; }; struct BASE_ANIMNUGGET_SAVELOAD { U16 supplyPointsMax; U16 supplies; U8 shadowVisibilityFlags; U8 harvestCount; bool bDepleted:1; bool deleteOK:1; bool bUnregistered:1; bool bRealized:1; U8 systemID; U16 shadowSupplies[8]; U32 processID; U32 deathOp; SINGLE lifeTimeRemaining; U32 dwMissionID; Vector position; }; struct BASE_NUGGET_SAVELOAD { U32 processID; U8 harvestCount; U32 lifeTimeTicks; }; struct NUGGET_SAVELOAD : BASE_NUGGET_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; enum M_NUGGET_TYPE { M_GAS_NUGGETS, M_METAL_NUGGET, M_SCRAP_NUGGET, M_HYADES_NUGGET }; struct BT_NUGGET_DATA : BASIC_DATA { char nugget_anim2D[32]; char nugget_mesh[32]; S32 animSizeSmallMax; S32 animSizeMax; S32 animSizeMin; struct _color { U8 redHi; U8 greenHi; U8 blueHi; U8 redLo; U8 greenLo; U8 blueLo; U8 alphaIn; U8 alphaOut; }color; bool bOriented; bool zRender; M_RESOURCE_TYPE resType; M_NUGGET_TYPE nuggetType; U32 maxSupplies; }; namespace PRG_STTXT { enum PROGRESS_STATIC_TEXT { NO_STATIC_TEXT=0, TEST = 1101, PLAYER_NAME = 1401, IP_ADDRESS = 1402, SESSION_NAME = 1404, CONFIRM_QUIT = 1406, TITLE_SELECT_GAME = 1407, PLAYER = 1408, SESSION = 1409, ENTER_TEAM = 1412, ENTER_RACE = 1410, ENTER_COLOR = 1411, SELECTED_MAP = 1414, CHATBOX = 1415, GAME_PAUSED = 1416, INGAME_TITLE = 1417, OPTIONS = 1418, GAMETYPE = 1419, GAMESPEED = 1420, CURSOR_SENSITIVITY = 1463, ARTIFACTS = 1421, MONEY = 1422, RESEARCH = 1423, MAPTYPE = 1424, MAPFILE = 1451, MAPSIZE = 1425, TERRAIN = 1426, STATIC_RESOURCES = 1427, WARNBOOT = 1329, SOLOGAME = 1332, LOADGAME = 1431, SAVEGAME = 1432, FILENAME = 1433, FLEET_SIZE = 1434, SKILL = 1435, BONUS = 1436, DUMMY_MONEY = 10001, DUMMY_NAME = 10002, SHIPCLASS = 1440, HULL = 1441, SUPPLIES = 1442, ARMOR = 1443, ENGINES = 1444, WEAPONS = 1445, SHIELDS = 1446, KILLS = 1447, UNITS = 1449, INGAME_CHAT = 1450, MISSION_OBJECTIVES = 1128, END_MISSION = 1129, SCOREBOARD = 1452, SCORE = 1453, VOLUME = 1403, MUSIC = 1454, EFFECTS = 1455, COMMS = 1456, NETCHAT = 1457, TOOLTIPS = 1458, STATUS_TEXT = 1459, FOGOFWAR = 1460, MAPROTATE = 1461, ROLLOVER = 1462, SLOW = 1625, FAST = 1627, GAMMA = 1465, WEAPON_TRAILS = 1466, EMMISIVE_TEXTURES = 1467, LOD = 1468, TEXTURES = 1469, BACKGROUND = 1470, DEVICES = 1464, ENTER_NAME = 1472, CAMP_SELECT = 1473, SINGLE_PLAYER = 1102, MULTI_PLAYER = 1103, FRONT_OPTIONS = 1104, SKIRMISH = 1474, INTRO = 1475, SELECT_MISSION = 1058, RIGHTCLICK = 1476, JOIN = 1108, CREATE = 1109, ACCEPT = 1121, SCROLLRATE = 1488, QUIT = 1112, RESOLUTION = 1493, ENTER_STATE = 1494, PLAYER_LIST = 1495, PING = 1496, APP_NAME = 1, VERSION = 1428, HELP = 1497, NET_CONNECT = 1489, HARDWARE = 1492, GAME = 1498, SPEED = 1499, MAP = 1413, RESOURCES = 1471, TITLE_UNITS = 1528, TITLE_BUILDINGS = 1529, TITLE_RESOURCES = 1531, TITLE_TERRITORY = 1530, BRIEFING = 1165, VISIBILITY = 1504, DEVICE_CHOICE = 1505, SOFTWARE = 1506 }; } struct GT_PROGRESS_STATIC : GENBASE_DATA { char fontName[32]; struct COLOR { unsigned char red, green, blue; } normalText, overText, background, background2; char shapeFile[32]; enum drawtype { NODRAW, FILL, HASH } backgroundDraw; bool bBackdraw; }; struct PROGRESS_STATIC_DATA { char staticType[32]; PRG_STTXT::PROGRESS_STATIC_TEXT staticText; enum alignmenttype { LEFT, CENTER, RIGHT, TOPLEFT, } alignment; S32 xOrigin, yOrigin; S32 width, height; }; namespace HSTTXT { enum STATIC_TEXT { NOTEXT = 0, ENGINE = 1444, ARMOR = 1443, WEAPON = 1445, SHIELD = 1446, SENSOR = 1477, SUPPLY = 1478, TROOPSHIP = 1479, HARVESTER = 1480, TENDER = 1481, FIGHTER = 1482, FLEET = 1483, MISSLEPAK = 1484, RAM = 1485, LEECH = 1549, LEGIONAIRE = 1550, SIPHON = 1551, GALIOT = 1552, }; } struct GT_HOTSTATIC : GENBASE_DATA { char fontType[32]; }; struct HOTSTATIC_DATA { U32 baseImage; U32 numTechLevels; S32 xOrigin, yOrigin, width, height; S32 barStartX; U32 barSpacing; HSTTXT::STATIC_TEXT text; struct _color { U8 red,green,blue; }textColor; }; struct GT_SHIPSILBUTTON : GENBASE_DATA { SINGLE redYellowBreak; SINGLE yellowGreenBreak; }; struct SHIPSILBUTTON_DATA { S32 xOrigin, yOrigin; }; namespace ICONTXT { enum ICON_TOOLTIP { NO_TOOLTIP = 0, SYSTEM_INSUPPLY = 811, SYSTEM_OUTSUPPLY = 812 }; }; struct GT_ICON : GENBASE_DATA { }; struct ICON_DATA { U32 baseImage; S32 xOrigin, yOrigin; ICONTXT::ICON_TOOLTIP tooltip; }; struct GT_QUEUECONTROL : GENBASE_DATA { }; struct QUEUECONTROL_DATA { S32 xOrigin, yOrigin; S32 width, height; }; struct GT_TOOLBAR { char vfxShapeType[32]; char vfxToolBar[3][32]; RECT contextRect; RECT sysmapRect[3]; RECT sectorMapRect[3]; U32 topBarX,topBarY; struct COMMON { HOTBUTTON_DATA rotateLeft, returnDefaultView, rotateRight, minimize, restore, options, chat, go, starMap, exitSysMap, hpDiplomacy, hpResearch,hpFleetOfficer,hpIndustrial,hpIdleCivilian,missionObjectives; STATIC_DATA gas,metal,crew; STATIC_DATA commandPts,shipclass; ICON_DATA inSupply,notInSupply; } common[3]; struct NONE { STATIC_DATA nothing; } none; struct FABRICATOR { M_OBJCLASS type; HOTBUTTON_DATA sell,stop,repair; EDIT_DATA shipname; STATIC_DATA hull; TABCONTROL_DATA fabTab; struct TAB1 { BUILDBUTTON_DATA plat0,plat1,plat2,plat3,plat4,plat5,plat6,plat7,plat8,plat9,plat10,plat11,plat12,plat13,plat14,plat15; }basicTab; struct TAB2 { BUILDBUTTON_DATA plat16,plat17,plat18,plat19,plat20,plat21,plat22,plat23,plat24,plat25,plat26,plat27,plat28,plat29,plat30,plat31; }advancedTab; struct TAB4 { BUILDBUTTON_DATA plat32,plat33,plat34,plat35,plat36,plat37,plat38,plat39,plat40,plat41,plat42,plat43,plat44,plat45,plat46,plat47; }defenceTab; struct TAB3 { HOTSTATIC_DATA techarmor,techengine,techsheild,techsensors; }statisticsTab; } fabricator,M_Weaver,S_Forger; struct LINDUSTRIAL { M_OBJCLASS type; ICON_DATA inSupply,notInSupply; HOTBUTTON_DATA rally,stop; STATIC_DATA hull,metalStorage,gasStorage,crewStorage,location,disabledText; BUILDBUTTON_DATA build0,build1,build2,build3,build4,build5,build6,build7,build8,build9; QUEUECONTROL_DATA buildQueue; } lindustrial,hq,hindustrial, M_Cocoon,M_Niad,S_Acropolis,S_Pavilion, S_Sanctum,S_GreaterPavilion; struct GENERIC { M_OBJCLASS type; ICON_DATA inSupply,notInSupply; STATIC_DATA hull,supplies,location,disabledText; } turret; struct RESEARCH { M_OBJCLASS type; ICON_DATA inSupply,notInSupply; HOTBUTTON_DATA stop; STATIC_DATA hull,supplies,metalStorage,gasStorage,crewStorage,location,disabledText; RESEARCHBUTTON_DATA research0,research1,research2,research3,research4,research5,research6,research7,research8,research9; QUEUECONTROL_DATA buildQueue; } M_Plantation,proplab,ballistics,outpost,advHull,awsLab,lrsensor, hanger,weapons,displacement, M_BlastFurnace,M_ExplosivesRange,M_CarrionRoost,M_BioForge, M_FusionMill,M_CarpacePlant,M_HybridCenter,M_PlasmaSpitter, S_HelionVeil,S_XenoChamber,S_Anvil,S_MunitionsAnnex, M_EyeStock,M_MutationColony,S_TurbineDock,S_Bunker; struct BUILD_RES { M_OBJCLASS type; ICON_DATA inSupply,notInSupply; HOTBUTTON_DATA stop,rally; STATIC_DATA hull,metalStorage,gasStorage,crewStorage,location,disabledText; RESEARCHBUTTON_DATA research0,research1,research2,research3,research4,research5,research6,research7,research8,research9,research10,research11,research12,research13,research14,research15; BUILDBUTTON_DATA build0,build1,build2,build3,build4,build5; QUEUECONTROL_DATA buildQueue; }M_Thripid,academy,refinery,M_Collector,M_GreaterCollector, M_WarlordTraining,S_SentinalTower,S_Citidel,T_HeavyRefinery,T_SuperHeavyRefinery,S_Oxidator; struct FLEET { M_OBJCLASS type; HOTBUTTON_DATA escort,patrol,stop; HOTBUTTON_DATA tacticPeace,tacticStandGround, tacticDefend, tacticSeek; TABCONTROL_DATA fabTab; struct TAB1 { MULTIHOTBUTTON_DATA admiralHead; STATIC_DATA o_namearea,o_kills,o_hull; HOTBUTTON_DATA order1,order2,order3,order4,order5,order6; TABCONTROL_DATA weaponTab; struct W_TAB1 { HOTBUTTON_DATA terran0,terran1,terran2,terran3,terran4; }terranTab; struct W_TAB2 { HOTBUTTON_DATA mantis0,mantis1,mantis2,mantis3,mantis4; }mantisTab; struct W_TAB3 { HOTBUTTON_DATA solarian0,solarian1,solarian2,solarian3,solarian4,solarian5; }solarianTab; }orderTab; struct TAB2 { SHIPSILBUTTON_DATA ship0,ship1,ship2,ship3,ship4,ship5,ship6,ship7,ship8,ship9,ship10,ship11,ship12,ship13,ship14,ship15,ship16,ship17,ship18,ship19,ship20,ship21; }silTab; struct TAB3 { STATIC_DATA namearea,hull,kills; HOTSTATIC_DATA techarmor,techsupply,techengine,techsheild,techweapon,techsensors,techspecial; }statTab; } fleet[3]; struct WARTURRET { M_OBJCLASS type; ICON_DATA inSupply,notInSupply; STATIC_DATA hull,supplies,location; HOTBUTTON_DATA fighterStanceNormal,fighterStancePatrol; HOTSTATIC_DATA techarmor,techsupply,techsheild,techweapon,techsensors,techspecial; }WarTurret[3]; struct INDIVIDUAL { M_OBJCLASS type; HOTBUTTON_DATA patrol,stop,escort,stanceAttack,stanceDefend,stanceStand,stanceStop, supplyStanceAuto,supplyStanceNoAuto,supplyStanceResupplyOnly,cloak; HOTBUTTON_DATA fighterStanceNormal,fighterStancePatrol; MULTIHOTBUTTON_DATA specialweapon; EDIT_DATA namearea; STATIC_DATA hull,supplies,kills,metal,gas; HOTSTATIC_DATA techarmor,techsupply,techengine,techsheild,techweapon,techsensors,techspecial; } individual[3]; struct GROUP { M_OBJCLASS type; MULTIHOTBUTTON_DATA specialweapon; HOTBUTTON_DATA escort,patrol,stop,cloak; HOTBUTTON_DATA stanceAttack,stanceDefend,stanceStand,stanceStop, supplyStanceAuto,supplyStanceNoAuto,supplyStanceResupplyOnly; HOTBUTTON_DATA fighterStanceNormal,fighterStancePatrol; SHIPSILBUTTON_DATA ship0,ship1,ship2,ship3,ship4,ship5,ship6,ship7,ship8,ship9,ship10,ship11,ship12,ship13,ship14,ship15,ship16,ship17,ship18,ship19,ship20,ship21; } group[3]; }; struct GT_ADMIRALBAR { RECT screenRect; STATIC_DATA background; STATIC_DATA admiralKey; HOTBUTTON_DATA hotCreate, hotRepair, hotResupply, hotDisband, hotTransfer, hotAssault; char vfxType[32]; TABCONTROL_DATA tab; struct TAB1 { HOTBUTTON_DATA hotTerran[5]; } terranTab; struct TAB2 { HOTBUTTON_DATA hotMantis[6]; } mantisTab; struct TAB3 { HOTBUTTON_DATA hotSolarian[5]; } solarianTab; }; struct GT_BRIEFING { RECT screenRect; STATIC_DATA background, title; BUTTON_DATA start, replay, cancel; RECT rcTeletype; RECT rcComm[4]; ANIMATE_DATA animFuzz[4]; }; struct GT_MENUOBJECTIVES { RECT screenRect; STATIC_DATA background, staticObjectives, staticName; RECT rcTeletype; BUTTON_DATA buttonOk; BUTTON_DATA checkObjectives[9]; STATIC_DATA staticObjectiveArray[9]; }; struct GT_MESSAGEBOX { STATIC_DATA background, title; STATIC_DATA message; BUTTON_DATA ok, cancel; BUTTON_DATA okAlone; }; struct GT_MOVIESCREEN { RECT screenRect; }; struct GT_CREDITS { RECT screenRect; STATIC_DATA staticBackground; }; struct GT_PAUSE { RECT screenRect; STATIC_DATA staticTitle, staticDescription[8]; }; struct BT_FANCY_LAUNCH : BASE_LAUNCHER { char animation[32]; char hardpoint[64]; SINGLE animTime; SINGLE effectDuration; SFX::ID warmupSound; SINGLE_TECHNODE neededTech; bool bSpecialWeapon:1; bool bTargetRequired:1; bool bWormHole:1; UNIT_SPECIAL_ABILITY specialAbility; }; struct FANCY_LAUNCH_SAVELOAD { U32 dwTargetID; Vector targetPos; U32 attacking; SINGLE refireDelay; SINGLE currentRot; Vector offsetVector; }; struct BT_CLOAK_LAUNCHER : BASE_LAUNCHER { SINGLE cloakSupplyUse; SINGLE cloakShutoff; SINGLE_TECHNODE techNode; }; struct CLOAK_LAUNCHER_SAVELOAD { bool bCloakEnabled:1; bool bPrepareToggle:1; SINGLE cloakSupplyCount; }; struct BT_MULTICLOAK_LAUNCHER : BASE_LAUNCHER { SINGLE cloakSupplyUse; SINGLE cloakShutoff; SINGLE targetSupplyCostPerHull; SINGLE_TECHNODE techNode; }; struct MULTICLOAK_LAUNCHER_SAVELOAD { SINGLE cloakSupplyCount; U32 cloakTargetID; U32 decloakTime; bool bCloakingTarget:1; bool bCloakEnabled:1; bool bPrepareToggle:1; }; struct BT_PING_LAUNCHER : BASE_LAUNCHER { SINGLE_TECHNODE techNode; }; struct PING_LAUNCHER_SAVELOAD { }; struct BT_WORMHOLE_LAUNCHER : BASE_LAUNCHER { SINGLE_TECHNODE techNode; SINGLE damagePerSec; }; struct WORMHOLE_LAUNCHER_SAVELOAD { U32 numTargets; U32 targetsLeft; U32 targetIDs[21]; U32 workingID; SINGLE lastChanceTimer; GRIDVECTOR targetPos; U32 targetSystemID; enum _modes { WORM_IDLE, WORM_WAITING_FOR_SYNC, WORM_WORKING, WORM_DONE }mode; }; struct BT_TALORIAN_LAUNCHER : BASE_LAUNCHER { }; struct TALORIAN_LAUNCHER_SAVELOAD { U32 numTargets; U32 targetIDs[12]; bool bShildOn; }; struct GT_IGOPTIONS { RECT screenRect; STATIC_DATA background, title; BUTTON_DATA buttonSave, buttonLoad; BUTTON_DATA buttonOptions; BUTTON_DATA buttonRestart; BUTTON_DATA buttonResign; BUTTON_DATA buttonAbdicate; BUTTON_DATA buttonReturn; }; struct GT_OPTIONS { RECT screenRect; STATIC_DATA background, title; STATIC_DATA staticName; LISTBOX_DATA listNames; BUTTON_DATA buttonNew, buttonChange, buttonDelete; STATIC_DATA staticSound, staticMusic, staticComm, staticChat, staticSpeed, staticScroll, staticMouse; SLIDER_DATA sliderSound, sliderMusic, sliderComm, sliderChat, sliderSpeed, sliderScroll, sliderMouse; BUTTON_DATA pushSound, pushMusic, pushComm, pushChat; STATIC_DATA staticDInput; BUTTON_DATA pushDInput; STATIC_DATA staticStatus, staticRollover, staticSectorMap, staticRightClick, staticSubtitles; BUTTON_DATA pushStatus, pushRollover, pushSectorMap, pushRightClick, pushSubtitles; STATIC_DATA staticGamma, staticResolution; DROPDOWN_DATA dropResolution; SLIDER_DATA sliderGamma; STATIC_DATA staticShips3D, staticTrails, staticEmissive, staticDetail, staticDrawBack; BUTTON_DATA pushTrails, pushEmissive, pushDetail; SLIDER_DATA slideDrawBack, sliderShips3D; STATIC_DATA staticDevice; DROPDOWN_DATA dropDevice; STATIC_DATA static3DHardware; BUTTON_DATA push3DHardware; TABCONTROL_DATA tab; BUTTON_DATA buttonOk, buttonCancel; }; struct GT_DIPLOMACYMENU { RECT screenRect; STATIC_DATA background; STATIC_DATA staticTitle, staticName, staticRace, staticAllies, staticMetalTitle, staticGasTitle, staticCrewTitle; STATIC_DATA staticNames[7], staticRaces[7]; BUTTON_DATA buttonCrew[7], buttonMetal[7], buttonGas[7]; BUTTON_DATA buttonAllies[7]; STATIC_DATA staticCrew, staticMetal, staticGas; BUTTON_DATA buttonOk, buttonReset, buttonCancel, buttonApply; DIPLOMACYBUTTON_DATA diplomacyButtons[7]; }; struct GT_PLAYERCHATMENU { RECT screenRect; STATIC_DATA background; STATIC_DATA staticNames[7], staticRaces[7]; BUTTON_DATA checkNames[7]; BUTTON_DATA buttonAllies, buttonEnemies, buttonEveryone; LISTBOX_DATA listChat; EDIT_DATA editChat; BUTTON_DATA buttonClose; STATIC_DATA staticTitle; STATIC_DATA staticChat; }; struct GT_LOADSAVE { RECT screenRect; RECT screenRect2D; STATIC_DATA background, staticLoad, staticSave, staticFile; BUTTON_DATA open, save, cancel, deleteFile; EDIT_DATA editFile; LISTBOX_DATA list; }; struct GT_SYSTEM_KIT_SAVELOAD { RECT screenRect; STATIC_DATA background, staticLoad, staticSave, staticFile; BUTTON_DATA open, save, cancel; EDIT_DATA editFile; LISTBOX_DATA list; }; typedef U32 DPID; namespace CQGAMETYPES { enum DIFFICULTY { NODIFFICULTY, EASY, AVERAGE, HARD }; enum TYPE { HUMAN, COMPUTER }; enum COMP_CHALANGE { EASY_CH, AVERAGE_CH, HARD_CH, IMPOSIBLE_CH, }; enum STATE { OPEN, CLOSED, ACTIVE, READY }; enum RACE { NORACE, TERRAN, MANTIS, SOLARIAN, VYRIUM, }; enum COLOR { UNDEFINEDCOLOR, YELLOW, RED, BLUE, PINK, GREEN, ORANGE, PURPLE, AQUA }; enum TEAM { NOTEAM, _1, _2, _3, _4 }; struct SLOT { TYPE type:3; COMP_CHALANGE compChalange:4; STATE state:3; RACE race:4; COLOR color:5; TEAM team:4; U32 zoneSeat:3; DPID dpid; }; enum GAMETYPE { KILL_UNITS=-2, KILL_HQ_PLATS, MISSION_DEFINED, KILL_PLATS_FABS }; enum MONEY { LOW_MONEY=-2, MEDIUM_MONEY, HIGH_MONEY }; enum MAPTYPE { SELECTED_MAP=-2, USER_MAP, RANDOM_MAP }; enum MAPSIZE { SMALL_MAP=-2, MEDIUM_MAP, LARGE_MAP }; enum TERRAIN { LIGHT_TERRAIN=-2, MEDIUM_TERRAIN, HEAVY_TERRAIN }; enum STARTING_UNITS { UNITS_MINIMAL=-2, UNITS_MEDIUM, UNITS_LARGE }; enum VISIBILITYMODE { VISIBILITY_NORMAL=-1, VISIBILITY_EXPLORED, VISIBILITY_ALL }; enum RANDOM_TEMPLATE { TEMPLATE_NEW_RANDOM = -2, TEMPLATE_RANDOM, TEMPLATE_RING, TEMPLATE_STAR, }; enum COMMANDLIMIT { COMMAND_LOW=-2, COMMAND_NORMAL, COMMAND_MID, COMMAND_HIGH }; struct OPTIONS { U32 version; GAMETYPE gameType:3; S32 gameSpeed:5; U32 regenOn:1; U32 spectatorsOn:1; U32 lockDiplomacyOn:1; U32 numSystems:5; MONEY money:2; MAPTYPE mapType:2; RANDOM_TEMPLATE templateType:2; MAPSIZE mapSize:2; TERRAIN terrain:2; STARTING_UNITS units:2; VISIBILITYMODE visibility:2; COMMANDLIMIT commandLimit:2; }; struct _CQGAME { U32 activeSlots:8; U32 bHostBusy:1; U32 startCountdown:4; SLOT slot[8]; }; } struct CQGAME : CQGAMETYPES::_CQGAME, CQGAMETYPES::OPTIONS { }; struct GT_GLOBAL_VALUES { struct TargetingValues { SINGLE movePenaltySelf; SINGLE movePenaltyTarget; SINGLE minAccuracy; } targetingValues; struct INDKILLCHART { U32 rookie, novice, veteran, elite, superElite, superdouperElite; } individualKillChart; struct ADMIRALKILLCHART { U32 rearAdmiral, viceAdmiral, admiral, starAdmiral, superstarAdmiral, superdouperAdmiral; } admiralKillChart; struct RACE_TARGETING_BONUSES { SINGLE noRace; SINGLE terran; SINGLE mantis; SINGLE solarian; SINGLE vyrium; } raceBonuses; struct TechUpgrades { SINGLE engine[6]; SINGLE hull[6]; SINGLE supplies[6]; SINGLE targeting[6]; SINGLE damage[6]; SINGLE shields[6]; SINGLE shipTargetingExp[6]; SINGLE admiralTargetingExp[6]; SINGLE fleet[6]; SINGLE sensors[6]; SINGLE tanker[6]; SINGLE fighter[6]; SINGLE tender[6]; }; struct _upgrades { TechUpgrades noRace; TechUpgrades terran; TechUpgrades mantis; TechUpgrades solarian; TechUpgrades vyrium; } techUpgrades; }; struct MT_GlobalData { M_STRINGW gameDescription; M_STRINGW playerNames[8]; U8 playerAssignments[8]; M_RACE playerRace[9]; U32 lastPartID; U8 currentPlayer:4; U8 maxPlayers:4; bool bGlobalLighting:1; bool bScriptUIControl:1; U8 allyMask[8]; U8 colorAssignment[9]; U8 visibilityMask[8]; U32 missionID; struct PlayerTechLevel { enum TECHLEVEL { LEVEL0, LEVEL1, LEVEL2, LEVEL3, LEVEL4, LEVEL5 }; TECHLEVEL engine:4; TECHLEVEL hull:4; TECHLEVEL supplies:4; TECHLEVEL targeting:4; TECHLEVEL damage:4; TECHLEVEL shields:4; TECHLEVEL sensors:4; TECHLEVEL fighter:4; TECHLEVEL tanker:4; TECHLEVEL tender:4; TECHLEVEL fleet:4; } playerTechLevel[9][5]; TECHNODE techNode[9]; TECHNODE workingTechNode[9]; TECHNODE availableTechNode; U32 gas[9]; U32 gasMax[9]; U32 metal[9]; U32 metalMax[9]; U32 crew[9]; U32 crewMax[9]; U32 totalCommandPts[9]; U32 usedCommandPts[9]; U32 maxComPts[9]; struct GAMESTATS { U32 metalGained:20; U32 numUnitsBuilt:12; U32 gasGained:17; U32 numUnitsDestroyed:12; U32 numAdmiralsBuilt:3; U32 crewGained:20; U32 numUnitsLost:12; U32 numPlatformsBuilt:12; U32 numPlatformsDestroyed:12; U32 numJumpgatesControlled:8; U32 numPlatformsLost:12; U32 numUnitsConverted:10; U32 numPlatformsConverted:10; U32 numResearchComplete:10; U32 percentSystemsExplored:8; }; GAMESTATS gameStats[9]; U8 gameScores[9]; U32 updateCount; U32 lastStreamID; U32 lastTeletypeID; struct OBJECTIVES { int index; U32 mission_name_stringID; U32 overview_stringID; U32 objective_stringID[32]; enum ObjectiveState { Pending, Complete, Failed } state[32]; bool bObjectiveSecondary[32]; } objectives; M_STRING scriptLibrary; M_STRING baseTerrainMap; CQGAME gameSettings; }; typedef BASIC_DATA BT_GROUP; struct GROUPOBJ_SAVELOAD { U32 dwMissionID; U32 numObjects; }; struct GT_SCROLLBAR : GENBASE_DATA { char upButtonType[32]; char downButtonType[32]; struct COLOR { unsigned char red, green, blue; } thumbColor, backgroundColor, disabledColor; bool bHorizontal:1; char shapeFile[32]; }; struct SCROLLBAR_DATA { char scrollBarType[32]; }; struct WORLDLIGHT_DATA { U8 red,green,blue; Vector direction; }; struct AMBIENT_DATA { U8 red,green,blue; }; struct LIGHT_DATA { WORLDLIGHT_DATA light1; WORLDLIGHT_DATA light2; AMBIENT_DATA ambient; }; struct BT_LIGHT : BASIC_DATA { U8 red,green,blue; S32 range; Vector direction; SINGLE cutoff; bool bInfinite:1; bool bAmbient:1; }; struct CQLIGHT_SAVELOAD { U8 red,green,blue; S32 range; Vector position; Vector direction; SINGLE cutoff; bool bInfinite; char name[32]; U32 systemID; bool bAmbient; }; enum ENGINETRAIL_TAPPER_TYPE { EngineTrailTapperZero = 1, EngineTrailStraight, EngineTrailBleed }; struct BT_ENGINETRAIL : BASE_EFFECT { SINGLE width; U32 segments; SINGLE timePerSegment; ENGINETRAIL_TAPPER_TYPE tapperType; SINGLE tapperMod; char hardpoint[64]; char texture[32]; struct _colorMod { U8 red; U8 green; U8 blue; U8 alpha; }colorMod, engineGlowColorMod; char engineGlowTexture[32]; SINGLE engineGlowWidth; }; struct BASE_ENGINETRAIL_SAVELOAD { }; struct ENGINETRAIL : BASE_ENGINETRAIL_SAVELOAD { }; struct GlobalEffectsOptions { enum OPTVAL { off, on=-1 }; __readonly U32 version; OPTVAL bWeaponTrails:1; OPTVAL bEmissiveTextures:1; OPTVAL bExpensiveTerrain:1; OPTVAL bTextures:1; OPTVAL bBackground:1; OPTVAL bHighBackground:1; OPTVAL bFastRender:1; OPTVAL bNoForceMinLOD:1; OPTVAL bNoForceMaxLOD:1; U32 nFlatShipScale:3; } CQEFFECTS; struct GlobalEffectsOptions_V3 { enum OPTVAL { off, on=-1 }; __readonly U32 version; OPTVAL bWeaponTrails:1; OPTVAL bEmissiveTextures:1; OPTVAL bExpensiveTerrain:1; OPTVAL bTextures:1; OPTVAL bBackground:1; OPTVAL bFastRender:1; OPTVAL b3DShips:1; OPTVAL bNoForceMinLOD:1; OPTVAL bNoForceMaxLOD:1; }; typedef M_STRING MT_STRINGPACK[]; enum RESEARCH_TYPE { RESEARCH_TECH, RESEARCH_UPGRADE, RESEARCH_ADMIRAL }; enum RESEARCH_SUBTITLE { NO_SUBTITLE = 0, SUB_RES_MIMIC = 4530, SUB_RES_ENGINE = 4531, SUB_RES_FIGHTER = 4532, SUB_RES_GRAVWELL = 4533, SUB_RES_HULL = 4534, SUB_RES_LEECH = 4535, SUB_RES_RAM = 4536, SUB_RES_REPCLOUD = 4537, SUB_RES_REP_WAVE = 4538, SUB_RES_SENSOR = 4539, SUB_RES_SHIELD = 4540, SUB_RES_SUPPLY = 4541, SUB_RES_SIPHON = 4542, SUB_RES_RESUPPLY = 4543, SUB_RES_WEAPON = 4544, SUB_RES_SHROUD = 4545, SUB_RES_DESTABILIZER = 4546, SUB_RES_GAS = 4547, SUB_RES_LEGIONAIRE = 4548, SUB_RES_MASS_DISRUPTOR = 4549, SUB_RES_ORE = 4550, SUB_RES_PROTEUS = 4551, SUB_RES_SYNTH = 4552, SUB_RES_GALIOT = 4553, SUB_RES_AUGER = 4554, SUB_RES_TEMPEST = 4555, SUB_RES_PROBE = 4556, SUB_RES_AEGIS = 4557, SUB_RES_VAMP = 4558, SUB_RES_CLOAK = 4559, SUB_RES_MISSILE = 4560, SUB_RES_HARVESTER = 4561, SUB_RES_TROOPSHIP = 4562, SUB_UPGRADE = 4563, }; struct BASE_RESEARCH_DATA : BASIC_DATA { RESEARCH_TYPE type; ResourceCost cost; U32 time; }; struct BT_RESEARCH : BASE_RESEARCH_DATA { SINGLE_TECHNODE researchTech; SINGLE_TECHNODE dependancy; char resFinishedSound[32]; RESEARCH_SUBTITLE resFinishSubtitle; }; struct BT_UPGRADE : BASE_RESEARCH_DATA { SINGLE_TECHNODE dependancy; U32 extensionID; char resFinishedSound[32]; RESEARCH_SUBTITLE resFinishSubtitle; }; struct BT_ADMIRAL_RES : BT_RESEARCH { char flagshipType[32]; }; struct CAMERA_DATA { __readonly U32 version; SINGLE worldRotation; __readonly Vector lookAt; SINGLE FOV_x, FOV_y; Vector position; SINGLE pitch; SINGLE minZ, maxZ; U32 zoomRate; U32 rotateRate; SINGLE toggleZoomZ; }; struct SYSTEM_VIEW { char systemKitName[32]; char backgroundName[32]; }; struct GT_SYSTEM_KIT { char fileName[32]; U32 numLights; struct _lightInfo { U8 red,green,blue; S32 range; Vector position; Vector direction; SINGLE cutoff; bool bInfinite; char name[32]; bool bAmbient; }lightInfo[10]; }; struct SYSTEM_DATA { U32 id; char name[16]; char systemKitName[32]; char backgroundName[32]; S32 x,y; S32 sizeX,sizeY; U32 alertState[9]; CAMERA_DATA cameraBuffer; U32 inSupply; }; struct MT_SECTOR_SAVELOAD { struct SYSTEM_DATA sysData[16]; U32 currentSystem; }; struct BT_BLACKHOLE_DATA : BASIC_DATA { BILLBOARD_MESH billboardMesh[3]; char ringObjectName[32]; char sysMapIcon[32]; MISSION_DATA missionData; U16 damage; }; struct BASE_BLACKHOLE_SAVELOAD { U8 targetSys[16]; U8 numTargetSys; U8 currentTarget; SINGLE timer; U32 workingID; U32 waitingID; NETGRIDVECTOR waitingJumpPos; }; struct BLACKHOLE_SAVELOAD : BASE_BLACKHOLE_SAVELOAD { MISSION_SAVELOAD mission; TRANS_SAVELOAD trans_SL; }; struct BLACKHOLE_DATA { bool jumpsTo[17]; }; struct GT_ENDGAME { RECT screenRect; STATIC_DATA background, banner; BUTTON_DATA cont; LISTBOX_DATA list; STATIC_DATA staticMenu; TABCONTROL_DATA tab; struct TAB1 { STATIC_DATA staticOverviewTitles[4], staticOverviewUnits[8], staticOverviewBuildings[8]; STATIC_DATA staticOverviewResources[8], staticOverviewTotals[8]; } overviewTab; struct TAB2 { STATIC_DATA staticUnitsTitles[6], staticUnitsMade[8], staticUnitsLost[8], staticUnitsKills[8]; STATIC_DATA staticUnitsConverted[8], staticUnitsAdmirals[8], staticUnitsTotals[8]; } unitsTab; struct TAB3 { STATIC_DATA staticBuildingsTitles[6], staticBuildingsMade[8], staticBuildingsLost[8], staticBuildingsDestroyed[8]; STATIC_DATA staticBuildingsConverted[8], staticBuildingsResearch[8], staticBuildingsTotals[8]; } buildingsTab; struct TAB5 { STATIC_DATA staticResourcesTitles[4], staticResourcesCrew[8], staticResourcesOre[8]; STATIC_DATA staticResourcesGas[8], staticResourcesTotals[8]; } resourceTab; STATIC_DATA staticPlayer, staticPlayerArray[8]; STATIC_DATA staticTime; STATIC_DATA staticDescription; }; struct BUILD_SAVELOAD { bool building:1; bool whole:1; bool pause:1; bool bReverseBuild:1; bool bDismantle:1; SINGLE timeSpent; U16 hullPointsAdded; U16 hullPointsFinish; U32 buildProcessID; S32 builderType; }; struct REPAIR_SAVELOAD { U32 repairAtID; U32 repairAgentID; U8 repairMode; }; struct BASE_FABRICATOR_SAVELOAD; struct BASE_FLAGSHIP_SAVELOAD; struct BASE_TROOPSHIP_SAVELOAD; struct BASE_SUPPLYSHIP_SAVELOAD; struct WARP_SAVELOAD { enum WARP_STAGE { WS_NONE=0, WS_WARP_IN, WS_LIMBO, WS_WARP_OUT, WS_PRE_WARP }; WARP_STAGE warpStage; Vector warpInVector; float warpSpeed; float warpRadius; SINGLE warpTimer; U32 targetGateID; U32 inTargetGateID; U32 warpAgentID; SINGLE stop_speed; SINGLE stop_heading; SINGLE releaseTime; }; struct SPACESHIP_SAVELOAD { struct TOBJMOVE { GRIDVECTOR goalPosition, currentPosition, jumpToPosition; GRIDVECTOR pathList[4]; SINGLE cruiseDepth; SINGLE cruiseSpeed; SINGLE groupAcceleration; SINGLE mockRotationAngle; U32 moveAgentID, jumpAgentID; U32 overrideAttackerID; enum { OVERRIDE_NONE, OVERRIDE_PUSH, OVERRIDE_DESTABILIZE, OVERRIDE_ORIENT } overrideMode; union { SINGLE overrideSpeed; SINGLE overrideYaw; }; GRIDVECTOR overrideDest; GRIDVECTOR patrolVectors[2]; S8 patrolIndex; U8 pathLength; bool bMoveActive:1; bool bAutoMovement:1; bool bCompletionAllowed:1; bool bRotatingBeforeMove:1; bool bSyncNeeded:1; bool bFinalMove:1; bool bPathOverflow:1; bool bMockRotate:1; bool bPatroling:1; bool bRollUp:1; bool bAltUp:1; bool slowMove:1; } tobjmove; TRANS_SAVELOAD trans_SL; BUILD_SAVELOAD build_SL; REPAIR_SAVELOAD repair_SL; WARP_SAVELOAD warp_SL; CLOAK_SAVELOAD cloak_SL; DAMAGE_SAVELOAD damage_SL; U32 firstNuggetID; MISSION_SAVELOAD mission; }; enum MINEMODES { MLAY_IDLE, MLAY_MOVING_TO_POS, MLAY_WAIT_CLIENT, MLAY_ROTATING_TO_POS, MLAY_LAYING, }; struct BASE_MINELAYER_SAVELOAD { struct GRIDVECTOR targetMinePos; SINGLE layingTime; U32 workingID; U32 minefieldMissionID; bool bRotating:1; MINEMODES mode; }; struct MINELAYER_SAVELOAD : SPACESHIP_SAVELOAD { BASE_MINELAYER_SAVELOAD mineLayerSaveLoad; }; struct BASE_GUNBOAT_SAVELOAD { __hexview U32 dwTargetID; U32 attackAgentID; U32 escortAgentID; __hexview U32 dwEscortID; UNIT_STANCE unitStance; FighterStance fighterStance; GRIDVECTOR defendPivot; bool bWaitingForAdmiral:1; bool bRepairUnderway:1; bool bUserGenerated:1; bool bSpecialAttack:1; bool bDefendPivotValid:1; }; struct GUNBOAT_SAVELOAD : SPACESHIP_SAVELOAD { BASE_GUNBOAT_SAVELOAD gunSaveLoad; }; struct BASE_RECONPROBE_SAVELOAD { SINGLE probeTimer,totalTime; Vector goal; U32 workingID; bool bMoving:1; bool bJumping:1; bool bGone:1; bool bLauncherDelete:1; bool bNoMoreSync:1; }; struct RECONPROBE_SAVELOAD : SPACESHIP_SAVELOAD { BASE_RECONPROBE_SAVELOAD baseSaveLoad; }; struct BASE_TORPEDO_SAVELOAD { SINGLE tTimer,totalTime; bool bClearing; Vector clearPos; __hexview U32 targetID; U32 ownerID; }; struct TORPEDO_SAVELOAD : SPACESHIP_SAVELOAD { BASE_TORPEDO_SAVELOAD baseSaveLoad; }; enum HARVEST_MODE { HAR_NO_MODE_AI_ON, HAR_NO_MODE_AI_OFF, HAR_NO_MODE_CLIENT_WAIT_CANCEL, HAR_MOVING_TO_REFINERY, HAR_AT_REFINERY_CLIENT, HAR_MOVING_TO_READY_REFINERY_CLIENT, HAR_MOVING_TO_READY_REFINERY_HOST, HAR_WAITING_TO_DOCK, HAR_WAIT_DOCKING_CANCEL_CLIENT, HAR_DOCKING_REFINERY, HAR_DOCKED_TO_REFINERY, HAR_WAIT_FOR_NUGGET_BEGIN_CLIENT, HAR_MOVING_TO_NUGGET, HAR_ROTATING_TO_NUGGET, HAR_WAIT_NUGGET_START, HAR_MOVING_TO_READY_NUGGET_CLIENT, HAR_MOVING_TO_READY_NUGGET_HOST, HAR_ROTATING_TO_READY_NUGGET_CLIENT, HAR_ROTATING_TO_READY_NUGGET_HOST, HAR_WAIT_NUGGET_ARRIVAL, HAR_NUGGETING, HAR_WAIT_NUGGET_CANCEL_CLIENT, HAR_MOVE_TO_RECOVERY, HAR_ROTATING_TO_RECOVERY, HAR_RECOVERING, HAR_MOVE_TO_RECOVERY_DROP }; struct BASE_HARVEST_SAVELOAD { U8 gas; U8 metal; __hexview U32 targetPartID; __hexview U32 recoverPartID; U32 workingID; U32 posibleWorkingID; NETGRIDVECTOR harvestVector; Vector recoverPos; SINGLE recoverYaw; SINGLE recoverTime; SINGLE harvestRemainder; HARVEST_MODE mode; M_NUGGET_TYPE nuggetType; bool bNuggeting:1; bool bLockingPlatform:1; bool bHostParking:1; bool bDockingWithGas:1; bool bRotating:1; bool bTowingShip:1; bool bSendIdle:1; bool bNuggetCancelOp:1; }; struct HARVEST_SAVELOAD : SPACESHIP_SAVELOAD { BASE_HARVEST_SAVELOAD baseSaveLoad; }; struct SPACESHIP_VIEW { MISSION_SAVELOAD * mission; BASIC_INSTANCE * rtData; S16 gamma; SINGLE contrast; union SHIPDATA { BASE_GUNBOAT_SAVELOAD * gunboat; BASE_MINELAYER_SAVELOAD * minelayer; BASE_RECONPROBE_SAVELOAD * reconprobe; BASE_TORPEDO_SAVELOAD * torpedo; BASE_HARVEST_SAVELOAD * harvester; BASE_FABRICATOR_SAVELOAD * fabricator; BASE_FLAGSHIP_SAVELOAD * flagship; BASE_TROOPSHIP_SAVELOAD * troopship; BASE_SUPPLYSHIP_SAVELOAD * supplyship; void * nothing; } shipData; }; struct BT_FLAGSHIP_DATA : BASE_SPACESHIP_DATA { SINGLE attackRadius; enum { ADMIRAL_F1 = 1, ADMIRAL_F2, ADMRIAL_F3, ADMIRAL_F4, ADMIRAL_F5, ADMIRAL_F6 } admiralHotkey; struct AdmiralBonuses { struct GeneralBonuses { SINGLE damage; SINGLE shields; SINGLE supplyUsage; SINGLE rangeModifier; SINGLE speed; SINGLE sensors; }generalBonuses, specialShipBonus; M_OBJCLASS bonusShips[5]; struct SpecialAbilities { bool antiSolarian; bool antiTerran; bool antiMantis; bool superFighters; bool platformKiller; bool evasiveManuvers; }specialAbilities; } bonuses; struct _toolbarInfo { U32 baseImage; HBTNTXT::BUTTON_TEXT buttonText; HBTNTXT::HOTBUTTONINFO buttonStatus; HBTNTXT::MULTIBUTTONINFO buttonHintbox; }toolbarInfo; }; struct BASE_FLAGSHIP_SAVELOAD { U32 dockAgentID; __hexview U32 dockshipID; __hexview U32 targetID; S32 idleTimer; enum ADMIRAL_MODE { NOMODE, MOVING, DEFENDING, ATTACKING } mode; bool bAttached; U8 numDeadShips; struct DMESSAGES { bool inTrouble:1; bool damage50:1; bool damage75:1; } dmessages; struct SMESSAGES { bool suppliesLow:1; bool suppliesOut:1; } smessages; S32 forecastTimer; enum FORECAST { NOFORECAST, GOOD, BAD, UGLY } lastForecast; ADMIRAL_TACTIC admiralTactic; }; struct FLAGSHIP_SAVELOAD : SPACESHIP_SAVELOAD { BASE_FLAGSHIP_SAVELOAD flagshipSaveLoad; }; struct FAB_SAVELOAD { U32 buildeeID,repaireeID,selleeID; BOOL32 bDoorsOpen:1; BOOL32 bBuilding:1; BOOL32 bDrones:1; BOOL32 bReturning:1; U32 doorPause; U32 queueStart; U32 queueSize; U8 lastIndex; U32 buildQueue[15]; U8 buildQueueIndex[15]; }; enum FAB_MODES { FAB_IDLE, FAB_MOVING_TO_TARGET, FAB_MOVING_TO_POSITION, FAB_WAITING_INIT_CONS_CLIENT, FAB_AT_TARGET_CLIENT, FAB_WATING_TO_START_BUILD_CLIENT, FAB_MOVING_TO_READY_TARGET_CLIENT, FAB_MOVING_TO_READY_TARGET_HOST, FAB_BUILDING, FAB_UNBUILD, FAB_EXPLODING, FAB_MOVING_TO_TARGET_REPAIR, FAB_WAIT_REPAIR_INFO_CLIENT, FAB_MOVING_TO_READY_TARGET_REPAIR_HOST, FAB_AT_TARGET_REPAIR_CLIENT, FAB_MOVING_TO_READY_TARGET_REPAIR_CLIENT, FAB_WATING_TO_START_REPAIR_CLIENT, FAB_REPAIRING, FAB_MOVING_TO_TARGET_DISM, FAB_WAIT_DISM_INFO_CLIENT, FAB_MOVING_TO_READY_TARGET_DISM_HOST, FAB_AT_TARGET_DISM_CLIENT, FAB_MOVING_TO_READY_TARGET_DISM_CLIENT, FAB_WATING_TO_START_DISM_CLIENT, FAB_DISMING, }; enum MOVESTAGE { MS_PATHFIND, MS_BEELINE, MS_DONE }; struct BASE_FABRICATOR_SAVELOAD { Vector dir; FAB_MODES mode; U32 targetPlanetID; U32 targetSlotID; U32 buildingID; U32 workingID; U32 workTargID; ResourceCost workingCost; U32 oldHullPoints; GRIDVECTOR targetPosition; MOVESTAGE moveStage; Vector destPos; SINGLE destYaw; U8 lastTab; }; struct FABRICATOR_SAVELOAD : SPACESHIP_SAVELOAD { BASE_FABRICATOR_SAVELOAD baseSaveLoad; FAB_SAVELOAD fab_SL; }; struct BASE_GUNPLAT_SAVELOAD; struct BASE_BUILDPLAT_SAVELOAD; struct BASE_GENERALPLAT_SAVELOAD; struct BASE_SUPPLYPLAT_SAVELOAD; struct BASE_REFINEPLAT_SAVELOAD; struct BASE_REPAIRPLAT_SAVELOAD; struct BASE_PLATFORM_SAVELOAD { TRANS_SAVELOAD trans_SL; BUILD_SAVELOAD build_SL; DAMAGE_SAVELOAD damage_SL; EXTENSION_SAVELOAD extend_SL; MISSION_SAVELOAD mission; U8 shadowVisibilityFlags; U32 exploredFlags; S8 shadowUpgrade[8]; S8 shadowUpgradeWorking[8]; U8 shadowUpgradeFlags[8]; SINGLE shadowPercent[8]; U16 shadowHullPoints[8]; U16 shadowMaxHull[8]; __hexview U16 buildSlot; __hexview U32 buildPlanetID; __hexview U32 firstNuggetID; bool bSetCommandPoints:1; bool bPlatDead:1; bool bPlatRealyDead:1; }; struct BASE_OLDSTYLE_PLATFORM_SAVELOAD { U32 workingID; NETVECTOR rallyPoint; U32 reasearchArchetypeID; SINGLE researchTimeSpent; U32 resupplyTargetID; U8 stackStart; U8 stackEnd; U32 supplyStack[10]; bool bResupplyReturning; bool bResearching:1; bool bDockLocked:1; bool bNeedToSendLossOfTarget:1; bool bNeedToSendNewTarget:1; bool bSupplierOut:1; }; struct OLDSTYLE_PLATFORM_SAVELOAD : BASE_PLATFORM_SAVELOAD { FAB_SAVELOAD fab_SL; TRANSFORM resupplyTransform; BASE_OLDSTYLE_PLATFORM_SAVELOAD baseOldstylePlatformSaveload; }; struct PLATFORM_VIEW { MISSION_SAVELOAD * mission; BASIC_INSTANCE * rtData; union PLATFORM { BASE_OLDSTYLE_PLATFORM_SAVELOAD * oldstyle; BASE_GUNPLAT_SAVELOAD * gunplat; BASE_BUILDPLAT_SAVELOAD * buildPlat; BASE_GENERALPLAT_SAVELOAD * generalPlat; BASE_SUPPLYPLAT_SAVELOAD * supplyPlat; BASE_REFINEPLAT_SAVELOAD * refinePlat; BASE_REPAIRPLAT_SAVELOAD * repairPlat; void * nothing; } platform; }; struct BT_PLAT_GUN : BASE_PLATFORM_DATA { SINGLE outerWeaponRange; bool bNoLineOfSight; char launcherType[5][32]; char specialLauncherType[32]; }; struct BASE_GUNPLAT_SAVELOAD { __hexview U32 dwTargetID; U32 attackAgentID; U32 launcherAgentID; UNIT_STANCE unitStance; enum FighterStance fighterStance; U8 launcherID; SINGLE buildTimeSpent; U32 upgradeID; U32 workingID; bool bUserGenerated:1; bool isPreferredTarget:1; bool bUpgrading:1; bool bDelayed:1; bool bSpecialAttack:1; }; struct GUNPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_GUNPLAT_SAVELOAD gunplatSaveload; }; struct BT_PLAT_SUPPLY_DATA : BASE_PLATFORM_DATA { SINGLE supplyLoadSize; SINGLE supplyRange; char supplyDroneType[32]; char supplyDroneHardpoint[32]; }; struct BASE_SUPPLYPLAT_SAVELOAD { U32 resupplyTargetID; U8 stackStart; U8 stackEnd; U32 supplyStack[10]; bool bResupplyReturning:1; bool bNeedToSendLossOfTarget:1; bool bNeedToSendNewTarget:1; bool bSupplierOut:1; }; struct SUPPLYPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_SUPPLYPLAT_SAVELOAD supplyPlatSaveload; TRANSFORM resupplyTransform; }; struct BT_PLAT_BUILD_DATA : BASE_PLATFORM_DATA { char ship_hardpoint[64]; DRONE_RELEASE drone_release[2]; S32 buildRate; U32 maxQueueSize; }; struct BASE_BUILDPLAT_SAVELOAD { U32 workingID; struct NETGRIDVECTOR rallyPoint; SINGLE buidTimeSpent; U32 constructionID; bool bResearching:1; bool bUpgrading:1; }; struct BUILDPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { FAB_SAVELOAD fab_SL; BASE_BUILDPLAT_SAVELOAD buildPlatSaveload; }; struct BT_PLAT_BUILDSUP_DATA : BASE_PLATFORM_DATA { char ship_hardpoint[64]; DRONE_RELEASE drone_release[2]; S32 buildRate; U32 maxQueueSize; SINGLE supplyRadius; SINGLE supplyPerSecond; }; struct BASE_BUILDSUPPLAT_SAVELOAD { U32 workingID; struct NETGRIDVECTOR rallyPoint; SINGLE supplyTimer; U32 constructionID; SINGLE buildTimeSpent; bool bResearching:1; }; struct BUILDSUPPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { FAB_SAVELOAD fab_SL; BASE_BUILDSUPPLAT_SAVELOAD buildPlatSaveload; }; struct BT_PLAT_REFINE_DATA : BASE_PLATFORM_DATA { char ship_hardpoint[64]; char dock_hardpoint[64]; DRONE_RELEASE drone_release[2]; S32 buildRate; U32 maxQueueSize; char harvesterArchetype[32]; SINGLE gasRate[4]; SINGLE metalRate[4]; SINGLE crewRate[4]; }; struct BASE_REFINEPLAT_SAVELOAD { U32 workingID; struct NETGRIDVECTOR rallyPoint; U32 constructionID; SINGLE buidTimeSpent; SINGLE gasHarvested; SINGLE metalHarvested; SINGLE crewHarvested; U32 dockLockerID; U16 numDocking; bool bFreeShipMade:1; bool bResearching:1; bool bUpgrading:1; }; struct REFINEPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { FAB_SAVELOAD fab_SL; BASE_REFINEPLAT_SAVELOAD refinePlatSaveload; }; struct BT_PLAT_REPAIR_DATA : BASE_PLATFORM_DATA { SINGLE supplyPerSecond; U32 repairRate; U32 supplyRate; SINGLE supplyRange; char repairDroneType[32]; char repairDroneHardpoint[32]; }; struct BASE_REPAIRPLAT_SAVELOAD { U32 workingID; U32 potentialWorkingID; U32 repairTargetID; enum REPAIR_MODE { REP_NONE, REP_WAIT_FOR_DOCK, REP_REPAIRING } mode; S32 oldHullPoints; SINGLE supplyTimer; SINGLE upgradeTimeSpent; U32 upgradeID; bool bDockLocked:1; bool bUpgradeDelay:1; bool bUpgrading:1; bool bTakenCost:1; }; struct REPAIRPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_REPAIRPLAT_SAVELOAD repairPlatSaveload; TRANSFORM repairTransform; }; struct BT_PLAT_GENERAL_DATA : BASE_PLATFORM_DATA { }; struct BASE_GENERALPLAT_SAVELOAD { }; struct GENERALPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_GENERALPLAT_SAVELOAD generalPlatSaveload; }; struct BT_PLAT_SELL_DATA : BASE_PLATFORM_DATA { char ship_hardpoint[64]; U32 maxQueueSize; }; struct BASE_SELLPLAT_SAVELOAD { U32 workingID; U32 potentialWorkingID; U32 sellTargetID; enum SELL_MODE { SEL_NONE, SEL_WAIT_FOR_DOCK, SEL_SELLING } mode; bool bDockLocked:1; }; struct SELLPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_SELLPLAT_SAVELOAD sellPlatSaveload; FAB_SAVELOAD fab_SL; }; struct BT_PLAT_JUMP_DATA : BASE_PLATFORM_DATA { }; struct BASE_JUMPPLAT_SAVELOAD { U32 jumpGateID; bool bOwnGate:1; bool bLockGate:1; }; struct JUMPPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_JUMPPLAT_SAVELOAD jumpPlatSaveload; }; struct BASE_PLAYERBOMB_SAVELOAD { bool bDeployedPlayer; }; struct PLAYERBOMB_SAVELOAD : BASE_PLAYERBOMB_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct PLAYERBOMB_TYPE { char archetypeName[32]; }; struct BT_PLAYERBOMB_DATA : BASIC_DATA { struct _playerRace { PLAYERBOMB_TYPE minBombType[4]; PLAYERBOMB_TYPE bombType[4]; PLAYERBOMB_TYPE largeBombType[8]; }race[4]; char playerBomb_anim2D[32]; S32 animSize; MISSION_DATA missionData; }; struct GT_CHAT { RECT screenRect; STATIC_DATA background, ask; EDIT_DATA chatbox; }; struct BT_RECON_LAUNCH : BASE_LAUNCHER { char animation[32]; char hardpoint[64]; SINGLE animTime; SINGLE effectDuration; SFX::ID warmupSound; SINGLE_TECHNODE neededTech; UNIT_SPECIAL_ABILITY specialAbility; bool bWormWeapon; bool selfTarget; }; struct RECON_LAUNCH_SAVELOAD { Vector targetPos; U32 targetSystemID; U32 attacking; SINGLE refireDelay; U32 probeID; U32 targetID; bool bKillProbe:1; }; struct BT_AEBOLT_DATA : BASE_WEAPON_DATA { char fileName[32]; char explosionEffect[32]; SFX::ID launchSfx; SINGLE maxVelocity; U32 damage; SINGLE explosionRange; ARMOR_DATA armorData; }; struct AEBOLT_SAVELOAD { SINGLE time; SINGLE lastTime; Vector targetPos; U32 ownerID; U32 targetID; U32 numFound; U32 systemID; TRANS_SAVELOAD trans_SL; }; struct BT_STASISBOLT_DATA : BASE_WEAPON_DATA { char fileName[32]; char explosionEffect[32]; SFX::ID launchSfx; SINGLE maxVelocity; SINGLE explosionRange; SINGLE duration; MISSION_DATA missionData; }; struct BASE_STASISBOLT_SAVELOAD { SINGLE time; struct GRIDVECTOR targetPos; U32 ownerID; GRIDVECTOR gvec[26]; U32 numSquares; U32 numTargets; U32 targets[26]; U32 lastSent; U32 targetID; U32 targetsHeld; bool bDeleteRequested:1; bool bGone:1; bool bLauncherDelete:1; bool bFreeTargets:1; bool bNoMoreSync:1; }; struct STASISBOLT_SAVELOAD : BASE_STASISBOLT_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BT_REPELLENTCLOUD_DATA : BASE_WEAPON_DATA { char explosionEffect[32]; SFX::ID launchSfx; SINGLE duration; MISSION_DATA missionData; U32 damagePerSec; SINGLE centerRange; }; struct BASE_REPELLENTCLOUD_SAVELOAD { SINGLE time; SINGLE lastTime; struct GRIDVECTOR targetPos; U32 ownerID; GRIDVECTOR gvec[24]; U32 numSquares; U32 numTargets; U32 targets[24]; U32 targetsHeld; U32 lastSent; Vector sprayDir,sideDir; bool bDeleteRequested:1; bool bGone:1; bool bLauncherDelete:1; bool bFreeTargets:1; bool bNoMoreSync:1; }; struct REPELLENTCLOUD_SAVELOAD : BASE_REPELLENTCLOUD_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BT_REPULSORWAVE_DATA : BASE_WEAPON_DATA { SFX::ID launchSfx; SINGLE duration; SINGLE range; SINGLE ringTime; SINGLE interRingTime; MISSION_DATA missionData; }; struct BASE_REPULSORWAVE_SAVELOAD { struct GRIDVECTOR targetPos; U32 ownerID; SINGLE time; U32 numTargets; U32 targets[24]; U32 targetsHeld; U32 lastSent; bool bDeleteRequested:1; bool bGone:1; bool bLauncherDelete:1; bool bFreeTargets:1; bool bNoMoreSync:1; bool bHasBeenInit:1; }; struct REPULSORWAVE_SAVELOAD : BASE_REPULSORWAVE_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BT_TRACTOR_DATA : BASE_WEAPON_DATA { char fileName[32]; char hardpoint[64]; char contactBlastType[32]; SFX::ID launchSfx; SINGLE duration; SINGLE damagePerSecond; SINGLE_TECHNODE neededTech; S32 supplyCost; SINGLE refirePeriod; }; struct TRACTOR_SAVELOAD { U32 targetID; U32 systemID; SINGLE time; SINGLE refireDelay; SINGLE mass; }; struct BT_REPULSOR_DATA : BASE_WEAPON_DATA { char fileName[32]; char hardpoint[64]; char contactBlastType[32]; SFX::ID launchSfx; SINGLE pushTime; SINGLE minimumMass; SINGLE basePushPower; SINGLE pushPerMass; SINGLE_TECHNODE neededTech; }; struct REPULSOR_SAVELOAD { U32 targetID, ownerID; U32 systemID; S32 time; SINGLE mass; }; struct BT_OVERDRIVE_DATA : BASE_WEAPON_DATA { SINGLE speed; SFX::ID launchSfx; }; struct OVERDRIVE_SAVELOAD { Vector destPos; U32 systemID; U32 ownerID; }; struct BT_SWAPPER_DATA : BASE_WEAPON_DATA { SFX::ID launchSfx; }; struct BT_AEGIS_DATA : BASE_WEAPON_DATA { SINGLE supplyPerSec; SINGLE_TECHNODE neededTech; }; struct BASE_AEGIS_SAVELOAD { bool bNetShieldOn:1; bool bShieldOn:1; }; struct AEGIS_SAVELOAD : BASE_AEGIS_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_MIMIC_DATA : BASE_WEAPON_DATA { SINGLE supplyUse; SINGLE shutoff; SINGLE_TECHNODE techNode; }; struct BASE_MIMIC_SAVELOAD { U32 aliasArchetypeID; U8 aliasPlayerID; bool bCloakEnabled:1; }; struct MIMIC_SAVELOAD : BASE_MIMIC_SAVELOAD { }; struct BT_ZEALOT_DATA : BASE_WEAPON_DATA { SINGLE kamikazeSpeed; SINGLE damageAmount[3]; char impactBlastType[32]; SINGLE_TECHNODE neededTech; }; enum ZSTAGE { Z_NONE, Z_ROTATE, Z_THRUST }; struct BASE_ZEALOT_SAVELOAD { U32 dwMissionID; U32 targetID; U32 zealotArchetypeID; U32 systemID; ZSTAGE stage; }; struct ZEALOT_SAVELOAD : BASE_ZEALOT_SAVELOAD { TRANS_SAVELOAD trans_SL; U32 visibilityFlags:8; }; struct BT_SYNTHESIS_DATA : BASE_WEAPON_DATA { SINGLE_TECHNODE neededTech; char animName[32]; }; enum SYN_STAGE { SYN_NONE, SYN_ROTATE, SYN_ZAP, SYN_APPROACH, SYN_ABSORB }; struct BASE_SYNTHESIS_SAVELOAD { SYN_STAGE stage; SINGLE hullPointsPer,suppliesPer; U32 targetID; }; struct SYNTHESIS_SAVELOAD : BASE_SYNTHESIS_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_MASS_DISRUPTOR_DATA : BASE_WEAPON_DATA { SFX::ID launchSfx; char fileName[32]; char contactBlastType[32]; char warpAnim[32]; U16 animWidth; SINGLE boltSpeed; SINGLE damagePercent; }; enum MD_STAGE { MD_SHOOT, MD_DISRUPT }; struct BASE_MASS_DISRUPTOR_SAVELOAD { U32 ownerID,systemID; MD_STAGE stage; U32 targetID; U32 damageDealt; Vector targetDir; SINGLE dist; }; struct MASS_DISRUPTOR_SAVELOAD : BASE_MASS_DISRUPTOR_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_DESTABILIZER_DATA : BASE_WEAPON_DATA { char fileName[32]; char explosionEffect[32]; SFX::ID launchSfx; SINGLE maxVelocity; SINGLE explosionRange; SINGLE duration; MISSION_DATA missionData; }; struct BASE_DESTABILIZER_SAVELOAD { SINGLE time; struct GRIDVECTOR targetPos; U32 ownerID; U32 numTargets; U32 targetIDs[3]; U32 lastSent; U32 targetID; U32 targetsHeld; bool bDeleteRequested:1; bool bGone:1; bool bLauncherDelete:1; bool bFreeTargets:1; bool bNoMoreSync:1; }; struct DESTABILIZER_SAVELOAD : BASE_DESTABILIZER_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BT_DUMBRECONPROBE_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; SINGLE maxVelocity; SINGLE duration; MISSION_DATA missionData; }; struct BASE_DUMBRECONPROBE_SAVELOAD { SINGLE time; struct GRIDVECTOR targetPos; U32 ownerID; U32 targetID; bool bDeleteRequested:1; bool bGone:1; bool bLauncherDelete:1; bool bNoMoreSync:1; }; struct DUMBRECONPROBE_SAVELOAD : BASE_DUMBRECONPROBE_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BASE_BUILD_OBJ : BASIC_DATA { BUILDOBJCLASS boClass; }; struct BT_TERRAN_BUILD : BASE_BUILD_OBJ { }; struct BT_MANTIS_BUILD : BASE_BUILD_OBJ { char cocoonTextureName[32]; }; struct BT_SOLARIAN_BUILD : BASE_BUILD_OBJ { char cocoonTextureName[32]; }; namespace MAP_GEN_ENUM { enum DMAP_FUNC { LINEAR = 0, LESS_IS_LIKLY, MORE_IS_LIKLY }; enum PLACEMENT { RANDOM = 0, CLUSTER, PLANET_RING, STREEKS, SPOTS, }; enum OVERLAP { NO_OVERLAP = 0, LEVEL1, LEVEL2 }; enum SECTOR_SIZE { SMALL_SIZE = 0x01, MEDIUM_SIZE = 0x02, LARGE_SIZE = 0x04, S_M_SIZE = 0x03, S_L_SIZE = 0x05, M_L_SIZE = 0x06, ALL_SIZE = 0x07 }; enum SECTOR_FORMATION { SF_RANDOM, SF_RING, SF_DOUBLERING, SF_STAR, SF_INRING, SF_MULTI_RANDOM }; enum MACRO_OPERATION { MC_PLACE_HABITABLE_PLANET, MC_PLACE_GAS_PLANET, MC_PLACE_METAL_PLANET, MC_PLACE_OTHER_PLANET, MC_PLACE_TERRAIN, MC_PLACE_PLAYER_BOMB, MC_MARK_RING }; }; struct BT_MAP_GEN { struct _terrainTheme { char systemKit[6][32]; char metalPlanets[6][32]; char gasPlanets[6][32]; char habitablePlanets[6][32]; char otherPlanets[6][32]; MAP_GEN_ENUM::SECTOR_SIZE sizeOk; U32 minSize; U32 maxSize; MAP_GEN_ENUM::DMAP_FUNC sizeFunc; U32 numHabitablePlanets[3]; U32 numMetalPlanets[3]; U32 numGasPlanets[3]; U32 numOtherPlanets[3]; U32 numNuggetPatchesMetal[3]; U32 numNuggetPatchesGas[3]; struct _terrainInfo { char terrainArchType[32]; SINGLE probability; U32 minToPlace; U32 maxToPlace; MAP_GEN_ENUM::DMAP_FUNC numberFunc; U32 size; U32 requiredToPlace; MAP_GEN_ENUM::OVERLAP overlap; MAP_GEN_ENUM::PLACEMENT placement; }terrain[20],nuggetMetalTypes[6],nuggetGasTypes[6]; bool okForPlayerStart:1; bool okForRemoteSystem:1; SINGLE desitiy[3]; struct _macros { MAP_GEN_ENUM::MACRO_OPERATION operation; U32 range; bool active; union _info { _terrainInfo terrainInfo; MAP_GEN_ENUM::OVERLAP overlap; }info; }macros[15]; }themes[30]; }; struct BASE_MOVIE_CAMERA_SAVELOAD : MISSION_SAVELOAD { Vector cam_lookAt; Vector cam_position; SINGLE cam_FOV_x; SINGLE cam_FOV_y; }; struct MOVIE_CAMERA_SAVELOAD { TRANS_SAVELOAD trans_SL; BASE_MOVIE_CAMERA_SAVELOAD baseSave; }; struct BT_MOVIE_CAMERA_DATA : BASIC_DATA { char fileName[32]; MISSION_DATA missionData; }; struct MOVIE_CAMERA_VIEW { Vector cam_lookAt; Vector cam_position; SINGLE cam_FOV_x; SINGLE cam_FOV_y; M_STRING partName; }; struct BT_OBJECT_GENERATOR : BASIC_DATA { char fileName[32]; MISSION_DATA missionData; SINGLE mean; SINGLE minDiff; char generateType[32]; bool startEnabled; }; struct BASE_OBJECT_GENERATOR_SAVELOAD { SINGLE mean; SINGLE minDiff; SINGLE timer; SINGLE nextTime; U32 archID; bool bGenEnabled:1; }; struct OBJECT_GENERATOR_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; BASE_OBJECT_GENERATOR_SAVELOAD baseSave; }; struct OBJECT_GENERATOR_VIEW { MISSION_SAVELOAD * mission; Vector position; char generatorType[32]; SINGLE mean; SINGLE minDiff; SINGLE timer; SINGLE nextTime; bool bGenEnabled:1; char partName[32]; }; struct BT_TRIGGER : BASIC_DATA { char fileName[32]; MISSION_DATA missionData; }; struct BASE_TRIGGER_SAVELOAD { U32 lastTriggerID; U32 triggerShipID; U32 triggerObjClassID; U32 triggerMObjClassID; U32 triggerPlayerID; SINGLE triggerRange; U32 triggerFlags; char progName[32]; bool bEnabled:1; bool bDetectOnlyReady:1; }; struct TRIGGER_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; BASE_TRIGGER_SAVELOAD baseSave; }; struct TRIGGER_VIEW { MISSION_SAVELOAD * mission; Vector position; __hexview U32 triggerShipID; OBJCLASS triggerObjClassID; M_OBJCLASS triggerMObjClassID; U32 triggerPlayerID; SINGLE triggerRange; char progName[32]; bool bEnabled:1; bool bDetectOnlyReady:1; }; struct BT_SCRIPTOBJECT : BASIC_DATA { char fileName[32]; MISSION_DATA missionData; SFX::ID ambientSound; struct BLINKER_DATA blinkers; char ambient_animation[32]; bool bSysMapActive:1; }; struct BASE_SCRIPTOBJECT_SAVELOAD { bool bTowed:1; bool bSysMapActive:1; U32 towerID; }; struct SCRIPTOBJECT_SAVELOAD:BASE_SCRIPTOBJECT_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; U8 exploredFlags; }; struct SCRIPTOBJECT_VIEW { MISSION_SAVELOAD * mission; Vector position; }; typedef struct Streamer *HSTREAM; struct SONG { bool playing:1; bool looping:1; HSTREAM handle; SINGLE volume; char filename[32]; }; typedef SONG MT_MUSIC_DATA[4]; struct SPECIALABILITYINFO { U32 baseSpecialWpnButton; HBTNTXT::BUTTON_TEXT specialWpnTooltip; HBTNTXT::HOTBUTTONINFO specialWpnHelpBox; HBTNTXT::MULTIBUTTONINFO specialWpnHintBox; }; struct GT_SPECIALABILITIES { SPECIALABILITYINFO none, assault, tempest, probe, cloak, aegis, vampire, stasis, furyram, repel, bomber, mimic, minelayer, s_minelayer, repulsor, synthesis, massdisruptor, destabilizer, wormhole,ping,m_ping,s_ping, multiCloak, tractor, transfer; }; SSmonolith.3dbl#C x(@D?>>>L>=Cp>;D@? Au< B #=ME!!S_Large ExplosionPPs_eglow.tgash_fizzout.anmccloak.tgaMonolith-tiamat.tgad @TUR!!S_Warcruiser PORTTUR!!S_Warcruiser STARTRAC!!S_TractorPAD; Conquest.ini[Video] TextureBias = off ; on = clear up blurry text and other artifacts on cards that don't follow the standard GDI = off ; on = GDI compatible with full screen 3D ForcePipelineStall = off ; on = Turn this on if mouse is unusably delayed MonochromeCursor = default ; on = force usage of monochrome cursors, off=force off HardwareGeometry = on ; of = disable hardware transform and lighting. Use with care. [Features] LimitResolutions = on ; on = limit to 640x480 -> 1024x768 LimitWinningConditions = off ; on = only support one official winning condition LimitDirectPlayConnections = off ; on = limit connections to IPX,TCP,and Zone LimitMapSettings = off ; on = disable random map templates, save games, extra maps LimitMaxPlayers = off ; on = limit number of players to 4 instead of 8 ExtendedZoom = on ; on = extend max zoom level of camera LanguageSelect = DEFAULT ; language for all of the text in the game, options are: ENGLISH, FRENCH, GERMAN, ITALIAN, SPANISH, POLISH, TAI, and KOREAN [Network] LowSpeedLAN = off ; on = poor performing network. (40kbit connection+) GuaranteedDelivery = off ; on = use TCP where possible (increases latency, but better on poor performing network) [Sound] ; add a semicolon ";" to the beginning of the next line to run without sound Sound = {00000000-0000-0000-0000-000000000000} ; use primary device ; ;--------- NOTE TO USER: DO NOT EDIT ANYTHING BELOW THIS LINE!!! ------------------ ; [Libraries] DLL\Channel.dll DLL\DAHotkey.dll DLL\Docuview.dll DLL\DOSFile.dll DLL\Anim.dll DLL\Engine.dll DLL\PolyMesh.dll DLL\RenderMgr.dll DLL\TextureLibrary.dll DLL\x86math.dll DLL\optics.dll DLL\Hardpoint.dll DLL\Streamer.dll DLL\D3DRenderPipe.dll DLL\LightManager.dll DLL\VertexBufferManager.dll [System] IEventSystem IRenderPrimitive IRenderPipeline = RendSft IWindowManager IViewConstructor IStreamer TextureLibrary LightManager VertexBufferManager [Engine] IRenderer IAnimation IHardpoint [RenderManager] ; Add if you plan on rendering anything PolyMesh ; The order defines the order components get a chance to Optics ; create instances and archetypes. ;WARNING: DO NOT EDIT THE FOLLOWING RendX sections!! [Rend0] DeviceId = {00000000-0000-0000-0000-000000000000} DeviceType = T&L [Rend1] DeviceId = {00000000-0000-0000-0000-000000000000} DeviceType = T&L [Rend2] DeviceId = {00000000-0000-0000-0000-000000000000} DeviceType = T&L [Rend3] DeviceId = {00000000-0000-0000-0000-000000000000} DeviceType = T&L [RendSft] DeviceType = SFT [TextureLibrary] ;TEXTURE_LOD_LOAD_BIAS = 0 ;TEXTURE_LOD_LOAD_SCALE = 0.5 [Polymesh] ContLodMode = 2 //0 disable, 1 per instance lod(default), 2 per archetype lod [FONTS] Fonts\Bauhmib.ttf [RenderOptions] NoPerVertexAlpha = off 32BitTextures = off [TextureFormatClasses] DAO8 = 24:8:8:8:0, 32:8:8:8:8, 16:5:6:5:0, 16:5:5:5:0, 16:5:5:5:1 [TextureFormatMaps] clear ;; clear the table 8:8:8:8:*,0 = DAOP *:*:*:*:1,0 = DAA1 *:*:*:*:4,0 = DAA4 *:*:*:*:8,0 = DAA8 ;24:*:*:*:*,0 = DAO8 ;uncomment for 32 bit textures *:*:*:*:*,0 = DAOT *:*:*:*:*,1 = DAA1 *:*:*:*:*,4 = DAA4 *:*:*:*:*,* = DAA8 [Hotkey] ;debug=off ;; uncomment this line to turn off debug keys when gdi=on  Trim.dllMZ@ !L!This program cannot be run in DOS mode. $Kiq*"*"*"6 "*" "*" "*"5"*"E "*"*"*" "*"*"+" "*"96 "*"E "*"Rich*"PELf=!     ` | , .textL   `.rdatao @@.data @ @.reloc& @BD$ Hx S\$Ul$Vt$WxOu_^][V񋎬t! tQPRtPQdž"  tRP4tPQdž;^ÐXSUVF3;Wl$p;x_\ˉnK5EL$Qh UuD$Sh| PR D$PQ_`5Shl ! 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DSStreamThreadMainDShowlog.txtRICHED32.DLLCQDump.txtdumpDialog Physical Memory: %d MB, VMemory: %d MB, VAddress: %d MB, HeapSize: %d MBAssertion failed. (Press Retry to debug) Expression="%s" Source file=%s Line %d%s(%d) : CQASSERT(%s)%s(%d)ArialGulim굴림MingLiurb eulaSavedGame\%sCQPlayerNameplayer.gpfIGameProgressSave GenData?Data has changedUTF..\DB\GenData.dbGenData.db..Parsed Files*.* IGeneralData IHintResourceIEventMessageFilterhotkey fileIHotkeyEventDAHOTKEYfalseoff0DebugHotkeyIProfileParserIHotStaticIIcon DeviceId = Rendd3desc.wMaxTextureBlendStagesd3desc.dwMaxTextureHeightd3desc.dwMaxTextureWidthd3desc.dwMinTextureHeightd3desc.dwMinTextureWidth0xFFFFFFFFd3desc.dwDeviceZBufferBitDepthd3desc.dwDeviceRenderBitDepthDDBD_16D3D Test Failed on Cap %s: %s d3desc.dwDevCapsD3DDEVCAPS_DRAWPRIMTLVERTEXVidTestDDBD_32progress.shpAnimate!!ProgressIStaticStatic!!ProgressIPANIMILFParserILineManagerIScrollBarIScrollBarOwnerFONTS%%ACTION%% %-32.32s %%DEST%% %ACTION% IFileSystem__1DataPathScriptsMSpeechSpeechSFXMusicMoviesMultiplayerMaps\CampaignMapsProfilesTexturesInterfaceObjectsgame\dataCDPathDataISearchPathpartsDialogMSWHEEL_ROLLMSGIMenuResourceISystemEventCallbackcq_intro.mpgMain_menu_screen.wav%s%sSavedGame\SavedGame\*.*CQPixelDepthCQWindowHeightCQWindowWidthDeviceIdRend%dIProfileParser__1{00000000-0000-0000-0000-000000000000}RenderDeviceMenu1GT_MENU1\GT_MENU1\Menu1fps_logo.aviJoyOn.aviUbiLogo.avi    empty.wavMenuBriefingBattle_loading.wavGT_BRIEFING\GT_BRIEFING\MenuBriefingsingle_player_menu.wavSol_Train.dmissionMantis_Train.dmissionCQMessageBoxGT_MESSAGEBOX\GT_MESSAGEBOX\CQMessageBox%sMenu_CQMessageBoxmultiplayer_menu.wav[t][d]credits.txtMenu_CreditsGT_CREDITS\GT_CREDITS\Menu_CreditsYou are the only player, continue?You are the only HUMAN player, continue?No Product NumberPIDMenu_igoptionsGT_IGOPTIONS\GT_IGOPTIONS\Menu_igoptions  MenuLoadSavem%07d.missionf%07d.mission*.missionGT_LOADSAVE\GT_LOADSAVE\MenuLoadSaveISlider--Menu_MapSelectm%07d.missionmissionGT_MAPSELECT\GT_MAPSELECT\Menu_MapSelect[DEBUG] Unlock Missions[DEBUG BUTTON] Start Clean Missioncq_4b.mpgcq_4.mpgcq_3.mpgcq_2.mpgcq_1.mpgT_Mission%d.qmissionT_Mission%d.dmissionMultiplayer_menu.wav%s %s%s %s/%sTODO: Make a Localized game description here!LobbyOptions[%s] %shttp://www.ubisoft.com/conquestfrontierwarsopennetwork_game_start.wav(%d)%s %S%-20.18s%-9d%-12s%-20.16s%-8s-//\."<>:|*?MenuNewPlayernulprnlpt1conauxGT_NEWPLAYER\GT_NEWPLAYER\MenuNewPlayer  VFXShape!!TabOptionsITabControlMenuOptionsIGammaControlSavedGame%ux%ux%uGT_OPTIONS\GT_OPTIONS\MenuOptions  %d:%02dMenuPauseGT_PAUSE\GT_PAUSE\MenuPause ?%3d\GT_SYSTEM_KITMenuSystemKitSaveLoadGT_SYSTEM_KIT_SAVELOAD\GT_SYSTEM_KIT_SAVELOAD\MenuSystemKitSaveLoadcommonexitSysMaprestoreminimizeHotButton!!DefaultHotButton!!BuildHotButton!!ResearchHotButton!!MultiHotStatic!!DefaultShipSilButton!!DefaultTab!!TestIcon!!DefaultQueueControl!!DefaultIViewConstructor2\GT_TOOLBARToolbar!!DefaultIDataParserIQueueControlQUEUECONTROL_DATAICON_DATATABCONTROL_DATAIShipSilButtonSHIPSILBUTTON_DATAEDIT_DATAIProgressStaticPROGRESS_STATIC_DATASTATIC_DATAHOTSTATIC_DATAMULTIHOTBUTTON_DATARESEARCHBUTTON_DATABUILDBUTTON_DATAHOTBUTTON_DATAM_OBJCLASStopBarYtopBarXsectorMapRectsysmapRectcontextRectvfxToolBarvfxShapeTypeIToolbar  Zone_GetBatchHeap@0ZBatcher.dllMovieScreenGT_MOVIESCREEN\GT_MOVIESCREEN\MovieScreenIMouseScrollIMultiHotButtonMusicMT_MUSIC_DATA\MT_MUSIC_DATAterrangame14.wavmantisgame14.wavsolarian_Game14.wavMusic dataMusicDataIMusicManager   IHeap%s(%d) : WARNING! Invalid packet freed.C:\Conquest\App\Src\NetBuffer.cpp%s(%d) : WARNING! Internal memory leak detected. NetBufferGuaranteedDeliverytrueon1LowSpeedLANNetworkINetBufferIFileTransferCallback IFileTransferPACKET_NODELOCAL RCV: %d, #pcks %d SEND: %d, ACK: %d, #pcks %d FLAGS: %s%s%s[PAUSED][TURTLED][FLUSH]%S [%X]%s HOSTLATENCY TO HOST: %d msecHEAP: %d of %dDPID: 0x%08X HOSTID: 0x%08XNETWORKING %d bpsC:\Conquest\App\Src\NetPacket.cppNetPlayerNodeTurtleNet.bmpINetPacket%i,%iEnumerate failed! Heap is NOT empty. Heap is empty. Largest Block=%d, HeapSize=%d.%s block at %08X Size = %4d %s %s %s Free Allocated[OK][CORRUPTED]Owner=%08X%u-%u0SFXGlobalSoundsISFXSliderVolumetxtDSStreamISoundManager    P&HEpBnebula4.3dbnebula3.3dbnebula2.3dbnebula.3dbStarBk.tgaIBackground IStatusBarResourceSound..\DB\StringPack.dbStringPack.dbIStringDataISubtitleISystemComponentIAggregateComponentISystemContainerSystemContainer%s(%d) : NOTICE:General:%sC:\Conquest\App\Src\SysContainer.cppSystemContainer: LoadSystemComponents: Loading '%s' [%s] returned %s [FAILED]SystemIComponentFactoryH 32BitTexturesNoPerVertexAlphaRenderOptionsForceAltFontKOREANTAIPOLISHSPANISHITALIANGERMANFRENCHENGLISHLanguageSelectExtendedZoomLimitMaxPlayersLimitMapSettingsLimitDirectPlayConnectionsLimitWinningConditionsLimitResolutionsFeaturesMonochromeCursorForcePipelineStallHardwareGeometryTextureBiasVideocloak.tgaDAFONTIProfileParser2ITabButtonHotButton!!TabWITeletypecqnet.logclientITManagerUser DefaultsConquest: Frontier WarsSoftware\Fever Pitch\Conquest: Frontier Wars\1.001.00Fever PitchSoftware%s-%s%d%d-MRU%dSYMBOLIUserDefaultsIVideoSurfaceVoxwareIVoxCompressionH IWindowManagerWindowManager%s(%d) : WARNING:General:%sC:\Conquest\App\Src\WindowManager.cppWindowManager: Startup: CreateWindowEx() failedIWindowManager__2` Direct3D{00000000-0000-0000-0000-000000000000}{%08lX-%04X-%04x-%02X%02X-%02X%02X%02X%02X%02X%02X}I3DMathEngine__1IHeapuspv v v asin?pow?       5h!??  ܧ׹fq @ @6C ??expѢ       ((((( H .0x  x y y y x x x !x x  x x x x x x  x  x  x x x x |x tx lx dx "`x #\x $Xx D0  { \{  0{  { z z z `z (z z y y hy xXy yHy z8y  (y 5 @ c c  p??_ ?C;??             : J ^ n         2 7 Q V v         . 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The flagship will be selectedll Cycle between fleets (F1-F6)(DEBUG) Toggle printing of debug information.Escort a shipa ship or area.Defend a ship or area.or area.Destroy selected unitBring up the Diplomacy windowDisband a FleetCycle through fabricatorsSets the fighter stance to norma.Sets the fighter stance to patrol.Fleet Group 1Fleet Group 2Fleet Group 3miralFleet Group 4dFleet Group 5Fleet Group 6Form FleetActivate the fullscreen mapGame Options windowLoad game menuShow current mission objectivesMultiplayer ScoreboardCycle/Select next object of current type.PatrolPause the gameSelect previous unit.Quick Load your things.Quick SavetryCreate a Rally pointBegin recording speech.RepairRepair the fleet(DEBUG) Report timing statsCycle through Research/Upgrade platformsResupply the fleetRotate Camera back to 0 degrees.Rotate to the nearest 90 degree position.Rotate to the nearest 90 degree position.Rotate world counter-clockwiseRotate world clockwiseSave game menuTake a screen shotScroll view downe downScroll diagonally down and leftScroll diagonally down and rightscroll to the leftscroll to the rightscroll upScroll diagonally up and leftScroll diagonally up and rightCenter view to the last event.Center view to the last eventSelects every member of the current fleet.Select indle civilian unitSelect idle attack unitSellReady the special weapon ability.Aegis ShieldAssualt TargetAuger RayBomb selected shipCloaking (Admiral Bar)Destabilizer TorpedoFury RamMass DisruptorMimic a selected shipSpinelayerLauch a probeProteus MineRepellant CloudRepulsor BeamCloak ShroudStasis FieldSynthesisTempest ChargeVampire ArcWormhole GeneratorAttack stanceDefensive stanceIdle, No Stanceunit.Stand Ground stancetop build, movement, attack, etc.)Changes the stance on a supply ship to be no stance..Sets the stance of a supply ship not to auto resupplySets the stance to be resupply only.Test net speech.Toggles between full screen and windowed mode.Toggle display of toolbar.Toggle max zoom position.Transfer FlagshipThis is here so that the standard Alt-F4 behavior will not intZoom action toward the action planeZoom camera toward the action plane.Move camera away from the action plane.Move camera away from action plane.UTF ,8PA]\VersionBinary dataEvent messagesKeyboard textDescriptions,\\\&؃&؃&؃X&؃&؃&؃  ```&؃&؃&؃l&؃&؃&؃&<&؃&؃&؃4&؃&؃&؃ A . kL$L,N4S<SD mLkTm\ IDH_ACCEPTIDH_DELETEIDH_GROW_SYSTEMIDH_LINKIDH_LOADIDH_NEWIDH_NEW_SYSTEMIDH_SAVEIDH_SHRINK_SYSTEMIDH_ZOOM_INIDH_ZOOM_OUT @Ctrl+ADelMOUSE_LEFT+Num +LCtrl+LCtrl+NSCtrl+SMOUSE_LEFT+Num -Num +Num - @Accept somethingDeleteGrow SystemLink SectorLoadNewNew SystemSaveShrink SystemZoom InZoom OutUTF ,8PAdN\VersionBinary dataEvent messagesKeyboard textDescriptions,   n)*n)*n)*Xn)*n)*n)*  PPPn)*n)*n)*\n)*n)*n)*&H H H n)*n)*n)*44H H H n)*n)*n)*)B FC$K,m4S<DXLMTG\dklLtN|prXADWq U$S,K4V<EM)IDH_BUILDIDH_CAMERA_FOLLOWIDH_CAMERA_LISTIDH_DEBUG_EXCEPTIONIDH_DEBUG_TEST_KEYIDH_DEC_PLAYER_NUMIDH_DELETE_SYSTEMIDH_EDITOR_MODEIDH_EXPLODEIDH_FORCE_MIGRATIONIDH_GAME_SPEEDIDH_HIGHLIGHT_ALLIDH_INC_PLAYER_NUMIDH_LIGHTSIDH_NEBULATEIDH_NEXT_CONTEXTMENUIDH_PITCH_DOWNIDH_PITCH_UPIDH_POSTOOLIDH_PRINT_OPLISTIDH_ROLL_LEFTIDH_ROLL_RIGHTIDH_ROTATE_WORLD_DOWNIDH_ROTATE_WORLD_UPIDH_SCROLL_DOWN_DBIDH_SCROLL_LEFT_DBIDH_SCROLL_RIGHT_DBIDH_SCROLL_UP_DBIDH_SHOWPARTSIDH_THRUSTDOWNIDH_THRUSTFORWARDIDH_THRUSTLEFTIDH_THRUSTREVERSEIDH_THRUSTRIGHTIDH_THRUSTUPIDH_UNLOAD_TYPESIDH_VIEWSECTORIDH_VIEW_SYSTEM_KITIDH_VOLUME_ADJUSTIDH_YAW_LEFTIDH_YAW_RIGHT)@Alt+BShift+Alt+FAlt+CCtrl+\Ctrl+Alt+KNum -Ctrl+Alt+S`Alt+XCtrl+Alt+MAlt+GCaps LockNum +Shift+Ctrl+LAlt+NAlt+F1JOY7+JOY UPJOY7+JOY DOWNAlt+F3rl+P/JOY7+JOY LEFTJOY7+JOY RIGHTCtrl+;age DownCtrl+'age UpXADWAlt+F2JOY6+JOY DOWNJOY UPJOY6+JOY LEFTJOY DOWNJOY6+JOY RIGHTJOY6+JOY UPCtrl+UAlt+SSAlt+KAlt+VJOY LEFTJOY RIGHT)@(DEBUG) Make a ship build itself(DEBUG) Have the camera follow the current shipBrings up the camera Listcause an exception for debuggingFor testing purposes only...(DEBUG) Decrement player number, min value is 1.tries to delete the currentSystem.(DEBUG) Toggle between game and editor mode.(DEBUG) Explode selected ships(DEBUG) Force immediate migration of master to this machine.(DEBUG) Bring up dialog to adjust game speed.(DEBUG) Highlight all visible ships.(DEBUG) Add one to player number. Max value is MAX_PLAYERS.(DEBUG) Turn on light manager(DEBUG) Pull up Nebulae viewer(DEBUG)Switch to the next context menu.(DEBUG) Pitch ship down(DEBUG) Pitch ship up(DEBUG) Wake up positioning tool(DEBUG) Print the Operation list.(DEBUG) Roll ship left(DEBUG) Roll ship rightVertical camera rotation.(DEBUG) Scroll down(DEBUG) Scroll to the left(DEBUG) Scroll to the right(DEBUG) Scroll up(DEBUG) Toggle the display of the Part List.(DEBUG) Thrust along the -j axis.(DEBUG) Move ship forward(DEBUG) Thust to the left(DEBUG) move ship backwards(DEBUG) Move ship to the right(DEBUG) Thrust ship along +j axis(DEBUG) Unload all unused archetypes.ugging purposes)(DEBUG) Bring up viewer for SysMap(DEBUG) Opens the system kit viewerBring up the Volume dialog.(DEBUG)Turn ship to the left(DEBUG) Turn ship to the right typedef signed long BOOL32; typedef unsigned char U8 ; typedef unsigned short U16; typedef unsigned long U32; typedef char C8 ; typedef signed char S8 ; typedef signed short S16; typedef signed long S32; typedef float SINGLE; typedef double DOUBLE; typedef union { S32 i; U32 u; SINGLE f; void *p; } HYBRID; enum OBJCLASS { OC_NONE = 0x00000000, OC_SPACESHIP = 0x00000001, OC_PLANETOID = 0x00000002, OC_MEXPLODE = 0x00000004, OC_SHRAPNEL = 0x00000008, OC_JUMPGATE = 0x00000010, OC_NEBULA = 0x00000020, OC_LAUNCHER = 0x00000040, OC_WEAPON = 0x00000080, OC_BLAST = 0x00000100, OC_WAYPOINT = 0x00000200, OC_PLATFORM = 0x00000400, OC_FIGHTER = 0x00000800, OC_LIGHT = 0x00001000, OC_MINEFIELD = 0x00002000, OC_TRAIL = 0x00004000, OC_EFFECT = 0x00008000, OC_FIELD = 0x00010000, OC_NUGGET = 0x00020000, OC_GROUP = 0x00040000, OC_RESEARCH = 0x00080000, OC_BLACKHOLE = 0x00100000, OC_PLAYERBOMB = 0x00200000, OC_BUILDRING = 0x00400000, OC_BUILDOBJ = 0x00800000, OC_MOVIECAMERA = 0x01000000, OC_OBJECT_GENERATOR = 0x02000000, OC_TRIGGER = 0x04000000, OC_SCRIPTOBJECT = 0x08000000, OC_UI_ANIM = 0x10000000 }; enum WPNCLASS { WPN_MISSILE=1, WPN_BOLT, WPN_BEAM, WPN_ARC, WPN_AUTOCANNON, WPN_SPECIALBOLT, WPN_TRACTOR, WPN_OVERDRIVE, WPN_REPULSOR, WPN_SWAPPER, WPN_PLASMABOLT, WPN_ANMBOLT, WPN_AEBOLT, WPN_AEGIS, WPN_MIMIC, WPN_ZEALOT, WPN_STASISBOLT, WPN_REPELLENTCLOUD, WPN_SYNTHESIS, WPN_MASS_DISRUPTOR, WPN_DESTABILIZER, WPN_GATTLINGBEAM, WPN_LASERSPRAY, WPN_WORMHOLE, WPN_REPULSORWAVE, WPN_DUMBRECONPROBE }; enum LAUNCHCLASS { LC_TURRET=1, LC_VERTICLE_LAUNCH, LC_MISSILE, LC_AIR_DEFENSE, LC_MINELAYER, LC_FIGHTER_WING, LC_KAMIKAZE_WING, LC_SHIPLAUNCH, LC_FANCY_LAUNCH, LC_CLOAK_LAUNCH, LC_RECON_LAUNCH, LC_WORMHOLE_LAUNCH, LC_PING_LAUNCH, LC_MULTICLOAK_LAUNCH, LC_TALORIAN_LAUNCH }; enum SPACESHIPCLASS { SSC_GUNBOAT=1, SSC_BUILDSHIP, SSC_HARVESTSHIP, SSC_FABRICATOR, SSC_MINELAYER, SSC_RECONPROBE, SSC_TORPEDO, SSC_GUNSAT, SSC_FLAGSHIP, SSC_SUPPLYSHIP, SSC_TROOPSHIP, SSC_RECOVERYSHIP, SSC_SPIDERDRONE, SSC_TERRANDRONE }; enum PLATFORMCLASS { PC_OLDSTYLE, PC_GUNPLAT=1, PC_SUPPLYPLAT, PC_BUILDPLAT, PC_REPAIRPLAT, PC_REFINERY, PC_GENERAL, PC_BUILDSUPPLAT, PC_JUMPPLAT, PC_SELL }; enum EFFECTCLASS { FX_FIREBALL=1, FX_PARTICLE, FX_STREAK, FX_SPARK, FX_ANIMOBJ, FX_CLOAKEFFECT, FX_ENGINETRAIL, FX_WORMHOLE_BLAST, FX_TALORIAN_EFFECT, FX_TROOPPOD }; enum FIELDCLASS { FC_ASTEROIDFIELD=1, FC_MINEFIELD, FC_NEBULA, FC_ANTIMATTER }; enum BUILDOBJCLASS { BO_TERRAN, BO_MANTIS, BO_SOLARIAN, BO_VYRIUM }; typedef U16 M_PART_ID; namespace SFX { enum ID { INVALID=0, BUTTONPRESS1, BUTTONPRESS2, inRange, startConstruction, endConstruction, zeroMoney, lightindustryButton, heavyindustryButton, hitechindustryButton, hqButton, researchButton, planetDepleted, harvestRedeploy, researchCompleted, JG_ENTER1, JG_ENTER2, JG_ARRIVE1, JG_ARRIVE2, JG_AMBIENCE, T_ARC_CANNON, T_DEFENSEGUN1, T_SHIELDHIT, T_SHIELDFIZZOUT, T_SHIELDFIZZIN, T_LASERTURRET_SML, T_CORVETTE_IMPACT, T_LASERTURRET_MED, T_LASERTURRET_LGE, T_MISSILE, T_FLYBY1, T_FIGHTERFLYBY1, T_FIGHTERFLYBY2, T_FIGHTERFLYBY3, T_FIGHTERFLYBY4, T_FIGHTERLAUNCH1, T_FIGHTERLAUNCH2, T_FIGHTERLAUNCH3, T_FIGHTERLAUNCH4, T_CONSTRUCTION, T_POWERUP, T_LSATFIRE, T_LSATDEPLOY, T_FIGHTEREXPLO, T_HARVESTERUNLOAD, T_IMPACTCORVETTE, T_IMPACTLSAT, T_TROOPRELEASE, T_IMPACTMISSILE, T_IMPACTFIGHTER, T_FIGHTERFIRE1, T_FIGHTERFIRE2, T_FIGHTERFIRE3, T_FIGHTERFIRE4, T_PROBELAUNCH, T_FIGHTERKAMIKAZE, T_TEMPESTLAUNCH, T_IMPACTDREADNOUGHT, T_GRAVWELL, T_TRACTORDEBRIS, T_PROBEFIZZLE, T_AEGISSHIELD, T_IONCHARGE, T_TROOPASSAULT, M_FIGHTERLAUNCH1, M_FIGHTERLAUNCH2, M_FIGHTERLAUNCH3, M_FIGHTERLAUNCH4, M_FIGHTERFLYBY1, M_FIGHTERFLYBY2, M_FIGHTERFLYBY3, M_FIGHTERFLYBY4, M_PLASMASMALL, M_PLASMAMED, M_CONSTRUCTION, M_FIGHTERBLAST, M_PLASMACHARGE, M_SELLINGUNIT, M_SHIELDHIT, M_REPELLCLOUD, S_CONSTRUCTION, S_BALLENERGY, S_BEAM_LG, S_BEAM_MED, S_DESTABILIZER, S_DISRUPTORDAM, S_ECLIPSE, S_FORGERDEPLOY, S_LAUNCHDESTAB, S_LAUNCHDISRUP, S_LEGIONAIRE, S_LEGIONSUCCESS, S_MINELAYER, S_REPULSOR, S_SELLINGUNIT, S_STRATUM, S_SYNTHESIS, S_UNLOAD, S_BEAM_MED2, S_SHIELDHIT, S_BEAM_SML, NEBULA_ION, NEBULA_IONSPARK, NEBULA_PLASMA, NEBULA_ARGON, NEBULA_HELIOUS, NEBULA_HYADES, ASTEROID_FIELD, NEBULA_CELSIUS, NEBULA_CYGNUS, NEBULA_LITHIUM, EXPT_L_SUB, EXPT_L_FINAL, EXPT_M_SUB, EXPT_M_FINAL, EXPT_S_SUB, EXPT_S_FINAL, EXPM_RIPPLE1, EXPM_RIPPLE2, EXPM_RIPPLE3, EXPM_RIPPLE4, EXPM_L_SUB, EXPM_L_FINAL, EXPM_M_SUB, EXPM_M_FINAL, EXPM_S_SUB, EXPM_S_FINAL, EXPS_L_SUB, EXPS_L_FINAL, EXPS_M_SUB, EXPS_M_FINAL, EXPS_S_SUB, EXPS_S_FINAL, CONFIRMATION, EXPLOSION, EXPLOSION1, EXPLOSION2, EXPLOSION3, EXPLOSION4, SECEXPLODE1, SECEXPLODE2, SECEXPLODE3, SECEXPLODE4, SMALLEXPLOSION, TELETYPE, SPECIALDENIED, BEACON, LAST }; } class Vector { SINGLE x,y,z; }; class Matrix { SINGLE d[3][3]; }; class Transform : Matrix { Vector translation; }; struct GRIDVECTOR { U8 x, y; }; struct NETGRIDVECTOR { U8 x, y; U8 systemID; }; typedef U32 NETVECTOR; typedef Transform TRANSFORM; typedef long LONG; typedef struct tagRECT { LONG left; LONG top; LONG right; LONG bottom; } RECT; typedef char M_STRING[32]; typedef unsigned short wchar_t; typedef wchar_t M_STRINGW[32]; namespace OBJNAMES { enum M_DISPLAY_NAME { MT_NO_DISPLAY_NAME = 0, MT_HEADQUARTERS = 303, MT_LIGHT_INDUSTRIAL = 454, MT_HEAVY_INDUSTRIAL = 455, MT_HITECH_INDUSTRIAL = 456, MT_RESEARCH_FACILITY = 459, MT_REFINERY = 458, MT_TENDER = 538, MT_OUTPOST = 539, MT_TURRET = 540, MT_ACADEMY = 541, MT_PROPLAB = 390, MT_ADVHULL = 543, MT_REPAIR = 544, MT_SRSENSOR = 545, MT_AWSLAB = 546, MT_DEFENSEBAT = 547, MT_MRSENSOR = 548, MT_LOGISTICS = 549, MT_NANOLAB = 550, MT_FORCELAB = 551, MT_LRSENSOR = 552, MT_CDETECT = 553, MT_BALLISTICS = 353, MT_DISPLACEMENT = 354, MT_JUMPGATE = 389, MT_HANGER = 388, MT_HEAVYREFINERY = 393, MT_SUPERHEAVYREFINERY = 394, MT_SUPPLY = 538, MT_CORVETTE = 424, MT_TANKER = 433, MT_LSAT_DEFENSE = 428, MT_MISSILE_CRUISER = 430, MT_TROOPSHIP = 431, MT_FLEET_CARRIER = 425, MT_BATTLESHIP = 429, MT_SPACE_STATION = 432, MT_ION_CANNON = 392, MT_DREADNOUGHT = 412, MT_INFILTRATOR = 426, MT_LANCER_CRUISER = 427, MT_FABRICATOR = 460, MT_ADVFABRICATOR = 434, MT_DEBRIS = 321, MT_SUPPLYSHIP = 559, MT_FLEETOFFICER = 560, MT_HALSEY = 396, MT_HAWKES = 397, MT_BENSON = 398, MT_SMIRNOFF = 399, MT_STEELE = 401, MT_TAKAI = 670, MT_BLACKWELL = 750, MT_ELITEDREADNOUGHT = 751, MT_ELITEBATTLESHIP = 752, MT_KHAMIR = 322, MT_SCOUT_CARRIER = 323, MT_FRIGATE = 324, MT_MINELAYER = 325, MT_HEAVY_CRUISER = 326, MT_SUPER_CARRIER = 327, MT_VORAAK_CANNON = 328, MT_SEEKER = 329, MT_SIPHON_TANKER = 333, MT_WEAVER = 334, MT_GREATER_WEAVER = 335, MT_HIVE_CARRIER = 331, MT_LEECH = 336, MT_ZORAP_SUPPLY = 332, MT_MORDELLA = 671, MT_AZKAR = 672, MT_VERLAK = 673, MT_KERTAK = 674, MT_ADTHRIPID = 675, MT_MALKOR = 676, MT_BIOFORGE = 337, MT_BLAST_FURNACE = 338, MT_CARPACE_PLANT = 339, MT_CARRION_ROOST = 340, MT_COCOON = 341, MT_EXPLOSIVES_RANGE = 342, MT_EYE_STOCK = 343, MT_FUSION_MILL = 344, MT_MUTATION_COLONY = 345, MT_NIAD = 346, MT_THRIPID = 347, MT_WARLORD_TRAINING = 348, MT_DUAL_SPITTER = 349, MT_PLASMA_SPITTER = 350, MT_COLLECTOR = 351, MT_PLANTATION = 352, MT_GREAT_PLANTATION = 810, MT_PLASMA_HIVE = 355, MT_HYBRIDCENTER = 356, MT_GREATERCOLLECTOR = 395, MT_DISSECTION = 391, MT_ACROPOLIS = 357, MT_OXIDATOR = 358, MT_PAVILION = 359, MT_SENTINELTOWER = 360, MT_BUNKER = 361, MT_SANCTUM = 362, MT_EUTROMILL = 363, MT_GREATERPAVILION = 364, MT_HELIONVEIL = 365, MT_CITADEL = 366, MT_XENOCHAMBER = 367, MT_ANVIL = 368, MT_MUNITIONSANNEX = 369, MT_TURBINEDOCK = 370, MT_TALOREANMATRIX = 371, MT_PORTAL = 693, MT_FORGER = 372, MT_STRATUM = 373, MT_GALIOT = 374, MT_TAOS = 375, MT_POLARIS = 376, MT_AURORA = 377, MT_ORACLE = 378, MT_ESPCOIL = 379, MT_STARBURST = 380, MT_HYDROFOIL = 381, MT_LEGIONARE = 383, MT_PROTEUS = 382, MT_ATLAS = 384, MT_TRIREME = 385, MT_MONOLITH = 386, MT_HIGHCOUNSEL = 387, MT_BLANUS = 687, MT_ELAN = 688, MT_VIVAC = 689, MT_JOULE = 690, MT_PROCYO = 691, MT_NATUS = 692, MT_ELITEMONOLITH = 753, MT_ELITETRIREME = 754, MT_APOCARTHROPOD = 755, MT_PLANET_EARTH = 654, MT_PLANET_MOON = 655, MT_PLANET_GAS = 656, MT_PLANET_SWAMP = 657 }; } namespace SILNAMES { enum M_SILHOUETTE_NAME { CORVETTE = 1087, TANKER = 1111, LSAT = 1102, MISSILECRUISER = 1081, ASSAULTSHIP = 1117, SPACESTATION = 1105, BATTLESHIP = 1099, FLEETCARRIER = 1090, DREADNOUGHT = 1084, INFILTRATOR = 1093, LANCER = 1096, SUPPLY = 1114, FABRICATOR = 1075, ADVFABRICATOR = 1078, FLEETOFFICER = 1108, IONCANNON = 1120, M_WEAVER = 943, M_GREATERWEAVER = 946, M_ZORAP = 949, M_SIPHON = 952, M_PLASMASPITTER = 955, M_OCELLUS = 958, M_SCOUTCARRIER = 964, M_FRIGATE = 967, M_KHAMIR = 970, M_HIVECARRIER = 973, M_TIAMATCARRIER = 976, M_SITHKAR = 979, M_CAPTORLEECH = 982, M_VORAAKCANNON = 985, M_SPINELAYER = 988, M_PLASMAHIVE = 961, S_FORGER = 1743, S_STRATUM = 1746, S_GALIOT = 1749, S_TAOS = 1752, S_POLARIS = 1755, S_AURORA = 1758, S_STARBURST = 1761, S_HYDROFOIL = 1764, S_LEGIONARE = 1767, S_ATLAS = 1773, S_TRIREME = 1776, S_MONOLITH = 1779, S_HIGHCOUNCIL = 1782, S_ORACLE = 1785, S_ESPCOIL = 1788, S_PORTAL = 2444, S_PROTEUS = 2447 }; } namespace UNITSOUNDS { enum PRIORITY { LOW, MEDIUM, HIGH, ADMIRAL }; union SPEECH { struct SPACESHIP { M_STRING underAttack; M_STRING alliedAttack; M_STRING enemySighted; M_STRING selected; M_STRING destructionDenied; M_STRING move; M_STRING aggravated; M_STRING constructComplete; M_STRING death; }; struct RESUSER { M_STRING notEnoughGas; M_STRING notEnoughMetal; M_STRING notEnoughCrew; M_STRING notEnoughCommandPoints; }; struct GUNBOAT : SPACESHIP { M_STRING attacking; M_STRING suppliesout; M_STRING specialAttack; } gunboat; struct HARVESTER : SPACESHIP { M_STRING harvestResource; M_STRING planetDepleted; M_STRING planetDepletedRedeploy; } harvester; struct FABRICATOR : SPACESHIP, RESUSER { M_STRING buildImposible; M_STRING constructStarted; } fabricator; struct MINELAYER : SPACESHIP { } minelayer; struct SUPPLYSHIP : SPACESHIP { M_STRING resupplyShips; } supplyship; struct TROOPSHIP : SPACESHIP { M_STRING attacking; M_STRING attackSuccess; M_STRING attackFailed; } troopship; struct FLAGSHIP : SPACESHIP { M_STRING attacking; M_STRING fleetdamage50; M_STRING fleetdamage75; M_STRING supplieslow; M_STRING suppliesout; M_STRING battlegood; M_STRING battlemoderate; M_STRING battlebleak; M_STRING shipleaving; M_STRING admiralondeck; M_STRING flagshipintrouble; M_STRING transferfailed; M_STRING scuttle; } flagship; struct PLATFORM { M_STRING underAttack; M_STRING alliedAttack; M_STRING enemySighted; M_STRING selected; M_STRING destructionDenied; M_STRING constructComplete; M_STRING constructStarted; M_STRING buildDelayed; M_STRING research; M_STRING researchCompleted; M_STRING upgradeCompleted; }; struct GENPLATFORM : PLATFORM, RESUSER { } platform; struct GUNPLAT : PLATFORM { M_STRING attacking; M_STRING suppliesout; } gunPlat; }; } typedef UNITSOUNDS::SPEECH MT_UNITSPEECH; enum M_RACE { M_NO_RACE, M_TERRAN, M_MANTIS, M_SOLARIAN, M_VYRIUM }; enum M_ARTIFACT { M_NO_ARTIFACT }; enum M_RESOURCE_TYPE { M_GAS, M_METAL, M_CREW, M_COMMANDPTS }; enum M_OBJCLASS { M_NONE=0, M_FABRICATOR=1, M_SUPPLY, M_CORVETTE, M_MISSILECRUISER, M_BATTLESHIP, M_DREADNOUGHT, M_CARRIER, M_LANCER, M_INFILTRATOR, M_HARVEST, M_RECONPROBE, M_TROOPSHIP, M_FLAGSHIP, M_HQ, M_REFINERY, M_LIGHTIND, M_TENDER, M_REPAIR, M_OUTPOST, M_ACADEMY, M_BALLISTICS, M_ADVHULL, M_HEAVYREFINERY, M_SUPERHEAVYREFINERY, M_LSAT, M_SPACESTATION, M_LRSENSOR, M_AWSLAB, M_IONCANNON, M_HEAVYIND, M_HANGER, M_PROPLAB, M_DISPLAB, M_CLOAKSTATION, M_PLANET, M_FIELD, M_DEBRIS, M_WAYPOINT, M_JUMPGATE, M_MINEFIELD, M_NUGGET, M_NEBULA, M_ASTEROID_FIELD, M_JUMPPLAT, M_COCOON, M_COLLECTOR, M_GREATER_COLLECTOR, M_PLANTATION, M_GREATER_PLANTATION, M_EYESTOCK, M_THRIPID, M_WARLORDTRAINING, M_BLASTFURNACE, M_EXPLOSIVESRANGE, M_PLASMASPLITTER, M_CARRIONROOST, M_VORAAKCANNON, M_MUTATIONCOLONY, M_NIAD, M_BIOFORGE, M_FUSIONMILL, M_CARPACEPLANT, M_DISSECTIONCHAMBER, M_HYBRIDCENTER, M_PLASMAHIVE, M_WEAVER, M_SPINELAYER, M_SIPHON, M_ZORAP, M_LEECH, M_SEEKER, M_SCOUTCARRIER, M_FRIGATE, M_KHAMIR, M_HIVECARRIER, M_SCARAB, M_TIAMAT, M_WARLORD, M_ACROPOLIS, M_OXIDATOR, M_PAVILION, M_SENTINELTOWER, M_EUTROMILL, M_GREATERPAVILION, M_HELIONVEIL, M_CITADEL, M_XENOCHAMBER, M_ANVIL, M_MUNITIONSANNEX, M_TURBINEDOCK, M_TALOREANMATRIX, M_BUNKER, M_PROTEUS, M_HYDROFOIL, M_ESPCOIL, M_STARBURST, M_PORTAL, M_FORGER, M_STRATUM, M_GALIOT, M_ATLAS, M_LEGIONAIRE, M_TAOS, M_POLARIS, M_AURORA, M_ORACLE, M_TRIREME, M_MONOLITH, M_HIGHCOUNSEL, M_ENDOBJCLASS }; enum UNIT_STANCE { US_DEFEND = 0, US_ATTACK, US_STAND, US_STOP }; enum ADMIRAL_TACTIC { AT_PEACE = 0, AT_DEFEND, AT_HOLD, AT_SEEK }; enum FighterStance { FS_NORMAL = 0, FS_PATROL, }; enum UNIT_SPECIAL_ABILITY { USA_NONE, USA_ASSAULT, USA_TEMPEST, USA_PROBE, USA_CLOAK, USA_AEGIS, USA_VAMPIRE, USA_STASIS, USA_FURYRAM, USA_REPEL, USA_BOMBER, USA_MIMIC, USA_MINELAYER, USA_S_MINELAYER, USA_REPULSOR, USA_SYNTHESIS, USA_MASS_DISRUPTOR, USA_DESTABILIZER, USA_WORMHOLE, USA_PING, USA_M_PING, USA_S_PING, USA_MULTICLOAK, USA_TRACTOR, USA_DOCK, USA_LAST }; typedef unsigned __int64 U64; struct DYNAMICS_DATA { SINGLE linearAcceleration; SINGLE angAcceleration; SINGLE maxLinearVelocity; SINGLE maxAngVelocity; }; struct FLASH_DATA { SINGLE lifeTime; SINGLE range; U8 red,green,blue; }; struct TRANS_SAVELOAD { Vector position; SINGLE ang_position; Vector velocity, ang_velocity; }; struct EXTENSION_SAVELOAD { U8 levelsAdded; S8 extensionLevel; S8 workingExtLevel; SINGLE percentExt; }; struct CLOAK_SAVELOAD_BASE { SINGLE cloakTimer,cloakPercent; bool bCloakPending:1; bool bCloaking:1; U32 cloakCount; }; struct CLOAK_SAVELOAD { CLOAK_SAVELOAD_BASE baseCloak; BOOL32 bCloaked; }; enum ARMOR_TYPE { NO_ARMOR, LIGHT_ARMOR, MEDIUM_ARMOR, HEAVY_ARMOR }; struct ARMOR_DATA { ARMOR_TYPE myArmor; union FIELDS { struct ARMOR_DAMAGE { SINGLE noArmor; SINGLE lightArmor; SINGLE mediumArmor; SINGLE heavyArmor; } damageTable; SINGLE _damageTable[4]; } fields; }; struct ResourceCost { U32 gas:8; U32 metal:8; U32 crew:8; U32 commandPt:8; }; struct DamageSave { U32 damage; Vector pos; bool bActive; }; struct DAMAGE_SAVELOAD { U32 lastRepairSlot; SINGLE lastDamage; struct DamageSave damageSave[5]; }; struct BASIC_DATA { OBJCLASS objClass; bool bEditDropable; }; enum GENBASE_TYPE { GBT_FONT = 1, GBT_BUTTON, GBT_STATIC, GBT_EDIT, GBT_LISTBOX, GBT_DROPDOWN, GBT_VFXSHAPE, GBT_HOTBUTTON, GBT_SCROLLBAR, GBT_HOTSTATIC, GBT_SHIPSILBUTTON, GBT_COMBOBOX, GBT_SLIDER, GBT_TABCONTROL, GBT_ICON, GBT_QUEUECONTROL, GBT_ANIMATE, GBT_PROGRESS_STATIC, GBT_DIPLOMACYBUTTON }; struct GENBASE_DATA { GENBASE_TYPE type; }; struct GT_VFXSHAPE : GENBASE_DATA { char filename[32]; }; struct MISSION_DATA { M_OBJCLASS mObjClass:8; M_RACE race:4; OBJNAMES::M_DISPLAY_NAME displayName:18; struct M_CAPS { U8 padding; bool moveOk:1; bool attackOk:1; bool specialAttackOk:1; bool specialEOAOk:1; bool specialAbilityOk:1; bool specialAttackWormOk:1; bool defendOk:1; bool supplyOk:1; bool harvestOk:1; bool buildOk:1; bool repairOk:1; bool jumpOk:1; bool admiralOk:1; bool captureOk:1; bool salvageOk:1; bool probeOk:1; bool mimicOk:1; bool recoverOk:1; bool createWormholeOk:1; bool synthesisOk:1; bool cloakOk:1; bool specialAttackShipOk:1; } caps; U16 hullPointsMax; U16 supplyPointsMax; U16 scrapValue; U16 buildTime; ResourceCost resourceCost; SINGLE sensorRadius; SINGLE cloakedSensorRadius; SINGLE maxVelocity; SINGLE baseWeaponAccuracy; SINGLE baseShieldLevel; ARMOR_DATA armorData; SILNAMES::M_SILHOUETTE_NAME silhouetteImage; UNIT_SPECIAL_ABILITY specialAbility; UNITSOUNDS::PRIORITY speechPriority; }; struct BASIC_INSTANCE { Vector position, rotation; }; namespace TECHTREE { enum TECHUPGRADE { NO_TECHUPGRADE = 0x00000000, ALL_TECHUPGRADE = 0xFFFFFFFF, T_RES_XCHARGES = 0x00000001, T_RES_XSHIELD = 0x00000002, T_RES_XPROBE = 0x00000004, T_RES_XCLOAK = 0x00000008, T_RES_XVAMPIRE = 0x00000010, T_RES_MISSLEPACK1 = 0x00000020, T_RES_MISSLEPACK2 = 0x00000040, T_RES_MISSLEPACK3 = 0x00000080, T_RES_TROOPSHIP1 = 0x00000100, T_RES_TROOPSHIP2 = 0x00000200, T_RES_TROOPSHIP3 = 0x00000400, M_RES_XCAMO = 0x10000001, M_RES_XGRAVWELL = 0x10000002, M_RES_XRCLOUD = 0x10000004, M_RES_REPULSOR = 0x10000010, M_RES_EXPLODYRAM1 = 0x10000020, M_RES_EXPLODYRAM2 = 0x10000040, M_RES_LEECH1 = 0x10000080, M_RES_LEECH2 = 0x10000100, S_RES_SYNTHESIS = 0x20000001, S_RES_MASSDISRUPTOR = 0x20000002, S_RES_AURORACLOAK = 0x20000004, S_RES_DESTABILIZER = 0x20000008, S_RES_TRACTOR = 0x20000010, S_RES_LEGION1 = 0x20000020, S_RES_LEGION2 = 0x20000040, S_RES_LEGION3 = 0x20000080, S_RES_LEGION4 = 0x20000100, S_RES_PROTEUSPACK1 = 0x20000200, S_RES_PROTEUSPACK2 = 0x20000400, T_SHIP__FABRICATOR = 0x08000000, T_SHIP__SUPPLY = 0x04000000, T_SHIP__CORVETTE = 0x02000000, T_SHIP__MISSILECRUISER = 0x01000000, T_SHIP__BATTLESHIP = 0x00800000, T_SHIP__DREADNOUGHT = 0x00400000, T_SHIP__CARRIER = 0x00200000, T_SHIP__LANCER = 0x00100000, T_SHIP__INFILTRATOR = 0x00080000, T_SHIP__HARVEST = 0x00040000, T_SHIP__RECONPROBE = 0x00020000, T_SHIP__TROOPSHIP = 0x00010000, T_SHIP__FLAGSHIP = 0x00008000, M_SHIP_WEAVER = 0x18000000, M_SHIP_SPINELAYER = 0x14000000, M_SHIP_SIPHON = 0x12000000, M_SHIP_ZORAP = 0x11000000, M_SHIP_SEEKER = 0x10800000, M_SHIP_SCOUTCARRIER = 0x10400000, M_SHIP_FRIGATE = 0x10200000, M_SHIP_KHAMIR = 0x10100000, M_SHIP_HIVECARRIER = 0x10080000, M_SHIP_LEECH = 0x10040000, M_SHIP_SCARAB = 0x10020000, M_SHIP_TIAMAT = 0x10010000, M_SHIP_WARLORD = 0x10008000, S_SHIP_FORGER = 0x28000000, S_SHIP_STRATUM = 0x24000000, S_SHIP_GALIOT = 0x22000000, S_SHIP_TAOS = 0x21000000, S_SHIP_POLARIS = 0x20800000, S_SHIP_AURORA = 0x20400000, S_SHIP_LEGIONAIRE = 0x20200000, S_SHIP_ORACLE = 0x20100000, S_SHIP_ATLAS = 0x20080000, S_SHIP_TRIREME = 0x20040000, S_SHIP_MONOLITH = 0x20020000, S_SHIP_HIGHCOUNSEL = 0x20010000 }; enum BUILDNODE { NO_BUILDNODE = 0x00000000, ALL_BUILDNODE = 0xFFFFFFFF, RES_REFINERY_GAS1 = 0x08000000, RES_REFINERY_GAS2 = 0x04000000, RES_REFINERY_GAS3 = 0x02000000, RES_REFINERY_METAL1 = 0x01000000, RES_REFINERY_METAL2 = 0x00800000, RES_REFINERY_METAL3 = 0x00400000, RES_REFINERY_CREW1 = 0x00200000, RES_REFINERY_CREW2 = 0x40000000, RES_REFINERY_CREW3 = 0x80000000, TDEPEND_LIGHT_IND = 0x00000001, TDEPEND_HEAVY_IND = 0x00000002, TDEPEND_TECH_IND = 0x00000004, TDEPEND_REFINERY = 0x00000008, TDEPEND_OUTPOST = 0x00000010, TDEPEND_ACADEMY = 0x00000020, TDEPEND_ADVHULL = 0x00000040, TDEPEND_AWSLAB = 0x00000080, TDEPEND_BALLISTICS = 0x00000100, TDEPEND_TENDER = 0x00000200, TDEPEND_SENSORTOWER = 0x00000400, TDEPEND_HANGER = 0x00000800, TDEPEND_WEAPONS = 0x00001000, TDEPEND_DISPLACEMENT = 0x00002000, TDEPEND_HEADQUARTERS = 0x00004000, TDEPEND_PROPLAB = 0x00008000, TDEPEND_LASER_TURRET = 0x00010000, TDEPEND_ION_CANNON = 0x00020000, TDEPEND_JUMP_INHIBITOR =0x00040000, TDEPEND_SPACE_STATION =0x00080000, TDEPEND_REPAIR =0x00100000, TCOMBO_ACADEMY_DIS_HEAVY = 0x00002022, TCOMBO_HANGER_HEAVY = 0x00000802, TCOMBO_LIGHT_BALLISTICS = 0x00000101, TCOMBO_WEAPONS_HEAVY = 0x00001002, TCOMBO_PROP_HEAVY = 0x00008002, TCOMBO_ACADEMY_DIS_PROP = 0x0000a020, TCOMBO_PROP_AWS = 0x00008080, MDEPEND_COCOON = 0x10000001, MDEPEND_COLLECTOR = 0x10000002, MDEPEND_PLANTATION = 0x10000004, MDEPEND_GR_PLANTATION = 0x1000000C, MDEPEND_THRIPID = 0x10000010, MDEPEND_NIAD = 0x10000030, MDEPEND_EYESTOCK = 0x10000040, MDEPEND_WARLORDTRAIN= 0x10000080, MDEPEND_MUTATECOLON = 0x10000140, MDEPEND_CARRIONROOST= 0x10000200, MDEPEND_BLASTFURNACE= 0x10000400, MDEPEND_EXPLSVRANGE = 0x10000C00, MDEPEND_BIOFORGE = 0x10001000, MDEPEND_FUSIONMILL = 0x10003000, MDEPEND_CARPACEPLANT= 0x10005000, MDEPEND_HYBRIDCENTER= 0x10007000, MDEPEND_PLASMA_SPITTER =0x10008000, MDEPEND_DUAL_SPITTER = 0x10018000, MDEPEND_PLASMA_HIVE = 0x10028000, MDEPEMD_JUMP_PLAT = 0x10040000, MDEPEND_GR_COLLECTOR= 0x10080002, MDEPEND_DISECTION = 0x10100000, MCOMBO_CARAPCE_CARRION = 0x10005200, MCOMBO_COLLECT_PLANT = 0x10000006, MCOMBO_CARRION_BIO_DISECT=0x10101200, MCOMBO_COCCON_COL_EYE = 0x10000043, MCOMBO_NIAD_CAR_BIO_DIS = 0x10101230, SDEPEND_ACROPOLIS = 0x20000001, SDEPEND_OXIDATOR = 0x20000002, SDEPEND_PAVILION = 0x20000004, SDEPEND_SENTINALTOWER = 0x20000008, SDEPEND_BUNKER = 0x20000010, SDEPEND_SANCTUM = 0x20000020, SDEPEND_EUTROMIL = 0x20000040, SDEPEND_GREATERPAVILION=0x20000080, SDEPEND_HELIONVIEL = 0x20000100, SDEPEND_CITADEL = 0x20000200, SDEPEND_XENOCHAMBER = 0x20000400, SDEPEND_ANVIL = 0x20000800, SDEPEND_MUNITIONSANEX = 0x20001000, SDEPEND_TURBINEDOCK = 0x20002000, SDEPEND_TALOREANMATRIX= 0x20004000, SDEPEND_JUMP_PLAT = 0x20008000, SDEPEND_ESP_COIL = 0x20010000, SDEPEND_PROTEUS = 0x20020000, SDEPEND_HYDROFOIL = 0x20040000, SDEPEND_STARBURST = 0x20080000, SDEPEND_PORTAL = 0x20100000, SCOMBO_MUNITION_TURB = 0x20003000, SCOMBO_CITADEL_GPAV = 0x20000280, SCOMBO_XENO_MUNITION = 0x20001400, SCOMBO_OXY_EUTRO = 0x20000042, SCOMBO_MUN_TURB_XENO = 0x20003400, SCOMBO_HELL_GRPAV = 0x20000180, SCOMBO_OXI_SENT = 0x2000000a, SCOMBO_GREATPAV_PROT = 0x20020080, SCOMBO_GRPAV_MUAX_TDOCK_XEN = 0x20003480, SCOMBO_GRPAV_PAV_HEVIEL = 0x20000184, }; enum COMMON { NO_COMMONUPGRADE = 0x00000000, ALL_COMMON = 0x1FFFFFFF, RESERVED_FABRICATOR = 0x20000000, RESERVED_ADMIRAL = 0x40000000, RESERVED_NEVER = 0x80000000, RES_ENGINE1 = 0x00000001, RES_ENGINE2 = 0x00000002, RES_ENGINE3 = 0x00000004, RES_ENGINE4 = 0x00000008, RES_ENGINE5 = 0x00000010, RES_SHIELDS1 = 0x00000020, RES_SHIELDS2 = 0x00000040, RES_SHIELDS3 = 0x00000080, RES_SHIELDS4 = 0x00000100, RES_SHIELDS5 = 0x00000200, RES_HULL1 = 0x00000400, RES_HULL2 = 0x00000800, RES_HULL3 = 0x00001000, RES_HULL4 = 0x00002000, RES_HULL5 = 0x00004000, RES_SUPPLY1 = 0x00008000, RES_SUPPLY2 = 0x00010000, RES_SUPPLY3 = 0x00020000, RES_SUPPLY4 = 0x00040000, RES_SUPPLY5 = 0x00080000, RES_WEAPONS1 = 0x00100000, RES_WEAPONS2 = 0x00200000, RES_WEAPONS3 = 0x00400000, RES_WEAPONS4 = 0x00800000, RES_WEAPONS5 = 0x01000000, MDEPEND_HYBRID_EXTRA = 0x02000000, }; enum COMMON_EXTRA { NO_COMMONEXTRAUPGRADE = 0x00000000, ALL_COMMONEXTRAUPGRADES = 0xFFFFFFFF, RES_FLEET1 = 0x00000001, RES_FLEET2 = 0x00000002, RES_FLEET3 = 0x00000004, RES_FLEET4 = 0x00000008, RES_FLEET5 = 0x00000010, RES_TANKER1 = 0x00000020, RES_TANKER2 = 0x00000040, RES_TANKER3 = 0x00000080, RES_TANKER4 = 0x00000100, RES_TANKER5 = 0x00000200, RES_TENDER1 = 0x00000400, RES_TENDER2 = 0x00000800, RES_TENDER3 = 0x00001000, RES_TENDER4 = 0x00002000, RES_TENDER5 = 0x00004000, RES_SENSORS1 = 0x00008000, RES_SENSORS2 = 0x00010000, RES_SENSORS3 = 0x00020000, RES_SENSORS4 = 0x00040000, RES_SENSORS5 = 0x00080000, RES_FIGHTER1 = 0x00100000, RES_FIGHTER2 = 0x00200000, RES_FIGHTER3 = 0x00400000, RES_FIGHTER4 = 0x00800000, RES_FIGHTER5 = 0x01000000, RES_ADMIRAL1 = 0x02000000, RES_ADMIRAL2 = 0x04000000, RES_ADMIRAL3 = 0x08000000, RES_ADMIRAL4 = 0x10000000, RES_ADMIRAL5 = 0x20000000, RES_ADMIRAL6 = 0x40000000 }; enum LEVEL_INIT { FULL_TREE, }; } struct SINGLE_TECHNODE { enum M_RACE raceID; TECHTREE::TECHUPGRADE tech; TECHTREE::BUILDNODE build; TECHTREE::COMMON common; TECHTREE::COMMON_EXTRA common_extra; }; struct TECHNODE { struct _races { TECHTREE::TECHUPGRADE tech; TECHTREE::BUILDNODE build; TECHTREE::COMMON common; TECHTREE::COMMON_EXTRA common_extra; } race[4]; }; struct ROCKING_DATA : DYNAMICS_DATA { SINGLE rockLinearMax, rockAngMax; }; struct ENGINE_GLOW_DATA { S32 size[6]; U8 r,g,b; char engine_texture_name[32]; }; struct BLINKER_DATA { char light_script[32]; char textureName[32]; }; struct SHIELD_DATA { char meshName[32]; char animName[32]; char fizzAnimName[32]; SFX::ID sfx; SFX::ID fizzOut; SFX::ID fizzIn; }; struct DAMAGE_DATA { char damageBlast[32]; }; struct CLOAK_DATA { char cloakTex[32]; bool bAutoCloak:1; char cloakEffectType[32]; }; struct BILLBOARD_DATA { char billboardTexName[32]; U32 billboardThreshhold; bool bTex2; }; struct EXTENT_DATA { RECT extents[10]; SINGLE _step; SINGLE _min; SINGLE min_slice,max_slice; BOOL32 bZ; }; struct BASE_SPACESHIP_DATA : BASIC_DATA { SPACESHIPCLASS type; char fileName[32]; MISSION_DATA missionData; DYNAMICS_DATA dynamicsData; ROCKING_DATA rockingData; char explosionType[32]; char trailType[32]; char ambient_animation[32]; ENGINE_GLOW_DATA engineGlow; BLINKER_DATA blinkers; SHIELD_DATA shield; DAMAGE_DATA damage; CLOAK_DATA cloak; BILLBOARD_DATA billboard; SINGLE_TECHNODE techActive; }; struct BT_GUNBOAT_DATA : BASE_SPACESHIP_DATA { SINGLE outerWeaponRange; SINGLE optimalFacingAngle; bool bNoLineOfSight; char launcherType[5][32]; }; struct BT_TROOPSHIP_DATA : BASE_SPACESHIP_DATA { U32 damagePotential; SINGLE assaultRange; SFX::ID sfxPodRelease; }; struct BT_TROOPPOD_DATA : BASIC_DATA { EFFECTCLASS fxClass; char podType[32]; char podHardpoints[3][64]; }; struct BT_RECONPROBE_DATA : BASE_SPACESHIP_DATA { SINGLE lifeTime; char blastType[32]; }; struct BT_TORPEDO_DATA : BASE_SPACESHIP_DATA { SINGLE lifeTime; S32 damage; char blastType[32]; }; struct BT_MINELAYER_DATA : BASE_SPACESHIP_DATA { char drop_anim[32]; char mineFieldType[32]; char mineReleaseHardpoint[32]; U8 fieldSupplyCostPerMine; U32 fieldCompletionTime; U32 mineReleaseVelocity; SINGLE dropAnimDelay; }; struct BT_HARVESTSHIP_DATA : BASE_SPACESHIP_DATA { U32 loadingRate; struct _dockTiming { SINGLE unloadRate; SINGLE offDist; SFX::ID dockingSound; }dockTiming; struct _nuggetTiming { SINGLE nuggetTime; SINGLE offDist; SINGLE minePerSecond; char hardpointName[32]; SFX::ID nuggetSound; }nuggetTiming; char gasTankMesh[32]; char metalTankMesh[32]; }; struct DYNAMICS_DATA_JR { SINGLE maxLinearVelocity; SINGLE linearAcceleration; SINGLE maxAngVelocity; }; struct BT_BUILDERSHIP_DATA : BASIC_DATA { SPACESHIPCLASS type; char fileName[32]; DYNAMICS_DATA_JR dynamicsData; char workAnimation[32]; char sparkAnim[32]; char sparkHardpoint[32]; char explosionType[32]; SINGLE sparkWidth; SINGLE sparkDelay; }; struct MISSION_SAVELOAD { __readonly M_OBJCLASS mObjClass; M_STRING partName; __readonly __hexview U32 dwMissionID; U32 systemID:8; M_RACE race:4; U32 playerID:4; SINGLE maxVelocity; SINGLE sensorRadius; SINGLE cloakedSensorRadius; U16 supplies; U16 hullPoints; U16 hullPointsMax; U16 supplyPointsMax; U16 numKills; bool bReady:1; bool bRecallFighters:1; bool bMoveDisabled:1; bool bPendingOpValid:1; bool bUnselectable:1; bool bDerelict:1; bool bTowing:1; bool bInvincible:1; bool bNoAIControl:1; bool bAllEventsOn:1; bool bShowPartName:1; bool bUnderCommand:1; bool bNoAutoTarget:1; U8 controlGroupID; U8 groupIndex; MISSION_DATA::M_CAPS caps; __readonly __hexview U32 groupID; __readonly __hexview U32 admiralID; __readonly __hexview U32 fleetID; struct InstanceTechLevel { enum UPGRADE { LEVEL0=0, LEVEL1, LEVEL2, LEVEL3, LEVEL4, LEVEL5 }; UPGRADE engine:4; UPGRADE hull:4; UPGRADE supplies:4; UPGRADE targeting:4; UPGRADE damage:4; UPGRADE shields:4; UPGRADE experience:4; UPGRADE sensors:4; UPGRADE classSpecific:4; } techLevel; __readonly U32 lastOpCompleted; __readonly U32 pendingOp; }; struct BT_PLANET_DATA : BASIC_DATA { char fileName[32]; char ambient_animation[32]; char sysMapIcon[32]; MISSION_DATA missionData; U16 maxMetal; U16 maxGas; U16 maxCrew; SINGLE metalRegen; SINGLE gasRegen; SINGLE crewRegen; enum _planetType { M_CLASS, METAL_PLANET, GAS_PLANET, OTHER_PLANET }planetType; }; struct BASE_PLANET_SAVELOAD { U32 slotUser[12]; U16 slotMarks[8]; U16 mySlotMarks[8]; U16 trueMarks[8]; U8 shadowVisibilityFlags; U16 shadowMetal[8]; U16 shadowCrew[8]; U16 shadowGas[8]; SINGLE playerMetalRate[8]; SINGLE playerGasRate[8]; SINGLE playerCrewRate[8]; S32 maxMetal, maxGas, maxCrew; S32 metal, gas, crew; SINGLE metalRegen, gasRegen, crewRegen; SINGLE genCrew, genGas, genMetal; }; struct PLANET_SAVELOAD : BASE_PLANET_SAVELOAD { TRANS_SAVELOAD trans_SL; U8 exploredFlags; MISSION_SAVELOAD mission; }; struct PLANET_VIEW { MISSION_SAVELOAD * mission; BASIC_INSTANCE * rtData; U16 maxMetal; U16 maxGas; U16 maxCrew; U16 metal, gas, crew; SINGLE metalRegen; SINGLE gasRegen; SINGLE crewRegen; }; struct DRONE_RELEASE { char hardpoint[64]; char builderType[32]; U8 numDrones; }; struct BT_FABRICATOR_DATA : BASE_SPACESHIP_DATA { struct DRONE_RELEASE drone_release[2]; SINGLE repairRate; U32 maxQueueSize; SFX::ID buildSound; SFX::ID beginBuildSfx; }; struct EXTENSION_DATA { char extensionName[32]; }; struct BT_EXTENSION_INFO { char addChildName[32]; char removeChildName[32]; char archetypeName[32]; }; struct BASE_PLATFORM_DATA : BASIC_DATA { PLATFORMCLASS type; char fileName[32]; MISSION_DATA missionData; EXTENSION_DATA extension[4]; U8 extensionBits; S8 extensionLevel; char explosionType[32]; char shieldHitType[32]; char ambient_animation[32]; SINGLE mass; SINGLE_TECHNODE techActive; struct SHIELD_DATA shield; U32 slotsNeeded; struct BLINKER_DATA blinkers; U8 commandPoints; U32 metalStorage; U32 gasStorage; U32 crewStorage; }; struct BT_SUPPLYSHIP_DATA : BASE_SPACESHIP_DATA { SINGLE suppliesPerSecond; SINGLE supplyRange; }; struct BASE_WEAPON_DATA : BASIC_DATA { WPNCLASS wpnClass; }; struct BT_PROJECTILE_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE maxVelocity; char blastType[32]; char engineTrailType[32]; }; struct BT_PLASMABOLT_DATA : BT_PROJECTILE_DATA { char textureName[32]; char animName[32]; SINGLE numBolts; struct _pBolt { Vector rollSpeed; SINGLE boltWidth; SINGLE boltSpacing; U32 segmentsX; U32 segmentsY; U32 segmentsZ; Vector offset; struct _boltColor { U8 red,green,blue,alpha; }boltColor; }bolts[4]; }; struct SPECIAL_DAMAGE { U32 supplyDamage; SINGLE shieldFraction; SINGLE moveFraction; SINGLE sensorFraction; }; struct BT_SPECIALBOLT_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE maxVelocity; char blastType[32]; char sparkType[32]; FLASH_DATA flash; SINGLE MASS; SPECIAL_DAMAGE special; }; struct BT_BEAM_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE lifetime; SINGLE maxSweepDist; SINGLE beamWidth; struct _colorStruct { U8 red,green,blue; } blurColor; char contactBlast[32]; }; struct BASE_BEAM_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector startOffset,target1,target2,end; SINGLE time; bool bHit; }; struct BEAM_SAVELOAD : BASE_BEAM_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_GATTLINGBEAM_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE lifetime; SINGLE maxSweepDist; SINGLE beamWidth; char contactBlast[32]; }; struct BASE_GATTLINGBEAM_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector startOffset,target1,target2; SINGLE time, lastTime; bool bHit; }; struct GATTLINGBEAM_SAVELOAD : BASE_GATTLINGBEAM_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_LASERSPRAY_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE lifetime; SINGLE maxSweepDist; SINGLE beamWidth; SINGLE velocity; char contactBlast[32]; }; struct BASE_LASERSPRAY_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector startOffset,target1,target2,target3,target4,target5; SINGLE time, lastTime; bool bHit; }; struct LASERSPRAY_SAVELOAD : BASE_LASERSPRAY_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_ANMBOLT_DATA : BT_PROJECTILE_DATA { char animFile[32]; SINGLE boltSize; }; struct BASE_ANMBOLT_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector initialPos; S32 flashTime; BOOL32 bDeleteRequested:1; U32 launchFlags:8; Vector start, direction; }; struct ANMBOLT_SAVELOAD : BASE_ANMBOLT_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BASE_BOLT_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector initialPos; SINGLE flashTime; BOOL32 bDeleteRequested:1; U32 launchFlags:8; Vector start, direction; }; struct BOLT_SAVELOAD : BASE_BOLT_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BASE_MISSILE_SAVELOAD { U32 targetID, ownerID; U32 systemID; Vector initialPos; SINGLE timeToLive; SINGLE wobble; BOOL32 bDeleteRequested:1; BOOL32 bTargetingOff:1; U32 launchFlags:8; }; struct MISSILE_SAVELOAD : BASE_MISSILE_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_ARC_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; U32 damage; SINGLE jumpRange; SINGLE feedbackRange; U32 maxTendrilStages; SINGLE damageDrop; U32 maxTargets; SINGLE period; bool drainSupplies:1; }; struct ARC_SAVELOAD { SINGLE time; S32 numTendrils; U32 ownerID; U32 systemID; TRANS_SAVELOAD trans_SL; }; enum BLENDS { ONE_ONE=0, SRC_INVSRC=1, SRC_ONE=2, ONE_INVSRC=3 }; struct BILLBOARD_MESH { char mesh_name[32]; char tex_name[32]; S32 size_min,size_max; Vector offset; BLENDS blendMode; }; struct BT_JUMPGATE_DATA : BASIC_DATA { BILLBOARD_MESH billboardMesh[3]; SFX::ID enter1,enter2; SFX::ID arrive1,arrive2; SFX::ID ambience; MISSION_DATA missionData; SINGLE min_hold_time; SINGLE min_stagger_time; }; struct BT_UI_ANIM : BASIC_DATA { char effectType[32]; SINGLE totalTime; SFX::ID sfx; }; struct BT_BLAST : BASIC_DATA { char effectType[3][32]; FLASH_DATA flash; SINGLE totalTime; SFX::ID sfx; SINGLE leadTime; bool bDrawThroughFog; }; struct BT_MESH_EXPLOSION : BASIC_DATA { char secondaryBlastType[32]; char pieceBlastType[32]; char catastrophicBlastType[32]; char rippleBlastType[32]; char fireTrail[32]; }; struct BASE_EFFECT : BASIC_DATA { EFFECTCLASS fxClass; }; struct BT_CLOAKEFFECT_DATA : BASE_EFFECT { char animName[32]; char objectName[32]; SFX ::ID cloakOn; SFX ::ID cloakOff; }; struct BT_FIREBALL_DATA : BASE_EFFECT { char animName[32]; }; struct BT_PARTICLE_DATA : BASE_EFFECT { char fileName[32]; }; struct BT_STREAK_DATA : BASE_EFFECT { char animName[32]; U8 numLines; SINGLE lineTime; }; struct BT_WORMHOLE_EFFECT : BASE_EFFECT { }; struct BT_TALORIAN_EFFECT : BASE_EFFECT { }; struct BT_ANIMOBJ_DATA : BASE_EFFECT { char animName[32]; SINGLE animSize; SINGLE sizeVel; SINGLE lifeTime; bool fadeOut:1; bool faceFront:1; bool bSmooth:1; bool bLooping:1; bool bHasAlphaChannel:1; }; struct RangeFinderSaveLoad { SINGLE rangeError; SINGLE accuracy; U32 targetID; }; struct BASE_LAUNCHER : BASIC_DATA { LAUNCHCLASS type; char weaponType[32]; S32 supplyCost; SINGLE refirePeriod; SINGLE slowRefirePeriod; }; struct BT_TURRET : BASE_LAUNCHER { union TurretJointInfo { SINGLE angVelocity; SINGLE maxAngDeflection; } info; char animation[32]; char hardpoint[64]; char joint[64]; char animMuzzleFlash[32]; U32 muzzleFlashWidth; SINGLE muzzleFlashTime; struct _colorMod { U8 red; U8 green; U8 blue; }colorMod; struct WarmUpBlast { char blastType[32]; SINGLE triggerTime; } warmUpBlast; }; struct BASE_TURRET_SAVELOAD { U32 dwTargetID; Vector targetPos; SINGLE relYaw; SINGLE refireDelay; SINGLE currentRot; Vector offsetVector; }; struct TURRET_SAVELOAD : BASE_TURRET_SAVELOAD { RangeFinderSaveLoad rangeFinderSaveLoad; }; struct BT_VERTICAL_LAUNCH : BASE_LAUNCHER { struct _salvo { SINGLE_TECHNODE techNeed; U32 salvo; }upgrade[4]; SINGLE miniRefire; char hardpoint[10][64]; }; struct VLAUNCH_SAVELOAD { U32 dwTargetID, dwOwnerID; Vector targetPos; U32 attacking; SINGLE refireDelay; S32 miniDelay; S32 salvo; }; struct BT_WAYPOINT : BASIC_DATA { char fileName[32]; MISSION_DATA missionData; }; struct WAYPOINT_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct WAYPOINT_VIEW { MISSION_SAVELOAD * mission; Vector position; }; enum MINETYPE { MINETYPE_UNKOWN = 0, MINETYPE_SPINE }; struct BT_MINEFIELD_DATA : BASIC_DATA { MISSION_DATA missionData; U32 maxMineNumber; U32 damagePerHit; U32 supplyDamagePerHit; U32 hullLostPerHit; MINETYPE mineType; char regAnimation[32]; char blastType[32]; U32 mineWidth; S32 maxVerticalVelocity; S32 maxHorizontalVelocity; U32 mineAcceleration; SINGLE explosionRange; ResourceCost cost; }; struct BASE_MINEFIELD_SAVELOAD { struct GRIDVECTOR gridPos; SINGLE storedDelay; U8 updateCounter; U32 layerRef; bool bUpdateFading:1; bool bDetonating:1; }; struct MINEFIELD_SAVELOAD : BASE_MINEFIELD_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct MINEFIELD_VIEW { U32 mineNumber; }; struct BT_FIGHTER_DATA : BASIC_DATA { char fileName[32]; DYNAMICS_DATA dynamicsData; ARMOR_DATA armorData; char explosionType[32]; char weaponType[32]; char engineTrailType[32]; U16 sensorRadius; U16 cloakedSensorRadius; SINGLE patrolRadius; SINGLE patrolAltitude; SINGLE attackRange; SINGLE dodge; U32 hullPointsMax; U32 maxSupplies; SINGLE refirePeriod; SINGLE patrolPeriod; U32 kamikazeDamage; SFX::ID kamikazeYell; SFX::ID fighterwhoosh; SFX::ID fighterLaunch; }; enum FighterState { ONDECK, PATROLLING, DEAD }; enum FormationType { FT_HUMAN_PATROL, FT_MANTIS_PATROL, FT_HUMAN_ATTACK, FT_MANTIS_ATTACK }; struct BASE_FIGHTER_SAVELOAD { U32 ownerID, dwMissionID; U32 systemID:8; U32 playerID:8; S32 supplies:16; U8 formationIndex; S8 parentIndex; S8 childIndex; S8 myIndex; S32 refireTime:16; S32 patrolTime:16; S32 generalCounter; Vector kamikaziTarget; FighterState state:8; FormationType formationType:8; M_RACE race:8; U8 patrolState; U8 formationState; U8 kamikazeTimer; U8 bCirclePatrol:1; bool bKamikaziTargetSelected:1; bool bKamikaziYellComplete:1; bool bKamikaziComplete:1; }; struct FIGHTER_SAVELOAD : BASE_FIGHTER_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_FIGHTER_WING : BASE_LAUNCHER { SINGLE baseAirAccuracy; SINGLE baseGroundAccuracy; U32 maxFighters; U32 maxCapFighters; U32 maxWingFighters; SINGLE minLaunchPeriod; U32 costOfNewFighter; U32 costOfRefueling; bool bSpecialWeapon; SINGLE_TECHNODE neededTech; char animation[32]; char hardpoint[64]; }; struct FIGHTERWING_SAVELOAD { U32 firstFighterID; bool bBayDoorOpen:1; bool bRecallingFighters:1; bool bAutoAttack:1; bool bSpecialAttack:1; bool bSpecialWeapon:1; bool bTakeoverInProgress:1; S32 createTime; S32 minLaunchTime; S32 bayDoorCloseTime; }; struct BT_AIR_DEFENSE : BASE_LAUNCHER { char hardpoint[64]; SINGLE baseAccuracy; char flashTextureName[32]; SINGLE flashWidth; SINGLE flashFrequency; struct _colorMod { U8 red,green,blue,alpha; } flashColor; SFX::ID soundFx; }; struct AIRDEFENSE_SAVELOAD { S32 refireTime; }; struct BT_SHIPLAUNCH : BASE_LAUNCHER { char hardpoint[64]; char animation[32]; }; struct SHIPLAUNCH_SAVELOAD { U32 dwTargetID, dwOwnerID; Vector targetPos; SINGLE relYaw; SINGLE distanceToTarget; U32 attacking; SINGLE refireDelay; SINGLE currentRot; Vector offsetVector; }; struct MT_QSHIPLOAD { SINGLE yaw; __hexview U32 dwMissionID; NETGRIDVECTOR pos; }; struct MT_QJGATELOAD { NETGRIDVECTOR pos; U32 gate_id,exit_gate_id; bool bJumpAllowed:1; }; struct MT_QFIELDLOAD { U32 systemID; U8 numSquares; GRIDVECTOR pos[40]; }; struct MT_QANTIMATTERLOAD { U32 systemID; U8 numSegments; GRIDVECTOR pts[13]; }; struct MT_QCAMERALOAD { U32 systemID; Vector look; Vector at; SINGLE fovX; SINGLE fovY; }; struct MT_QOBJGENERATOR_LOAD { NETGRIDVECTOR position; SINGLE mean; SINGLE minDiff; SINGLE timer; SINGLE nextTime; char archTypeName[32]; __hexview U32 dwMissionID; bool bGenEnabled:1; }; struct MT_PLANET_QLOAD { NETGRIDVECTOR pos; }; struct MT_TRIGGER_QLOAD { NETGRIDVECTOR position; U32 triggerShipID; U32 triggerObjClassID; U32 triggerMObjClassID; U32 triggerPlayerID; SINGLE triggerRange; U32 triggerFlags; char progName[32]; bool bEnabled:1; bool bDetectOnlyReady:1; }; struct MT_PLAYERBOMB_QLOAD { __hexview U32 dwMissionID; NETGRIDVECTOR position; }; struct MT_LIGHT_QLOAD { U8 red,green,blue; S32 range; NETGRIDVECTOR position; Vector direction; SINGLE cutoff; bool bInfinite; char name[32]; bool bAmbient; }; struct MT_SCRIPTOBJECT_QLOAD { __hexview U32 dwMissionID; NETGRIDVECTOR position; }; struct MT_WAYPOINT_QLOAD { __hexview U32 dwMissionID; NETGRIDVECTOR position; }; struct MT_NUGGET_QLOAD { NETGRIDVECTOR position; }; struct MT_PLATFORM_QLOAD { __hexview U32 dwMissionID; NETGRIDVECTOR position; }; struct MT_BLACKHOLE_QLOAD { NETGRIDVECTOR pos; U8 targetSys[16]; U8 numTargetSys; }; struct XYCoord { S32 x,y; }; struct FIELD_ATTRIBUTES { SINGLE sensorDamp; SINGLE toHitPenalty; SINGLE damage; SINGLE moveSpeedModifier; SINGLE maneuverModifier; }; namespace FIELDTXT { enum INFOHELP { NOTEXT = 3003, FIELD_ION = 3004, FIELD_PLASMA = 3012, FIELD_ASTEROID_SML = 3013, FIELD_ASTEROID_MED = 3117, FIELD_ASTEROID_LG = 3118, FIELD_DEBRIS = 3127, FIELD_ANTIMATTER = 3040, FIELD_ANTI_NEBULA = 3125, FIELD_CELSIUS = 3114, FIELD_HELIOS = 3121, FIELD_CYGNUS = 3122, FIELD_HYADES = 3123, FIELD_LITHIUM = 3124, FIELD_BLACKHOLE = 3126, FIELD_ORENUGGET = 3128, FIELD_GASNUGGET = 3129 }; } struct BASE_FIELD_DATA : BASIC_DATA { FIELDCLASS fieldClass; FIELDTXT::INFOHELP infoHelpID; }; struct U8_RGB { U8 r; U8 g; U8 b; }; struct BT_ASTEROIDFIELD_DATA : BASE_FIELD_DATA { char fileName[4][32]; char dustTexName[32]; char modTextureName[32]; char mapTexName[32]; char softwareTexClearName[32]; char softwareTexFogName[32]; MISSION_DATA missionData; FIELD_ATTRIBUTES attributes; S32 asteroidsPerSquare; S32 polyroidsPerSquare; S32 depth; S32 range; S32 maxDriftSpeed; S32 minDriftSpeed; SINGLE stationaryPercentage; SFX::ID ambientSFX; SINGLE modTexSpeedScale; S32 animSizeMin,animSizeMax; U32 nuggetsPerSquare; SINGLE nuggetZHeight; char nuggetType[4][32]; U8_RGB animColor; }; struct ASTEROIDFIELD_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; U32 exploredFlags; }; struct ASTEROIDFIELD_DATA { char name[32]; }; struct ANTIMATTER_DATA { char name[32]; GRIDVECTOR pts[13]; U32 numSegPts; }; struct BT_ANTIMATTER_DATA : BASE_FIELD_DATA { char textureName[32]; char mapTexName[32]; char softwareTexClearName[32]; char softwareTexFogName[32]; S32 height; S32 segment_width; S32 spacing; MISSION_DATA missionData; }; struct ANTIMATTER_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BT_TRAIL_DATA : BASIC_DATA { char anim[32]; }; enum NEBTYPE { NEB_ION, NEB_ANTIMATTER, NEB_HELIOUS, NEB_LITHIUM, NEB_HYADES, NEB_CELSIUS, NEB_CYGNUS }; struct NEBULA_DATA { char name[32]; U8 amb_r,amb_g,amb_b; U8 alpha; SINGLE top_layer_alpha_scale; }; struct BASE_NEBULA_SAVELOAD { NEBULA_DATA neb; U32 numSquares, numZones, numNuggets; XYCoord squares_xy[40]; }; struct NEBULA_SAVELOAD : BASE_NEBULA_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; U32 exploredFlags; }; struct LIGHTNING_DATA { bool bLightning:1; bool bFlat:1; char lightningTexName[32]; SFX::ID lightningSFX; SINGLE frequency; U16 size; struct LIGHTNING_LIGHT { U8 r,g,b; S32 range; } lightning_light; }; struct BT_NEBULA_DATA : BASE_FIELD_DATA { char textureName[32]; char modTextureName[32]; char mapTexName[32]; char softwareTexClearName[32]; char softwareTexFogName[32]; MISSION_DATA missionData; FIELD_ATTRIBUTES attributes; U8 amb_r,amb_g,amb_b; U8 alpha; struct AMBIENT_NEBULA_LIGHT { U8 r,g,b; SINGLE pulse_frequency; } ambient; LIGHTNING_DATA lightning; SINGLE bottomSpeedScaleMin,bottomSpeedScaleMax; SINGLE topSpeedScaleMin,topSpeedScaleMax; SINGLE top_layer_alpha_scale; SFX::ID ambientSFX; NEBTYPE nebType; U32 nuggetsPerSquare; SINGLE nuggetZHeight; char nuggetType[4][32]; }; struct GT_GLOBAL_SOUNDS { SFX::ID defaultButton; SFX::ID systemSelect; SFX::ID buildConfirm; SFX::ID moveConfirm; SFX::ID startConstuction; SFX::ID endConstruction; SFX::ID zeroMoney; SFX::ID lightindustryButton; SFX::ID heavyindustryButton; SFX::ID hitechindustryButton; SFX::ID hqButton; SFX::ID researchButton; SFX::ID planetDepleted; SFX::ID harvestRedeploy; SFX::ID researchCompleted; }; struct GT_FONT : GENBASE_DATA { enum FONT { BUTTON_FONT = 907, DESCRIPTION_FONT = 909, STATIC_CONTROL = 910, GAMEROOM_LIST = 911, CHATLIST_FONT = 912, OBJTYPE_FONT = 913, GAMEROOM_DROPDOWN = 914, MONEY_FONT = 906, CONTEXTWINDOW = 915, ENDGAMEBANNER = 916, DEFLISTBOX = 902, MESSAGEBOX_FONT = 918, OPENING_FONT = 919, FUTURE_PLAYER = 921, FUTURE_LISTBOX = 920, PLANET_TITLE = 922, PLANET_INFO = 928, DROP_SMALL = 923, OCR_16_700 = 924, NEURO_14_600 = 925, COURIER_12_400 = 926, NEURO_12_400 = 927, OBJECTIVES = 929, LEGAL_FONT = 903, COUNTDOWN = 930, BUTTON3D = 932 } font; bool bMultiline:1; bool bNotScaling:1; bool bToolbarMoney:1; }; struct GT_ANIMATE : GENBASE_DATA { char vfxType[32]; }; struct ANIMATE_DATA { char animateType[32]; S32 xOrigin, yOrigin; U32 dwTimer; bool bFuzzEffect; }; namespace BTNTXT { enum BUTTON_TEXT { NOTEXT = 0, TEST = 1101, SINGLE_PLAYER = 1102, MULTI_PLAYER = 1103, OPTIONS = 1104, BACK = 1105, JOIN = 1108, CREATE = 1109, NEXT = 1111, QUIT = 1112, CANCEL = 1113, YES = 1115, NO = 1116, FINAL_MENU = 1120, ACCEPT = 1121, START = 1122, RESUME = 1117, OK = 1124, SETTINGS = 1118, OPEN = 1119, SAVE = 1123, CONTINUE = 1125, RANDOM_MAP = 1635, LOAD = 1126, GAME_OPTIONS = 1104, MISSION_OBJECTIVES = 1128, END_MISSION = 1129, RESTART = 1130, RESIGN = 1131, ABDICATE = 1162, RETURN_TO_GAME = 1132, GAME = 1133, SOUND = 1134, GRAPHICS = 1135, NEW_PLAYER = 1138, DELETE_PLAYER = 1139, LOAD_SAVED = 1140, LOAD_CUSTOM = 1141, TERRAN = 1142, MANTIS = 1143, NEW_CAMPAIGN = 1144, REPLAY = 1145, INTRODUCTION = 1106, SKIRMISH = 1107, REPAIR_FLEET = 1146, RESUPPLY_FLEET = 1147, DISBAND_FLEET = 1148, CREATE_FLEET = 1149, TRANSFER_FLAGSHIP = 1150, RESET = 1151, CLOSE = 1152, ALLIES = 1154, ENEMIES = 1153, EVERYONE = 1155, CHANGE_NAME = 1156, CAMPAIGN = 1473, TERRAN_CAMP = 1157, MANTIS_TRAINING = 1158, SOLARIAN_TRAINING = 1159, ZONEGAME = 1605, WEBPAGE = 1623, HELP = 1497, MAP_TYPE = 1166, APPLY = 1114, LOAD_QUICKBATTLE = 1160, CREDITS = 1127, DELETE_FILE = 5124 }; } struct GT_BUTTON : GENBASE_DATA { enum BUTTON_TYPE { DEFAULT, PUSHPIN, CHECKBOX, REPEATER, } buttonType:8; S32 leftMargin:8; S32 rightMargin:8; char fontName[32]; struct COLOR { unsigned char red, green, blue; } disabledText, normalText, highlightText; char shapeFile[32]; }; struct BUTTON_DATA { char buttonType[32]; BTNTXT::BUTTON_TEXT buttonText; S32 xOrigin, yOrigin; RECT buttonArea; }; struct GT_DIPLOMACYBUTTON : GENBASE_DATA { S32 leftMargin:8; S32 topMargin:8; char shapeFile[32]; }; struct DIPLOMACYBUTTON_DATA { char buttonType[32]; S32 xOrigin, yOrigin; }; namespace STTXT { enum STATIC_TEXT { NO_STATIC_TEXT = 0, TEST = 1101, PLAYER_NAME = 1401, IP_ADDRESS = 1402, SESSION_NAME = 1404, CONFIRM_QUIT = 1406, TITLE_SELECT_GAME = 1407, PLAYER = 1408, SESSION = 1409, ENTER_TEAM = 1412, ENTER_RACE = 1410, ENTER_COLOR = 1411, SELECTED_MAP = 1414, CHATBOX = 1415, GAME_PAUSED = 1416, INGAME_TITLE = 1417, OPTIONS = 1418, GAMETYPE = 1419, GAMESPEED = 1420, CURSOR_SENSITIVITY = 1463, ARTIFACTS = 1421, MONEY = 1422, RESEARCH = 1423, MAPTYPE = 1424, MAPFILE = 1451, MAPSIZE = 1425, TERRAIN = 1426, STATIC_RESOURCES = 1427, WARNBOOT = 1329, SOLOGAME = 1332, LOADGAME = 1431, SAVEGAME = 1432, FILENAME = 1433, FLEET_SIZE = 1434, SKILL = 1435, BONUS = 1436, DUMMY_MONEY = 10001, DUMMY_NAME = 10002, SHIPCLASS = 1440, HULL = 1441, SUPPLIES = 1442, ARMOR = 1443, ENGINES = 1444, WEAPONS = 1445, SHIELDS = 1446, KILLS = 1447, UNITS = 1449, INGAME_CHAT = 1450, MISSION_OBJECTIVES = 1128, END_MISSION = 1129, SCOREBOARD = 1452, SCORE = 1453, VOLUME = 1403, MUSIC = 1454, EFFECTS = 1455, COMMS = 1456, NETCHAT = 1457, TOOLTIPS = 1458, STATUS_TEXT = 1459, FOGOFWAR = 1460, MAPROTATE = 1461, ROLLOVER = 1462, SLOW = 1625, FAST = 1627, GAMMA = 1465, WEAPON_TRAILS = 1466, EMMISIVE_TEXTURES = 1467, LOD = 1468, TEXTURES = 1469, BACKGROUND = 1470, DEVICES = 1464, ENTER_NAME = 1472, CAMP_SELECT = 1473, SINGLE_PLAYER = 1102, MULTI_PLAYER = 1103, FRONT_OPTIONS = 1104, SKIRMISH = 1474, INTRO = 1475, SELECT_MISSION = 1058, RIGHTCLICK = 1476, SUBTITLES = 1563, JOIN = 1108, CREATE = 1109, ACCEPT = 1121, SCROLLRATE = 1488, QUIT = 1112, RESOLUTION = 1493, ENTER_STATE = 1494, PLAYER_LIST = 1495, PING = 1496, APP_NAME = 44, VERSION = 1428, HELP = 1497, NET_CONNECT = 1489, HARDWARE = 1492, GAME = 1498, SPEED = 1499, MAP = 1413, RESOURCES = 1471, BRIEFING = 1165, VISIBILITY = 1504, DEVICE_CHOICE = 1505, SOFTWARE = 1506, MAP_RANDOM = 1510, MAP_CONQUEST = 1511, MAP_SAVED = 1512, HARDWARE_CURSOR = 1513, PRODUCT_ID = 1514, REGENERATE = 1517, SPECTATORS = 1515, LOCK_ALLIANCES = 1516, LOCK_SETTINGS = 1518, ORE = 1522, GAS = 1523, CREW = 1524, ALLIED = 1525, DIPLOMACY = 1526, NEW_PLAYER = 1527, TITLE_UNITS = 1528, TITLE_BUILDINGS = 1529, TITLE_TERRITORY = 1530, TITLE_RESOURCES = 1531, TITLE_TOTAL = 1532, TITLE_MADE = 1533, TITLE_LOST = 1534, TITLE_KILLS = 1535, TITLE_CONVERTED = 1536, TITLE_ADMIRALS = 1537, TITLE_DESTROYED = 1538, TITLE_RESEARCH = 1539, TITLE_CREW = 1540, TITLE_ORE = 1541, TITLE_GAS = 1542, TITLE_JUMPGATES = 1543, TITLE_PLANETS = 1544, TITLE_EXPLORED = 1545, LOAD_MISSION_DATA = 1546, LEGAL_MAINSCREEN = 41, LEGAL_ABOUT = 42, NUM_SYSTEMS = 1437, BATLEMAP = 1166, DISABLED = 61729, STATIC_TERRAIN = 1553, CHAT = 1555, DIFFICULTY = 1521, EASY = 1557, MEDIUM = 1558, HARD = 1559, SHIPS3D = 1560, BANDWIDTH = 5123 }; enum STATIC_TOOLTIP { NO_TOOLTIP = 0, ORE_TOOLTIP = 807, GAS_TOOLTIP = 808, CREW_TOOLTIP = 809, COMMAND_POINTS = 813, DISABLED_TOOLTIP = 816, }; enum STATIC_HINTBOX { NO_HINTBOX = 0, ORE_HINTBOX = 3306, GAS_HINTBOX = 3307, CREW_HINTBOX = 3308, CP_HINTBOX = 3309, DISABLED_HINTBOX = 3310, }; } struct GT_STATIC : GENBASE_DATA { char fontName[32]; struct COLOR { unsigned char red, green, blue; } normalText, background; char shapeFile[32]; enum drawtype { NODRAW, FILL, HASH } backgroundDraw; bool bBackdraw; }; struct STATIC_DATA { char staticType[32]; STTXT::STATIC_TEXT staticText; STTXT::STATIC_TOOLTIP staticTooltip; STTXT::STATIC_HINTBOX staticHintbox; enum alignmenttype { LEFT, CENTER, RIGHT, TOPLEFT, TENBYSIX, LEFTSIX } alignment; S32 xOrigin, yOrigin; S32 width, height; }; namespace HOTKEYS { enum HOTKEY { NONE, IDH_ADMIRAL_TACTIC_DEFEND, IDH_ADMIRAL_TACTIC_HOLD, IDH_ADMIRAL_TACTIC_PEACE, IDH_ADMIRAL_TACTIC_SEEK, IDH_BUILD_PLATS, IDH_CANCEL_COMMAND, IDH_CENTER_SCREEN, IDH_CHATALL, IDH_CHATTEAM, IDH_CHAT_MENU, IDH_CLOAK, IDH_CONTEXT_A, IDH_CONTEXT_B, IDH_CONTEXT_C, IDH_CONTEXT_D, IDH_CONTEXT_E, IDH_CONTEXT_F, IDH_CONTEXT_G, IDH_CONTEXT_H, IDH_CONTEXT_I, IDH_CONTEXT_J, IDH_CONTEXT_K, IDH_CONTEXT_L, IDH_CONTEXT_M, IDH_CONTEXT_N, IDH_CONTEXT_O, IDH_CONTEXT_P, IDH_CONTEXT_Q, IDH_CONTEXT_R, IDH_CONTEXT_S, IDH_CONTEXT_T, IDH_CONTEXT_U, IDH_CONTEXT_V, IDH_CONTEXT_W, IDH_CONTEXT_X, IDH_CONTEXT_Y, IDH_CONTEXT_Z, IDH_CYCLE_ADMIRALS, IDH_CYCLE_FLEETS, IDH_DEBUG_PRINT, IDH_DEFEND, IDH_DESTROY, IDH_DIPLOMACY, IDH_DISBAND_FLEET, IDH_FABRICATOR, IDH_FIGHTER_NORMAL, IDH_FIGHTER_PATROL, IDH_FLEET_GROUP_1, IDH_FLEET_GROUP_2, IDH_FLEET_GROUP_3, IDH_FLEET_GROUP_4, IDH_FLEET_GROUP_5, IDH_FLEET_GROUP_6, IDH_FORM_FLEET, IDH_FULLSCREEN_MAP, IDH_GAME_OPTIONS, IDH_GROUP_0_CREATE, IDH_GROUP_0_SELECT, IDH_GROUP_1_CREATE, IDH_GROUP_1_SELECT, IDH_GROUP_2_CREATE, IDH_GROUP_2_SELECT, IDH_GROUP_3_CREATE, IDH_GROUP_3_SELECT, IDH_GROUP_4_CREATE, IDH_GROUP_4_SELECT, IDH_GROUP_5_CREATE, IDH_GROUP_5_SELECT, IDH_GROUP_6_CREATE, IDH_GROUP_6_SELECT, IDH_GROUP_7_CREATE, IDH_GROUP_7_SELECT, IDH_GROUP_8_CREATE, IDH_GROUP_8_SELECT, IDH_GROUP_9_CREATE, IDH_GROUP_9_SELECT, IDH_LOAD_MENU, IDH_MISSION_OBJ, IDH_MULTIPLAYER_SCORE, IDH_NEXT_UNIT, IDH_PATROL, IDH_PAUSE_GAME, IDH_PREV_UNIT, IDH_QUICK_LOAD, IDH_QUICK_SAVE, IDH_RALLY_POINT, IDH_RECORD_SPEECH, IDH_REPAIR, IDH_REPAIR_FLEET, IDH_REPORT_STATS, IDH_RESEARCH_PLAT, IDH_RESUPPLY_FLEET, IDH_ROTATE_0_WORLD, IDH_ROTATE_90_WORLD_LEFT, IDH_ROTATE_90_WORLD_RIGHT, IDH_ROTATE_WORLD_LEFT, IDH_ROTATE_WORLD_RIGHT, IDH_SAVE_MENU, IDH_SCREEN_SHOT, IDH_SCROLL_DOWN, IDH_SCROLL_DOWNLEFT, IDH_SCROLL_DOWNRIGHT, IDH_SCROLL_LEFT, IDH_SCROLL_RIGHT, IDH_SCROLL_UP, IDH_SCROLL_UPLEFT, IDH_SCROLL_UPRIGHT, IDH_SEEK_EVENT, IDH_SELECT_ALL_FLEET, IDH_SELECT_IDLE_CIVILIAN, IDH_SELECT_IDLE_MILITARY, IDH_SELL, IDH_SPECIAL_ABILITY, IDH_SPECIAL_AEGIS, IDH_SPECIAL_ASSAULT, IDH_SPECIAL_AUGER, IDH_SPECIAL_BOMBER, IDH_SPECIAL_CLOAK, IDH_SPECIAL_DESTABILIZER, IDH_SPECIAL_FURYRAM, IDH_SPECIAL_MASSDISRUPT, IDH_SPECIAL_MIMIC, IDH_SPECIAL_MINELAYER, IDH_SPECIAL_PROBE, IDH_SPECIAL_PROTEUSMINE, IDH_SPECIAL_REPEL, IDH_SPECIAL_REPULSOR, IDH_SPECIAL_SHROUD, IDH_SPECIAL_STASIS, IDH_SPECIAL_SYNTHESIS, IDH_SPECIAL_TEMPEST, IDH_SPECIAL_VAMPIRE, IDH_SPECIAL_WORMHOLE, IDH_STANCE_ATTACK, IDH_STANCE_DEFENSIVE, IDH_STANCE_IDLE, IDH_STANCE_STANDGROUND, IDH_SUPPLY_STANCE_FULLYAUTO, IDH_SUPPLY_STANCE_NOAUTO, IDH_SUPPLY_STANCE_RESUPPLY, IDH_TEST_SPEECH, IDH_TOGGLE_SCREENMODE, IDH_TOGGLE_TOOLBAR, IDH_TOGGLE_ZOOM, IDH_TRANSFER_FLAGSHIP, IDH_WIN_CLOSE, IDH_ZOOM_IN, IDH_ZOOM_OUT }; } namespace HOTBUTTONTYPE { enum TYPE { HOTBUTTON = 0, BUILD, RESEARCH, MULTI, TABBUTTON }; }; namespace HBTNTXT { enum BUTTON_TEXT { NOTEXT = 0, ROTATE_LEFT = 409, ROTATE_RIGHT = 410, MINIMIZE_TB = 477, RESTORE_TB = 478, OPTIONS = 479, HOMEWORLD = 402, FLEET = 403, LT_INDUSTRY = 404, HV_INDUSTRY = 406, HITECH = 407, RESEARCH = 411, DIPLOMACY = 408, NEXT = 480, PREVIOUS = 481, GOTO = 554, FLEET_ATTACK = 475, FLEET_DEFEND = 476, FLEET_ADD = 473, FLEET_REMOVE = 474, FLEET_RAID = 482, STOP = 483, PATROL = 484, SALVAGE = 485, RALLYPOINT = 486, REPAIR = 487, SUPPLY = 488, DIPLOMACY_TT = 489, HEADQUARTERS = 490, RESEARCH_TT = 491, FLEET_TT = 492, INDUSTRY_TT = 493, HEAVYINDUSTRY = 494, TECHINDUSTRY = 495, TRANSFER_FO = 496, FLEET_INVENTORY = 497, VIEW_FLAGSHIP = 499, BACK = 500, RESUPPLY_UNIT = 501, RESUPPLY_GROUP = 502, STANCE_ATTACK = 579, STANCE_DEFEND = 580, STANCE_STANDGROUND = 581, STANCE_IDLE = 582, FIGHTER_STANCE_IDLE = 854, FIGHTER_STANCE_PATROL = 855, ADMIRAL_TACTIC_PEACE = 856, ADMIRAL_TACTIC_HOLD = 857, ADMIRAL_TACTIC_DEFEND = 858, ADMIRAL_TACTIC_SEEK = 859, ESCORT_DEFEND = 583, NON_GUNBOAT_SELECT = 584, ROTATE_0_DEG = 585, STARMAP = 586, CHAT = 587, FLEET_FORM = 588, FLEET_DISBAND = 589, FLEET_REPAIR = 591, FLEET_RESUPPLY = 590, TROOPSHIP_ASSAULT = 592, TRANSFER_ADMIRAL = 593, MISSION_OBJ = 700, AUTOSUPP_ON = 703, AUTOSUPP_OFF = 704, AUTOSUPP_FULL = 705, CLOAK = 835, TEMPEST_CHARGE = 836, PROBE = 837, VAMPIRE_ARC = 838, AEGIS_SHIELD = 839, PING = 840, EXPLO_RAM = 841, GRAVITY_WELL = 842, REPELLENT_CLOUD = 843, REPULSOR_BEAM = 844, SYNTHESIS = 845, MASS_DISRUPTOR = 847, AURORA_CLOAKER = 846, DESTAB_TORP = 848, TRACTOR_BEAM = 849, MIMIC = 850, EXPLOMINES = 851, PULSEMINES = 853, HALSEY_F1 = 817, HAWKES_F2 = 818, TAKEI_F3 = 819, STEELE_F4 = 820, SMIRNOFF_F5 = 821, BENSON_F6 = 822, MORDELLA_F1 = 823, AZKAR_F2 = 824, VERLAK_F3 = 825, KERTAK_F4 = 826, THRIPID_F5 = 827, MALKOR_F6 = 828, BLANUS_F1 = 829, ELAN_F2 = 830, VIVAC_F3 = 831, JOULE_F4 = 832, PROCYO_F5 = 833, NATUS_F6 = 834 }; enum HOTBUTTONINFO { NOHOTBUTTONINFO = 1047, HB_RALLYPOINT = 1052, HB_STOP = 1053, HB_SALVAGE = 1054, BUTTON_RESEARCH = 3081, BUTTON_SHIPYARD = 3082, BUTTON_NONGUNBOAT = 3083, BUTTON_FLEETS = 3084, BUTTON_DIPLOMACY = 3085, BUTTON_OPTION = 3087, BUTTON_CHAT = 3086, BUTTON_SUPPLY = 3088, BUTTON_GAS = 3089, BUTTON_ORE = 3090, BUTTON_CREW = 3091, BUTTON_ATTACK = 3092, BUTTON_DEFEND = 3093, BUTTON_STAND = 3094, BUTTON_IDLE = 3095, BUTTON_STOP = 3096, BUTTON_PATROL = 3097, BUTTON_ESCORT = 3098, BUTTON_GOTO = 3099, BUTTON_SELL = 3100, BUTTON_RALLY = 3101, BUTTON_FIGHTER_NORMAL = 3333, BUTTON_FIGHTER_PATROL = 3334, BUTTON_ADMIRAL_PEACE = 3335, BUTTON_ADMIRAL_HOLD = 3337, BUTTON_ADMIRAL_DEFEND = 3336, BUTTON_ADMIRAL_SEEK = 3338, MAP_SYSTEM = 3102, MAP_SECTOR = 3103, MAP_ROTATERIGHT = 3104, MAP_ROTATELEFT = 3105, MAP_RESTORE = 3106, MAP_STARMAP = 3107, TOOLBAR_MIN = 3108, TOOLBAR_MAX = 3109, SUPPLY_ON = 3268, SUPPLY_OFF = 3269, SUPPLY_AUTO = 3270, SPECIALW_CLOAK = 3160, SPECIALW_PING = 3272, SPECIALW_TEMPEST = 3161, SPECIALW_PROBE = 3162, SPECIALW_VAMPIRE = 3163, SPECIALW_AEGIS = 3164, SPECIALW_MIMIC = 3184, SPECIALW_GRAVWELL = 3186, SPECIALW_REPELLCLOUD = 3185, SPECIALW_EXPLORAM = 3273, SPECIALW_REPULSOR = 3187, SPECIALW_SYNTHESIS = 3243, SPECIALW_DISRUPTOR = 3244, SPECIALW_AURORACLOAK = 3245, SPECIALW_DESTABILIZE = 3246, SPECIALW_TRACTORBEAM = 3247, SPECIALW_EXPLOMINES = 3274, SPECIALW_CPING = 3286, SPECIALW_MPING = 3292 }; enum HOTBUTTONHINT { NO_HOTBUTTONHINT = 0, SPECIALW_AD_CLOAK = 3311, SPECIALW_AD_PING = 3272, SPECIALW_AD_TEMPEST = 3312, SPECIALW_AD_PROBE = 3313, SPECIALW_AD_VAMPIRE = 3314, SPECIALW_AD_AEGIS = 3315, SPECIALW_AD_MIMIC = 3316, SPECIALW_AD_GRAVWELL = 3318, SPECIALW_AD_REPELLCLOUD = 3317, SPECIALW_AD_EXPLORAM = 3320, SPECIALW_AD_REPULSOR = 3319, SPECIALW_AD_SYNTHESIS = 3321, SPECIALW_AD_DISRUPTOR = 3322, SPECIALW_AD_SHROUD = 3323, SPECIALW_AD_DESTABILIZE = 3324, SPECIALW_AD_AUGERRAY = 3325, SPECIALW_AD_CLOAKS = 3326, BUTTON_FORMFLEET = 3327, BUTTON_DISBANDFLEET = 3328, BUTTON_REPAIRFLEET = 3329, BUTTON_RESUPPLYFLEET = 3330, BUTTON_TRANSFER = 3331, BUTTON_ASSAULT = 3332, }; enum BUILD_TEXT { NOBUILDTEXT = 0, RESEARCH_REQUIRED = 503, REFINERY_REQUIRED = 504, BALLISTICSLAB_REQUIRED = 595, OUTPOST_REQUIRED = 596, TENDER_REQUIRED = 597, ADVHULL_REQUIRED = 598, HVYSHIPYARD_REQUIRED = 603, HANGER_REQUIRED = 599, ACADEMY_REQUIRED = 600, AWSLAB_REQUIRED = 601, HQ_REQUIRED = 602, DISPLACEMENTLAB_REQUIRED = 605, PROPULSION_REQUIRED = 604, LIGHTSHIPYARD_REQUIRED = 626, COCOON_REQUIRED = 627, COLLECTOR_REQUIRED = 628, WARLORDTRAINING_REQUIRED = 629, THRIPID_REQUIRED = 630, NIAD_REQUIRED = 631, CARRIONROOST_REQUIRED = 632, MUTATIONCOLONY_REQUIRED = 633, ACROPOLIS_REQUIRED = 636, OXIDATOR_REQUIRED = 637, PAVILION_REQUIRED = 638, BUNKER_REQUIRED = 639, SENTINELTOWER_REQUIRED = 640, GREATERPAVILION_REQUIRED = 641, CITADEL_REQUIRED = 642, XENOCHAMBER_REQUIRED = 643, MUNITIONSANNEX_REQUIRED = 644, PROTEUS_REQUIRED = 651, TURBINEDOCK_REQUIRED = 652, TALOREANMATRIX_REQUIRED = 698, PLANTATION_REQUIRED = 699, GRCOLLECTOR_REQUIRED = 706, BLASTFURNACE_REQUIRED = 707, EYESTALK_REQUIRED = 708, EXPLOSIVE_REQUIRED = 709, DISSECT_REQUIRED = 710, BIOFORGE_REQUIRED = 711, FUSIONMILL_REQUIRED = 712, CARAPACEPLANT_REQUIRED = 713, HYBRIDCENTER_REQUIRED = 714, AWSPROP_REQUIRED = 716, ACADEMYDISPPROP_REQUIRED = 717, SUPPLY_REQUIRED = 718, SENSORTOWER_REQUIRED = 719, COLLECT_PLANT_REQUIRED = 720, BIO_CARR_DIS_REQUIRED = 721, EUTRO_OXI_REQUIRED = 722, GRPAV_HEL_REQUIRED = 723, MUN_TURB_REQUIRED = 724, MUN_TURB_XENO_REQUIRED = 725, GRPAV_PROT_REQUIRED = 726, REPAIR_REQUIRED = 756, LASER_REQUIRED = 757, TERRANJUMP_REQUIRED = 758, FAB_REQUIRED = 761, SUPSHIP_REQUIRED = 762, HARVESTER_REQUIRED = 763, CORVETTE_REQUIRED = 764, MISSILECRUISER_REQUIRED = 765, INFILTRATOR_REQUIRED = 766, TROOPSHIP_REQUIRED = 767, BATTLESHIP_REQUIRED = 768, FLEETCARRIER_REQUIRED = 769, LANCERCRUISER_REQUIRED = 770, DREADNOUGHT_REQUIRED = 771, MANTISJUMP_REQUIRED = 772, PLASMASPITTER_REQUIRED = 773, PLASMAHIVE_REQUIRED = 774, VORAAKCANNON_REQUIRED = 775, WEAVER_REQUIRED = 776, ZORAP_REQUIRED = 777, SIPHON_REQUIRED = 778, SCOUTCARRIER_REQUIRED = 779, FRIGATE_REQUIRED = 780, KHAMIR_REQUIRED = 781, HIVECARRIER_REQUIRED = 782, SEEKER_REQUIRED = 783, SCARAB_REQUIRED = 784, LEECH_REQUIRED = 785, TIAMAT_REQUIRED = 786, SPINELAYER_REQUIRED = 787, EUTROMILL_REQUIRED = 788, CELJUMPGATE_REQUIRED = 789, ANVIL_REQUIRED = 790, HELIONVEIL_REQUIRED = 791, ESPCOIL_REQUIRED = 792, HYDROFOIL_REQUIRED = 793, STARBURST_REQUIRED = 794, PORTAL_REQUIRED = 795, FORGER_REQUIRED = 796, STRATUM_REQUIRED = 797, GALIOT_REQUIRED = 798, TAOS_REQUIRED = 799, POLARIS_REQUIRED = 800, ORACLE_REQUIRED = 801, LEGIONNAIRE_REQUIRED = 802, AURORA_REQUIRED = 803, ATLAS_REQUIRED = 804, TRIREME_REQUIRED = 805, MONOLITH_REQUIRED = 806, ION_REQUIRED = 760, SPACE_REQUIRED = 759 }; enum BUILDINFO { NOBUILDINFO = 3001, BUILD_CORVETTE = 3005, BUILD_MISSILECRUISER = 3006, BUILD_LSAT = 3007, BUILD_TANKER = 3008, BUILD_TROOPSHIP = 3009, BUILD_FLEETCARRIER = 3014, BUILD_BATTLESHIP = 3015, BUILD_SPACESTATION = 3016, BUILD_DREADNOUGHT = 3017, BUILD_INFILTRATOR = 3018, BUILD_LANCERCRUISER = 3019, BUILD_SUPPLYSHIP = 3020, BUILD_FABRICATOR = 3021, BUILD_ADVFABRICATOR = 3022, BUILD_FLEETADMIRAL = 3023, BUILD_SUPPLYDEPOT = 3024, BUILD_OUTPOST = 3025, BUILD_LASERTURRET = 3026, BUILD_NAVALACADEMY = 3027, BUILD_MRSENSOR = 3028, BUILD_ADVHULL = 3029, BUILD_PROBLAB = 3030, BUILD_REPAIRDEPOT = 3031, BUILD_HEAVYIND = 3032, BUILD_AWSLAB = 3033, BUILD_DEFENSEBATTERY = 3034, BUILD_LRSENSOR = 3035, BUILD_LOGISTICS = 3036, BUILD_NANOMETAL = 3037, BUILD_TECHIND = 3038, BUILD_FORCEWAVE = 3039, BUILD_REFINERY = 3010, BUILD_LIGHTIND = 3011, BUILD_HQ = 3041, BUILD_BALLISTICSLAB = 3042, BUILD_TENDER = 3043, BUILD_HANGER = 3044, BUILD_SENSORTOWER = 3045, BUILD_DISPLACEMENTLAB = 3046, BUILD_IONCANNON = 3047, BUILD_HVYREFINERY = 3048, BUILD_COCOON = 3049, BUILD_COLLECTOR = 3050, BUILD_GRCOLLECTOR = 3051, BUILD_JUMPGATE = 3052, BUILD_WARLORD = 3053, BUILD_THRIPID = 3054, BUILD_NIAD = 3055, BUILD_PLANTATION = 3056, BUILD_DISSECTION = 3057, BUILD_BLASTFURNACE = 3058, BUILD_EXPLORANGE = 3059, BUILD_EYESTALK = 3060, BUILD_MUTATION = 3061, BUILD_BIOFORGE = 3062, BUILD_FUSIONMILL = 3063, BUILD_CARAPACE = 3064, BUILD_HYBRID = 3065, BUILD_CARRIONROOST = 3066, BUILD_PLASMASPITTER = 3067, BUILD_PLASMAHIVE = 3068, BUILD_VORAAK = 3069, BUILD_WEEVER = 3070, BUILD_ZORAP = 3071, BUILD_SIPHON = 3072, BUILD_FRIGATE = 3073, BUILD_SCOUTCARRIER = 3074, BUILD_LEECH = 3077, BUILD_KHAMIR = 3075, BUILD_SPINELAYER = 3076, BUILD_HIVECARRIER = 3078, BUILD_SCARAB = 3079, BUILD_TIAMAT = 3080, BUILD_SEEKER = 3176, BUILD_ACROPOLIS = 3213, BUILD_OXIDATOR = 3214, BUILD_SENTINEL = 3215, BUILD_PAVILION = 3216, BUILD_BUNKER = 3217, BUILD_HELION = 3218, BUILD_ESPCOIL = 3219, BUILD_CITADEL = 3220, BUILD_EUTROMIL = 3221, BUILD_GRPAVILION = 3222, BUILD_PROTEUS = 3223, BUILD_XENOCHAMBER = 3224, BUILD_MUNITIONS = 3225, BUILD_ANVIL = 3226, BUILD_TURBINE = 3227, BUILD_HYDROFOIL = 3228, BUILD_MATRIX = 3229, BUILD_STARBURST = 3230, BUILD_PORTAL = 3231, BUILD_FORGER = 3233, BUILD_STRATUM = 3234, BUILD_GALIOT = 3235, BUILD_TAOS = 3232, BUILD_ORACLE = 3236, BUILD_AURORA = 3237, BUILD_LEGIONAIRE = 3238, BUILD_POLARIS = 3239, BUILD_ATLAS = 3240, BUILD_TRIREME = 3241, BUILD_MONOLITH = 3242, }; enum RESEARCH_TEXT { NORESEARCHTEXT = 0, RES_MC = 505, RES_LSAT = 506, RES_MCCLOAK = 507, RES_TROOPSHIP1 = 508, RES_TROOPSHIP2 = 727, RES_TROOPSHIP3 = 728, RES_ENGINE1 = 509, RES_ENGINE2 = 510, RES_ENGINE3 = 511, RES_ENGINE4 = 512, RES_ENGINE5 = 677, RES_BATTLESHIP = 513, RES_BATTLECHARGES = 514, RES_DREADNOUGHT = 515, RES_DREADSHIELD = 516, RES_FCPROBE = 517, RES_SPACESTATION = 518, RES_SUPPLYSHIP = 519, RES_HULL1 = 520, RES_HULL2 = 521, RES_HULL3 = 522, RES_HULL4 = 523, RES_HULL5 = 682, RES_WEAPON1 = 524, RES_WEAPON2 = 525, RES_WEAPON3 = 526, RES_WEAPON4 = 527, RES_WEAPON5 = 681, RES_LANCER = 528, RES_LANCERARC = 529, RES_SUPPLY1 = 530, RES_SUPPLY2 = 531, RES_SUPPLY3 = 532, RES_SUPPLY4 = 533, RES_SUPPLY5 = 679, RES_SHIELD1 = 534, RES_SHIELD2 = 535, RES_SHIELD3 = 536, RES_SHIELD4 = 537, RES_SHIELD5 = 680, RES_HARVESTER1 = 561, RES_HARVESTER2 = 562, RES_REPAIR = 563, RES_MISSILE1 = 564, RES_MISSILE2 = 565, RES_FLEET1 = 566, RES_FLEET2 = 567, RES_FLEET3 = 568, RES_FLEET4 = 569, RES_FLEET5 = 678, RES_SENSOR1 = 570, RES_SENSOR2 = 571, RES_SENSOR3 = 572, RES_SENSOR4 = 573, RES_SENSOR5 = 578, RES_FIGHTER1 = 574, RES_FIGHTER2 = 575, RES_FIGHTER3 = 576, RES_FIGHTER4 = 577, RES_FIGHTER5 = 609, RES_TENDER1 = 542, RES_TENDER2 = 608, RES_EXPLORAM1 = 610, RES_EXPLORAM2 = 611, RES_CAMO = 612, RES_REPELLCLOUD = 613, RES_GRAVWELL = 614, RES_BOMBER = 615, RES_MUTATIONCOLONY = 616, RES_WARLORDTRAINING = 617, RES_EXPLOSIVESRANGE = 618, RES_NIAD = 619, RES_FUSIONMILL = 620, RES_CARAPACE = 621, RES_DISSECTION = 625, RES_HYBRID = 622, RES_VORAAK = 624, RES_PLASMAHIVE = 623, RES_HEAVYREFINERY = 634, RES_SUPERHVYREFINERY= 635, RES_SYNTHESIS = 645, RES_COLLECTIVE = 646, RES_MASSDISRUPTOR = 647, RES_ECLIPSETORPEDO = 648, RES_DESTABILIZER = 649, RES_REPULSERBEAM = 650, RES_SIPHON1 = 658, RES_SIPHON2 = 659, RES_SIPHON3 = 663, RES_PLANTATION1 = 660, RES_PLANTATION2 = 661, RES_PLANTATION3 = 662, RES_ORE1 = 664, RES_ORE2 = 665, RES_ORE3 = 666, RES_GAS1 = 667, RES_GAS2 = 668, RES_GAS3 = 669, RES_GALIOT1 = 683, RES_GALIOT2 = 684, RES_EUTROMIL1 = 685, RES_EUTROMIL2 = 686, RES_LEGIONAIRE1 = 694, RES_LEGIONAIRE2 = 695, RES_LEGIONAIRE3 = 696, RES_LEGIONAIRE4 = 697, RES_AURORACLOAK = 701, RES_TRACTOR = 702, RES_T_HALSEY = 396, RES_T_HAWKES = 397, RES_T_BENSON = 398, RES_T_SMIRNOFF = 399, RES_T_STEELE = 401, RES_T_TAKAI = 670, RES_M_MORDELLA = 671, RES_M_AZKAR = 672, RES_M_VERLAK = 673, RES_M_KERTAK = 674, RES_M_THRIPID = 675, RES_M_MALKOR = 676, RES_S_BLANUS = 687, RES_S_ELAN = 688, RES_S_VIVAC = 689, RES_S_JOULE = 690, RES_S_PROCY = 691, RES_S_NATUS = 692, RES_GRCOLLECTOR = 715, RES_LEECH1 = 729, RES_LEECH2 = 730, RES_CMISSILE1 = 814, RES_CMISSILE2 = 815 }; enum RESEARCHINFO { NORESEARCHINFO = 3002, UPGRADE_TENDER1 = 3110, UPGRADE_TENDER2 = 3111, UPGRADE_SUPPLY1 = 3112, UPGRADE_SUPPLY2 = 3113, UPGRADE_SUPPLY3 = 3171, UPGRADE_SUPPLY4 = 3172, UPGRADE_SUPPLY5 = 3173, UPGRADE_SENSOR1 = 3115, UPGRADE_SENSOR2 = 3116, UPGRADE_SENSOR3 = 3119, UPGRADE_SENSOR4 = 3120, UPGRADE_SENSOR5 = 3208, UPGRADE_WEAPON1 = 3130, UPGRADE_WEAPON2 = 3131, UPGRADE_WEAPON3 = 3132, UPGRADE_WEAPON4 = 3133, UPGRADE_WEAPON5 = 3201, UPGRADE_HARVESTER1 = 3134, UPGRADE_HARVESTER2 = 3135, UPGRADE_TROOPSHIP1 = 3136, UPGRADE_TROOPSHIP2 = 3137, UPGRADE_TROOPSHIP3 = 3138, UPGRADE_FLEET1 = 3139, UPGRADE_FLEET2 = 3140, UPGRADE_FLEET3 = 3141, UPGRADE_FLEET4 = 3142, UPGRADE_FLEET5 = 3203, UPGRADE_MISSILE1 = 3143, UPGRADE_MISSILE2 = 3144, UPGRADE_HULL1 = 3145, UPGRADE_HULL2 = 3146, UPGRADE_HULL3 = 3147, UPGRADE_HULL4 = 3148, UPGRADE_HULL5 = 3200, UPGRADE_SHIELD1 = 3149, UPGRADE_SHIELD2 = 3150, UPGRADE_SHIELD3 = 3151, UPGRADE_SHIELD4 = 3152, UPGRADE_SHIELD5 = 3202, UPGRADE_ENGINE1 = 3153, UPGRADE_ENGINE2 = 3154, UPGRADE_ENGINE3 = 3155, UPGRADE_ENGINE4 = 3156, UPGRADE_ENGINE5 = 3199, UPGRADE_FIGHTER1 = 3157, UPGRADE_FIGHTER2 = 3158, UPGRADE_FIGHTER3 = 3159, UPGRADE_FIGHTER4 = 3169, UPGRADE_FIGHTER5 = 3170, SPECIAL_CLOAK = 3160, SPECIAL_TEMPEST = 3161, SPECIAL_PROBE = 3162, SPECIAL_VAMPIRE = 3163, SPECIAL_AEGIS = 3164, UPGRADE_ORE1 = 3165, UPGRADE_ORE2 = 3166, UPGRADE_ORE3 = 3174, UPGRADE_GAS1 = 3167, UPGRADE_GAS2 = 3168, UPGRADE_GAS3 = 3175, UPGRADE_SIPHON1 = 3177, UPGRADE_SIPHON2 = 3178, UPGRADE_SIPHON3 = 3188, UPGRADE_PLANTATION1 = 3179, UPGRADE_PLANTATION2 = 3180, UPGRADE_PLANTATION3 = 3181, UPGRADE_EXPLORAM1 = 3182, UPGRADE_EXPLORAM2 = 3183, SPECIAL_MIMIC = 3184, SPECIAL_REPELLCLOUD = 3185, SPECIAL_GRAVWELL = 3186, SPECIAL_REPULSEBEAM = 3187, EVOLUTION_GRCOLLECTOR = 3189, EVOLUTION_EXPLORANGE = 3191, EVOLUTION_MUTACOLONY = 3192, EVOLUTION_FUSIONMILL = 3193, EVOLUTION_CARAPACE = 3194, EVOLUTION_HYBRID = 3195, EVOLUTION_PLASMAHIVE = 3196, EVOLUTION_VORAAK = 3197, EVOLUTION_NIAD = 3190, UPGRADE_REPAIR = 3198, UPGRADE_GALIOT1 = 3204, UPGRADE_GALIOT2 = 3205, UPGRADE_EUTROMIL1 = 3206, UPGRADE_EUTROMIL2 = 3207, UPGRADE_LEGIONAIRE1 = 3209, UPGRADE_LEGIONAIRE2 = 3210, UPGRADE_LEGIONAIRE3 = 3211, UPGRADE_LEGIONAIRE4 = 3212, SPECIAL_SYNTHESIS = 3243, SPECIAL_DISRUPTOR = 3244, SPECIAL_AURORACLOAK = 3245, SPECIAL_DESTABILIZE = 3246, SPECIAL_TRACTORBEAM = 3247, ADMIRAL_HALSEY = 3248, ADMIRAL_HAWKES = 3249, ADMIRAL_BENSON = 3250, ADMIRAL_STEELE = 3252, ADMIRAL_SMIRNOFF = 3251, ADMIRAL_TAKAI = 3253, ADMIRAL_MORDELLA = 3254, ADMIRAL_AZKAR = 3255, ADMIRAL_VERLAK = 3256, ADMIRAL_KERTAK = 3257, ADMIRAL_THRIPID = 3258, ADMIRAL_MALKOR = 3259, ADMIRAL_BLANUS = 3260, ADMIRAL_ELAN = 3261, ADMIRAL_VIVAC = 3262, ADMIRAL_JOULE = 3263, ADMIRAL_PROCYO = 3264, ADMIRAL_NATUS = 3265, UPGRADE_LEECH1 = 3266, UPGRADE_LEECH2 = 3267, UPGRADE_CWEAPON1 = 3277, UPGRADE_CWEAPON2 = 3278, UPGRADE_CWEAPON3 = 3279, UPGRADE_CWEAPON4 = 3280, UPGRADE_CWEAPON5 = 3281, UPGRADE_CSUPPLY1 = 3287, UPGRADE_CSUPPLY2 = 3288, UPGRADE_CSUPPLY3 = 3289, UPGRADE_CSUPPLY4 = 3290, UPGRADE_CSUPPLY5 = 3291, UPGRADE_CORE1 = 3282, UPGRADE_CORE2 = 3283, UPGRADE_CORE3 = 3304, UPGRADE_CGAS1 = 3284, UPGRADE_CGAS2 = 3285, UPGRADE_CGAS3 = 3305, UPGRADE_CMISSILE1 = 3275, UPGRADE_CMISSILE2 = 3276, UPGRADE_MWEAPON1 = 3293, UPGRADE_MWEAPON2 = 3294, UPGRADE_MWEAPON3 = 3295, UPGRADE_MFIGHTER1 = 3296, UPGRADE_MFIGHTER2 = 3297, UPGRADE_MFIGHTER3 = 3298, UPGRADE_MFIGHTER4 = 3299, UPGRADE_MFIGHTER5 = 3300, UPGRADE_MSUPPLY1 = 3301, UPGRADE_MSUPPLY2 = 3302, UPGRADE_MSUPPLY3 = 3303 }; enum MULTIBUTTONINFO { NO_MULTI_INFO = 0, TEST_MULTI_INFO = 3303, STATIC_HALSEY = 3248, STATIC_HAWKES = 3249, STATIC_BENSON = 3250, STATIC_SMIRNOFF = 3251, STATIC_STEELE = 3252, STATIC_TAKAI = 3253, STATIC_MORDELLA = 3254, STATIC_AZKAR = 3255, STATIC_VERLAK = 3256, STATIC_KERTAK = 3257, STATIC_THRIPID = 3258, STATIC_MALKOR = 3259, STATIC_BLANUS = 3260, STATIC_ELAN = 3261, STATIC_VIVAC = 3262, STATIC_JOULE = 3263, STATIC_PROCYO = 3264, STATIC_NATUS = 3265 }; } struct GT_HOTBUTTON : GENBASE_DATA { HOTBUTTONTYPE::TYPE buttonType; char fontType[32]; struct _textColor { U8 red,green,blue; }textColor; }; struct HOTBUTTON_DATA { U32 baseImage; S32 xOrigin, yOrigin; HBTNTXT::BUTTON_TEXT buttonText; HBTNTXT::HOTBUTTONINFO buttonInfo; HBTNTXT::HOTBUTTONHINT buttonHint; HOTKEYS::HOTKEY hotkey; bool bDisabled; }; struct BUILDBUTTON_DATA { U32 baseImage; U32 noMoneyImage; S32 xOrigin, yOrigin; char rtArchetype[32]; SINGLE_TECHNODE techDependency, techGreyed; HBTNTXT::BUILD_TEXT greyedTooltip; HBTNTXT::BUILDINFO buildInfo; HOTKEYS::HOTKEY hotkey; bool bDisabled; }; struct RESEARCHBUTTON_DATA { U32 baseImage; U32 noMoneyImage; S32 xOrigin, yOrigin; char rtArchetype[32]; HBTNTXT::RESEARCH_TEXT tooltip; HBTNTXT::RESEARCHINFO researchInfo; HOTKEYS::HOTKEY hotkey; bool bDisabled; }; struct MULTIHOTBUTTON_DATA { S32 xOrigin, yOrigin; HOTKEYS::HOTKEY hotkey; bool bSingleShape; bool bDisabled; }; namespace TABTXT { enum TAB_TEXT { NO_TAB_TEXT=0, PLAYER = 1901, GRAPHICS = 1902, SOUNDS = 1903, TOTALS = 1904, UNITS = 1905, BUILDINGS = 1906, TERRITORY = 1907, RESOURCES = 1908 }; } struct GT_TABCONTROL : GENBASE_DATA { struct COLOR { unsigned char red, green, blue; } normalColor, hiliteColor, selectedColor; }; struct TABCONTROL_DATA { char tabControlType[32]; char hotButtonType[32]; int iBaseImage; int numTabs; TABTXT::TAB_TEXT textID[6]; bool bUpperTabs; int xpos; int ypos; }; struct GT_LISTBOX : GENBASE_DATA { char fontName[32]; struct COLOR { unsigned char red, green, blue; } disabledText, normalText, highlightText, selectedText, selectedTextGrayed; char shapeFile[32]; char scrollBarType[32]; }; struct LISTBOX_DATA { char listboxType[32]; S32 xOrigin, yOrigin; RECT textArea; U32 leadingHeight; bool bStatic:1; bool bSingleClick:1; bool bScrollbar:1; bool bSolidBackground:1; bool bNoBorder:1; bool bDisableMouseSelect:1; }; namespace EDTXT { enum EDIT_TEXT { NONE=0, ETXT_TEST = 1101, IP_ADDRESS_DEFAULT = 1110 }; } struct GT_EDIT : GENBASE_DATA { char fontName[32]; struct COLOR { unsigned char red, green, blue; } disabledText, normalText, highlightText, selectedText, caret; char shapeFile[32]; S32 justify; S32 width; S32 height; }; struct EDIT_DATA { char editType[32]; EDTXT::EDIT_TEXT editText; S32 xOrigin, yOrigin; }; struct GT_DROPDOWN : GENBASE_DATA { }; struct DROPDOWN_DATA { char dropdownType[32]; RECT screenRect; BUTTON_DATA buttonData; LISTBOX_DATA listboxData; }; struct GT_COMBOBOX : GENBASE_DATA { }; struct COMBOBOX_DATA { char comboboxType[32]; RECT screenRect; EDIT_DATA editData; BUTTON_DATA buttonData; LISTBOX_DATA listboxData; }; struct GT_SLIDER : GENBASE_DATA { struct COLOR { unsigned char red, green, blue; } disabledColor, normalColor, highlightColor, alertColor; bool bVertical; U32 indent; char shapeFile[32]; }; struct SLIDER_DATA { char sliderType[32]; RECT screenRect; S32 xOrigin, yOrigin; }; struct GT_MENU1 { struct OPENING { RECT screenRect; STATIC_DATA background; BUTTON_DATA single, multi, intro, options, help, quit; STATIC_DATA staticSingle, staticMulti, staticIntro, staticOptions, staticHelp; ANIMATE_DATA animMedia, animSingle, animMulti, animOptions, animQuestion; STATIC_DATA staticLegal; } opening; struct SINGLEPLAYER_MENU { RECT screenRect; STATIC_DATA background, staticSingle, staticName; BUTTON_DATA buttonCampaign, buttonSkirmish, buttonLoad, buttonQBLoad; BUTTON_DATA buttonBack; } singlePlayerMenu; struct SELECT_CAMPAIGN { RECT screenRect; STATIC_DATA background, title; STATIC_DATA staticName; BUTTON_DATA buttonTerran, buttonMantis, buttonSolarian; BUTTON_DATA buttonBack; } selectCampaign; struct SELECT_MISSION { RECT screenRect; STATIC_DATA background, title; LISTBOX_DATA list; BUTTON_DATA start, ok, cancel; BUTTON_DATA buttonUnlock; STATIC_DATA staticMission, staticHolder; BUTTON_DATA buttonMissions[16]; BUTTON_DATA buttonMovies[6]; BUTTON_DATA buttonBack; STATIC_DATA staticMovie, staticMissionTitle; ANIMATE_DATA animSystem; int nLineFrom[16]; int nMoiveBeforeMission[6]; } selectMission; struct NET_CONNECTIONS { RECT screenRect; STATIC_DATA background, description; LISTBOX_DATA list; BUTTON_DATA next, back; STATIC_DATA staticTitle; BUTTON_DATA buttonZone; BUTTON_DATA buttonWeb; } netConnections; struct IP_ADDRESS { RECT screenRect; STATIC_DATA background, description; STATIC_DATA enterIP, enterName; STATIC_DATA staticName; STATIC_DATA staticJoin, staticCreate; BUTTON_DATA checkJoin, checkCreate; BUTTON_DATA next, back; COMBOBOX_DATA comboboxIP; } ipAddress; struct GAME_ZONE { RECT screenRect; STATIC_DATA description; } gameZone; struct NET_SESSIONS2 { RECT screenRect; STATIC_DATA background, description, version; STATIC_DATA title; LISTBOX_DATA list; BUTTON_DATA next, back; STATIC_DATA staticGame, staticPlayers, staticSpeed, staticMap, staticResources; } netSessions2; struct MSHELL { RECT screenRect; STATIC_DATA background; STATIC_DATA title; STATIC_DATA enterChat; STATIC_DATA ipaddress; LISTBOX_DATA listChat; EDIT_DATA editChat; } mshell; struct MAP { RECT screenRect; BUTTON_DATA mapType; STATIC_DATA staticGameType, staticSpeed, staticMoney, staticUnits; STATIC_DATA staticMapType, staticSize, staticTerrain; STATIC_DATA staticVisibility, staticBandwidth; DROPDOWN_DATA dropGameType, dropSpeed, dropMoney; DROPDOWN_DATA dropSize, dropTerrain, dropUnits; DROPDOWN_DATA dropVisibility, bandWidthOption; SLIDER_DATA sliderSpeed; SLIDER_DATA sliderCmdPoints; STATIC_DATA staticSpectator, staticDiplomacy; BUTTON_DATA pushSpectator, pushDiplomacy; STATIC_DATA staticDifficulty, staticEasy, staticAverage, staticHard; BUTTON_DATA pushEasy, pushAverage, pushHard; STATIC_DATA staticLockSettings; BUTTON_DATA pushLockSettings; STATIC_DATA staticSystems; DROPDOWN_DATA dropSystems; STATIC_DATA staticCmdPoints; STATIC_DATA staticCmdPointsDisplay; } map; struct SLOTS { RECT screenRect; DROPDOWN_DATA dropSlots[8]; DROPDOWN_DATA dropTeams[8]; DROPDOWN_DATA dropRaces[8]; DROPDOWN_DATA dropPlayers[8]; STATIC_DATA staticNames[8]; STATIC_DATA staticPings[8]; M_STRINGW terranComputerNames[8]; M_STRINGW mantisComputerNames[8]; M_STRINGW solarianComputerNames[8]; } slots; struct FINAL { RECT screenRect; STATIC_DATA staticState, staticName, staticColor, staticRace, staticTeam, staticPing; STATIC_DATA description; STATIC_DATA staticAccept; BUTTON_DATA accept, start, cancel; STATIC_DATA staticCountdown; } final; struct HELPMENU { RECT screenRect; STATIC_DATA background, title; STATIC_DATA staticConquest, staticVersion, staticNumber; BUTTON_DATA buttonOk; STATIC_DATA staticProductID, staticProductNumber; STATIC_DATA staticLegal; BUTTON_DATA buttonCredits; } helpMenu; struct DEVICEMENU { RECT screenRect; STATIC_DATA staticBackground, staticTitle; STATIC_DATA staticPickDevice; LISTBOX_DATA listDevices; BUTTON_DATA buttonOk; } deviceMenu; }; struct GT_MAPSELECT { RECT screenRect; STATIC_DATA staticBackground, staticTitle; STATIC_DATA staticRandom, staticSupplied, staticSaved; LISTBOX_DATA listRandom, listSupplied, listSaved; BUTTON_DATA buttonOk, buttonCancel; }; struct GT_NEWPLAYER { RECT screenRect; STATIC_DATA background, title, staticHeading; EDIT_DATA edit; BUTTON_DATA ok, cancel; }; struct BASE_ANIMNUGGET_SAVELOAD { U16 supplyPointsMax; U16 supplies; U8 shadowVisibilityFlags; U8 harvestCount; bool bDepleted:1; bool deleteOK:1; bool bUnregistered:1; bool bRealized:1; U8 systemID; U16 shadowSupplies[8]; U32 processID; U32 deathOp; SINGLE lifeTimeRemaining; U32 dwMissionID; Vector position; }; struct BASE_NUGGET_SAVELOAD { U32 processID; U8 harvestCount; U32 lifeTimeTicks; }; struct NUGGET_SAVELOAD : BASE_NUGGET_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; enum M_NUGGET_TYPE { M_GAS_NUGGETS, M_METAL_NUGGET, M_SCRAP_NUGGET, M_HYADES_NUGGET }; struct BT_NUGGET_DATA : BASIC_DATA { char nugget_anim2D[32]; char nugget_mesh[32]; S32 animSizeSmallMax; S32 animSizeMax; S32 animSizeMin; struct _color { U8 redHi; U8 greenHi; U8 blueHi; U8 redLo; U8 greenLo; U8 blueLo; U8 alphaIn; U8 alphaOut; }color; bool bOriented; bool zRender; M_RESOURCE_TYPE resType; M_NUGGET_TYPE nuggetType; U32 maxSupplies; }; namespace PRG_STTXT { enum PROGRESS_STATIC_TEXT { NO_STATIC_TEXT=0, TEST = 1101, PLAYER_NAME = 1401, IP_ADDRESS = 1402, SESSION_NAME = 1404, CONFIRM_QUIT = 1406, TITLE_SELECT_GAME = 1407, PLAYER = 1408, SESSION = 1409, ENTER_TEAM = 1412, ENTER_RACE = 1410, ENTER_COLOR = 1411, SELECTED_MAP = 1414, CHATBOX = 1415, GAME_PAUSED = 1416, INGAME_TITLE = 1417, OPTIONS = 1418, GAMETYPE = 1419, GAMESPEED = 1420, CURSOR_SENSITIVITY = 1463, ARTIFACTS = 1421, MONEY = 1422, RESEARCH = 1423, MAPTYPE = 1424, MAPFILE = 1451, MAPSIZE = 1425, TERRAIN = 1426, STATIC_RESOURCES = 1427, WARNBOOT = 1329, SOLOGAME = 1332, LOADGAME = 1431, SAVEGAME = 1432, FILENAME = 1433, FLEET_SIZE = 1434, SKILL = 1435, BONUS = 1436, DUMMY_MONEY = 10001, DUMMY_NAME = 10002, SHIPCLASS = 1440, HULL = 1441, SUPPLIES = 1442, ARMOR = 1443, ENGINES = 1444, WEAPONS = 1445, SHIELDS = 1446, KILLS = 1447, UNITS = 1449, INGAME_CHAT = 1450, MISSION_OBJECTIVES = 1128, END_MISSION = 1129, SCOREBOARD = 1452, SCORE = 1453, VOLUME = 1403, MUSIC = 1454, EFFECTS = 1455, COMMS = 1456, NETCHAT = 1457, TOOLTIPS = 1458, STATUS_TEXT = 1459, FOGOFWAR = 1460, MAPROTATE = 1461, ROLLOVER = 1462, SLOW = 1625, FAST = 1627, GAMMA = 1465, WEAPON_TRAILS = 1466, EMMISIVE_TEXTURES = 1467, LOD = 1468, TEXTURES = 1469, BACKGROUND = 1470, DEVICES = 1464, ENTER_NAME = 1472, CAMP_SELECT = 1473, SINGLE_PLAYER = 1102, MULTI_PLAYER = 1103, FRONT_OPTIONS = 1104, SKIRMISH = 1474, INTRO = 1475, SELECT_MISSION = 1058, RIGHTCLICK = 1476, JOIN = 1108, CREATE = 1109, ACCEPT = 1121, SCROLLRATE = 1488, QUIT = 1112, RESOLUTION = 1493, ENTER_STATE = 1494, PLAYER_LIST = 1495, PING = 1496, APP_NAME = 1, VERSION = 1428, HELP = 1497, NET_CONNECT = 1489, HARDWARE = 1492, GAME = 1498, SPEED = 1499, MAP = 1413, RESOURCES = 1471, TITLE_UNITS = 1528, TITLE_BUILDINGS = 1529, TITLE_RESOURCES = 1531, TITLE_TERRITORY = 1530, BRIEFING = 1165, VISIBILITY = 1504, DEVICE_CHOICE = 1505, SOFTWARE = 1506 }; } struct GT_PROGRESS_STATIC : GENBASE_DATA { char fontName[32]; struct COLOR { unsigned char red, green, blue; } normalText, overText, background, background2; char shapeFile[32]; enum drawtype { NODRAW, FILL, HASH } backgroundDraw; bool bBackdraw; }; struct PROGRESS_STATIC_DATA { char staticType[32]; PRG_STTXT::PROGRESS_STATIC_TEXT staticText; enum alignmenttype { LEFT, CENTER, RIGHT, TOPLEFT, } alignment; S32 xOrigin, yOrigin; S32 width, height; }; namespace HSTTXT { enum STATIC_TEXT { NOTEXT = 0, ENGINE = 1444, ARMOR = 1443, WEAPON = 1445, SHIELD = 1446, SENSOR = 1477, SUPPLY = 1478, TROOPSHIP = 1479, HARVESTER = 1480, TENDER = 1481, FIGHTER = 1482, FLEET = 1483, MISSLEPAK = 1484, RAM = 1485, LEECH = 1549, LEGIONAIRE = 1550, SIPHON = 1551, GALIOT = 1552, }; } struct GT_HOTSTATIC : GENBASE_DATA { char fontType[32]; }; struct HOTSTATIC_DATA { U32 baseImage; U32 numTechLevels; S32 xOrigin, yOrigin, width, height; S32 barStartX; U32 barSpacing; HSTTXT::STATIC_TEXT text; struct _color { U8 red,green,blue; }textColor; }; struct GT_SHIPSILBUTTON : GENBASE_DATA { SINGLE redYellowBreak; SINGLE yellowGreenBreak; }; struct SHIPSILBUTTON_DATA { S32 xOrigin, yOrigin; }; namespace ICONTXT { enum ICON_TOOLTIP { NO_TOOLTIP = 0, SYSTEM_INSUPPLY = 811, SYSTEM_OUTSUPPLY = 812 }; }; struct GT_ICON : GENBASE_DATA { }; struct ICON_DATA { U32 baseImage; S32 xOrigin, yOrigin; ICONTXT::ICON_TOOLTIP tooltip; }; struct GT_QUEUECONTROL : GENBASE_DATA { }; struct QUEUECONTROL_DATA { S32 xOrigin, yOrigin; S32 width, height; }; struct GT_TOOLBAR { char vfxShapeType[32]; char vfxToolBar[3][32]; RECT contextRect; RECT sysmapRect[3]; RECT sectorMapRect[3]; U32 topBarX,topBarY; struct COMMON { HOTBUTTON_DATA rotateLeft, returnDefaultView, rotateRight, minimize, restore, options, chat, go, starMap, exitSysMap, hpDiplomacy, hpResearch,hpFleetOfficer,hpIndustrial,hpIdleCivilian,missionObjectives; STATIC_DATA gas,metal,crew; STATIC_DATA commandPts,shipclass; ICON_DATA inSupply,notInSupply; } common[3]; struct NONE { STATIC_DATA nothing; } none; struct FABRICATOR { M_OBJCLASS type; HOTBUTTON_DATA sell,stop,repair; EDIT_DATA shipname; STATIC_DATA hull; TABCONTROL_DATA fabTab; struct TAB1 { BUILDBUTTON_DATA plat0,plat1,plat2,plat3,plat4,plat5,plat6,plat7,plat8,plat9,plat10,plat11,plat12,plat13,plat14,plat15; }basicTab; struct TAB2 { BUILDBUTTON_DATA plat16,plat17,plat18,plat19,plat20,plat21,plat22,plat23,plat24,plat25,plat26,plat27,plat28,plat29,plat30,plat31; }advancedTab; struct TAB4 { BUILDBUTTON_DATA plat32,plat33,plat34,plat35,plat36,plat37,plat38,plat39,plat40,plat41,plat42,plat43,plat44,plat45,plat46,plat47; }defenceTab; struct TAB3 { HOTSTATIC_DATA techarmor,techengine,techsheild,techsensors; }statisticsTab; } fabricator,M_Weaver,S_Forger; struct LINDUSTRIAL { M_OBJCLASS type; ICON_DATA inSupply,notInSupply; HOTBUTTON_DATA rally,stop; STATIC_DATA hull,metalStorage,gasStorage,crewStorage,location,disabledText; BUILDBUTTON_DATA build0,build1,build2,build3,build4,build5,build6,build7,build8,build9; QUEUECONTROL_DATA buildQueue; } lindustrial,hq,hindustrial, M_Cocoon,M_Niad,S_Acropolis,S_Pavilion, S_Sanctum,S_GreaterPavilion; struct GENERIC { M_OBJCLASS type; ICON_DATA inSupply,notInSupply; STATIC_DATA hull,supplies,location,disabledText; } turret; struct RESEARCH { M_OBJCLASS type; ICON_DATA inSupply,notInSupply; HOTBUTTON_DATA stop; STATIC_DATA hull,supplies,metalStorage,gasStorage,crewStorage,location,disabledText; RESEARCHBUTTON_DATA research0,research1,research2,research3,research4,research5,research6,research7,research8,research9; QUEUECONTROL_DATA buildQueue; } M_Plantation,proplab,ballistics,outpost,advHull,awsLab,lrsensor, hanger,weapons,displacement, M_BlastFurnace,M_ExplosivesRange,M_CarrionRoost,M_BioForge, M_FusionMill,M_CarpacePlant,M_HybridCenter,M_PlasmaSpitter, S_HelionVeil,S_XenoChamber,S_Anvil,S_MunitionsAnnex, M_EyeStock,M_MutationColony,S_TurbineDock,S_Bunker; struct BUILD_RES { M_OBJCLASS type; ICON_DATA inSupply,notInSupply; HOTBUTTON_DATA stop,rally; STATIC_DATA hull,metalStorage,gasStorage,crewStorage,location,disabledText; RESEARCHBUTTON_DATA research0,research1,research2,research3,research4,research5,research6,research7,research8,research9,research10,research11,research12,research13,research14,research15; BUILDBUTTON_DATA build0,build1,build2,build3,build4,build5; QUEUECONTROL_DATA buildQueue; }M_Thripid,academy,refinery,M_Collector,M_GreaterCollector, M_WarlordTraining,S_SentinalTower,S_Citidel,T_HeavyRefinery,T_SuperHeavyRefinery,S_Oxidator; struct FLEET { M_OBJCLASS type; HOTBUTTON_DATA escort,patrol,stop; HOTBUTTON_DATA tacticPeace,tacticStandGround, tacticDefend, tacticSeek; TABCONTROL_DATA fabTab; struct TAB1 { MULTIHOTBUTTON_DATA admiralHead; STATIC_DATA o_namearea,o_kills,o_hull; HOTBUTTON_DATA order1,order2,order3,order4,order5,order6; TABCONTROL_DATA weaponTab; struct W_TAB1 { HOTBUTTON_DATA terran0,terran1,terran2,terran3,terran4; }terranTab; struct W_TAB2 { HOTBUTTON_DATA mantis0,mantis1,mantis2,mantis3,mantis4; }mantisTab; struct W_TAB3 { HOTBUTTON_DATA solarian0,solarian1,solarian2,solarian3,solarian4,solarian5; }solarianTab; }orderTab; struct TAB2 { SHIPSILBUTTON_DATA ship0,ship1,ship2,ship3,ship4,ship5,ship6,ship7,ship8,ship9,ship10,ship11,ship12,ship13,ship14,ship15,ship16,ship17,ship18,ship19,ship20,ship21; }silTab; struct TAB3 { STATIC_DATA namearea,hull,kills; HOTSTATIC_DATA techarmor,techsupply,techengine,techsheild,techweapon,techsensors,techspecial; }statTab; } fleet[3]; struct WARTURRET { M_OBJCLASS type; ICON_DATA inSupply,notInSupply; STATIC_DATA hull,supplies,location; HOTBUTTON_DATA fighterStanceNormal,fighterStancePatrol; HOTSTATIC_DATA techarmor,techsupply,techsheild,techweapon,techsensors,techspecial; }WarTurret[3]; struct INDIVIDUAL { M_OBJCLASS type; HOTBUTTON_DATA patrol,stop,escort,stanceAttack,stanceDefend,stanceStand,stanceStop, supplyStanceAuto,supplyStanceNoAuto,supplyStanceResupplyOnly,cloak; HOTBUTTON_DATA fighterStanceNormal,fighterStancePatrol; MULTIHOTBUTTON_DATA specialweapon; EDIT_DATA namearea; STATIC_DATA hull,supplies,kills,metal,gas; HOTSTATIC_DATA techarmor,techsupply,techengine,techsheild,techweapon,techsensors,techspecial; } individual[3]; struct GROUP { M_OBJCLASS type; MULTIHOTBUTTON_DATA specialweapon; HOTBUTTON_DATA escort,patrol,stop,cloak; HOTBUTTON_DATA stanceAttack,stanceDefend,stanceStand,stanceStop, supplyStanceAuto,supplyStanceNoAuto,supplyStanceResupplyOnly; HOTBUTTON_DATA fighterStanceNormal,fighterStancePatrol; SHIPSILBUTTON_DATA ship0,ship1,ship2,ship3,ship4,ship5,ship6,ship7,ship8,ship9,ship10,ship11,ship12,ship13,ship14,ship15,ship16,ship17,ship18,ship19,ship20,ship21; } group[3]; }; struct GT_ADMIRALBAR { RECT screenRect; STATIC_DATA background; STATIC_DATA admiralKey; HOTBUTTON_DATA hotCreate, hotRepair, hotResupply, hotDisband, hotTransfer, hotAssault; char vfxType[32]; TABCONTROL_DATA tab; struct TAB1 { HOTBUTTON_DATA hotTerran[5]; } terranTab; struct TAB2 { HOTBUTTON_DATA hotMantis[6]; } mantisTab; struct TAB3 { HOTBUTTON_DATA hotSolarian[5]; } solarianTab; }; struct GT_BRIEFING { RECT screenRect; STATIC_DATA background, title; BUTTON_DATA start, replay, cancel; RECT rcTeletype; RECT rcComm[4]; ANIMATE_DATA animFuzz[4]; }; struct GT_MENUOBJECTIVES { RECT screenRect; STATIC_DATA background, staticObjectives, staticName; RECT rcTeletype; BUTTON_DATA buttonOk; BUTTON_DATA checkObjectives[9]; STATIC_DATA staticObjectiveArray[9]; }; struct GT_MESSAGEBOX { STATIC_DATA background, title; STATIC_DATA message; BUTTON_DATA ok, cancel; BUTTON_DATA okAlone; }; struct GT_MOVIESCREEN { RECT screenRect; }; struct GT_CREDITS { RECT screenRect; STATIC_DATA staticBackground; }; struct GT_PAUSE { RECT screenRect; STATIC_DATA staticTitle, staticDescription[8]; }; struct BT_FANCY_LAUNCH : BASE_LAUNCHER { char animation[32]; char hardpoint[64]; SINGLE animTime; SINGLE effectDuration; SFX::ID warmupSound; SINGLE_TECHNODE neededTech; bool bSpecialWeapon:1; bool bTargetRequired:1; bool bWormHole:1; UNIT_SPECIAL_ABILITY specialAbility; }; struct FANCY_LAUNCH_SAVELOAD { U32 dwTargetID; Vector targetPos; U32 attacking; SINGLE refireDelay; SINGLE currentRot; Vector offsetVector; }; struct BT_CLOAK_LAUNCHER : BASE_LAUNCHER { SINGLE cloakSupplyUse; SINGLE cloakShutoff; SINGLE_TECHNODE techNode; }; struct CLOAK_LAUNCHER_SAVELOAD { bool bCloakEnabled:1; bool bPrepareToggle:1; SINGLE cloakSupplyCount; }; struct BT_MULTICLOAK_LAUNCHER : BASE_LAUNCHER { SINGLE cloakSupplyUse; SINGLE cloakShutoff; SINGLE targetSupplyCostPerHull; SINGLE_TECHNODE techNode; }; struct MULTICLOAK_LAUNCHER_SAVELOAD { SINGLE cloakSupplyCount; U32 cloakTargetID; U32 decloakTime; bool bCloakingTarget:1; bool bCloakEnabled:1; bool bPrepareToggle:1; }; struct BT_PING_LAUNCHER : BASE_LAUNCHER { SINGLE_TECHNODE techNode; }; struct PING_LAUNCHER_SAVELOAD { }; struct BT_WORMHOLE_LAUNCHER : BASE_LAUNCHER { SINGLE_TECHNODE techNode; SINGLE damagePerSec; }; struct WORMHOLE_LAUNCHER_SAVELOAD { U32 numTargets; U32 targetsLeft; U32 targetIDs[21]; U32 workingID; SINGLE lastChanceTimer; GRIDVECTOR targetPos; U32 targetSystemID; enum _modes { WORM_IDLE, WORM_WAITING_FOR_SYNC, WORM_WORKING, WORM_DONE }mode; }; struct BT_TALORIAN_LAUNCHER : BASE_LAUNCHER { }; struct TALORIAN_LAUNCHER_SAVELOAD { U32 numTargets; U32 targetIDs[12]; bool bShildOn; }; struct GT_IGOPTIONS { RECT screenRect; STATIC_DATA background, title; BUTTON_DATA buttonSave, buttonLoad; BUTTON_DATA buttonOptions; BUTTON_DATA buttonRestart; BUTTON_DATA buttonResign; BUTTON_DATA buttonAbdicate; BUTTON_DATA buttonReturn; }; struct GT_OPTIONS { RECT screenRect; STATIC_DATA background, title; STATIC_DATA staticName; LISTBOX_DATA listNames; BUTTON_DATA buttonNew, buttonChange, buttonDelete; STATIC_DATA staticSound, staticMusic, staticComm, staticChat, staticSpeed, staticScroll, staticMouse; SLIDER_DATA sliderSound, sliderMusic, sliderComm, sliderChat, sliderSpeed, sliderScroll, sliderMouse; BUTTON_DATA pushSound, pushMusic, pushComm, pushChat; STATIC_DATA staticDInput; BUTTON_DATA pushDInput; STATIC_DATA staticStatus, staticRollover, staticSectorMap, staticRightClick, staticSubtitles; BUTTON_DATA pushStatus, pushRollover, pushSectorMap, pushRightClick, pushSubtitles; STATIC_DATA staticGamma, staticResolution; DROPDOWN_DATA dropResolution; SLIDER_DATA sliderGamma; STATIC_DATA staticShips3D, staticTrails, staticEmissive, staticDetail, staticDrawBack; BUTTON_DATA pushTrails, pushEmissive, pushDetail; SLIDER_DATA slideDrawBack, sliderShips3D; STATIC_DATA staticDevice; DROPDOWN_DATA dropDevice; STATIC_DATA static3DHardware; BUTTON_DATA push3DHardware; TABCONTROL_DATA tab; BUTTON_DATA buttonOk, buttonCancel; }; struct GT_DIPLOMACYMENU { RECT screenRect; STATIC_DATA background; STATIC_DATA staticTitle, staticName, staticRace, staticAllies, staticMetalTitle, staticGasTitle, staticCrewTitle; STATIC_DATA staticNames[7], staticRaces[7]; BUTTON_DATA buttonCrew[7], buttonMetal[7], buttonGas[7]; BUTTON_DATA buttonAllies[7]; STATIC_DATA staticCrew, staticMetal, staticGas; BUTTON_DATA buttonOk, buttonReset, buttonCancel, buttonApply; DIPLOMACYBUTTON_DATA diplomacyButtons[7]; }; struct GT_PLAYERCHATMENU { RECT screenRect; STATIC_DATA background; STATIC_DATA staticNames[7], staticRaces[7]; BUTTON_DATA checkNames[7]; BUTTON_DATA buttonAllies, buttonEnemies, buttonEveryone; LISTBOX_DATA listChat; EDIT_DATA editChat; BUTTON_DATA buttonClose; STATIC_DATA staticTitle; STATIC_DATA staticChat; }; struct GT_LOADSAVE { RECT screenRect; RECT screenRect2D; STATIC_DATA background, staticLoad, staticSave, staticFile; BUTTON_DATA open, save, cancel, deleteFile; EDIT_DATA editFile; LISTBOX_DATA list; }; struct GT_SYSTEM_KIT_SAVELOAD { RECT screenRect; STATIC_DATA background, staticLoad, staticSave, staticFile; BUTTON_DATA open, save, cancel; EDIT_DATA editFile; LISTBOX_DATA list; }; typedef U32 DPID; namespace CQGAMETYPES { enum DIFFICULTY { NODIFFICULTY, EASY, AVERAGE, HARD }; enum TYPE { HUMAN, COMPUTER }; enum COMP_CHALANGE { EASY_CH, AVERAGE_CH, HARD_CH, IMPOSIBLE_CH, NIGHTMARE_CH, }; enum STATE { OPEN, CLOSED, ACTIVE, READY }; enum RACE { NORACE, TERRAN, MANTIS, SOLARIAN, VYRIUM, }; enum COLOR { UNDEFINEDCOLOR, YELLOW, RED, BLUE, PINK, GREEN, ORANGE, PURPLE, AQUA }; enum TEAM { NOTEAM, _1, _2, _3, _4 }; struct SLOT { TYPE type:3; COMP_CHALANGE compChalange:4; STATE state:3; RACE race:4; COLOR color:5; TEAM team:4; U32 zoneSeat:3; DPID dpid; }; enum GAMETYPE { KILL_UNITS=-2, KILL_HQ_PLATS, MISSION_DEFINED, KILL_PLATS_FABS }; enum MONEY { LOW_MONEY=-2, MEDIUM_MONEY, HIGH_MONEY }; enum MAPTYPE { SELECTED_MAP=-2, USER_MAP, RANDOM_MAP }; enum MAPSIZE { SMALL_MAP=-2, MEDIUM_MAP, LARGE_MAP }; enum TERRAIN { LIGHT_TERRAIN=-2, MEDIUM_TERRAIN, HEAVY_TERRAIN }; enum STARTING_UNITS { UNITS_MINIMAL=-2, UNITS_MEDIUM, UNITS_LARGE }; enum VISIBILITYMODE { VISIBILITY_NORMAL=-1, VISIBILITY_EXPLORED, VISIBILITY_ALL }; enum RANDOM_TEMPLATE { TEMPLATE_NEW_RANDOM = -2, TEMPLATE_RANDOM, TEMPLATE_RING, TEMPLATE_STAR, }; enum COMMANDLIMIT { COMMAND_LOW=-2, COMMAND_NORMAL, COMMAND_MID, COMMAND_HIGH }; struct OPTIONS { U32 version; GAMETYPE gameType:3; S32 gameSpeed:5; U32 regenOn:1; U32 spectatorsOn:1; U32 lockDiplomacyOn:1; U32 numSystems:5; MONEY money:2; MAPTYPE mapType:2; RANDOM_TEMPLATE templateType:2; MAPSIZE mapSize:2; TERRAIN terrain:2; STARTING_UNITS units:2; VISIBILITYMODE visibility:2; COMMANDLIMIT commandLimit:2; }; struct _CQGAME { U32 activeSlots:8; U32 bHostBusy:1; U32 startCountdown:4; SLOT slot[8]; }; } struct CQGAME : CQGAMETYPES::_CQGAME, CQGAMETYPES::OPTIONS { }; struct GT_GLOBAL_VALUES { struct TargetingValues { SINGLE movePenaltySelf; SINGLE movePenaltyTarget; SINGLE minAccuracy; } targetingValues; struct INDKILLCHART { U32 rookie, novice, veteran, elite, superElite, superdouperElite; } individualKillChart; struct ADMIRALKILLCHART { U32 rearAdmiral, viceAdmiral, admiral, starAdmiral, superstarAdmiral, superdouperAdmiral; } admiralKillChart; struct RACE_TARGETING_BONUSES { SINGLE noRace; SINGLE terran; SINGLE mantis; SINGLE solarian; SINGLE vyrium; } raceBonuses; struct TechUpgrades { SINGLE engine[6]; SINGLE hull[6]; SINGLE supplies[6]; SINGLE targeting[6]; SINGLE damage[6]; SINGLE shields[6]; SINGLE shipTargetingExp[6]; SINGLE admiralTargetingExp[6]; SINGLE fleet[6]; SINGLE sensors[6]; SINGLE tanker[6]; SINGLE fighter[6]; SINGLE tender[6]; }; struct _upgrades { TechUpgrades noRace; TechUpgrades terran; TechUpgrades mantis; TechUpgrades solarian; TechUpgrades vyrium; } techUpgrades; }; struct MT_GlobalData { M_STRINGW gameDescription; M_STRINGW playerNames[8]; U8 playerAssignments[8]; M_RACE playerRace[9]; U32 lastPartID; U8 currentPlayer:4; U8 maxPlayers:4; bool bGlobalLighting:1; bool bScriptUIControl:1; U8 allyMask[8]; U8 colorAssignment[9]; U8 visibilityMask[8]; U32 missionID; struct PlayerTechLevel { enum TECHLEVEL { LEVEL0, LEVEL1, LEVEL2, LEVEL3, LEVEL4, LEVEL5 }; TECHLEVEL engine:4; TECHLEVEL hull:4; TECHLEVEL supplies:4; TECHLEVEL targeting:4; TECHLEVEL damage:4; TECHLEVEL shields:4; TECHLEVEL sensors:4; TECHLEVEL fighter:4; TECHLEVEL tanker:4; TECHLEVEL tender:4; TECHLEVEL fleet:4; } playerTechLevel[9][5]; TECHNODE techNode[9]; TECHNODE workingTechNode[9]; TECHNODE availableTechNode; U32 gas[9]; U32 gasMax[9]; U32 metal[9]; U32 metalMax[9]; U32 crew[9]; U32 crewMax[9]; U32 totalCommandPts[9]; U32 usedCommandPts[9]; U32 maxComPts[9]; struct GAMESTATS { U32 metalGained:20; U32 numUnitsBuilt:12; U32 gasGained:17; U32 numUnitsDestroyed:12; U32 numAdmiralsBuilt:3; U32 crewGained:20; U32 numUnitsLost:12; U32 numPlatformsBuilt:12; U32 numPlatformsDestroyed:12; U32 numJumpgatesControlled:8; U32 numPlatformsLost:12; U32 numUnitsConverted:10; U32 numPlatformsConverted:10; U32 numResearchComplete:10; U32 percentSystemsExplored:8; }; GAMESTATS gameStats[9]; U8 gameScores[9]; U32 updateCount; U32 lastStreamID; U32 lastTeletypeID; struct OBJECTIVES { int index; U32 mission_name_stringID; U32 overview_stringID; U32 objective_stringID[32]; enum ObjectiveState { Pending, Complete, Failed } state[32]; bool bObjectiveSecondary[32]; } objectives; M_STRING scriptLibrary; M_STRING baseTerrainMap; CQGAME gameSettings; }; typedef BASIC_DATA BT_GROUP; struct GROUPOBJ_SAVELOAD { U32 dwMissionID; U32 numObjects; }; struct GT_SCROLLBAR : GENBASE_DATA { char upButtonType[32]; char downButtonType[32]; struct COLOR { unsigned char red, green, blue; } thumbColor, backgroundColor, disabledColor; bool bHorizontal:1; char shapeFile[32]; }; struct SCROLLBAR_DATA { char scrollBarType[32]; }; struct WORLDLIGHT_DATA { U8 red,green,blue; Vector direction; }; struct AMBIENT_DATA { U8 red,green,blue; }; struct LIGHT_DATA { WORLDLIGHT_DATA light1; WORLDLIGHT_DATA light2; AMBIENT_DATA ambient; }; struct BT_LIGHT : BASIC_DATA { U8 red,green,blue; S32 range; Vector direction; SINGLE cutoff; bool bInfinite:1; bool bAmbient:1; }; struct CQLIGHT_SAVELOAD { U8 red,green,blue; S32 range; Vector position; Vector direction; SINGLE cutoff; bool bInfinite; char name[32]; U32 systemID; bool bAmbient; }; enum ENGINETRAIL_TAPPER_TYPE { EngineTrailTapperZero = 1, EngineTrailStraight, EngineTrailBleed }; struct BT_ENGINETRAIL : BASE_EFFECT { SINGLE width; U32 segments; SINGLE timePerSegment; ENGINETRAIL_TAPPER_TYPE tapperType; SINGLE tapperMod; char hardpoint[64]; char texture[32]; struct _colorMod { U8 red; U8 green; U8 blue; U8 alpha; }colorMod, engineGlowColorMod; char engineGlowTexture[32]; SINGLE engineGlowWidth; }; struct BASE_ENGINETRAIL_SAVELOAD { }; struct ENGINETRAIL : BASE_ENGINETRAIL_SAVELOAD { }; struct GlobalEffectsOptions { enum OPTVAL { off, on=-1 }; __readonly U32 version; OPTVAL bWeaponTrails:1; OPTVAL bEmissiveTextures:1; OPTVAL bExpensiveTerrain:1; OPTVAL bTextures:1; OPTVAL bBackground:1; OPTVAL bHighBackground:1; OPTVAL bFastRender:1; OPTVAL bNoForceMinLOD:1; OPTVAL bNoForceMaxLOD:1; U32 nFlatShipScale:3; } CQEFFECTS; struct GlobalEffectsOptions_V3 { enum OPTVAL { off, on=-1 }; __readonly U32 version; OPTVAL bWeaponTrails:1; OPTVAL bEmissiveTextures:1; OPTVAL bExpensiveTerrain:1; OPTVAL bTextures:1; OPTVAL bBackground:1; OPTVAL bFastRender:1; OPTVAL b3DShips:1; OPTVAL bNoForceMinLOD:1; OPTVAL bNoForceMaxLOD:1; }; typedef M_STRING MT_STRINGPACK[]; enum RESEARCH_TYPE { RESEARCH_TECH, RESEARCH_UPGRADE, RESEARCH_ADMIRAL }; enum RESEARCH_SUBTITLE { NO_SUBTITLE = 0, SUB_RES_MIMIC = 4530, SUB_RES_ENGINE = 4531, SUB_RES_FIGHTER = 4532, SUB_RES_GRAVWELL = 4533, SUB_RES_HULL = 4534, SUB_RES_LEECH = 4535, SUB_RES_RAM = 4536, SUB_RES_REPCLOUD = 4537, SUB_RES_REP_WAVE = 4538, SUB_RES_SENSOR = 4539, SUB_RES_SHIELD = 4540, SUB_RES_SUPPLY = 4541, SUB_RES_SIPHON = 4542, SUB_RES_RESUPPLY = 4543, SUB_RES_WEAPON = 4544, SUB_RES_SHROUD = 4545, SUB_RES_DESTABILIZER = 4546, SUB_RES_GAS = 4547, SUB_RES_LEGIONAIRE = 4548, SUB_RES_MASS_DISRUPTOR = 4549, SUB_RES_ORE = 4550, SUB_RES_PROTEUS = 4551, SUB_RES_SYNTH = 4552, SUB_RES_GALIOT = 4553, SUB_RES_AUGER = 4554, SUB_RES_TEMPEST = 4555, SUB_RES_PROBE = 4556, SUB_RES_AEGIS = 4557, SUB_RES_VAMP = 4558, SUB_RES_CLOAK = 4559, SUB_RES_MISSILE = 4560, SUB_RES_HARVESTER = 4561, SUB_RES_TROOPSHIP = 4562, SUB_UPGRADE = 4563, }; struct BASE_RESEARCH_DATA : BASIC_DATA { RESEARCH_TYPE type; ResourceCost cost; U32 time; }; struct BT_RESEARCH : BASE_RESEARCH_DATA { SINGLE_TECHNODE researchTech; SINGLE_TECHNODE dependancy; char resFinishedSound[32]; RESEARCH_SUBTITLE resFinishSubtitle; }; struct BT_UPGRADE : BASE_RESEARCH_DATA { SINGLE_TECHNODE dependancy; U32 extensionID; char resFinishedSound[32]; RESEARCH_SUBTITLE resFinishSubtitle; }; struct BT_ADMIRAL_RES : BT_RESEARCH { char flagshipType[32]; }; struct CAMERA_DATA { __readonly U32 version; SINGLE worldRotation; __readonly Vector lookAt; SINGLE FOV_x, FOV_y; Vector position; SINGLE pitch; SINGLE minZ, maxZ; U32 zoomRate; U32 rotateRate; SINGLE toggleZoomZ; }; struct SYSTEM_VIEW { char systemKitName[32]; char backgroundName[32]; }; struct GT_SYSTEM_KIT { char fileName[32]; U32 numLights; struct _lightInfo { U8 red,green,blue; S32 range; Vector position; Vector direction; SINGLE cutoff; bool bInfinite; char name[32]; bool bAmbient; }lightInfo[10]; }; struct SYSTEM_DATA { U32 id; char name[16]; char systemKitName[32]; char backgroundName[32]; S32 x,y; S32 sizeX,sizeY; U32 alertState[9]; CAMERA_DATA cameraBuffer; U32 inSupply; }; struct MT_SECTOR_SAVELOAD { struct SYSTEM_DATA sysData[16]; U32 currentSystem; }; struct BT_BLACKHOLE_DATA : BASIC_DATA { BILLBOARD_MESH billboardMesh[3]; char ringObjectName[32]; char sysMapIcon[32]; MISSION_DATA missionData; U16 damage; }; struct BASE_BLACKHOLE_SAVELOAD { U8 targetSys[16]; U8 numTargetSys; U8 currentTarget; SINGLE timer; U32 workingID; U32 waitingID; NETGRIDVECTOR waitingJumpPos; }; struct BLACKHOLE_SAVELOAD : BASE_BLACKHOLE_SAVELOAD { MISSION_SAVELOAD mission; TRANS_SAVELOAD trans_SL; }; struct BLACKHOLE_DATA { bool jumpsTo[17]; }; struct GT_ENDGAME { RECT screenRect; STATIC_DATA background, banner; BUTTON_DATA cont; LISTBOX_DATA list; STATIC_DATA staticMenu; TABCONTROL_DATA tab; struct TAB1 { STATIC_DATA staticOverviewTitles[4], staticOverviewUnits[8], staticOverviewBuildings[8]; STATIC_DATA staticOverviewResources[8], staticOverviewTotals[8]; } overviewTab; struct TAB2 { STATIC_DATA staticUnitsTitles[6], staticUnitsMade[8], staticUnitsLost[8], staticUnitsKills[8]; STATIC_DATA staticUnitsConverted[8], staticUnitsAdmirals[8], staticUnitsTotals[8]; } unitsTab; struct TAB3 { STATIC_DATA staticBuildingsTitles[6], staticBuildingsMade[8], staticBuildingsLost[8], staticBuildingsDestroyed[8]; STATIC_DATA staticBuildingsConverted[8], staticBuildingsResearch[8], staticBuildingsTotals[8]; } buildingsTab; struct TAB5 { STATIC_DATA staticResourcesTitles[4], staticResourcesCrew[8], staticResourcesOre[8]; STATIC_DATA staticResourcesGas[8], staticResourcesTotals[8]; } resourceTab; STATIC_DATA staticPlayer, staticPlayerArray[8]; STATIC_DATA staticTime; STATIC_DATA staticDescription; }; struct BUILD_SAVELOAD { bool building:1; bool whole:1; bool pause:1; bool bReverseBuild:1; bool bDismantle:1; SINGLE timeSpent; U16 hullPointsAdded; U16 hullPointsFinish; U32 buildProcessID; S32 builderType; }; struct REPAIR_SAVELOAD { U32 repairAtID; U32 repairAgentID; U8 repairMode; }; struct BASE_FABRICATOR_SAVELOAD; struct BASE_FLAGSHIP_SAVELOAD; struct BASE_TROOPSHIP_SAVELOAD; struct BASE_SUPPLYSHIP_SAVELOAD; struct WARP_SAVELOAD { enum WARP_STAGE { WS_NONE=0, WS_WARP_IN, WS_LIMBO, WS_WARP_OUT, WS_PRE_WARP }; WARP_STAGE warpStage; Vector warpInVector; float warpSpeed; float warpRadius; SINGLE warpTimer; U32 targetGateID; U32 inTargetGateID; U32 warpAgentID; SINGLE stop_speed; SINGLE stop_heading; SINGLE releaseTime; }; struct SPACESHIP_SAVELOAD { struct TOBJMOVE { GRIDVECTOR goalPosition, currentPosition, jumpToPosition; GRIDVECTOR pathList[4]; SINGLE cruiseDepth; SINGLE cruiseSpeed; SINGLE groupAcceleration; SINGLE mockRotationAngle; U32 moveAgentID, jumpAgentID; U32 overrideAttackerID; enum { OVERRIDE_NONE, OVERRIDE_PUSH, OVERRIDE_DESTABILIZE, OVERRIDE_ORIENT } overrideMode; union { SINGLE overrideSpeed; SINGLE overrideYaw; }; GRIDVECTOR overrideDest; GRIDVECTOR patrolVectors[2]; S8 patrolIndex; U8 pathLength; bool bMoveActive:1; bool bAutoMovement:1; bool bCompletionAllowed:1; bool bRotatingBeforeMove:1; bool bSyncNeeded:1; bool bFinalMove:1; bool bPathOverflow:1; bool bMockRotate:1; bool bPatroling:1; bool bRollUp:1; bool bAltUp:1; bool slowMove:1; } tobjmove; TRANS_SAVELOAD trans_SL; BUILD_SAVELOAD build_SL; REPAIR_SAVELOAD repair_SL; WARP_SAVELOAD warp_SL; CLOAK_SAVELOAD cloak_SL; DAMAGE_SAVELOAD damage_SL; U32 firstNuggetID; MISSION_SAVELOAD mission; }; enum MINEMODES { MLAY_IDLE, MLAY_MOVING_TO_POS, MLAY_WAIT_CLIENT, MLAY_ROTATING_TO_POS, MLAY_LAYING, }; struct BASE_MINELAYER_SAVELOAD { struct GRIDVECTOR targetMinePos; SINGLE layingTime; U32 workingID; U32 minefieldMissionID; bool bRotating:1; MINEMODES mode; }; struct MINELAYER_SAVELOAD : SPACESHIP_SAVELOAD { BASE_MINELAYER_SAVELOAD mineLayerSaveLoad; }; struct BASE_GUNBOAT_SAVELOAD { __hexview U32 dwTargetID; U32 attackAgentID; U32 escortAgentID; __hexview U32 dwEscortID; UNIT_STANCE unitStance; FighterStance fighterStance; GRIDVECTOR defendPivot; bool bWaitingForAdmiral:1; bool bRepairUnderway:1; bool bUserGenerated:1; bool bSpecialAttack:1; bool bDefendPivotValid:1; }; struct GUNBOAT_SAVELOAD : SPACESHIP_SAVELOAD { BASE_GUNBOAT_SAVELOAD gunSaveLoad; }; struct BASE_RECONPROBE_SAVELOAD { SINGLE probeTimer,totalTime; Vector goal; U32 workingID; bool bMoving:1; bool bJumping:1; bool bGone:1; bool bLauncherDelete:1; bool bNoMoreSync:1; }; struct RECONPROBE_SAVELOAD : SPACESHIP_SAVELOAD { BASE_RECONPROBE_SAVELOAD baseSaveLoad; }; struct BASE_TORPEDO_SAVELOAD { SINGLE tTimer,totalTime; bool bClearing; Vector clearPos; __hexview U32 targetID; U32 ownerID; }; struct TORPEDO_SAVELOAD : SPACESHIP_SAVELOAD { BASE_TORPEDO_SAVELOAD baseSaveLoad; }; enum HARVEST_MODE { HAR_NO_MODE_AI_ON, HAR_NO_MODE_AI_OFF, HAR_NO_MODE_CLIENT_WAIT_CANCEL, HAR_MOVING_TO_REFINERY, HAR_AT_REFINERY_CLIENT, HAR_MOVING_TO_READY_REFINERY_CLIENT, HAR_MOVING_TO_READY_REFINERY_HOST, HAR_WAITING_TO_DOCK, HAR_WAIT_DOCKING_CANCEL_CLIENT, HAR_DOCKING_REFINERY, HAR_DOCKED_TO_REFINERY, HAR_WAIT_FOR_NUGGET_BEGIN_CLIENT, HAR_MOVING_TO_NUGGET, HAR_ROTATING_TO_NUGGET, HAR_WAIT_NUGGET_START, HAR_MOVING_TO_READY_NUGGET_CLIENT, HAR_MOVING_TO_READY_NUGGET_HOST, HAR_ROTATING_TO_READY_NUGGET_CLIENT, HAR_ROTATING_TO_READY_NUGGET_HOST, HAR_WAIT_NUGGET_ARRIVAL, HAR_NUGGETING, HAR_WAIT_NUGGET_CANCEL_CLIENT, HAR_MOVE_TO_RECOVERY, HAR_ROTATING_TO_RECOVERY, HAR_RECOVERING, HAR_MOVE_TO_RECOVERY_DROP }; struct BASE_HARVEST_SAVELOAD { U8 gas; U8 metal; __hexview U32 targetPartID; __hexview U32 recoverPartID; U32 workingID; U32 posibleWorkingID; NETGRIDVECTOR harvestVector; Vector recoverPos; SINGLE recoverYaw; SINGLE recoverTime; SINGLE harvestRemainder; HARVEST_MODE mode; M_NUGGET_TYPE nuggetType; bool bNuggeting:1; bool bLockingPlatform:1; bool bHostParking:1; bool bDockingWithGas:1; bool bRotating:1; bool bTowingShip:1; bool bSendIdle:1; bool bNuggetCancelOp:1; }; struct HARVEST_SAVELOAD : SPACESHIP_SAVELOAD { BASE_HARVEST_SAVELOAD baseSaveLoad; }; struct SPACESHIP_VIEW { MISSION_SAVELOAD * mission; BASIC_INSTANCE * rtData; S16 gamma; SINGLE contrast; union SHIPDATA { BASE_GUNBOAT_SAVELOAD * gunboat; BASE_MINELAYER_SAVELOAD * minelayer; BASE_RECONPROBE_SAVELOAD * reconprobe; BASE_TORPEDO_SAVELOAD * torpedo; BASE_HARVEST_SAVELOAD * harvester; BASE_FABRICATOR_SAVELOAD * fabricator; BASE_FLAGSHIP_SAVELOAD * flagship; BASE_TROOPSHIP_SAVELOAD * troopship; BASE_SUPPLYSHIP_SAVELOAD * supplyship; void * nothing; } shipData; }; struct BT_FLAGSHIP_DATA : BASE_SPACESHIP_DATA { SINGLE attackRadius; enum { ADMIRAL_F1 = 1, ADMIRAL_F2, ADMRIAL_F3, ADMIRAL_F4, ADMIRAL_F5, ADMIRAL_F6 } admiralHotkey; struct AdmiralBonuses { struct GeneralBonuses { SINGLE damage; SINGLE shields; SINGLE supplyUsage; SINGLE rangeModifier; SINGLE speed; SINGLE sensors; }generalBonuses, specialShipBonus; M_OBJCLASS bonusShips[5]; struct SpecialAbilities { bool antiSolarian; bool antiTerran; bool antiMantis; bool superFighters; bool platformKiller; bool evasiveManuvers; }specialAbilities; } bonuses; struct _toolbarInfo { U32 baseImage; HBTNTXT::BUTTON_TEXT buttonText; HBTNTXT::HOTBUTTONINFO buttonStatus; HBTNTXT::MULTIBUTTONINFO buttonHintbox; }toolbarInfo; }; struct BASE_FLAGSHIP_SAVELOAD { U32 dockAgentID; __hexview U32 dockshipID; __hexview U32 targetID; S32 idleTimer; enum ADMIRAL_MODE { NOMODE, MOVING, DEFENDING, ATTACKING } mode; bool bAttached; U8 numDeadShips; struct DMESSAGES { bool inTrouble:1; bool damage50:1; bool damage75:1; } dmessages; struct SMESSAGES { bool suppliesLow:1; bool suppliesOut:1; } smessages; S32 forecastTimer; enum FORECAST { NOFORECAST, GOOD, BAD, UGLY } lastForecast; ADMIRAL_TACTIC admiralTactic; }; struct FLAGSHIP_SAVELOAD : SPACESHIP_SAVELOAD { BASE_FLAGSHIP_SAVELOAD flagshipSaveLoad; }; struct FAB_SAVELOAD { U32 buildeeID,repaireeID,selleeID; BOOL32 bDoorsOpen:1; BOOL32 bBuilding:1; BOOL32 bDrones:1; BOOL32 bReturning:1; U32 doorPause; U32 queueStart; U32 queueSize; U8 lastIndex; U32 buildQueue[15]; U8 buildQueueIndex[15]; }; enum FAB_MODES { FAB_IDLE, FAB_MOVING_TO_TARGET, FAB_MOVING_TO_POSITION, FAB_WAITING_INIT_CONS_CLIENT, FAB_AT_TARGET_CLIENT, FAB_WATING_TO_START_BUILD_CLIENT, FAB_MOVING_TO_READY_TARGET_CLIENT, FAB_MOVING_TO_READY_TARGET_HOST, FAB_BUILDING, FAB_UNBUILD, FAB_EXPLODING, FAB_MOVING_TO_TARGET_REPAIR, FAB_WAIT_REPAIR_INFO_CLIENT, FAB_MOVING_TO_READY_TARGET_REPAIR_HOST, FAB_AT_TARGET_REPAIR_CLIENT, FAB_MOVING_TO_READY_TARGET_REPAIR_CLIENT, FAB_WATING_TO_START_REPAIR_CLIENT, FAB_REPAIRING, FAB_MOVING_TO_TARGET_DISM, FAB_WAIT_DISM_INFO_CLIENT, FAB_MOVING_TO_READY_TARGET_DISM_HOST, FAB_AT_TARGET_DISM_CLIENT, FAB_MOVING_TO_READY_TARGET_DISM_CLIENT, FAB_WATING_TO_START_DISM_CLIENT, FAB_DISMING, }; enum MOVESTAGE { MS_PATHFIND, MS_BEELINE, MS_DONE }; struct BASE_FABRICATOR_SAVELOAD { Vector dir; FAB_MODES mode; U32 targetPlanetID; U32 targetSlotID; U32 buildingID; U32 workingID; U32 workTargID; ResourceCost workingCost; U32 oldHullPoints; GRIDVECTOR targetPosition; MOVESTAGE moveStage; Vector destPos; SINGLE destYaw; U8 lastTab; }; struct FABRICATOR_SAVELOAD : SPACESHIP_SAVELOAD { BASE_FABRICATOR_SAVELOAD baseSaveLoad; FAB_SAVELOAD fab_SL; }; struct BASE_GUNPLAT_SAVELOAD; struct BASE_BUILDPLAT_SAVELOAD; struct BASE_GENERALPLAT_SAVELOAD; struct BASE_SUPPLYPLAT_SAVELOAD; struct BASE_REFINEPLAT_SAVELOAD; struct BASE_REPAIRPLAT_SAVELOAD; struct BASE_PLATFORM_SAVELOAD { TRANS_SAVELOAD trans_SL; BUILD_SAVELOAD build_SL; DAMAGE_SAVELOAD damage_SL; EXTENSION_SAVELOAD extend_SL; MISSION_SAVELOAD mission; U8 shadowVisibilityFlags; U32 exploredFlags; S8 shadowUpgrade[8]; S8 shadowUpgradeWorking[8]; U8 shadowUpgradeFlags[8]; SINGLE shadowPercent[8]; U16 shadowHullPoints[8]; U16 shadowMaxHull[8]; __hexview U16 buildSlot; __hexview U32 buildPlanetID; __hexview U32 firstNuggetID; bool bSetCommandPoints:1; bool bPlatDead:1; bool bPlatRealyDead:1; }; struct BASE_OLDSTYLE_PLATFORM_SAVELOAD { U32 workingID; NETVECTOR rallyPoint; U32 reasearchArchetypeID; SINGLE researchTimeSpent; U32 resupplyTargetID; U8 stackStart; U8 stackEnd; U32 supplyStack[10]; bool bResupplyReturning; bool bResearching:1; bool bDockLocked:1; bool bNeedToSendLossOfTarget:1; bool bNeedToSendNewTarget:1; bool bSupplierOut:1; }; struct OLDSTYLE_PLATFORM_SAVELOAD : BASE_PLATFORM_SAVELOAD { FAB_SAVELOAD fab_SL; TRANSFORM resupplyTransform; BASE_OLDSTYLE_PLATFORM_SAVELOAD baseOldstylePlatformSaveload; }; struct PLATFORM_VIEW { MISSION_SAVELOAD * mission; BASIC_INSTANCE * rtData; union PLATFORM { BASE_OLDSTYLE_PLATFORM_SAVELOAD * oldstyle; BASE_GUNPLAT_SAVELOAD * gunplat; BASE_BUILDPLAT_SAVELOAD * buildPlat; BASE_GENERALPLAT_SAVELOAD * generalPlat; BASE_SUPPLYPLAT_SAVELOAD * supplyPlat; BASE_REFINEPLAT_SAVELOAD * refinePlat; BASE_REPAIRPLAT_SAVELOAD * repairPlat; void * nothing; } platform; }; struct BT_PLAT_GUN : BASE_PLATFORM_DATA { SINGLE outerWeaponRange; bool bNoLineOfSight; char launcherType[5][32]; char specialLauncherType[32]; }; struct BASE_GUNPLAT_SAVELOAD { __hexview U32 dwTargetID; U32 attackAgentID; U32 launcherAgentID; UNIT_STANCE unitStance; enum FighterStance fighterStance; U8 launcherID; SINGLE buildTimeSpent; U32 upgradeID; U32 workingID; bool bUserGenerated:1; bool isPreferredTarget:1; bool bUpgrading:1; bool bDelayed:1; bool bSpecialAttack:1; }; struct GUNPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_GUNPLAT_SAVELOAD gunplatSaveload; }; struct BT_PLAT_SUPPLY_DATA : BASE_PLATFORM_DATA { SINGLE supplyLoadSize; SINGLE supplyRange; char supplyDroneType[32]; char supplyDroneHardpoint[32]; }; struct BASE_SUPPLYPLAT_SAVELOAD { U32 resupplyTargetID; U8 stackStart; U8 stackEnd; U32 supplyStack[10]; bool bResupplyReturning:1; bool bNeedToSendLossOfTarget:1; bool bNeedToSendNewTarget:1; bool bSupplierOut:1; }; struct SUPPLYPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_SUPPLYPLAT_SAVELOAD supplyPlatSaveload; TRANSFORM resupplyTransform; }; struct BT_PLAT_BUILD_DATA : BASE_PLATFORM_DATA { char ship_hardpoint[64]; DRONE_RELEASE drone_release[2]; S32 buildRate; U32 maxQueueSize; }; struct BASE_BUILDPLAT_SAVELOAD { U32 workingID; struct NETGRIDVECTOR rallyPoint; SINGLE buidTimeSpent; U32 constructionID; bool bResearching:1; bool bUpgrading:1; }; struct BUILDPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { FAB_SAVELOAD fab_SL; BASE_BUILDPLAT_SAVELOAD buildPlatSaveload; }; struct BT_PLAT_BUILDSUP_DATA : BASE_PLATFORM_DATA { char ship_hardpoint[64]; DRONE_RELEASE drone_release[2]; S32 buildRate; U32 maxQueueSize; SINGLE supplyRadius; SINGLE supplyPerSecond; }; struct BASE_BUILDSUPPLAT_SAVELOAD { U32 workingID; struct NETGRIDVECTOR rallyPoint; SINGLE supplyTimer; U32 constructionID; SINGLE buildTimeSpent; bool bResearching:1; }; struct BUILDSUPPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { FAB_SAVELOAD fab_SL; BASE_BUILDSUPPLAT_SAVELOAD buildPlatSaveload; }; struct BT_PLAT_REFINE_DATA : BASE_PLATFORM_DATA { char ship_hardpoint[64]; char dock_hardpoint[64]; DRONE_RELEASE drone_release[2]; S32 buildRate; U32 maxQueueSize; char harvesterArchetype[32]; SINGLE gasRate[4]; SINGLE metalRate[4]; SINGLE crewRate[4]; }; struct BASE_REFINEPLAT_SAVELOAD { U32 workingID; struct NETGRIDVECTOR rallyPoint; U32 constructionID; SINGLE buidTimeSpent; SINGLE gasHarvested; SINGLE metalHarvested; SINGLE crewHarvested; U32 dockLockerID; U16 numDocking; bool bFreeShipMade:1; bool bResearching:1; bool bUpgrading:1; }; struct REFINEPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { FAB_SAVELOAD fab_SL; BASE_REFINEPLAT_SAVELOAD refinePlatSaveload; }; struct BT_PLAT_REPAIR_DATA : BASE_PLATFORM_DATA { SINGLE supplyPerSecond; U32 repairRate; U32 supplyRate; SINGLE supplyRange; char repairDroneType[32]; char repairDroneHardpoint[32]; }; struct BASE_REPAIRPLAT_SAVELOAD { U32 workingID; U32 potentialWorkingID; U32 repairTargetID; enum REPAIR_MODE { REP_NONE, REP_WAIT_FOR_DOCK, REP_REPAIRING } mode; S32 oldHullPoints; SINGLE supplyTimer; SINGLE upgradeTimeSpent; U32 upgradeID; bool bDockLocked:1; bool bUpgradeDelay:1; bool bUpgrading:1; bool bTakenCost:1; }; struct REPAIRPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_REPAIRPLAT_SAVELOAD repairPlatSaveload; TRANSFORM repairTransform; }; struct BT_PLAT_GENERAL_DATA : BASE_PLATFORM_DATA { }; struct BASE_GENERALPLAT_SAVELOAD { }; struct GENERALPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_GENERALPLAT_SAVELOAD generalPlatSaveload; }; struct BT_PLAT_SELL_DATA : BASE_PLATFORM_DATA { char ship_hardpoint[64]; U32 maxQueueSize; }; struct BASE_SELLPLAT_SAVELOAD { U32 workingID; U32 potentialWorkingID; U32 sellTargetID; enum SELL_MODE { SEL_NONE, SEL_WAIT_FOR_DOCK, SEL_SELLING } mode; bool bDockLocked:1; }; struct SELLPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_SELLPLAT_SAVELOAD sellPlatSaveload; FAB_SAVELOAD fab_SL; }; struct BT_PLAT_JUMP_DATA : BASE_PLATFORM_DATA { }; struct BASE_JUMPPLAT_SAVELOAD { U32 jumpGateID; bool bOwnGate:1; bool bLockGate:1; }; struct JUMPPLAT_SAVELOAD : BASE_PLATFORM_SAVELOAD { BASE_JUMPPLAT_SAVELOAD jumpPlatSaveload; }; struct BASE_PLAYERBOMB_SAVELOAD { bool bDeployedPlayer; }; struct PLAYERBOMB_SAVELOAD : BASE_PLAYERBOMB_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct PLAYERBOMB_TYPE { char archetypeName[32]; }; struct BT_PLAYERBOMB_DATA : BASIC_DATA { struct _playerRace { PLAYERBOMB_TYPE minBombType[4]; PLAYERBOMB_TYPE bombType[4]; PLAYERBOMB_TYPE largeBombType[8]; }race[4]; char playerBomb_anim2D[32]; S32 animSize; MISSION_DATA missionData; }; struct GT_CHAT { RECT screenRect; STATIC_DATA background, ask; EDIT_DATA chatbox; }; struct BT_RECON_LAUNCH : BASE_LAUNCHER { char animation[32]; char hardpoint[64]; SINGLE animTime; SINGLE effectDuration; SFX::ID warmupSound; SINGLE_TECHNODE neededTech; UNIT_SPECIAL_ABILITY specialAbility; bool bWormWeapon; bool selfTarget; }; struct RECON_LAUNCH_SAVELOAD { Vector targetPos; U32 targetSystemID; U32 attacking; SINGLE refireDelay; U32 probeID; U32 targetID; bool bKillProbe:1; }; struct BT_AEBOLT_DATA : BASE_WEAPON_DATA { char fileName[32]; char explosionEffect[32]; SFX::ID launchSfx; SINGLE maxVelocity; U32 damage; SINGLE explosionRange; ARMOR_DATA armorData; }; struct AEBOLT_SAVELOAD { SINGLE time; SINGLE lastTime; Vector targetPos; U32 ownerID; U32 targetID; U32 numFound; U32 systemID; TRANS_SAVELOAD trans_SL; }; struct BT_STASISBOLT_DATA : BASE_WEAPON_DATA { char fileName[32]; char explosionEffect[32]; SFX::ID launchSfx; SINGLE maxVelocity; SINGLE explosionRange; SINGLE duration; MISSION_DATA missionData; }; struct BASE_STASISBOLT_SAVELOAD { SINGLE time; struct GRIDVECTOR targetPos; U32 ownerID; GRIDVECTOR gvec[26]; U32 numSquares; U32 numTargets; U32 targets[26]; U32 lastSent; U32 targetID; U32 targetsHeld; bool bDeleteRequested:1; bool bGone:1; bool bLauncherDelete:1; bool bFreeTargets:1; bool bNoMoreSync:1; }; struct STASISBOLT_SAVELOAD : BASE_STASISBOLT_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BT_REPELLENTCLOUD_DATA : BASE_WEAPON_DATA { char explosionEffect[32]; SFX::ID launchSfx; SINGLE duration; MISSION_DATA missionData; U32 damagePerSec; SINGLE centerRange; }; struct BASE_REPELLENTCLOUD_SAVELOAD { SINGLE time; SINGLE lastTime; struct GRIDVECTOR targetPos; U32 ownerID; GRIDVECTOR gvec[24]; U32 numSquares; U32 numTargets; U32 targets[24]; U32 targetsHeld; U32 lastSent; Vector sprayDir,sideDir; bool bDeleteRequested:1; bool bGone:1; bool bLauncherDelete:1; bool bFreeTargets:1; bool bNoMoreSync:1; }; struct REPELLENTCLOUD_SAVELOAD : BASE_REPELLENTCLOUD_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BT_REPULSORWAVE_DATA : BASE_WEAPON_DATA { SFX::ID launchSfx; SINGLE duration; SINGLE range; SINGLE ringTime; SINGLE interRingTime; MISSION_DATA missionData; }; struct BASE_REPULSORWAVE_SAVELOAD { struct GRIDVECTOR targetPos; U32 ownerID; SINGLE time; U32 numTargets; U32 targets[24]; U32 targetsHeld; U32 lastSent; bool bDeleteRequested:1; bool bGone:1; bool bLauncherDelete:1; bool bFreeTargets:1; bool bNoMoreSync:1; bool bHasBeenInit:1; }; struct REPULSORWAVE_SAVELOAD : BASE_REPULSORWAVE_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BT_TRACTOR_DATA : BASE_WEAPON_DATA { char fileName[32]; char hardpoint[64]; char contactBlastType[32]; SFX::ID launchSfx; SINGLE duration; SINGLE damagePerSecond; SINGLE_TECHNODE neededTech; S32 supplyCost; SINGLE refirePeriod; }; struct TRACTOR_SAVELOAD { U32 targetID; U32 systemID; SINGLE time; SINGLE refireDelay; SINGLE mass; }; struct BT_REPULSOR_DATA : BASE_WEAPON_DATA { char fileName[32]; char hardpoint[64]; char contactBlastType[32]; SFX::ID launchSfx; SINGLE pushTime; SINGLE minimumMass; SINGLE basePushPower; SINGLE pushPerMass; SINGLE_TECHNODE neededTech; }; struct REPULSOR_SAVELOAD { U32 targetID, ownerID; U32 systemID; S32 time; SINGLE mass; }; struct BT_OVERDRIVE_DATA : BASE_WEAPON_DATA { SINGLE speed; SFX::ID launchSfx; }; struct OVERDRIVE_SAVELOAD { Vector destPos; U32 systemID; U32 ownerID; }; struct BT_SWAPPER_DATA : BASE_WEAPON_DATA { SFX::ID launchSfx; }; struct BT_AEGIS_DATA : BASE_WEAPON_DATA { SINGLE supplyPerSec; SINGLE_TECHNODE neededTech; }; struct BASE_AEGIS_SAVELOAD { bool bNetShieldOn:1; bool bShieldOn:1; }; struct AEGIS_SAVELOAD : BASE_AEGIS_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_MIMIC_DATA : BASE_WEAPON_DATA { SINGLE supplyUse; SINGLE shutoff; SINGLE_TECHNODE techNode; }; struct BASE_MIMIC_SAVELOAD { U32 aliasArchetypeID; U8 aliasPlayerID; bool bCloakEnabled:1; }; struct MIMIC_SAVELOAD : BASE_MIMIC_SAVELOAD { }; struct BT_ZEALOT_DATA : BASE_WEAPON_DATA { SINGLE kamikazeSpeed; SINGLE damageAmount[3]; char impactBlastType[32]; SINGLE_TECHNODE neededTech; }; enum ZSTAGE { Z_NONE, Z_ROTATE, Z_THRUST }; struct BASE_ZEALOT_SAVELOAD { U32 dwMissionID; U32 targetID; U32 zealotArchetypeID; U32 systemID; ZSTAGE stage; }; struct ZEALOT_SAVELOAD : BASE_ZEALOT_SAVELOAD { TRANS_SAVELOAD trans_SL; U32 visibilityFlags:8; }; struct BT_SYNTHESIS_DATA : BASE_WEAPON_DATA { SINGLE_TECHNODE neededTech; char animName[32]; }; enum SYN_STAGE { SYN_NONE, SYN_ROTATE, SYN_ZAP, SYN_APPROACH, SYN_ABSORB }; struct BASE_SYNTHESIS_SAVELOAD { SYN_STAGE stage; SINGLE hullPointsPer,suppliesPer; U32 targetID; }; struct SYNTHESIS_SAVELOAD : BASE_SYNTHESIS_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_MASS_DISRUPTOR_DATA : BASE_WEAPON_DATA { SFX::ID launchSfx; char fileName[32]; char contactBlastType[32]; char warpAnim[32]; U16 animWidth; SINGLE boltSpeed; SINGLE damagePercent; }; enum MD_STAGE { MD_SHOOT, MD_DISRUPT }; struct BASE_MASS_DISRUPTOR_SAVELOAD { U32 ownerID,systemID; MD_STAGE stage; U32 targetID; U32 damageDealt; Vector targetDir; SINGLE dist; }; struct MASS_DISRUPTOR_SAVELOAD : BASE_MASS_DISRUPTOR_SAVELOAD { TRANS_SAVELOAD trans_SL; }; struct BT_DESTABILIZER_DATA : BASE_WEAPON_DATA { char fileName[32]; char explosionEffect[32]; SFX::ID launchSfx; SINGLE maxVelocity; SINGLE explosionRange; SINGLE duration; MISSION_DATA missionData; }; struct BASE_DESTABILIZER_SAVELOAD { SINGLE time; struct GRIDVECTOR targetPos; U32 ownerID; U32 numTargets; U32 targetIDs[3]; U32 lastSent; U32 targetID; U32 targetsHeld; bool bDeleteRequested:1; bool bGone:1; bool bLauncherDelete:1; bool bFreeTargets:1; bool bNoMoreSync:1; }; struct DESTABILIZER_SAVELOAD : BASE_DESTABILIZER_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BT_DUMBRECONPROBE_DATA : BASE_WEAPON_DATA { char fileName[32]; SFX::ID launchSfx; SINGLE maxVelocity; SINGLE duration; MISSION_DATA missionData; }; struct BASE_DUMBRECONPROBE_SAVELOAD { SINGLE time; struct GRIDVECTOR targetPos; U32 ownerID; U32 targetID; bool bDeleteRequested:1; bool bGone:1; bool bLauncherDelete:1; bool bNoMoreSync:1; }; struct DUMBRECONPROBE_SAVELOAD : BASE_DUMBRECONPROBE_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; }; struct BASE_BUILD_OBJ : BASIC_DATA { BUILDOBJCLASS boClass; }; struct BT_TERRAN_BUILD : BASE_BUILD_OBJ { }; struct BT_MANTIS_BUILD : BASE_BUILD_OBJ { char cocoonTextureName[32]; }; struct BT_SOLARIAN_BUILD : BASE_BUILD_OBJ { char cocoonTextureName[32]; }; namespace MAP_GEN_ENUM { enum DMAP_FUNC { LINEAR = 0, LESS_IS_LIKLY, MORE_IS_LIKLY }; enum PLACEMENT { RANDOM = 0, CLUSTER, PLANET_RING, STREEKS, SPOTS, }; enum OVERLAP { NO_OVERLAP = 0, LEVEL1, LEVEL2 }; enum SECTOR_SIZE { SMALL_SIZE = 0x01, MEDIUM_SIZE = 0x02, LARGE_SIZE = 0x04, S_M_SIZE = 0x03, S_L_SIZE = 0x05, M_L_SIZE = 0x06, ALL_SIZE = 0x07 }; enum SECTOR_FORMATION { SF_RANDOM, SF_RING, SF_DOUBLERING, SF_STAR, SF_INRING, SF_MULTI_RANDOM }; enum MACRO_OPERATION { MC_PLACE_HABITABLE_PLANET, MC_PLACE_GAS_PLANET, MC_PLACE_METAL_PLANET, MC_PLACE_OTHER_PLANET, MC_PLACE_TERRAIN, MC_PLACE_PLAYER_BOMB, MC_MARK_RING }; }; struct BT_MAP_GEN { struct _terrainTheme { char systemKit[6][32]; char metalPlanets[6][32]; char gasPlanets[6][32]; char habitablePlanets[6][32]; char otherPlanets[6][32]; MAP_GEN_ENUM::SECTOR_SIZE sizeOk; U32 minSize; U32 maxSize; MAP_GEN_ENUM::DMAP_FUNC sizeFunc; U32 numHabitablePlanets[3]; U32 numMetalPlanets[3]; U32 numGasPlanets[3]; U32 numOtherPlanets[3]; U32 numNuggetPatchesMetal[3]; U32 numNuggetPatchesGas[3]; struct _terrainInfo { char terrainArchType[32]; SINGLE probability; U32 minToPlace; U32 maxToPlace; MAP_GEN_ENUM::DMAP_FUNC numberFunc; U32 size; U32 requiredToPlace; MAP_GEN_ENUM::OVERLAP overlap; MAP_GEN_ENUM::PLACEMENT placement; }terrain[20],nuggetMetalTypes[6],nuggetGasTypes[6]; bool okForPlayerStart:1; bool okForRemoteSystem:1; SINGLE desitiy[3]; struct _macros { MAP_GEN_ENUM::MACRO_OPERATION operation; U32 range; bool active; union _info { _terrainInfo terrainInfo; MAP_GEN_ENUM::OVERLAP overlap; }info; }macros[15]; }themes[30]; }; struct BASE_MOVIE_CAMERA_SAVELOAD : MISSION_SAVELOAD { Vector cam_lookAt; Vector cam_position; SINGLE cam_FOV_x; SINGLE cam_FOV_y; }; struct MOVIE_CAMERA_SAVELOAD { TRANS_SAVELOAD trans_SL; BASE_MOVIE_CAMERA_SAVELOAD baseSave; }; struct BT_MOVIE_CAMERA_DATA : BASIC_DATA { char fileName[32]; MISSION_DATA missionData; }; struct MOVIE_CAMERA_VIEW { Vector cam_lookAt; Vector cam_position; SINGLE cam_FOV_x; SINGLE cam_FOV_y; M_STRING partName; }; struct BT_OBJECT_GENERATOR : BASIC_DATA { char fileName[32]; MISSION_DATA missionData; SINGLE mean; SINGLE minDiff; char generateType[32]; bool startEnabled; }; struct BASE_OBJECT_GENERATOR_SAVELOAD { SINGLE mean; SINGLE minDiff; SINGLE timer; SINGLE nextTime; U32 archID; bool bGenEnabled:1; }; struct OBJECT_GENERATOR_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; BASE_OBJECT_GENERATOR_SAVELOAD baseSave; }; struct OBJECT_GENERATOR_VIEW { MISSION_SAVELOAD * mission; Vector position; char generatorType[32]; SINGLE mean; SINGLE minDiff; SINGLE timer; SINGLE nextTime; bool bGenEnabled:1; char partName[32]; }; struct BT_TRIGGER : BASIC_DATA { char fileName[32]; MISSION_DATA missionData; }; struct BASE_TRIGGER_SAVELOAD { U32 lastTriggerID; U32 triggerShipID; U32 triggerObjClassID; U32 triggerMObjClassID; U32 triggerPlayerID; SINGLE triggerRange; U32 triggerFlags; char progName[32]; bool bEnabled:1; bool bDetectOnlyReady:1; }; struct TRIGGER_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; BASE_TRIGGER_SAVELOAD baseSave; }; struct TRIGGER_VIEW { MISSION_SAVELOAD * mission; Vector position; __hexview U32 triggerShipID; OBJCLASS triggerObjClassID; M_OBJCLASS triggerMObjClassID; U32 triggerPlayerID; SINGLE triggerRange; char progName[32]; bool bEnabled:1; bool bDetectOnlyReady:1; }; struct BT_SCRIPTOBJECT : BASIC_DATA { char fileName[32]; MISSION_DATA missionData; SFX::ID ambientSound; struct BLINKER_DATA blinkers; char ambient_animation[32]; bool bSysMapActive:1; }; struct BASE_SCRIPTOBJECT_SAVELOAD { bool bTowed:1; bool bSysMapActive:1; U32 towerID; }; struct SCRIPTOBJECT_SAVELOAD:BASE_SCRIPTOBJECT_SAVELOAD { TRANS_SAVELOAD trans_SL; MISSION_SAVELOAD mission; U8 exploredFlags; }; struct SCRIPTOBJECT_VIEW { MISSION_SAVELOAD * mission; Vector position; }; typedef struct Streamer *HSTREAM; struct SONG { bool playing:1; bool looping:1; HSTREAM handle; SINGLE volume; char filename[32]; }; typedef SONG MT_MUSIC_DATA[4]; struct SPECIALABILITYINFO { U32 baseSpecialWpnButton; HBTNTXT::BUTTON_TEXT specialWpnTooltip; HBTNTXT::HOTBUTTONINFO specialWpnHelpBox; HBTNTXT::MULTIBUTTONINFO specialWpnHintBox; }; struct GT_SPECIALABILITIES { SPECIALABILITYINFO none, assault, tempest, probe, cloak, aegis, vampire, stasis, furyram, repel, bomber, mimic, minelayer, s_minelayer, repulsor, synthesis, massdisruptor, destabilizer, wormhole,ping,m_ping,s_ping, multiCloak, tractor, transfer; }; struct SYSMAP_DATA { bool drawSystemLines:1; bool drawThumbnail:1; bool drawGrid:1; }; struct SECTOR_DATA { S32 defaultSizeX,defaultSizeY; S32 currentSizeX,currentSizeY; }; struct RGBA { U8 r; U8 g; U8 b; U8 a; }; struct FOG_DATA { __readonly U32 version; RGBA hardFog; RGBA softFog; RGBA mapHardFog; RGBA mapSoftFog; }; struct JUMPGATE_SAVELOAD { U32 id,exit_gate_id; U32 ownerID; bool bLocked; SINGLE time_until_last_jump; MISSION_SAVELOAD mission; TRANS_SAVELOAD trans_SL; U8 exploredFlags; U8 marks; U8 visMarks; U8 shadowVisabilityFlags; bool bJumpAllowed; bool bInvisible; }; struct JUMPGATE_VIEW { MISSION_SAVELOAD * mission; struct BASIC_INSTANCE * rtData; bool bJumpAllowed; }; struct SUP_SAVELOAD { }; enum SUPPLYSHIP_MODES { SUP_IDLE, SUP_RESUPPLY_ESCORT, SUP_MOVING_TARGETED_SUPPLY, SUP_CLIENT_IDLE, SUP_MOVING_TO_TENDER }; enum SUPPLY_SHIP_STANCE { SUP_STANCE_NONE, SUP_STANCE_RESUPPLY, SUP_STANCE_FULLYAUTO }; struct BASE_SUPPLYSHIP_SAVELOAD { SUPPLYSHIP_MODES mode; U32 workingID; U32 targetedTargetID; SINGLE supplyTimer; struct NETGRIDVECTOR supplyPoint; U32 supplyEscortTargetID; GRIDVECTOR seekTarget; U32 supplyPlatformTargetID; SUPPLY_SHIP_STANCE supplyStance; bool bNeedToSendMoveToTarget:1; bool bStoreAgentID:1; }; struct SUPPLYSHIP_SAVELOAD : SPACESHIP_SAVELOAD { BASE_SUPPLYSHIP_SAVELOAD baseSaveLoad; SUP_SAVELOAD sup_SL; }; enum TSHIP_NET_COMMANDS { TSHIP_CANCEL, TSHIP_APPROVED, TSHIP_SUCCESS }; struct BASE_TROOPSHIP_SAVELOAD { __hexview U32 dwTargetID; U32 attackAgentID; bool bTakeoverApproved; }; struct TROOPSHIP_SAVELOAD : SPACESHIP_SAVELOAD { BASE_TROOPSHIP_SAVELOAD troopSaveLoad; }; struct TROOPPOD_SAVELOAD { __hexview U32 dwTargetID; 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( @??  `O( @?????( @??<~3'L?|x0 ???????????( @??>|<<<<8<8<8<8<8?<8<<xx?????( @88~A@ ?( @???~p@?( @00100?C?( @Cs}g'0x93gN 8~~88pp}~x@~|@Æ??p?( @?><< >?<`>?<8|0< <|???ρ( @p|??~>x<<`<<<<<<<<<<<<<<<<><8|?~( @?a<~0 `3`'@L@0@@@@ `    @x???( @8| 0߀ ,, ll>?{=>?p|8c?0xa ?0?( @@ ? | p&qpp@|p8 0 `0  xx??Ϗ( @88pp@aq{~|xp`@> ????( @0x093 gN7/ ////////// ??0???( @@8?| & ?p?|x00``@@?Ag??????( @0x==xp ? ? @?( @ @ @@@?| &@|!#/C@????????( @080fNb 3'L   @@ z ?.fx??>??8( @@x8<< 80|88 ??3???@??( @?~?? >|y>x ??( @@ q ~~  `qx@?_ <|? p?( @?><< >?<`>?<8|0< <|?????ρ( @Gq0x93&\0   `@=x~|&EditoreEditor mode|&Map edit (RUSE)&Parts listPrint &OpList&Reload GametypesReset VisibilityStart a Program...&Kill a programReset CameraDrop an object...Save System KitLoad System KitTurn on all techFix Command Points&Filey&Reload mapz&Save{E&xit map editorPAȀ mAdjust Network Stress MS Sans SerifP D Latency (in mseconds) PS* P~ msctls_updown32Spin1P7P The default latency value is 0. This means that messages are handled immediately upon receipt. Setting a higher value causes messages to wait in the input queue X amount of time before the game processes them.P82PAB Packet Loss (percent) PS?* P~? msctls_updown32Spin1POThe default packet loss is 0. This means that all messages get through to the destination. Setting a higher value causes more packets to be lost in transit.PAʀhAdd a PartMS Sans SerifAX_&AddP% Part NameP_ 7P_SysTreeView32Tree1Ȁ[:Edit search path for data files MS Sans SerifP2OKP"2CancelPMPAʀhPart ListMS Sans SerifX-&ViewP`X7-&GotoȀEAdjust Game Speed MS Sans SerifP+Game SpeedX5 XP msctls_updown32Spin1P+P  0 means normal speed. -10 means the slowest game speed, and +10 means the fastest game speed. For right now, the slowest speed is 4 times slower than "normal", and the fastest speed is 4 times faster than "normal."@PlK Enable frame limitingȀField ListMS Sans SerifP =OKP$>CancelP P<>DeletePAȀ.Name That FieldMS Sans SerifP2OKP2CancelP JPAȀVolume ControlMS Sans SerifP.qMusic P !Kmsctls_trackbar32Slider1P ! Volume:@Pm! MuteP:.qEffectsPC! Volume: PB!Kmsctls_trackbar32Slider1@PCm! MutePm.qCommsPt! Volume: Pq!Kmsctls_trackbar32Slider1@Psm! MuteP.qNet ChatP! Volume: P!Kmsctls_trackbar32Slider1@Pm! MutePA@π^Text outputMS Sans SerifD(P^RICHEDITȀDialogMS Sans SerifP2OKP2CancelP> P NameP.= VisibleP] WIf you're not part of the solution, you're part of the precipitate.Pb9Delete SystemPc.m Locked (Exit-Only)PAȀ:Multiple LinksMS Sans SerifP 2OKP2CancelP4Multiplicity of LinkP(PAȀStart a ProgramMS Sans Serif PsX2&RunPO ScriptsPI2&DoneȀView a ProgramMS Sans Serif PsX2&ViewPO Active ProgramsPJ2&DoneȀCamera ListMS Sans SerifP@NewP@DeleteP9@Set LookPQ@Set PositionPo@ViewP@Look FromP@GotoPPAȀKill a ProgramMS Sans Serif PsX2&KillPO Active ProgramsPI2&DoneʀhAdd a PartMS Sans SerifAX_&AddP% Part NameP_ P^PAȐyAssertion Failed MS Sans SerifP2&AbortP2&DebugP*2&IgnorePG0Version: %sPkRICHEDITȀ _Command TrackingMS Sans SerifPKJ2OKPJ2Cancel@POEnable TrackingP$ 6P+ msctls_updown32Spin1P1 wCommand Period (in seconds)P1$ 6P+1 msctls_updown32Spin1P15wMax commands in periodPA@CMS Sans Serif PU<lV  Conquest: Frontier WarsMS Sans SerifP2OKP2NOPRICHEDITf_ g _UxU#1jhV0 _UxxUjhV0 _Uf\PxUjhV0 YJ2b-NxjhV0 _U]wQRjhV0 _U eQ/2QX[xUjhV0 _UJ2bP}@\xUjhV0 _UNRvjxUjhV0 _U;Neq__jjhV0_Uf@SjhV0(WO(u-nje-NuP,n0R/v}xePulsa el botn izquierdo del ratn para insertar un objeto 3D."Activa el visor para el men Chat.PA(Ouvrir l'cran d'options des clairages.Ouvrir l'cran musique.Ouvrir l'cran de la nbuleuse.Insrer un objet 3D.2Slectionnez un archtype dans la base de donnes.Charger un objet 3D...%Clic gauche pour insrer un objet 3D.(Activer l'cran pour le menu discussion.PAApri il visore per le luci.,Apri il visore per la gestione della musica.Apri il visore per le nebulose.Inserisci un oggetto 3D.$Seleziona un archetipo dal database.Caricamento oggetto 3D...EClicca con il pulsante sinistro del mouse per inserire un oggetto 3D."Attiva il visore per il menu Chat.Open the viewer for lights.&Open the viewer for the music manager. Open the viewer for the nebulae.Insert a 3D object.&Select an archetype from the database.Loading 3D object...!Left-click to insert a 3D object.%Turn on the viewer for the chat menu.$Otwrz przegldark dla o[wietlenia.)Otwrz przegldark dla menad|era muzyki.Otwrz przegldark dla mebul.Wstaw obiekt 3D.Wybierz archetyp z bazy danych.Wczytywanie obiektu 3D...6Kliknij lewym przyciskiem myszki by wstawi obiekt 3D.#WBcz przegldark dla menu rozmw. _U0b-r'jhV0WLjHhgQ[-[O(uOP}Y0wYN PjhV0 _UteԚnjejhV0 eQJ2bX[jf_ gb TabbU}PA(Ansicht fr den Kriegsnebel einschalten.Dateisachen machen Benutzereinstellungen vornehmen.Eine Ansicht ffnen.!Ansicht fr globale Daten ffnen.Ein GESPEICHERTES SPIEL ladenConquest: Frontier Wars AkzeptierenAblehnen#Open the viewer for the fog of war.Do File thingsSet user preferences.Start a viewer. Open the viewer for global data.Load SAVED GAMEConquest: Frontier WarsI Accept I Decline'Abre el visor para la niebla de guerra.Trabajar con Archivos$Configurar preferencias del usuario.Iniciar un visor."Abre el visor para datos globales.Cargar JUEGO GUARDADO Conquest: Frontier WarsAceptoRechazoPA-Activer l'cran pour le brouillard de guerre.Do File things%Configuration paramtres utilisateur.Start a viewer.%Activer l'cran des donnes globales.Charger PARTIE SAUVEGARDEE#Conquest : Les Guerres de Frontire J'accepte Je refusePA'Apri il visore per la nebbia di guerra. Area File"Imposta le preferenze dell'utente.Avvia un visore."Apri il visore per i dati globali.Carica PARTITA SALVATAConquest: Frontier WarsAccettoRifiutoPA#Open the viewer for the fog of war.Do File thingsSet user preferences.Start a viewer. Open the viewer for global data.Load SAVED GAMEConquest: Frontier WarsI Accept I Decline"Otwrz wy[wietlacz dla mgBy wojny.Przeprowadz operacje na plikachUstaw preferencje u|ytkownika.Uruchom przegldark.*Otwrz przegldark dla danych globalnych.Wczytaj ZAPISAN GRConquest: Frontier WarsTakNiePAcNjHh (*.dll)|*.dll|PAScript-Dateien (*.dll)|*.dll|PAScript Files (*.dll)|*.dll|PA!Archivos de Script (*.dll)|*.dll|PAFichiers script (*.dll)|*.dll| File degli script (*.dll)|*.dll|Script Files (*.dll)|*.dll|PAPliki skryptw (*.dll)|*.dll|PA _UNRnjejhV0xvzew*f ( ! ) ####f(WfthT WvkMO N c Nn ]uY^ 0(W[[-Nvʕ@SW c Nn ]uY^ 0(Wm N c Nn ]uY^ 0N]zfga-!|UPA!Ansicht fr Missionsdaten ffnen.&Mantis-Fregatten entwickeln ( ! ) ####ComputerALinksklick auf ein Baufeld um einen Planeten, um Bau zu beginnen.@Linksklick auf einen freien Bereich im Raum, um Bau zu beginnen.0Linksklick auf ein Wurmloch, um Bau zu beginnen. KI-Einfach!Open the viewer for mission data."Research Mantis Frigate ( ! ) ####Computer7Left-click on a slot around a planet to initiate build.6Left-click on an open area of space to initiate build.+Left-click on a wormhole to initiate build.AI-Easy&Abre el visor para datos de la misin.$Investigar Fragata Mantis ( ! ) #### OrdenadorgPulsa el botn izquierdo del ratn sobre una ranura alrededor del planeta para iniciar la construccin.VPulsa el botn izquierdo del ratn sobre una zona despejada para iniciar construccin.XPulsa el botn izquierdo del ratn sobre un agujero de gusano para iniciar construccin.IA-Fcil(Activer l'cran des donnes de mission .$Rechercher Frgate Mantis ( ! ) #### OrdinateurSClic gauche sur un emplacement autour d'une plante pour commencer la construction.AClic gauche sur une zone d'espace pour commencer la construction.9Clic gauche sur un vortex pour commencer la construction. IA-Facile&Apri il visore per i dati di missione.!Ricerca Fregata Mantis ( ! ) ####ComputeriClicca con il pulsante sinistro del mouse su uno spazio attorno a un pianeta per iniziare la costruzione.cClicca con il pulsante sinistro del mouse su una zona aperta di spazio per iniziare la costruzione.ZClicca con il pulsante sinistro del mouse su un Buco infinito per iniziare la costruzione. IA facile!Open the viewer for mission data.Ҥ լC l ( ! ) ####01 | Xt t$D ‘iȲ D Xt t$D ‘iȲ@D Xt t$D ‘iȲAI - XPA%Otwrz przegldark dla danych misji.2Rozpoczcie badaD nad Fregat Modliszek ( ! ) ####Komputer8Aby rozpocz budow, L-kliknij na slocie wokB planety.6Aby rozpocz budow, L-kliknij na wolnej przestrzeni.;Aby rozpocz budow, L-kliknij na tunelu midzywymiarowym.SI-AatwaN]zfga--NI{N]zfga-VN]zfga-N]zfga-NightmarePA KI-Mittel KI-Schwierig KI-Unmglich KI-NightmarePA AI-AverageAI-Hard AI-Impossible AI-Nightmare IA-Normal IA-Difcil IA-Imposible IA-NightmarePA IA-Normale IA-Difficile IA-Impossible IA-NightmarePAIA media IA difficileIA impossibile IA-NightmareAI - AI - AI - \ AI-NightmarePA SI-Zrednia SI-Trudna SI-Genialna SI-NightmareYo:y T1z$, =~ ( ! ) ####PANamen anzeigen$,Hauptquartier ( ! ) ####Begin display names$,Headquarters ( ! ) ####Inicio visualizar nombres$,Cuartel General ( ! ) ####PABegin display names$, Centre de Commandement( ! ) ####PABegin display names$,Quartier Generale ( ! ) ####PABegin display names$,ܴ0 ( ! ) ####Zacznij wy[wietla nazwy$,Kwatera GBwna ( ! ) ####PAW 9^ ( ! ) ####͑W 9^ ( ! ) ####yb]mixvz-e|Iq^!XXw[Gnjn6eƖ9\[f2y|q}ۘH_]ff*zzkf0bf*Yzzz!qOu0bfnG݈͑]fPALeichte Werft ( ! ) ####Schwere Werft ( ! ) ####Tech-IndustrieForschungszentrum RaffinerieFestungKorvetteErnterL-SATRaketen-Kreuzer FlottentrgerSchlachtschiff Raumstation Dreadnought InfiltratorLancer-KreuzerLight Shipyard ( ! ) ####Heavy Shipyard ( ! ) ####Tech IndustrialResearch FacilityRefineryFortressCorvette Harvester L-Sat DefenseMissile Cruiser Fleet Carrier Battleship Space Station Dreadnought InfiltratorLancer CruiserPAAstillero Ligero ( ! ) ####Astillero Pesado ( ! ) ####TecnoindustriaCentro de Investigacin Refinera FortalezaCorbeta CosechadoraSatlite de Defensa LserCrucero de MisilesCarguero de FlotaCrucero de BatallaEstacin Espacial Acorazado InfiltradorCrucero LanceroPAChantier naval ( ! ) ####Arsenal ( ! ) ####Tech. IndustrielleLaboratoire de recherche Raffinerie ForteresseCorvette MoissonneuseL-Sat DfensifCroiseur lance-missilesTransporteur d'EscadresCuirassStation spatiale Dreadnought Infiltrateur Croiseur Arc"Cantiere navale leggero ( ! ) ####"Cantiere navale pesante ( ! ) ####TecnoindustriaCentro di ricerca RaffineriaFortezzaCorvetta Mietitrice Difesa L-SatIncrociatore missilistico PortaereiNave da guerraStazione spaziale Dreadnought IncursoreIncrociatore LancerPA|tǸ }|ܴ ( ! ) ####D }|ܴ ( ! ) ####0 l $ t\ϳXՠ0L-Sat )| l տ ά0} ˜tǤ LtXܴܴxxDոt0 lStocznia ( ! ) ####Du|a Stocznia ( ! ) ####Instytut TechnikiRozpoczcie badaD nad budowl RafineriaFortecaKorweta{niwiarz DziaBo L-SatKr|ownik Rakietowy Lotniskowiec NiszczycielStacja Kosmiczna Pancernik Infiltrator LancetnikPA݈M9kaS[>r;edG ( ! ) ####uP[*zzkf ( ! ) ####w*f ( ! ) ####^ ( ! ) ####V2u*zzkf ( ! ) ####]*zzkf ( ! ) ####ztKQ2x ( ! ) ####d"} ( ! ) ####-^eaS͑W]f ( ! ) ####]tz*zzkf ( ! ) ####5ߘ ( ! ) ####y8T9 ( ! ) ####}T~ ( ! ) #### ' }']W}T~PA FabrikatorTrmmerKhamir ( ! ) ####Sphertrger ( ! ) ####Raubtier-Fregatte ( ! ) ####Minenleger ( ! ) ####Scarab ( ! ) ####Tiamat ( ! ) ####Voraak-Kanone ( ! ) ####Sucher ( ! ) ####Sith Kar ( ! ) ####Schwarmtrger ( ! ) ####Zorap ( ! ) ####Siphon ( ! ) ####Weber ( ! ) ####'Naja' Groer Weber FabricatorDebrisKhamir ( ! ) ####Scout Carrier ( ! ) ####Frigate ( ! ) ####Spinelayer ( ! ) ####Scarab ( ! ) ####Tiamat ( ! ) ####Voraak Cannon ( ! ) ####Seeker ( ! ) ####!Sith Kar Heavy Cruiser ( ! ) ####Hive Carrier ( ! ) ####Zorap ( ! ) ####Siphon ( ! ) ####Weaver ( ! ) ####'Naja' Greater Weaver FabricanteResiduosKhamir ( ! ) ####&Carguero de Reconocimiento ( ! ) ####Fragata ( ! ) ####Minador ( ! ) ####Escarabajo ( ! ) ####Tiamat ( ! ) ####Can Voraak ( ! ) ####Rastreador ( ! ) ####"Crucero Pesado Sith Kar ( ! ) ####Carguero Colmena ( ! ) ####Zorap ( ! ) ####Sifn ( ! ) ####Tejedor ( ! ) ####Tejedor Mayor 'Naja'Navire-ChantierDbrisKhamir ( ! ) ####)Transporteur de Premire Ligne ( ! ) ####Frgate ( ! ) ####Phalange ( ! ) ####Scarabe ( ! ) ####Tiamat ( ! ) ####Canon Voraak ( ! ) ####Traqueur ( ! ) ####(Croiseur lourd Sith Kar Heavy ( ! ) ####Transporteur-ruche ( ! ) ####Zorap ( ! ) ####Siphon ( ! ) ####Tisseur ( ! ) ####Tisseur lourd 'Naja' CostruttoreDetritiKhamir ( ! ) #### Trasporto ricognitori ( ! ) ####Fregata ( ! ) ####Posamine Mantis ( ! ) ####Scarabeo ( ! ) ####Tiamat ( ! ) ####Cannone Voraak ( ! ) ####Cercatore ( ! ) ####(Incrociatore pesante Sith Kar ( ! ) ####Trasporto Alveare ( ! ) ####Zorap ( ! ) ####Aspiratore ( ! ) ####Tessitore ( ! ) ####Tessitore maggiore 'Naja'( t0t<t ( ! ) ####tΰƸ ά ( ! ) ####լC ( ! ) ####@tǴ ( ! ) #### ( ! ) ####Dȹ ( ! ) ####|l | ( ! ) #### ( ! ) ####¤ tt  l ( ! ) ####Xt ά ( ! ) #### pȍ ( ! ) ####t ( ! ) #### DŽ ( ! ) #### '' t0 DŽ FabrykatorZBom kosmicznyKhamir ( ! ) ####Zwiadowca ( ! ) ####Fregata ( ! ) ####Minostawiacz ( ! ) ####Skarabeusz ( ! ) ####Tiamat ( ! ) ####DziaBo Voraak ( ! ) ####Szperacz ( ! ) ####$Ci|ki kr|ownik Sith Kar ( ! ) ####Ulowiec ( ! ) ####Zorap ( ! ) ####Syfon ( ! ) ####Tkacz ( ! ) ####Tkacz Wikszy 'Naja'PA[u9 ( ! ) ####uirqr ( ! ) ####r ( ! ) ####2uk^ ( ! ) ####PM\`| ( ! ) ####m~ ( ! ) ####r4x4X ( ! ) #### r+SN ( ! ) #### WSN ( ! ) ####shSN ( ! ) ####S[+YSN ( ! ) ####Atlas ( ! ) ####Trireme ( ! ) ####Monolith ( ! ) #### Hoher RatHangar ( ! ) ####Sprungtor ( ! ) ####Antriebslabor ( ! ) ####Sezierkammer ( ! ) ####Ionen-Kanone ( ! ) ####Schwere Raffinerie ####Superschwere Raffinerie ####Groer Sammler ( ! ) ####Admiral Halsey ( ! ) ####Admiral Hawkes ( ! ) ####Admiral Benson ( ! ) ####Admiral Smirnoff ( ! ) ####PAAtlas ( ! ) ####Trireme ( ! ) ####Monolith ( ! ) #### High CounselSquadron Hangar ( ! ) ####Jump Gate ( ! ) ####Propulsion Lab ( ! ) ####Dissection Chamber ( ! ) ####Ion Cannon ( ! ) ####Heavy Refinery ####Super Heavy Refinery ####Greater Collector ( ! ) ####Admiral Halsey ( ! ) ####Admiral Hawkes ( ! ) ####Admiral Benson ( ! ) ####Admiral Smirnoff ( ! ) ####Atlas ( ! ) ####Trirreme ( ! ) ####Monolito ( ! ) ####Consejero MayorHangar del Escuadrn ( ! ) ####Portal de Salto ( ! ) ####$Laboratorio de Propulsin ( ! ) ####Cmara de Diseccin ( ! ) ####Can de Iones ( ! ) ####Refinera Pesada ####Refinera Sper Pesada ####Colector Mayor ( ! ) ####Almirante Halsey ( ! ) ####Almirante Hawkes ( ! ) ####Almirante Benson ( ! ) ####Almirante Smirnoff ( ! ) ####Atlas ( ! ) ####Trirme ( ! ) ####Monolithe ( ! ) #### Haut ConseilHangar d'Escadre ( ! ) ####Portail de Saut ( ! ) ####Labo Propulsion ( ! ) ####Labo de Dissection( ! ) ####Canon Ion ( ! ) ####Raffinerie Lourde ####Mga-Raffinerie ####Grand Collecteur( ! ) ####Amiral Halsey ( ! ) ####Amiral Hawkes ( ! ) ####Amiral Benson ( ! ) ####Amiral Smirnoff ( ! ) ####PAAtlas ( ! ) ####Trireme ( ! ) ####Monolito ( ! ) ####Alto Consiglio!Hangar dello squadrone ( ! ) ####Porta di lancio ( ! ) ####%Laboratorio di Propulsione ( ! ) ####Sala di Dissezione ( ! ) ####Cannone ionico ( ! ) ####Raffineria pesante ####Super Raffineria pesante ####Collettore maggiore ( ! ) ####Ammiraglio Halsey ( ! ) ####Ammiraglio Hawkes ( ! ) ####Ammiraglio Benson ( ! ) ####Ammiraglio Smirnoff ( ! ) ####PAD| ( ! ) ####|tǼ ( ! ) ####x ( ! ) #### High Counselܴ` մ ( ! ) #### tǸ ( ! ) ####\< ( ! ) ####9X T̄ ( ! ) ####t( | ( ! ) #### D t ####| D t ####t0 0 ( ! ) ####@ ų ( ! ) ####9֤ ų ( ! ) #### ų ( ! ) ####tx ų ( ! ) ####PAAtlas ( ! ) ####Trirema ( ! ) ####Monolit ( ! ) #### Wielki RadcaHangar ( ! ) #### Wrota Midzywymiarowe ( ! ) ####Instytut Napdw ( ! ) ####Komora Dyssekcyjna ( ! ) ####DziaBo Jonowe ( ! ) ####Du|a Rafineria ####Super Du|a Rafineria ####Kolektor Wikszy ( ! ) ####AdmiraB Halsey ( ! ) ####AdmiraB Hawkes ( ! ) ####AdmiraB Benson ( ! ) ####AdmiraB Smirnoff ( ! ) ####/f]wQRv@SWe^>rSN ( ! ) #### xd݈M9 ( ! ) f͎[ ( ! ) xd 9^ ( ! )Ot ( ! ) ͑W 9^ ( ! ) yb]mi ( ! )YN ( ! ) c Nn ]uNBfeTeIΑ0 ( ! ) c Nn ]uNBfeTeIΑ0 ( ! ) xvz-e ( ! )!qOu0bf ( ! ) ####w*f ( ! ) ####V2u*zzkf ( ! ) ####]tz*zzkf ( ! ) ####!Dieser Abschnitt ist fr TooltipsAdmiral Steele ( ! ) ####Fabrikatoren auswhlen ( ! )Flottenoffiziere ( ! )Werften auswhlen ( ! )Reparieren ( ! )Schwere Werft ( ! )Tech-Industrie ( ! )Diplomatie ( ! )CLinksklick, um die Ansicht gegen den Uhrzeigersinn zu drehen. ( ! )<Linksklick, um die Ansicht im Uhrzeigersinn zu drehen. ( ! )Forschungszentrum ( ! )Dreadnought ( ! ) ####Raubtier-Fregatte ( ! ) ####Scarab ( ! ) ####Schwarmtrger ( ! ) ####PAThis section is for tooltipsAdmiral Steele ( ! ) ####Select Fabricators ( ! )Fleet Officers ( ! )Select Shipyards ( ! ) Repair ( ! )Heavy Shipyard ( ! )Tech Industrial ( ! )Diplomacy ( ! )5Left-click to rotate the view counterclockwise. ( ! ).Left-click to rotate the view clockwise. ( ! )Research Facility ( ! )Dreadnought ( ! ) ####Frigate ( ! ) ####Scarab ( ! ) ####Hive Carrier ( ! ) ####PAEsta seccin describe mensajesAlmirante Steele ( ! ) ####Seleccionar Fabricantes ( ! )Oficiales de Flota ( ! )Seleccionar Astilleros ( ! ) Reparar ( ! )Astillero Pesado ( ! )Tecnoindustria ( ! )Diplomacia ( ! )iPulsa el botn izquierdo del ratn para girar la vista en sentido contrario a las agujas del reloj. ( ! )cPulsa el botn izquierdo del ratn para girar la vista en el sentido de las agujas del reloj. ( ! )Centro de Investigacin ( ! )Acorazado ( ! ) ####Fragata ( ! ) ####Escarabajo ( ! ) ####Carguero Colmena ( ! ) ####+Section concernant les textes d'informationAmiral Steele ( ! ) #####Slectionner Navires-Chantier ( ! )Officiers de la Flotte ( ! )#Slectionner Chantiers Navals ( ! ) Rparer ( ! ) Arsenal ( ! )Chantier H-Tech ( ! )Diplomatie ( ! )WClic gauche pour orienter la vue dans le sens inverse des aiguilles d'une montre. ( ! )OClic gauche pour orienter la vue dans le sens des aiguilles d'une montre. ( ! )Laboratoire de Recherche ( ! )Dreadnought ( ! ) ####Frgate ( ! ) ####Scarabe ( ! ) ####Transporteur-ruche ( ! ) ####This section is for tooltipsAmmiraglio Steele ( ! ) ####Seleziona costruttori ( ! )Ufficiali di flotta ( ! )Seleziona cantieri ( ! ) Ripara ( ! )Cantiere navale pesante( ! )Tecnoindustria ( ! )Diplomazia ( ! )[Clicca con il pulsante sinistro del mouse per ruotare la visuale in senso antiorario. ( ! )WClicca con il pulsante sinistro del mouse per ruotare la visuale in senso orario. ( ! )Centro di ricerca ( ! )Dreadnought ( ! ) ####Fregata ( ! ) ####Scarabeo ( ! ) ####Trasporto Alveare ( ! ) ####This section is for tooltips ų ( ! ) ####( t0 ( ! ) տ $< ( ! ) ի ( ! )¬ ( ! ) D }|ܴ ( ! )Ll xT¸Ҭ ( ! )xP ( ! )  tܴ $ ( ! )ܴܴx ( ! ) ####լC ( ! ) #### ( ! ) ####Xt ά ( ! ) ####PA5Ten dziaB dotyczy informacji wy[wietlanych na ekranieAdmiraB Steele ( ! ) ####Zaznaczenie Fabrykatorw ( ! )Dowdcy flot ( ! )Zaznaczenie Stoczni ( ! ) Naprawa ( ! )Du|a Stocznia ( ! )Instytut Techniki ( ! )Dyplomacja ( ! )HL-kliknij, aby obrci widok przeciwnie do ruchu wskazwek zegara. ( ! )EL-kliknij, aby obrci widok zgodnie z ruchem wskazwek zegara. ( ! )%Rozpoczcie badaD nad struktur ( ! )Pancernik ( ! ) ####Fregata ( ! ) ####Skarabeusz ( ! ) ####Ulowiec ( ! ) ####PAd"} ( ! ) ####aS[>r;edG ( ! ) #### ^ NXek9uP[*zzkf ( ! ) ####]*zzkf ( ! ) ####^ ( ! ) ####'[e'njn6eƖ9 ( ! ) ####ztKQ2x ( ! ) ####w[G ( ! ) ####f*zzkf ( ! ) ####nG ( ! ) ####݈͑]f ( ! ) ####\2xTX ( ! ) #### 0bf ( ! ) ####ۘH_]f ( ! ) ####KuQ9 ( ! ) ####PASucher ( ! ) ####Khamir ( ! ) ####Mantis Mutterschiff bauenSphertrger ( ! ) ####Tiamat ( ! ) ####Minenleger ( ! ) ####'Kammeth' Ernter ( ! ) ####Voraak-Kanone ( ! ) ####Korvette ( ! ) ####Flottentrger ( ! ) ####Infiltrator ( ! ) ####Lancer-Kreuzer ( ! ) ####Laser-Satellit ( ! ) ####Schlachtschiff ( ! ) ####Raketenkreuzer ( ! ) ####Truppen-Transporter ( ! ) ####Seeker ( ! ) ####Khamir ( ! ) ####Build a Mantis MothershipScout Carrier ( ! ) ####Tiamat ( ! ) ####Spinelayer ( ! ) ####'Kammeth' Harvester ( ! ) ####Voraak Cannon ( ! ) ####Corvette ( ! ) ####Fleet Carrier ( ! ) ####Infiltrator ( ! ) ####Lancer Cruiser ( ! ) ####Laser Turret ( ! ) ####Battleship ( ! ) ####Missile Cruiser ( ! ) ####Troopship ( ! ) ####PARastreador ( ! ) ####Khamir ( ! ) ####Construir Nave Nodriza Mantis%Carguero de Reconocimiento ( ! ) ####Tiamat ( ! ) ####Minador ( ! ) #### Cosechadora 'Kammeth' ( ! ) ####Can Voraak ( ! ) ####Corbeta ( ! ) ####Carguero de Flota ( ! ) ####Infiltrador ( ! ) ####Crucero Lancero ( ! ) ####Torreta de Lser ( ! ) ####Crucero de Batalla ( ! ) ####Crucero de Misiles ( ! ) ####Transporte de Tropas ( ! ) ####Traqueur ( ! ) ####Khamir ( ! ) ####"Construire un Vaisseau-Mre Mantis)Transporteur de premire ligne ( ! ) ####Tiamat ( ! ) ####Poseur de mines ( ! ) ####!Moissonneuse 'Kammeth' ( ! ) ####Canon Voraak ( ! ) ####Corvette ( ! ) ####Transporteur ( ! ) ####Infiltrateur ( ! ) ####Croiseur Arc ( ! ) ####Tourelle laser ( ! ) ####Cuirass ( ! ) ####"Croiseur lance-missiles ( ! ) ####Transport de Troupes ( ! ) ####PACercatore ( ! ) ####Khamir ( ! ) #### Costruisci una Nave madre MantisRicognitore ( ! ) ####Tiamat ( ! ) ####Posamine Mantis ( ! ) ####Mietitrice 'Kammeth' ( ! ) ####Cannone Voraak ( ! ) ####Corvetta ( ! ) ####Portaerei ( ! ) ####Incursore ( ! ) ####Incrociatore Lancer ( ! ) ####Torretta laser ( ! ) ####Nave da guerra ( ! ) ####$Incrociatore missilistico ( ! ) ####Trasporto truppe ( ! ) #### ( ! ) ####t ( ! ) #### Ҥ tΰƸ ά ( ! ) ####Dȹ ( ! ) ####@tǴ ( ! ) ####'tT' Xՠ0 ( ! ) ####|l | ( ! ) #### \ϳ ( ! ) #### տ ά ( ! ) ####xDոt0 ( ! ) #### l ( ! ) ####t 0 ( ! ) ####0} ( ! ) ####| l ( ! ) ####} ( ! ) ####Khamir ( ! ) ####Budowa Statku-Matki ModliszekZwiadowca ( ! ) ####Tiamat ( ! ) ####Minostawiacz ( ! ) ####{niwiarz 'Kammeth' ( ! ) ####DziaBo Voraak ( ! ) ####Korweta ( ! ) ####Lotniskowiec ( ! ) ####Infiltrator ( ! ) ####Lancetnik ( ! ) ####DziaBo Laserowe ( ! ) ####Niszczyciel ( ! ) ####Kr|ownik Rakietowy ( ! ) ####Desantowiec ( ! ) ####*Yzzz ( ! ) ####njn6eƖ9 ( ! ) ####'HQ2'݈M9 ( ! ) ####^ NXdže0bf ^ NXdže\dž]f ^ NXeb_]f ^ NXeEf ^ NXeĖ]f ^ NXenG ^ NXe^GPARaumstation ( ! ) ####Ernter ( ! ) ####!Erweiterter Fabrikator ( ! ) ####Vyrium-Kampfschiff bauenVyrium-Cobra Kampfschiff bauenVyrium-erstrer bauenVyrium-Flak bauenVyrium-Infiltrator bauenVyrium-Monolith bauenVyrium-Probe bauenVyrium-Sidewinder-Kreuzer bauenCelereon-Tarnkreuzer bauenCelereon-Zerstrer bauenCelereon-Drohnenkreuzer bauenCelereon-Infiltrator bauenCelereon-Minenleger bauenSpace Station ( ! ) ####Harvester ( ! ) #### 'Advanced' Fabricator ( ! ) ####Build a Vyrium BattleshipBuild a Vyrium Cobra BattleshipBuild a Vyrium DestroyerBuild a Vyrium Flak DefenseBuild a Vyrium InfiltratorBuild a Vyrium MonolithBuild a Vyrium Probe!Build a Vyrium Sidewinder Cruiser!Build a Celareon Cloaking CruiserBuild a Celareon DestroyerBuild a Celareon Drone CruiserBuild a Celareon InfiltratorBuild a Celareon MinelayerEstacin Espacial ( ! ) ####Cosechadora ( ! ) #### Fabricante 'Avanzado' ( ! ) #####Construir Crucero de Batalla Vyrium)Construir Crucero de Batalla Vyrium CobraConstruir Destructor Vyrium"Construir Defensa Antiarea VyriumConstruir Infiltrador VyriumConstruir Monolito VyriumConstruir Sonda Vyrium#Construir Crucero Sidewinder Vyrium'Construir Crucero de Camuflaje CelareonConstruir Destructor Celareon'Construir Crucero Teledirigido CelareonConstruir Infiltrador CelareonConstruir Minador CelareonStation spatiale ( ! ) ####Moissonneuse ( ! ) #####Navire-Chantier 'Avanc' ( ! ) ####Construire un Cuirass Vyrium $Construire un Cuirass Cobra Vyrium Construire un Destroyer Vyrium )Construire un Dispositif Dfensif Vyrium "Construire un Infiltrateur Vyrium Construire un Monolithe Vyrium Construire une Sonde Vyrium 'Construire un Croiseur d'escorte Vyrium'Construire un Croiseur Fantme Claron!Construire un Destroyer Claron %Construire un Croiseur Drone Claron$Construire un Infiltrateur Claron &Construire un Poseur de mines ClaronStazione spaziale ( ! ) ####Mietitrice ( ! ) ####!Costruttore 'Advanced' ( ! ) ####$Costruisci una Nave da guerra Vyrium*Costruisci una Nave da guerra Cobra Vyrium'Costruisci un Cacciatorpediniere Vyrium&Costruisci una Difesa antiaerea VyriumCostruisci un Incursore VyriumCostruisci un Monolito VyriumCostruisci una Sonda Vyrium,Costruisci un Incrociatore Sidewinder Vyrium+Costruisci un Incrociatore occulto Celareon)Costruisci un Cacciatorpediniere Celareon-Costruisci un Incrociatore comandato Celareon Costruisci un Incursore CelareonCostruisci un Posamine CelareonPA˜tǤ LtX ( ! ) ####Xՠ0 ( ! ) ####tܴ ( t0 ( ! ) #### tǬ 0} tǬ T | 0} tǬ ¸\tǴ tǬ ՙ Ӥ tǬ xDոt0 tǬ x tǬ \ tǬ tܴT l @|( t| l @|( ¸\tǴ @|( ܴ` l @|( xDոt0 @|( ȹxtǴ Stacja Kosmiczna ( ! ) ####{niwiarz ( ! ) ####$'Zaawansowany' Fabrykator ( ! ) ####Budowa Niszczyciela Vyrium Budowa Niszczyciela Vyrium KobraBudowa Pancernika VyriumBudowa pancerza VyriumBudowa Infiltratora VyriumBudowa Monolita VyriumBudowa Sondy Vyrium#Budowa Kr|ownika Vyrium Sidewinder*Budowa Kr|ownika Kamuflujcego CelareonwBudowa Pancernika Celareonw!Budowa Kr|ownika Celareon TruteDBudowa Infiltratora CelareonwBudowa Minostawiacza Celareonw ^ NwQeۘH_|q} ^ NXeuP[G ^ NwQe[f ^ NXenjn6eƖ9 '>r['0b%]f ^ NXdženjn6eƖ9W 9^ ( ! ) ####͑W 9^ ( ! ) ####yb]mis^S ( ! ) ####!XX ####|Iq^ ( ! ) ####xvzs^S ( ! ) ####݈M9 ( ! ) ####xvz!qOu0bf ( ! ) ####xvz\[f ( ! ) ####xvzۘH_]fb_R ( ! ) ####PACelereon-RaketensystemCelereon-SpherCelereon-SchwarmsatellitCelereon-Ernter!'Malkorianischer' SchlachtkreuzerVyrium-Ernter bauenLeichte Werft ( ! ) ####Schwere Werft ( ! ) #####Tech-Industrie-Plattform ( ! ) #### Festung ####Raffinerie ( ! ) ####Forschungsplattform ( ! ) ####Fabrikator ( ! ) #### Dreadnought entwickeln( ! ) #####Lasersatellit entwickeln ( ! ) ####,Raketenkreuzer-Tarnung entwickeln ( ! ) ####PABuild a Celareon Missile SystemBuild a Celareon Scout Build a Celareon Swarm SatelliteBuild a Celareon Harvester'Malkorian' WarcruiserBuild a Vyrium HarvesterLight Shipyard ( ! ) ####Heavy Shipyard ( ! ) #####Tech Industrial Platform ( ! ) #### Fortress ####Refinery ( ! ) ####Research Platform ( ! ) ####Fabricator ( ! ) ####Research Dreadnought ( ! ) #####Research Laser Satellite ( ! ) ####,Research Missile Cruiser Cloaking ( ! ) ####%Construir Sistema de Misiles CelareonConstruir Explorador Celareon#Construir Satlite Colmena CelareonConstruir Cosechadora CelareonCrucero de Guerra 'Malkorian'Construir Cosechadora VyriumAstillero Ligero ( ! ) ####Astillero Pesado ( ! ) ####'Plataforma de Tecnoindustria ( ! ) ####Fortaleza ####Refinera ( ! ) ####&Plataforma de Investigacin ( ! ) ####Fabricante ( ! ) ####Investigar Acorazado ( ! ) ####'Investigar Satlite de Lser ( ! ) ####5Investigar Camuflaje de Crucero de Misiles ( ! ) ####,Construire une Plate-forme Missiles Claron Construire un Eclaireur Claron'Construire un Satellite Essaim Claron$Construire un Moissonneuse Claron Croiseur de Guerre 'Malkorian'"Construire un Moissonneuse Vyrium Chantier Naval ( ! ) ####Arsenal ( ! ) ####&Plate-forme-Chantier H-Tech ( ! ) ####Forteresse ####Raffinerie ( ! ) ####!Rechercher Plate-forme ( ! ) ####Navire-Chantier ( ! ) ####!Rechercher Dreadnought ( ! ) ####%Rechercher Satellite Laser ( ! ) ####8Rechercher Camouflage Croiseur lance-missiles ( ! ) ####+Costruisci un Sistema missilistico Celareon"Costruisci un Esploratore Celareon'Costruisci un Satellite Sciame Celareon"Costruisci una Mietitrice Celareon"Incrociatore da guerra 'Malkorian' Costruisci una Mietitrice Vyrium"Cantiere navale leggero ( ! ) ####"Cantiere navale pesante ( ! ) ####'Piattaforma tecnoindustriale ( ! ) #### Fortezza ####Raffineria ( ! ) ####Ricerca Piattaforma ( ! ) ####Costruttore ( ! ) ####Ricerca Dreadnought ( ! ) ####"Ricerca Satellite laser ( ! ) ####4Ricerca Incrociatore missilistico occulto ( ! ) ####PA@|( | ¤\ t$ @|( tΰƸ @|( x1 @|( Xՠ0 'й' l tǬ Xՠ0 |tǸ }|ܴ ( ! ) ####D }|ܴ ( ! ) ####Ll xT¸Ҭ ի ( ! ) #### #### t ( ! ) ####tܴ ի ( ! ) ####( t0 ( ! ) ####ܴܴx ( ! ) ####t x1 ( ! ) ####| l t| ( ! ) ####PA"Budowa Systemu Pociskw CelareonwBudowa Zwiadowcy Celareonw#Budowa Satelity Rojowego CelareonwBudowa {niwiarz CelareonwKr|ownik 'Malkorian'Budowa {niwiarza VyriumStocznia ( ! ) ####Du|a Stocznia ( ! ) ####Instytut Techniki ( ! ) #### Forteca ####Rafineria ( ! ) ####*Rozpoczcie badaD nad platform ( ! ) ####Fabrykator ( ! ) ####-Rozpoczcie badaD nad Pancernikiem ( ! ) ####3Rozpoczcie badaD nad Satelit Laserowym ( ! ) ####ERozpoczcie badaD nad Rakietowym Kr|ownikiem Kamuflujcym ( ! ) ####xvzTe0bf ( ! ) ####xvz*Yzzz ( ! ) ####xvz݈͑]f ( ! ) ####xvz'rq'aS[>r;edG ( ! ) ####xvz'?XbKQ'^ ( ! ) ####xvz']tz'*zzkf ( ! ) ####xvz'-^eaS'0b%]f ( ! ) ####xvz']'}*zzkf ( ! ) ####xvz'ztKQ's^S2x ( ! ) ####(Wf-NXR9f_f-Nyd9f}TNf|vR;ed}TNf2L2y ]wQRg\S ( ! ) ]wQRg'YS ( ! )x ( ! )PA*Midas Schlachtschiff entwickeln ( ! ) ####!Raumstation entwickeln ( ! ) ####$Lancer-Kreuzer entwickeln ( ! ) ####$'Zelot' Khamir entwickeln ( ! ) ####'Atok' Minenleger ( ! ) #####Schwarmtrger entwickeln ( ! ) ####.'Sith-Kar' Kriegskreuzer entwickeln ( ! ) ####*'Tiamat' Supertrger entwickeln ( ! ) ####.'Voraak' Plattformkanone entwickeln ( ! ) ####Schiffe zur Flotte hinzufgenSchiffe aus Flotte entfernenAngriffsbefehl fr Flotte geben$Verteidigungsbefehl fr Flotte gebenWerkzeugleiste minimieren ( ! )Werkzeugleiste maximieren ( ! )Optionen ( ! )$Research Midas Battleship ( ! ) ####!Research Space Station ( ! ) ####"Research Lancer Cruiser ( ! ) #####Research 'Zealot' Khamir ( ! ) ####%Research 'Atok' Spinelayer ( ! ) #####Research 'Hive' Carrier ( ! ) ####)Research 'Sith-Kar' Warcruiser ( ! ) ####*Research 'Tiamat' Super Carrier ( ! ) ####,Research 'Voraak' Platform Cannon ( ! ) ####Add Ships to FleetRemove Ships from FleetOrder Fleet to AttackOrder Fleet to DefendMinimize Toolbar ( ! )Maximize Toolbar ( ! ) Options ( ! )PA+Investigar Nave de Batalla Midas ( ! ) ####'Investigar Estacin Espacial ( ! ) ####%Investigar Crucero Lancero ( ! ) ####%Investigar Khamir 'Zealot' ( ! ) ####$Investigar Minador 'Atok' ( ! ) ####(Investigar Carguero 'Colmena' ( ! ) ####2Investigar Crucero de Guerra 'Sith-Kar' ( ! ) ####-Investigar Sper Carguero 'Tiamat' ( ! ) ####2Investigar Can de Plataforma 'Voraak' ( ! ) ####Aadir naves a la flotaEliminar naves de la flotaOrdenar a la flota que ataqueOrdenar a la flota que defienda%Minimizar Barra de Herramientas ( ! )%Maximizar Barra de Herramientas ( ! )Opciones ( ! )$Rechercher Cuirass Midas ( ! ) ####&Rechercher Station spatiale ( ! ) ####Rechercher Croiseur ( ! ) ####%Rechercher Khamir 'Zealot' ( ! ) ####,Rechercher Poseur de mines 'Atok' ( ! ) ####*Rechercher Transporteur 'Ruche' ( ! ) ####3Rechercher Croiseur de Guerre 'Sith-Kar' ( ! ) ####1Rechercher Super Transporteur 'Tiamat' ( ! ) ####0Rechercher Plate-forme Canon 'Voraak' ( ! ) ####Ajouter Vaisseaux la FlotteRetirer Vaisseaux de la FlotteOrdonner la Flotte d'attaquer Ordonner la Flotte de dfendreRduire barre d'outils ( ! )Agrandir barre d'outils ( ! ) Options ( ! )PA&Ricerca Nave da guerra Mida ( ! ) ####$Ricerca Stazione spaziale ( ! ) ####&Ricerca Incrociatore Lancer ( ! ) ####"Ricerca Khamir 'Zealot' ( ! ) ####)Ricerca Posamine Mantis 'Atok' ( ! ) ####&Ricerca Trasporto 'Alveare' ( ! ) ####4Ricerca Incrociatore da guerra 'Sith Kar' ( ! ) ####+Ricerca Super Trasporto 'Tiamat' ( ! ) ####2Ricerca Cannone da piattaforma 'Voraak' ( ! ) ####Aggiungi navi alla flottaRimuovi navi dalla flottaOrdina alla flotta di attaccareOrdina alla flotta di difendere(Minimizza la barra degli strumenti ( ! ))Visualizza la barra degli strumenti ( ! ) Opzioni ( ! )ȹt䲤 0} ( ! ) ####˜tǤ LtX ( ! ) #### l ( ! ) ####'' t ( ! ) ####'Dš' @tǴ ( ! ) ####'Xt ' ά ( ! ) ####'¤-tt' l ( ! ) ####'Dȹ' | ά ( ! ) ####'}' ի ( ! ) #### h h h h p h 9 h ) 9 4  \͌T ( ! ) 4  \T ( ! )Tt ( ! )PA4Rozpoczcie badaD nad Niszczycielem Midas ( ! ) ####1Rozpoczcie badaD nad Stacj Kosmiczn ( ! ) ####-Rozpoczcie badaD nad Lancetnikiem ( ! ) ####2Rozpoczcie badaD nad Khamirem 'Zelota' ( ! ) ####6Rozpoczcie badaD nad Minostawiaczem 'Atok' ( ! ) ####2Rozpoczcie badaD nad Lotniskowcej 'Ul' ( ! ) ####8Rozpoczcie badaD nad Kr|ownikiem 'Sith-Kar' ( ! ) ####;Rozpoczcie badaD nad Superlotniskowcem 'Tiamat' ( ! ) ####7Rozpoczcie badaD nad dziaBem klasy 'Voraak' ( ! ) ####Dodanie statkw do flotyUsunicie statkw z flotyRozkaz ataku dla flotyRozkaz obrony dla floty"Minimalizacja paska narzdzi ( ! )#Maksymalizacja paska narzdzi ( ! ) Opcje ( ! ) NNek ( ! ) NNek ( ! ) =~ ( ! ) ###\Pbk ( ! )] ( ! ) V6eN^s^S ( ! ) ƖP}ޞ ( ! )Ot ( ! )܈f} ( ! )YN ( ! )=~ ( ! ) xvzs^S ( ! )f ( ! ) 9^ ( ! ) ͑W 9^ ( ! ) yb]mi ( ! )PANchste(r) ( ! )Vorige(r) ( ! )Hauptquartier ( ! ) ### Stopp ( ! )Patrouille ( ! )Plattform demontieren ( ! )Sammelpunkt ( ! )Reparieren ( ! )Versorgen ( ! )Diplomatie ( ! )Hauptquartier ( ! )Forschungs-Plattformen ( ! ) Flotten ( ! ) Werften ( ! )Schwere Werft ( ! )Tech-Industrien ( ! )PA Next ( ! )Previous ( ! )Headquarters ( ! ) ### Stop ( ! ) Patrol ( ! )Salvage a Platform ( ! )Rally Point ( ! ) Repair ( ! ) Supply ( ! )Diplomacy ( ! )Headquarters ( ! )Research Platforms ( ! ) Fleets ( ! )Shipyards ( ! )Heavy Shipyard ( ! )Tech Industrials ( ! )PASiguiente ( ! )Anterior ( ! )Cuartel General ( ! ) ### Detener ( ! )Patrullar ( ! ) Desmantelar una Plataforma ( ! )Punto de Reunin ( ! ) Reparar ( ! )Suministrar ( ! )Diplomacia ( ! )Cuartel General ( ! )Investigar Plataformas ( ! ) Flotas ( ! )Astilleros ( ! )Astillero Pesado ( ! )Tecnoindustria ( ! )PA Suivant ( ! )Prcdent ( ! ) Centre de Commandement ( ! ) ### Annuler ( ! )Patrouiller ( ! )Dmanteler Plate-forme ( ! )Point de Ralliement ( ! ) Rparer ( ! )Rserves ( ! )Diplomatie ( ! )Centres de commandement ( ! ) Plates-formes de recherche ( ! ) Flottes ( ! )Chantier navals ( ! )Arsenaux ( ! )Chantiers H-Tech ( ! )PASuccessivo ( ! )Precedente ( ! )Quartier Generale ( ! ) ### Stop ( ! )Pattuglia ( ! )Recupero piattaforma ( ! )Punto di raduno ( ! )Riparazione ( ! )Fornitura ( ! )Diplomazia ( ! )Quartier Generale ( ! )Piattaforme di ricerca ( ! ) Flotte ( ! )Cantieri navali ( ! )Cantiere navale pesante ( ! )Tecnoindustrie ( ! )L ( ! )t ( ! )ܴ0 ( ! ) ### ( ! )0 ( ! ) ի  ( ! ) xǸ ( ! )¬ ( ! ) ( ! )xP ( ! ) ܴ0 ( ! )tܴ ի ( ! )h ( ! ) ի ( ! ) D }|ܴ ( ! )Ll xT¸Ҭ ( ! )Nastpny ( ! )Poprzedni ( ! )Kwatera GBwna ( ! ) ### Stop ( ! )Patrolowanie ( ! )ZBomowanie ( ! )Punkt zborny ( ! ) Naprawa ( ! ) Zapasy ( ! )Dyplomacja ( ! )Kwatera GBwna ( ! )Platformy badawcze ( ! ) Floty ( ! )Stocznie ( ! )Du|a Stocznia ( ! )Instytuty Techniki ( ! ) Iyf͎[ ( ! )fnU yrkfkhV ( ! ) jxdv9f ( ! )ԏV͑e܈f}UMO͑e܈f}D}xvz |Iq^ - =~xvzۘH_]f ( ! ) ####xvz2y[f ( ! ) ####yrkRb_ ( ! ) ####KuQ9GS}1 ( ! ) ####_dGS}1 ( ! ) ####_dGS}2 ( ! ) ####_dGS}3 ( ! ) ####Admiral versetzen ( ! )FlottenbersichtSpezialwaffe ( ! )!Ausgewhltes Schiff ansehen ( ! )ZurckEinheit mit Nachschub versorgenGruppe mit Nachschub versorgenForschung notwendig#RAFFINERIE - Hauptquartier bentigt$Raketenkreuzer entwickeln ( ! ) ####-Verteidigungssatelliten entwickeln ( ! ) ####%Spezialausrstung: Tarnung ( ! ) ####(Truppen-Transporter-Ausbau 1 ( ! ) ####Antrieb-Ausbau 1 ( ! ) ####Antrieb-Ausbau 2 ( ! ) ####Antrieb-Ausbau 3 ( ! ) ####Transfer Fleet Officer ( ! )Fleet InventorySpecial Weapon ( ! )View Selected Ship ( ! )Back Resupply UnitResupply GroupResearch Required REFINERY - Headquarters Required#Research Missile Cruiser ( ! ) ####%Research Defense Satellite ( ! ) ####$Special Ability: Cloaking ( ! ) ####Troopship Upgrade 1 ( ! ) ####Engine Upgrade 1 ( ! ) ####Engine Upgrade 2 ( ! ) ####Engine Upgrade 3 ( ! ) ####PA!Transferir Oficial de Flota ( ! )Inventario de FlotaArma Especial ( ! )Ver Nave seleccionada ( ! ) RetrocederReabastecer UnidadReabastecer GrupoInvestigacin requerida%REFINERA - Cuartel General requerido(Investigar Crucero de Misiles ( ! ) ####)Investigar Satlite de Defensa ( ! ) ####(Habilidad especial: Camuflaje ( ! ) ####$Nave de Tropas: Mejora 1 ( ! ) ####Motor: Mejora 1 ( ! ) ####Motor: Mejora 2 ( ! ) ####Motor: Mejora 3 ( ! ) ####&Transfrer Officier de la Flotte ( ! )Inventaire FlotteArme Spciale ( ! )Voir Vaisseau slectionn( ! )RetourRavitailler unitRavitailler groupeRecherche requise*Raffinerie - Centre de commandement requis-Rechercher Croiseur lance-missiles ( ! ) ####(Rechercher Satellite Dfensif ( ! ) ####)Capacit Spciale : Camouflage ( ! ) ####/Modernisation Transport de troupe 1 ( ! ) ####%Modernisation Propulsion 1 ( ! ) ####%Modernisation Propulsion 2 ( ! ) ####%Modernisation Propulsion 3 ( ! ) ####%Trasferisci Ufficiale di flotta ( ! )Inventario flottaArma speciale ( ! )!Visualizza nave selezionata ( ! )IndietroUnit di rifornituraGruppo di rifornituraSi richiede: Ricerca+RAFFINERIA - Si richiede: Quartier Generale,Ricerca Incrociatore missilistico ( ! ) ####&Ricerca Satellite difensivo ( ! ) ####)Abilit speciale: Occultamento ( ! ) ####+Miglioramento 1 Trasporto truppe ( ! ) ####!Miglioramento 1 Motore ( ! ) ####!Miglioramento 2 Motore ( ! ) ####!Miglioramento 3 Motore ( ! ) ####PA 9 tٳ ( ! )h ]  % ( ! ) ۲ Tt ( ! )\ ۲  l D t(DՔ ի : ܴ0)| l ( ! ) ####) x1 ( ! ) #### % : t| ( ! ) ####} tܴ 1 ( ! ) #### tܴ 1 ( ! ) #### tܴ 2 ( ! ) #### tܴ 3 ( ! ) ####PATransfer dowdcy floty ( ! )Wyposa|enie flotyBroD specjalna ( ! )Zobacz zaznaczony statek ( ! )CofnijZaopatrzenie jednostkiZaopatrzenie grupyWymagane badania#RAFINERIA - wymagana Kwatera GBwna8Rozpoczcie badaD nad Kr|ownikiem Rakietowym ( ! ) ####2Rozpoczcie badaD nad Satelit Obronnym ( ! ) ####*Umiejtno[ specjalna: Kamufla| ( ! ) ####%Modernizacja Desantowca 1 ( ! ) ####"Modernizacja silnikw 1 ( ! ) ####"Modernizacja silnikw 2 ( ! ) ####"Modernizacja silnikw 3 ( ! ) ####PA_dGS}4 ( ! ) ####xvz0bf ( ! ) ####yrkfkhVf;ed ( ! ) ####xvz!qOu0bf ( ! ) ####yrkfkhV^yv ( ! ) ####yrkfkhVc,nhV ( ! ) ####xvz*Yzzz ( ! ) ####xvz܈f}9 ( ! ) ####YkP}iGS}1 ( ! ) ####YkP}iGS}2 ( ! ) ####YkP}iGS}3 ( ! ) ####YkP}iGS}4 ( ! ) ####fkhVGS}1 ( ! ) ####fkhVGS}2 ( ! ) ####fkhVGS}3 ( ! ) ####fkhVGS}4 ( ! ) ####PAAntrieb-Ausbau 4 ( ! ) ####$Schlachtschiff entwickeln ( ! ) ####$Spezialwaffe: Sturmladung ( ! ) ####!Dreadnought entwickeln ( ! ) ####%Spezialwaffe: Aegis-Schild ( ! ) ####Spezialwaffe: Sonde ( ! ) ####!Raumstation entwickeln ( ! ) ####'Versorgungsschiff entwickeln ( ! ) ####Rumpf-Ausbau 1 ( ! ) ####Rumpf-Ausbau 2 ( ! ) ####Rumpf-Ausbau 3 ( ! ) ####Rumpf-Ausbau 4 ( ! ) ####Waffen-Ausbau 1 ( ! ) ####Waffen-Ausbau 2 ( ! ) ####Waffen-Ausbau 3 ( ! ) ####Waffen-Ausbau 4 ( ! ) ####PAEngine Upgrade 4 ( ! ) ####Research Battleship ( ! ) ####)Special Weapon: Tempest Charge ( ! ) ####Research Dreadnought ( ! ) ####'Special Weapon: Aegis Shield ( ! ) #### Special Weapon: Probe ( ! ) ####!Research Space Station ( ! ) ####Research Supply Ship ( ! ) ####Hull Upgrade 1 ( ! ) ####Hull Upgrade 2 ( ! ) ####Hull Upgrade 3 ( ! ) ####Hull Upgrade 4 ( ! ) ####Weapon Upgrade 1 ( ! ) ####Weapon Upgrade 2 ( ! ) ####Weapon Upgrade 3 ( ! ) ####Weapon Upgrade 4 ( ! ) ####Motor: Mejora 4 ( ! ) ####(Investigar Crucero de Batalla ( ! ) ####)Arma especial: Carga Tempestad ( ! ) ####Investigar Acorazado ( ! ) ####(Arma especial: Blindaje Aegis ( ! ) ####Arma especial: Sonda ( ! ) ####'Investigar Estacin Espacial ( ! ) ####)Investigar Nave de Suministros ( ! ) ####Casco: Mejora 1 ( ! ) ####Casco: Mejora 2 ( ! ) ####Casco: Mejora 3 ( ! ) ####Casco: Mejora 4 ( ! ) ####Arma: Mejora 1 ( ! ) ####Arma: Mejora 2 ( ! ) ####Arma: Mejora 3 ( ! ) ####Arma: Mejora 4 ( ! ) ####PA%Modernisation Propulsion 4 ( ! ) ####Rechercher Cuirass ( ! ) ####&Arme Spciale: Canon Tempte( ! ) ####!Rechercher Dreadnought ( ! ) ####)Arme Spciale : Bouclier Aegis ( ! ) #### Arme Spciale : Sonde ( ! ) ####%Recherche Station spatiale ( ! ) ####!Recherche Ravitailleur ( ! ) ####$Modernisation Structure 1 ( ! ) ####$Modernisation Structure 2 ( ! ) ####$Modernisation Structure 3 ( ! ) ####$Modernisation Structure 4 ( ! ) #####Modernisation Armement 1 ( ! ) #####Modernisation Armement 2 ( ! ) #####Modernisation Armement 3 ( ! ) #####Modernisation Armement 4 ( ! ) ####PA!Miglioramento 4 Motore ( ! ) ####!Ricerca Nave da guerra ( ! ) ####)Arma speciale: Carica Tempesta ( ! ) ####Ricerca Dreadnought ( ! ) ####%Arma speciale: Scudo Aegis ( ! ) ####Arma speciale: Sonda ( ! ) ####$Ricerca Stazione spaziale ( ! ) ####$Ricerca Nave di fornitura ( ! ) #### Miglioramento 1 Scafo ( ! ) #### Miglioramento 2 Scafo ( ! ) #### Miglioramento 3 Scafo ( ! ) #### Miglioramento 4 Scafo ( ! ) ####Miglioramento 1 Arma ( ! ) ####Miglioramento 2 Arma ( ! ) ####Miglioramento 3 Arma ( ! ) ####Miglioramento 4 Arma ( ! ) ####PA tܴ 4 ( ! ) ####0} ( ! ) #### % : \јӤ¸ ( ( ! ) ####ܴܴx ( ! ) #### % : tɤ tܴ ( ! ) #### % : \ ( ! ) ####˜tǤ LtX ( ! ) #### |t} ( ! ) ####l% tܴ 1 ( ! ) ####l% tܴ 2 ( ! ) ####l% tܴ 3 ( ! ) ####l% tܴ 4 ( ! ) ####40 tܴ 1 ( ! ) ####40 tܴ 2 ( ! ) ####40 tܴ 3 ( ! ) ####40 tܴ 4 ( ! ) ####"Modernizacja silnikw 4 ( ! ) ####.Rozpoczcie badaD nad Niszczycielem ( ! ) ####*BroD specjalna: Uderzenie burzy ( ! ) ####-Rozpoczcie badaD nad Pancernikiem ( ! ) ####'BroD specjalna: Tarcza Egidy ( ! ) #### BroD specjalna: Sonda ( ! ) ####1Rozpoczcie badaD nad Stacj Kosmiczn ( ! ) ####,Rozpoczcie badaD nad Frachtowcem ( ! ) ####!Wzmocnienie kadBubw 1 ( ! ) ####!Wzmocnienie kadBubw 2 ( ! ) ####!Wzmocnienie kadBubw 3 ( ! ) ####!Wzmocnienie kadBubw 4 ( ! ) ####$Modernizacja uzbrojenia 1 ( ! ) ####$Modernizacja uzbrojenia 2 ( ! ) ####$Modernizacja uzbrojenia 3 ( ! ) ####$Modernizacja uzbrojenia 4 ( ! ) ####PAxvz݈͑] mf ( ! ) ####yrkfkhV8T@<'_ ( ! ) ####܈f}GS}1 ( ! ) ####܈f}GS}2 ( ! ) ####܈f}GS}3 ( ! ) ####܈f}GS}4 ( ! ) ####wvGS}1 ( ! ) ####wvGS}2 ( ! ) ####wvGS}3 ( ! ) ####wvGS}4 ( ! ) ####܈f}s^S ( ! ) ####yr0b}W0W ( ! ) ####\2xTX ( ! ) ####wm͎[!h ( ! ) ####͑e܈f}GS}1 ( ! ) ####HQ2YkP}i^ ( ! )####Lancer entwickeln ( ! ) ####$Spezialwaffe: Vampirbogen ( ! ) ####Versorgungs-Ausbau 1 ( ! ) ####Versorgungs-Ausbau 2 ( ! ) ####Versorgungs-Ausbau 3 ( ! ) ####Versorgungs-Ausbau 4 ( ! ) ####Schild-Ausbau 1 ( ! ) ####Schild-Ausbau 2 ( ! ) ####Schild-Ausbau 3 ( ! ) ####Schild-Ausbau 4 ( ! ) ####Versorgungsplattform ( ! ) ####%Marines-Ausbildungszentrum ( ! ) ####Laser-Satellit ( ! ) ####Akademie ( ! ) ####Nachschub-Ausbau 1 ( ! ) ####!Erweiterte Rumpf-Fabrik ( ! )####Research Lancer ( ! ) ####&Special Weapon: Vampire Arc ( ! ) ####Supply Upgrade 1 ( ! ) ####Supply Upgrade 2 ( ! ) ####Supply Upgrade 3 ( ! ) ####Supply Upgrade 4 ( ! ) ####Shield Upgrade 1 ( ! ) ####Shield Upgrade 2 ( ! ) ####Shield Upgrade 3 ( ! ) ####Shield Upgrade 4 ( ! ) ####Supply Platform ( ! ) #####Marine Training Facility ( ! ) ####Laser Turret ( ! ) ####Naval Academy ( ! ) ####Resupply Upgrade 1 ( ! ) #### Advanced Hull Factory ( ! )####PAInvestigar Lancero ( ! ) ####)Arma especial: Arco de Vampiro ( ! ) #### Suministros: Mejora 1 ( ! ) #### Suministros: Mejora 2 ( ! ) #### Suministros: Mejora 3 ( ! ) #### Suministros: Mejora 4 ( ! ) ####Blindaje: Mejora 1 ( ! ) ####Blindaje: Mejora 2 ( ! ) ####Blindaje: Mejora 3 ( ! ) ####Blindaje: Mejora 4 ( ! ) ####$Plataforma de Suministros ( ! ) ####-Centro de Entrenamiento de Marines ( ! ) ####Torreta de Lser ( ! ) ####Academia Naval ( ! ) #### Reabastecer: Mejora 1 ( ! ) ####%Fbrica de Cascos avanzada ( ! )####!Recherche Croiseur Arc ( ! ) ####&Arme Spciale : Arc Vampire ( ! ) #####Modernisation Rserves 1 ( ! ) #####Modernisation Rserves 2 ( ! ) #####Modernisation Rserves 3 ( ! ) #####Modernisation Rserves 4 ( ! ) #####Modernisation Bouclier 1 ( ! ) #####Modernisation Bouclier 2 ( ! ) #####Modernisation Bouclier 3 ( ! ) #####Modernisation Bouclier 4 ( ! ) ####(Plate-forme de Ravitaillement ( ! ) ####&Centre Entranement Marines ( ! ) ####Tourelle Laser ( ! ) ####Acadmie Navale ( ! ) ####)Modernisation Ravitaillement 1 ( ! ) ####"Usine Structure Avance ( ! )####PARicerca Lancer ( ! ) ####*Arma speciale: Arco del Vampiro ( ! ) ####$Miglioramento 1 Fornitura ( ! ) ####$Miglioramento 2 Fornitura ( ! ) ####$Miglioramento 3 Fornitura ( ! ) ####$Miglioramento 4 Fornitura ( ! ) #### Miglioramento 1 Scudo ( ! ) #### Miglioramento 2 Scudo ( ! ) #### Miglioramento 3 Scudo ( ! ) #### Miglioramento 4 Scudo ( ! ) #####Piattaforma di fornitura ( ! ) ####)Centro di addestramento Marine ( ! ) ####Torretta laser ( ! ) ####Accademia navale ( ! ) ####&Miglioramento 1 Rifornitura ( ! ) ####$Fabbrica di scafi avanzati ( ! )####PA l ( ! ) #### % : @ tǴ Dl ( ! ) #### tܴ 1 ( ! ) #### tܴ 2 ( ! ) #### tܴ 3 ( ! ) #### tܴ 4 ( ! ) ####tܴ tܴ 1 ( ! ) ####tܴ tܴ 2 ( ! ) ####tܴ tܴ 3 ( ! ) ####tܴ tܴ 4 ( ! ) #### |t ի ( ! ) ####ȹ tݲ | ( ! ) ####t 0 ( ! ) ####$tnj Dtp ( ! ) ####  tܴ 1 ( ! ) ####ܴ4¸ )ӠѬ ( ! )####PA-Rozpoczcie badaD nad Lancetnikiem ( ! ) ####*BroD specjalna: Auk Wampiryczny ( ! ) #### Zwikszenie zapasw 1 ( ! ) #### Zwikszenie zapasw 2 ( ! ) #### Zwikszenie zapasw 3 ( ! ) #### Zwikszenie zapasw 4 ( ! ) ####Modernizacja osBon 1 ( ! ) ####Modernizacja osBon 2 ( ! ) ####Modernizacja osBon 3 ( ! ) ####Modernizacja osBon 4 ( ! ) #####Platforma Zaopatrzeniowa ( ! ) ####Koszary Marines ( ! ) ####DziaBo Laserowe ( ! ) ####Akademia ( ! ) ####&Modernizacja zaopatrzenia 1 ( ! ) ####Fabryka KadBubw ( ! )####PAOws^S ( ! ) ####w zuP,nTX ( ! ) ####AWSxvz[W[ ( ! ) #### 2y2xS #### -N zuP,nTX #### /-N_ #### HYs|Qё[W[ #### ϑl[W[ ####w zuP,nTX ( ! ) #### b_uP,nz ####MR_ ( ! ) &yw te NT󍍎 ( ! ) ####܈f}9 ( ! ) ####Reparaturplattform ( ! ) ####KS-Sensorturm ( ! ) #### EWS-Forschungszentrum ( ! ) ####Verteidigungsbatterie ####MS-Sensorturm ####Logistikzentrum ####Nanometallurgisches Labor ####Kraftwellenlabor ####LS-Sensorturm ( ! ) ####Tarnung-Erkennungsstation #### Zeigen ( ! ), Erz:, Gas: , Personal:Sprungtor ( ! ) ####Versorgungsschiff ( ! ) ####PARepair Platform ( ! ) ####SR Sensor Tower ( ! ) ####AWS Research Lab ( ! ) ####Defense Battery ####MR Sensor Tower ####Logistics Center ####Nanometallurgy Lab ####Force Wave Lab ####LR Sensor Tower ( ! ) ####Cloak Detection Station #### Go to ( ! ), Ore:, Gas:, Crew:Jump Gate ( ! ) ####Supply Ship ( ! ) ####%Plataforma de Reparaciones ( ! ) ####Torre de Sensor SR ( ! ) ####%Laboratorio Cientfico SAA ( ! ) ####Batera de Defensa ####Torre de Sensor MR ####Centro Logstico ####"Laboratorio de Nanometalurgia #####Laboratorio de Ondas de Fuerza ####Torre de Sensor LR ( ! ) ####'Estacin de Deteccin de Camuflaje #### Ir a ( ! ) , Mineral:, Gas:, Tripulacin:Portal de Salto ( ! ) ####Nave de Suministros ( ! ) ####PA$Plate-forme de rparation ( ! ) #### Poste de Dtection CP ( ! ) ####Labo Recherche RAA ( ! ) ####Batterie Dfensive ####Poste de Dtection MP ####Centre Logistique ####Labo Nanomtallurgique ####Labo Onde de Force #### Poste de dtection LP ( ! ) ####!Station Dtection Camouflage #### Aller ( ! ) , Minerai :, Gaz : , Equipage :Portail de Saut ( ! ) ####Ravitailleur ( ! ) ####PA%Piattaforma di riparazione ( ! ) ####Torre a sensore SR ( ! ) ####%Laboratorio di Ricerca AWS ( ! ) ####Batteria difensiva ####Torre a sensore MR ####Centro di Logistica #####Laboratorio di Nanometallurgia #### Laboratorio Onda energetica ####Torre a sensore LR ( ! ) ####$Stazione Individuazione Occulti #### Vai a ( ! ) , Minerale:, Gas: , Squadra:Porta di lancio ( ! ) ####Nave di fornitura ( ! ) ####PAӴ ի ( ! ) ####SR < ( ! ) ####AWS X ( ! ) #### ,Ӥ 00Ѭ #### MR < #### 08|Y <0 ####xT\ l ####Ӥ t l ####LR < ( ! ) #### @ <0 #### ۲ Tt ( ! ), :, :, 4: tǸ ( ! ) #### |t} ( ! ) ####Platforma Naprawcza ( ! ) ####Stacja Sensorowa KZ ( ! ) #####Laboratorium Zbrojeniowe ( ! ) ####Bateria obronna ####Stacja Sensorowa ZZ ####Centrum Logistyczne #####Laboratorium Nanometalurgiczne ####Instytut Fal Uderzeniowych ####Stacja Sensorowa DZ ( ! ) ####'Stacja Wykrywania Ukrytych Statkw #### Poka|: ( ! ), Ruda:, Gaz: , ZaBoga: Wrota Midzywymiarowe ( ! ) ####Frachtowiec ( ! ) ####f͎[ ( ! ) ####njn6eƖ9GS}1 ( ! ) ####njn6eƖ9GS}2 ( ! ) ####2Sb'YW.z i4X ( ! ) ####ۘH_#SGS}1 ( ! ) ####ۘH_#SGS}2 ( ! ) ####fGS}1 ( ! ) ####fGS}2 ( ! ) ####fGS}3 ( ! ) ####fGS}4 ( ! ) ####uP,nhVGS}1 ( ! ) ####uP,nhVGS}2 ( ! ) ####uP,nhVGS}3 ( ! ) ####uP,nhVGS}4 ( ! ) ####0b_j-NGS}1 ( ! ) ####0b_j-NGS}2 ( ! ) ####Admiral ( ! ) ####Sammler-Ausbau 1 ( ! ) ####Sammler-Ausbau 2 ( ! ) ####&Zu Groer Plantage ausbauen ( ! ) ####Raketen-Ausbau 1 ( ! ) ####Raketen-Ausbau 2 ( ! ) ####Flotten-Ausbau 1 ( ! ) ####Flotten-Ausbau 2 ( ! ) ####Flotten-Ausbau 3 ( ! ) ####Flotten-Ausbau 4 ( ! ) ####Sensor-Ausbau 1 ( ! ) ####Sensor-Ausbau 2 ( ! ) ####Sensor-Ausbau 3 ( ! ) ####Sensor-Ausbau 4 ( ! ) #### Jgerstaffel-Ausbau 1 ( ! ) #### Jgerstaffel-Ausbau 2 ( ! ) ####Fleet Officer ( ! ) ####Harvester Upgrade 1 ( ! ) ####Harvester Upgrade 2 ( ! ) ####)Evolve into Greater Plantation ( ! ) ####!Missile Pack Upgrade 1 ( ! ) ####!Missile Pack Upgrade 2 ( ! ) ####Fleet Upgrade 1 ( ! ) ####Fleet Upgrade 2 ( ! ) ####Fleet Upgrade 3 ( ! ) ####Fleet Upgrade 4 ( ! ) ####Sensor Upgrade 1 ( ! ) ####Sensor Upgrade 2 ( ! ) ####Sensor Upgrade 3 ( ! ) ####Sensor Upgrade 4 ( ! ) ####!Fighter Wing Upgrade 1 ( ! ) ####!Fighter Wing Upgrade 2 ( ! ) ####PAOficial de Flota ( ! ) #### Cosechadora: Mejora 1 ( ! ) #### Cosechadora: Mejora 2 ( ! ) ####(Evolucin en Plantacin Mayor ( ! ) ####'Paquete de Misiles: Mejora 1 ( ! ) ####'Paquete de Misiles: Mejora 2 ( ! ) ####Flota: Mejora 1 ( ! ) ####Flota: Mejora 2 ( ! ) ####Flota: Mejora 3 ( ! ) ####Flota: Mejora 4 ( ! ) ####Sensor: Mejora 1 ( ! ) ####Sensor: Mejora 2 ( ! ) ####Sensor: Mejora 3 ( ! ) ####Sensor: Mejora 4 ( ! ) ####)Escuadrilla de Cazas: Mejora 1 ( ! ) ####)Escuadrilla de Cazas: Mejora 2 ( ! ) ####PA Officier de la flotte ( ! ) ####'Modernisation Moissonneuse 1 ( ! ) ####'Modernisation Moissonneuse 2 ( ! ) ####-Evolution en Plantation Suprieure ( ! ) ####(Modernisation Pack Missiles 1 ( ! ) ####(Moderbisation Pack Missiles 2 ( ! ) ####!Modernisation Flotte 1 ( ! ) ####!Modernisation Flotte 2 ( ! ) ####!Modernisation Flotte 3 ( ! ) ####!Modernisation Flotte 4 ( ! ) #####Modernisation Senseurs 1 ( ! ) #####Modernisation Senseurs 2 ( ! ) #####Modernisation Senseurs 3 ( ! ) #####Modernisation Senseurs 4 ( ! ) ####,Modernisation Escadre de chasse 1 ( ! ) ####,Modernisation Escadre de chasse 2 ( ! ) ####PAUfficiale di flotta ( ! ) ####%Miglioramento 1 Mietitrice ( ! ) ####%Miglioramento 2 Mietitrice ( ! ) ####)Evolvi in Piantagione maggiore ( ! ) ####0Miglioramento 1 Batteria missilistica ( ! ) ####0Miglioramento 2 Batteria missilistica ( ! ) ####!Miglioramento 1 Flotta ( ! ) ####!Miglioramento 2 Flotta ( ! ) ####!Miglioramento 3 Flotta ( ! ) ####!Miglioramento 4 Flotta ( ! ) ####"Miglioramento 1 Sensore ( ! ) ####"Miglioramento 2 Sensore ( ! ) ####"Miglioramento 3 Sensore ( ! ) ####"Miglioramento 4 Sensore ( ! ) ####2Miglioramento 1 Aerobrigata combattente ( ! ) ####2Miglioramento 2 Aerobrigata combattente ( ! ) ####PA տ $< ( ! ) ####Xՠ0 tܴ 1 ( ! ) ####Xՠ0 tܴ 2 ( ! ) ####t0 ՜LtX ( ! ) ####| ) tܴ 1 ( ! ) ####| ) tܴ 2 ( ! ) ####h tܴ 1 ( ! ) ####h tܴ 2 ( ! ) ####h tܴ 3 ( ! ) ####h tܴ 4 ( ! ) ####< tܴ 1 ( ! ) ####< tܴ 2 ( ! ) ####< tܴ 3 ( ! ) ####< tܴ 4 ( ! ) #### tܴ 1 ( ! ) #### tܴ 2 ( ! ) ####Dowdca floty ( ! ) #####Modernizacja {niwiarza 1 ( ! ) #####Modernizacja {niwiarza 2 ( ! ) ####&Mutacja w Plantacj Wiksz ( ! ) ####,Modernizacja pociskw grupowych 1 ( ! ) ####,Modernizacja pociskw grupowych 2 ( ! ) ####Modernizacja floty 1 ( ! ) ####Modernizacja floty 2 ( ! ) ####Modernizacja floty 3 ( ! ) ####Modernizacja floty 4 ( ! ) #####Modernizacja czujnikw 1 ( ! ) #####Modernizacja czujnikw 2 ( ! ) #####Modernizacja czujnikw 3 ( ! ) #####Modernizacja czujnikw 4 ( ! ) #####Modernizacja my[liwcw 1 ( ! ) #####Modernizacja my[liwcw 2 ( ! ) ####0b_j-N \GS}3 ( ! ) ####0b_j-NGS}4 ( ! ) ####uP,nhVGS}5 ( ! ) #### ;edKaR ( ! ) 2yKaR ( ! ) OcS0WKaR ( ! ) nKaR ( ! ) w / 2y ( ! )nv^͎N9f ( ! ) c Nn ]uV0RSYΑeT0 ( ! )>e'Y/b`_f|0WW ( ! )NNJ ( ! ) D}bf ( ! ) cef ( ! ) ͑e܈f}f ( ! ) Otf ( ! ) Jgerstaffel-Ausbau 3 ( ! ) #### Jgerstaffel-Ausbau 4 ( ! ) ####Sensor-Ausbau 5 ( ! ) #### Angriff ( ! )Verteidigung ( ! )Position halten ( ! ) Passiv ( ! )Eskortieren / Verteidigen ( ! )Wartende zivile Schiffe ( ! )?Linksklick, um zur ursprnglichen Ansicht zurckzukehren. ( ! )-Systemkarte Vergrern/Wiederherstellen ( ! ) Chat ( ! )Flotte bilden ( ! )Flotte auflsen ( ! )$Flotte mit Nachschub versorgen ( ! )Flotte reparieren ( ! )PA!Fighter Wing Upgrade 3 ( ! ) ####!Fighter Wing Upgrade 4 ( ! ) ####Sensor Upgrade 5 ( ! ) ####Attack Stance ( ! )Defensive Stance ( ! )Stand Ground Stance ( ! )Idle Stance ( ! )Escort / Defend ( ! )Idle Nonmilitary Ships ( ! )8Left-click to return view to original orientation. ( ! )$Magnify/Restore the System Map ( ! ) Chat ( ! )Form Fleet ( ! )Disband Fleet ( ! )Resupply Fleet ( ! )Repair Fleet ( ! ))Escuadrilla de Cazas: Mejora 3 ( ! ) ####)Escuadrilla de Cazas: Mejora 4 ( ! ) ####Sensor: Mejora 5 ( ! ) ####Posicin de Ataque ( ! )Posicin de Defensa ( ! )Mantener Posicin ( ! )Posicin Pasiva ( ! )Escoltar / Defender ( ! )Naves Civiles Inactivas ( ! )TPulsa botn izquierdo del ratn para devolver la vista a orientacin original. ( ! )+Ampliar/Restaurar el Mapa del Sistema ( ! ) Chat ( ! )Formar Flota ( ! )Disolver Flota ( ! )Reabastecer flota ( ! )Reparar flota ( ! )PA,Modernisation Escadre de chasse 3 ( ! ) ####-Modernisation Escadre de chasse 4 ( ! ) #####Modernisation Senseurs 5 ( ! ) ####Attitude Offensive ( ! )Attitude Dfensive ( ! )Tenir Position ( ! )Attitude Passive ( ! )Escorter / Protger ( ! )Navires Civils inactifs ( ! ):Clic gauche pour revenir l'orientation par dfaut. ( ! )%Agrandir/Restaurer Carte Systme( ! )Discussion ( ! )Former Flotte ( ! )Disperser Flotte ( ! )Ravitailler Flotte ( ! )Rparer Flotte ( ! )2Miglioramento 3 Aerobrigata combattente ( ! ) ####2Miglioramento 4 Aerobrigata combattente ( ! ) ####"Miglioramento 5 Sensore ( ! ) ####Posizione d'attacco ( ! )Posizione di difesa ( ! )"Mantenimento della posizione ( ! )Posizione inattiva ( ! )Scorta/Difendi ( ! )Ferma le navi civili ( ! )hClicca con il pulsante sinistro del mouse per ripristinare l'orientamento originale della visuale. ( ! )0Ingrandisci/Ripristina la Mappa di sistema ( ! ) Chat ( ! )Forma una flotta ( ! )Congeda la flotta ( ! )Rifornisci la flotta ( ! )Ripara la flotta ( ! )PA tܴ 3 ( ! ) #### tܴ 4 ( ! ) ####< tܴ 5 ( ! ) #### 8 ( ! ) ) 8 ( ! )X  8 ( ! ) T 8 ( ! )8 ( ! )4x D,h ( ! ) Tt U/͌ ( ! )D ( ! ) h 1 ( ! ) h tմ ( ! ) h ( ! ) h ¬ ( ! )#Modernizacja my[liwcw 3 ( ! ) #####Modernizacja my[liwcw 4 ( ! ) #####Modernizacja czujnikw 5 ( ! ) ####Postawa: Atak ( ! )Postawa: Defensywa ( ! )Postawa: Obrona ( ! )Postawa: Bezczynno[ ( ! )Eskorta / Obrona ( ! )Bezczynne statki cywilne ( ! )5L-kliknij aby, powrci do poprzedniego widoku. ( ! )/Powikszenie/Przywrcenie mapy ukBadu Map ( ! ) Rozmowa ( ! )Tworzenie floty ( ! )Rozwizanie floty ( ! )Zaopatrzenie floty ( ! )Naprawa floty ( ! )PA KuQ9zd ( ! ) IySN ( ! ) /eMޞxeH_S[W[ - W 9^yr0b}W0W - =~ ܈f}s^S - |Iq^HQ2YkP}i^ - H_S[W[ -N_j^ - wm͎[!hwm͎[!h - yr0b}W0WAWSxvz[W[ - ͑W 9^ =~ - l gBl͑W 9^ - HQ2YkP}i^c2[W[ - HQ2YkP}i^nc[W[ - HQ2YkP}i^-N_j^ ( ! ) ####󍍎 ( ! ) ####!Truppen-Transporter-Angriff ( ! )Admiral versetzen ( ! ), KP:'BALLISTIKLABOR - Leichte Werft bentigt3MARINES-AUSBILDUNGSZENTRUM - Hauptquartier bentigt*VERSORGUNGSPLATTFORM - Raffinerie bentigt1ERWEITERTE RUMPF-FABRIK - Ballistiklabor bentigtHANGAR - Akademie bentigt.AKADEMIE - Marines-Ausbildungszentrum bentigt.EWS-FORSCHUNGSZENTRUM - Schwere Werft bentigt#HAUPTQUARTIER - Keine Anforderungen0SCHWERE WERFT - Erweiterte Rumpf-Fabrik bentigt0ANTRIEBSLABOR - Erweiterte Rumpf-Fabrik bentigt1VERZERRERLABOR - Erweiterte Rumpf-Fabrik bentigtHangar ( ! ) ####Sprungtor ( ! ) ####PATroopship Assault ( ! )Transfer Admiral ( ! ), CP:(BALLISTICS LAB - Light Shipyard Required0MARINE TRAINING FACILITY - Headquarters Required#SUPPLY PLATFORM - Refinery Required/ADVANCED HULL FACTORY - Ballistics Lab Required(SQUADRON HANGAR - Naval Academy Required1NAVAL ACADEMY - Marine Training Facility Required*AWS RESEARCH LAB - Heavy Shipyard RequiredHEADQUARTERS - None Required/HEAVY SHIPYARD - Advanced Hull Factory Required/PROPULSION LAB - Advanced Hull Factory Required1DISPLACEMENT LAB - Advanced Hull Factory RequiredSquadron Hangar ( ! ) ####Jump Gate ( ! ) ####$Asalto de Transporte de Tropas ( ! )Transferir Almirante ( ! ), CP:7LABORATORIO DE BALSTICA - Se requiere Astillero Ligero@CENTRO DE ENTRENAMIENTO DE MARINES - Se requiere Cuartel General1PLATAFORMA DE SUMINISTROS - Se requiere RefineraAFBRICA DE CASCOS AVANZADA - Se requiere Laboratorio de Balstica1HANGAR DEL ESCUADRN - Se requiere Academia Naval?ACADEMA NAVAL - Se requiere Centro de Entrenamiento de Marines9LABORATORIO CIENTFICO SAA - Se requiere Astillero Pesado%CUARTEL GENERAL - No se requiere nada9ASTILLERO PESADO - Se requiere Fbrica de Cascos AvanzadaBLABORATORIO DE PROPULSIN - Se requiere Fbrica de Cascos AvanzadaFLABORATORIO DE DESPLAZAMIENTO - Se requiere Fbrica de Cascos AvanzadaHangar del Escuadrn ( ! ) ####Portal de Salto ( ! ) ####!Assaut Transport de troupes ( ! )Transfrer Amiral ( ! ), PC:'Labo Balistique - Chantier naval Requis=CENTRE D'ENTRAINEMENT MARINES - Centre de Commandement Requis2PLATE-FORME DE RAVITAILLEMENT - Raffinerie Requise/USINE STRUCTURE AVANCEE- Labo Balistique Requis)HANGAR D'ESCADRE- Acadmie Navale Requise4ACADEMIE NAVALE - Centre Entranement Marines Requis"LABO RECHERCHE RAA- Arsenal Requis-CENTRE DE COMMANDEMENT - Aucun lment Requis)ARSENAL - Usine Structure Avance Requise1LABO PROPULSION - Usine Structure Avance Requise/LABO BOUCLIER - Usine Structure Avance RequiseHangar d'Escadre ( ! ) ####Portail de Saut ( ! ) ####Assalto Trasporto truppe ( ! )Trasferisci Ammiraglio ( ! ), PC:?LABORATORIO DI BALISTICA - Si richiede: Cantiere navale leggero?CENTRO DI ADDESTRAMENTO MARINE - Si richiede: Quartier Generale2PIATTAFORMA DI FORNITURA - Si richiede: RaffineriaBFABBRICA DI SCAFI AVANZATI - Si richiede: Laboratorio di Balistica6HANGAR DELLO SQUADRONE - Si richiede: Accademia navale>ACCADEMIA NAVALE - Si richiede: Centro di addestramento MarineALABORATORIO DI RICERCA AWS - Si richiede: Cantiere navale pesante&QUARTIER GENERALE - Si richiede: NullaACANTIERE NAVALE PESANTE - Si richiede: Fabbrica di scafi avanzatiDLABORATORIO DI PROPULSIONE - Si richiede: Fabbrica di scafi avanzatiELABORATORIO DI DISLOCAMENTO - Si richiede: Fabbrica di scafi avanzati!Hangar dello squadrone ( ! ) ####Porta di lancio ( ! ) ####PA } ̳ ( ! ) 9 tٳ ( ! ), CP:Ҥ (DՔ ի : |tǸ }|ܴ)ȹ tݲ |(DՔ ի : ܴ0) |t ի(DՔ ի : t)ܴ4ܴ )ӠѬ(DՔ ի : Ҥ )ܴ` մ(DՔ ի : $tnj Dtp)$tnj Dtp(DՔ ի : ȹ tݲ |)AWS X (DՔ ի : D }|ܴ)ܴ0D }|ܴ(DՔ ի : ܴ4ܴ )ӠѬ)\< (DՔ ի : ܴ4ܴ )ӠѬ)  tǤ< (DՔ ի : ܴ4ܴ )ӠѬ)ܴ` մ ( ! ) #### tǸ ( ! ) ####Atak aborda|owy ( ! )Transfer admiraBa ( ! ), CP:-LABORATORIUM BALISTYCZNE - potrzebna Stocznia*KOSZARY MARINES - potrzebna Kwatera GBwna.PLATFORMA ZAOPATRZENIOWA - potrzebna Rafineria5FABRYKA KADAUBW - potrzebne Laboratorium BalistyczneHANGAR - potrzebna Akademia$AKADEMIA - potrzebne Koszary Marines6AWS LABORATORIUM ZBROJENIOWE - potrzebna Du|a StoczniaKWATERA GAWNA - brak wymagaD*DU{A STOCZNIA - potrzebna Fabryka KadBubw-INSTYTUT NAPDW - potrzebna Fabryka KadBubw7INSTYTUT WZMACNIANIA OSAON - potrzebna Fabryka KadBubwHangar ( ! ) #### Wrota Midzywymiarowe ( ! ) ####͑e܈f}GS}2 ( ! ) ####0b_j-NGS}5 ( ! ) ####r4xdGS}1 ( ! ) ####r4xdGS}2 ( ! ) ####yrkRdb_ ( ! ) ####yrkfkhVr^d ( ! ) ####yrkfkhV͑RN ( ! ) ####xvz_p_j ( ! ) ####2SbpuqQu@S ( ! ) ####^ 0b^y}4X ( ! ) ####2Sbr4x4X ( ! ) ####2Sb_͑W 9^ ( ! ) ####2SbT^ ( ! ) ####2Sb2uk^ ( ! ) ####2Sbm.z-N_ ( ! ) ####2Sb?o]tz ( ! ) ####PANachschub-Ausbau 2 ( ! ) #### Jgerstaffel-Ausbau 5 ( ! ) ####(Explosionsramme Erweiterung 1 ( ! ) ####(Explosionsramme Erweiterung 2 ( ! ) ####%Spezialausrstung: Mimikry ( ! ) ####$Spezialwaffe: Abwehrwolke ( ! ) ####+Spezialwaffe: Gravitationsquelle ( ! ) ####Bomber entwickeln ( ! ) ####'Zu Mutationskolonie ausbauen ( ! ) #####Krieger-Trainingszentrum ( ! ) ####"Zu Sprenglager ausbauen ( ! ) ####Zu Niad ausbauen ( ! ) ####$Zu Fusionsmeiler ausbauen ( ! ) ####&Zu Carapice-Fabrik ausbauen ( ! ) ####$Zu Hybridzentrum ausbauen ( ! ) ####$Zu Plasmaschwarm ausbauen ( ! ) ####Resupply Upgrade 2 ( ! ) ####!Fighter Wing Upgrade 5 ( ! ) ####"Explosive Ram Upgrade 1 ( ! ) ####"Explosive Ram Upgrade 2 ( ! ) ####!Special Ability: Mimic ( ! ) ####*Special Weapon: Repellent Cloud ( ! ) ####'Special Weapon: Gravity Well ( ! ) ####Research Bomber ( ! ) ####&Evolve into Mutation Colony ( ! ) ####,Construct Warlord Training Ground ( ! ) ####'Evolve into Explosives Range ( ! ) ####Evolve into Niad ( ! ) ####"Evolve into Fusion Mill ( ! ) ####%Evolve into Carapace Plant ( ! ) ####$Evolve into Hybrid Center ( ! ) ####"Evolve into Plasma Hive ( ! ) ####PA&Reabastecimientos: Mejora 2 ( ! ) ####)Escuadrilla de Cazas: Mejora 5 ( ! ) ####%Ariete Explosivo: Mejora 1 ( ! ) ####%Ariete Explosivo: Mejora 2 ( ! ) ####(Habilidad especial: Imitacin ( ! ) ####(Arma especial: Nube Repelente ( ! ) ####*Arma especial: Pozo de Gravedad ( ! ) #### Investigar Bombardero ( ! ) ####+Evolucin en Colonia de Mutacin ( ! ) ####AConstruir Campo de Entrenamiento de Seor de la Guerra ( ! ) ####-Evolucionar en Campo de Explosivos ( ! ) ####Evolucionar en Niad ( ! ) ####*Evolucionar en Molino de Fusin ( ! ) ####0Evolucionar en Fbrica de Caparazones ( ! ) ####(Evolucionar en Centro Hbrido ( ! ) ####+Evolucionar en Colmena de Plasma ( ! ) ####PA)Modernisation Ravitaillement 2 ( ! ) ####,Modernisation Escadre de chasse 5 ( ! ) ####*Modernisation Eperon Explosif 1 ( ! ) ####*Modernisation Eperon Explosif 2 ( ! ) ####(Capacit spciale : Mimtisme ( ! ) ####.Arme Spciale : Nuage de couverture ( ! ) ####/Arme Spciale : Puits Gravitationnel ( ! ) ####Recherche Bombardier ( ! ) ####'Evolution en Colonie Mutante ( ! ) ####.Construire Camp d'Entran. Guerrier ( ! ) ####&Evolution en Champ Explosif ( ! ) ####Evolution en Niad ( ! ) ####&Evolution en Usine Fusion ( ! ) ####&Evolution en Usine Carapace ( ! ) ####)Evolution Centre d'Hybridation ( ! ) ####$Evolution en Ruche-Plasma ( ! ) ####PA&Miglioramento 2 Rifornitura ( ! ) ####2Miglioramento 5 Aerobrigata combattente ( ! ) ####+Miglioramento 1 Ariete esplosivo ( ! ) ####+Miglioramento 2 Ariete esplosivo ( ! ) ####&Abilit speciale: Mimetismo ( ! ) ####&Arma speciale: Nube tossica ( ! ) ####-Arma speciale: Sorgente di Gravit ( ! ) ####Ricerca Bombardiere ( ! ) ####,Evolvi in Colonia della Mutazione ( ! ) ####ACostruisci Campi di addestramento Signore della Guerra ( ! ) ####$Evolvi in Serie esplosivi ( ! ) ####Evolvi in Niad ( ! ) ####+Evolvi in Fabbrica della Fusione ( ! ) ####&Evolvi in Impianto Carapace ( ! ) ####"Evolvi in Centro Ibrido ( ! ) #####Evolvi in Alveare Plasma ( ! ) ####PA  tܴ 2 ( ! ) #### tܴ 5 ( ! ) ####uǤ \ tܴ 1 ( ! ) ####uǤ \ tܴ 2 ( ! ) #### % : ( ! ) #### % : t|ܴ ( ! ) #### % : D ( ! ) #### l ( ! ) ####LtX \\Ȳ ( ! ) ####\ܴ tݲ |ܴ ( ! ) ####uǤ \ x ( ! ) ####ȲDܴ ( ! ) #### ( ! ) ####<դ ՜ ( ! ) ####Xt ܴ <0 ( ! ) #### |ȹ Xt ( ! ) ####PA2SbztKQ2x ( ! ) ####2SbVR[ ( ! ) #### W 9^ - |Iq^ m~ - l gBl 6eƖhV - m~ 0b^y}4X - 6eƖhV]v_W 9^ - 6eƖhV_͑W 9^ - 0b^y}4X PM\`| - 0b^y}4XpuqQu@S - _͑W 9^ GS}͑W|Iq^ ####GS}󁅍͑W|Iq^ #### [W - l gBl 'lSi - [W^ hg - 'lSiTTuQTX x!X - 'lSiPA$Zu Voraak-Kanone ausbauen ( ! ) #####Zu Sezierkammer ausbauen ( ! ) #####LEICHTE WERFT - Raffinerie bentigtKOKON - Keine AnforderungenSAMMLER - Kokon bentigt+KRIEGER-TRAININGSZENTRUM - Sammler bentigtTHRIPID - Sammler bentigt(NIAD - Krieger-Trainingszentrum bentigt,AASHAFEN - Krieger-Trainingszentrum bentigt MUTATIONSKOLONIE - Niad bentigt$Zu Schwerer Raffinerie ausbauen ####(Zu berschwerer Raffinerie ausbauen ####AKROPOLIS - Keine AnforderungenOXIDATOR - Akropolis bentigt-PAVILLON - Oxidator und Wchter-Turm bentigtBUNKER - Oxidator bentigtPA$Evolve into Voraak Cannon ( ! ) ####)Evolve into Dissection Chamber ( ! ) ####"LIGHT SHIPYARD - Refinery RequiredCOCOON - None RequiredCOLLECTOR - Cocoon Required-WARLORD TRAINING GROUNDS - Collector RequiredTHRIPID - Collector Required(NIAD - Warlord Training Grounds Required1CARRION ROOST - Warlord Training Grounds RequiredMUTATION COLONY - Niad RequiredUpgrade to Heavy Refinery ####$Upgrade to Super Heavy Refinery ####ACROPOLIS - None RequiredOXIDATOR - Acropolis Required/PAVILION - Oxidator and Sentinel Tower RequiredBUNKER - Oxidator Required&Evolucionar en Can Voraak ( ! ) ####-Evolucionar en Cmara de Diseccin ( ! ) ####)ASTILLERO LIGERO - Se requiere Refinera CAPULLO - No se requiere nadaCOLECTOR - Se requiere CapulloDCENTRO DE ENTRENAMIENTO DE SEOR DE LA GUERRA - Se requiere ColectorTHRIPID - Se requiere Colector@NIAD - Se requiere Centro de Entrenamiento de Seor de la GuerraOGUARIDA DE CARROA - Se requiere Centro de Entrenamiento de Seor de la Guerra'COLONIA DE MUTACIN - Se requiere Niad Mejorar a Refinera Pesada ####%Mejorar a Refinera Sper Pesada ####ACRPOLIS - No se requiere nada OXIDADOR - Se requiere Acrpolis3PABELLN - Se requieren Oxidador y Torre Centinela BNKER - Se requiere Oxidador PA$Evolution en Canon Voraak ( ! ) ####*Evolution en Labo de Dissection ( ! ) #####Chantier naval - Raffinerie RequiseCOCON - Aucun lment RequisCOLLECTEUR - Cocon Requis,Camp d'Entran. Guerrier - Collecteur RequisTHRIPID - Collecteur Requis&NIAD - Camp d'Entran. Guerrier Requis*Charogne - Camp d'Entran. Guerrier RequisColonie Mutante - Niad Requise'Modernisation en Raffinerie Lourde ####%Modernisation en Mga-Raffinerie ####Acropole - Aucun lment RequisOxydateur - Acropole Requise4Pavillon - Oxydateur et Poste de Surveillance RequisBUNKER - Oxydateur RequisPA#Evolvi in Cannone Voraak ( ! ) ####'Evolvi in Sala di Dissezione ( ! ) ####1CANTIERE NAVALE LEGGERO - Si richiede: RaffineriaBOZZOLO - Si richiede: Nulla!COLLETTORE - Si richiede: BozzoloECAMPI DI ADDESTRAMENTO SIGNORE DELLA GUERRA - Si richiede: Collettore!TRIPIDE - Si richiede: Collettore?NIAD - Si richiede: Campi di addestramento Signore della GuerraMCOVO DELLE CAROGNE - Si richiede: Campi di addestramento Signore della Guerra+COLONIA DELLA MUTAZIONE - Si richiede: Niad$Trasforma in Raffineria pesante ####*Trasforma in Super raffineria pesante ####ACROPOLI - Si richiede: Nulla"OSSIDATORE - Si richiede: Acropoli<PADIGLIONE - Si richiede: Ossidatore e Torre di sorveglianza BUNKER - Si richiede: Ossidatore|l | ( ! ) ####9X T̄ ( ! ) ####|tܴ }|ܴ(DՔ ի : t)T 0(DՔ ի : T)\ܴ tݲ |ܴ(DՔ ի : 0)Ĭ<ܴ(DՔ ի : 0)ȲDܴ(DՔ ի : \ܴ tݲ |ܴ)ά( 踤¸(DՔ ի : \ܴ tݲ |ܴ)LtX \\Ȳ(DՔ ի : ȲDܴ) D t ####| D t ####Dl\Ӭ%pt0(DՔ ի : Dl\Ӭ) L((DՔ ի : %pt0, <, )(DՔ ի : %pt0)PA"Mutacja w DziaBo Voraak ( ! ) ####'Mutacja w Komor Dyssekcyjn ( ! ) ####STOCZNIA - potrzebna RafineriaKOKON - brak wymagaDKOLEKTOR - potrzebny Kokon/CENTRUM SZKOLENIA ATAMANW - potrzebny KolektorTRIPID - potrzebny Kolektor,NIADA - potrzebne Centrum Szkolenia Atamanw0INKUBATOR - potrzebne Centrum Szkolenia Atamanw#KOLONIA MUTACYJNA - potrzebna Niada$Modernizacja do Du|ej Rafinerii ####*Modernizacja do Super-du|ej Rafinerii ####AKROPOL - brak wymagaDOKSYDATOR - potrzebny Akropol0PAWILON - potrzebne Oksydator i Wie|a Stra|niczaBUNKIER - potrzebny Oksydator TuQTX - [W'YW^ hg - ^ hg ^X - x!Xpufxvz[ - ^XT'YW^ hg͎kp^ - 'YW^ hgyrkfkhVTԚ ( ! ) #### xvzƖTԚ ####yrkfkhVirr^dhV ( ! ) ####xvzeUZ ( ! ) ####yrkfkhVpuhV ( ! ) ####yrkfkhVcel ( ! ) #### b_ - ^ hg *_jx- - 'YW^ hg/R^0Wft[fPA!WCHTER-TURM - Akropolis bentigt$GROSSER PAVILLON - Pavillon bentigtZITADELLE - Bunker bentigt4XENO-KAMMER - Zitadelle und Groer Pavillon bentigt/MUNITIONSERWEITERUNG - Groer Pavillon bentigt!Spezialwaffe: Synthese ( ! ) ####Forschungs-Kollektiv ####)Spezialwaffe: Massen-Disruptor ( ! ) ####%Eklipse-Torpedo entwickeln ( ! ) ####'Spezialwaffe: Destabilisator ( ! ) ####'Spezialwaffe: Repulsor-Welle ( ! ) ####PROTEUS - Pavillon bentigt'TURBINENDOCK - Groer Pavillon bentigt/minErdhnlicher PlanetMond#SENTINEL TOWER - Acropolis Required$GREATER PAVILION - Pavilion RequiredCITADEL - Bunker Required6XENO CHAMBER - Citadel and Greater Pavilion Required+MUNITIONS ANNEX - Greater Pavilion Required$Special Weapon: Synthesis ( ! ) ####Research Collective ####)Special Weapon: Mass Disrupter ( ! ) #####Research Eclipse Torpedo ( ! ) ####'Special Weapon: Destabilizer ( ! ) ####(Special Weapon: Repulsor Wave ( ! ) ####PROTEUS - Pavilion Required(TURBINE DOCK - Greater Pavilion Required/min Earth PlanetMoonPA'TORRE CENTINELA - Se requiere Acrpolis%PABELLN MAYOR - Se requiere PabellnCIUDADELA - Se requiere Bnker5CMARA XENO - Se requieren Ciudadela y Pabelln Mayor0ANEXO DE MUNICIONES - Se requiere Pabelln Mayor"Arma especial: Sntesis ( ! ) ####Investigar Colectivo ####+Arma especial: Disruptor de Masa ( ! ) ####%Investigar Torpedo Eclipse ( ! ) ####*Arma especial: Desestabilizador ( ! ) ####(Arma especial: Onda Repulsora ( ! ) ####PROTEUS - Se requiere Pabelln.MUELLE DE TURBINA - Se requiere Pabelln Mayor/minPlaneta de TierraLunaPA(POSTE DE SURVEILLANCE - Acropole Requise$PAVILLON SUPERIEUR - Pavillon RequisCITADELLE - Bunker Requis4XENO-LABO - Citadelle et Pavillon Suprieur Requis+DEPOT MUNITIONS - Pavillon Suprieur Requis'Arme Spciale : Synthtiseur ( ! ) ####Recherche Collectif ####.Arme Spciale : Destructeur de Masse( ! ) ####%Recherche Torpille Eclipse ( ! ) ####*Arme Spciale : Destabilisateur ( ! ) ####(Arme Spciale : Onde Rpulsive( ! ) ####PROTEUS - Pavillon Requis(Dock-Turbine - Pavillon Suprieur Requis/minPlante type terrestreLunePA-TORRE DI SORVEGLIANZA - Si richiede: Acropoli-PADIGLIONE MAGGIORE - Si richiede: Padiglione CITTADELLA - Si richiede: Bunker9SALA XENO - Si richiede: Cittadella e Padiglione maggiore5DEPOSITO MUNIZIONI - Si richiede: Padiglione maggiore!Arma speciale: Sintesi ( ! ) ####Ricerca Collettore ####/Arma speciale: Disgregatore di massa ( ! ) ####!Ricerca Siluro Eclisse ( ! ) ####*Arma speciale: Destabilizzatore ( ! ) ####(Arma speciale: Onda repulsiva ( ! ) ####!PROTEUS - Si richiede: Padiglione1DOCK A TURBINA - Si richiede: Padiglione maggiore/min Pianeta TerraLunaPA<, (DՔ ի : Dl\Ӭ)t0 L((DՔ ի : L()x(DՔ ի : )x T̄(DՔ ի : x, t0 L()ȲX %(DՔ ի : t0 L() % : ˆ ( ! ) #### Ι #### % : 乤 0 ( ! ) ####ttн јij ( ! ) #### % : LL|t ( ! ) #### % :  t ( ! ) ####\LѰƤ(DՔ ի : L()0H ų(DՔ ի : t0 L()/min11PA$WIE{A STRA{NICZA - potrzebny Akropol#PAWILON WIKSZY - potrzebny PawilonCYTADELA - potrzebny Bunkier2KOMORA XENO - potrzebne Cytadela i Pawilon Wikszy+ANEKS AMUNICYJNY - Pawilon Wikszy Required"BroD specjalna: Synteza ( ! ) ####%Rozpoczcie badaD nad Kolektywem ####+BroD specjalna: Dysruptor Masowy ( ! ) ####0Rozpoczcie badaD nad Torped Eklipsy ( ! ) ####)BroD specjalna: Destabilizator ( ! ) ####-BroD specjalna: PromieD repulsyjny ( ! ) ####PROTEUSZ - potrzebny Pawilon)DOK TURBINOWY - potrzebny Pawilon Wikszy/minPlaneta typu ZiemiaKsi|ycPA#lKaftlofty8T9GS}1 ( ! ) ####y8T9GS}2 ( ! ) ####͑e܈f}GS}1 ( ! ) ####͑e܈f}GS}2 ( ! ) ####͑e܈f}GS}3 ( ! ) ####y8T9GS}3 ( ! ) ####&ywGS}1 ( ! ) ####&ywGS}2 ( ! ) ####&ywGS}3 ( ! ) ####teGS}1 ( ! ) ####teGS}2 ( ! ) ####teGS}3 ( ! ) ####TXWSN ( ! ) ####idb0b^y ( ! ) ####Gasriese SumpfplanetSiphon-Ausbau 1 ( ! ) ####Siphon-Ausbau 2 ( ! ) ####Nachschub-Ausbau 1 ( ! ) ####Nachschub-Ausbau 2 ( ! ) ####Nachschub-Ausbau 3 ( ! ) ####Siphon-Ausbau 3 ( ! ) ####Erz-Ausbau 1 ( ! ) ####Erz-Ausbau 2 ( ! ) ####Erz-Ausbau 3 ( ! ) ####Gas-Ausbau 1 ( ! ) ####Gas-Ausbau 2 ( ! ) ####Gas-Ausbau 3 ( ! ) ####Admiral Takei ( ! ) ####Kriegsherr Mordella ( ! ) #### Gas Giant Swamp PlanetSiphon Upgrade 1 ( ! ) ####Siphon Upgrade 2 ( ! ) ####Resupply Upgrade 1 ( ! ) ####Resupply Upgrade 2 ( ! ) ####Resupply Upgrade 3 ( ! ) ####Siphon Upgrade 3 ( ! ) ####Ore Upgrade 1 ( ! ) ####Ore Upgrade 2 ( ! ) ####Ore Upgrade 3 ( ! ) ####Gas Upgrade 1 ( ! ) ####Gas Upgrade 2 ( ! ) ####Gas Upgrade 3 ( ! ) ####Admiral Takei ( ! ) ####Warlord Mordella ( ! ) ####Gigante de GasPlaneta de PantanosSifn: Mejora 1 ( ! ) ####Sifn: Mejora 2 ( ! ) ####&Reabastecimientos: Mejora 1 ( ! ) ####&Reabastecimientos: Mejora 2 ( ! ) ####&Reabastecimientos: Mejora 3 ( ! ) ####Sifn: Mejora 3 ( ! ) ####Mineral: Mejora 1 ( ! ) ####Mineral: Mejora 2 ( ! ) ####Mineral: Mejora 3 ( ! ) ####Gas: Mejora 1 ( ! ) ####Gas: Mejora 2 ( ! ) ####Gas: Mejora 3 ( ! ) ####Almirante Takei ( ! ) ####&Seor de la Guerra Mordella ( ! ) ####PAGante GazeusePlante Marcageuse!Modernisation Siphon 1 ( ! ) ####!Modernisation Siphon 2 ( ! ) ####)Modernisation Ravitaillement 1 ( ! ) ####)Modernisation Ravitaillement 2 ( ! ) ####)Modernisation Ravitaillement 3 ( ! ) ####!Modernisation Siphon 3 ( ! ) ####"Modernisation minerai 1 ( ! ) ####"Modernisation minerai 2 ( ! ) ####"Modernisation minerai 3 ( ! ) ####Modernisation gaz 1 ( ! ) ####Modernisation gaz 2 ( ! ) ####Modernisation gaz 3 ( ! ) ####Amiral Takei ( ! ) ####)Seigneur de la guerre Mordella ( ! ) ####PAGigante gassosoPianeta delle Paludi%Miglioramento 1 Aspiratore ( ! ) ####%Miglioramento 2 Aspiratore ( ! ) ####&Miglioramento 1 Rifornitura ( ! ) ####&Miglioramento 2 Rifornitura ( ! ) ####&Miglioramento 3 Rifornitura ( ! ) ####%Miglioramento 3 Aspiratore ( ! ) #####Miglioramento 1 Minerale ( ! ) #####Miglioramento 2 Minerale ( ! ) #####Miglioramento 3 Minerale ( ! ) ####Miglioramento 1 Gas ( ! ) ####Miglioramento 2 Gas ( ! ) ####Miglioramento 3 Gas ( ! ) ####Ammiraglio Takei ( ! ) ####SdG Mordella ( ! ) ####PAp11t tܴ 1 ( ! ) ####t tܴ 2 ( ! ) ####  tܴ 1 ( ! ) ####  tܴ 2 ( ! ) ####  tܴ 3 ( ! ) ####t tܴ 3 ( ! ) #### tܴ 1 ( ! ) #### tܴ 2 ( ! ) #### tܴ 3 ( ! ) #### tܴ 1 ( ! ) #### tܴ 2 ( ! ) #### tܴ 3 ( ! ) ####tt ų ( ! ) ####\ܴ x| ( ! ) ####PAGazowy OlbrzymPlaneta typu bagiennego Modernizacja Syfona 1 ( ! ) #### Modernizacja Syfona 2 ( ! ) ####&Modernizacja zaopatrzenia 1 ( ! ) ####&Modernizacja zaopatrzenia 2 ( ! ) ####&Modernizacja zaopatrzenia 3 ( ! ) #### Modernizacja Syfona 3 ( ! ) ####'Zwikszenie wydobycia rudy 1 ( ! ) ####'Zwikszenie wydobycia rudy 2 ( ! ) ####'Zwikszenie wydobycia rudy 3 ( ! ) ####'Zwikszenie wydobycia gazu 1 ( ! ) ####'Zwikszenie wydobycia gazu 2 ( ! ) ####'Zwikszenie wydobycia gazu 3 ( ! ) ####AdmiraB Takei ( ! ) ####Ataman Mordella ( ! ) ####PA?aS0b^y ( ! ) ####[ObKQ0b^y ( ! ) ####gTXKQ0b^y ( ! ) ####]v_0b^y ( ! ) ####>r[0b^y ( ! ) ####_dGS}5 ( ! ) ####fGS}5 ( ! ) ####܈f}GS}5 ( ! ) ####wvGS}5 ( ! ) ####fkhVGS}5 ( ! ) ####YkP}iGS}5 ( ! ) ####cƖGGS}1 ( ! ) ####cƖGGS}2 ( ! ) ####͑e܈f}GS}1 ( ! ) ####͑e܈f}GS}2 ( ! ) ####^ͅel[ ( ! ) ####PAKriegsherr Azkar ( ! ) ####Kriegsherr Ver Lak ( ! ) ####Kriegsherr Ker Tak ( ! ) ####Kriegsherr Thripid ( ! ) ####Kriegsherr Malkor ( ! ) ####Antrieb-Ausbau 5 ( ! ) ####Flotten-Ausbau 5 ( ! ) ####Versorgungs-Ausbau 5 ( ! ) ####Schild-Ausbau 5 ( ! ) ####Waffe-Ausbau 5 ( ! ) ####Rumpf-Ausbau 5 ( ! ) ####Galiot-Ausbau 1 ( ! ) ####Galiot-Ausbau 2 ( ! ) ####Nachschub-Ausbau 1 ( ! ) ####Nachschub-Ausbau 2 ( ! ) ####Magistrat Blanus ( ! ) ####Warlord Azkar ( ! ) ####Warlord Ver Lak ( ! ) ####Warlord Ker Tak ( ! ) ####Warlord Thripid ( ! ) ####Warlord Malkor ( ! ) ####Engine Upgrade 5 ( ! ) ####Fleet Upgrade 5 ( ! ) ####Supply Upgrade 5 ( ! ) ####Shield Upgrade 5 ( ! ) ####Weapon Upgrade 5 ( ! ) ####Hull Upgrade 5 ( ! ) ####Galiot Upgrade 1 ( ! ) ####Galiot Upgrade 2 ( ! ) ####Resupply Upgrade 1 ( ! ) ####Resupply Upgrade 2 ( ! ) ####Magistrate Blanus ( ! ) #####Seor de la Guerra Azkar ( ! ) ####%Seor de la Guerra Ver Lak ( ! ) ####%Seor de la Guerra Ker'Tak ( ! ) ####%Seor de la Guerra Thripid ( ! ) ####$Seor de la Guerra Malkor ( ! ) ####Motor: Mejora 5 ( ! ) ####Flota: Mejora 5 ( ! ) ####&Reabastecimientos: Mejora 5 ( ! ) ####&Reabastecimientos: Mejora 5 ( ! ) ####Arma: Mejora 5 ( ! ) ####Casco: Mejora 5 ( ! ) ####Galeote: Mejora 1 ( ! ) ####Galeote: Mejora 2 ( ! ) ####&Reabastecimientos: Mejora 1 ( ! ) ####&Reabastecimientos: Mejora 2 ( ! ) ####Magistrado Blanus ( ! ) ####PA&Seigneur de la guerre Azkar ( ! ) ####(Seigneur de la guerre Ver Lak ( ! ) ####(Seigneur de la guerre Ker Tak ( ! ) ####(Seigneur de la guerre Thripid ( ! ) ####'Seigneur de la guerre Malkor ( ! ) ####%Modernisation Propulsion 5 ( ! ) ####!Modernisation Flotte 5 ( ! ) #####Modernisation Rserves 5 ( ! ) #####Modernisation Bouclier 5 ( ! ) #####Modernisation Armement 5 ( ! ) ####$Modernisation Structure 5 ( ! ) ####!Modernisation Galiot 1 ( ! ) ####!Modernisation Galiot 2 ( ! ) ####)Modernisation Ravitaillement 1 ( ! ) ####)Modernisation Ravitaillement 2 ( ! ) ####Magistrat Blanus ( ! ) ####PASdG Azkar ( ! ) ####SdG Ver Lak ( ! ) ####SdG Ker Tak ( ! ) ####SdG Tripide ( ! ) ####SdG Malkor ( ! ) ####!Miglioramento 5 Motore ( ! ) ####!Miglioramento 5 Flotta ( ! ) ####$Miglioramento 5 Fornitura ( ! ) #### Miglioramento 5 Scudo ( ! ) ####Miglioramento 5 Arma ( ! ) #### Miglioramento 5 Scafo ( ! ) #####Miglioramento 1 Galeotta ( ! ) #####Miglioramento 2 Galeotta ( ! ) ####&Miglioramento 1 Rifornitura ( ! ) ####&Miglioramento 2 Rifornitura ( ! ) ####Magistrato Blanus ( ! ) ####\ܴ Dňt ( ! ) ####\ܴ } ( ! ) ####\ܴ ( ! ) ####\ܴ Ĭ<ܴ ( ! ) ####\ܴ й ( ! ) #### tܴ 5 ( ! ) ####h tܴ 5 ( ! ) #### tܴ 5 ( ! ) ####tܴ tܴ 5 ( ! ) ####40 tܴ 5 ( ! ) ####l% tܴ 5 ( ! ) ####$ tܴ 1 ( ! ) ####$ tܴ 2 ( ! ) ####  tܴ 1 ( ! ) ####  tܴ 2 ( ! ) ####  ( ! ) ####Ataman Azkar ( ! ) ####Ataman Ver Lak ( ! ) ####Ataman Ker Tak ( ! ) ####Ataman Tripid ( ! ) ####Ataman Malkor ( ! ) ####"Modernizacja silnikw 5 ( ! ) ####Modernizacja floty 5 ( ! ) #### Zwikszenie zapasw 5 ( ! ) ####Modernizacja osBony5 ( ! ) ####$Modernizacja uzbrojenia 5 ( ! ) ####!Wzmocnienie kadBubw 5 ( ! ) ####!Modernizacja Galeoty 1 ( ! ) ####!Modernizacja Galeoty 2 ( ! ) ####&Modernizacja zaopatrzenia 1 ( ! ) ####&Modernizacja zaopatrzenia 2 ( ! ) ####Sdzia Blanus ( ! ) ####Oͅl[ ( ! ) ####}tKQl[ ( ! ) ####&q>rl[ ( ! ) ####lPkl[ ( ! ) #### }Wel[ ( ! ) ####Bfzz ( ! ) ####͎WfGS}1 ( ! ) ####͎WfGS}2 ( ! ) ####͎WfGS}3 ( ! ) ####͎WfGS}4 ( ! ) ####TX+Pݍc - puf[W[T͎kp^.z i4X - ]v_W 9^ NRvj ( ! )yrkRni ( ! ) ####yrkfkhV{kIQ ( ! ) #### _UR܈f} ( ! )PAMagistrat Elan ( ! ) ####Magistrat Vivac ( ! ) ####Magistrat Joule ( ! ) ####Magistrat Procyo ( ! ) ####Magistrat Natus ( ! ) ####Portal ( ! ) ####Legionr-Ausbau 1 ( ! ) ####Legionr-Ausbau 2 ( ! ) ####Legionr-Ausbau 3 ( ! ) ####Legionr-Ausbau 4 ( ! ) ####?TALOREAN-MATRIX - Xeno-Kammer und Munitionserweiterung bentigtPLANTAGE - Thripid bentigtMissionsziele ( ! )&Spezialausrstung: Schleier ( ! ) ####$Spezialwaffe: Ankerstrahl ( ! ) ####!Auto-Versorgung einschalten ( ! )PAMagistrate Elan ( ! ) ####Magistrate Vivac ( ! ) ####Magistrate Joule ( ! ) ####Magistrate Procyo ( ! ) ####Magistrate Natus ( ! ) ####Portal ( ! ) #### Legionnaire Upgrade 1 ( ! ) #### Legionnaire Upgrade 2 ( ! ) #### Legionnaire Upgrade 3 ( ! ) #### Legionnaire Upgrade 4 ( ! ) ####;TALOREAN MATRIX - Xeno Chamber and Munitions Annex RequiredPLANTATION - Thripid RequiredMission Objectives( ! )"Special Ability: Shroud ( ! ) ####$Special Weapon: Auger Ray ( ! ) ####Turn ON Auto-Supply ( ! )Magistrado Elan ( ! ) ####Magistrado Vivac ( ! ) ####Magistrado Joule ( ! ) ####Magistrado Procyo ( ! ) ####Magistrado Natus ( ! ) ####Portal ( ! ) ####Legionario: Mejora 1 ( ! ) ####Legionario: Mejora 2 ( ! ) ####Legionario: Mejora 3 ( ! ) ####Legionario: Mejora 4 ( ! ) ####AMATRIZ TALOREANA - Se requieren Cmara Xeno y Anexo de Municiones PLANTACIN - Se requiere ThripidObjetivos de la misin ( ! )#Habilidad especial: Velo ( ! ) ####$Arma especial: Rayo Auger ( ! ) ####$ACTIVAR Suministro Automtico ( ! )Magistrat Elan ( ! ) ####Magistrat Vivac ( ! ) ####Magistrat Joule ( ! ) ####Magistrat Procyo ( ! ) ####Magistrat Natus ( ! ) ####Portail ( ! ) ####&Modernisation Lgionnaire 1 ( ! ) ####&Modernisation Lgionnaire 2 ( ! ) ####&Modernisation Lgionnaire 3 ( ! ) ####&Modernisation Lgionnaire 4 ( ! ) ####7MATRICE TALOREENE - Xeno-Labo et Dpt Munitions RequisPLANTATION - Thripid RequisObjectif de la mission ( ! )&Capacit Spciale : Linceul ( ! ) ####&Arme Spciale : Rayon Foreur( ! ) ####!Activer Ravitaillement-Auto ( ! )PAMagistrato Elan ( ! ) ####Magistrato Vivac ( ! ) ####Magistrato Joule ( ! ) ####Magistrato Procyo ( ! ) ####Magistrato Natus ( ! ) ####Portale ( ! ) ####%Miglioramento 1 Legionario ( ! ) ####%Miglioramento 2 Legionario ( ! ) ####%Miglioramento 3 Legionario ( ! ) ####%Miglioramento 4 Legionario ( ! ) ####>MATRICE TALOREAN - Si richiede: Sala Xeno e Deposito munizioni"PIANTAGIONE - Si richiede: TripideObiettivi di missione ( ! )Abilit speciale: Invisibilit+Arma speciale: Raggio perforante ( ! ) ####ATTIVA Autofornitura ( ! )PA|ǀ  ( ! ) ####D  ( ! ) ####ȸ  ( ! ) ####\$  ( ! ) ####,Ҥ  ( ! ) #### ( ! ) ####Ȳ tܴ 1 ( ! ) ####Ȳ tܴ 2 ( ! ) ####Ȳ tܴ 3 ( ! ) ####Ȳ tܴ 4 ( ! ) ####!\H 乸ҭ(DՔ ի : x T̄,ȲX %) ՜LtX(DՔ ի : Ĭ<ܴ) X \( ! ) % : |ܴ ( ! ) #### % : $p t ( ! ) #### 0 ( ! )Sdzia Elan ( ! ) ####Sdzia Vivak ( ! ) ####Sdzia Joule ( ! ) ####Sdzia Prokjo ( ! ) ####Sdzia Natus ( ! ) ####Portal ( ! ) ####$Modernizacja Legionisty 1 ( ! ) ####$Modernizacja Legionisty 2 ( ! ) ####$Modernizacja Legionisty 3 ( ! ) ####$Modernizacja Legionisty 4 ( ! ) ####>MATRYCA TALOREACSKA - potrzebne Komora Xeno i Aneks AmunicyjnyPLANTACJA - potrzebny TripidCele misji( ! ),Umiejtno[ specjalna: Maskowanie ( ! ) ####)BroD specjalna: PromieD Augera ( ! ) ####!WBczenie Auto-Zaopatrzenia ( ! )PA ܕR܈f} ( ! ) hQR܈f} ( ! )'YW6eƖhV - 6eƖhVTpuqQu@Sr - ]v_W 9^ rfw}!qOu0bfVampirbogen ( ! )Aegis-Schild ( ! ) Ping ( ! )Explosionsramme ( ! )Gravitationsquelle ( ! )Abwehrwolke ( ! )Repulsor-Welle ( ! )Synthese ( ! )Schleier ( ! )Massen-Disruptor ( ! )Destabilisator ( ! )Ankerstrahl ( ! ) Mimikry ( ! )Sprengminen ( ! )Captain BlackwellElite-DreadnoughtVampire Arc ( ! )Aegis Shield ( ! ) Ping ( ! )Explosive Ram ( ! )Gravity Well ( ! )Repellent Cloud ( ! )Repulsor Wave ( ! )Synthesis ( ! ) Shroud ( ! )Mass Disrupter ( ! )Destabilizer ( ! )Auger Ray ( ! ) Mimic ( ! )Explosive Mines ( ! )Captain BlackwellElite DreadnoughtArco de Vampiro ( ! )Blindaje Aegis ( ! ) Pirateo ( ! )Ariete Explosivo ( ! )Pozo de Gravedad ( ! )Nube de Repelente ( ! )Onda Repulsora ( ! )Sntesis ( ! ) Velo ( ! )Disruptor de Masa ( ! )Desestabilizador ( ! )Rayo Auger ( ! )Imitacin ( ! )Minas Explosivas ( ! )Capitn BlackwellAcorazado de EliteArc Vampire ( ! )Bouclier Aegis ( ! ) Sondeur ( ! )Eperon Explosif ( ! )Puits Gravitationnel ( ! )Nuage de couverture ( ! )Onde Rpulsive ( ! )Synthtiseur ( ! ) Linceul ( ! )Destructeur de Masse( ! )Destabilisateur ( ! )Rayon Foreur( ! )Mimtisme ( ! )Mines Explosives ( ! )Capitaine BlackwellDreadnought ElitePAArco del Vampiro ( ! )Scudo Aegis ( ! ) Impulso ( ! )Ariete esplosivo ( ! )Sorgente di Gravit ( ! )Nube tossica ( ! )Onda repulsiva ( ! ) Sintesi ( ! )Invisibilit ( ! )Disgregatore di massa ( ! )Destabilizzatore ( ! )Raggio perforante ( ! )Mimetismo ( ! )Mine esplosive ( ! )Capitano BlackwellDreadnought Elite @ tǴ Dl ( ! ) tɤ tܴ ( ! )Q ( ! )uǤ \ ( ! ) D ( ! ) t|ܴ ( ! )  t ( ! ) ˆ ( ! ) |ܴ ( ! ) 乤 0 ( ! ) LL|t ( ! ) $p t ( ! ) ( ! )uǤ \ ( ! )  Ŭ ܴܴxPAAuk Wampiryczny ( ! )Tarcza Egidy ( ! ) Ping ( ! )Taran wybuchowy ( ! )Studnia grawitacyjna ( ! )Chmura repulsacyjna ( ! )Fala repulsacyjna ( ! ) Synteza ( ! )Maskowanie ( ! )Dysruptor masowy ( ! )Destabilizator ( ! )PromieD Augera ( ! ) Mimikra ( ! )Miny wybuchowe ( ! )Kapitan BlackwellSuper-pancernik}0bf}xw0bf}0b%fvzui{uir Ows^S - ܈f}s^S \2xTX - =~ 󍍎 - |Iq^ *Yzzz - -N_j^P[2x - AWSxvz[W[ ݈M9 - =~ ܈f}9 - ܈f}s^S njn6eƖ9 - |Iq^ w[G - W 9^ۘH_]f - H_S[W[ nG - w zuP,nTXKuQ9 - yr0b}W0WPAElite-SchlachtschiffElite-Monolith Elite-TriremeApokalyptische Arthropoden3REPARATUR-PLATTFORM - Versorgungsplattform bentigt'LASER-SATELLIT - Hauptquartier bentigtSPRUNGTOR - Raffinerie bentigtRAUMSTATION - Hangar bentigt-IONEN-KANONE - EWS-Forschungszentrum bentigt#FABRIKATOR - Hauptquartier bentigt1VERSORGUNGSSCHIFF - Versorgungsplattform bentigtERNTER - Raffinerie bentigt!KORVETTE - Leichte Werft bentigt)RAKETEN-KREUZER - Ballistiklabor bentigt$INFILTRATOR - LS-Sensorturm bentigt9TRUPPEN-TRANSPORTER - Marines-Ausbildungszentrum bentigtPAElite BattleshipElite Monolith Elite TriremeApocalyptic Arthropoda*REPAIR PLATFORM - Supply Platform Required$LASER TURRET - Headquarters RequiredJUMP GATE - Refinery Required(SPACE STATION - Squadron Hangar Required&ION CANNON - AWS Research Lab Required"FABRICATOR - Headquarters Required&SUPPLY SHIP - Supply Platform RequiredHARVESTER - Refinery Required"CORVETTE - Light Shipyard Required)MISSILE CRUISER - Ballistics Lab Required&INFILTRATOR - LR Sensor Tower Required-TROOPSHIP - Marine Training Facility RequiredPACrucero de Batalla de EliteMonolito de EliteTrirreme de EliteArthropoda ApocalpticoBPLATAFORMA DE REPARACIONES - Se requiere Plataforma de Suministros.TORRETA DE LSER - Se requiere Cuartel General'PORTAL DE SALTO - Se requiere Refinera4ESTACIN ESPACIAL - Se requiere Hangar del Escuadrn7CAN DE IONES - Se requiere Laboratorio Cientfico SAA(FABRICANTE - Se requiere Cuartel General;NAVE DE SUMINISTROS - Se requiere Plataforma de Suministros#COSECHADORA - Se requiere Refinera&CORBETA - Se requiere Astillero ligero9CRUCERO DE MISILES - Se requiere Laboratorio de Balstica+INFILTRADOR -Se requiere Torre de Sensor LRETRANSPORTE DE TROPAS - Se requiere Centro de Entrenamiento de MarinesPACuirass EliteMonolithe Elite Trirme EliteArthropode ApocalyptiqueAPLATE-FORME DE REPARATION - Plate-forme de ravitaillement requise.TOURELLE LASER - Centre de Commandement Requis$PORTAIL DE SAUT - Raffinerie Requise*STATION SPATIALE - Hangar d'Escadre Requis'CANON A ION - Labo Recherche RAA Requis/NAVIRE-CHANTIER - Centre de Commandement Requis4RAVITAILLEUR - Plate-forme de ravitaillement requise!MOISSONNEUSE - Raffinerie Requise CORVETTE - Chantier naval Requis0CROISEUR LANCE-MISSILES - Labo Balistique Requis,INFILTRATEUR - Poste de dtection LP Requise;TRANSPORT DE TROUPES - Centre d'Entranement marines RequisPANave da guerra EliteMonolito Elite Trireme EliteArtropode apocalitticoBPIATTAFORMA DI RIPARAZIONE - Si richiede: Piattaforma di fornitura/TORRETTA LASER - Si richiede: Quartier Generale)PORTA DI LANCIO - Si richiede: Raffineria7STAZIONE SPAZIALE - Si richiede: Hangar dello squadrone8CANNONE IONICO - Si richiede: Laboratorio di ricerca AWS,COSTRUTTORE - Si richiede: Quartier Generale9NAVE DI FORNITURA - Si richiede: Piattaforma di fornitura$MIETITRICE - Si richiede: Raffineria/CORVETTA - Si richiede: Cantiere navale leggeroAINCROCIATORE MISSILISTICO - Si richiede: Laboratorio di Balistica+INCURSORE - Si richiede: Torre a sensore LR>TRASPORTO TRUPPE - Si richiede: Centro di addestramento MarineŬ 0}Ŭ xŬ |tǼApocalyptic ArthropodaӴ ի(DՔ ի :  |t ի)t 0(DՔ ի : ܴ0) tǸ(DՔ ի : t)˜tǤ LtX(DՔ ի : ܴ` մ)t( |(DՔ ի : AWS X )( t0(DՔ ի : ܴ0) |t}(DՔ ի :  |t ի)Xՠ0(DՔ ի : t)\ϳ(DՔ ի : |tǸ }|ܴ)| l(DՔ ի : Ҥ )xDոt0(DՔ ի : LR < )}(DՔ ի : ȹ tݲ |)PASuper-niszczyciel Super-monolit Super-triremaApokaliptyczny Stawong8PLATFORMA NAPRAWCZA - potrzebna Platforma Zaopatrzeniowa*DZIAAO LASEROWE - potrzebna Kwatera GBwna+WROTA MIDZYWYMIAROWE - potrzebna Rafineria#STACJA KOSMICZNA - potrzebny Hangar2DZIAAO JONOWE - potrzebne Laboratorium Zbrojeniowe%FABRYKATOR - potrzebna Kwatera GBwna0FRACHTOWIEC - potrzebna Platforma Zaopatrzeniowa{NIWIARZ - potrzebna RafineriaKORWETA - potrzebna Stocznia8KR{OWNIK RAKIETOWY - potrzebne Laboratorium Balistyczne:INFILTRATOR - potrzebna Stacja Sensorowa Dalekiego Zasigu'DESANTOWIEC - potrzebne Koszary Marines 0bf - ͑W 9^f*zzkf - -N_j^݈͑]f - wm͎[!h0c2[W[ NSnc[W[!qOu0bf - c2[W[TAWSxvz[W[ 󍍎 - 6eƖhV?otV\ - 0b^y}4X?o]tz - PM\`|T?otV\ztKQ2x - puqQu@ST?otV\ }T~ - m~5ߘ - 6eƖhVT.z i4X y8T9 - 6eƖhVuP[*zzkf - ]v_W 9^ w*f - raS[>r;edG - r]tz*zzkf - PM\`| d"} - DREADNOUGHT - Antriebslabor und EWS-Forschungszentrum bentigtSPRUNGTOR - Sammler bentigt3PLASMAZERSTRER - Krieger-Trainingszentrum bentigt5PLASMASCHWARM - Aashafen und Plasmazerstrer bentigt=VORAAK-KANONE - Mutationskolonie und Plasmazerstrer bentigtWEBER - Kokon bentigt%ZORAP - Sammler und Plantage bentigtSIPHON - Sammler bentigtSPHERTRGER - Thripid bentigt%RAUBTIER-FREGATTE - Hochofen bentigtKHAMIR - Hochofen bentigt!Schwarmtrger - Aashafen bentigtSUCHER - Augenstiel bentigt$BATTLESHIP - Heavy Shipyard Required(FLEET CARRIER - Squadron Hangar RequiredMLANCER CRUISER - Naval Academy, Propulsion Lab, and Displacement Lab Required:DREADNOUGHT - Propulsion Lab and AWS Research Lab RequiredJUMP GATE - Collector Required2PLASMA SPITTER - Warlord Training Grounds Required7PLASMA HIVE - Carrion Roost and Plasma Spitter Required;VORAAK CANNON - Mutation Colony and Plasma Spitter RequiredWEAVER - Cocoon Required)ZORAP - Collector and Plantation RequiredSIPHON - Collector Required SCOUT CARRIER - Thripid Required FRIGATE - Blast Furnace RequiredKHAMIR - Blast Furnace Required%HIVE CARRIER - Carrion Roost RequiredSEEKER - Eye Stalk Required1CRUCERO DE BATALLA - Se requiere Astillero Pesado4CARGUERO DE FLOTA - Se requiere Hangar del EscuadrnhCRUCERO LANCERO - Se requieren Academia Naval, Laboratorio de Propulsin y Laboratorio de DesplazamientoPACORAZADO - Se requieren Laboratorio de Propulsin y Laboratorio Cientfico SAA&PORTAL DE SALTO - Se requiere ColectorHESCUPEPLASMA - Se requiere Centro de Entrenamiento de Seor de la GuerraCCOLMENA DE PLASMA - Se requieren Guarida de Carroa y Escupeplasma>CAN VORAAK - Se requieren Colonia de Mutacin y EscupeplasmaTEJEDOR - Se requiere Capullo*ZORAP - Se requieren Colector y PlantacinSIFN - Se requiere Colector0CARGUERO DE RECONOCIMIENTO - Se requiere Thripid(FRAGATA - Se requiere Horno de Explosin'KHAMIR - Se requiere Horno de Explosin1CARGUERO COLMENA - Se requiere Guarida de Carroa"RASTREADOR - Se requiere Ojo EspaPACUIRASSE - Arsenal Requis2TRANSPORTEUR D'ESCADRES - Hangar d'Escadres RequisGCROISEUR ARC - Acadmie Navale, Labo Propulsion et Labo Bouclier Requis2DREADNOUGHT - Labo Propulsion Recherche RAA Requis#PORTAIL DE SAUT - Collecteur Requis/CRACHE-PLASMA - Camp d'Entran. Guerrier Requis/RUCHE-PLASMA - Charogne et Crache-Plasma Requis6CANON VORAAK - Colonie Mutante et Crache-Plasma RequisTISSEUR - Cocon Requis'ZORAP - Collecteur et Plantation RequisSIPHON - Collecteur Requis/TRANSPORTEUR DE PREMIERE LIGNE - Thripid RequisFREGATE - Haut-Fourneau RequisKHAMIR - Haut-Fourneau Requis%TRANSPORTEUR-RUCHE - Charogne RequiseTRAQUEUR - Oeil Traqueur Requis5NAVE DA GUERRA - Si richiede: Cantiere navale pesante/PORTAEREI - Si richiede: Hangar dello squadronemINCROCIATORE LANCER - Si richiede: Accademia navale, Laboratorio di Propulsione e Laboratorio di DislocamentoRDREADNOUGHT - Si richiede: Laboratorio di Propulsione e Laboratorio di Ricerca AWS)PORTA DI LANCIO - Si richiede: CollettoreKESPULSORE PLASMA - Si richiede: Campi di addestramento Signore della GuerraCALVEARE PLASMA - Si richiede: Covo delle Carogne e Espulsore PlasmaHCANNONE VORAAK - Si richiede: Colonia della Mutazione e Espulsore Plasma TESSITORE - Si richiede: Bozzolo-ZORAP - Si richiede: Collettore e Piantagione$ASPIRATORE - Si richiede: Collettore"RICOGNITORE - Si richiede: Tripide FREGATA - Si richiede: AltofornoKHAMIR - Si richiede: Altoforno3TRASPORTO ALVEARE - Si richiede: Covo delle Carogne&CERCATORE - Si richiede: Stelo ocularePA0}(DՔ ի : D }|ܴ) տ ά(DՔ ի : ܴ` մ)- l(DՔ ի : $tnj Dtp, \< ,  tǤ< )!ܴܴx(DՔ ի : \< , AWS X ) tǸ(DՔ ի : 0) |ȹ <0(DՔ ի : \ܴ tݲ |ܴ)$ |ȹ Xt (DՔ ի : ά( 踤¸, |ȹ <0)#|l |(DՔ ի : LtX \\Ȳ, |ȹ <0)DŽ(DՔ ի : T)pȍ(DՔ ի : 0, ՜LtX)t(DՔ ի : 0)tΰƸ ά(DՔ ի : Ĭ<ܴ)լC(DՔ ի : ¸ Ȳ)t(DՔ ի : ¸ Ȳ)Xt ά(DՔ ի : ά( 踤¸)(DՔ ի : Dt ¡)%NISZCZYCIEL - potrzebna Du|a StoczniaLOTNISKOWIEC - potrzebny HangarMLANCETNIK - potrzebne Akademia, Instytut Napdw i Instytut Wzmacniania OsBonAPANCERNIK - potrzebne Instytut Napdw i Laboratorium Zbrojeniowe*WROTA MIDZYWYMIAROWE - potrzebny Kolektor3PLAZMOPLWACZ - potrzebne Centrum Szkolenia Atamanw0UL PLAZMOWY - potrzebne Inkubator i Plazmoplwacz:DZIAAO VORAAK - potrzebne Kolonia Mutacyjna i PlazmoplwaczTKACZ - potrzebny Kokon&ZORAP - potrzebne Kolektor i PlantacjaSYFON - potrzebny KolektorZWIADOWCA - potrzebny Tripid)FREGATA - potrzebny Konwektor Balistyczny(KHAMIR - potrzebny Konwektor BalistycznyULOWIEC - potrzebny InkubatorSZPERACZ - potrzebny OczniakV2u*zzkf - _͑W 9^T2uk^[u9 - _͑W 9^Tm.z-N_!]*zzkf - _͑W 9^0PM\`|0uirqr NSVR[^ - _͑W 9^Tr4x4Xwm mA~k4X - ^ hg 󍍎 - [W[ ^ - 'YW^ hg *Y}wi - TuQTX ESP}W - TuQTXonm - 'YW^ hgTb_fr - ͎kp^T*_jx- Bfzz - pufxvz[ [Q9 - [W K܈9 - wm mA~k4X cƖG - 'lSiTXgYeuP[G - ^ hgPA*SCARAB - Niad und Carapice-Fabrik bentigt&EGEL - Niad und Hybridzentrum bentigt?TIAMAT - Niad, Aashafen, Bio-Schmiede und Sezierkammer bentigt*MINENLEGER - Niad und Sprenglager bentigtEUTROMILL - Pavillon bentigtSPRUNGTOR - Akropolis bentigt!AMBOSS - Groer Pavillon bentigt'HELION-SCHLEIER - Wchter-Turm bentigt!ESP-SPULE - Wchter-Turm bentigt0HYDROFOIL - Groer Pavillon und Proteus bentigt<STERNSTRAHL - Munitionserweiterung und Turbinendock bentigtPORTAL - Xeno-Kammer bentigtSCHMIEDE - Akropolis bentigtSTRATUM - Eutromill bentigtGALIOT - Oxidator bentigtTAOS - Pavillon bentigtPA)SCARAB - Niad and Carapace Plant Required'LEECH - Niad and Hybrid Center RequiredHTIAMAT - Niad, Carrion Roost, Bio Forge, and Dissection Chamber Required/SPINELAYER - Niad and Explosives Range RequiredEUTROMIL - Pavilion RequiredJUMPGATE - Acropolis Required!ANVIL - Greater Pavilion Required%HELION VEIL - Sentinel Tower Required"ESP COIL - Sentinel Tower Required1HYDROFOIL - Greater Pavilion and Proteus Required5STARBURST - Munitions Annex and Turbine Dock RequiredPORTAL - Xeno Chamber RequiredFORGER - Acropolis RequiredSTRATUM - Eutromil RequiredGALIOT - Oxidator RequiredTAOS - Pavilion Required7ESCARABAJO - Se requieren Niad y Fbrica de Caparazones0SANGUIJUELA - Se requieren Niad y Centro HbridoPTIAMAT - Se requieren Niad, Guarida de Carroa, Bio Fragua y Cmara de Diseccin1MINADOR - Se requieren Niad y Campo de ExplosivosEUTROMIL - Se requiere Pabelln'PORTAL DE SALTO - Se requiere Acrpolis#YUNQUE - Se requiere Pabelln Mayor,VELO DE HELION - Se requiere Torre Centinela)ESPIRAL ESP - Se requiere Torre Centinela6AERODESLIZADOR - Se requieren Pabelln Mayor y ProteusKESTRELLA DESTRUCTORA - Se requieren Anexo de Municiones y Muelle de Turbina!PORTAL - Se requiere Cmara Xeno FORJADOR - Se requiere AcrpolisESTRATO - Se requiere EutromilGALEOTE - Se requiere OxidadorTAOS -Se requiere PabellnPA*SCARABEE - Niad et Usine Carapace Requises-SANGSUE - Niad et Centre d'Hybridation Requis@TIAMAT - Niad, Charogne, Bio-Forge, et Labo de Dissection Requis/Poseur de mines - Niad et Champ Explosif RequisEUTROMIL - Pavillon Requis"PORTAIL DE SAUT - Acropole Requise!ANVIL - Pavillon Suprieur Requis+VOILE HELION - Poste de Surveillance Requis*STATION ESP - Poste de Surveillance Requis.BASTION - Pavillon Suprieur et Proteus Requis-NOVA - Dpt Munitions et Dock-Turbine RequisPORTAL - Xeno-Labo RequisFORGEUR - Acropole RequiseStratum - Eutromil RequisGALIOT - Oxydateur RequisTAOS - Pavillon Requis0SCARABEO - Si richiede: Niad e Impianto Carapace.SANGUISUGA - Si richiede: Niad e Centro IbridoOTIAMAT - Si richiede: Niad, Covo delle Carogne, Bio-fucina e Sala di Dissezione5POSAMINE MANTIS - Si richiede: Niad e Serie esplosivi"EUTROMIL - Si richiede: Padiglione'PORTA DI LANCIO - Si richiede: Acropoli+INCUDINE - Si richiede: Padiglione maggiore3VELO DI HELION - Si richiede: Torre di sorveglianza.SPIRA ESP - Si richiede: Torre di sorveglianza5ALISCAFO - Si richiede: Padiglione maggiore e ProteusATUONO STELLARE - Si richiede: Deposito munizioni e Dock a turbina PORTALE - Si richiede: Sala Xeno"FORGIATORE - Si richiede: AcropoliSTRATUM - Si richiede: Eutromil"GALEOTTA - Si richiede: OssidatoreTAO - Si richiede: PadiglionePA(DՔ ի : ȲDܴ, <դ ՜)X(DՔ ի : ȲDܴ, Xt ܴ <0)+Dȹ(DՔ ի : ȲDܴ, ά( 踤¸, t$ , 9X T̄)@tǴ(DՔ ի : ȲDܴ, uǤ \ x) Ǹ\(DՔ ի : L() tǸ(DՔ ի : Dl\Ӭ)dŌ(DՔ ի : t0 L()լ( |(DՔ ի : <, )ESP T|(DՔ ի : <, )Xtܴ\|(DՔ ի : t0 L()Є¸(DՔ ի : ȲX %, 0H ų)(DՔ ի : x T̄)(DՔ ի : Dl\Ӭ)¸|@(DՔ ի : Ǹ\)$(DՔ ի : %pt0)$Ƥ(DՔ ի : L()PA/SKARABEUSZ - potrzebne Niada and Centrum Skorup2PIJAWKA - potrzebne Niada i Centrum Mutacji HybrydCTIAMAT - potrzebne Niada, Inkubator, Biokuznia i Komora Dyssekcyjna4MINOSTAWIACZ - potrzebne Niada i Centrum BalistyczneEUTROMIL - potrzebny Pawilon)WROTA MIDZYWYMIAROWE - potrzebny Akropol"KUyNIA - potrzebny Pawilon Wikszy#HELION - potrzebna Wie|a Stra|nicza ESP - potrzebna Wie|a Stra|nicza-HYDRON - potrzebne Pawilon Wikszy i Proteusz4MIOTACZ - potrzebne Aneks Amunicyjny i Dok TurbinowyPORTAL - potrzebna Komora Xeno KONSTRUKTOR - potrzebny AkropolSTRATUM - potrzebny EutromilGALEOTA - potrzebny OksydatorTAOS - potrzebny Pawilon Suif - ^X ^yf - TuQTX ͎Wf - x!XuiIQf - *Y}wiT'YW^ hgd)Y - 'YW^ hg0b%f - ͎kp^T*_jx-xw0bf - ͎kp^0*_jx- NSpufxvz[vMRS(u&ywxeϑ / S2QX[&ywxeϑ NPvMRS(ute[ϑ / S2QX[te[ϑ NPvMRS(uNTxeϑ / S2QX[NTxeϑ NP'YW.z i4X ( ! ) ####f|S0R܈f}f|*gS܈f}](u/eMޞxe / S(u/eMޞxe NPb_ۘH_GS}1 ( ! ) ####b_ۘH_GS}2 ( ! ) #### POLARIS - Zitadelle bentigtORAKEL - Wchter-Turm bentigtLEGIONR - Bunker bentigt5AURORA - Helion-Schleier und Groer Pavillon bentigt ATLAS - Groer Pavillon bentigt8TRIREME - Munitionserweiterung und Turbinendock bentigtFMONOLITH - Munitionserweiterung, Turbinendock und Xeno-Kammer bentigt-Aktuell verfgbares Erz / Maximale Abbaumenge-Aktuell verfgbares Gas / Maximale Abbaumenge5Aktuell verfgbares Personal / Maximale PersonalmengeGroe Plantage ( ! ) ####System versorgtSystem mit Versorgungsengpass>Eingesetzte Kommandopunkte / Maximal verfgbare Kommandopunkte"Proteus-Rakete-Ausbau 1 ( ! ) #####Proteus-Rakete-Ausbau 2 ( ! ) #### PAPOLARIS - Citadel Required ORACLE - Sentinel Tower RequiredLEGIONNAIRE - Bunker Required2AURORA - Helion Veil and Greater Pavilion Required!ATLAS - Greater Pavilion Required3TRIREME - Munitions Annex and Turbine Dock RequiredCMONOLITH - Munitions Annex, Turbine Dock, and Xeno Chamber Required5Current Ore Available / Maximum Ore Storage Available5Current Gas Available / Maximum Gas Storage Available7Current Crew Available / Maximum Crew Storage AvailableGreater Plantation ( ! ) ####System IN SupplySystem OUT of Supply6Command Points Used / Maximum Command Points Available$Proteus Missile Upgrade 1 ( ! ) ####%Proteus Missile Upgrade 2 ( ! ) #### POLARIS - Se requiere Ciudadela%ORCULO - Se requiere Torre Centinela LEGIONARIO - Se requiere Bnker5AURORA - Se requieren Velo de Helion y Pabelln Mayor"ATLAS - Se requiere Pabelln Mayor?TRIRREME - Se requieren Anexo de Municiones y Muelle de TurbinaLMONOLITO - Se requieren Anexo de Municiones, Muelle de Turbina y Cmara XenoGMineral actual disponible / Mximo almacenamiento de mineral disponible?Gas actual disponible / Mximo almacenamiento de gas disponibleOTripulacin actual disponible / Mximo almacenamiento de tripulacin disponiblePlantacin Mayor ( ! ) ####Sistema EN suministroSistema FUERA de suministro>Puntos de Mando usados / Mximo de Puntos de Mando disponibles"Misil Proteus: Mejora 1 ( ! ) #####Misil Proteus: Mejora 2 ( ! ) #### POLARIS - Citadelle Requise%ORACLE - Poste de Surveillance RequisLEGIONNAIRE - Bunker Requis2AURORA - Voile Helion et Pavillon Suprieur Requis!ATLAS - Pavillon Suprieur Requis3TRIREME - Dpt de munitions et Dock-Turbine Requis@MONOLITHE - Dpt de Munitions, Dock-Turbine et Xeno-Labo Requis0Minerai Disponible / Rserve maximale de minerai(Gaz Disponible / Rserve maximale de gaz4Equipages Disponibles / Rserve maximale d'quipages Plantation Suprieure ( ! ) ####Systme ApprovisionnSystme non-approvisionnCPoints de Commandement Utiliss/ Points de Commandement Utilisables+Modernisation Missiles Proteus 1 ( ! ) ####,Modernisation Missiles Proteus 2 ( ! ) #### !POLARIS - Si richiede: Cittadella,ORACOLO - Si richiede: Torre di sorveglianza LEGIONARIO - Si richiede: Bunker:AURORA - Si richiede: Velo di Helion e Padiglione maggiore(ATLAS - Si richiede: Padiglione maggiore:TRIREME - Si richiede: Deposito munizioni e Dock a turbinaFMONOLITO - Si richiede: Deposito munizioni, Dock a turbina e Sala XenoCMinerale attualmente disponibile/Disponibilit massima per minerale9Gas attualmente disponibile/Disponibilit massima per gasASquadra attualmente disponibile/Disponibilit massima per squadraPiantagione maggiore ( ! ) ####Sistema alimentatoSistema NON alimentatoBPunti Comando utilizzati/Numero massimo possibile di Punti Comando*Miglioramento 1 Missile Proteus ( ! ) ####*Miglioramento 2 Missile Proteus ( ! ) ####PA|(DՔ ի : x)$|t(DՔ ի : <, )Ȳ(DՔ ի : )$\|(DՔ ի : լ( |, t0 L()D|(DՔ ի : t0 L()|tǼ(DՔ ի : ȲX %, 0H ų)#x(DՔ ի : ȲX %, 0H ų, x T̄) ֬  / \  ֬ / \ ֬ 4 / \ 4t0 ՜LtX ( ! ) #### t  L t  J L֬  % / \  %\LѰƤ | tܴ 1 ( ! ) ####\LѰƤ | tܴ 2 ( ! ) ####PAPOLARIS - potrzebna Cytadela&WYROCZNIA - potrzebna Wie|a Stra|niczaLEGIONISTA - potrzebny Bunkier+AURORA - potrzebne Helion i Pawilon Wikszy!ATLAS - potrzebny Pawilon Wikszy4TRIREMA - potrzebne Aneks Amunicyjny i Dok TurbinowyAMONOLIT - potrzebne Aneks Amunicyjny, Dok Turbinowy i Komora Xeno7Posiadana ruda / Limit przestrzeni magazynowej dla rudy6Posiadany gaz / Limit przestrzeni magazynowej dla gazu4Posiadana zaBoga / Maksymalna liczba czBonkw zaBogiPlantacja Wiksza ( ! ) ####System jest zaopatrywanySystem nie jest zaopatrywanyAPosiadane punkty dowodzenia / Limit dostpnych punktw dowodzenia,Modernizacja pociskw Proteusza 1 ( ! ) ####-Modernizacja pociskw Proteusza 2 ( ! ) #### PA ^s^S*gS0R܈f} c Nn ]uxd>r+SNf (F1) c Nn ]uxd WSNf (F2) c Nn ]uxdTXWSNf (F3) c Nn ]uxde^>rSNf (F4) c Nn ]uxdS[+YSNf (F5) c Nn ]uxdshSNf (F6) c Nn ]uxdidb0b^yf (F1) c Nn ]uxd?aS0b^yf (F2) c Nn ]uxd[ObKQ0b^yf (F3) c Nn ]uxdgTXKQ0b^yf (F4) c Nn ]uxd]v_0b^yf (F5) c Nn ]uxd>r[0b^yf (F6) c Nn ]uxd^ͅel[f (F1) c Nn ]uxdOͅl[f (F2) c Nn ]uxd}tKQl[f ( F3 )PA#Diese Plattform wird NICHT versorgt=Linksklick, um die Flotte von Admiral Halsey auszuwhlen (F1)=Linksklick, um die Flotte von Admiral Hawkes auszuwhlen (F2)<Linksklick, um die Flotte von Admiral Takei auszuwhlen (F3)=Linksklick, um die Flotte von Admiral Steele auszuwhlen (F4)?Linksklick, um die Flotte von Admiral Smirnoff auszuwhlen (F5)=Linksklick, um die Flotte von Admiral Benson auszuwhlen (F6)BLinksklick, um die Flotte von Kriegsherr Mordella auszuwhlen (F1)?Linksklick, um die Flotte von Kriegsherr Azkar auszuwhlen (F2)ALinksklick, um die Flotte von Kriegsherr Ver Lak auszuwhlen (F3)ALinksklick, um die Flotte von Kriegsherr Ker Tak auszuwhlen (F4)ALinksklick, um die Flotte von Kriegsherr Thripid auszuwhlen (F5)@Linksklick, um die Flotte von Kriegsherr Malkor auszuwhlen (F6)?Linksklick, um die Flotte von Magistrat Blanus auszuwhlen (F1)=Linksklick, um die Flotte von Magistrat Elan auszuwhlen (F2)>Linksklick, um die Flotte von Magistrat Vivac auszuwhlen (F3)This Platform is NOT in supply5Left Click to select the Fleet of Admiral Halsey (F1)5Left Click to select the Fleet of Admiral Hawkes (F2)4Left Click to select the Fleet of Admiral Takei (F3)5Left Click to select the Fleet of Admiral Steele (F4)7Left Click to select the Fleet of Admiral Smirnoff (F5)5Left Click to select the Fleet of Admiral Benson (F6)9Left Click to select the Fleet of Warlord Mordella ( F1 )6Left Click to select the Fleet of Warlord Azkar ( F2 )8Left Click to select the Fleet of Warlord Ver Lak ( F3 )8Left Click to select the Fleet of Warlord Ker Tak ( F4 )8Left Click to select the Fleet of Warlord Thripid ( F5 )7Left Click to select the Fleet of Warlord Malkor ( F6 ):Left Click to select the Fleet of Magestrate Blanus ( F1 )8Left Click to select the Fleet of Magestrate Elan ( F2 )9Left Click to select the Fleet of Magestrate Vivac ( F3 )&Esta plataforma NO est en suministro.OPulsa el botn izquierdo del ratn para elegir Flota del Almirante Halsey (F1)OPulsa el botn izquierdo del ratn para elegir Flota del Almirante Hawkes (F2)NPulsa el botn izquierdo del ratn para elegir Flota del Almirante Takei (F3)NPulsa el botn izquierdo del ratn para elegir Flota del Almirante Steele (F4)QPulsa el botn izquierdo del ratn para elegir Flota del Almirante Smirnoff (F5)OPulsa el botn izquierdo del ratn para elegir Flota del Almirante Benson (F6)XPulsa el botn izquierdo del ratn para elegir Flota del Jefe de Guerra Mordella ( F1 )UPulsa el botn izquierdo del ratn para elegir Flota del Jefe de Guerra Azkar ( F2 )WPulsa el botn izquierdo del ratn para elegir Flota del Jefe de Guerra Ver Lak ( F3 )WPulsa el botn izquierdo del ratn para elegir Flota del Jefe de Guerra Ker'Tak ( F4 )WPulsa el botn izquierdo del ratn para elegir Flota del Jefe de Guerra Thripid ( F5 )VPulsa el botn izquierdo del ratn para elegir Flota del Jefe de Guerra Malkor ( F6 )RPulsa el botn izquierdo del ratn para elegir Flota del Magistrado Blanus ( F1 )PPulsa el botn izquierdo del ratn para elegir Flota del Magistrado Elan ( F2 )QPulsa el botn izquierdo del ratn para elegir Flota del Magistrado Vivac ( F3 )PA*Cette Plate-forme n'est PAS approvisionne?Clic gauche pour slectionner la Flotte de l'Amiral Halsey (F1)?Clic gauche pour slectionner la Flotte de l'Amiral Hawkes (F2)>Clic gauche pour slectionner la Flotte de l'Amiral Takei (F3)?Clic gauche pour slectionner la Flotte de l'Amiral Steele (F4)AClic gauche pour slectionner la Flotte de l'Amiral Smirnoff (F5)?Clic gauche pour slectionner la Flotte de l'Amiral Benson (F6)PClic gauche pour slectionner la Flotte du Seigneur de la Guerre Mordella ( F1 )MClic gauche pour slectionner la Flotte du Seigneur de la Guerre Azkar ( F2 )OClic gauche pour slectionner la Flotte du Seigneur de la Guerre Ver Lak ( F3 )OClic gauche pour slectionner la Flotte du Seigneur de la Guerre Ker Tak ( F4 )OClic gauche pour slectionner la Flotte du Seigneur de la Guerre Thripid ( F5 )NClic gauche pour slectionner la Flotte du Seigneur de la Guerre Malkor ( F6 )BClic gauche pour slectionner la Flotte du Magistrat Blanus ( F1 )GClic gauche pour slectionner la Flotte du Magistrat Blanus Elan ( F2 )HClic gauche pour slectionner la Flotte du Magistrat Blanus Vivac ( F3 )#Questa piattaforma NON alimentata_Clicca con il pulsante sinistro del mouse per selezionare la flotta dell'Ammiraglio Halsey (F1)_Clicca con il pulsante sinistro del mouse per selezionare la flotta dell'Ammiraglio Hawkes (F2)^Clicca con il pulsante sinistro del mouse per selezionare la flotta dell'Ammiraglio Takei (F3)_Clicca con il pulsante sinistro del mouse per selezionare la flotta dell'Ammiraglio Steele (F4)aClicca con il pulsante sinistro del mouse per selezionare la flotta dell'Ammiraglio Smirnoff (F5)_Clicca con il pulsante sinistro del mouse per selezionare la flotta dell'Ammiraglio Benson (F6)jClicca con il pulsante sinistro del mouse per selezionare la flotta del Signore della Guerra Mordella (F1)gClicca con il pulsante sinistro del mouse per selezionare la flotta del Signore della Guerra Azkar (F2)iClicca con il pulsante sinistro del mouse per selezionare la flotta del Signore della Guerra Ver Lak (F3)iClicca con il pulsante sinistro del mouse per selezionare la flotta del Signore della Guerra Ker Tak (F4)iClicca con il pulsante sinistro del mouse per selezionare la flotta del Signore della Guerra Tripide (F5)hClicca con il pulsante sinistro del mouse per selezionare la flotta del Signore della Guerra Malkor (F6)^Clicca con il pulsante sinistro del mouse per selezionare la flotta del Magistrato Blanus (F1)\Clicca con il pulsante sinistro del mouse per selezionare la flotta del Magistrato Elan (F2)]Clicca con il pulsante sinistro del mouse per selezionare la flotta del Magistrato Vivac (F3)PAt ի@ t H ǵȲ               +Ta platforma NIE jest zaopatrywana w zapasy5L-kliknij, aby zaznaczy flot admiraBa Halsey'a (F1)5L-kliknij, aby zaznaczy flot admiraBa Hawkes'a (F2)2L-kliknij, aby zaznaczy flot admiraBa Takei (F3)3L-kliknij, aby zaznaczy flot admiraBa Steele (F4)6L-kliknij, aby zaznaczy flot admiraBa Smirnoffa (F5)3L-kliknij, aby zaznaczy flot admiraB Bensona (F6)6L-kliknij, aby zaznaczy flot atamana Mordelli ( F1 )3L-kliknij, aby zaznaczy flot atamana Azkar ( F2 )5L-kliknij, aby zaznaczy flot atamana Ver Lak ( F3 )5L-kliknij, aby zaznaczy flot atamana Ker Tak ( F4 )5L-kliknij, aby zaznaczy flot atamana Tripida ( F5 )5L-kliknij, aby zaznaczy flot atamana Malkora ( F6 )6L-kliknij, aby zaznaczy flot sdziego Blanusa ( F1 )4L-kliknij, aby zaznaczy flot sdziego Elana ( F2 )5L-kliknij, aby zaznaczy flot sdziego Vivaka ( F3 )PA c Nn ]uxd&q>rl[f (F4) c Nn ]uxdlPkl[f (F5) c Nn ]uxd }Wel[f (F6)b_f;edc,nhV8T@<'_^yvVlr4xd͑RNr^dcelTԚniirr^dhVPA>Linksklick, um die Flotte von Magistrat Joule auszuwhlen (F4)?Linksklick, um die Flotte von Magistrat Procyo auszuwhlen (F5)>Linksklick, um die Flotte von Magistrat Natus auszuwhlen (F6)Tarnung SturmladungSonde Vampirbogen Aegis-SchildPingExplosionsrammeGravitationsquelle AbwehrwolkeRepulsor-WelleSyntheseSchleierMassen-DisruptorPA9Left Click to select the Fleet of Magestrate Joule ( F4 ):Left Click to select the Fleet of Magestrate Procyo ( F5 )9Left Click to select the Fleet of Magestrate Natus ( F6 )CloakingTempest ChargeProbe Vampire Arc Aegis ShieldPing Explosive Ram Gravity WellRepellent Cloud Repulsor Wave SynthesisShroudMass DisrupterPPulsa el botn izquierdo del ratn para elegir Flota del Magistrado Joule ( F4 )QPulsa el botn izquierdo del ratn para elegir Flota del Magistrado Procyo ( F5 )PPulsa el botn izquierdo del ratn para elegir Flota del Magistrado Natus ( F6 ) CamuflajeCarga TempestadSondaArco de VampiroBlindaje AegisPirateoAriete ExplosivoPozo de GravedadNube de RepelenteOnda RepulsoraSntesisVeloDisruptor de MasaHClic gauche pour slectionner la Flotte du Magistrat Blanus Joule ( F4 )IClic gauche pour slectionner la Flotte du Magistrat Blanus Procyo ( F5 )HClic gauche pour slectionner la Flotte du Magistrat Blanus Natus ( F6 ) Camouflage Canon TempteSonde Arc VampireBouclier EgideSondeurEperon ExplosifPuits GravitationnelNuage de couvertureOnde Rpulsive SynthtiseurLinceulDestructeur de Masse]Clicca con il pulsante sinistro del mouse per selezionare la flotta del Magistrato Joule (F4)^Clicca con il pulsante sinistro del mouse per selezionare la flotta del Magistrato Procyo (F5)]Clicca con il pulsante sinistro del mouse per selezionare la flotta del Magistrato Natus (F6) OccultamentoCarica TempestaSondaArco del Vampiro Scudo AegisImpulsoAriete esplosivoSorgente di Gravit Nube tossicaOnda repulsivaSintesi InvisibilitDisgregatore di massaPA   t|\јӤ¸ (\ @ tǴ Dltɤ tܴQuǤ \ D t|ܴ t ˆ|ܴ乤 0PA4L-kliknij, aby zaznaczy flot sdziego Joule ( F4 )5L-kliknij, aby zaznaczy flot sdziego Prokjo ( F5 )5L-kliknij, aby zaznaczy flot sdziego Natusa ( F6 )Kamufla|Uderzenie burzySondaAuk Wampiryczny Tarcza EgidyPingTaran wybuchowyStudnia grawitacyjnaChmura repulsacyjnaFala repulsacyjnaSynteza MaskowanieDysruptor masowyPApuhV{kIQdb_ؚrzz ]zz ( ! )]zz \Pbk0b_j] ( ! ) U\0b_j] ( ! ) SNfTs^0bS ( ! ) SNfV[0bS ( ! ) SNf2y0bS ( ! )SNfd"}gdk0bS ( ! )Destabilisator AnkerstrahlMimikry SprengminenPulsminen ( ! ) PulsminenJgerpatrouille inaktiv ( ! )Jgerpatrouille aktiv ( ! )Admiralstaktik Passiv ( ! )Admiralstaktik Position ( ! )!Admiralstaktik Verteidigung ( ! ))Admiralstaktik suchen und zerstren ( ! )PA Destabilizer Auger RayMimicExplosive MinesPulse Mines ( ! ) Pulse MinesFighter Patrols Inactive ( ! )Fighter Patrols Active ( ! )Admiral Peace Tactic ( ! )"Admiral Hold Position Tactic ( ! )Admiral Defend Tactic ( ! )%Admiral Seek and Destroy Tactic ( ! )PADesestabilizador Rayo Auger ImitacinMinas ExplosivasMinas de Impulsos ( ! )Minas de Impulsos"Patrullas de Cazas inactivas ( ! ) Patrullas de Cazas activas ( ! )"Tctica de Paz del Almirante ( ! )*Tctica de Resistencia del Almirante ( ! )&Tctica de Defensa del Almirante ( ! )0Tctica de Buscar y Destruir del Almirante ( ! )PADestabilisateur Rayon Foreur MimtismeMines ExplosivesMines Pulsion ( ! )Mines Pulsion%Patrouilles de Chasse Inactives ( ! )#Patrouilles de Chasse Actives ( ! )!Amiral : Tactique Pacifique ( ! )&Amiral : Tactique Tenir Position ( ! )!Amiral : Tactique Dfensive ( ! )0Amiral : Tactique Recherche et Destruction ( ! )DestabilizzatoreRaggio perforante MimetismoMine esplosiveMine a impulso ( ! )Mine a 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14, 400PAYrKaReW[ `MOef|LuY0 c Nn ]uyRxdvUMO0 c Nn Su9e`vΑ0(Wf|0WW Nvg@SW c Nn Su9e`vΑ0 c Nn ]uyRxdvUMO0 c Nn ]u;edueeUMO0PABeginn des Statusleistentexts%Sie sind auerhalb der Systemgrenzen.YLinksklick zum Bewegen der ausgewhlten Einheiten. Rechtsklick, um die Ansicht zu ndern.KRechtsklick auf einen Bereich in der Systemkarte, um die Ansicht zu ndern.0Linksklick zum Bewegen der ausgewhlten Einheit.1Linksklick zum Angriff einer feindlichen Einheit.PABegin status bar text$You are outside the system boundary.CLeft-click to move selected units. Right-click to change your view.:Right-click an area in the system map to change your view.%Left-click to move the selected unit.#Left-click to attack an enemy unit.#Inicio del texto de barra de estado#Ests fuera del lmite del sistema.rPulsa el botn izquierdo del ratn para mover las unidades seleccionadas. Pulsa el derecho para cambiar la vista.[Pulsa el botn derecho del ratn sobre una zona del mapa del sistema para cambiar la vista.EPulsa el botn izquierdo del ratn para mover la unidad seleccionada.DPulsa el botn izquierdo del ratn para atacar a una unidad enemiga.Dbut Texte Barre de statuts&Vous tes hors des limites du systme.TClic gauche pour dplacer les units slectionnes. Clic droit pour modifier la vue.FClic droit dans un secteur de la carte du sytme pour modifier la vue.0Clic gauche pour dplacer l'unit slectionne. ,Clic gauche pour attaquer une unit ennemie.Begin status bar text'Ti trovi fuori dai confini del sistema.Clicca con il pulsante sinistro del mouse per spostare le unit selezionate. Clicca invece con il pulsante destro per modificare la tua visuale.hClicca con il pulsante destro del mouse su un'area della Mappa di sistema per modificare la tua visuale.KClicca con il pulsante sinistro del mouse per spostare l'unit selezionata.HClicca con il pulsante sinistro del mouse per attaccare un'unit nemica.PA  MѤ¸ ‘     PATekst z paska stanu#Znajdujesz si poza granic ukBadu.NL-kliknij, aby przemie[ci zaznaczone jednostki. P-kliknij, aby zmieni widok.@P-kliknij w dowolnym miejscu na mapie ukBadu, aby zmieni widok.0L-kliknij, aby przemie[ci zaznaczon jednostk.3L-kliknij, aby zaatakowa jednostk nieprzyjaciela.PA c[" NQ\P`"@SW0(WN^s^S N c Nn ]uV6e[0 ck(W eQNRjHh... c Nn ]u2Lc0(WN^s^S N c Nn ]uO_[0 c Nn ]u]dueN0 c Nn ]u-[N P]ޞ0`@b-[v]ޞxev]}0RT NP0 c Nn ]uyRUMOzN*gc"}Nvm0 c Nn ]u2Lr0 c Nn ]uO(uyrkfkhV0 c Nn Su[ wmSNzvf|0  Pm\*gc"}N0 c Nn ]uyRUMOzNm 6q_ c Nn Su[ w`zf|0(WdkUMO N c Nn ]uNwb2y[0PA"Ausgeschilderte "Parkverbotszone".7Linksklick auf eine Plattform, um diese zu demontieren.Missionsdatei wird geladen...Linksklick zum Einsammeln.6Linksklick auf eine Plattform, um diese zu reparieren.#Linksklick, um den Feind zu rammen.0Linksklick, um einen Patrouillenpunkt zu setzen.=Sie haben die maximale Anzahl an Patrouillenpunkten erreicht.ILinksklick, um die Einheiten durch das unerforschte Wurmloch zu schicken.Linksklick zum Formieren.(Linksklick, um Spezialwaffe einzusetzen.MRechtsklick, um das System auf der anderen Seite des Wurmlochs zu betrachten.)Dieses Wurmloch ist noch nicht erforscht.yLinksklick, um Einheiten durch das Wurmloch zu schicken, anschlieend mit einem Rechtsklick das andere System betrachten.HLinksklick auf diese Einheit, um sie zu eskortieren oder zu verteidigen.PADesignated "No Park" zone.$Left-click a platform to salvage it.Loading Mission File...Left-click to harvest.#Left-click a platform to repair it.Left-click to ram the enemy.!Left-click to set a patrol point.7You have specified the maximum number of patrol points.9Left-click to move units through the unexplored wormhole.Left-click to deploy.%Left-click to use the special weapon.@Right-click to see the system on the other side of the wormhole.(This wormhole has not yet been explored.ZLeft-click to move units through the wormhole, then right-click to view the remote system.,Left-click this unit to escort or defend it.PA&Zona de "Prohibido Aparcar" designada.KPulsa el botn izquierdo del ratn sobre una plataforma para desmantelarla.Cargando Archivo de Misin...0Pulsa el botn izquierdo del ratn para recoger.GPulsa el botn izquierdo del ratn sobre una plataforma para repararla.:Pulsa el botn izquierdo del ratn para atacar al enemigo.CPulsa el botn izquierdo del ratn para fijar un punto de patrulla.8Has especificado el nmero mximo de puntos de patrulla.`Pulsa el botn izquierdo del ratn para mover las unidades por el agujero de gusano inexplorado.2Pulsa el botn izquierdo del ratn para desplegar.>Pulsa el botn izquierdo del ratn para usar el arma especial.XPulsa el botn derecho del ratn para ver el sistema al otro lado del agujero de gusano.2Este agujero de gusano no se ha explorado todava.Pulsa el botn izquierdo del ratn para mover unidades por el agujero de gusano, luego pulsa el derecho para ver el sistema remoto.RPulsa el botn izquierdo del ratn sobre esta unidad para escoltarla o defenderla.PADesignated "No Park" zone.4Clic gauche sur une plate-forme pour la dmanteler ."Chargement des Fichiers Mission...Clic gauche pour rcolter.0Clic gauche sur une plate-forme pour la rparer.$Clic gauche pour peronner l'ennemi.0Clic gauche pour dfinir un Point de Patrouille.;Vous avez dfini le nombre maximum de Points de patrouille.:Clic gauche pour dplacer des units au travers du vortex.Clic gauche pour dployer.(Clic gauche pour utiliser Arme Spciale.:Clic droit pour voir le Systme de l'autre ct du Vortex.%Ce Vortex n'a pas encore t explor.`Clic gauche pour dplacer des units au travers du vortex, puis Clic droit pour voir le Systme.;Clic gauche sur cette unit pour l'escorter et la dfendre.PADesignated "No Park" zone.MClicca con il pulsante sinistro del mouse su una piattaforma per recuperarla.Caricamento file di missione...EClicca con il pulsante sinistro del mouse per effettuare il raccolto.KClicca con il pulsante sinistro del mouse su una piattaforma per ripararla.GClicca con il pulsante sinistro del mouse per scontrarti con il nemico.RClicca con il pulsante sinistro del mouse per definire un punto di pattugliamento.=Hai specificato il numero massimo di punti di pattugliamento.dClicca con il pulsante sinistro del mouse per inviare unit attraverso il Buco infinito inesplorato.?Clicca con il pulsante sinistro del mouse per il dispiegamento.IClicca con il pulsante sinistro del mouse per utilizzare l'arma speciale.jClicca con il pulsante destro del mouse per visualizzare il sistema dalla parte opposta del Buco infinito.2Questo Buco infinito non stato ancora esplorato.Clicca con il pulsante sinistro del mouse per inviare unit attraverso il Buco infinito, poi clicca con il pulsante destro per visualizzare il sistema remoto.UClicca con il pulsante sinistro del mouse su questa unit per scortarla o difenderla.PA"No Park" t . X | \)    0 X \X| ȈյȲ    @  1Ĭ D pȬ JXŵȲ  %Wyznaczona strefa "Zakaz parkowania".'L-kliknij platform, aby j zezBomowa.Wczytywanie pliku misji.../L-kliknij, aby rozpocz pozyskiwanie surowcw.%L-kliknij platform, aby j naprawi.)L-kliknij, aby staranowa nieprzyjaciela.)L-kliknij, aby ustanowi punkt patrolowy.2WyznaczyBe[ maksymaln liczb punktw patrolowych.JL-kliknij, aby przemie[ci jednostki przez nieznany tunel midzywymiarowy.$L-kliknij, aby rozmie[ci jednostk.#L-kliknij, aby u|y broD specjaln.IP-kliknij, aby zobaczy ukBad po drugiej stronie tunelu miezywymiarowego.5Ten tunel midzywymiarowy nie zostaB jeszcze zbadany.nL-kliknij, aby przemie[ci jednostki przez tunel midzywymiarowy, a potem P-kliknij, aby zobaczy drugi ukBad.5L-kliknij t jednostk, aby j eskortowa lub broni. c Nn Su2L͑e܈f}0(WN PUMO N c Nn ]u2L2y0% c Nn ]u\`vΑyRdk@SW0 c Nn Su\xdvUMOyRdkMOn0(Wf|0WW N c Nn ]u \`v;NkubΑyRdk@SW0"8eQ`v9f T1z 6q_ c NENTERux9e b c NESCuSm0(WFfthT Wl gS(uv^ kMO0 c Nn ]u(Wdk|Iq^xS njn0 c Nn ]u(Wdk|Iq^DяU\c\Omi0 c Nn ]u(Wdk-[N PƖP}ޞ0 c Nn ]uSN{v NdkUMO0 c Nn ]uSN▋dkUMO0 `(Ws^Sv͑e܈f}JS_Y0 `(Ws^Sv;edJS_Y0yR܈f}9dkf|NO2L͑e܈f}0 c Nn ]uxdvUMO(Wdks^S NcSOt0PARechtsklick fr Nachschub.5Linksklick auf eine Einheit, um diese zu verteidigen.wLinksklick, um den Blick auf diesen Bereich zu richten. Rechtsklick, um die ausgewhlten Einheiten dorthin zu schicken.aLinksklick auf die Systemkarte, um das Blickfeld im Hauptfenster auf diesen Bereich auszurichten.lBitte den Namen fr das Schiff eingeben. Anschlieend ENTER zur Besttigung, oder ESC zum Abbrechen drcken.9Auf diesem Planeten befinden sich keine freien Baufelder.7Linksklick, um Ressourcen an der Raffinerie auszuladen.=Linksklick, um das Sammeln bei dieser Raffinerie zu beginnen.2Linksklick, um hier einen Sammelpunkt festzulegen.5Linksklick, um den Admiral dieser Einheit zuzuweisen.9Linksklick, um den Admiral von dieser Einheit abzuziehen.7Sie sind auerhalb des Versorgungsradius der Plattform.4Sie sind auerhalb des Angriffsradius der Plattform.XZur Versorgung mit Nachschub mssen Sie das Versorgungsschiff in dieses System schicken.LLinksklick, um die ausgewhlten Einheiten an dieser Plattform zu reparieren.PARight-click to resupply.Left-click a unit to defend._Left-click to move your view to this area. Right-click to move selected units to this location.LLeft-click the system map to move your view in the main screen to this area.UType the name for your ship, then press ENTER to confirm the change or ESC to cancel.6There are no available build slots around this planet./Left-click to unload resources at the refinery.4Left-click to begin harvesting around this refinery.%Left-click to set a rally point here..Left-click to attach the admiral to this unit.0Left-click to detach the admiral from this unit.4You are outside the resupply radius of the platform.2You are outside the attack radius of the platform.9Move the supply ship to this system in order to resupply.5Left-click to repair selected units at this platform.2Pulsa el botn derecho del ratn para reabastecer.EPulsa el botn izquierdo del ratn sobre una unidad para defenderla.Pulsa el botn izquierdo del ratn para mover la vista a esta zona. Pulsa derecho para mover las unidades seleccionadas a esta posicin.sPulsa el botn izquierdo del ratn en el mapa del sistema para mover la vista de la pantalla principal a esta zona.WTeclea el nombre de tu nave y pulsa ENTER para confirmar el cambio o ESC para cancelar.ENo hay ranuras de construccin disponibles alrededor de este planeta.KPulsa el botn izquierdo del ratn para descargar recursos en la Refinera.ZPulsa el botn izquierdo del ratn para comenzar a recolectar alrededor de esta Refinera.GPulsa el botn izquierdo del ratn para fijar aqu un punto de reunin.KPulsa el botn izquierdo del ratn para asignar al Almirante a esta unidad.LPulsa el botn izquierdo del ratn para separar al Almirante de esta unidad.;Ests fuera del radio de reabastecimiento de la plataforma.1Ests fuera del radio de ataque de la plataforma.?Mueve la Nave de Suministros a este sistema para reabastecerla.^Pulsa el botn izquierdo del ratn para reparar las unidades seleccionadas en esta plataforma.Clic droit pour ravitailler.(Clic gauche sur une unit pour Dfendre.lClic gauche pour centrer la vue sur cette zone. Clic droit pour dplacer units slectionnes cet endroit.YClic gauche sur la Carte du Systme pour que cette zone apparaisse sur l'cran principal.mTaper le nom de votre Vaisseau, puis appuyer sur ENTREE pour confirmer la modification ou ECHAP pour annuler.NIl n'y a aucun emplacement de construction disponible autour de cette plante.6Clic gauche pour dcharger ressources la Raffinerie.>Clic gauche pour commencer rcolter autour de la Raffinerie.5Clic gauche pour dfinir un Point de Ralliemment ici.2Clic gauche pour rattacher l'amiral cette unit.2Clic gauche pour dtacher l'amiral de cette unit.?Vous tes hors du rayon de ravitaillement de votre plate-forme.7Vous tes hors du rayon d'attaque de votre plate-forme.:Dplacez le Ravitailleur dans ce systme pour ravitailler.HClic gauche pour rparer les units slectionnes sur cette plate-forme.PA6Clicca con il pulsante destro del mouse per rifornire.DClicca con il pulsante sinistro del mouse su un'unit per difendere.Clicca con il pulsante sinistro del mouse per spostare la tua visuale verso quest'area, con il destro per spostare le unit selezionate verso questa zona.Clicca con il pulsante sinistro del mouse sulla Mappa di sistema per spostare la tua visuale nella schermata principale verso quest'area._Digita il nome della tua nave, poi premi INVIO per confermare la modifica o ESC per annullarla.GNon esistono spazi di costruzione disponibili attorno a questo pianeta.UClicca con il pulsante sinistro del mouse per scaricare risorse presso la raffineria._Clicca con il pulsante sinistro del mouse per iniziare il raccolto attorno a questa raffineria.NClicca con il pulsante sinistro del mouse per definire un punto di raduno qui.TClicca con il pulsante sinistro del mouse per assegnare l'Ammiraglio a questa unit.TClicca con il pulsante sinistro del mouse per separare l'Ammiraglio da questa unit.:Ti trovi oltre il raggio di rifornitura della piattaforma.6Ti trovi oltre il raggio di attacco della piattaforma.ESposta la nave di fornitura verso questo sistema per il rifornimento.fClicca con il pulsante sinistro del mouse per riparare le unit selezionate presso questa piattaforma.    - tDŽ % Enter| tt Ux, ESC| tt ͌ )Ȳt 1 Ŕ t$` Ǭ ŵȲ      իX  @LȵȲ իX  @LȵȲ |t}D ֬ 1Ĭ\ tٳX D <$ #P-kliknij, aby zaopatrzy w zapasy.#L-kliknij jednostk, aby j broni.qL-kliknij, aby przesun widok gBwny w ten obszar. P-kliknij, aby przemie[ci w to miejsce zaznaczone jednostki.DL-kliknij na mapie systemu, aby przesun widok gBwny w ten obszar.`Wpisz nazw statku, a potem wci[nij ENTER aby potwierdzi zmian lub ESC aby z niej zrezygnowa.HWokB tej planety nie ma ju| wolnego miejsca na budow |adnych struktur..L-kliknij, aby rozBadowa surowce w Rafinerii.CL-kliknij, aby rozpocz pozyskiwanie surowcw wokB tej Rafinerii.4L-kliknij, aby ustanowi w tym miejscu punkt zborny.5L-kliknij, aby przydzieli do tej jednostki admiraBa.EL-kliknij, aby zrezygnowa z przydzielenia admiraBa do tej jednostki.6Znajdujesz si poza promieniem zaopatrzenia platformy./Znajdujesz si poza promieniem ataku platformy.:Przemie[ Frachtowiec do tego ukBadu aby uzupeBni zapasy.>L-kliknij, aby naprawi zaznaczone jednostki w tej platformie.PA c Nn ]uc[UMO2LR܈f}RR0 c Nn ]uNR܈f}dk@SW0yrkR !ql \ PUMO2L܈f}S{v Ndkefvfሄv͎NUMO0 c Nn ]uTON PueeUMO0*gc"}v@SW0<DUMMY TEXT> dkRvc:y*g_U(u c Nn ]uyRxdvUMO Pf|0 c Nn ]uxdvUMO(Wdks^ScS͑e܈f}0 c Nn ]u-[ƖP}ޞ0 c Nn Su9e`vΑ0 c Nn ]u-[ƖP}ޞ0-[N PƖP}ޞ0\PbkvMRvLR &NSm}TNc z0V6eN^s^S08eQPf}vQNs[veW[ o`0ALinksklick, um Einheiten der automatischen Versorgung zuzuweisen.>Linksklick, um diesen Bereich automatisch versorgen zu lassen.Spezialausrstung AN7Diese Einheit kann nicht mit Nachschub versorgt werden!OKann nur einem Kampfschiff in der Flotte dieses Flaggschiffs zugewiesen werden.2Linksklick, um eine gegnerische Einheit zu kapern.Unerforschtes Territorium.;<DUMMY TEXT> ToolTip fr dieses Feature nicht implementiertGLinksklick, um die ausgewhlten Einheiten in dieses System zu schicken.{Klicken Sie mit der rechten Maustaste, um die ausgewhlten Einheiten an dieser Plattform mit NACHSCHUB VERSORGEN zu lassen.PLinksklick, um den Sammelpunkt zu setzen. Rechtsklick, um die Ansicht zu ndern.)Linksklick, um den Sammelpunkt zu setzen.Einen SAMMELPUNKT setzen.?Aktuellen Befehl ABBRECHEN und anstehende Befehle zurcknehmen.Eine Plattform DEMONTIEREN.;Text eingeben, der an andere Spieler geschickt werden soll.PA/Left-click to assign units to auto-supply duty.$Left-click to auto-supply this area.Special Ability ONThis unit cannot be resupplied!<Can only attach to a military unit in this flagship's fleet.$Left-click to capture an enemy unit.Unexplored territory.4<DUMMY TEXT> Tip for current feature not implemented1Left-click to move selected units to this system.HClick the left mouse button to RESUPPLY selected units at this platform.CLeft-click to set the rally point. Right-click to change your view."Left-click to set the rally point.Set a RALLY POINT.1STOP current action, and cancel queued commands. SALVAGE a platform.&Type text to be sent to other players.PA]Pulsa el botn izquierdo del ratn para asignar unidades a la tarea de suministro automtico.NPulsa el botn izquierdo del ratn para suministrar automticamente esta zona.ACTIVAR Habilidad Especial%Esta unidad no se puede reabastecer!LSlo se puede asignar a una unidad militar en esta flota del buque insignia.DPulsa el botn izquierdo del ratn para capturar una unidad enemiga.Territorio inexplorado.4<DUMMY TEXT> Tip for current feature not implementedUPulsa botn izquierdo del ratn para mover las unidades seleccionadas a este sistema.cPulsa el botn izquierdo del ratn para REABASTECER las unidades seleccionadas en esta plataforma.lPulsa el botn izquierdo del ratn para ajustar el punto de reunin. Pulsa el derecho para cambiar la vista.BPulsa el botn izquierdo del ratn para fijar el punto de reunin.Fijar un PUNTO DE REUNIN.5DETENER la accin actual y cancelar rdenes en cola. DESMANTELAR una plataforma.1Teclea el texto que se enviar a otros jugadores.IClic gauche pour assigner des units la fonction d'auto-ravitaillement.AClic gauche pour que cette zone soit ravitaille automatiquement.Capacites Spciales ACTIVEES*Cette unit ne peut tre rapprovisionne!JNe peut tre rattache qu' une unit militaire dans cette flotte amirale.(Clic gauche pour capturer unit ennemie.Territoire inexplor.4<DUMMY TEXT> Tip for current feature not implementedCClic gauche pour dplacer les units slectionnes vers ce systme.PClic gauche pour REAPPROVISIONNER cette Plate-forme les units slectionnes .QClic gauche pour tablir un Point de Ralliement. Clic droit pour modifier la vue.0Clic gauche pour tablir le Point de Ralliement.Etablir un POINT DE RALLIEMENT.;ARRETER l'action actuelle et annuler les ordres en attente.DEMANTELER une plate-forme.,Taper le texte envoyer aux autres joueurs.PAPClicca con il pulsante sinistro del mouse per assegnare unit all'autofornitura.LClicca con il pulsante sinistro del mouse per l'autofornitura di quest'area.Abilit speciale attiva&Questa unit non pu essere rifornita!\In questa flotta della nave ammiraglia, solo possibile l'assegnamento a un'unit militare.HClicca con il pulsante sinistro del mouse per catturare un'unit nemica.Territorio inesplorato.4<DUMMY TEXT> Tip for current feature not implementedaClicca con il pulsante sinistro del mouse per spostare le unit selezionate verso questo sistema.gClicca con il pulsante sinistro del mouse per RIFORNIRE le unit selezionate presso questa piattaforma.Clicca con il pulsante sinistro del mouse per definire il punto di raduno. Clicca con il pulsante destro per modificare la tua visuale.JClicca con il pulsante sinistro del mouse per definire il punto di raduno.Definisci un PUNTO DI RADUNO.3FERMA l'azione attuale e annulla i comandi in coda.RECUPERA una piattaforma.1Digita del testo da inviare agli altri giocatori.PA   0 0t ۲@ D D  ŵȲhŔ , h ̹ `  ǵȲ 0 <DUMMY TEXT> LX 0D \ t D H      xǸ| $t $֬ 9D H $ իD lpX$ :L-kliknij, aby przydzieli jednostki do auto-zaopatrzenia.)L-kliknij to auto-zaopatrywa ten obszar.Umiejtno[ specjalna wBczona"Tej jednostki nie mo|e zaopatrzy!NMo|na przyBczy jedynie do jednostki bojowej we flocie tego statku flagowego.0L-kliknij, aby przej jednostk nieprzyjaciela.Nieznany obszar.L<DUMMY TEXT> Informacja dotyczca aktualnie wybranej opcji nie jest dostpna@L-kliknij, aby przemie[ci zaznaczone jednostki do tego systemu.NL-kliknij, aby zaznaczone jednostki ZAOPATRZYAY si w zapasy w tej platformie.DL-kliknij, aby wyznaczy punkt zborny. P-kliknij, aby zmieni widok.&L-kliknij, aby wyznaczy punkt zborny.Wyznaczenie PUNKTU ZBORNEGO.JPRZERWANIE aktualnie wykonywanej czynno[ i odwoBanie oczekujcych komend.ZAOMOWANIE platformy.2Wpisz tekst, ktry chcesz wysBa do innych graczy. c Nn ]uNdb_bvj9f0!qlzNm0xdNR c Nn SuyRxdvUMO PMOn0 c Nn Su;eddkueeUMO0 c Nn SuxdvUMO(Wdks^ScS͑e܈f}Ot0 c Nn SuxdvUMO(Wdks^ScSOt0 c Nn SuTON PueeUMO0 c Nn SuV6eX9f0#\8njyR`f-NvNX͎N9f N &N c Nn ]uOSN{v Nr9f0 c Nn Suc Pnjn0*Linksklick, um das Zielschiff zu kopieren.Zugang zum Wurmloch verboten.Mission auswhlenARechtsklick, um ausgewhlte Einheit zu dieser Stelle zu schicken.5Rechtsklick, um diese feindliche Einheit anzugreifen.pRechtsklick, um die ausgewhlten Einheiten an dieser Plattform mit NACHSCHUB VERSORGEN und REPARIEREN zu lassen.TRechtsklick, um die ausgewhlten Einheiten an dieser Plattform reparieren zu lassen.3Rechtsklick, um eine gegnerische Einheit zu kapern.GKlicken Sie mit der rechten Maustaste, um dieses Schiff zu demontieren.Bewegen Sie den Mauszeiger ber ein Militrschiff in Ihrer Flotte und klicken Sie mit der linken Maustaste, um den Admiral zuzuweisen.-Rechtsklick, um diese Ressource einzusammeln.PA$Left-click to mimic the target ship."Access through wormhole forbidden.Select Mission3Right-click to move selected unit to this location.&Right-click to attack this enemy unit.TClick the right mouse button to RESUPPLY and REPAIR selected units at this platform.6Right-click to repair selected units at this platform.%Right-click to capture an enemy unit.1Click the right mouse button to salvage this shipTMove the cursor over a military ship in your fleet and left click to attach admiral.%Right-click to harvest this resource.BPulsa el botn izquierdo del ratn para imitar a la nave objetivo.1Acceder a travs del agujero de gusano prohibido.Seleccionar Misin SPulsa el botn derecho del ratn para mover la unidad seleccionada a esta posicin.CPulsa el botn derecho del ratn para atacar a esta unidad enemiga.jPulsa el botn derecho del ratn para REABASTECER y REPARAR las unidades seleccionadas en esta plataforma.NPulsa el botn derecho para reparar unidades seleccionadas en esta plataforma.8Pulsa el botn derecho para capturar una unidad enemiga.NPulsa el botn derecho del ratn para iniciar el desmantelamiento de esta navesColoca el cursor sobre una nave militar de tu flota y pulsa el botn izquierdo del ratn para asignar un Almirante.;Pulsa el botn derecho del ratn para recoger este recurso.*Clic gauche pour imiter le Vaisseau cible.#Accs travers le Vortex interdit.Slectionnez Mission:Clic droit pour dplacer unit slectionne cet endroit.-Clic droit pour attaquer cette unit ennemie.\Clic droit pour REAPPROVISIONNER et REPARER dans cette plate-forme les units slectionnes.EClic droit pour rparer cette plate-forme les units slectionnes.+Clic droit pour capturer une unit ennemie.&Clic droit pour dmanteler ce vaisseauoDplacez le curseur au-dessus d'un vaisseau militaire de votre flotte et clic gauche pour y affecter un amiral.)Clic droit pour rcolter cette ressource.MClicca con il pulsante sinistro del mouse per mimetizzare la nave desiderata.,Accesso vietato attraverso il Buco infinito.Seleziona missione[Clicca con il pulsante destro del mouse per spostare l'unit selezionata verso questa zona.JClicca con il pulsante destro del mouse per attaccare questa unit nemica.pClicca con il pulsante destro del mouse per RIFORNIRE e RIPARARE le unit selezionate presso questa piattaforma.dClicca con il pulsante destro del mouse per riparare le unit selezionate presso questa piattaforma.FClicca con il pulsante destro del mouse per catturare un'unit nemica.CClicca con il pulsante destro del mouse per recuperare questa nave.Sposta il cursore su un'unit militare della tua flotta e clicca con il pulsante sinistro del mouse per assegnare un Ammiraglio.GClicca con il pulsante destro del mouse per raccogliere questa risorsa. @  XD t $        PA;L-kliknij na jednostce, aby u|y na niej zdolno[ci mimikry..Dostp do tunelu midzywymiarowego zabroniony. Wybr misji=P-kliknij, aby przemie[ci zaznaczone jednostki w to miejsce.3P-kliknij, aby zaatakowa jednostk nieprzyjaciela.UP-kliknij, aby NAPRAWI zaznaczone jednostki i UZUPEANI ich ZAPASY w tej platformie.>P-kliknij, aby naprawi zaznaczone jednostki w tej platformie.0P-kliknij, aby przej jednostk nieprzyjaciela.%P-kliknij, aby zezBomowa ten statek.SAby przydzieli admiraBa, przesuD kursor nad dowolny statek bojowy w twojej flocie.<P-kliknij, aby rozpocz pozyskiwanie surowca z tego zrdBa.PA c Nn SuyRUMOzN*gc"}Nv󍍎0 c Nn SuyRxdvUMOzNm c Nn ]uS9eΑ0`zf|]}HTsTrKa0 c Nn ]uS9eΑ0 c Nn ]u[ wmSNzvf|0 c Nn Su(Wdk|Iq^DяU\c\Omi0 c Nn Su(Wdk|Iq^xS njn0 c Nn SuyRxdvUMOdkf|0 c Nn Su2L͑e܈f}0(Wf|0WW-Nvg Pf| N c Nn Su N Pm0 c Nn Su[ wdkf|0 c Nn ]u[ wdkf|0 c Nn ]u-[``]v0Wޞ0PAGRechtsklick, um Einheiten durch das unerforschte Sprungtor zu schicken.tRechtsklick, um die ausgewhlte(n) Einheit(en) durch das Wurmloch zu schicken; Linksklick, um die Ansicht zu ndern.JAngeschlossenes System ist voll. Linksklick, um nur die Ansicht zu ndern.LLinksklick, um das System auf der anderen Seite des Wurmlochs zu betrachten.ERechtsklick, um bei dieser Raffinerie mit dem Einsammeln zu beginnen.:Rechtsklick, um Ressourcen an dieser Raffinerie abzuladen.CRechtsklick, um ausgewhlte Einheiten zu diesem System zu schicken.Rechtsklick fr Nachschub.KRechtsklick auf ein System in der Systemkarte, um ein Wurmloch zu erzeugen.,Rechtsklick, um dieses System zu betrachten.+Linksklick, um dieses System zu betrachten.>Linksklick auf die Position, an der patrouilliert werden soll.PA;Right-click to move units through the unexplored Jump Gate.ZRight-click to move selected unit(s) through the wormhole; left-click to change view only.:Remote system is full. Left-click to change only the view.@Left-click to view the system on the other side of the wormhole.5Right-click to begin harvesting around this refinery.1Right-click to unload resources at this refinery.2Right-click to move selected units to this system.Right-click to resupply.>Right-click a system in the system map to generate a wormhole. Right-click to view this system.Left-click to view this system.'Left-click the spot you want to patrol.PA\Pulsa el botn derecho del ratn para mover las unidades por el Portal de Salto inexplorado.Pulsa el botn derecho del ratn para mover unidad(es) seleccionada(s) por el agujero de gusano; pulsa el izquierdo para cambiar la vista solamente.\El Sistema remoto est lleno. Pulsa el botn izquierdo del ratn para cambiar slo la vista.ZPulsa el botn izquierdo del ratn para ver el sistema al otro lado del agujero de gusano.WPulsa el botn derecho del ratn para empezar a recolectar alrededor de esta Refinera.KPulsa el botn derecho del ratn para descargar recursos en esta Refinera.VPulsa el botn derecho del ratn para mover las unidades seleccionadas a este sistema.2Pulsa el botn derecho del ratn para reabastecer.iPulsa el botn derecho del ratn sobre un sistema del mapa del sistema para generar un agujero de gusano.7Pulsa el botn derecho del ratn para ver este sistema.9Pulsa el botn izquierdo del ratn para ver este sistema.TPulsa el botn izquierdo del ratn para localizar la posicin que quieres patrullar.PAKClic droit pour dplacer vos units travers ce Portail de Saut inexplor.pClic droit pour dplacer unit(s) slectionne(s) travers ce Vortex ; Clic gauche pour ne modifier que la vue.@Systme lointain satur. Clic gauche pour ne changer que la vue.;Clic gauche pour voir le systme de l'autre ct du Vortex.@Clic droit pour commencer la rcolte autour de cette Raffinerie.8Clic droit pour dcharger ressources cette Raffinerie.>Clic droit pour dplacer units slectionnes vers ce systme.!Clic droit pour rapprovisionner.HClic droit sur un systme dans la Carte Systme, pour gnrer un Vortex. Clic droit pour voir ce systme.!Clic gauche pour voir ce systme.4Clic gauche sur l'endroit o affecter la patrouille.dClicca con il pulsante destro del mouse per inviare unit attraverso la Porta di lancio inesplorata.Clicca con il pulsante destro del mouse per inviare le unit selezionate attraverso il Buco infinito, con il sinistro per modificare solo la visuale.dIl sistema remoto pieno. Clicca con il pulsante sinistro del mouse per modificare solo la visuale.lClicca con il pulsante sinistro del mouse per visualizzare il sistema dalla parte opposta del Buco infinito.]Clicca con il pulsante destro del mouse per iniziare il raccolto attorno a questa raffineria.WClicca con il pulsante destro del mouse per scaricare risorse presso questa raffineria._Clicca con il pulsante destro del mouse per spostare le unit selezionate verso questo sistema.6Clicca con il pulsante destro del mouse per rifornire.iClicca con il pulsante destro del mouse su un sistema della mappa relativa per generare un Buco infinito.HClicca con il pulsante destro del mouse per visualizzare questo sistema.JClicca con il pulsante sinistro del mouse per visualizzare questo sistema.PClicca con il pulsante sinistro del mouse sullo spazio che desideri pattugliare.PA            LP-kliknij, aby przemie[ci jednostki przez niezbadane wrota midzywymiarowe.rP-kliknij, aby przemie[ci zaznaczone jednostki przez tunel midzywymiarowy; L-kliknij, aby jedynie zmieni widok.?OdlegBy ukBad jest peBny. L-kliknij, aby jedynie zmieni widok.JL-kliknij, aby zobaczy ukBad po drugiej stronie tunelu midzywymiarowego.BP-kliknij, aby rozpocz pozyskiwanie surowca wokB tej rafinerii.2P-kliknij, aby rozBadowa surowce w tej rafinerii.?P-kliknij, aby przemie[ci zaznaczone jednostki do tego ukBadu. P-kliknij, aby uzupeBni zapasy.EP-kliknij ukBad na mapie ukBadw, aby stworzy tunel midzywymiarowy.,P-kliknij, aby wy[wietli widok tego ukBadu.,L-kliknij, aby wy[wietli widok tego ukBadu.-L-kliknij w miejscu, jakie chcesz patrolowa.(Wf|0WW-Nvg Pf| N c Nn ]u N Pm0xdN PyrkR!qlTOdkvj0Ygvj/fN^s^S `_GS}`vUMO0 c Nn ]uV6edk9f c Nn ]uN(WNX Tv9f NO(uyrkR0xdf-NvNX9f2LIy0 c Nn ]uxdvUMO(Wdks^ScS͑e܈f}}O0Y ceW[@S,nfeW[UNJ2bYN#}J2bJLinksklick auf ein System in der Systemkarte, um ein Wurmloch zu erzeugen.Spezialausrstung whlenvKann dieses Objekt nicht kapern nehmen. Sollte dieses Objekt eine Plattform sein, so mssen Sie Ihre Einheit ausbauen.FKlicken Sie mit der linken Maustaste, um dieses Schiff zu demontieren.CLinksklick, um Spezialausrstung auf verbndetes Schiff anzuwenden.<Whlen Sie ein Schiff aus der Flotte fr die Versetzung aus.Klicken Sie mit der linken Maustaste, um die ausgewhlten Einheiten an dieser Plattform mit NACHSCHUB VERSORGEN und REPARIEREN zu lassen.&Beginn der SchaltflchenbeschriftungenTesttext Einzelspieler Multiplayer;Left-click system in the system map to generate a wormhole.Select a Special AbilitySUnable to capture this object. If object is a platform, you must upgrade your unit.0Click the left mouse button to salvage this ship4Left-click to use special ability on an allied ship.*Select a ship in the fleet to transfer to.SClick the left mouse button to RESUPPLY and REPAIR selected units at this platform.Begin button text section Test text Single Player MultiplayerPAkPulsa el botn izquierdo del ratn sobre un sistema del mapa del sistema para generar un agujero de gusano."Seleccionar una Habilidad EspecialYIncapaz de capturar este objeto. Si el objeto es una plataforma, debes mejorar tu unidad.=Pulsa el botn izquierdo del ratn para desmantelar esta naveZPulsa el botn izquierdo del ratn para utilizar habilidad especial sobre una nave aliada./Selecciona una nave para transferir a la flota.lPulsa el botn izquierdo del ratn para REABASTECER y REPARAR las unidades seleccionadas en esta plataforma.!Inicio seccin de texto del botnTexto de prueba Un Jugador MultijugadorHClic gauche sur un systme dans la Carte Systme pour gnrer un Vortex."Slectionnez une Capacit SpcialejImpossible de capturer cet appareil. Si l'appareil est une plate-forme, vous devez moderniser votre unit.'Clic gauche pour dmanteler ce vaisseauFClic gauche pour utiliser une capacit spciale sur un vaisseau alli.9Slectionnez un vaisseau de la flotte pour le transfrer.YClic droit pour REAPPROVISIONNER et REPARER cette plate-forme les units slectionnes.Begin button text section Test texteUn seul joueur MultijoueurPAkClicca con il pulsante sinistro del mouse su un sistema della mappa relativa per generare un Buco infinito.Seleziona un'abilit speciale.}Impossibile catturare questo oggetto. Nel caso in cui si tratti di una piattaforma, necessario effettuare un miglioramento.EClicca con il pulsante sinistro del mouse per recuperare questa nave.`Clicca con il pulsante sinistro del mouse per utilizzare l'abilit speciale su una nave alleata.FSeleziona una nave nella flotta verso cui effettuare un trasferimento.rClicca con il pulsante sinistro del mouse per RIFORNIRE e RIPARARE le unit selezionate presso questa piattaforma.Begin button text sectionTesto di provaGiocatore singoloMultigiocatorePA  0 ,`  ŵȲ. ̹} t իt|t h D tܴ ¤$  h ` h D t $ MѤ¸  ‘MѤ¸ LѤ¸ tǴ@ tǴPAEL-kliknij ukBad na mapie ukBadw, aby stworzy tunel midzywymiarowy.Wybr umiejtno[ci specjalnej.jPrzejcie tego obiektu nie jest mo|liwe. Je[li jest to platforma, to musisz zmodernizowa swoj jednostk.%L-kliknij, aby zezBomowa ten statek.FL-kliknij, aby u|y umiejtno[ci specjalnej na statku sprzymierzeDcw.;Zaznaczenie statku we flocie, ktry ma by celem transferu.UL-kliknij, aby NAPRAWI zaznaczone jednostki i UZUPEANI ich ZAPASY w tej platformie.&Pocztek sekcji tekstw na przyciskach Tekst testowy Jeden gracz Wielu graczyx< NNek^U^zsS\O0bReQuR 0.0.0.0 NNek >P}_gSmWY(u/f&Tb`_-[..._UOptionen< Zurck EinleitungSchlacht Anschlieen Neues Spiel0.0.0.0Weiter >Ende Abbrechen bernehmenJaNein FortsetzenEinstellungen...ffnenOptions< Back Introduction Quick BattleJoinCreate0.0.0.0Next >QuitCancelApplyYesNoResume Settings...OpenPAOpcionesVolver IntroduccinBatalla RpidaUnirseCrear0.0.0.0 SiguienteTerminarCancelarAplicarSNo ContinuarConfiguracin...AbrirOptions< Retour IntroductionBataille rapide RejoindreCrer0.0.0.0 Suivant >QuitterAnnuler AppliquerOuiNon ReprendreConfigurations...OuvrirPAOpzioni < Indietro IntroduzioneBattaglia rapidaUniscitiCrea0.0.0.0Avanti >EsciAnnullaApplicaSNoRiprendiImpostazioni...ApriPA5XBACK5 08$0.0.0.0NEXT̸͌‰$DȲĬ$0PAOpcje< Wstecz Wprowadzenie Szybka bitwa PrzyBcz siUtwrz0.0.0.0Dalej >Wyj[cieAnulujZastosujTakNieWznw Ustawienia...OtwrzB}P} TaY2QX[x|~~ eQ\ONRvjP}_gNR͑eYNRQԏVJ2bJ2brWb_PAFinale AkzeptierenStarten SpeichernOK FortsetzenLadenCredits MissionszieleMission beendenMission neu startenAufgebenZurck zum SpielSpielSoundGrafikFinalAcceptStartSaveOKContinueLoadCreditsMission Objectives Quit MissionRestart MissionResignReturn to GameGameSoundGraphicsPAFinalAceptarInicioGuardarACEPTAR ContinuarCargarCrditosObjetivos de la MisinTerminar MisinReiniciar MisinRendirseVolver al JuegoJuegoSonidoGrficosPAFinaleAccepter Commencer SauvegarderOK ContinuerChargerCrditsObjectifs de la MissionQuitter MissionRecommencer Mission CapitulerReprendre la partiePartieSons GraphiquesFinaleAccettaAvviaSalvaOKContinuaCaricaRiconoscimentiObiettivi di missioneEsci dalla missioneRiavvia la missione AbbandonaTorna al giocoGiocoSuonoGraficaȹɹD‘ȥUxĬ$0ȑǐX ̸X ‘̸ <\ ̳D0ܴ=Koniec Akceptacja Rozpoczcie ZapisanieOK Kontynuacja Wczytanie Twrcy gry Cele misjiWyj[cie z misjiRozpoczcie misji od nowa Rezygnacja Powrt do gryGraDzwikGrafikaPAܕes[*Rds[ eQ2QX[v0by_ eQNR0WtNee %s 0by_͑d (WgяvOws^SOtf(Wgяv܈f}s^S͑e܈f}fcefD}bfIyef͑e-[PAANAUS Neuer SpielerSpieler lschenGespeicherte Kampagne ladenEigene Mission ladenTerranerMantisNeue %s-Kampagne Wiederholung4Flotte an der nchsten Reparaturplattform reparierenCFlotte an der nchsten Versorgungsplattform mit Nachschub versorgenFlotte auflsenFlotte zusammenstellenFlaggschiff verlegenStandardONOFF New Player Delete PlayerLoad Saved CampaignLoad Custom MissionTerranMantisNew %s CampaignReplay'Repair Fleet at nearest repair platform+Resupply Fleet at nearest resupply platform Disband Fleet Create FleetTransfer FlagshipResetACTIVAR DESACTIVAR Nuevo JugadorEliminar JugadorCargar Campaa GuardadaCargar Misin PersonalizadaTerranMantisNueva Campaa %sRepetir7Reparar Flota en Plataforma de Reparaciones ms cercana:Reabastecer flota en Plataforma de Suministros ms cercanaDisolver Flota Crear FlotaTransferir Buque Insignia ReiniciarPAONOFFNouveau JoueurSupprimer JoueurCharger Campagne SauvegardeCharger Mission PersonnaliseTerrienMantisNouvelle %s CampagneRevoir.Rparer Flotte la Plate-forme la plus procheNRapprovisionner Flotte la plate-forme de rapprovisionnement la plus procheDisperser Flotte Crer FlotteTransfrer Navire AmiralResetSNONuovo giocatoreElimina giocatoreCarica una campagna salvata"Carica una missione personalizzataTerranMantisNuova campagna %sRipeti1Ripara la flotta presso la piattaforma pi vicina5Rifornisci la flotta presso la piattaforma pi vicinaCongeda la flottaCrea una flottaTrasferimento nave ammiraglia RipristinaPA0D0 tǴ ] tǴ Θx $0 Τ@ X $0LрҤ \ %s Θx 0¬ ի h ¬ ի h h tմh 10h tٳKWACZONE WYACZONE Nowy gracz UsuD graczaWczytaj zapisan kampaniWczytaj misj graczaTerranie ModliszkiNowa %s kampaniaZagraj jeszcze raz1Naprawa floty w najbli|szej Platformie Naprawczej;Zaopatrzenie floty w najbli|szej Platformie ZaopatrzeniowejRozwizanie flotyTworzenie flotyTransfer statku flagowego WyzerowanieܕueNvSk PNf T1z0WtN0by_e}NRe}NR eQ2QX[vzsS\O0b;Nc2QX[vJ2bw!|1X0b-r0WWPA SchlieenGEGNER VERBNDETEALLE Namen ndernTerraner-KampagneMantis-EinfhrungCelereon-EinfhrungGespeicherte Schlacht ladenGespeichertes Spiel hostenKommando bergebenMISSIONSBESPRECHUNGKarte:CloseENEMIESALLIESEVERYONE Change NameTerran CampaignMantis TrainingCelareon TrainingLoad Saved Quick BattleHost Saved GameAbdicateBRIEFING Battle Map:PACerrarENEMIGOSALIADOSTODOSCambiar NombreCampaa TerranCampaa MantisEntrenamiento CelareonCargar Batalla Rpida GuardadaJuego Guardado del Anfitrin Renunciar INSTRUCCIONESMapa de Batalla:FermerENNEMISALLIESTOUS Changer NomCampagne TerrienneEntranement MantisEntranement Claron#Charger Bataille Rapide SauvegardeHost Saved GameAbdiquerBRIEFINGCarte Bataille :ChiudiNEMICIALLEATITUTTIModifica il nomeCampagna TerranAddestramento MantisAddestramento Celareon#Carica una battaglia rapida salvataOspita una partita salvataAbdicaBRIEFINGMappa di battaglia:PA0ٳP tǴ Lр ΘxҤ tݲ @|( tݲ 5 0 $08֤¸ D ȥXƵȲDŽ Q, : ZamknicieWROGOWIE PRZYJACIELEWSZYSCYZmiana imieniaTerranie: KampaniaModliszki: SzkolenieCelareonowie: Szkolenie"Wczytanie zapisanej szybkiej bitwyZostaD hostem zapisanej gry AbdykacjaODPRAWA Mapa bojowa: Y"fFh"eW[@SW@ޞx 0 NNek 0)R(uTCP/IPTS[(WInternet N^z}#}0`_cOND}``#cvfvInternet IPMO@W0/ޞx 0 NNek 0)R(uIPXTS[#c@SW}0ˊx@b gvQNvs[_NO(uIPX@SW} x0ޞx 0 NNek 0)R(uxed_jvQNf^z#}0ޞx 0 NNek 0)R(u^RW#chVvQNf^z#}0_^ NvRhv-NxdN.z}#}e_0xd PxSNuR N PeJ2b@\ &NAQ1vQNs[ReQ08eQ;NcJ2b@\vfvIPMO@W0xd PxSNReQN PvQNs[@buR vJ2b08`z_jhVvMRSl g;NcJ2b b/f`z_jhVVpg.zSV l gSa0`SN|~~I{P b/fޞx NNek ԏV N PxU0ˊ zP...#ޞx 0 NNek 0 uR N PJ2b@\ &NAQ1vQNMOev T@SW}vs[ReQ0Beginn Hilfe-TextabschnittKlicken Sie auf Weiter, um eine Netzwerkverbindung mit dem TCP/IP-Protokoll ber das Internet aufzubauen. Sie mssen fr den Computer, mit dem Sie sich verbinden wollen, eine IP-Adresse angeben.Klicken Sie auf Weiter, um eine Verbindung mit dem IPX-Protokoll ber Ihr lokales Netzwerk aufzubauen. Stellen Sie sicher, dass die anderen Spieler ebenfalls die Option IPX (Lokales Netzwerk) benutzen._Klicken Sie auf Weiter, um ber ein Modem eine Verbindung zu einem anderen Computer aufzubauen.pKlicken Sie auf Weiter, um ber die serielle Schnittstelle eine Verbindung zu einem anderen Computer aufzubauen.;Whlen Sie aus der folgenden Liste eine Verbindungsart aus.cWhlen Sie diese Option, um ein neues Spiel zu starten, dem sich andere Spieler anschlieen knnen.UGeben Sie die IP-Adresse des Computers ein, der in dieser Session der Host sein wird.jWhlen Sie diese Option, um sich einem Spiel anzuschlieen, das von einem anderen Spieler gestartet wurde.Entweder wurden auf dem Remote-Rechner keine Spiele gestartet, oder der Remote-Computer antwortet nicht. Sie knnen auf eine Antwort warten, oder auf Zurck klicken, um zum vorigen Men zurckzugelangen.Bitte warten...vKlicken Sie auf Weiter, um ein Spiel zu starten, dem sich andere Spieler in Ihrem lokalen Netzwerk anschlieen knnen.PABegin "help box" text sectionClick Next to establish a network connection using the TCP/IP protocol over the Internet. You will need to provide an Internet IP address for the computer you want to connect to.Click Next to establish a connection to the local (home) network using the IPX protocol. Be sure that all of the other players are also using the IPX (Local Area Network) option.GClick Next to establish a connection to another computer using a modem.RClick Next to establish a connection to another computer using a serial connector.;Select a network connection from the list of options below.ESelect this option to create a new game session that others may join.?Enter the IP address of the machine that will host the session.FSelect this option to join an existing game created by another player.Either no games have been hosted on the remote machine or the remote machine is not responding for some reason. You may continue to wait here, or click Back to return to the previous menu.Please wait...VClick Next to create a game session that others on your local (home) network may join.PA(Inicio de seccin de texto de "help box"Pulsa Siguiente para conectarte a la red utilizando el protocolo TCP/IP para Internet. Debers proveer la direccin IP de Internet del ordenador al que te quieres conectar.Pulsa Siguiente para conectarte a la red local utilizando el protocolo IPX. Asegrate de que todos los otros jugadores tambin estn utilizando la opcin IPX (Red de rea Local).EPulsa Siguiente para conectarte a otro ordenador utilizando un mdem.QPulsa Siguiente para conectarte a otro ordenador utilizando un conector en serie.ASelecciona una conexin de red de la siguiente lista de opciones.dSelecciona esta opcin para crear una nueva sesin de juego a la que se pueden unir otros jugadores.TTeclea la direccin IP del ordenador que actuar como anfitrin durante esta sesin.SSelecciona esta opcin para unirte a un juego ya existente creado por otro jugador.El ordenador remoto no est funcionando como anfitrin del juego o no est respondiendo por alguna razn. Puedes seguir esperando aqu o pulsar Atrs para volver al men anterior.Espera, por favor...gPulsa Siguiente para crear una sesin de juego a la que se pueden unir otros jugadores de tu red local.PA+Dbut "Panneau d'information" section texteCliquez sur Suivant pour tablir une connexion rseau utilisant le protocole internet TCP/IP. Vous devrez fournir une adresse internet IP l'ordinateur auquel vous voulez vous connecter.Cliquez sur Suivant pour tablir une connexion au rseau local utilisant le protocole IPX. Assurez-vous que tous les autres joueurs utilisent galement le protocole IPX (Rseau Local).OCliquez sur Suivant pour tablir une connexion par modem un autre ordinateur.^Cliquez sur Suivant pour tablir une connection par connecteur en srie un autre ordinateur.;Slectionnez une connexion rseau dans la liste ci-dessous.NSlectionnez cette option pour crer une nouvelle session de jeu multijoueurs.<Tapez l'adresse IP de la machine qui accueillera la session.XSlectionnez cette option pour rejoindre une partie existante cre par un autre joueur.Soit il n'y a aucune partie hberge sur l'ordinateur distant soit l'ordinateur distant ne rpond pas. Vous pouvez continuer attendre ou cliquer sur Retour pour revenir au menu prcdent.Veuillez attendre...aCliquez sur Suivant pour crer une session de jeu multijoueurs sur votre rseau local (Domicile).PABegin "help box" text sectionClicca su Avanti per stabilire una connessione di rete utilizzando il protocollo TCP/IP su Internet. Dovrai fornire un indirizzo IP per il computer al quale intendi connetterti.Clicca su Avanti per stabilire una connessione alla rete locale utilizzando il protocollo IPX. Assicurati che anche tutti gli altri giocatori abbiano scelto l'opzione IPX (Rete locale).XClicca su Avanti per stabilire una connessione a un altro computer utilizzando un modem.dClicca su Avanti per stabilire una connessione a un altro computer utilizzando un connettore locale.BSeleziona una connessione di rete dall'elenco di opzioni in basso.`Seleziona questa opzione per creare una nuova sessione di gioco alla quale altri possano unirsi.?Inserisci l'indirizzo IP del computer che ospiter la sessione.YSeleziona questa opzione per unirti a una partita esistente creata da un altro giocatore.Nessuna partita stata ospitata sul computer remoto oppure il computer remoto stesso non sta rispondendo per qualche ragione. Puoi continuare ad attendere qui o cliccare Indietro per tornare al menu precedente. Attendere...hClicca su Avanti per creare una sessione di gioco alla quale altri possano unirsi sulla tua rete locale."help box" MѤ¸  ‘CTCP/IP \\D tǩX @ t| AȲ. x tǴX 8X0 t t IP DՔiȲEIPX \\D tǩX @ t| AȲ. tǴŔ LAN D ̹p 8 \ D  ǵȲD tǩX @ t| AȲ#Serial connector| tǩX @ t| AȲ@ Ű )D $t $x tǴ 8`  ǔ D $iȲ8֤¸X IP| %t $t $ 8| iȲ=$ t p 8֤¸X 0 t<\ xt ȍ`  ŵȲ. Qt D LL 0䲬p ̹ 0$ $LAN \ D $iȲPA%Pocztek cz[ci tekstu "okna pomocy" Kliknij Dalej, aby ustanowi poBczenie sieciowe z wykorzystaniem protokoBu TCP/IP przez Internet. Bdziesz musiaB wpisa adres IP komputera, z jakim bdziesz chciaB si poBczy.Kliknij Dalej, aby ustanowi poBczenie z sieci lokaln, wykorzystujc protokB IPX. Upewnij si, |e wszyscy pozostali gracze tak|e u|ywaj opcji IPX (Sie lokalna).SKliknij Dalej, aby ustanowi poBczenie z innym komputerem za po[rednictwem modemu.WKliknij Dalej, aby ustanowi poBczenie z innym komputerem za pomoc kabla szeregowego.AZaznacz poBczenie sieciowe, wybierajc jedn z poni|szych opcji._Zaznacz t opcj, aby utworzy now sesj gry, do ktrej bd si mogli przyBcza inny gracze.9Wpisz adres IP komputera, ktry bdzie gospodarzem sesji.aWybierz t opcj, je[li chcesz si przyBczy do istniejcej gry, utworzonej przez innego gracza.Wskazany komputer nie jest gospodarzem |adnej gry albo z jakiego[ powodu nie odpowiada. Mo|esz czeka tu dalej albo klikn Wstecz, aby powrci do poprzedniego menu.Prosz czeka...\Kliknij Dalej, aby utworzy sesj gry, do ktrej przyBcz si inni gracza z sieci lokalnej.2@SW} NvMRl gNUOJ2b0`SNI{PvQNNuR N PJ2b b/fxd 0uR eJ2b 0 uR l\e`vJ2b0DirectPlay!qluR J2b@\0 !ql`z;N_j^z#}04ޞx NNek )R(uTCP/IPTS[#c@SW}0ˊx@b gvQNvs[_NO(uTCP/IP@SW} x00ޞx&NNubi.com(WInternet NuR bReQN PYN#}J2b b/fxdvQNv#}^W0`l g YvlxxzzS(uO2QX[J2b0?~b N0RjHh/v"%S%S"0ˊxIQxGr]}>eeQIQx_j-N 6q_͑eWLJ2b0YgN !qlWLJ2b `S͑e[݈J2b0sS\#}MSN Gaming Zone...!ql eQMSN Gaming Zone0 xd&NReQN PJ2b0z;Rޞx 0 NNek 0ReQJ2bvQNvs[]}nP}YN0ޞx 0Y 0sSSYJ2b0ˊ zP0J2bsS\Y I{_;NcYJ2b00` \J2b-[a0RnaUޞx 0 Ta 0JTwvQNN`]}nP}YN0vuk PNnP}YBf J2bOgY0O(u[݈v gRcO ReQ/uR N PJ2b0ˊ zP ;Ncck(WteJ2b-[0PAIm Augenblick sind auf dem lokalen Netzwerk keine Spiele verfgbar. Sie knnen darauf warten, dass ein Spiel gestartet wird, oder selber ein Spiel starten, indem Sie auf Neues Spiel klicken.(DirectPlay konnte keine Session anlegen.>Es konnte keine Verbindung zum Host-Computer aufgebaut werden.Klicken Sie auf Weiter, um ber das TCP/IP-Protokoll eine Verbindung zu dem lokalen Netzwerk aufzubauen. Stellen Sie sicher, dass alle anderen Spieler ebenfalls die Option TCP/IP (Lokales Netzwerk) eingestellt haben.Klicken diese Option an, um ein Multiplayer-Spiel zu starten, oder in ein solches einzusteigen, das im Internet ber 'ubi.com' luft. Alternativ knnen Sie auch eine andere Verbindungsart whlen.XAuf Ihrer Festplatte ist nicht gengend freier Speicherplatz, um das Spiel zu speichern.Datei oder Verzeichnis nicht gefunden: "%S%S". Stellen Sie sicher, dass sich die CD-ROM im Laufwerk befindet und starten Sie das Spiel erneut. Sollte dies nicht helfen, so mssen Sie eventuell das Spiel neu installieren.!Verbindung zur MSN Gaming Zone...#Konnte MSN Gaming Zone nicht laden.;Whlen Sie ein Spiel aus, dem Sie sich anschlieen mchten.;Klicken Sie auf Weiter, um sich diesem Spiel anzuschlieen!PDie anderen Spieler sind bereit. Klicken Sie auf Start, um das Spiel zu starten.<Bitte warten. Das Spiel beginnt, sobald der Host es startet.Sind Sie mit den Spieleinstellungen einverstanden? Klicken Sie auf Akzeptieren, um zu signalisieren, dass Sie bereit sind. Das Spiel beginnt, sobald alle Mitspieler bereit sind.<Neues Spiel / Spiel anschlieen ber installierten Provider.=Bitte warten, whrend der Host die Spieleinstellungen ndert.PAThere are currently no available games on the local (home) network. You may wait for one to be created or create your own game by selecting Create New Game.(DirectPlay could not create the session.EThe connection could not be established with the remote host machine.Click Next to establish a connection to the local (home) network using the TCP protocol. Be sure that all of the other players are also using the TCP/IP (Local Area Network) option.vClick to create or join a multiplayer game on the Internet using ubi.com, or select one of the other connection types.=You do not have enough available disk space to save the game.Can't find file/directory: "%S%S". Make sure that the CD-ROM is in the drive and ready, then re-run the game. If this doesn't help, you may need to re-install the game.,Connection to the MSN Gaming Zone pending...#Failed to load the MSN Gaming Zone.Select a game to join. Click Next to join the game now!;The other players are ready. Click Start to begin the game.?Please wait. The game will begin when the host starts the game.pHappy with the game settings? Click Accept to signal that you are ready. The game starts when everyone is ready.,Join/Create a game using installed provider.5Please wait while the host changes the game settings.PAActualmente no hay ningn juego disponible en la red local . Puedes esperar a que se cree uno o crear tu propio juego seleccionando Crear Nuevo Juego.#DirectPlay no pudo crear la sesin.DLa conexin no se pudo establecer con el ordenador anfitrin remoto.Pulsa Siguiente para conectarte a la red local utilizando el protocolo TCP. Asegrate de que todos los otros jugadores tambin estn utilizando la opcin TCP (Red de rea Local).Pulsa para crear o unirte a una partida multijugador de Internet utilizando ubi.com, o selecciona uno de los otros tipos de conexin.ENo tienes bastante espacio de disco disponible para guardar el juego.No se puede encontrar archivo/directorio: "%S%S". Comprueba que el CD-ROM est en la unidad y preparado, luego reinicia el juego. Si sigues teniendo problemas, quiz debas reinstalar el juego.'Conexin a MSN Gaming Zone pendiente... Fallo al cargar MSN Gaming Zone."Selecciona un juego al que unirte.,Pulsa Siguiente para unirte ahora al juego!GLos otros jugadores ya estn listos. Pulsa Inicio para empezar a jugar.LPor favor, espera. La partida comenzar cuando el anfitrin inicie el juego.Conforme con la configuracin del juego? Pulsa Aceptar para indicar que ests listo. El juego empieza cuando todos estn listos.7Unirse/Crear un juego utilizando el servidor instalado.JPor favor, espera mientras el anfitrin cambia la configuracin del juego.PAIl n'y a actuellement aucune partie disponible sur le rseau local (Domicile). Vous pouvez attendre qu'il en soit cre une ou vous pouvez crer votre propre partie en slectionnant Crer Nouvelle Partie.#DirectPlay n'a pu crer la session.;La connexion n'a pu tre tablie avec l'ordinateur distant.Cliquez sur Suivant pour tablir une connexion un rseau local (Domicile) par le protocole TCP. Assurez-vous que tous les autres joueurs utilisent l'option TCP/IP (Local Area Network).}Cliquez pour crer ou rejoindre une partie multijoueurs sur internet par ubi.com, ou slectionnez un autre mode de connexion.OVous n'avez pas assez d'espace sur votre disque dur pour sauvegarder la partie.Impossible de trouver fichier/directory: "%S%S". Assurez-vous que le CD-ROM est dans le lecteur et relancez le jeu. Si le problme persiste, il se peut que vous deviez rinstaller le jeu.,En attente de connexion MSN Gaming Zone...*Echec du chargement de la MSN Gaming Zone."Choisissez une partie rejoindre..Cliquez sur Suivant pour rejoindre la partie !KLes autres joueurs sont prts. Cliquez sur Commencer pour lancer la partie.DVeuillez attendre. La partie commencera quand l'hte lancera le jeu.Satisfait des paramtres de la partie ? Cliquez sur Accepter pour indiquer que vous tes prt. La partie commence quand tout le monde est prt.@Rejoindre/Crer une partie en utilisant le fournisseur install.IVeuillez attendre pendant que l'hte modifie les paramtres de la partie.Attualmente non esistono partite disponibili sulla rete locale. Puoi attendere che ne sia creata una o creare la tua selezionando Crea nuova partita./DirectPlay non riuscito a creare la sessione.INon stato possibile stabilire la connessione al computer ospite remoto.Clicca su Avanti per stabilire una connessione alla rete locale utilizzando il protocollo TCP/IP. Assicurati che anche tutti gli altri giocatori abbiano scelto l'opzione TCP/IP (Rete locale).Clicca per creare o unirti a una partita multigiocatore su Internet utilizzando ubi.com oppure seleziona uno degli altri tipi di connessione.INon disponi di sufficiente spazio libero su disco per salvare la partita.Impossibile trovare file/directory: "%S%S". Assicurati che il CD-ROM sia correttamente inserito all'interno del lettore, quindi riavvia il gioco. Nel caso in cui il problema persista, potrebbe essere necessario reinstallare il gioco..Connessione alla MSN Gaming Zone in sospeso...-Impossibile connettersi alla MSN Gaming Zone.(Seleziona una partita alla quale unirti.0Clicca su Avanti per unirti subito alla partita!IGli altri giocatori sono pronti. Clicca su Avvia per iniziare la partita.BAttendi. La partita inizier quando l'ospite decider di avviarla.Soddisfatto delle impostazioni di gioco? Clicca su Accetta per segnalare che sei pronto. La partita inizier quando tutti saranno pronti.=Unisciti/Crea una partita utilizzando il provider installato.=L'ospite sta modificando le impostazioni di gioco. Attendi...8 \ t LAN tȬX JŵȲDirectPlay \ XD 1`  ŵȲt 0 ȍt iȲHTCP/IP \\D tǩX @ t| AȲ. tǴŔ LAN D ̹p 8 \ D  ǵȲ-UBIȩ | tǩXp x )D tǩX @ t| 8  ǵȲD ȥX0 \ t qiȲWLX |/ Ѭ| >D  ŵȲ: "%S%S". CD ܴ|t H ǔ UxX $. 8 Ĭ \t D $Xt $MSN Gaming Zone<\ ȍ...MSN Gaming Zone \) (.8` D t $'NEXT'| Xt 8`  ǵȲ$ D D̸ŵȲ. '‘'D Xt D ‘iȲ 8֤¸X QD 0䲬 ǵȲ. ̹ 0$ $ D ]t 'D'| $¤\ $X \\D tǩX @ҌD iȲ8֤¸ $D ɅȲ. ̹ 0$ $ƚW sieci lokalnej nie ma obecnie |adnych dostpnych sesji gry. Mo|esz zaczeka, a| kto[ j rozpocznie, albo utworzy wBasn gr, wybierajc opcj Nowa gra.(DirectPlay nie udaBo si utworzy sesji.?Nie udaBo si ustanowi poBczenia z komputerem gospodarza gry.Kliknij Dalej, aby ustanowi poBczenie z sieci lokaln, przy u|yciu protokoBu TCP. Upewnij si, |e wszyscy pozostali gracze tak|e u|ywaj opcji TCP/IP (Sie lokalna).Kliknij, aby utworzy lub przyBczy si do gry wieloosobowej przez Internet za po[rednictwem serwera ubi.com, albo wybierz jeden z pozostaBych typw poBczeD.0Brakuje miejsca na dysku do zapisania stanu gry.Nie mo|na odnalez pliku/katalogu: "%S%S". Upewnij si, |e pByta CD-ROM znajduje si w czytniku i uruchom gr powtrnie. Je[li to nie pomo|e, prawdopodobnie trzeba bdzie zainstalowa gr powtrnie. Trwa Bczenie MSN Gaming Zone...&Nie udaBo si wczyta MSN Gaming Zone.-Wybierz gr, do ktrej chcesz si przyBczy./Kliknij Dalej, aby przyBczy si teraz do gry!FPozostali gracze s gotowi. Kliknij Rozpoczcie, aby zacz rozgrywk.DProsz czeka. Rozgrywka zacznie si, kiedy rozpocznie j gospodarz.Jeste[ zadowolony z ustawieD rozgrywki? Kliknij przycisk Akceptacja, aby zasygnalizowa swoj gotowo[. Rozgrywka rozpocznie si, kiedy wszyscy gracze bd gotowi.JPrzyBczenie si/Utworzenie gry z wykorzystaniem zainstalowanego dostawcy.:Prosz czeka a| gospodarz dostosuje ustawienia rozgrywki.PA;Ncs[\`_J2b@\-Nyd0_J2b@\-N\dks[ydU`_I{0R@b gvs[ޞx Ta_ MbYJ2b0(WdkJ2b@\-N ]} gNMO T1zv Tvs[0NReQ\ giQ TsMbYJ2b0;Ncs[O(uvJ2bHr,g`v Nv[0ck(WI{_;N_jPJ2b@\nj ...!~b N0RJ2b@\0 gS/f;Ncs[vf]ܕ b/f2kpFr;dN 0l g[݈r݈nb/fr݈n]vQN z_TO(u0l g[݈rUcIc݈nKQ b/fr݈n]vQN z_TO(u0▋J2b@\U+ck(W#}J2b@\... Yg PkubQsN15y `SG0RN2kpFrebvOUL0 V0R NN PxU0NRf1X eQ0WW1YWe0N Ts[(WJ2b@\wYBfe}N0(Der Host hat Sie aus dem Spiel entfernt.'Diesen Spieler aus dem Spiel entfernen?`Sie mssen warten, bis alle Spieler auf Akzeptieren geklickt haben, bevor Sie das Spiel starten.UIn diesem Spiel existiert bereits ein Spieler mit diesem Namen. Trotzdem anschlieen?XEs mssen mindestens zwei Spieler vorhanden sein, damit ein Spiel gestartet werden kann.+Der Host benutzt eine inkompatible Version.(Warte auf Spielinformationen vom Host...Das Spiel kann nicht gefunden werden. Entweder ist der Computer des Host-Spielers nicht verbunden, oder eine Firewall strt die Kommunikation.nDas Gert zur Soundwiedergabe ist nicht verfgbar. Mglicherweise wird es von einer anderen Anwendung benutzt.wDas Gert zur Soundaufnahme (Mikrofon) ist nicht verfgbar. Mglicherweise wird es von einer anderen Anwendung benutzt.Spiel verlassen?Verbindung zum Spiel wird aufgebaut... (wenn dieser Text lnger als 15 Sekunden zu sehen ist, dann haben Sie mglicherweise Probleme mit einer Firewall)Zurck zum vorigen Men.ALARM"Karte konnte nicht geladen werden.VDie Verbindung zu einem Spieler wurde whrend der Initialisierung des Spiels getrennt.PA1The host player has removed you from the session.$Remove this player from the session?MYou must wait until all players have clicked Accept before starting the game.FA player by the same name already exists in this session. Join anyway?0At least two players are needed to start a game.1The host player is using an incompatible version.0Waiting for session information from the host...tThe game session cannot be found. Either the host player's machine is down, or a firewall is blocking communication.DThe sound device is unavailable or is in use by another application.VThe sound capture device (microphone) is unavailable or in use by another application.Leave the game session?rConnecting to the session... (If this screen persists longer than 15 seconds, you may be having firewall trouble.)Return to the previous menu. MISSION ALERTLoading the map failed.4A player was dropped while initializing the session.2El jugador anfitrin te ha eliminado de la sesin.&Eliminar a este jugador de la sesin?^Debes esperar hasta que todos los jugadores hayan pulsado Aceptar para poder iniciar el juego.LYa existe un jugador con el mismo nombre en esta sesin. Quieres continuar?@Para iniciar una partida se requieren como mnimo dos jugadores.:El jugador anfitrin est usando una versin incompatible.3Esperando informacin de la sesin del anfitrin...No se puede encontrar la sesin de juego. El ordenador del jugador est estropeado o un cortafuegos est bloqueando la comunicacin.XEl dispositivo de sonido no est disponible o est siendo utilizado por otra aplicacin.oEl dispositivo de captura de sonido (micrfono) no est disponible o est siendo utilizado por otra aplicacin.Salir de la sesin de juego?}Conectndose a la sesin... (Si esta pantalla no desaparece en 15 segundos, podras estar teniendo problemas de cortafuegos).Regresar al men anterior.ALERTA DE MISINFallo en la carga del mapa.ASe elimin un jugador mientras se estaba inicializando la sesin.*Le joueur hte vous a radi de la session.#Supprimer ce joueur de la session ?\Vous devez attendre que tous les joueurs aient cliqu sur Accepter pour commencer la partie.cUn joueur ayant le mme nom est dj prsent dans cette session. Rejoindre la partie tout de mme ?4Il faut au moins deux joueurs pour lancer la partie.0Le joueur hte utilise une version incompatible.8En attente des informations de session du joueur hte...{La session de jeu ne peut tre trouve. Soit l'ordinateur de l'hte est teint, soit un firewall bloque les communications.PLe dispositif son n'est pas accessible ou est utilis par une autre application.dLe dispositif d'enregistrement(micro) n'est pas accessible ou est utilis par une autre application.Quitter la session de jeu ?xConnexion la session... (Si cet cran persiste plus de 15 secondes, il se peut que vous ayez un problme de firewall.)Revenir au menu prcdent.SIGNAL D'ALERTE Echec du chargement de la carte.>Un joueur a t ject pendant l'initialisation de la session.PA1Il giocatore ospite ti ha rimosso dalla sessione./Vuoi rimuovere questo giocatore dalla sessione?]Devi attendere che tutti i giocatori abbiano cliccato su Accetta prima di avviare la partita.TEsiste gi un giocatore con lo stesso nome in questa sessione. Vuoi unirti comunque?<Sono necessari almeno due giocatori per avviare una partita.?Il giocatore ospite sta utilizzando una versione incompatibile.7In attesa di informazioni sulla sessione dall'ospite...Impossibile trovare la sessione di gioco. possibile che il computer del giocatore ospite sia inattivo oppure che un firewall stia ostacolando la comunicazione.TIl dispositivo audio non disponibile oppure utilizzato da un'altra applicazione.mIl dispositivo di ricezione audio (microfono) non disponibile oppure utilizzato da un'altra applicazione.&Vuoi abbandonare la sessione di gioco?|Connessione alla sessione in corso... (qualora la schermata non cambi entro 15 secondi, potresti avere problemi di firewall)Torna al menu precedente.ALLARME DI MISSIONE Caricamento della mappa fallito.KUn giocatore stato disconnesso durante l'inizializzazione della sessione.8֤¸ Xt )յȲ tǴ| )XՠȲL?) 8\ tǴX QD 0䲬 ǵȲ. ̹ 0$ $ ٳ|\ ID| tǴ ǵȲ. 8X ȲL? D ‘X0 t \͌ 2X tǴ DՔiȲ8֤¸@ t 䲅Ȳ8֤¸Ō |  ǵȲ1D >D  ŵȲ. 8֤¸X ¤\ )Tֽt $X t ȍt iȲ)ܴ X t Xp t x \ X ǵȲ&ȹtl t Xp t x \ X ǵȲ D ̸X ȲL?ȍ... t Tt\ ̳D0WARNING \) (x tǴ@ Űt JȲPA!Gospodarz gry usunB ci z sesji."Chcesz usun tego gracza z sesji?[Zanim rozpoczniesz rozgrywk, musisz poczeka a| wszyscy gracze klikn przycisk Akceptacja.PW sesji uczestniczy ju| inny gracz o tym imieniu. Chcesz si przyBczy mimo to?<Do rozpoczcia rozgrywki potrzeba przynajmniej dwch graczy.4Gospodarz rozgrywki u|ywa wersji niezgodnej z twoj.2Oczekiwanie na informacje o sesji od gospodarza...Nie znaleziono sesji gry. Komputer gospodarza gry zostaB wyBczony albo komunikacja jest blokowana przez zabezpieczenie typu firewall.IKarta dzwikowa nie jest dostpna albo jest u|ywana przez inn aplikacj.`Urzdzenie wej[ciowe dzwiku (mikrofon) nie jest dostpne lub jest u|ywane przez inn aplikacj.Chcesz opu[ci t sesj gry?Aczenie z sesj... (Je[li ten ekran nie zniknie po 15 sekundach, to mo|e to by spowodowane problemami zwizanymi z zabezpieczeniem typu firewall.)Powrt do poprzedniego menu.ALARM"Wczytywanie mapy nie powiodBo si.:Podczas inicjalizacji gry jeden z graczy zostaB odrzucony.J2bwYBf `z;N_j|vuN/0xxd]} gv T T1zvs[X[(W0ˊxd N Tv T1z0/ `x[`*Rds[%s?>ޞx 0 NNek 0 NInternetuR N PSNvQNs[ReQvJ2b@\0ˊla(W`2LMR `_HQ#}Internet0%ޞx 0 NNek 0 N`v gRcOuR N PSNvQNs[ReQvJ2b@\0ޞx 0 NNek 0 N`v^RWuR N PJ2b@\0:`v gSvf\gdqf}`0ˊR_\qc}Y 6q_ޞx 0 NNek 0uR N PJ2b@\0vuq4Bf `vfT{aq0ޞx 0 NNek 0 d \`v@SW} N/f&T g]-vJ2b0:ޞx 0 NNek 0 NInternetd \`zf N]-vJ2b0ˊla(W`2LMR `_HQ#}Internet0ޞx 0 NNek 0 N`v gRcOd \]-vJ2b00`vf\gNxed_jdqf}`v gSvf0ˊR_\qc}Y 6q_ޞx 0 NNek 0Yd_ z^0ޞx 0 NNek 0 N`v^RWReQN PJ2b@\0 ``˄dkjHhU `_8eQN Ps[ T1z0PAMWhrend der Initialisierung ist ein Fehler auf dem Host-Computer aufgetreten.Auswahl besttigenXEs existiert bereits ein Spieler mit diesem Namen. Bitte whlen Sie einen anderen Namen.Fehler!5Sind Sie sicher, dass Sie Spieler %s lschen mchten?Klicken Sie auf Weiter, um ein neues Spiel anzulegen, dem sich andere Spieler ber das Internet anschlieen knnen. HINWEIS: Damit Sie fortfahren knnen, muss eine aktive Internetverbindung bestehen.Klicken Sie auf Weiter, um ein neues Spiel anzulegen, dem sich andere Spieler ber Ihren eigenen Service-Provider anschlieen knnen.UKlicken Sie auf Weiter, um ein neues Spiel ber Ihren seriellen Anschluss zu starten.Der Computer Ihres Freundes wird Sie anrufen. Stellen Sie sicher, dass die Leitung frei ist, klicken Sie anschlieend auf Weiter, um ein neues Spiel anzulegen. Wenn das Telefon klingelt, lassen Sie Ihren Computer den Anruf annehmen.XKlicken Sie auf Weiter, um Ihr lokales Netzwerk nach verfgbaren Spielen zu durchsuchen.Klicken Sie auf Weiter, um auf einem Remote-Computer ber das Internet nach verfgbaren Spielen zu suchen. HINWEIS: Damit Sie fortfahren knnen, muss eine aktive Internetverbindung bestehen.aKlicken Sie auf Weiter, um bei Ihrem eigenen Service-Provider nach verfgbaren Spielen zu suchen.Ihr Computer wird ber das Modem den Computer Ihres Freundes anrufen. Stellen Sie sicher, dass die Leitung frei ist und klicken Sie auf Weiter, um den Whlvorgang zu starten.WKlicken Sie auf Weiter, um sich ber den seriellen Anschluss einem Spiel anzuschlieen.&Mchten Sie diese Datei berschreiben?(Sie mssen einen Spielernamen eintragen.AAn error occurred on a remote host machine during initialization.Confirm ChoiceCA player by the same name already exists. Choose a different name.Error!*Are you sure you want to delete player %s?Click Next to create a game session that others may join via the Internet. NOTE: You must have an active Internet connection before you proceed.\Click Next to create a game session that others may join using your custom service provider.;Click Next to create a game session using your serial port.Your friend's computer will be calling you. Be sure to hang up the phone, and then click Next to create a game session. When the phone rings, allow your computer to answer the phone.CClick Next to search your local (home) network for available games.Click Next to search for available games on a remote machine via the Internet. NOTE: You may need an active Internet connection before proceeding.LClick Next to search for available games using your custom service provider.Your computer will be placing a call to your friend's computer using the modem. Be sure to hang up the phone, and then click Next to begin the dialing procedure.9Click Next to join a game session using your serial port.#Do you want to overwrite this file?You must enter a player name.OSe produjo un error en el ordenador anfitrin remoto durante la inicializacin.Confirmar OpcinEYa existe un jugador con ese mismo nombre. Elige un nombre diferente.Error!4Ests seguro de que quieres eliminar al jugador %s?Pulsa Siguiente para crear una sesin de juego va Internet a la que se pueden unir otros jugadores. NOTA: Conctate primero a Internet.wPulsa Siguiente para crear una sesin de juego a la que se pueden unir otros jugadores utilizando tu servidor personal.JPulsa Siguiente para crear una sesin de juego utilizando tu puerto serie.El ordenador de tu amigo te llamar. Asegrate de colgar el telfono, y pulsa Siguiente para crear una sesin de juego. Cuando suene el telfono, deja que tu ordenador conteste.APulsa Siguiente para buscar en tu red local partidas disponibles.Pulsa Siguiente para buscar va Internet partidas disponibles en un ordenador remoto. NOTA: Necesitas conectarte a Internet antes de seguir.OPulsa Siguiente para buscar partidas disponibles utilizando tu propio servidor.Tu ordenador llamar al ordenador de tu amigo a travs del mdem. Asegrate de que cuelgas el telfono y pulsa Siguiente para que se inicie el proceso de marcado.MPulsa Siguiente para unirte a una sesin de juego utilizando tu puerto serie.#Quieres sobrescribir este archivo?#Debes teclear un nombre de jugador.DErreur au cours de l'initialisation, sur l'ordinateur distant hte .Confirmation des choixAUn joueur ayant le mme nom existe dj. Choisissez un autre nom.Erreur !*Voulez-vous vraiment jecter le joueur %s?Cliquez sur Suivant pour crer une session de jeu multijoueurs sur internet. NOTE : vous devez avoir une connexion internet active avant de continuer.fCliquez sur Suivant pour crer une session de jeu multijoueurs en utilisant votre fournisseur d'accs.MCliquez sur Suivant pour crer une session de jeu utilisant votre port srie.L'ordinateur de votre ami va vous appeler. Assurez-vous que votre tlphone est bien raccroch puis cliquez sur Suivant pour crer une session de jeu. Quand le tlphone sonnera laissez du temps votre ordinateur pour rpondre.^Cliquez sur Suivant pour rechercher des parties disponibles sur votre rseau local (Domicile).Cliquez sur Suivant pour rechercher des parties disponibles sur une machine distante, via internet. NOTE : Il vous faudra certainement une connexion active avant de continuer.eCliquez sur Suivant pour rechercher des parties disponibles par l'intermdiaire de votre fournisseur.Par l'intermdiaire du modem, votre ordinateur va tlphoner l'ordinateur de votre ami. Assurez-vous que votre tlphone est raccroch puis cliquez sur Suivant pour entamer la procdure de numrotation.^Cliquez sur Suivant pour rejoindre une session de jeu par l'intermdiaire de votre Port Srie. Voulez-vous craser ce fichier ?$Vous devez taper le nom d'un joueur.RSi verificato un errore su un computer ospite remoto durante l'inizializzazione.Conferma la sceltaAEsiste gi un giocatore con lo stesso nome. Scegline uno diverso.Errore!.Sei sicuro di voler eliminare il giocatore %s?Clicca su Avanti per creare una sessione di gioco alla quale altri possano unirsi via Internet. NOTA: devi disporre di una connessione a Internet attiva prima di procedere.nClicca su Avanti per creare una sessione di gioco alla quale altri possano unirsi utilizzando il tuo provider.SClicca su Avanti per creare una sessione di gioco utilizzando la tua porta seriale.Il computer del tuo amico ti chiamer. Assicurati che la linea telefonica sia libera, quindi clicca su Avanti per creare una sessione di gioco. Quando il telefono squiller, consenti che il tuo computer risponda.GClicca su Avanti per cercare partite disponibili sulla tua rete locale.Clicca su Avanti per cercare partite disponibili su un computer remoto via Internet. NOTA: devi disporre di una connessione a Internet attiva prima di procedere.MClicca su Avanti per cercare partite disponibili utilizzando il tuo provider.Il tuo computer effettuer una chiamata verso il computer del tuo amico utilizzando il modem. Assicurati che la linea telefonica sia libera, quindi clicca su Avanti per iniziare la procedura di composizione.UClicca su Avanti per unirti a una sessione di gioco utilizzando la tua porta seriale.Vuoi sovrascrivere questo file?#Devi inserire un nome di giocatore.8֤¸Ō XƵȲMESSAGE@ tDŽX tǴ tȬiȲ%s tǴ| ɰ ȲL?TCP/IP D $iȲ?X Τ@ D \| t x t 8`  ǔ D 1X$t NEXT| tЭX$¬ Ӹ| tǩ\ D 1iȲ.)D $ \ x tǴ T ȍD ` LL 0$ $LAN $ D >̵ȲTCP/IP $ )t ǔ >̵Ȳ.6X Τ@ D \tT| t t \ D ><$t NEXT| tЭX$D tǩX 8֤¸ $\ 8iȲLD tЭt ¬ Ӹ| tǩ\ 8iȲ. |t tȬiȲ. n ĠȲL? tǴ tDŽD %t| iȲ@Podczas inicjalizacji gry w komputerze gospodarza wystpiB bBd.Potwierdzenie wyboru4Gracz o tym imieniu ju| istnieje. Wybierz inne imi.BBd!/Czy na pewno chcesz usun gracza o imieniu %s?Kliknij Dalej, aby utworzy sesj gry, do ktrej inni gracze bd si mogli przyBcza za po[rednictwem Internetu. UWAGA: Przed rozpoczciem musisz dysponowa aktywnym poBczeniem z Internetem.Kliknij Dalej, aby utworzy sesj gry, do ktrej inni gracze bd si mogli przyBcza za po[rednictwem twojego dostawcy usBug internetowych.NKliknij Dalej, aby utworzy sesj gry z wykorzystaniem poBczenia szeregowego.Komputer kolegi zaraz do ciebie zadzwoni. Upewnij si, |e sBuchawka jest odBo|ona, a potem kliknij Dalej, aby utworzy sesj gry. Kiedy telefon zadzwoni, pozwl, by rozmow odebraB komputer.OKliknij Dalej, aby przeszuka sie lokaln w poszukiwaniu dostpnych rozgrywek.Kliknij Dalej, aby poszuka dostpnych gier na innym komputerze przez Internet. UWAGA: przed wybraniem tej opcji musisz dysponowa aktywnym poBczeniem z Internetem.lKliknij Dalej, aby poszuka dostpnych gier za po[rednictwem twojego lokalnego dostawcy usBug internetowych.Twj komputer zadzwoni do komputera kolegi, wykorzystujc modem. Upewnij si, |e odBo|yBe[ sBuchawk, a potem kliknij Dalej, by zacz wykrcanie numeru.WKliknij Dalej, aby przyBczy si do sesji gry za po[rednictwem poBczenia szeregowego. Czy chcesz zapisa na tym pliku?Musisz wpisa imi gracza.~b N0Rs[ T1zޞx 0 NNek 0 (W`v@SW} Nc6RN PJ2b0uR eJ2b\ giQ TN^s[MbYN PYN#}J2b05`f1Y Tfs[c[Nv TvOr0ܕYvfs[ b/f9eOr-[ %RY Tfs[O(uv TvOr0@b gs[ReQNv Tv O0`\ giQ/e OMbYJ2b0*Rds[ T1z!ql#}}0T\Ovs[_-[bv Tv.ze0%@b gvs[x[Nv TvOr0`\ giQD} N TOrvs[MbYJ2b0 l gJ2bSN eQ0s[ "%s" O(uN N TvJ2bHr,g0N|~~U}rl NsO s["%s"v#}S;0;bP(W`v|q} N~b N0R&{TbPgNOBlv3DtWb_Ro:yaS0\O(uߎԚW!j_0ܕe2Nekv0}{ˊ`v}FUok~0~b N0RZԚPAKeine Spielernamen gefundenKKlicken Sie auf Weiter, um ein Spiel auf Ihrem lokalen Netzwerk zu starten.Neues Spiel anlegenNFr ein Multiplayer-Spiel werden mindestens zwei menschliche Spieler bentigt.Einige Computergegner haben die gleiche Farbe. Lschen Sie einzelne Computergegner, oder ndern Sie deren Farbe, damit alle Computergegner eine andere Farbe haben.gAlle Spieler sind dem gleichen Team zugewiesen. Zum Spielen werden aber mindestens zwei Teams bentigt.Spielernamen lschen6Verbindung zum Netzwerk kann nicht hergestellt werden.8Spieler eines Teams mssen der gleichen Rasse angehren.Alle Spieler haben die gleiche Farbe. Damit ein Spiel gestartet werden kann, mssen mindestens zwei unterschiedliche Teams vorhanden sein.2Es sind keine gespeicherten Spielstnde vorhanden.OSpieler "%s" benutzt eine modifizierte Version des Spiels. Trotzdem fortfahren?Netzwerkprobleme.Die Verbindung ist fr Spieler "%s" blockiert.Es konnte keine Grafikkarte auf Ihrem System gefunden werden, die die Mindestanforderungen fr 3D-Beschleunigung bietet - Verwende Software Rendering. Weitere Informationen erhalten sie bei Ihrem Hardware-Hersteller.Fehlendes MediumNo Player Names Found5Click Next to host a game on your local area network.Create New GameBAt least two human players are needed to start a multiplayer game.You have multiple computer players assigned to the same color. Close excess computer players, or change the color settings so that multiple computer players are not assigned to the same color.LEveryone is assigned to the same team. You need at least two teams to play.Delete Player Name!Unable to connect to the network.=Cooperative players must have the same race assigned to them.]All the players have the same color. You need at least two different players to start a game.#No games are available for loading.EPlayer "%s" is using a modified version of the game. Continue anyway?Networking Difficulty)The connection is blocked to player "%s".We could not find a graphics card on your system that meets our minimum requirements for 3D acceleration. Software rendering will be used. Consult your vendor for further details. Missing Media$No se encontraron nombres de jugadorGPulsa Siguiente para ser anfitrin de un juego en tu red de rea local.Crear Nuevo JuegoUSe necesitan como mnimo dos jugadores humanos para iniciar una partida multijugador.Tienes varios jugadores controlados por ordenador del mismo color. Cierra los jugadores del ordenador que sobren o cambia el color para que los jugadores de ordenador no se asignen al mismo color.hTodos los jugadores se han asignado al mismo equipo. Necesitas dos equipos como mnimo para poder jugar.Eliminar nombre de jugadorIncapaz de conectarse a la red.6Los jugadores cooperativos deben ser de la misma raza.sTodos los jugadores tienen el mismo color. Necesitas dos jugadores diferentes como mnimo para iniciar una partida.(No hay partidas disponibles para cargar.JJugador "%s" est utilizando una versin modificada del juego. Continuar?Problema en la red(Conexin bloqueada para el jugador "%s".No se encontr una tarjeta grfica en tu sistema que cumpla con nuestros requisitos mnimos para aceleracin 3D. Se utilizar la representacin por software. Consulta con tu distribuidor para obtener ms informacin.Perdiendo MediosPAAucun nom de joueur trouvFCliquez sur Suivant pour accueillir une partie sur votre rseau local.Crer une Nouvelle PartieIAu moins deux joueurs humains sont ncessaires pour commencer une partie.La mme couleur a t attribue plusieurs joueurs. Modifier les attributions de couleurs ou refusez les joueurs en surnombre.^Tous les joueurs font partie de la mme quipe. Il vous faut au moins deux quipes pour jouer.Supprimer Nom du joueur%Impossible de se connecter au rseau.5Les joueurs partenaires doivent tre de la mme race.kTous les joueurs ont la mme couleur. Il vous faut au moins deux joueurs diffrents pour lancer une partie.Aucun jeu charger.?Le joueur "%s" utilise une version modifie du jeu. Continuer ?Rseau encombr,La connexion est bloque pour le joueur"%s".Impossible de trouver sur votre systme une carte graphique qui dispose des paramtres minimum pour l'acclration 3D. Utilisation du rendu logiciel par dfaut. Contactez votre revendeur pour obtenir plus d'informations.Mdia manquantPA!Nessun nome di giocatore trovato.@Clicca su Avanti per ospitare una partita sulla tua rete locale.Crea nuova partitaKSono necessari almeno due giocatori per avviare una partita multigiocatore.Esistono diversi giocatori controllati dal computer assegnati allo stesso colore. Chiudi il numero di questi giocatori oppure modifica le impostazioni del colore in modo tale che diversi giocatori controllati dal computer non siano assegnati allo stesso colore.YTutti sono assegnati alla stessa squadra. Sono necessarie almeno due squadre per giocare.Elimina nome di giocatore"Impossibile connettersi alla rete.BI giocatori cooperativi devono essere assegnati alla stessa razza.yTutti i giocatori sono assegnati allo stesso colore. Sono necessari almeno due giocatori diversi per avviare una partita.1Nessuna partita disponibile per il caricamento.^Il giocatore "%s" sta utilizzando una versione modificata del gioco. Vuoi continuare comunque?Problemi di rete-La connessione del giocatore "%s" bloccata.Sul tuo sistema, non stato possibile trovare una scheda grafica conforme ai requisiti minimi per l'accelerazione 3D. Sar utilizzato il rendering software. Consulta il tuo fornitore per ulteriori dettagli.Media mancantiPA tǴ tDŽD > յȲLAN D 1iȲ 1 D ‘X0 t \͌ 2X tǴ DՔiȲ2 tX tǴ @ D ЈյȲ> tǴt @ <\ $  ǵȲ. D ‘X0 t ȴij 2 tX t DՔiȲ tǴ tDŽ  $l ȍ ,% Ĭ ǔ tǴ@ Ō ȴ @ qD 8|̹ iȲ2 tX tǴ @ D ЈյȲ ȥ |t ŵȲ% tǴ "%s"زX t ҽȲ. D ɉXՠȲL?$l Hx tǴX ŰD (iȲ-3D t \ VGAtܴ| >D  ŵȲ. ոƴ TD iȲ̸ L#Nie znaleziono |adnych imion graczy5Kliknij Dalej, aby zainicjowa gr po sieci lokalnej.Nowa graODo rozpoczcia gry w trybie wieloosobowym potrzebni s co najmniej dwaj gracze.Kilku graczom sterowanym przez komputer jest przypisany ten sam kolor. Zrezygnuj z nadmiernej ich liczby lub zmieD przyporzdkowanie kolorw.jWszyscy gracze s przydzieleni do jednej dru|yny. W rozgrywce musz uczestniczy co najmniej dwie dru|yny.Usunicie imienia gracza%PoBczenie z sieci nie jest mo|liwe.>Gracze wspBpracujcy ze sob musz nale|e do tej samej rasy.wWszyscy gracze maja przypisany ten sam kolor. Do rozpoczcia gry potrzeba przynajmniej dwch graczy o r|nych kolorach."Brak dostpnych gier do wczytania.MGracz "%s" korzysta ze zmodyfikowanej wersji gry. Chcesz kontynuowa mimo to?Problem z poBczeniem sieciowym+PoBczenie z graczem "%s" jest zablokowane.W twoim komputerze nie znaleziono karty graficznej, odpowiadajcej minimalnym wymaganiom akceleracji 3D. Zastosowany zostanie rendering programowy. Aby uzyska dalsze informacje, skontaktuj si ze sprzedawc, u ktrego nabyBe[ komputer. Brak mediwˊ>eeQCD 6q_ޞx 0x 0|~~0T\Ovs[_-[bv Tv O0(W;Nc2LyIBf!qlQ0 !ql(Wxdv㉐g^ N^zfX[@S Rcb-v640x480x16f_ g!ql(WdkWb_o:yaS NWL0!ql^zlxԚfX[@S0VfNߎԚ!j_WL0@b gvvQNs[GW]▋J2b0ueNs(WN1ufN]zfgac6R0 `l g Yv[daԚ0`SgmGNNOUL0`N `|~~U `l g YvaԚ0N^Tfs[ N-[bv TvOr0vMRv0WW-[-Nvs[NxeNY0*ޞxdkUSN#}f_ gv[e}z (Wረ`SNS_J2bvgefejTvܕnj 0=Legen Sie die CD ein und klicken Sie auf OK, um fortzufahren.>Verbndete Spieler mssen dem gleichen Team zugewiesen werden.3Abbruch whrend einer Host-Migration nicht mglich.YKann in der gewhlten Auflsung keine Puffer erzeugen. Verwende Auflsung von 640x480x16.5Conquest ist nicht mit dieser Grafikkarte kompatibel.DKonnte keine Hardware-Puffer erzeugen. Versuche es nun mit Software.`Alle anderen Spieler haben das Spiel verlassen. Der Gegner wird nun durch Computer-KI gesteuert.tSie haben nicht genug verfgbaren virtuellen Speicher. Die kann zu Problemen fhren. Wollen Sie trotzdem fortfahren?6Sie haben nicht genug verfgbaren virtuellen Speicher.QMenschliche Spieler und Computerspieler knnen nicht die gleiche Farbe verwenden.FFr die aktuellen Karteneinstellungen sind zu viele Spieler vorhanden.Klicken Sie hier, um auf die offizielle Website zu 'Conquest: Frontier Wars' zu gelangen. Dort erhalten Sie aktuelle Updates und Informationen zum Spiel.-Insert the CD, and then click OK to continue.6Cooperative players must be assigned to the same team.(Cannot resign during a host migration. FCannot create buffers in selected resolution, defaulting to 640x480x16*Conquest cannot run on this graphics card.BFailed to create hardware buffers. Attempting to run in software.TAll other players have left the game. The enemy is now controlled by computer AI. sYou do not have enough available virtual memory. You may experience difficulites. Do you wish to continue anyhow?(You do not have enough available memory.5Human and computer players can not be the same color.8There are too many players for the current map settings.uClick here to go to the official Conquest: Frontier Wars web site for the latest updates and information on the game.-Inserta el CD y pulsa ACEPTAR para continuar.<Los jugadores cooperativos se deben asignar al mismo equipo.<No se puede renunciar durante una migracin del anfitrin. ZNo se pueden crear buffers en la resolucin seleccionada; por defecto, se usar 640x480x16.Conquest no funciona con esta tarjeta grfica.DError al crear buffers de hardware. Intentando ejecutar en software.^Todos los otros jugadores han salido del juego. El enemigo est controlado ahora por una IA. \No tienes bastante memoria virtual disponible. Podras tener problemas. Quieres continuar?&No tienes bastante memoria disponible.ILos jugadores del ordenador y los humanos no pueden ser del mismo color.?Hay demasiados jugadores para la configuracin del mapa actual.Pulsa aqu para acceder al sitio web oficial de Conquest: Frontier Wars, para recibir las ltimas actualizaciones e informacin sobre el juego.2Insrez le CD, puis cliquez sur OK pour continuer.?Les joueurs partenaires doivent tre affects la mme quipe.7Vous ne pouvez Capituler pendant un transfert d'hte. ^Impossible de crer les tampons dans la rsolution choisie, elle sera par dfaut de 640x480x166Conquest ne peut tre jou avec cette carte graphique.PEchec de cration des tampons. Tentative d'initialisation partir du logiciel.ZTous les autres joueurs ont quitt la partie. L'ennemi est dsormais contrl par l'IA. Vous ne disposez pas d'assez de mmoire virtuelle. Il se peut que vous rencontriez des difficults. Voulez-vous tout de mme continuer ?,Vous n'avez pas assez de mmoire disponible.aLes joueurs humains et ceux qui sont contrls par l'ordinateur ne peuvent avoir la mme couleur.9Il y a trop de joueurs pour les paramtres de jeu actuel.Cliquez ici pour vous rendre sur le site officiel de Conquest : Les Guerres de Frontire, pour obtenir les dernires mises jour et les informations les plus rcentes pour le jeu..Inserisci il CD e clicca su OK per continuare.DI giocatori cooperativi devono essere assegnati alla stessa squadra.:Impossibile abbandonare durante la migrazione dell'ospite.SImpossibile creare buffer nella risoluzione selezionata, impostazione a 640x480x16.6Conquest non pu funzionare con questa scheda grafica.NImpossibile creare buffer hardware. Tentativo di funzionamento via software...jTutti gli altri giocatori hanno abbandonato la partita. Ora il nemico controllato dalla IA del computer.lNon disponi di memoria virtuale a sufficienza. Potresti incontrare difficolt. Desideri continuare comunque?%Non disponi di memoria a sufficienza.dI giocatori umani e quelli controllati dal computer non possono essere assegnati allo stesso colore.BEsistono troppi giocatori per le impostazioni della mappa attuali.Cliccando qui, visiterai il sito ufficiale di Conquest: Frontier Wars e potrai scaricare gli ultimi aggiornamenti nonch conoscere le pi recenti informazioni sul gioco.PACD| #@ Ux D $% Ĭ ǔ tǴ@ @ t | iȲ8֤¸ tٳ ͌`  ŵȲ2x VGAtܴ ֬ tij| X JŵȲ. 640x480x16<\ iȲx VGAtܴ\ Ф¸ ‰t iȲ Xܴƴ (ӈյȲ. ոƴ<\ ij iȲ(x tǴ D ̸ յȲ. 8 @ 0 ɉiȲ/\ T qX ij 8 8ij ǵȲ. ĬXՠȲL? T qiȲ tǴ@ 0X t ٳ|iȲ. $D ԯ $X թ xD յȲ Ф¸ H(t\...PA5WB| pByt CD, a potem kliknij OK, aby przej[ dalej.HGracze wspBpracujcy ze sob musz by przypisani do tej samej dru|yny.DZmiana przyporzdkowania w czasie ruchu gospodarza nie jest mo|liwa.dUtworzenie buforw w wybranej rozdzielczo[ci nie jest mo|liwe, stosuj ustawienia domy[le 640x480x16<Ta karta graficzna nie pozwala na uruchomienie gry Conquest.SNie mo|na utworzy buforw sprztowych. Prbuj uruchomi gr w trybie programowym._Wszyscy pozostali gracze opu[cili gr. Jednostkami nieprzyjaciela steruje teraz SI komputera. fBrak pamici wirtualnej. Mo|e to spowodowa problemy w dziaBaniu programu. Chcesz kontynuowa mimo to? Brak pamici.`Gracze sterowani przez czBowieka i przez komputer nie mog mie przypisanego tego samego koloru.QPrzy obecnych ustawieniach mapy w rozgrywce nie mo|e uczestniczy a| tylu graczy.Kliknij tutaj, aby przej[ do oficjalnego serwisu internetowego Conquest: Frontier Wars, gdzie znajdziesz najnowsze uaktualnienia i informacje o grze.PA Yq}njec6ReW[s[ T1z;NcIPMO@Wϑc6RJ2b@\ T1z ck(WI{_}#}-Ne... `wv`P}_gU ck(Wd \>evJ2b@\...PABeginn statischer Control-Text Spielername:Host IP-Adresse: Lautstrke: Spielname:Warte auf Verbindungsabbruch...Wollen Sie wirklich aufhren?Suche nach offenen Spielen...Begin static control text Player Name:Host IP Address:Volume Control: Session Name:Waiting for network shutdown...Do you really want to quit?Searching for open sessions...PA$Inicio del texto de control estticoNombre del Jugador:Direccin IP Anfitrin:Control del volumen:Nombre de sesin:(Esperando cierre de la red de trabajo...De verdad quieres salir?Buscando sesiones abiertas...PABegin static control textNom du joueur :Adresse IP de l'hte :Contrle du volume :Nom de la Session :+En attente de la dsactivation du rseau...(Voulez-vous vraiment quitter la partie ?$En recherche de sessions ouvertes...Begin static control textNome del giocatore:Indirizzo IP ospite:Controllo volume:Nome della sessione:&In attesa della chiusura della rete...Vuoi davvero uscire?Ricerca di sessioni aperte...static control text ‘ tǴ tDŽ : 8֤¸ IP Ȍ :h Xϸd : tDŽ :̸ɅȲ D ̸X ȲL?8 \ D > ǵȲ.PAPocztek tekstu statycznego Imi gracza:Adres IP gospodarza: GBo[no[: Nazwa sesji:Czekam na zamknicie sieci... Czy na pewno chcesz opu[ci gr?Szukanie otwartych sesji...s[J2b@\.zeOr O0WW0WWNNJ o`J2bf\PQvMRvNRxJ2b^WJ2b^SirnjёxvzSpieler:Spiel:RasseFarbeTeamKarteKarte:Chat-Nachricht: SpielpauseAktuelle Mission abbrechen?Optionen Spieltyp:Spielgeschwindigkeit: Artefakte:Geld: Forschung:Player:Session:RaceColorTeamMapMap: Chat Message: Game Paused Resign from the current mission?Options Game Type: Game Speed: Artifacts:Money: Research:Jugador:Sesin:RazaColorEquipoMapaMapa: Mensaje Chat:Juego en pausaRenunciar a la misin actual?OpcionesTipo de juego:Velocidad del juego: Artefactos:Dinero:Investigacin:Joueur : Session :RaceCouleurEquipeCarteCarte : Message : Jeu en pauseCapituler pour cette mission ?Options Type de jeu :Vitesse du jeu : Artfacts :Argent : Recherche :PA Giocatore: Sessione:RazzaColoreSquadraMappaMappa:Messaggio chat:Gioco in pausa%Vuoi abbandonare la missione attuale?OpzioniTipo di gioco:Velocit di gioco: Manufatti:Denaro:Ricerca: tǴ : ) :q :D T :| ̸XՠȲL?5X Ѕ : ij :Xֽ :ȳ :l :Gracz:Sesja:RasaKolorDru|ynaMapaMapa: Wiadomo[:PauzaChcesz zrezygnowa z misji?OpcjeTyp gry: Szybko[ gry: Artefakty: Pienidze:Badania:PA0WW^W0WW'Y\0WtNwYnjnHr,g gs[2eQ0 gs[▋0 eQJ2b2QX[J2bjHh f'Y\ 10/16b] ܃ DR)Rv 5%f|xeϑck(W`zf#}... SgNNBf0P8N z Kartentyp: Kartengre: Spielfeld:Startressourcen:Version:Spieler steigt ein.Spieler steigt aus. Spiel ladenSpiel speichernDatei:FLOTTENGRSSE @ 10/16STUFE @ Anfnger BONUS @ 5%Anzahl der Systeme:UVerbindung zum Remote-Computer wird aufgebaut... Dies kann bis zu eine Minute dauern.bertragungsverlaufPA Map Type: Map Size:Terrain:Starting Resources:Version:Player entering.Player exiting. Load Game Save GameFile:FLEET SIZE 10/16SKILL Novice BONUS 5%Number of Systems:AConnecting to the remote machine... This may take up to a minute.Transfer progress Tipo de Mapa:Tamao del Mapa:Terreno:Recursos Iniciales:Versin:Jugador entrando.Jugador saliendo. Cargar juego Guardar juegoArchivo:TAMAO FLOTA 10/16HABILIDAD Novato BONOS 5%Nmero de sistemas:AConectando al ordenador remoto... Esto puede tardar unos minutos.Transferencia en marchaPAType de carte :Taille de la carte : Terrain :Ressources de dpart : Version :Joueur entrant.Joueur sortant.Charger partieSauvegarder partie Fichier :TAILLE FLOTTE 10/16NIVEAU Novice BONUS 5%Nombre de Systmes :AConnexion l'ordinateur distant... Cela peut prendre une minute.Progression du transfertTipo di mappa:Dimensioni mappa: Territorio:Risorse di partenza: Versione:Ingresso di un giocatore.Uscita di un giocatore.Carica partita Salva partitaFile:DIMENSIONI FLOTTA 10/16ABILIT Novizio BONUS 5%Numero di sistemi:MConnessione al computer remoto... L'operazione potrebbe richiedere un minuto.Trasferimento in corso... Ѕ :1Ĭ l0 : ij :‘ : :ȍ tǴ̸\ tǴ $0 ȥX0 | :h l0 10/16 ¬ Novice  5%1ĬX  : Ʃ 0 ȍ... ij  ǵȲ.ȍ i Typ mapy:Wielko[ mapy:Teren:Pocztkowe zasoby:WersjaGracz wchodzi.Gracz wychodzi. Wczytanie gry Zapis gryPlik:WIELKOZ FLOTY 10/16 POZIOM TRUDNOZCI Pocztkujcy PREMIA 5%Liczba ukBadw::Aczenie z drugim komputerem... Mo|e to zaj do 1 minuty.Postp transferuPA%s YkP}i %d/%d ܈f} %d/%dYkP}i_dfkhVwvkuexe %u[f\P]wYW0W o`0WWjHhRg_RjHe%s Rumpf: %d/%dNachschub: %d/%dRumpfAntriebWaffeSchild Abschsse: %u[Pause] Startbasis:Text: Kartendatei: PunkteanzeigePunkte:Musik: Soundeffekte:%s Hull: %d/%dSupplies: %d/%dHullEngineWeaponShield Kills: %u[Paused]Starting Base:Say: Map File: ScoreboardScore:Music:Sound Effects:%s Casco: %d/%dSuministros: %d/%dCascoMotorArmaBlindaje Muertes: %u[Pausa]Base de inicio:Dice: Archivo del Mapa: Tabla de Puntuaciones Puntuacin:Msica:Efectos Sonoros:%s Struct.:%d/%dRserves:%d/%d Structure PropulsionArmementBouclierTableau de chasse:%u[Pause]Base de dpart :Dire : Fichier Carte : Tableau des scoresScore : Musique :Effets sonores :%s Scafo: %d/%dForniture: %d/%dScafoMotoreArmaScudo Morti: %u[Pausa]Base di partenza: Messaggio: File della mappa: Tabellone Punteggio:Musica:Effetti sonori:PA%s l%:%d/%d :%d/%dl%40tܴ 4 : %u[| ]‘ ۲ :% :  | :  :LE :L :PA%s KadBub: %d/%d Zapasy: %d/%dKadBubSilnik UzbrojenieOsBona Zabicia: %u[Pauza]Baza pocztkowa: Powiedz: Plik mapy: Tablica wynikwWynik:Muzyka:Efekty dzwikowe:PA q_GrS!|1X]wQc:yrleW[wn}eIf@S0WWnj Fh8njHOe^3D݈nGamma!hckfkhV̎|0}Pgؚ|0}^fO(uPgj~̀ofnjnPAKommunikation:Filme & Missionsbesprechungen: Kurzinfo: Statustext: Sichtlinie:Sektorkarten-Rotation: Info-Feld:Empfindlichkeit Mauszeiger: 3D-Gerte:Gamma-Korrektur: Waffenspuren:Texturdetails:Hohe Terrain-Detailstufe:Texturen benutzenHintergrund zeichnen: RessourcenCommunications:Movies & Briefings: Tooltips: Status Text:Line of Sight:Sector Map Rotate:Information Box:Cursor Sensitivity: 3D Devices:Gamma Correction:Weapon Trails:Detail Textures:High Detail Terrain: Use TexturesDraw Background: ResourcesPAComunicaciones:Pelculas e Instrucciones: Indicadores:Texto de Estado:Lnea de Visin:Girar Mapa del Sector:Caja de Informacin:Sensibilidad del Cursor:Dispositivos 3D:Correccin Gamma:Balas Trazadoras:Texturas de Detalle:Detalle del Terreno Alto: Usar TexturasDibujar Fondo:RecursosPACommunications :Cinmatiques & Briefings:Texte d'information:Texte Statuts :Ligne de vue :Rotation Carte Secteur :Fentre d'information :Sensibilit du curseur : Systme 3D :Correction Gamma :Traines des armes :Textures dtailles :Terrains trs dtaills :Utilisation des TexturesDfinir Background : RessourcesPAComunicazioni:Filmati e briefing: Suggerimenti:Testo di stato:Linea di mira:Rotazione mappa di settore:Riquadro informativo:Sensibilit cursore:Dispositivi 3D:Correzione Gamma:Traiettorie armi:Dettaglio texture:Territorio molto dettagliato:Utilizzo textureDisegno dello sfondo:RisorsePAL1 : ٳ & Q : Tooltips :$ MѤ¸ :D p :  :  : ȹƤ ld ij :VGAtܴ :ȹ $ :40 \ : P\ MѤ :T 0 :MѤ 0 Ь : Komunikaty:Filmy i Odprawy: Tekst pomocy:Tekst statusu:Pole widzenia:Obrt mapy sektora:Okno informacji:CzuBo[ kursora:Akceleratory 3D:Korekcja Gamma:Smugi pociskw:SzczegBowe tekstury:SzczegBowy teren:U|ycie teksturRysowanie tBa:SurowcePA8eQes[ T1z0by_zsS\O0b4Xq_Grn SuxuP,nhV܈f}KuQ9njn6eƖ9͑e܈f}0b_jfۘH_]d &yw %d/%d te %d/%dNeuen Spielernamen eingeben:KampagneSchlachtIntroRechtsklick-Option:Sensoren NachschubTruppenErnter NachschubJgerFlotteRaketeRamme Erz: %d/%d Gas: %d/%dPAEnter New Player Name:Campaign Quick BattleOpening MovieRight-Click Option:SensorsSupply Troopship HarvesterResupplyFighterFleetMissileRam Ore: %d/%d Gas: %d/%dTeclea nuevo nombre de jugador:CampaaBatalla RpidaPelcula de presentacinOpcin pulsar derecho:Sensores SuministroNave de Tropas CosechadoraReabastecimientoCazaFlotaMisilArieteMineral: %d/%d Gas: %d/%dPA Tapez un nouveau nom de joueur :CampagneBataille rapideFilm d'ouvertureOption Clic droit :SenseursRservesTroupes Moissonn. RavitaillmtChasseurFlotteMissileEperonMinerai : %d/%d Gaz : %d/%d%Inserisci un nuovo nome di giocatore:Campagna BattagliaFilmato d'aperturaOpzione del clic destro:Sensori FornituraTruppe Mietitrice Rifornitura CombattenteFlottaMissileArieteMinerale: %d/%d Gas: %d/%d tǴ tDŽD %X$Θx5 0$ݲ $x 貕ͤ :<}Xՠ0 h|  : %d/%d : %d/%dPAWpisz nowe imi gracza:Kampania Szybka bitwaIntroOpcja prawego przycisku:CzujnikiZapasy Desantowiec{niwiarz Zaopatrzenie My[liwiecFlotaPociskTaran Ruda: %d/%d Gaz: %d/%dPArcRs}#}_Rh-Nxd eQvJ2bX[j0*8eQND}f&N2QX[`vMRck(W2LvJ2b0`_NSN_Rh-NxdvMR]}X[(WvJ2bX[j0_U(u3DlxԚ㉐g^rKas[PingܕeJ2b^ q}nje|~~....`N`8N=~J2bBf %01d:%02d:%02dPA Scrollrate:Netzverbindung?Whlen Sie den Spielstand aus der Liste, den Sie laden mchten.Geben Sie eine Beschreibung ein, um das Spiel zu speichern, das Sie momentan spielen. Sie knnen auch eine Beschreibung aus der Liste der bereits vorhandenen Beschreibungen auswhlen.3D-Hardware aktivieren: Auflsung:ZustandSpielerPingInfoSpielGeschwindigkeitStatiktext geht weiter....Sie haben gewonnen!Sie haben verloren!Gesamtspielzeit: %01d:%02d:%02dPA Scroll Rate: Net Connect6Choose a saved game description from the list to load.Enter a description to save the game you are currently playing. You can also choose from the list of currently existing game descriptions.Enable 3D Hardware: Resolution:StatePlayersPingAboutGameSpeedStatic text continues....You Win! You Lose!Total Game Time: %01d:%02d:%02dPAVelocidad de Desplazamiento:Conexin de RedDElige la descripcin de un juego guardado de la lista para cargarlo.Teclea una descripcin para guardar la partida que ests jugando. Tambin puedes elegir una de la lista de descripciones de juego actualmente existentes.Activar hardware 3D: Resolucin:Estado JugadoresPing Acerca deJuego VelocidadTexto esttico contina.... Has Ganado! Has Perdido!%Tiempo total de juego: %01d:%02d:%02dPAVitesse dfilement : Connexion Net]Slectionnez la description d'une partie sauvegarde dans la liste des chargements possibles.Tapez une description pour sauvegarder la partie actuelle. Vous pouvez galement choisir dans la liste des descriptions de parties existantes.Activer Carte 3D : Rsolution:EtatJoueursPing A propos deJeuVitesseTexte statique continue.... Victoire !Vous avez perdu !#Dure de la partie : %01d:%02d:%02dVelocit di scorrimento:Connessione di reteEScegli la descrizione di una partita salvata da caricare dall'elenco.Inserisci una descrizione per salvare la partita che stai attualmente giocando. Puoi anche scegliere dall'elenco delle descrizioni attualmente esistenti.Abilita l'hardware 3D: Risoluzione:Stato GiocatoriPing InformazioniPartitaVelocitStatic text continues... Hai vinto! Hai perso!%Tempo totale di gioco: %01d:%02d:%02dPAld ij :$l ȍ ȥ D 5Ȳ ֬ D ȥiȲ Xܴƴ :tij : tǴQAboutij MѤ¸ ɉ....¬(0  : %01d:%02d:%02dPrdko[ przewijania:PoBczenie sieciowe:Prosz wybra zapisany stan gry, ktry ma zosta wczytany.PWpisz opis gry, ktr chcesz zapisa. Mo|na te| wybra opis z istniejcej listy.WBcz akceleracj 3D:Rozdzielczo[:StanGraczePing InformacjeGraSzybko["Cig dalszy tekstu statycznego.... WygraBe[! PrzegraBe[!Aczny czas gry: %01d:%02d:%02dPA^E/f`,{N!kWLf_ g0_^ NxdN Po:y݈nOf_ gO(u0 ˊla`SNfvQNvo:yx Sb(Wxz-Nv㉐g^-[0) ߎԚW!j_^sSBfK{ &yw %d/%d te %d/%d NT %d/%d_j0WW^Wf_ g0WW]2QX[vYN#}/zsS\O0bJ2b_U(uDirectInput"uTX%Rxe[ TvnjnQu[-[ %s %s Bf %sSicht:Sie haben Conquest: Frontier Wars zum ersten Mal gestartet. Bitte whlen Sie eines der Rendering-Gerte aus, mit dem Conquest: Frontier Wars dargestellt werden soll. HINWEIS: Weitere Rendering-Optionen, einschlielich der Auflsung, knnen Sie im Optionsmen.)ASoftware Rendering-Modus (Fotorealistisch... d.h. keine Echtzeit) Erz: %d/%d Gas: %d/%dPersonal: %d/%dZufllige Kartentypen:Conquest-Karten:)Gespeicherte Multiplayer-/Schlachtspiele:DirectInput aktivieren:ID-Nummer des Produkts: ZuschauerBndnisse festsetzenRessourcen regenerierenEinstellungen festsetzen %s %s Zeit %sPA Visibility:You are running Conquest: Frontier Wars for the first time. Select one of the following rendering devices to display Conquest: Frontier Wars. NOTE: You can change other rendering options, including resolution settings, in the Options screen.)=Software Rendering Mode (Photo realistic.. i.e. non-realtime) Ore: %d/%d Gas: %d/%d Crew: %d/%dRandom Map Types:Conquest Maps:%Saved Multiplayer/Quick Battle Games:Enable DirectInput:Product ID Number: SpectatorsLock AlliancesRegenerate Resources Lock Settings %s %s Time %sPA Visibilidad:Ests ejecutando Conquest: Frontier Wars por primera vez. Selecciona uno de los siguientes dispositivos de representacin para visualizar Conquest: Frontier Wars. NOTA: Puedes cambiar otras opciones de representacin, incluida la configuracin de resolucin, en la pantalla de Opciones.OModo de Representacin por Software (Fotorealista, es decir, no en tiempo real)Mineral: %d/%d Gas: %d/%dTripulacin: %d/%dTipos de Mapa aleatorios:Mapas de Conquest:-Guardada partida Multijugador/Batalla Rpida:Activar DirectInput:Nmero ID del producto: EspectadoresBloquear alianzasRegenerar recursosBloquear configuracin%s %s Tiempo %sPA Visibilit :Vous utilisez @Mode de rendu Logiciel (Photo-raliste.. i.e. Pas de temps rel)Minerai : %d/%d Gaz : %d/%dEquipage : %d/%dTypes de Cartes alatoires :Carte de Conquest :5Parties sauvegardes multijoueurs/Batailles rapides :Activer DirectInput :Numro d'ID du produit : SpectateursFiger les alliancesRgnrer RessourcesFiger les paramtres%s %s Temps %sPA Visibilit:Questa la prima volta che giochi a Conquest: Frontier Wars. Seleziona uno dei seguenti dispositivi di rendering per il funzionamento di Conquest: Frontier Wars. NOTA: puoi modificare altre opzioni di rendering, fra cui le impostazioni di risoluzione, nella schermata delle opzioni.JModalit di rendering software (fotorealistica... cio non in tempo reale)Minerale: %d/%d Gas: %d/%dSquadra: %d/%dTipi di mappa casuali:Mappe di Conquest:0Partite multigiocatore/Battaglia rapida salvate:Abilita DirectInput:Numero ID del prodotto: SpettatoriBlocca alleanzeRigenera risorseBlocca impostazioni%s %s Tempo %sPAȴ $ :kConquest: Frontier Wars| L<\ ‰ ɅȲ. L $X ܴ|tDŽ  ` ܴ|tDŽ| t $. (t $@ 5X  t iȲ) ոƴ T ܴ  : %d/%d : %d/%d 4 : %d/%dd $ ȥ | $0DirectInput ȩ : Ȉ ID 8 : թ ٳ 1$  %s %s Time %sPA Widoczno[:Gra Conquest: Frontier Wars zostaBa uruchomiona po raz pierwszy. Prosz wybra jedn z poni|szych kart graficznych. UWAGA: Zmian opcji wy[wietlania, wBcznie z rozdzielczo[ci, mo|na dokona w menu Opcje.)PTryb renderingu programowego (Fotorealistyczny.. tnz. nie w czasie rzeczywistym) Ruda: %d/%d Gaz: %d/%d ZaBoga: %d/%dLosowe typy mapy:Mapy do gry Conquest:(Zapisane gry wieloosobowe/szybkie bitwy:WBcz DirectInput:Numer identyfikacyjny:WidzowieStaBe koalicjeRegeneracja surowcwStaBe ustawienia %s %s czas %s[#}OUL]V㖦^&ywteNT TvYNXRes[9fs^S@SWnjn=~R^  d1YgdkPA[Verbindungsprobleme]Schwierigkeit:ErzGasPersonal Verbndete DiplomatieNeuen Spieler hinzufgenSCHIFFE PLATTFORMEN TERRITORIUM RESSOURCENGESAMTGEBAUTVERLORENZERSTRT[Connection trouble] Difficulty:OreGasCrewAllied DiplomacyAdd New PlayerSHIPS PLATFORMS TERRITORY RESOURCESTOTALBUILTLOSTKILLSPA[Problema de Conexin] Dificultad:MineralGas TripulacinAliado DiplomaciaAadir Nuevo JugadorNAVES PLATAFORMAS TERRITORIORECURSOSTOTAL CONSTRUIDASPERDIDASMUERTESPA[Problme de Connexion] Difficult:MineraiGaz EquipagesAlli DiplomatieAjouter Nouveau Joueur VAISSEAUX PLATES-FORMES TERRITOIRE RESSOURCESTOTAL CONSTRUIT PERDU(E)S DETRUIT(E)S[Connection trouble] Difficolt:MineraleGasSquadraAlleati DiplomaziaAggiungi nuovo giocatoreNAVI PIATTAFORME TERRITORIORISORSETOTALE COSTRUITEPERDUTEMORTIPA[ȍ ]tij :4ٳxP tǴ 5Xh  իȴȑ 4PA[Problemy z poBczeniem]Poziom trudno[ci:RudaGazZaBogaKoalicja DyplomacjaDodanie nowego graczaSTATKI PLATFORMY TERYTORIUMSUROWCEACZNIE ZBUDOWANEUTRACONE ZNISZCZONEPATOSNknxvzNT&ywte󍍎ftc"}f| _URcc|q}...MOn %szz[u9e͎Wfy8T9GEKAPERTADMIRALEZERSTRT FORSCHUNGPERSONALERZGAS SPRUNGTOREPLANETENERFORSCHTE SYSTEME!Initialisierung Kommandosystem... Position: %s HyperraumEgelLegionrSiphonPA CONVERTEDADMIRALS DESTROYEDRESEARCHCREWOREGAS JUMP GATESPLANETSEXPLORED SYSTEMSPowering Command Systems... Location: %s HyperspaceLeech LegionnaireSiphon CONVERTIDAS ALMIRANTES DESTRUIDAS INVESTIGAR TRIPULACINMINERALGASPORTALES DE SALTOPLANETASSISTEMAS EXPLORADOS$Estableciendo sistemas de control... Posicin: %s Hiperespacio Sanguijuela LegionarioSifn CONVERTI(E)SAMIRAUXDETRUITS RECHERCHEMEMBRES D'EQUIPAGEMINERAIGAZPORTAILS DE SAUTPLANETESSYSTEMES EXPLORES*Activation des Systmes de Commandement...Localisation : %s Hyper-espaceSangsue LgionnaireSiphon CONVERTITE AMMIRAGLI DISTRUTTERICERCASQUADRAMINERALEGASPORTE DI LANCIOPIANETISISTEMI ESPLORATI%Attivazione dei sistemi di comando...Zona: %s Iperspazio Sanguisuga Legionario AspiratorePA9 4l4 tǸ1Ux 1ĬPowering Command Systems...X : %sXt|Ӥ˜tǤXȲtPAPRZEJTE ADMIRAAOWIE ZNISZCZONE TECHNOLOGIEZAAOGARUDAGAZWROTA MIDZYWYMIAROWEPLANETYZBADANE UKAADY Zasilanie systemw dowodzenia... Lokacja: %s NadprzestrzeDPijawka LegionistaSyfonPAcƖGfIPMOnNNJ%s %sU-NI{V3D9f/eMޞxe O o`:W[U^PAGaliotTerrain IP-Addresse:Chat%s %sEinfachMittel Schwierig 3D-Schiffe:Kommandopunkte: Team sagen: Untertitel:GaliotTerrain IP Address:Chat%s %sEasyMediumHard 3D Ships:Command Points: Team Say: Subtitles :PAGaleoteTerreno Direccin IP:Chat%s %sFcilNormalDifcil Naves 3D:Puntos de Mando:El Equipo dice: Subttulos:PAGaliotTerrain Adresse IP : Discussion%s %sFacileMoyen DifficileVaisseaux 3D :PC :Message quipe : Sous-titres :PAGaleotta Territorio Indirizzo IP:Chat%s %sFacileMedio DifficileNavi 3D:Punti Comando:Messaggio squadra: Sottotitoli:$IP Ȍ :T%s %s}Œ5h L| : % D :PAGaleotaTeren Adres IP:Rozmowa%s %sNiskiZredniWysoki Statki 3D:Punkty dowodzenia: Dru|yna mwi:Napisy :PAYRhFhW[2N IPX@SW} TCP/IPInternet xed_j^RW(Wubisoft.com2L} NJ2b0WtNeÞr}r}vrͅr}rhr+}r4lrBeginn Listbox StringsIPX (Lokales Netzwerk)TCP/IP (Internet)ModemSeriellOnline bei ubisoft.comTerranerMantisGelbRotWeiBlauGrnBraunViolettAquaBegin list box stringsIPX (Local Area Network)TCP/IP (Internet)ModemSerialPlay on-line at ubisoft.comTerranMantisYellowRedWhiteBlueGreenBrownPurpleAquaPA"Inicio de cadenas de caja de listaIPX (Red de rea Local)TCP/IP (Internet)MdemSerieJuega en lnea en ubisoft.comTerranMantisAmarilloRojoBlancoAzulVerdeMarrnVioletaAguaPABegin list box stringsIPX (Rseau Local)TCP/IP (Internet)ModemSrieJouer en ligne sur ubisoft.comTerrienMantisJauneRougeBlancBleuVertMarronVioletAzurPABegin list box stringsIPX (Rete locale)TCP/IP (Internet)ModemSerialeGioca online su ubisoft.comTerranMantisGialloRossoBiancoBluVerdeMarroneViolaAcquaPABegin list box stringsIPX (Local Area Network)TCP/IP (Internet)ModemSerial Join ubi.comLрҤxpyDDPASznurki do okien z listamiIPX (Sie lokalna)TCP/IP (Internet)ModemPoBczenie szeregoweGra na Internecie (ubisoft.com)Terranie Modliszki{BtyCzerwonyBiaBy NiebieskiZielonyBrzowy FioletowyJasnoniebieski1234 --gdkUMOgdks^S0݈M9ޞxdkUNrs_gemo`fekn=~banf_ܕNO-NPA1234 --Einheiten vernichten$Plattformen, Fabrikatoren vernichten&HIER erfahren Sie aktuelle Neuigkeiten HQs zerstrenLangsamNormalSchnellAnAusNiedrigMittel1234 -- Kill UnitsKill Plats, Fabs*Click HERE for the latest news and updates Destroy HQsSlowNormalFastOnOffLowMedium1234-Destruir UnidadesDestruir Plantaciones, Fbricas6Pulsa AQU para las ltimas noticias y actualizacionesDestruir Cuartel GeneralLentoNormalRpidoActivar DesactivarBajoMedio1234 --Destruction unitsDestr. Plates-Formes8Cliquez ICI pour les dernires nouvelles et mises jourDestruction des CCLenteNormaleRapideActiv DsactivFaiblesMoyennesPA1234 -- Elimina unit"Distruggi piattaforme, costruttori&Clicca QUI per aggiornamenti e notizie Distruggi QGLentoNormaleVeloceSNoBasseMedie1234 -- ۲ 4 ի/ȑ 4 Ф¸ H(t\HQ 4`t0D0L1234 --Zniszcz jednostkiZniszcz platf., fabr.$Najnowsze wiadomo[ci i uaktualnienia Zniszcz KGWolnaNormalnaSzybkaWBczWyBczMaBoZrednioؚ!qhQn_jYN#}\-N'Y\-NYz\nfP[_UܕHoch-VollZufall MultiplayerKleinMittelGroLeichtMittelSchwerKargNormalGeflltOFFEN GESCHLOSSENHighNoneFullRandom MultiplayerSmallMediumLargeLightMediumHeavyScarceNormal PlentifulOPENCLOSEDAltoNingunoLleno Aleatorio MultijugadorPequeoNormalGrandeLigeroNormalPesadoEscasoNormal AbundanteABIERTOCERRADOPAElevesAucuneComplte Alatoire MultijoueursPetiteMoyenneGrandeLgreMoyenneEleveRaresNormales AbondantesOUVERTFERMEAlteNessunoCompletoCasualeMultigiocatorePiccoleMedieGrandiFacileMedio DifficileScarsoNormale AbbondanteAPERTOCHIUSOPAιLLݴ8d@ tnjlЌqԀ00PAfnP}YN_U(uedžeg\jn2jZ1234567COMPUTERBEREITAKTIVCelereonVyriumMinimalStandard ErweitertGier1234567COMPUTERREADYACTIVECelareonVyriumMinimalStandardAdvancedGreed1234567 ORDENADORLISTOACTIVOCelareonVyriumMnimoEstndarAvanzadoAvaricia1234567PA ORDINATEURPRETACTIVEClaronVyriumMinimumStandardAvanceGreed1234567COMPUTERPRONTOATTIVOCelareonVyriumMinimaStandardAvanzataEstremo12345670D tǴ@|(tǬLιLGreed1234567PAKOMPUTERGOTOWYAKTYWNY CelareonowieVyrium Minimalny Standardowy ZaawansowanyChciwo[12345678O(u[ s[ T1z %s 0by_ %s NR %s TCP/IP@SW} 0010076100200101520]c"}PA8Benutzerdefiniert Spielername: %s Kampagne: %s Mission: %sTCP/IP (Lokales Netzwerk)0010076100200101520 erforscht8 User Defined Player Name: %s Campaign: %s Mission: %sTCP/IP (Local Area Network)0010076100200101520Explored8Definido por el usuario Nombre del jugador: %s Campaa: %s Misin: %sTCP/IP (Red de rea Local)0010076100200101520 Explorado8Utilisateur dfini Nom du joueur : %s Campagne: %s Mission : %sTCP/IP (Rseau local)0010076100200101520ExplorPA8Definizione utente Nome giocatore: %s Campagna: %s Missione: %sTCP/IP (Rete locale)0010076100200101520 Esplorato8 User Defined tǴ tDŽ : %s Θx : %s X : %sTCP/IP (Local Area Network)0010076100200101520ȴ L8Okre[lone przez gracza Imi gracza: %s Kampania: %s Misja: %sTCP/IP (Sie lokalna)0010076100200101520ZbadanyPAnfNRbRNR1YWe c N 0x 0|~~0hQS)`!ql*RdRh-Nvg_N Ts[0`SNuR N Tes[ b/ffWfvMRs[v T1z0tb__jfb__j[hQ_jNormalMission erfolgreichMission gescheitert5Klicken Sie auf die Schaltflche OK, um fortzufahren. Alle sichtbarSie knnen den letzten Spieler der Liste nicht lschen. Sie knnen einen neuen Spieler erstellen oder den Namen des aktuellen Spielers ndern. Zufallsring Zufallsstern Purer ZufallNormalMission SuccessfulMission FailedPress Ok to continue. All VisibleYou cannot delete the last player on the list. You can create a new player, or try changing the name of the current player instead. Random Ring Random Star Pure RandomPANormalMisin cumplidaMisin fallidaPulsa ACEPTAR para continuar. Todo visibleNo puedes borrar al ltimo jugador de la lista. En lugar de eso, puedes crear un nuevo jugador o cambiar el nombre del jugador actual.Anillo aleatorioEstrella aleatoriaAleatorio puroNormalMission accomplieEchec de la missionAppuyez sur OK pour continuer. Tous visiblesVous ne pouvez supprimer le dernier joueur de la liste. Vous pouvez crer un nouveau joueur ou tenter de changer le nom du joueur actuel.Anneau alatoireEtoile alatoireTout alatoireNormaleMissione compiutaMissione fallitaPremi OK per continuare.Tutto visibileImpossibile eliminare l'ultimo giocatore dell'elenco. Puoi creare un nuovo giocatore o provare a modificare il nome del giocatore attuale.Anello casualeStella casualeCasualit pura¬XhȲ(0XhȲ Ux D t$ȴ L8ȹɹ tǴŔ ɸ  ŵȲ. \ tǴ| Xp ֬ tǴ tDŽD ԯ $ d(90 ) d(90 ) d(90 <)PANormalnyMisja ukoDczona#Misja zakoDczyBa si niepowodzeniem%Prosz wcisn OK, aby przej[ dalej.Wszystko widoczne{Nie mo|na usun z listy ostatniego gracza. Zamiast tego mo|na stworzy nowego gracza lub zmieni imi aktualnie wybranego.Losowy pier[cieD Losowa gwiazdaWszystko losowePA P@SWS(uOrcReW[ o`0%s]}Q0.%s]}Q@\0 %s]}▋J2b0!qlf\P`]}N`vS(uf\PBf0z;Rdf\PJ2b_ eQ1YWe - l gjHh... _ eQbR... _2QX[bR... ck(W eQ_ eQjHh... `ReQ`v Tv0]}T`[0b0PA2Dieser Abschnitt ist fr scrollende Textmeldungen.%s hat aufgegeben.%s wurde eliminiert.%s hat das Spiel verlassen.Pause abgelehnt!@Sie haben ihre maximale Pausenzeit erreicht. Spielen Sie weiter!6Schnellladen fehlgeschlagen - keine Datei verfgbar...Schnellladen erfolgreich...Schnellspeichern erfolgreich..."Schnelllade-Datei wird geffnet... mchte sich mit Ihnen verbnden.hat Ihnen den Krieg erklrt.PA,This section is for scrolling text messages.%s has resigned. %s is out.%s has left the game. Pause denied!JYou have exceeded your allowed amount of pause time. Unpause the game now!'quickload failed - no file available...quickload successful...quicksave successful...loading quickload file...wants to join forces with you.has declared war on you.9Esta seccin se usa para desplazar los mensajes de texto.%s se ha rendido.%s est fuera.%s ha dejado el juego.Pausa rechazada!QHas sobrepasado tu cantidad permitida de tiempo de pausa. Sal de la pausa ahora!/Carga rpida fallida - archivo no disponible...$Carga rpida completada con xito...&Guardar rpido completado con xito...#Cargando archivo de carga rpida... quiere unir sus fuerzas contigo.te ha declarado la guerra.,This section is for scrolling text messages.%s a capitul.%s est limin.%s a quitt la partie.Pause refuse!]Vous avez dpass le temps de pause qui vous est imparti. Dsactivez la pause immdiatement !8chec du chargement rapide - aucun fichier disponible... russite du chargement rapide...sauvegarde rapide russie...*chargement du fichier chargement rapide...veut s'allier avec vous.vous a dclar la guerre.PA,This section is for scrolling text messages.%s si arreso. %s uscito.%s ha abbandonato la partita. Pausa negata!PHai oltrepassato il limite di tempo consentito per la pausa. Disattivala subito!7Caricamento rapido fallito - nessun file disponibile...Caricamento rapido riuscito...Salvataggio rapido riuscito...Caricamento rapido in corso...desidera allearsi con te.ti ha dichiarato guerra.PAt @ tǔ MѤ¸ T| \ Ȳ. %sزt (0XhȲ %sزt (0XhȲ %sزt DŽXhȲ|  Tt | | `  ŵȲQuick load ( - |D ,  ŵȲ Quick load Quick save‰زt Ō ٳX XLjյȲزt X ٳD 0յȲPA2Ten dziaB jest po[wicony komunikatom przewijanym. %s rezygnuje.%s wychodzi z gry.%s opuszcza gr.Nie mo|na wBczy pauzy!KPrzekroczyBe[ dozwolon dBugo[ trwania pauzy. Musisz teraz odpauzowa gr!?szybie wczytywanie nie powiodBo si - brak dostpnych plikw..."szybie wczytywanie powiodBo si...szybki zapis udany...szybkie wczytywanie..."chce zosta twoim sprzymierzeDcem.wypowiada ci wojn.PA]}` Tv0PAhat sich mit Ihnen verbndet.PAhas allied with you.se ha aliado contigo.PAs'est alli avec vous.si alleato con te.ز t ٳD ŵȲjest twoim sprzymierzeDcem.PAbQ0 N b NgH\ gv b\bvnjnf}`0`Ov{kg0RN0S{k'T nPS{k'T0 bPN[gk{k`O0 bPv0b%fO7_'Y0 bM/f`Ogfzfvxd0 `O]}l gX[(WPr[\͎TeueN lWus6b^vv6^ NFNf vLu-zN0beunjn6eƖ-e0gdkN-eN(W4XX0b-r-NS_*QR0Beginn MissionsbeschreibungenpEin neu entdecktes Wurmloch fhrt in einen unbekannten Teil des Universums. Was wird die Terraner dort erwarten?eEin geborgener Notsender verrt, dass Admiral Hawkes noch lebt. Finden Sie ihn, bevor es zu spt ist!XAdmiral Hawkes Aufenthaltsort ist jetzt bekannt, aber knnen Sie ihn rechtzeitig retten?Sind alle Mantis bse? Knnen wir mit ihnen Frieden schlieen? Wir knnen uns keinen galaktischen Krieg mit einer unbekannten Rasse erlauben.]Eine Fehde zwischen zwei Schwestern bringt den Terranern den dringend bentigten Verbndeten.Retten Sie die Rebellenanfhrer der Mantis vor der Hinrichtung und gewinnen Sie die Untersttzung von Ker Tak und ihren Rebellenstreitkrften.General Malkor und seine Mantis verfgen ber haben strategische Einrichtungen entlang der Grenzen des Oriongrtel. Zerstren Sie diese Anlagen, um ihn empfindlich zu stren.!Begin Mission Description stringsdA newly discovered wormhole opens the door to a new section of space. Is it safe on the other side?\A recovered beacon reveals Admiral Hawkes to be still alive. Find him before it's too late!FThe location of Admiral Hawkes is found, but can you save him in time?gAre all Mantis bad? Can we make peace with them? We can't afford a galactic war with an unknown race.@A feud between two sisters gives the Terrans a much-needed ally.bSave the rebel Mantis leaders from execution and gain the support of Ker Tak and her rebel forces.General Malkor and the enemy Mantis have strategic resource collection facilities all along the borders of Orion's Belt. Destroy the installations to gain the upper hand in this new Frontier War.'Inicio cadenas de descripcin de misin{Un agujero de gusano recientemente descubierto abre la puerta a una seccin nueva del espacio. Hay seguridad al otro lado?tUna baliza recuperada revela que el Almirante Hawkes sigue con vida. Encuntralo antes de que sea demasiado tarde!PHas localizado la posicin del Almirante Hawkes, pero podrs salvarle a tiempo?Todos los Mantis son malos? Podemos vivir en paz con ellos? No podemos permitirnos una guerra galctica contra una raza desconocida.ILa enemistad entre dos hermanas da a los Terrans un aliado muy necesario.kSalva a los lderes Mantis rebeldes de ser ejecutados y gana el apoyo de Ker'Tak y de sus fuerzas rebeldes.El General Malkor y los Mantis enemigos tienen instalaciones estratgicas de recogida de recursos a lo largo de los bordes del Cinturn de Orin. Destruye las instalaciones para disponer de ventaja en esta nueva Guerra Fronteriza.!Begin Mission Description stringsfUn vortex rcemment dcouvert ouvre la voie vers une nouvelle zone spatiale. L'autre ct est-il sr ?Une sonde qui vient d'tre rcupre rvle que l'Amiral Hawkes est encore en vie. Retrouvez-le avant qu'il ne soit trop tard !NVous savez o se trouve l'Amiral Hawkes, mais pourrez-vous le sauver temps ?Les Mantis sont-ils tous mauvais ? Pouvons-nous faire la paix avec eux ? Nous ne pouvons nous permettre une guerre interstellaire avec une race inconnue.[Un conflit entre deux soeurs permet aux terriens de bnficier d'un alli combien dsir._Sauvez les chefs rebelles Mantis et obtenez le soutien de Ker Tak et de ses troupes d'insurgs.Le Gnral Malkor et l'adversaire Mantis disposent de ressources stratgiques tout le long des frontires de la Ceinture d'Orion. Dtruisez ces installations.!Begin Mission Description stringspUn Buco infinito appena scoperto consente l'accesso a una nuova sezione di spazio. La parte opposta sar sicura?kUn radiofaro ripristinato rivela che l'Ammiraglio Hawkes ancora vivo. Trovalo prima che sia troppo tardi!bLa zona in cui si trova l'Ammiraglio Hawkes stata individuata, ma riuscirai a salvarlo in tempo?Tutti i Mantis sono malvagi? Riusciremo a firmare la pace? Non possiamo permetterci una guerra galattica con una razza sconosciuta.AUn litigio tra due sorelle procura ai Terran un prezioso alleato.jSalva i capi sovversivi Mantis dall'esecuzione e ottieni il supporto di Ker Tak e delle sue forze ribelli.Il Generale Malkor e il nemico Mantis possiedono centri strategici di raccolta lungo i confini della Cintura di Orione. Distruggi le installazioni per vincere questa nuova Guerra di frontiera.!Begin Mission Description strings09֤ ųt \ 1Ĭ 0  ) . ) 1Ĭ| pȬX|,\ 1Ĭ 9֤ ųt 4 8 0| >X. X | UxX|#9֤ ųt ǔ D . | l`  DL?% Ҥ” x? T| `  Ŕ |L?Ҥ pX ij, D >D|Ҥ pD lX D X|7й p@ $Ƭ( 1  ܭX D DX .  ҤX |xD (X|PAStringi opisw misjisNowoodkryty tunel midzywymiarowy otwiera drzwi do nowych terenw. Czy po drugiej stronie nie ma niebezpieczeDstwa?jInformacje z odzyskanej sondy wskazuj, |e admiraB Hawkes wci| |yje. Odszukaj go zanim bdzie zbyt pzno!SJu| wiadomo, gdzie przebywa admiraB Hawkes, ale czy uda ci si uratowa go na czas?Czy wszystkie Modliszki s zBe? Mo|e da si z nimi zawrze pokj? Nie mo|emy sobie pozwoli na to, |eby prowadzi galaktyczn wojn z nieznan ras.VDziki wa[ni pomidzy dwoma siostrami Terranie zyskali tak potrzebnego sprzymierzeDca.dUratuj przywdcw rebeliantw Modliszek przed egzekucj, by zdoby zaufanie Ker Tak i jej oddziaBw.Strategiczne platformy wydobywczo-przetwrcze generaBa Malkora i wrogich Modliszek znajduj si na granicy Pasa Oriona. Zniszcz te instalacje, aby uzyska przewag w tej nowej Wojnie o Pogranicze.!1uegяg PNRv1YWe \0WtNvSN1Yd0TSRshSN~b0RN0!ckvu`peQўm_{k!quBf ^OKQZ>rfw6^WNvevSVON05[(WNNa_ myb]}f}>r[TeueN0s(W `SVf6^W\xevpTKN>w_ev[W+0 WSN>m_0WtN=~Dя1\я[0Nwv/f0WtNvS_U,S[+Y/fS_ ^OKQZ>rfwQ!kIqSp[0FO/f WT^OKQZ>r YsSBfbT0WtU'6^WN\1uNP@bccv萊 WSNT^OKQZ>rfwpN0Wtv*gOnYRNd0>r[\͎ck(WkugN'Yp0~bQNp gܕvۆr}l gBfN0e_[[bNNPv}fkhV0%eueN]<҉=0bP_zlNP &NNP}_g4X+owq悄vX0b-r0Yq_GrfW[2N0Wtyr0bRNbR0WQeQN1Ydv WSN00WtNTe?e^}P}NTs^TSp &NNc͑vnj yb00WtvMOn])mof}ewS Nw/fNN#jvNPWte P0Wtvgdk eIfN0Wtv2y N*XNd00Wtyx[[c"}N Pge|vsvmBf aY0WrceQYfNvgQ0b-N0"0Wt͎bR0W(WX0b-r-NdWeNe &N(WwkS NYu NNIQivN0tEin Einsatz ist fehlgeschlagen und jetzt werden mehrere Admirle vermisst. Helfen Sie Admiral Benson, sie zu finden.Gerade als Sie dachten, es sei tdlich, in ein Schwarzes Loch zu fliegen, kehrt Captain Blackwell mit neuen Verbndeten zurck.Aus Angst ist die Wurmloch-Technologie an Malkor und seine Mantis verkauft worden. Jetzt mssen Sie versuchen, aus dem Heimatsystem der Celereonen zu entfliehen.vAdmiral Hawkes soll im nchstgelegenen terranischen HQ vor Gericht gestellt werden. Aber ist er wirklich ein Verrter?Smirnoff ist der Verrter und Blackwell beweist erneut seinen Mut. Aber knnen Hawkes und Blackwell rechtzeitig die Erde erreichen?vMit einem kleinen Verband an ihrer Seite sind Hawkes und Blackwell das letzte Bollwerk gegen die Vernichtung der Erde.sGeneral Malkor plant etwas Besonderes, und das kann nichts Gutes fr Terra bedeuten. Finden Sie heraus, was es ist.KDie Zeit wird knapp. Die Mantis haben ihre Superwaffe fast fertig gestellt.Die feindlichen Mantis stehen mit dem Chitinpanzer zur Wand. Wir mssen Sie vernichtend besiegen, damit dieser schreckliche Grenzkrieg beendet wird.Beginn Filmbeschreibungstexte9Terranische Marines retten den vermissten Admiral Hawkes.wDie Regierungen der Terraner und Celereonen schlieen Frieden und tauschen wichtige Informationen und Technologien aus.TDie Koordinaten der Erde sind den Mantis bergeben worden. Aber wer steckt dahinter?VDie Mantis sind zu stark fr die Verteidigungskrfte der Erde. Die Erde wird zerstrt.uDie Terraner erkunden ein neu entdecktes Wurmloch - nur um mitten in einem Brgerkrieg einer anderen Rasse zu landen.}Die terranischen Streitkrfte sichern sich ihren Platz in der Geschichte, indem sie den Grenzkrieg gegen die Mantis gewinnen.oA recent mission has gone bad, leaving the Terran fleet with missing admirals. Help Admiral Benson locate them.tJust when you thought it was fatal to jump into a black hole, Captain Blackwell returns with new allies of his own. Out of fear, the wormhole technology has been sold to Malkor and the enemy Mantis. Now you are left with trying to escape the Celareon homeworld with a small ragtag force. \Admiral Hawkes is sent to the nearest Terran HQ for trial. Is he really the Terran traitor?mSmirnoff is the traitor, and Blackwell saves the day again. But can Hawkes and Blackwell reach Earth in time?|With only a small group at their disposal, Admiral Hawkes and Captain Blackwell make one last stand for the future of Earth.IGeneral Malkor is planning something big. Find out what that something isJTime is running out. The Mantis have almost completed their Super Weapon.yThe enemy Mantis have their husks against the wall. We must finish them off and end these long and arduous Frontier Wars.Begin Movie Description stringsRTerran Marines make a valiant and successful rescue of the missing Admiral Hawkes.YTerran and Celareon governments make peace and exchange vital information and technology.JThe location of Earth has been given over to the Mantis, but at what cost?MThe Mantis prove too much for Earth's defenses, as all of Earth is destroyed.oTerran scientists explore a newly discovered wormhole, only to be thrown into the middle of an alien civil war.oTerran military forces make their place in history by successfully winning the Frontier War against the Mantis.PAUna misin reciente ha fracasado y varios Almirantes de la flota Terran se han perdido. Ayuda al Almirante Benson a localizarlos.tJusto cuando pensabas que era mortal saltar a un agujero de gusano, el Capitn Blackwell vuelve con nuevos aliados. Por temor, la tecnologa del agujero de gusano se vendi a Malkor y a los Mantis enemigos. Ahora tendrs que intentar escapar del agujero de gusano Celareon con una fuerza pequea y maltrecha. wEl Almirante Hawkes es enviado al Cuartel General Terran ms cercano para ser juzgado. Es realmente el traidor Terran?Smirnoff es el traidor y Blackwell vuelve a poner las cosas en su sitio. Pero podrn Hawkes y Blackwell llegar a tiempo a la Tierra?Con slo un pequeo grupo, el Almirante Hawkes y el Capitn Blackwell hacen un ltimo intento por salvar el futuro de la Tierra.REl General Malkor est planeando algo grande. Descubre cules son sus intenciones.AEl tiempo se agota. Los Mantis casi han completado su Sper Arma.El enemigo Mantis tiene sus caparazones contra la pared. Tenemos que terminar con ellos y con estas largas y arduas Guerras Fronterizas.-Inicio de cadenas de descripcin de pelculas>Los Marinos Terran rescatan valientemente al Almirante Hawkes.]Los gobernantes Terran y Celareon hacen la paz e intercambian informacin y tecnologa vital.@Los Mantis conocen la posicin de la Tierra, pero a qu precio?eLos Mantis son demasiado fuertes para las defensas de la Tierra, puesto que toda ella est destruida.yLos cientficos Terran exploran un agujero de gusano recin descubierto y acaban en mitad de una guerra civil aliengena.qLas fuerzas militares Terran entran a formar parte de la historia ganando la Guerra Fronteriza contra los Mantis.Une mission rcente a mal tourn, laissant la flotte terrienne prive de certains amiraux qui ont disparu. Aidez l'Amiral Benson les retrouver.Juste au moment o vous pensiez qu'il tait fatal de sauter dans un trou noir, le Capitaine Blackwell revient avec de nouveaux allis. La technologie du Vortex a t vendue Malkor et aux ennemis Mantis. Il vous faut dsormais tenter de fuir le monde natal des Clarons avec une petite flotte htroclite. |L'Amiral Hawkes est envoy dans le plus proche Centre de commandement Terrien pour y tre jug. Est-il vraiment un tratre ?Smirnoff est le tratre et Blackwell a encore sauv la situation. Mais Hawkes et Blackwell pourront-ils atteindre la Terre temps ?rAvec un seul petit groupe de combat, l'Amiral Hawkes et le Capitaine Blackwell sont le dernier espoir de la Terre.LLe Gnral Malkor prpare une norme opration. Dcouvrez de quoi il s'agit.DLe temps manque. Les Mantis ont presque achev leur Arme Infernale.{Les Mantis ennemis sont acculs. Nous devons les achever et mettre un terme ces longues et pnibles Guerres de Frontire.Begin Movie Description stringsXLes Marines terriens ont russi le sauvetage de l'Amiral Hawkes jusqu'ici port disparu.yLes gouvernements terrien et claron ont sign un accord de paix et d'changes d'informations ainsi que de technologies.BLa position de la Terre a t donne aux Mantis mais quel prix ?`Les Mantis s'avrent trop puissants pour les dfenses terrestres; toute la plante est dtruite.Les scientifiques terriens explorent un vortex rcemment dcouvert et tombent en plein milieu d'une guerre civile extraterrestre.xLes troupes terriennes ont marqu l'Histoire de leur empreinte en remportant les Guerres de Frontire contre les Mantis.PA|Una missione recente andata male, lasciando la flotta Terran priva di Ammiragli. Aiuta l'Ammiraglio Benson a individuarli.~Proprio quando pensavi che inoltrarsi in un Buco nero fosse fatale, il Capitano Blackwell torna con alcuni suoi nuovi alleati.Disgraziatamente, la tecnologia dei Buchi infiniti stata venduta a Malkor e al nemico Mantis. Ora non ti rimane che provare a fuggire dal pianeta natale Celareon con uno scarno manipolo di canaglie.pL'Ammiraglio Hawkes viene rinviato a giudizio presso il QG Terran pi vicino. davvero lui il traditore Terran?Smirnoff il traditore e Blackwell riesce a farcela ancora una volta. Ma riusciranno Hawkes e Blackwell a raggiungere la Terra in tempo?Con solo un piccolo gruppo a disposizione, l'Ammiraglio Hawkes e il Capitano Blackwell si preparano ancora una volta alla difesa per il futuro della Terra.LIl Generale Malkor ha in mente qualcosa di grosso. Scopri di cosa si tratta.NIl tempo si sta esaurendo. I Mantis hanno quasi completato la loro Super Arma.I nemici Mantis sono ridotti ormai allo stremo. Dobbiamo finirli una volta per tutte e chiudere queste lunghe e difficili Guerre di Frontiera.Begin Movie Description stringsfI valorosi Marine Terran portano a termine con successo il salvataggio del disperso Ammiraglio Hawkes.\I governi Terran e Celareon firmano la pace e si scambiano tecnologie e informazioni vitali.CLa zona della Terra stata assegnata ai Mantis, ma a quale prezzo?VI Mantis si dimostrano troppo forti per le difese della Terra: il pianeta distrutto.Gli scienziati Terran esplorano un Buco infinito appena scoperto, ma solo per ritrovarsi al centro di una guerra civile aliena.vLe forze militari Terran passeranno alla storia per aver concluso vittoriosamente la Guerra di Frontiera con i Mantis.PAG$Ƭ( 1 ǔ  ҤX |xD (X0 t X ųX t J. 4 ųD ij@ D >D|? ȅX 0 D L,  ǔ \ )D tL Xֈ. )m @|( ٳD |;@|(X 1 ij \ 0| ޹ . @|(X ݹD |ǀX \l DD >D|/9֤ ųt p 0 t Lр 0\ 8֡t. 0x?Atx 0䲔 t L. X̹ i@ Ȉ X. 0 9֤@ t Dp iXt| \.t БĬ\  D X0 t Dt. Ť|t Ǵij l| |!'й pt 4| . Ť ĬD ǔ LDŴ|/ Ҥ” t X \ 40| pX D1 . `x  D X|t  Ҥ ijݹ @ ij ٳ  D ‘      PAOstatnia misja nie potoczyBa si najlepiej. TerraDska flota zostaBa pozbawiona wielu admiraBw. Pom| admiraBowi Bensonowi odszuka zaginionych dowdcw.Kiedy ju| wydawaBo si, |e spotkanie z czarn dziur zakoDczyB si dla niego tragicznie, kapitan Blackwell powrciB z nowo poznanymi sprzymierzeDcami. Technologia tworzenia tunelw midzywymiarowych znalazBa si w rkach Malkora i wrogich Modliszek. Teraz musisz ucieka ze [wiata Celereonw z maB flot statkw. AdmiraB Hawkes zostaB wysBany do najbli|szej Kwatery GBwnej Terran, gdzie czeka go sd wojenny. Czy to na pewno on jest zdrajc?Smirnoff to zdrajca, a Blackwell znowu ratuje wszystkich z opresji. Ale czy Hawkes'owi i Blackwellowi uda si dotrze do Ziemi na czas?Majc do dyspozycji jedynie maB grup jednostek, admiraB Hawkes i kapitan Blackwell staj do ostatecznej walki, w ktrej stawk jest przyszBo[ Ziemi.GGeneraB Malkor planuje co[ powa|nego. Dowiedz si, co si za tym kryje.=Czas ucieka. Modliszki prawie ukoDczyBy ju| swoj Super-broD.sWrogie Modliszki s przyparte do muru. Musimy je zniszczy i zakoDczy te dBugie i wyczerpujce Wojny o pogranicze.1Pocztek odno[nikw z opisami sekwencji filmowychDTerraDskim marines udaBo si uratowa zaginionego admiraBa Hawkes'a.kRzdy Terran i Celereonw zawieraj pokj oraz dokonuj wymiary niezwykle wa|nych informacji i technologii.?Modliszki znaj ju| poBo|enie Ziemi, ale jaka bdzie tego cena?[Ziemska obrona nie wytrzymaBa atakw Modliszek, w wyniku czego wszystko zostaBo zniszczone.TerraDscy naukowcy przeprowadzili testy nowoodkrytego tunelu midzywymiarowego, w wyniku czego znalezli si w samym [rodku wojny domowej pomidzy obcymi.yTerraDskie siBy zbrojne, wygrywajc Wojn o Pogranicze z Modliszkami, zapisaBy si zBotymi zgBoskami na kartach historii.PAYNRjLW[2N NR1: *gwvW NR2: d \ WNR3: 0bO NR4: /fue/fS NR5: X0b-rNR6: vS NR7: ܈f}} NR8:  NR9: ]N}T*` NR10: ̀S NR11: S_ NR12: X[Nܕ- NR13: 0WtO[0b NR14: }fkhV NR15: hQb;edPABeginn Missionsnamen#Mission 1: Unbekanntes Territorium!Mission 2: Die Suche nach HawkesMission 3: KriegsgefangenerMission 4: Freund oder Feind?Mission 5: GrenzkriegeMission 6: VerbndeteMission 7: VersorgungslinienMission 8: Verlorenes SchafMission 9: Neun LebenMission 10: VerratMission 11: Der Verrter"Mission 12: Der Strkste berlebtMission 13: Der PlanMission 14: SuperwaffeMission 15: Groe OffensiveBegin Mission title stringsMission 1: Uncharted Territory!Mission 2: The Search for HawkesMission 3: Prisoner of WarMission 4: Friend or Foe?Mission 5: Frontier WarsMission 6: AlliesMission 7: Supply LinesMission 8: Lost SheepMission 9: Nine LivesMission 10: BetrayalMission 11: The Traitor%Mission 12: Survival of the Fittest Mission 13: Remember the Alamo!Mission 14: Super WeaponMission 15: Major Offensive%Inicio de cadenas de ttulo de Misin!Misin 1: Territorio Desconocido Misin 2: La Bsqueda de HawkesMisin 3: Prisionero de GuerraMisin 4: Amigo o Enemigo?Misin 5: Guerras Fronterizas Misin 6: Los Aliados$Misin 7: Las Lneas de SuministrosMisin 8: Oveja PerdidaMisin 9: Nueve VidasMisin 10: TraicinMisin 11: El traidor"Misin 12: Sobreviven los MejoresMisin 13: Recuerda el lamo!Misin 14: Sper ArmaMisin 15: Ofensiva MayorPABegin Mission title stringsMission 1 : Territoire Inconnu%Mission 2 : A la recherche de Hawkes!Mission 3 : Prisonnier de guerreMission 4 : Ami ou ennemi ?%Mission 5 : Les Guerres de FrontireMission 6 : Allis)Mission 7 : Les lignes de RavitaillementMission 8 : La brebis gareMission 9 : Neuf viesMission 10 : TrahisonMission 11 : Le Tratre$Mission 12 : La survie du plus fort%Mission 13 : Souvenez-vous d'Alamo !Mission 14 : L'Arme infernale!Mission 15 : La Grande offensiveBegin Mission title strings#Missione 1: Territorio inesplorato#Missione 2: Alla ricerca di Hawkes"Missione 3: Prigioniero di guerraMissione 4: Amico o nemico? Missione 5: Guerre di frontieraMissione 6: AlleatiMissione 7: RifornitureMissione 8: Pecorella smarritaMissione 9: Nove viteMissione 10: TradimentoMissione 11: Il traditore)Missione 12: Sopravvivenza del pi forteMissione 13: Ricordando AlamoMissione 14: Super arma Missione 15: Offensiva decisivaPA X t ¸ ‘ X 1 : X X 2 : 9֤ ųD >D X 3 : \X 4 : x Dpx? X 5 : `Ҵ X 6 : ٳ X 7 : |xX 8 : | ų X 9 : \ ) X 10 : 0X 11 : 0ǔ p?X 12 : ]...X 13 : l \ͅ ) X 14 : | X 15 : $Pocztek odno[nikw z tytuBami misjiMisja 1: Nieznane Terytorium!Misja 2: W poszukiwaniu Hawkes'aMisja 3: JeniecMisja 4: Przyjaciel czy Wrg?Misja 5: Wojny o PograniczeMisja 6: SprzymierzeDcyMisja 7: Linie ZaopatrzeniaMisja 8: Zagubiona OwcaMisja 9: Dziewi {yMisja 10: ZdradaMisja 11: Zdrajca!Misja 12: Prze|yje najsilniejszyMisja 13: Pamitajcie o Alamo!Misja 14: Super-broDMisja 15: OfensywaPA NR 16: g_PxeYq_GrjLW[2NJ2b-Ng 1 "qQe WSN" J2b-Ng 2 "Ncyb"J2b-Ng 3 "JS NvS_" J2bP}@\ 1 "0Wt+ge"^U^ J2bP}@\ 2 "R)R" _2QX[ - NR _2QX[ - zsS\O0bPAMission 16: Letzter CountdownBeginn Filmtitel!Spiel 1 "Admiral Hawkes' Rettung"$Spiel 2 "Austausch von Technologien" Spiel 3 "Verrter aus der Mitte" Spielende 1 "Untergang der Erde" EinleitungSpielende 2 "Sieg"Schnellspeichern - MissionSchnellspeichern - SchlachtMission 16: Final CountdownBegin Movie Title Strings"Mid Game 1 "Admiral Hawkes Rescue"#Mid Game 2 "Exchange of Technology"!Mid Game 3 "Traitor in the Midst"!End Game 1 "Destruction of Earth" IntroductionEnd Game 2 "Victory"Quick Save - missionQuick Save - quick battlePA&Misin 16: El final de la Cuenta Atrs'Inicio de cadenas de ttulo de pelcula/Juego Medio 1 "El rescate del Almirante Hawkes")Juego Medio 2 "Intercambio de Tecnologa")Juego Medio 3 "Un Traidor entre Nosotros"+Juego Final 1 "La Destruccin de la Tierra" IntroduccinJuego Final 2 "Victoria"Guardar rpido - MisinGuardar rpido - Batalla RpidaPA'Mission 16 : Le compte rebours finalBegin Movie Title Strings-Intermde 1 "Le sauvetage de l'Amiral Hawkes"% Intermde 2 "Echange de Technologie"$ Intermde 3 "Un tratre parmi nous"$Final 1 "La destruction de la Terre" IntroductionFinal 2 "Victoire"Sauvegarde rapide - mission#Sauvegarde rapide - Bataille rapide!Missione 16: Conto alla rovesciaBegin Movie Title Strings1Intermezzo 1 "Salvataggio dell'Ammiraglio Hawkes"$Intermezzo 2 "Scambio di tecnologia""Intermezzo 3 "Traditore al centro"'Conclusione 1 "Distruzione della Terra" IntroduzioneConclusione 2 "Vittoria"Salvataggio rapido - missione%Salvataggio rapido - battaglia rapidaX 16 : ȹɹ tδƸ 䲴ٳ t ¸ ‘ 9֤ ųX l0 PXX 0lX 4$ݲ¬Quick save - ΘxQuick save - 5 0PA Misja 16: Ostateczne Odliczanie$Pocztek tytuBw sekwencji filmowych2W trakcie gry 1 "Na ratunek admiraBowi Hawkes'owi"%W trakcie gry 2 "Wymiana technologii")W trakcie gry 3 "Zdrajca jest po[rd nas" Koniec gry 1 "Zniszczenie Ziemi"WstpKoniec gry 2 "Zwycistwo"Szybki zapis - misjaSzybki zapis - szybka bitwaPAYjd|W[2Ns[Wb_rBeginn Tab-TexteSpielerGrafikSoundBegin Tab stringsPlayer GraphicsSoundsInicio de cadenas de fichasJugadorGrficosSonidosPABegin Tab stringsJoueur VidosAudiosBegin Tab strings Giocatore GraficaSuonoPA ¸ ‘ tǴ =ܴPAPocztek tekstw zakBadekGracz GrafikaDzwik=~9fs^S@SWnjnGesamtSchiffe Plattformen Territorium RessourcenPATotalsShips Platforms Territory ResourcesTotalesNaves Plataformas TerritorioRecursosPAGnral Vaisseaux Plates-formes Territoires RessourcesTotaliNavi Piattaforme TerritorioRisorseȴh  իPAAcznieStatki Platformy TerytoriumSurowcePA N/f]wQRvjLW[2N0D}^ UMO]wQc:y*g_U(u<DUMMY TEXT> xvz]wQc:y*g_U(u<DUMMY TEXT> @SW]wQc:y*g_U(u(P[f ۘNb/f\PYu(Wdkf-Nv9fg1YSwv0dkf υ gScvtenjn0Y^ w[G \Wv_2xG SNe6^ؚ\2xby*zzkfv0b_j0^8^iT \NW݈2uUMO0 BlUMOW 9^0 ;NfkhV\W\2xTX0 yrkfkhVؚ\2x0 ݈2uW0^ ۘH_]f -NW2xG SN|v\z2uۘH_ SNJ|v48gۘH_0ۘH_#S1-2 ScOfYۘH_b_R[SN=]iQS(WH_S[W[xvz 0^8^iT(uO \N͑W݈2uUMO0 BlUMOW 9^0H_S[W[0 ;NfkhVۘH_0yrkRb_0 ݈2uW0:^ \2xTX onm(W[[-N0 SN|v\\2xv2y2xTXs^S0gR;edueeUMO0 BlUMO=~0 ݈2uW03In diesem Abschnitt stehen die Rollover-Hinweise...;<DUMMY TEXT> Tooltip fr Einheiten noch nicht implementiert;<DUMMY TEXT> Tooltip fr Forschung noch nicht implementiert8<DUMMY TEXT> Tooltip fr Felder noch nicht implementiertIONEN-NEBEL Schiffe, die durch diesen Nebel fliegen, oder dort stationiert sind, verlieren ihre Schilde. Es lassen sich hier jedoch Gasressourcen sammeln.'KORVETTE bauen Kleines, schnelles Kampfschiff, dass eine Schnellfeuer-Kanone besitzt, mit der es die Jger von Trgern bekmpfen kann. Gut gegen leichtbewaffnete Einheiten. Voraussetzungen: Leichte Werft. Hauptwaffe: Kleines Lasergeschtz. Spezialwaffe: Schnellfeuer-Kanone. Panzerung: Leicht.RAKETEN-KREUZER bauen Mittleres Kampfschiff, das mit seinen Raketen Panzerungen durchschlagen kann, 4 bis 8 in einer Salve. Raketen-Ausbau (1-2) ermglicht grere Raketensalven; kann Tarnung nutzen (muss beides im Ballistiklabor erforscht werden). Gut gegen schwerbewaffnete Einheiten. Voraussetzungen: Leichte Werft, Ballistiklabor. Hauptwaffe: Raketen. Spezialausrstung: Tarnung. Panzerung: Leicht.LASER-SATELLIT bauen Interplanetare Raumstation. Defensive Geschtzplattform, die mit Lasern schiet. Greift feindliche Einheiten automatisch an. Voraussetzungen: Hauptquartier. Panzerung: Leicht.PA%This section is for rollover hints...-<DUMMY TEXT> Unit tooltip not implemented yet,<DUMMY TEXT> Reseach tooltip not implemented2<DUMMY TEXT> Field tooltip that is not implementedION NEBULA Ships flying through or stationed in this nebula lose their shields. The nuggets are harvestable for gas resources. Construct CORVETTE Small, quick gunboat that carries a flak cannon to fend off carrier fighters. Good versus light-armored units. Unit Dependency: Light Shipyard. Main Weapon: Small laser turret. Unique Weapon: Flak cannon. Armor: Light.eConstruct MISSILE CRUISER Medium gunboat that fires armor-piercing missiles, 4 to 8 in one salvo. Missile Pack (1-2) provides more missiles; Cloaking allows it to cloak itself (both researched at Ballistics Lab). Good vs. heavy-armored units. Unit Dependency: Light Shipyard, Ballistics Lab. Main Weapon: Missiles. Special Ability: Cloaking. Armor: Light.Construct LASER TURRET Floats in space. Defensive gun platform that fires laser bolts. Automatically attacks enemy units. Unit Dependency: Headquarters. Armor: Light.PA"Esta seccin es para las pistas...4<DUMMY TEXT> Seal de unidad no implementada todava3<DUMMY TEXT> Seal de Investigacin no implementada4<DUMMY TEXT> Seal de Campo que no est implementadaNEBULOSA ION Las naves estacionadas o volando a travs de esta nebulosa pierden sus blindajes. Se pueden recoger pepitas para obtener recursos de gas. 1Construir CORBETA Caonero pequeo y rpido equipado con un can antiareo para defenderse de los cazas de los cargueros. Efectivo contra unidades ligeramente blindadas. Dependencia de la Unidad: Astillero Ligero. Arma principal: Torreta pequea de lser. Arma nica: Can Antiareo. Blindaje: Ligero.Construir CRUCERO DE MISILES Caonero medio que dispara misiles penetradores de blindaje, de 4 a 8 por salva. El Paquete de Misiles (1-2) provee ms misiles; el Camuflaje le permite ocultarse (investigados ambos en el Laboratorio de Balstica). Efectivo contra unidades fuertemente blindadas. Dependencia de la Unidad: Astillero Ligero, Laboratorio de Balstica. Arma principal: Misiles. Habilidad especial: Camuflaje. Blindaje: Ligero.Construir TORRETA DE LSER Flota en el espacio. Plataforma de armas defensivas que dispara rayos lser. Ataca automticamente a las unidades enemigas. Dependencia de la Unidad: Cuartel General. Blindaje: Ligero.PA%This section is for rollover hints...-<DUMMY TEXT> Unit tooltip not implemented yet,<DUMMY TEXT> Reseach tooltip not implemented2<DUMMY TEXT> Field tooltip that is not implementedNEBULEUSE IONIQUE Les vaisseaux cantonns dans cette nbuleuse ou la traversant perdent leurs boucliers. On peut extraire du Gaz des toiles. Construire CORVETTE Petit vaisseau de combat rapide quip d'un canon pour repousser les chasseurs. Excellent contre les units faiblement blindes. Requis : Chantier naval. Arme principale : petite tourelle laser. Arme unique : Canon dfensif. Blindage : Lger.Construire CROISEUR LANCE-MISSILES Vaisseau de combat moyen qui tire de 4 8 missiles perce-blindage par salve. Les Pack Missiles(1-2) permettent de disposer de plus de missiles; Camouflage lui permet de se camoufler (ces deux recherches sont effectues par le Labo Balistique). Excellent vs. les units lourdement blindes. Requis pour unit : Chantier naval, Labo Balistique. Arme principale : Missiles. Capacit spciale : Camouflage. Blindage : Lger.Construire TOURELLE LASER Flotte dans l'espace. Plate-forme de combat dfensive qui met des rayons laser. Attaque automatiquement les units ennemies. Requis pour unit : Centre de Commandement. Blindage : Lger.%This section is for rollover hints...-<DUMMY TEXT> Unit tooltip not implemented yet,<DUMMY TEXT> Reseach tooltip not implemented2<DUMMY TEXT> Field tooltip that is not implementedNEBULOSA IONICA Le navi che attraversano o sostano presso questa nebulosa perdono le loro barriere. Si possono raccogliere le pepite per incrementare le risorse gassose.#Costruisci CORVETTA Piccola, veloce cannoniera che trasporta un cannone antiaereo in grado di respingere i mezzi combattenti. Efficace contro unit leggere. Dipendenza unit: Cantiere navale leggero. Arma principale: Piccola torretta laser. Arma unica: Cannone antiaereo. Corazza: leggera.Costruisci INCROCIATORE MISSILISTICO Cannoniera media che spara missili perforanti, da 4 a 8 in una volta. La Batteria missilistica (1-2) fornisce altri missili; l'Occultamento permette di nascondersi (entrambi ricercati presso il Laboratorio di Balistica). Efficace contro unit pesanti. Dipendenza unit: Cantiere navale leggero, Laboratorio di Balistica. Arma principale: Missili. Abilit speciale: Occultamento. Corazza: leggera.Costruisci TORRETTA LASER Vola nello spazio. Piattaforma bellica difensiva che spara utilizzando raggi laser. Attacca automaticamente le unit nemiche. Dipendenza unit: Quartier Generale. Corazza: leggera.PA%This section is for rollover hints...-<DUMMY TEXT> Unit tooltip not implemented yet,<DUMMY TEXT> Reseach tooltip not implemented2<DUMMY TEXT> Field tooltip that is not implemented2t( 1 t 1 H D )%t . 1 iŬ <\ ]\ϳ LрX 0 ,h. t @ tǘ D, ۲D XՔp \  ի : |tǸ }|ܴ 40 :  t |  : LǼ| l \Ո 2~4X |D XՔ  ,h. | )D tܴ  XՔ | | ¬ 

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Technologia "Pociski grupowe" (1-2) zwiksza liczb wystrzeliwanych pocikw; Kamufla| pozwala sta si niewykrywalnym dla przeciwnika (obie technologie dostpne w Laboratorium Balistycznym). Dobry do zwalczania jednostek silnie opancerzonych. Wymagania: Stocznia, Laboratorium Balistyczne. Uzbrojenie gBwne: Pociski. Umiejtno[ specjalna: Kamufla|. Pancerz: Cienki.Budowa DZIAAA LASEROWEGO LSAT Jednostka stacjonarna. Unosi si w przestrzeni kosmicznej. Platforma obronna strzelajca pociskami laserowymi. Automatycznie atakuje jednostki nieprzyjaciela. Wymagania: Kwatera GBwna. 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BlUMOwm͎[!h0PAERNTER bauen Sammelt Erz von Asteroiden und Trmmerfeldern, sowie Gas aus Nebeln. Fassungsvermgen kann durch Erforschung der Ausbauten Erweiterungen 1- 2 in der Raffinerie erhht werden. Voraussetzungen: Raffinerie. Panzerung: Keine.ZTRUPPEN-TRANSPORTER bauen Transportiert Truppen zur Kaperung von Konstruktionsschiffen, Erntern und Plattformen (keine Kampfschiffe). Erforschung der Erweiterungen 1 - 3 im Marines-Ausbildungszentrum um schwerer bewaffnete Einheiten einzunehmen. Voraussetzungen: Leichte Werft, Marines-Ausbildungszentrum. Hauptwaffe: Truppen. Panzerung: Keine.]RAFFINERIE bauen Bentigt zwei Baufelder. Sammelt Erz/Gas. Baut Sammler; erforscht Versorgung (Erweiterungen 1 - 4), Ernter (Erw. 1 - 2), Nachschub (Erw. 1 - 2), Erz (Erw. 1 - 2), Gas (Erw. 1 - 2). Voraussetzungen: Hauptquartier. Bentigt fr: Leichte Werft, Versorgungsplattform, Sprungtor. Fassungsvermgen: 1000 Erz; 500 Gas. Panzerung: Mittel.LEICHTE WERFT bauen Bentigt 3 Baufelder. Baut Korvetten, Raketen-Kreuzer, Truppen-Transporter, Infiltratoren. Voraussetzungen: Raffinerie. Bentigt fr: Ballistiklabor. Panzerung: Mittel.PLASMANEBEL Eine Wolke, die normalen Staub und normales Gas, aber auch groe feste Plasmapartikel enthlt. Vorteil: Verstrkt die Schilde aller Einheiten, die sich darin aufhalten.KLEINES ASTEROIDENFELD Ein Feld aus kleinen, metallischen Asteroiden und Mondstaub. Enthlt groe Brocken Erz, die abgebaut werden knnen. Einheiten werden beim Durchfliegen eines solchen Feldes langsamer.FLOTTENTRGER bauen Groes Schiff, dass zwei Staffeln Jger (6 Jger pro Staffel) mitfhrt. Geeignet fr Angriffe aus groer Entfernung. Gefhrdet durch Angriffe aus der Nhe. Voraussetzungen: Schwere Werft, Hangar. Hauptwaffe: Jgerstaffel. Spezialwaffe: Sonde. Panzerung: Leicht.SCHLACHTSCHIFF bauen Groes Schiff, das zwei doppellufige Laser-Geschtze besitzt. Voraussetzungen: Schwere Werft. Hauptwaffe: 2 doppellufige schwere Lasergeschtze. Spezialwaffe: Sturmladung. Panzerung: Schwer.RAUMSTATION bauen Treibt im Raum. Verteidigungsplattform, die eine Jgerstaffel starten lassen kann. Greift feindliche Einheiten automatisch an. Voraussetzungen: Hangar. Panzerung: Leicht.(DREADNOUGHT bauen Groes Schiff, dass mit seinen 3 Laserkanonen schwere Schden anrichtet. Mchtigstes Schiff der terranischen Streitkrfte. Voraussetzungen: Schwere Werft, Antriebslabor, EWS-Forschungslabor. Hauptwaffe: 3 schwere Lasergeschtze. Spezialwaffe: Aegis-Schild. Panzerung: Schwer.|INFILTRATOR bauen Kleines, sehr schnelles Schiff mit groem Sensorradius. Kann Systeme weitrumig aufklren, um Einheiten ausfindig zu machen. Kann Tarnung nutzen (muss im Ballistiklabor erforscht werden). Hervorragend zur Aufklrung in unerforschten Gebieten. Voraussetzungen: Leichte Werft, LS-Sensorturm. Hauptwaffe: Keine. Spezialausrstung: Tarnung, Ping. Panzerung: Keine.LANCER-KREUZER bauen Mittleres Schiff mit Bogenkanone und Mehrfachzielsystem. Schiet mit ionisierten Energiepartikeln. Voraussetzungen: Schwere Werft, Antriebslabor, Verzerrerlabor, Akademie. Hauptwaffe: Bogenkanone (3 max.). Spezialwaffe: Vampirbogen. Panzerung: Mittel.VERSORGUNGSSCHIFF bauen Versorgt Schiffe innerhalb eines begrenzten Radius. Voraussetzungen: Hauptquartier, Versorgungsplattform. Panzerung: Keine.FABRIKATOR bauen Das einzige terranische Schiff, das Plattformen bauen, reparieren und demontieren kann. Die Demontage bringt 50% der ursprnglichen Gesamtkosten der Plattform. Voraussetzungen: Hauptquartier. Panzerung: Keine.ERWEITERTER FABRIKATOR Bauschiff, das alle fortgeschrittenen Einrichtungen bauen kann. Vorteile: Baut fortgeschrittene Einrichtungen und kann alle anderen Einheiten reparieren und demontieren. Nachteile: Keine Waffen zur Verteidigung.FLOTTENADMIRAL Offizier, der die Flotte befehligt, der Sie ihn zuweisen. Admirale sind in Taktik und Logistik ausgebildet und knnen daher sehr gut eine Flotte allein leiten. Sie bringen der Flotte auerdem verschiedene Boni. Voraussetzungen: Akademie. Construct HARVESTER Harvests ore from asteroid and debris fields and gas from nebulae. Increase its holding capacity by researching Harvester (lvl 1-2) at Refinery. Unit Dependency: Refinery. Armor: None.5Construct TROOPSHIP Carries troops to infiltrate construction ships, harvesting ships, and platforms (not gunboats). Research Troopship (lvl 1-3) at Marine Training Facility to take over more heavily armored units. Unit Dependency: Light Shipyard, Marine Training Facility. Main Weapon: Troops. Armor: None.<Construct REFINERY Requires 2 slots. Harvests ore/gas. Builds Harvesters; researches Supply (lvl 1-4), Harvester (lvl 1-2), Resupply (lvl 1-2), Ore (lvl 1-2), Gas (lvl 1-2). Unit Dependency: Headquarters. Required for: Light Shipyard, Supply Platform, Jump Gate. Storage Capacity: 1000 ore; 500 gas. Armor: Medium.Construct LIGHT SHIPYARD Requires 3 slots. Builds Corvettes, Missile Cruisers, Troopships, Infiltrators. Unit Dependency: Refinery. Required for: Ballistics Lab. Armor: Medium.PLASMA NEBULA Cloud that contains the standard dust and gas but also large solid plasma particles. ADVANTAGE: Amplifies shielding on all units within.SMALL ASTEROID FIELD A field of small metallic asteroids and moon dust. Contains small nuggets of ore for harvesting. Units slow down while navigating the field.Construct FLEET CARRIER Large ship that deploys 2 wings of fighters (6 ships per wing) for long-range attacks. Vulnerable to close-range attacks. Unit Dependency: Heavy Shipyard, Squadron Hangar. Main Weapon: Fighter wings. Special Weapon: Probe. Armor: Light.Construct BATTLESHIP Large ship that has 2 double-barrel turrets, each firing a twin laser bolt of destruction. Unit Dependency: Heavy Shipyard. Main Weapon: 2 double-barrel heavy laser turrets. Special Weapon: Tempest Charge. Armor: Heavy.Construct SPACE STATION Floats in space. Defensive platform that launches 1 fighter wing. Automatically attacks enemy units. Unit Dependency: Squadron Hangar. Armor: Light.3Construct DREADNOUGHT Large ship that unleashes massive damage from 3 cannons that fire large laser bolts. Most powerful ship of Terran forces. Unit Dependency: Heavy Shipyard, Propulsion Lab, AWS Research Lab. Main Weapon: 3 triple-barrel heavy laser turrets. Special Weapon: Aegis Shield. Armor: Heavy.VConstruct INFILTRATOR Small ship with excellent speed and large sensor radius. Can ping system to track down units. Cloaking (researched at Ballistics Lab) allows it to cloak itself. Excellent for recon in unexplored systems. Unit Dependency: Light Shipyard, LR Sensor Tower. Main Weapon: None. Special Ability: Cloaking, Ping. Armor: None.5Construct LANCER CRUISER Medium ship with multitargeting ARC cannon that fires ionized electrical beam that arcs off one target onto nearby units. Unit Dependency: Heavy Shipyard, Propulsion Lab, Displacement Lab, Naval Academy. Main Weapon: ARC cannon (3 max.). Special Weapon: Vampire Arc. Armor: Medium.|Construct SUPPLY SHIP Resupplies ships within limited radius. Unit Dependency: Headquarters, Supply Platform. Armor: None.Construct FABRICATOR Only Terran ship that can build and repair platforms as well as salvage platforms. The salvage value is 50% of the total cost of the platform. Unit Dependency: Headquarters. Armor: None.ADVANCED FABRICATOR Construction ship that can build all of your more advanced facilities Advantages: Builds advanced structures and can salvage or repair any structure Disadvantages: No weapons or defensesFLEET ADMIRAL Officers that command the fleets to which you assign them. Trained in the art of tactics and warfare, admirals will effectively control and provide bonuses to the fleet.. Unit Dependency: Naval Academy. Construir COSECHADORA Recoge mineral de los campos de residuos y de asteroides y gas de las nebulosas. Aumenta su capacidad de almacenamiento investigando Cosechadora (nvl 1-2) en la Refinera. Dependencia de la Unidad: Refinera. Blindaje: Ninguno.Construir TRANSPORTE DE TROPAS Transporta tropas que se infiltrarn en las naves de construccin, naves cosechadoras y plataformas (no en unidades militares). Investigar Transporte de Tropas (nvl 1-3) en el Centro de Entrenamiento de Marines para infiltrarse en unidades fuertemente blindadas. Dependencia de la Unidad: Astillero Ligero, Centro de Entrenamiento de Marines. Arma principal: Tropas. Blindaje: Ninguno.Construir REFINERA Requiere 2 ranuras. Recoge mineral/gas. Construye Cosechadoras; investiga Suministros (nvl 1-4), Cosechadora (nvl 1-2), Reabastecimientos (nvl 1-2), Mineral (nvl 1-2), Gas (nvl 1-2). Dependencia de la Unidad: Cuartel General. Requerido para: Astillero Ligero, Plataforma de Suministros, Portal de Salto. Capacidad de Almacenamiento: 1000 mineral; 500 gas. Blindaje: Medio.Construir ASTILLERO LIGERO Requiere 3 ranuras. Construir Corbetas, Cruceros de Misiles, Transportes de Tropas, Infiltradores. Dependencia de la Unidad: Refinera. Se requiere para: Laboratorio de Balstica. Blindaje: Medio.NEBULOSA DE PLASMA Nube que contiene gas y polvo estndar pero tambin grandes partculas de plasma slido. VENTAJA: Amplifica el blindaje de las unidades que hay en su interior.CAMPO DE ASTEROIDES PEQUEO Un campo de polvo lunar y de pequeos asteroides metlicos. Contiene pequeas pepitas de mineral que se pueden cosechar. Las unidades pierden velocidad mientras navegan por el campo.@Construir CARGUERO DE FLOTA Nave grande que despliega 2 escuadrillas de cazas (6 naves por escuadrilla) para ataques de largo alcance. Vulnerable a ataques de corto alcance. Dependencia de la Unidad: Astillero Pesado, Hangar del Escuadrn. Arma principal: Escuadrillas de Cazas. Arma especial: Sonda. Blindaje: Ligero.Construir CRUCERO DE GUERRA Nave grande con 2 torretas de doble-can. Cada una de ellas dispara un destructivo rayo lser doble. Dependencia de la Unidad: Astillero Pesado. Arma principal: 2 torretas de lser pesadas de doble can. Arma especial: Carga Tempestad. Bindaje: Pesado.Construir ESTACIN ESPACIAL Flota en el espacio. Plataforma defensiva que lanza 1 escuadrilla de cazas. Ataca automticamente unidades enemigas. Dependencia de la Unidad: Hangar del Escuadrn. Blindaje: Ligero.gConstruir ACORAZADO Nave grande que produce enormes daos con 3 caones que disparan grandes rayos lser. La nave ms potente de las fuerzas Terran. Dependencia de la Unidad: Astillero Pesado, Laboratorio de Propulsin, Laboratorio Cientfico AWS. Arma principal: 3 torretas de lser pesadas de triple can. Arma Especial: Blindaje Aegis. Blindaje: Pesado.Construir INFILTRADOR Nave pequea con excelente velocidad y gran alcance de sensores. Puede piratear el sistema para seguir unidades. El camuflaje (investigado en el Laboratorio de Balstica) le permite ocultarse. Excelente para el reconocimiento en sistemas inexplorados. Dependencia de la Unidad: Astillero Ligero, Torre de Sensor LR. Arma principal: Ninguna. Habilidad especial: Camuflaje, Pirateo. Blindaje: Ninguno.OConstruir CRUCERO LANCERO Nave media con can ARC multiobjetivos que dispara un rayo elctrico ionizado contra unidades cercanas. Dependencia de la Unidad: Astillero Pesado, Laboratorio de Propulsin, Laboratorio de Desplazamiento, Academia Naval. Arma principal: Can ARC (3 mx.). Arma Especial: Arco de Vampiro. Blindaje: Medio.Construir NAVE DE SUMINISTROS Reabastece las naves dentro de un alcance limitado. Dependencia de la Unidad: Cuartel General, Plataforma de Suministros. Blindaje: Ninguno.Construir FABRICANTE La nica nave Terran que puede construir y reparar plataformas de reparacin as como plataformas de suministro. El valor del desmantelamiento es el 50% del coste total de la plataforma. Dependencia de la Unidad: Cuartel General. Blindaje: Ninguno.FABRICANTE AVANZADO Nave de construccin capaz de construir tus mejores instalaciones avanzadas. Ventajas: Construye estructuras avanzadas y puede salvar o reparar cualquier estructura. Desventajas: Carece de armas o defensas.ALMIRANTE DE FLOTA Oficiales al mando de las flotas que se les asignan. Entrenados en el arte de la guerra y de la estrategia, los Almirantes son buenos lderes y aportan bonificaciones a la flota bajo su mando. Dependencia de la Unidad: Academia Naval.PAConstruire MOISSONNEUSE Rcolte du minerai dans les astrodes et les champs de dbris ainsi que le Gaz des nbuleuses. Augmente sa capacit de stockage en effectuant des recherches Moissonneuse (niv 1-2) dans une Raffinerie. Requis pour unit : Raffinerie. Blindage : Aucun.Construire TRANSPORT DE TROUPES Transporte des troupes pour infiltrer les vaisseaux btisseurs, les vaisseaux moissonneuses et les plates-formes (pas les vaisseaux de combat). Rechercher Transport de troupes (niv 1-3) au Centre d'Entranement Marines pour pouvoir prendre d'assaut des units dotes d'un meilleur blindage. Requis pour unit : Chantier naval, Centre d'Entranement Marines. Arme principale : Troupes. Blindage : aucun.Construire RAFFINERIE Ncessite 2 emplacements. Rcolte du minerai/gaz. Construit Moissonneuses; rechercher Rserves (niv 1-4), Moissonneuse (niv 1-2), Ravitaillement (niv 1-2), Minerai (niv 1-2), Gaz (niv 1-2). Requis pour unit : Centre de Commandement. Requis pour : Chantier naval, Plate-forme de Ravitaillement, Portail de Saut. Capacit stockage : 1000 minerai; 500 gaz. Blindage : Moyen.Construire CHANTIER NAVAL Ncessite 3 emplacements. Permet la construction des Corvettes, des Croiseurs lance-missiles, des Transports de troupes et des Infiltrateurs. Requis pour unit : Raffinerie. Requis pour : Labo Balistique. Blindage : Moyen.NEBULEUSE PLASMA Nbuleuse contenant des particules de poussire, du Gaz et du plasma. AVANTAGE : Amplifie les boucliers de toutes les units qui s'y trouvent.PETIT CHAMP D'ASTEROIDES Un champ de petits astrodes ferreux et de poussires de lune. Contient des petits dpts de minerai qui peuvent tre rcolts. Les units sont ralenties en naviguant dans ces champs.FConstruire TRANSPORTEUR D'ESCADRES Grand vaisseau qui peut dployer 2 escadres de chasseurs (6 vaisseaux par escadre) pour des attaques longue distance. Vulnrable aux attaques courte porte. Requis pour unit : Arsenal, Hangar d'Escadre. Arme principale : Escadres de Chasseurs. Arme spciale : Sonde. Blindage : Lger.Construire CUIRASSE Grand vaisseau dot de tourelles double canon tirant chacune deux rayons lasers destructeurs. Requis pour unit : Arsenal. Arme principale : 2 tourelles lasers double canon lourd. Arme spciale : Canon Tempte. Blindage : Lourd.Construire STATION SPATIALE Flotte dans l'espace. Plate-forme dfensive qui peut lancer 1 escadre de chasseurs. Attaque automatiquement les units ennemies. Requis pour unit : Hangar d'escadre. Blindage : Lger.UConstruire DREADNOUGHT Grand vaisseau qui inflige de terribles dommages grce ses trois canons lasers lourds. Le vaisseau le plus puissant des forces terriennes. Requis pour unit : Arsenal, Labo Propulsion, Labo Recherche RAA. Arme principale : 3 tourelles lasers triple canon lourd. Arme spciale : Bouclier Egide. Blindage : Lourd.Construire INFILTRATEUR Petit vaisseau trs rapide et dot de senseurs longue porte. Peut sonder des systmes pour traquer des units. Camouflage (recherche dans le Labo Balistique) lui permet de se camoufler. Parfait pour l'exploration des systmes inconnus . Requis pour unit : Chantier naval, Poste de Dtection LP. Arme principale : Aucune. Capacit(s) spciale(s) : Camouflage, Sondeur. Blindage : Aucun.;Construire CROISEUR ARC Vaisseau moyen muni d'un canon ARC multi-cibles qui libre des rayons lectriques ioniss se propageant d'une cible l'autre. Requis pour unit : Arsenal, Labo Propulsion, Labo Bouclier, Acadmie Navale. Arme principale : Canon ARC (3 max.). Arme spciale : Arc Vampire. Blindage : Moyen.Construire RAVITAILLEUR Ravitaille les vaisseaux dans son rayon d'action. Requis pour unit : Centre de Commandement, Plate-forme de Ravitaillement. Blindage : Aucun.Construire NAVIRE-CHANTIER Vaisseau exclusivement terrien qui peut construire, rparer et dmanteler des plates-formes. Le dmantlement permet de rcuprer 50% du cot total d'une plate-forme. Requis pour unit : Centre de Commandement. Blindage : Aucun.NAVIRE-CHANTIER AVANCE Vaisseau de construction qui peut construire les plus modernes de vos installations Avantages: Construit des structures modernes et peut rparer ou dmanteler n'importe quelle structure Dsavantages : Ni armes, ni protectionsAMIRAL DE LA FLOTTE Officier qui commande la flotte qui leur est attribue. Entrans dans les arts de la tactique et de la guerre, les amiraux contrleront avec efficacit leurs flottes et leur confreront des bonus.. Requis pour unit : Acadmie Navale. PA Costruisci MIETITRICE Raccoglie minerale da asteroidi e campi di detriti; inoltre estrae gas dalle nebulose. Incrementa la sua capacit di raccolta effettuando ricerche sulla Mietitrice (lvl 1-2) presso la Raffineria. Dipendenza unit: Raffineria. Corazza: nessuna.Costruisci TRASPORTO TRUPPE Trasporta truppe da infiltrare nelle navi da costruzione, navi da raccolta e piattaforme (non cannoniere). Effettua ricerche sul Trasporto truppe (lvl 1-3) presso il Centro di addestramento Marine per avere la meglio pi facilmente sulle unit pesanti. Dipendenza unit: Cantiere navale leggero, Centro di addestramento Marine. Arma principale: Truppe. Corazza: nessuna.|Costruisci RAFFINERIA Richiede 2 spazi. Raccoglie minerale/gas. Costruisce Mietitrici; effettua ricerche su Fornitura (lvl 1-4), Mietitrice (lvl 1-2), Rifornitura (lvl 1-2), Minerale (lvl 1-2), Gas (lvl 1-2). Dipendenza unit: Quartier Generale. Richiesta per: Cantiere navale leggero, Piattaforma di fornitura, Porta di lancio. Capacit: 1000 minerale; 500 gas. Corazza: media.Costruisci CANTIERE NAVALE LEGGERO Richiede 3 spazi. Costruisce Corvette, Incrociatori missilistici, Trasporti truppe, Incursori. Dipendenza unit: Raffineria. Richiesta per: Laboratorio di Balistica. Corazza: media.NEBULOSA PLASMA Nuvola che contiene polvere e gas standard, ma anche grosse particelle di plasma solido. Vantaggi: amplifica il potere difensivo di tutte le unit al suo interno.PICCOLO CAMPO DI ASTEROIDI Un campo di piccoli asteroidi metallici e di polvere lunare. Contiene piccole pepite di minerale da raccogliere. Le unit rallentano durante la navigazione all'interno del campo.>Costruisci PORTAEREI Grossa nave che dispiega 2 aerobrigate combattenti (6 navi per aerobrigata) per attacchi a lungo raggio. Vulnerabile agli attacchi a corto raggio. Dipendenza unit: Cantiere navale pesante, Hangar dello squadrone. Arma principale: Aerobrigate combattenti. Arma speciale: Sonda. Corazza: leggera.&Costruisci NAVE DA GUERRA Grossa nave che dispone di 2 torrette a doppia canna, ciascuna delle quali spara un doppio raggio laser dirompente. Dipendenza unit: Cantiere navale pesante. Arma principale: 2 torrette laser pesanti a doppia canna. Arma speciale: Carica Tempesta. Corazza: pesante.Costruisci STAZIONE SPAZIALE Vola nello spazio. Piattaforma difensiva che lancia 1 aerobrigata combattente. Attacca automaticamente le unit nemiche. Dipendenza unit: Hangar dello squadrone. Corazza: leggera.vCostruisci DREADNOUGHT Grossa nave in grado di provocare ingenti danni con i suoi 3 cannoni che sparano potenti raggi laser. Si tratta della nave pi potente delle forze Terran. Dipendenza unit: Cantiere navale pesante, Laboratorio di Propulsione, Laboratorio di Ricerca AWS. Arma principale: 3 torrette laser a tripla canna. Arma speciale: Scudo Aegis. Corazza: pesante.Costruisci INCURSORE Piccola nave dalla velocit eccellente e dal sensore ad ampio raggio. in grado di localizzare unit grazie a un sistema a impulsi. L'Occultamento (ricercato presso il Laboratorio di Balistica) gli consente di nascondersi. Eccellente per ricognizioni all'interno di sistemi inesplorati. Dipendenza unit: Cantiere navale leggero, Torre a sensore LR. Arma principale: nessuna. Abilit speciale: Occultamento, Impulso. Corazza: nessuna.Costruisci INCROCIATORE LANCER Nave media con cannone ARC a multiobiettivo, in grado di sparare un raggio elettrico ionizzato che ha effetti devastanti sull'obiettivo e sulle unit circostanti. Dipendenza unit: Cantiere navale pesante, Laboratorio di Propulsione, Laboratorio di Dislocamento, Accademia navale. Arma principale: Cannone ARC (3 mass.). Arma speciale: Arco del Vampiro. Corazza: media.Costruisci NAVE DI FORNITURA Rifornisce navi entro un raggio limitato. Dipendenza unit: Quartier Generale, Piattaforma di fornitura. Corazza: nessuna.Costruisci COSTRUTTORE L'unica nave Terran che pu costruire e riparare piattaforme cos come effettuarne il salvataggio. Il valore del salvataggio il 50% del costo totale della piattaforma. Dipendenza unit: Quartier Generale. Corazza: nessuna.COSTRUTTORE AVANZATO Nave da costruzione che pu edificare tutti i centri pi avanzati. Vantaggi: costruisce strutture avanzate e pu salvare o riparare qualsiasi struttura. Svantaggi: nessun'arma o difesa.AMMIRAGLI DELLA FLOTTA Ufficiali che comandano le flotte che gli vengono assegnate. Addestrati dai punti di vista tattico e bellico, gli Ammiragli controlleranno la flotta e procureranno bonus. Dipendenza unit: Accademia navale.PALXՠ0 1 t< D DX 1 | D`  ǔ  ۲ ի : t  : Lǟ} X D, h tǘ իD XՔp . t P D, h tǘ իD X0 t ȹ tݲ | }D tܴ t|h ի : |tǸ }|ܴ DՔ ի : ȹ tݲ |  % :  : LǴ t 2X 1 o Xՠ0| ` 

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Versorgt Schiffe und Verteidigungsplattformen, auch die der Verbndeten, innerhalb eines begrenzten Radius. Voraussetzungen: Raffinerie. Bentigt fr: Reparaturplattform, Versorgungsschiff, Versorgungs-Erweiterungen 1 - 4, Nachschub-Erweiterungen 1 - 2. Panzerung: Leicht.MARINES-AUSBILDUNGSZENTRUM bauen Bentigt 2 Baufelder. Rekrutiert Personal von Erd- und Sumpfplaneten. Erforscht Truppen-Transporter-Erweiterungen 1 - 3. Voraussetzungen: Hauptquartier. Bentigt fr: Akademie, Truppen-Transporter. Fassungsvermgen: 200 Personal. Panzerung: Mittel.LASER-SATELLIT bauen Kleinere Raumstation. Defensive Geschtzplattform, die mit Lasern bestckt ist. Greift feindliche Einheiten automatisch an. Voraussetzungen: Hauptquartier. Panzerung: Leicht.AKADEMIE bauen Bentigt 2 Baufelder. Rekrutiert Personal schneller, als das Marines-Ausbildungszentrum. (Stellt die Admirale Halsey, Hawkes, Benson, Smirnoff, Steele und Takei in den Modi Schlacht und Multiplayer zur Verfgung.) Voraussetzungen: Marines-Ausbildungszentrum. Bentigt fr: Hangar, Truppen-Transporter-Erweiterung 2 - 3. Fassungsvermgen: 350 Personal; Panzerung: Schwer.LS-SENSORTURM \Vergrert den Sichtbereich, so dass der Feind frher entdeckt erkannt werden kann. Kann in begrenztem Bereich auch getarnte Schiffe erkennen. Kann die Sensorreichweite eines Schiffe erweitern (Erw. 1 - 2) (Stufe 2 ist nur mit dem EWS-Forschungszentrum erreicht werden). Voraussetzungen: Hauptquartier. Bentigt fr den Infiltrator. Stellt 10 Kommandopunkte zur Verfgung. ERWEITERTE RUMPF-FABRIK bauen Bentigt 1 Baufeld. Erforscht Rumpf-Erweiterungen 1 - 4, mit denen die Rmpfe aller Schiffe und Plattformen verbessert werden knnen. Voraussetzungen: Ballistiklabor. Bentigt fr: Schwere Werft, Verzerrerlabor, Antriebslabor. Panzerung: Schwer.ANTRIEBSLABOR bauen Bentigt 1 Baufeld. Erforscht Antriebs-Erweiterungen 1 - 4, mit denen die Geschwindigkeit aller Schiffe erhht werden kann. Voraussetzungen: Erweiterte Rumpf-Fabrik. Bentigt fr: Lancer-Kreuzer, Dreadnought. Panzerung: Mittel.0REPARATURPLATTFORM bauen Bentigt 2 Baufelder. Versorgt und repariert Schiffe, auch die von Verbndeten, innerhalb eines begrenzten Radius. Verteidigungsplattformen knnen von dieser Plattform mit Nachschub versorgt aber nicht repariert werden. Voraussetzungen: Versorgungsplattform. Panzerung: Mittel.SCHWERE WERFT bauen Bentigt 3 Baufelder. Baut Schlachtschiffe, Flottentrger, Lancer-Kreuzer, Dreadnought. Voraussetzungen: Erweiterte Rumpf-Fabrik. Bentigt fr: EWS-Forschungszentrum. Panzerung: Schwer.cEWS-FORSCHUNGSZENTRUM bauen Bentigt 2 Baufelder. Erforscht Sturmladung, Sonde, Vampirbogen, Aegis-Schild. Voraussetzungen: Schwere Werft. Bentigt fr: Ionen-Kanone, Dreadnought, Waffen-Erweiterung 3 - 4, Antriebs-Erweiterung 3 - 4, Rumpf-Erweiterung 3 - 4, Schild-Erweiterung 3 - 4, Sensor-Erweiterung 2, Jgerstaffel-Erweiterung 3. Panzerung: Schwer.JGERABWEHRBATTERIE Stationre Verteidigungsbatterie, die vor Angriffen von Jgern schtzt. Benutzung: Schtzt nur vor gegnerischen Jgern.LS-SENSORTURM bauen Bentigt 1 Baufeld. Stellt 10 Kommandopunkte zur Verfgung. Erhht die Sensorreichweite und erkennt Schiffe auf groe Distanz. Erforscht Sensor-Erweiterung 1 - 2. Voraussetzungen: Hauptquartier. Bentigt fr: Infiltrator. Panzerung: Mittel.LOGISTIKZENTRUM Diese Einrichtung produziert fortgeschrittene Komponenten fr Nachschubtechnologie. Benutzung: Ermglicht es der SCHWEREN WERFT VERSORGUNGSSCHIFFE zu bauen.NANOMETALLURGISCHES LABOR Forschungslabor, das Erweiterungen fr Rumpftechnologie und Versorgung entwickelt. Benutzung: Forschung fr RUMPF und VERSORGUNG Erweiterungen.TECH-INDUSTRIE Geheime oder weit fortgeschrittene Einheiten werden hier abhngig von den verfgbaren Credits produziert. Benutzung: Baut die technisch fortgeschrittensten terranischen Fahrzeuge.KRAFTWELLENLABOR Dieses Labor erlaubt die Erforschung von Kraftschilden und Energie-Emissionstechnologien. Benutzung: Erweiterungen fr WAFFE und SCHILD werden hier entwickelt.Construct SUPPLY PLATFORM Requires 2 slots. Resupplies ships and gun platforms, as well as those of allies, within limited radius. Unit Dependency: Refinery. Required for: Repair Platform, Supply Ship, Supply Upgrades (lvl 1-4), Resupply Upgrades (lvl 1-2). Armor: Light.Construct MARINE TRAINING FACILITY Requires 2 slots. Recruits crew from earth and swamp planets. Researches Troopship Upgrades (lvl 1-3). Unit Dependency: Headquarters. Required for: Naval Academy, Troopship. Storage Capacity: 200 crew. Armor: Medium.Construct LASER TURRET Floats in space. Defensive gun platform that fires laser bolts. Automatically attacks enemy units. Unit Dependency: Headquarters. Armor: Light.]Construct NAVAL ACADEMY Requires 2 slots. Recruits crew faster than Marine Training Facility. (Builds Admirals Halsey, Hawkes, Benson, Smirnoff, Steele, Takei in Quick Battle and Multiplayer Games). Unit Dependency: Marine Training Facility. Required for: Squadron Hangar, Troopship Upgrades (lvl 2-3). Storage Capacity: 350 crew; Armor: Heavy.FLR SENSOR TOWER \Increases line of sight allowing for earlier detection of enemies. Can also detect cloaked ships at a limited range. Can upgrade a ship's Sensor Range (lvl 1-2) (Sensor Range lvl 2 is dependent on the AWS Research Lab). Unit Dependency: Headquarters. Required for the Infiltrator. Offers 10 Command Points. Construct ADVANCED HULL FACTORY Requires 1 slot. Researches Hull Upgrades (lvl 1-4) to increase the hulls of all ships and platforms. Unit Dependency: Ballistics Lab. Required for: Heavy Shipyard, Displacement Lab, Propulsion Lab. Armor: Heavy.Construct PROPULSION LAB Requires 1 slot. Researches Engine (lvl 1-4) to increase speed of all ships. Unit Dependency: Advanced Hull Factory. Required for: Lancer Cruiser, Dreadnought. Armor: Medium.Construct REPAIR PLATFORM Requires 2 slots. Resupplies and repairs ships, as well as those of allies, within limited radius. Gun platforms can be resupplied by this platform, but not repaired. Unit Dependency: Supply Platform. Armor: Medium.Construct HEAVY SHIPYARD Requires 3 slots. Builds Battleships, Fleet Carriers, Lancer Cruisers, Dreadnoughts. Unit Dependency: Advanced Hull Factory. Required for: AWS Research Lab. Armor: Heavy.bConstruct AWS RESEARCH LAB Requires 2 slots. Researches Tempest Charge, Probe, Vampire Arc, Aegis Shield. Unit Dependency: Heavy Shipyard. Required for: Ion Cannon, Dreadnought, Weapon Upgrades (lvl 3-4), Engine Upgrades (lvl 3-4), Hull Upgrades (lvl 3-4), Shield Upgrades (lvl 3-4), Sensor Upgrades (lvl 2), Fighter Wing Upgrade (lvl 3). Armor: Heavy.FIGHTER DEFENSE BATTERY Stationary defense batteries that can be used to protect against fighter attack. USE: Only protects against enemy fightersConstruct LR SENSOR TOWER Requires 1 slot. Offers 10 command points. Clears fog of war and detects ships at long range. Researches Sensor (lvl 1-2). Unit Dependency: Headquarters. Required for: Infiltrator. Armor: Medium.LOGISTICS CENTER This facility produces advanced components for resupply technology. USE: Allows HEAVY SHIPYARD to produce SUPPLY SHIPSNANOMETALS LAB Research lab that allows for advancements in armor and supply technologies. USE: Research for HULL and SUPPLY upgradesTECH INDUSTRIAL Secretive or highly advanced units are produced here depending on the available credits. USE: Constructs the most technically advanced Terran vesselsFORCE-WAVE LAB This Lab allows for the study of force shielding and energy emmissions technology. USE: Upgrades for the WEAPONS and SHIELDS are done hereaConstruir PLATAFORMA DE SUMINISTROS Requiere 2 ranuras. Reabastece a sus naves y plataformas de armas, as como a las de los aliados, dentro de su alcance. Dependencia de la Unidad: Refinera. Se requiere para: Plataforma de Reparaciones, Nave de Suministros, Mejoras de Suministros (nvl 1-4), Mejoras de Reabastecimientos (nvl 1-2). Blindaje: Ligero.cConstruir CENTRO DE ENTRENAMIENTO DE MARINES Requiere 2 ranuras. Recluta a la tripulacin de los planetas de tierra y de pantanos. Investiga mejoras para transportes de tropas (nivel 1-3). Dependencia de la Unidad: Cuartel General. Se requiere para: Academia Naval, Transporte de Tropas. Capacidad de almacenamiento: Tripulacin de 200. Blindaje: Medio.Construir TORRETA DE LSER Flota en el espacio. Plataforma de armas defensivas que dispara rayos lser. Ataca automticamente unidades enemigas. Dependencia de la Unidad: Cuartel General. Blindaje: Ligero.Construir ACADEMIA NAVAL Requiere 2 ranuras. Recluta tripulacin ms rpidamente que el Centro de Entrenamiento de Marines. (Proporciona a los Almirantes Halsey, Hawkes, Benson, Smirnoff, Steele, Takei en partidas Multijugador y Batalla Rpida). Dependencia de la Unidad: Centro de Entrenamiento de Marines. Se requiere para: Hangar del Escuadrn, Mejoras de Transporte de Tropas (nvl 2-3). Capacidad Almacenamiento: tripulacin de 350; Blindaje: Pesado.TORRE DE SENSOR LR \Incrementa lnea de visin permitiendo la deteccin temprana de enemigos. Tambin puede detectar naves camufladas dentro de un alcance limitado. Se puede mejorar el alcance del sensor de una nave (nvl 1-2)(Rango del Sensor nivel 2 depende del Laboratorio Cientfico SAA). Dependencia de la Unidad: Cuartel General. Se requiere para el Infiltrador. Ofrece 10 Puntos de Mando. =Construir FBRICA DE CASCOS AVANZADA Requiere 1 ranura. Investiga Casco: Mejora (nvl 1-4) para incrementar los cascos de todas las naves y plataformas. Dependencia de la Unidad: Laboratorio de Balstica. Se requiere para: Astillero Pesado, Laboratorio de Desplazamiento, Laboratorio de Propulsin. Blindaje: Pesado.Construir LABORATORIO DE PROPULSIN Requiere 1 ranura. Investiga Motor (nvl 1-4) para aumentar la velocidad de todas las naves. Dependencia de la Unidad: Fbrica de Cascos Avanzada. Se requiere para: Crucero Lancero, Acorazado. Blindaje: Medio.$Construir PLATAFORMA DE REPARACIONES Requiere 2 ranuras. Reabastece y repara naves propias y de los aliados dentro de un radio limitado. Las plataformas de armas se pueden reabastecer en esta plataforma, pero no reparar. Dependencia de la Unidad: Plataforma de Suministros. Blindaje: Medio.Construir ASTILLERO PESADO Requiere 3 ranuras. Construye Cruceros de Batalla, Cargueros de Flota, Cruceros Lancero y Acorazados. Dependencia de la Unidad: Fbrica de cascos avanzada. Se requiere para: Laboratorio Cientfico AWS. Blindaje: Pesado.Construir LABORATORIO CIENTFICO AWS Requiere 2 ranuras. Investiga Carga Tempestad, Sonda, Arco de Vampiro, Blindaje Aegis. Dependencia de la Unidad: Astillero Pesado. Se requiere para: Can de Iones, Acorazado, Armas: Mejoras (nvl 3-4), Motor: Mejoras (nvl 3-4), Casco: Mejoras (nvl 3-4), Blindaje: Mejoras (nvl 3-4), Sensor: Mejoras (nvl 2), Escuadrilla de Cazas Mejora (nvl 3). Blindaje: Pesado.BATERIA DE DEFENSA ANTICAZAS Baterias de defensa estacionarias que se usan como proteccin contra ataques de cazas. USO: Slo protege contra cazas enemigos.Construir TORRE DE SENSOR LR Requiere 1 ranura. Ofrece 10 Puntos de Mando. Despeja niebla de guerra y detecta naves a largo alcance. Investiga Sensor (nvl 1-2). Dependencia de la Unidad: Cuartel General. Se requiere para: Infiltrador. Blindaje: Medio.CENTRO LOGSTICO Esta instalacin produce componentes avanzados para tecnologa de reabastecimientos. USO: Permite que el Astillero Pesado produzca Naves de Suministros.LABORATORIO DE NANOMETALES Laboratorio cientfico que permite avances en tecnologa de suministros y blindajes. USO: Investiga las mejoras del Casco y de SuministrosTECNOINDUSTRIA Aqu se producen unidades secretas o muy avanzadas dependiendo de los crditos disponibles. USO: Construir las naves Terran ms avanzadas tcnicamente.LABORATORIO DE ONDA DE FUERZA Este laboratorio permite el estudio de la tecnologa de emisiones de energa y de blindaje de fuerza. USO: Aqu se realizan las mejoras para las Armas y Blindajes.eConstruire PLATE-FORME DE RAVITAILLEMENT Ncessite 2 emplacements. Ravitaille les vaisseaux et les plates-formes de combat, dans un primtre limit, ainsi que ceux des allis. Requis pour unit : Raffinerie. Requis pour : Plate-forme de rparation, Ravitailleur, Modernisation rserves (niv 1-4), Modernisation ravitaillement (niv 1-2). Blindage : Lger.hConstruire CENTRE D'ENTRAINEMENT MARINES Ncessite 2 emplacements. Recrute les membres d'quipages sur les plantes marcageuses et de type terrestre. Recherche Modernisation Transport de troupes (niv 1-3). Requis pour unit : Centre de Commandement. Requis pour : Acadmie Navale, Transport de troupes. Capacit stockage : quipage de 200. Blindage : Moyen.Construire TOURELLE LASER Flotte dans l'espace. Plate-forme de combat dfensive qui met des rayons laser. Attaque automatiquement les units ennemies. Requis pour unit : Centre de Commandement. Blindage : Lger.Construire ACADEMIE NAVALE Ncessite 2 emplacements. Permet de recruter des quipages plus rapidement que le Centre d'Entranement Marines. (Permet de recruter les amiraux Halsey, Hawkes, Benson, Smirnoff, Steele, Takei en mode Bataille Rapide et dans les parties Multijoueurs). Requis pour unit : Centre d'Entranement Marines. Requis pour : Hangar d'Escadre, Modernisation Transport de troupes (niv 2-3). Capacit stockage : quipage de 350; Blindage : Lourd.POSTE DE DETECTION LP \Augmente la porte de dtection permettant de dtecter l'ennemi plus tt. Peut galement dtecter des navires camoufls une porte limite. Peut augmenter la porte des senseurs des vaisseaux (niv 1-2) (Porte Senseurs niv 2 dpend du Labo Recherche RAA). Requis pour unit : Centre de Commandement. Requis pour les Infiltrateurs. Octroie 10 Points de Commandement. 6Construire USINE STRUCTURE AVANCEE Ncessite 1 emplacement. Permet la recherche de Modernisation structure (niv 1-4) pour augmenter la structure de tous les vaisseaux et de toutes les plates-formes. Requis pour unit : Labo Balistique. Requis pour : Arsenal, Labo Bouclier, Labo Propulsion. Blindage : Lourd.Construire LABO PROPULSION Ncessite 1 emplacement. Permet la recherche de Propulsion (niv 1-4) pour augmenter la vitesse de tous les vaisseaux. Requis pour unit : Usine Structure Avance. Requis pour : Croiseur Arc, Dreadnought. Blindage : Moyen.PConstruire PLATE-FORME DE REPARATION Ncessite 2 emplacements. Ravitaille et rpare, dans un primtre limit, les vaisseaux ainsi que ceux des allis. Les plates-formes de combat peuvent tre ravitailles par cette installation mais elles ne peuvent tre rpares. Requis pour unit : Plate-forme de Ravitaillement. Blindage : Moyen.Construire ARSENAL Ncessite 3 emplacements. Permet de construire des Cuirasss, des Transporteurs d'Escadres, des Croiseur Arcs et des Dreadnoughts. Requis pour unit : Usine Structure Avance. Requis pour : Labo Recherche RAA. Blindage : Lourd.Construire LABO RECHERCHE RAA Ncessite 2 emplacements. Permet la recherche de Canon Tempte, Sonde, Arc Vampire, Bouclier Egide. Requis pour unit : Arsenal. Requis pour : Canon Ions, Dreadnought, Modernisation Armement (niv 3-4), Modernisation Propulsion (niv 3-4), Modernisation Structure (niv 3-4), Modernisation Bouclier (niv 3-4), Modernisation Senseurs (niv 2), Modernisation Escadre de chasse (niv 3). Blindage : Lourd.BATTERIE DE DEFENSE ANTI-ESCADRES Batteries de dfense stationnaires qui protgent contre les attaques de chasseurs. UTILISATION : Ne protge que contre les chasseurs ennemis0Construire POSTE DE DETECTION LP Ncessite 1 emplacement. Octroie 10 Points de Commandement. Neutralise le brouillard de guerre et permet de dtecter les vaisseaux longue distance. Recherche Senseurs (niv 1-2). Requis pour unit : Centre de Commandement. Requis pour : Infiltrateur. Blindage : Moyen.CENTRE LOGISTIQUE Cette installation produit des composants avancs pour la technologie de ravitaillement. UTILISATION : Permet aux Chantiers navales lourds de produire des RAVITAILLEURSLABO NANOMETALLURGIQUE Laboratoire de recherche qui permet des progrs dans le domaine des blindages et des technologies de ravitaillement. UTILISATION : Permet la MODERNISATION des STRUCTURES et des RESERVESCHANTIER H-TECH Selon les crdits disponibles, c'est ici que sont construits les vaisseaux les plus modernes et les plus secrets. UTILISATION : Construit les vaisseaux terriens les plus modernes.LABO ONDE DE CHOC Ce laboratoire permet d'tudier les boucliers de force et la technologie d'mission des nergies. UTILISATION: Permet de moderniser les ARMEMENTS et les BOUCLIERSOCostruisci PIATTAFORMA DI FORNITURA Richiede 2 spazi. Rifornisce navi e piattaforme belliche, cos come quelle degli alleati, entro un raggio limitato. Dipendenza unit: Raffineria. Richiesta per: Piattaforma di riparazione, Nave di fornitura, Miglioramenti Fornitura (lvl 1-4), Miglioramenti Rifornitura (lvl 1-2). Corazza: leggera.<Costruisci CENTRO DI ADDESTRAMENTO MARINE Richiede 2 spazi. Recluta personale dai Pianeti Terra e dai Pianeti delle Paludi. Effettua ricerche sui Miglioramenti Trasporto truppe (lvl 1-3). Dipendenza unit: Quartier Generale. Richiesta per: Accademia navale, Trasporto truppe. Capacit: 200 squadra. Corazza: media.Costruisci TORRETTA LASER Vola nello spazio. Piattaforma bellica difensiva che spara raggi laser. Attacca automaticamente le unit nemiche. Dipendenza unit: Quartier Generale. Corazza: leggera.Costruisci ACCADEMIA NAVALE Richiede 2 spazi. Recluta personale in maniera pi rapida del Centro di addestramento Marine. (Genera gli Ammiragli Halsey, Hawkes, Benson, Smirnoff, Steele, Takei in Battaglia rapida e nelle partite multigiocatore). Dipendenza unit: Centro di addestramento Marine. Richiesta per: Hangar dello squadrone, Miglioramenti Trasporto truppe (lvl 2-3). Capacit: 350 squadra. Corazza: pesante.vTORRE A SENSORE LR Incrementa la visibilit, permettendo una pi rapida localizzazione dei nemici. Pu anche localizzare navi occulte entro un raggio limitato. Pu ampliare la Portata del sensore di una nave (lvl 1-2) (Portata del sensore lvl 2 dipende dal Laboratorio di Ricerca AWS). Dipendenza unit: Quartier Generale. Richiesta per: Incursore. Offre 10 Punti Comando. 8Costruisci FABBRICA DI SCAFI AVANZATI Richiede 1 spazio. Ricerca Miglioramenti Scafo (lvl 1-4) per migliorare gli scafi di tutte le navi e piattaforme. Dipendenza unit: Laboratorio di Balistica. Richiesta per: Cantiere navale pesante, Laboratorio di Dislocamento, Laboratorio di Propulsione. Corazza: pesante.Costruisci LABORATORIO DI PROPULSIONE Richiede 1 spazio. Ricerca Motore (lvl 1-4) per incrementare la velocit di tutte le navi. Dipendenza unit: Fabbrica di scafi avanzati. Richiesta per: Incrociatore Lancer, Dreadnought. Corazza: media."Costruisci PIATTAFORMA DI RIPARAZIONE Richiede 2 spazi. Rifornisce e ripara navi, cos come quelle degli alleati, entro un raggio limitato. Le piattaforme belliche possono essere rifornite da questa piattaforma, ma non riparate. Dipendenza unit: Piattaforma di fornitura. Corazza: media.Costruisci CANTIERE NAVALE PESANTE Richiede 3 spazi. Costruisce Navi da guerra, Portaerei, Incrociatori Lancer, Dreadnought. Dipendenza unit: Fabbrica di scafi avanzati. Richiesta per: Laboratorio di Ricerca AWS. Corazza: pesante.Costruisci LABORATORIO DI RICERCA AWS Richiede 2 spazi. Ricerca Carica Tempesta, Sonda, Arco del Vampiro, Scudo Aegis. Dipendenza unit: Cantiere navale pesante. Richiesta per: Cannone ionico, Dreadnought, Miglioramenti Arma (lvl 3-4), Miglioramenti Motore (lvl 3-4), Miglioramenti Scafo (lvl 3-4), Miglioramenti Scudo (lvl 3-4), Miglioramenti Sensore (lvl 2), Miglioramenti Aerobrigata combattente (lvl 3). Corazza: pesante.BATTERIA DIFENSIVA COMBATTENTE Batterie difensive stazionarie che possono essere utilizzate contro attacchi di combattenti. Uso: protegge solo contro i combattenti nemici.Costruisci TORRE A SENSORE LR Richiede 1 spazio. Offre 10 Punti Comando. Dirada la nebbia di guerra e localizza navi a lungo raggio. Effettua ricerche sul Sensore (lvl 1-2). Dipendenza unit: Quartier Generale. Richiesta per: Incursore. Corazza: media.CENTRO DI LOGISTICA Questo centro produce componenti avanzati per tecnologie di rifornitura. Uso: permette al Cantiere navale pesante di produrre Navi di fornitura.LABORATORIO DI NANOMETALLURGIA Laboratorio di ricerca che permette di realizzare miglioramenti delle corazze e tecnologie di fornitura. Uso: ricerca per Scafo e Miglioramenti Fornitura.TECNOINDUSTRIA Qui vengono prodotte unit riservate o altamente avanzate, in base ai crediti disponibili. Uso: costruisce i vascelli Terran tecnologicamente pi avanzati.LABORATORIO ONDA ENERGETICA Questo laboratorio permette lo studio delle barriere di forza e della tecnologia delle emissioni energetiche. 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Zapewnia zaopatrzenie statkw i platform bojowych, tak|e nale|cych do sprzymierzeDcw, w okre[lonym promieniu. Wymagania: Rafineria. Wymagana do produkcji: Platformy Naprawczej, Frachtowcw, zwikszenia zapasw (poziomy 1-4), modernizacji zaopatrzenia (poziomy 1-2). Pancerz: Cienki.*Budowa KOSZARW MARINES Wymagaj 2 slotw. Pozwalaj werbowa zaBog z planet typu ziemskiego i bagiennego. Pozwalaj poprawi skuteczno[ Desantowcw (poziomy 1-3). Wymagania: Kwatera GBwna. Wymagane do produkcji: Akademii, Desantowca. Zdolno[ magazynowa: 200 czBonkw zaBogi. Pancerz: Zredni.Budowa DZIAAA LASEROWEGO Jednostka stacjonarna. Unosi si w przestrzeni kosmicznej. Obronna platforma bojowa, strzelajca laserowymi pociskami. Automatycznie atakuje wrogie jednostki. Wymagania: Kwatera GBwna. Pancerz: Cienki.Budowa AKADEMII Wymaga 2 slotw. Umo|liwia szybsz rekrutacj zaBogi ni| Koszary Marines. (W trybie Szybka Bitwa i Wieloosobowym pozwala wyszkoli admiraBw: Halsey'a, Hawkes'a, Benson, Smirnoffa, Steele, Takei). Wymagania: Koszary Marines. Wymagana do produkcji: Hangaru, pozwala poprawi skuteczno[ Desantowcw (poziomy 2-3). Zdolno[ magazynowa: 350 czBonkw zaBogi; Pancerz: Gruby.STACJA SENSOROWA DZ \Zwiksza pole widzenia, umo|liwiajc wcze[niejsze wykrycie wrogich jednostek. W okre[lonym zasigu wykrywa zakamuflowane jednostki. Mo|na w niej powikszy ZASIG CZUJNIKW statkw (poziomy 1-2) (2 poziom zasigu czujnikw jest te| zale|ny od Laboratorium Zbrojeniowego). Wymagania: Kwatera GBwna. Wymagana do produkcji Infiltratora. Dodaje 10 punktw dowodzenia. Budowa FABRYKI KADAUBW Wymaga 1 slotu. Pozwala wzmocni kadBuby statkw i platform (poziomy 1-4). Wymagania: Laboratorium Balistyczne. Wymagana do produkcji: Du|ej Stoczni, Instytutu Wzmacniania OsBon, Instytutu Napdw. Pancerz: Gruby.Budowa INSTYTUTU NAPDW Wymaga 1 slotu. Pozwala zwikszy szybko[ statkw, przez modernizacj silnikw (poziomy 1-4). Wymagania: Fabryka KadBubw. Wymagana do produkcji: Lancetnika, Pancernika. Pancerz: Zredni.1Budowa PLATFORMY NAPRAWCZEJ Wymaga 2 slotw. Pozwala uzupeBnia zapasy i naprawia statki, tak|e jednostki sprzymierzeDcw, znajdujce si w pewnej odlegBo[ci. Za jej pomoc mo|na te| uzupeBnia zapasy platform bojowych, ale nie mo|na ich naprawia. Wymagania: Platforma Zaopatrzeniowa. Pancerz: Zredni.Budowa DU{EJ STOCZNI Wymaga 3 slotw. Umo|liwia produkcj Niszczycieli, Lotniskowcw, Lancetnikw, Pancernikw. Wymagania: Fabryka KadBubw. Wymagana do produkcji: Laboratorium Zbrojeniowe. Pancerz: Gruby.Budowa LABORATORIUM ZBROJENIOWEGO Wymaga 2 slotw. Pozwala wynalez technologie: Uderzenie burzy, Sonda, Auk Wampiryczny, Tarcza Egidy. Wymagania: Du|a Stocznia. Wymagany do produkcji: DziaBa Jonowego, Pancernika, modernizacji uzbrojenia (poziomy 3-4), modernizacji silnikw (poziomy 3-4), modernizacji kadBubw (poziomy 3-4), modernizacji osBon (poziomy 3-4), modernizacji czujnikw (poziom 2), modernizacji my[liwcw (poziom 3). Pancerz: Gruby.DZIAAA ZWALCZAJCE MYZLIWCE Baterie stacjonarnych dziaB obronnych, ktre mo|na wykorzysta do zwalczania wrogich my[liwcw. WYKORZYSTANIE: Ochrania jedynie przed wrogimi my[liwcamiBudowa STACJI SENSOROWEJ Dalekiego Zasigu Wymaga 1 slotu. Dodaje 10 punktw dowodzenia. Usuwa mgB wojny i wykrywa statki z du|ej odlegBo[ci. Pozwala na modernizacj czujnikw (poziomy 1-2). Wymagania: Kwatera GBwna. Wymagana do produkcji: Infiltratora. Pancerz: Zredni.CENTRUM LOGISTYCZNE Umo|liwia produkcj zaawansowanych komponentw sBu|cych do uzupeBniania i dystrybucji zapasw. WYKORZYSTANIE: Pozwala rozpocz w DU{EJ STOCZNI produkcj FRACHTOWCWLABORATORIUM NANOMETALURGICZNE Laboratorium Zbrojeniowe, pozwalajce udoskonali technologie produkcji pancerza i dotyczce zaopatrzenia. WYKORZYSTANIE: Pozwala udoskonali KADAUBY i zwikszy ZAPASYINSTYTUT TECHNIKI Mo|na tu produkowa jednostki tajne lub wysoko zaawansowane, w zale|no[ci od dostpnych surowcw. WYKORZYSTANIE: Tutaj powstaj najbardziej technologicznie zaawansowane jednostki TerranINSTYTUT FAL UDERZENIOWYCH Laboratorium to pozwala zgBbia technologii dotyczcych osBon energetycznych i emisji energetycznych. 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Schiffe mssen um das Band herum navigieren.fHAUPTQUARTIER bauen Bentigt 3 Baufelder. Wird zum Bau von Fabrikatoren und Versorgungsschiffen bentigt. Diese Plattform kann alle Schiffe innerhalb eines begrenzten Radius versorgen. Voraussetzungen: Keine. Bentigt fr Raffinerie, Marines-Ausbildungszentrum, LS-Sensorturm und den Laser-Satellit. Stellt 25 Kommandopunkte zur Verfgung. Panzerung: Schwer.LBALLISTIKLABOR bauen Bentigt 1 Baufeld. Erforscht Waffen-Erweiterungen 1 - 2 fr alle Kampfschiffe, sowie Raketen-Erweiterungen 1 - 2 fr Raketen-Kreuzer. Erforscht auerdem die Tarnung fr Infiltrator und Raketen-Kreuzer. Voraussetzungen: Leichte Werft. Bentigt fr: Erweiterte Rumpf-Fabrik, Raketen-Kreuzer. Panzerung: Mittel.rVERSORGUNGSPLATTFORM bauen Bentigt 2 Baufelder. Versorgt Kampfschiffe und Verteidigungsplattformen innerhalb eines begrenzten Radius mit Nachschub. Der Radius kann in der Raffinerie erweitert werden. Voraussetzungen: Raffinerie. Bentigt fr: Reparaturplattform, Versorgungsschiff, Versorgungs-Erweiterungen 1 - 4 und Nachschub-Erweiterungen 1 - 2. Panzerung: Leicht.HANGAR bauen Bentigt 1 Baufeld. Erforscht Jgerstaffel-Erweiterungen 1 - 3. Voraussetzungen: Akademie. Bentigt fr: Raumstation, Flottentrger. Panzerung: Leicht.SENSORTURM Diese Plattform ermglicht das Erweitern des Sensorradius aller Ihrer Einheiten. Stellt 10 Kommandopunkte zur Verfgung.VERZERRERLABOR bauen Bentigt 1 Baufeld. Erforscht Schild-Erweiterungen 1 - 4, um die Schilde von Schiffen, ausgenommen die des Infiltrators, zu verbessern. Voraussetzungen: Erweiterte Rumpf-Fabrik. Bentigt fr: Lancer-Kreuzer. Panzerung: Schwer.IONEN-KANONE bauen Interplanetare Raumstation. Verteidigungsplattform, die ultraheies Plasma verschiet. Verursacht auch auf groe Distanz schweren Schaden. Greift feindliche Einheiten automatisch an. Voraussetzungen: EWS-Forschungszentrum. Panzerung: Schwer.SCHWERE RAFFINERIE Diese Plattform ist eine Erweiterung der normalen Raffinerie. Sie gibt Ihnen die Mglichkeit, Ihren Sammler zu erweitern.KOKON bauen Bentigt 3 Baufelder. Stellt 25 Kommandopunkte zur Verfgung. Versorgt Schiffe und Verteidigungsplattformen innerhalb eines begrenzten Radius mit Nachschub. Baut Weber und Zoraps. Voraussetzungen: Keine. Bentigt fr: Sammler, Augenstiel. Panzerung: Schwer.xSAMMLER bauen Bentigt 3 Baufelder. Sammelt Erz/Gas; rekrutiert Personal. Baut Siphons; erforscht Siphon-Erweiterungen 1 - 3, Versorgungs-Erweiterungen 1 - 3, Nachschub-Erweiterungen 1 - 3. Voraussetzungen: Kokon. Bentigt fr: Thripid, Krieger-Trainingszentrum, Sprungtor, Evolution zum Groen Sammler. Fassungsvermgen: 1500 Erz, 750 Gas, 100 Personal. Panzerung: Schwer.~GROSSER SAMMLER Bentigt 3 Baufelder. Sammelt Erz und Gas, rekrutiert Personal von Planeten schneller, als der Sammler. Kann Siphons bauen, Versorgung auf Stufe 1 - 4 erweitern, Plantagenradius auf Stufe 1 - 3 und das Fassungsvermgen eines Siphon auf Stufe 1 - 2 erweitern. Voraussetzungen: Mutationskolonie. Fassungsvermgen: 1500 Erz, 750 Gas und 100 Personal. Panzerung: Schwer.SPRUNGTOR bauen Wird auf Wurmlchern gebaut. Verlngert die Versorgungslinien in die angeschlossenen Systeme. Verhindert auerdem, dass feindliche Schiffe durch dieses Wurmloch kommen.KRIEGER-TRAININGSZENTRUM bauen Bentigt 2 Baufelder. Rekrutiert Personal von Erd- und Sumpfplaneten. (Stellt die Kriegsherren Mordella, Azkar, Ver Lak, Ker Tak, Thripid, Malkor in den Modi Schlacht und Multiplayer zur Verfgung). Erforscht Egel-Erweiterung 1 - 2. Voraussetzungen: Sammler. Bentigt fr: Niad, Aashafen, Plasmazerstrer. Fassungsvermgen: 1000 Personal; Panzerung: Leicht.THRIPID bauen Bentigt 3 Baufelder. Baut Sphertrger, Raubtier-Fregatten, Khamirs, Schwarmtrger, Sucher. Voraussetzungen: Sammler. Bentigt fr: Plantage, Explosionsofen, Evolution zum Niad. Panzerung: Schwer. NIAD Bentigt 3 Baufelder. Wird beim Bau von Sphertrger, Raubtier-Fregatte, Khamir, Schwarmtrger, Sucher, Egel, Minenleger, Scarab und Tiamat eingesetzt. Voraussetzungen: Krieger-Trainingszentrum. Bentigt fr: Bio-Schmiede und Mutationskolonie. Panzerung: Schwer.PAYANTIMATTER RIBBON An impassable wall of energy. Ships must navigate around this ribbon.*Construct HEADQUARTERS Requires 3 slots. Used to create Fabricators and Supply Ships. This platform can supply all ships within a limited radius. Unit Dependency: None. Required for the Refinery, Marine Training Facility, LR Sensor Tower, and Laser Turret. Offers 25 Command Points. Armor: Heavy.CConstruct BALLISTICS LAB Requires 1 slot. Researches Weapon Upgrades (lvl 1-2) for all gunboats and Missile Pack Upgrades (lvl 1-2) for Missile Cruisers. Also researches Cloaking for the Infiltrator and Missile Cruiser. Unit Dependency: Light Shipyard. Required for: Advanced Hull Factory, Missile Cruiser. Armor: Medium.'Construct SUPPLY PLATFORM Requires 2 slots. Resupplies gunboats and defense platforms within a limited radius that can be upgraded at the Refinery. Unit Dependency: Refinery. Required for: Repair Platform, Supply Ship, Supply Upgrades (lvl 1-4), and Resupply Upgrades (lvl 1-2). Armor: Light.Construct SQUADRON HANGAR Requires 1 slot. Researches Fighter Wing (lvl 1-3). Unit Dependency: Naval Academy. Required for: Space Station, Fleet Carrier. Armor: Light.SENSOR TOWER This platform will give you the opportunity to upgrade the sensor radius of all your units. Offers 10 Command Points.Construct DISPLACEMENT LAB Requires 1 slot. Researches Shield (lvl 1-4) to increase shields of ships, except Infiltrator. Unit Dependency: Advanced Hull Factory. Required for: Lancer Cruiser. Armor: Heavy.Construct ION CANNON Floats in space. Defensive platform that fires a large plasma bolt. Causes heavy damage at long range. Automatically attacks enemy units. Unit Dependency: AWS Research Lab. Armor: Heavy.HEAVY REFINERY This platform is an upgrade from the regular refinery. This platform will give you the opportunity to upgrade your HarvesterConstruct COCOON Requires 3 slots. Offers 25 command points. Resupplies ships and gun platforms within limited radius. Builds Weavers and Zoraps. Unit Dependency: None. Required for: Collector, Eye Stalk. Armor: Heavy.KConstruct COLLECTOR Requires 3 slots. Harvests ore/gas; recruits crew. Builds Siphons; researches Siphon (lvl 1-3), Supply (lvl 1-3), Resupply (lvl 1-3). Unit Dependency: Cocoon. Required for: Thripid, Warlord Training Grounds, Jump Gate, Greater Collector evolution. Storage Capacity: 1500 ore, 750 gas, 100 crew. Armor: Heavy._GREATER COLLECTOR Takes up 3 slots. Used to harvest Ore, Gas, and Crew from planets at a higher rate than the Collector. Can build Siphons and can upgrade Supply capacity (lvl 1-4), Plantation radius (lvl 1-3), and a Siphon's supply capacity (lvl 1-2). Unit Dependency: Mutation Colony. Storage capacity: 1500 Ore, 750 Gas and 100 Crew. Armor: Heavy.Construct JUMP GATE Constructed on Wormholes. Extends supply lines to the system that is connected by the wormhole. Also, prevents enemy ships from entering through a wormhole that has a jump gate.`Construct WARLORD TRAINING GROUNDS Requires 2 slots. Recruits crew from earth and swamp planets. (Builds Warlords Mordella, Azkar, Ver Lak, Ker Tak, Thripid, Malkor in Quick Battle and Multiplayer Games). Researches Leech (1-2). Unit Dependency: Collector. Required for: Niad, Carrion Roost, Plasma Spitter. Storage Capacity: 1000 Crew; Armor: Light.Construct THRIPID Requires 3 slots. Builds Scout Carriers, Frigates, Khamirs, Hive Carriers, Seekers. Unit Dependency: Collector. Required for: Plantation, Blast Furnace, Niad evolution. Armor: Heavy.NIAD Takes up 3 slots. Used to build the Scout Carrier, Frigate, Khamir, Hive Carrier, Seeker, Leech, Spinelayer, Scarab, and Tiamat. Unit Dependency: Warlord Training Grounds. Required for: Bio Forge and Mutation Colony. Armor: Heavy.PAnCINTA ANTIMATERIA Un muro de energa imposible de atravesar. Las naves deben navegar alrededor de esta cinta.kConstruir CUARTEL GENERAL Requiere 3 ranuras. Usado para crear Fabricantes y Naves de Suministros. Esta plataforma puede suministrar a todas las naves dentro de un radio limitado. Dependencia de la Unidad: Ninguna. Se requiere para la Refinera, Centro de Entrenamiento de Marines, Torre de Sensor LR y Torre de Lser. Ofrece 25 Puntos de Mando. Blindaje: Pesado.Construir LABORATORIO DE BALSTICA Requiere 1 ranura. Investiga mejoras de las Armas (nvl 1-2) para todos los caoneros y mejoras de los Paquetes de Misiles (nvl 1-2) para los Cruceros de Misiles. Tambin investiga Camuflaje para el Infiltrador y el Crucero de Misiles. Dependencia de la Unidad: Astillero Ligero. Requerido para: Fbrica de Cascos Avanzada, Crucero de Misiles. Blindaje: Medio.nConstruir PLATAFORMA DE SUMINISTROS Requiere 2 ranuras. Reabastece caoneros y plataformas de defensa dentro de un radio limitado que se puede mejorar en la Refinera. Dependencia de la Unidad: Refinera. Se requiere para: Plataforma de Reparaciones, Nave de Suministros, Mejoras de Suministros (nvl 1-4) y Mejoras de Reabastecimiento (nvl 1-2). Blindaje: Ligero.Construir HANGAR DEL ESCUADRN Requiere 1 ranura. Investiga Escuadrilla de cazas (nvl 1-3). Dependencia de la Unidad: Academia Naval. Requerido para: Estacin Espacial, Carguero de Flota. Blindaje: Ligero.zTORRE DE SENSOR Esta plataforma permitir mejorar el alcance del sensor de todas tus unidades. Ofrece 10 Puntos de Mando. Construir LABORATORIO DE DESPLAZAMIENTO Requiere 1 ranura. Investiga el blindaje (nivel 1-4) para mejorar el blindaje de las naves, excepto el del Infiltrador. Dependencia de la Unidad: Fbrica de Cascos Avanzada. Requerido para: Crucero Lancero. Blindaje: Pesado.Construir CAN DE IONES Flota en el espacio. Plataforma defensiva que dispara un gran rayo de plasma. Produce fuertes daos a gran distancia. Ataca automticamente unidades enemigas. Dependencia de la Unidad: Laboratorio Cientfico SAA. Blindaje: Pesado.xREFINERA PESADA Esta plataforma es una mejora de la refinera normal. Te dar la oportunidad de mejorar tu Cosechadora.Construir CAPULLO Requiere 3 ranuras. Ofrece 25 Puntos de Mando. Reabastece naves y plataformas de armas dentro de un radio limitado. Construye Tejedores y Zoraps. Dependencia de la Unidad: Ninguna. Se requiere para: Colector, Ojo Espa. Blindaje: Pesado.Construir COLECTOR Requiere 3 ranuras. Recoge mineral/gas; recluta tripulacin. Construye Sifones; investiga Sifn(nvl 1-3), Suministros (nvl 1-3), Reabastecimientos (nvl 1-3). Dependencia de la Unidad: Capullo. Se requiere para: Thripid, Centro de Entrenamiento de Seor de la Guerra, Portal de Salto y evolucin del Colector Mayor. Capacidad de almacenamiento: 1500 mineral, 750 gas, 100 tripulacin. Blindaje: Pesado.COLECTOR MAYOR Ocupa 3 ranuras. Usado para recoger mineral, gas y tripulacin de los planetas a mayor velocidad que el Colector. Puede construir Sifones y mejorar la capacidad de los suministros (nvl 1-4), el radio de plantacin (nvl 1-3) y la capacidad de suministros de un Sifn (nvl 1-2). Dependencia de la Unidad: Colonia de Mutacin. Capacidad de Almacenamiento: 1500 mineral, 750 gas y 100 tripulacin. Blindaje: Pesado.Construir PORTAL DE SALTO Construido en los agujeros de gusano. Extiende las lneas de suministro al sistema que est conectado por el agujero de gusano. Adems, impide que las naves enemigas entren por un agujero de gusano que tenga una portal de salto.Construir CENTRO DE ENTRENAMIENTO DE SEOR DE LA GUERRA Requiere 2 ranuras. Recluta tripulacin de planetas de tierra y de pantano. (Proporciona Seores de la Guerra Mordella, Azkar, Ver Lak, Ker'Tak, Thripid, Malkor en el modo Multijugador y Batalla Rpida). Investiga Sanguijuela (1-2). Dependencia de la Unidad: Colector. Se requiere para: Niad, Guarida de Carroa, Escupeplasma. Capacidad de almacenamiento: 1000 tripulacin; Blindaje: Ligero.Construir THRIPID Requiere 3 ranuras. Construye Cargueros de Reconocimiento, Fragatas, Khamirs, Cargueros Colmena y Rastreadores. Dependencia de la Unidad: Colector. Se requiere para: Plantacin, Horno de Explosiones y evolucin Niad. Blindaje: Pesado.1NIAD Ocupa 3 ranuras. Usado para construir Cargueros de Reconocimiento, Fragata, Khamir, Cargueros Colmena, Rastreador, Sanguijuela, Minador, Escarabajo y Tiamat. Dependencia de la Unidad: Centro de Entrenamiento de Seor de la Guerra. Se requiere para: Bio Fragua y Colonia de Mutacin. Blindaje: Pesado.PA]RIDEAU D'ANTIMATIERE Un mur d'nergie infranchissable. Les vaisseaux doivent le contourner.Construire CENTRE DE COMMANDEMENT Ncessite 3 emplacements. Permet la construction des Navires-Chantiers et des Ravitailleurs. Cette plate-forme peut, dans un primtre limit, ravitailler tous les vaisseaux. Requis pour unit : Aucun. Requis pour la Raffinerie, le Centre d'Entranement Marines, le Poste de Dtection LP et la Tourelle Laser. Octroie 25 Points de Commandement. Blindage : Lourd.Construire LABO BALISTIQUE\Ncessite 1 emplacement. Permet la recherche de Modernisation Armement (niv 1-2) pour tous les vaisseaux de combat et Modernisation Pack Missiles (niv 1-2) pour les Croiseurs lance-missiless. Permet galement la recherche de Camouflage pour les Infiltrateurs et les Croiseurs lance-missiles. Requis pour unit : Chantier naval. Requis pour : Usine Structure Avance, Croiseur lance-missiles. Blindage : Moyen.vConstruire PLATE-FORME DE RAVITAILLEMENT Ncessite 2 emplacements. Ravitaille, dans un primtre limit qui peut tre augment la Raffinerie, les vaisseaux et les plates-formes de dfense. Requis pour unit : Raffinerie. Requis pour : Plate-forme de rparation, Ravitailleur, Modernisation rserves (niv 1-4) et Modernisation ravitaillement (niv 1-2). Blindage : Lger.Construire HANGAR D'ESCADRE \Ncessite 1 emplacement. Permet la recherche d'Escadre de Chasse (niv 1-3). Requis pour unit : Acadmie Navale. Requis pour : Station spatiale, Transporteur d'Escadres. Blindage : Lger.POSTE DE DETECTION Cette plate-forme vous permet de moderniser la porte des senseurs de toutes vos units. Octroie 10 Points de Commandement.Construire LABO BOUCLIER \Ncessite 1 emplacement. Permet la recherche de Bouclier (niv 1-4) pour augmenter les boucliers des vaisseaux, l'exception des Infiltrateurs. Requis pour unit : Usine Structure Avance. Requis pour : Croiseur. Blindage : Lourd.Construire CANON A IONS Flotte dans l'espace. Plate-forme dfensive qui tire des dcharges de plasma. Inflige d'importants dommages longue porte. Attaque automatiquement les units ennemies. Requis pour unit : Labo Recherche RAA. Blindage : Lourd.RAFFINERIE LOURDE Cette plate-forme est une version moderne de la Raffinerie. Elle vous permet de moderniser vos Moissonneuses(Construire COCON Ncessite 3 emplacements. Octroie 25 points de Commandement. Ravitaille les vaisseaux et les plates-formes de combat dans un primtre limit. Permet de construire les Tisseurs et les Zoraps. Requis pour unit : Aucun. Requis pour : Collecteur, Oeil Traqueur. Blindage : Lourd.Construire COLLECTEUR Ncessite 3 emplacements. Rcolte minerai/Gaz ; recrute des quipages. Permet de construire des Siphons ; de rechercher Siphon (niv 1-3), Munition (niv 1-3), Ravitaillement (niv 1-3). Requis pour unit : Cocon. requis pour : Thripid, Camp d'Entran. Guerrier, Portail de Saut, volution en Grand Collecteur. Capacit de stockage : 1 500 minerai, 750 gaz, 100 quipages. Blindage : Lourd.GRAND COLLECTEUR Ncessite jusqu' 3 emplacements. Rcolte minerai, gaz et quipages plus rapidement que les Collecteurs. Peut construire Siphons et peut moderniser les Dpts de munitions (niv 1-4), le rayon des Plantations (niv 1-3) et la capacit de stockage des Siphons (niv 1-2). Requis pour unit : Colonie Mutante. Capacit de stockage : 1 500 minerai, 750 gaz, 100 quipages. Blindage : Lourd.Construire PORTAIL DE SAUT Construit sur des vortex. Etend la ligne de ravitaillement vers le systme reli par le vortex. Empche les vaisseaux ennemis d'emprunter un vortex dot d'un Portail de Saut.Construire CAMP D'ENTRAIN. GUERRIER Ncessite 2 emplacements. Permet de recruter des quipages sur les plantes marcageuses et de type terrestre. (Permet de recruter les Seigneurs de la Guerre Mordella, Azkar, Ver Lak, Ker Tak, Thripid, Malkor en mode Bataille Rapide et dans les parties Multijoueurs). Permet la recherche de Sangsue (1-2). Requis pour unit : Collecteur. Requis pour : Niad, Charogne, Crache-Plasma. Capacit stockage : 1 000 quipages ; Blindage : Lger.Construire THRIPID Ncessite 3 emplacements. Permet de construire Transporteurs de Premire ligne, Frgates, Khamirs, Transporteurs-Ruche, Traqueurs. Requis pour unit : Collecteur. Requis pour : Plantation, Haut-Fourneau, volution Niad. Blindage : Lourd.$NIAD Ncessite jusqu' 3 emplacements. Permet de construire Transporteur de Premire ligne, Frgate, Khamir, Transporteur-ruche, Traqueur, Sangsue, Poseur de mines, Scarabe et Tiamat. Requis pour unit : Camp d'Entran. Guerrier. Requis pour : Bio-Forge et Colonie Mutante. Blindage : Lourd.PAfNASTRO ANTIMATERIA Un muro di energia impenetrabile. Le navi devono navigare attorno a questo nastro._Costruisci QUARTIER GENERALE Richiede 3 spazi. Utilizzato per creare Costruttori e Navi di fornitura. Questa piattaforma serve per la fornitura di tutte le navi entro un raggio limitato. Dipendenza unit: nessuna. Richiesta per: Raffineria, Centro di addestramento Marine, Torre a sensore LR e Torretta laser. Offre 25 Punti Comando. Corazza: pesante.Costruisci LABORATORIO DI BALISTICA Richiede 1 spazio. Ricerca Miglioramenti Arma (lvl 1-2) per tutte le cannoniere e i Miglioramenti Batteria missilistica (lvl 1-2) per Incrociatori missilistici. Effettua inoltre ricerche sull'Occultamento per l'Incursore e l'Incrociatore missilistico. Dipendenza unit: Cantiere navale leggero. Richiesta per: Fabbrica di scafi avanzati, Incrociatore missilistico. Corazza: media.iCostruisci PIATTAFORMA DI FORNITURA Richiede 2 spazi. Rifornisce cannoniere e piattaforme difensive entro un raggio limitato che possono essere migliorate presso la Raffineria. Dipendenza unit: Raffineria. Richiesta per: Piattaforma di riparazione, Nave di fornitura, Miglioramenti Fornitura (lvl 1-4) e Miglioramenti Rifornitura (lvl 1-2). Corazza: leggera.Costruisci HANGAR DELLO SQUADRONE Richiede 1 spazio. Ricerca Aerobrigata combattente (lvl 1-3). Dipendenza unit: Accademia navale. Richiesta per: Stazione spaziale, Portaerei. Corazza: leggera.TORRE A SENSORE Questa piattaforma offre l'opportunit di ampliare il raggio del sensore di tutte le unit. Offre 10 Punti Comando.Costruisci LABORATORIO DI DISLOCAMENTO Richiede 1 spazio. Effettua ricerche sullo Scudo (lvl 1-4) per migliorare gli scudi delle navi, tranne l'Incursore. Dipendenza unit: Fabbrica di scafi avanzati. Richiesta per: Incrociatore Lancer. Corazza: pesante.Costruisci CANNONE IONICO Vola nello spazio. Piattaforma difensiva che spara un potente raggio al plasma. Causa ingenti danni a lungo raggio. Attacca automaticamente le unit nemiche. Dipendenza unit: Laboratorio di Ricerca AWS. Corazza: pesante.RAFFINERIA PESANTE Questa piattaforma un miglioramento della comune raffineria. Essa offre l'opportunit di migliorare la Mietitrice.Costruisci BOZZOLO Richiede 3 spazi. Offre 25 Punti Comando. Rifornisce navi e piattaforme belliche entro un raggio limitato. Costruisce Tessitori e Zorap. Dipendenza unit: nessuna. Richiesta per: Collettore, Stelo oculare. Corazza: pesante.Costruisci COLLETTORE Richiede 3 spazi. Raccoglie minerale/gas; recluta personale. Costruisce Aspiratori; effettua ricerche su Aspiratore (lvl 1-3), Fornitura (lvl 1-3), Rifornitura (lvl 1-3). Dipendenza unit: Bozzolo. Richiesta per: Tripide, Campi di addestramento Signore della Guerra, Porta di lancio, evoluzione Collettore maggiore. Capacit: 1500 minerale, 750 gas, 100 squadra. Corazza: pesante.COLLETTORE MAGGIORE Richiede 3 spazi. Utilizzato per raccogliere minerale, gas e squadra dai pianeti a una velocit superiore rispetto al Collettore. Pu costruire Aspiratori e incrementare la capacit di Fornitura (lvl 1-4), il raggio della Piantagione (lvl 1-3) e la capacit di fornitura di un Aspiratore (lvl 1-2). Dipendenza unit: Colonia della Mutazione. Capacit: 1500 minerale, 750 gas e 100 squadra. Corazza: pesante.Costruisci PORTA DI LANCIO Costruita sui Buchi infinito. Estende le linee di fornitura al sistema connesso dal Buco infinito. Inoltre, impedisce alle navi nemiche di attraversare un Buco infinito.Costruisci CAMPI DI ADDESTRAMENTO SIGNORE DELLA GUERRA Richiede 2 spazi. Recluta personale dai Pianeti Terra e dai Pianeti delle Paludi (genera i Signori della Guerra Mordella, Azkar, Ver Lak, Ker Tak, Tripide, Malkor in Battaglia rapida e nelle partite multigiocatore). Effettua ricerche sulla Sanguisuga (1-2). Dipendenza unit: Collettore. Richiesta per: Niad, Covo delle Carogne, Espulsore Plasma. Capacit: 1000 squadra; Corazza: leggera.Costruisci TRIPIDE Richiede 3 spazi. Costruisce Ricognitori, Fregate, Khamir, Trasporti Alveare, Cercatori. Dipendenza unit: Collettore. Richiesta per: Piantagione, Altoforno, evoluzione Niad. Corazza: pesante. NIAD Richiede 3 spazi. Impiegata per costruire Ricognitore, Fregata, Khamir, Trasporto Alveare, Cercatore, Sanguisuga, Posamine Mantis, Scarabeo e Tiamat. Dipendenza unit: Campi di addestramento Signore della Guerra. Richiesta per: Bio-fucina e Colonia della Mutazione. Corazza: pesante.PA< tٳt \  ܴ0 3X 1 o LрX Tx 0\ ( t0@  |t}D `   HX h X |  t . DpX \  %D 25 ¨ ի : t, ȹ tݲ |, LR < , t 0 © : 4 1000  : PwҤ 1X 1 o 40, | ), t| tܴ| `  DՔ ի : |tǸ }|ܴ ի : ܴ4ܴ )ӠѬ h : | l  : т |t ի 2X 1 o  HX h X | \. ,  tܴ| `  DՔ ի : t ի : Ӵ ի h :  |t}  : Liܴ` մ 1X 1 o tܴ| `  DՔ ի : $tnj Dtp ի : ˜tǤ LtX h : տ ά  : L0< DpX \  %D 10 ¤p < tܴ| `  \ tǤ< 1X 1 o tܴ tܴ| `  DՔ ի : ܴ4ܴ )ӠѬ h :  l  : P[t( | t$ p\ |ȹ | XՔ ) ի. %X̹ t $Ƙ x DՔ ի : AWS X  : P1D t t tܴ ի. Xՠ0| tܴ `  䲖T 3X 1 o ҤX Tx 0\ DŽ@ pȍD `   HX h X |  t . DpX \  %D 25 ¨ ի : 0, Dt ¡ © : 4 1500  : P 0 3X 1 o tD ` 

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Fassungsvermgen kann durch Erforschung der Siphon-Erweiterungen 1 - 3 im Sammler erhht werden. Voraussetzungen: Sammler. Panzerung: Keine.RAUBTIER bauen Kleines schnelles Kampfschiff, das mit Zwillingslasern ausgestattet ist. Geeignet fr Aufklrung und in Nahkmpfen, aber schlecht gegen grere Schiffe. Voraussetzungen: Thripid, Explosionsofen. Hauptwaffe: Zwillingslaser. Spezialausrstung: Mimikry. Panzerung: Mittel.SPHERTRGER bauen Schiff mittlerer Gre, das Jger verwendet, um den Feind auf kurze und mittlere Distanz anzugreifen. Gut gegen leicht bewaffnete Einheiten. Voraussetzungen: Thripid. Hauptwaffe: 1 Staffel leichter Angriffsjger. Panzerung: Leicht.KHAMIR bauen Kleines Schiff mit hoher Geschwindigkeit. Schiet mit einzelnen Laserkanonen. Voraussetzungen: Thripid, Explosionsofen. Hauptwaffe: Laserkanone. Spezialausrstung: Explosionsramme. Panzerung: Leicht.MINENLEGER bauen Kleines Schiff mittlerer Geschwindigkeit, das Minen zu Verteidigungszwecken auslegt. Voraussetzungen: Niad, Sprenglager. Hauptwaffe: Keine. Spezialausrstung: Minen. Panzerung: Mittel.KEGEL bauen Transportiert Truppen, die dann Konstruktionsschiffe, Ernter und Plattformen (keine Kampfschiffe) einnehmen. Besser bewaffnete Einheiten knnen eingenommen werden, nach dem Egel-Erweiterungen 1 - 2 im Krieger-Trainingszentrum erforscht wurden. Voraussetzungen: Niad, Hybridzentrum. Hauptwaffe: Keine. Panzerung: Keine. Schwarmtrger bauen Groes Schiff mit mittlerer Geschwindigkeit, das 2 Staffeln Jger zum Angriff auf mittlerer und langer Distanz entsenden kann. Voraussetzungen: Thripid, Aashafen. Hauptwaffe: 2 Staffeln Angriffsjger. Spezialwaffe: Abwehrwolke. Panzerung: Mittel.SCARAB bauen Groes Schiff, doppellufige Plasmakanonen besitzt. Bietet erstklassigen Schutz gegen Angriffsjger mit groer Reichweite. Voraussetzungen: Niad, Carapice-Fabrik. Hauptwaffe: Doppellufige Plasmakanone. Spezialwaffe: Gravitationsquelle. Panzerung: Schwer. TIAMAT bauen Groes Schiff, das mit 3 Staffeln schwerer Angriffsjger auf groe Entfernungen vernichtenden Schaden anrichten kann. Voraussetzungen: Niad, Aashafen, Bio-Schmiede, Sezierkammer. Hauptwaffe: 3 Staffeln schwere Angriffsjger. Spezialwaffe: Repulsor-Welle. Panzerung: Schwer.///////PAConstruct SIPHON Harvests ore from asteroid and debris fields and gas from nebulae. Increase its holding capacity by researching Siphon (lvl 1-3) at Collector. Unit Dependency: Collector. Armor: None.Construct FRIGATE Small, fast gunboat that fires twin laser blasts from its front turrets. Good for scouting and in close battles, but weak against larger ships. Unit Dependency: Thripid, Blast Furnace. Main Weapon: Twin laser turrets. Special Ability: Mimic. Armor: Medium.Construct SCOUT CARRIER Medium ship that launches attack fighters to attack enemies from short- to medium-range distance. Good against light-armored units. Unit Dependency: Thripid. Main Weapon: 1 squad of light attack fighters. Armor: Light.Construct KHAMIR Small ship with excellent speed that fires a single laser dart. Unit Dependency: Thripid, Blast Furnace. Main Weapon: Single action dart laser. Special Ability: Explosive Ram. Armor: Light.Construct SPINELAYER Small ship with medium speed that drops mines for defensive purposes. Unit Dependency: Niad, Explosives Range. Main Weapon: None. Special Ability: Cloaked mines. Armor: Medium.Construct LEECH Carries troops to infiltrate construction ships, harvesting ships, and platforms (not gunboats). Research Leech (lvl 1-2) at Warlord Training Grounds to take over more heavily armored units. Unit Dependency: Niad, Hybrid Center. Main Weapon: None. Armor: None.Construct HIVE CARRIER Large ship with medium speed that launches 2 squads of attack fighters from medium- to long-range distance. Unit Dependency: Thripid, Carrion Roost. Main Weapon: 2 squads of medium attack fighters. Special Weapon: Repellent Cloud. Armor: Medium. Construct SCARAB Large ship that fires plasma bolts from its twin plasma launchers. Provides excellent protection for long-range attack fighters. Unit Dependency: Niad, Carapace Plant. Main Weapon: Twin plasma launchers. Special Weapon: Gravity Well. Armor: Heavy.&Construct TIAMAT Large ship that unleashes devastating damage from its 3 squads of heavy attack fighters launched from long range. Unit Dependency: Niad, Carrion Roost, Bio Forge, Dissection Chamber. Main Weapon: 3 squads of heavy attack fighters. Special Weapon: Repulsor Wave. Armor: Heavy.UResearch Platforms cycles through platforms that offer special weapons and upgrades. OShipyards cycles through platforms that build military ships and headquarters. PIdle Nonmilitary Ships cycles through and selects each available utility ship. 7Fleets cycles through and selects each existing fleet. }Diplomacy displays the Diplomacy screen, where you can change alliances and trade resources (gas, ore and crew) with allies. ^Chat displays the Chat screen in multiplayer, where you communicate to allies and/or enemies. Game Menu displays the game menu screen, where you can save, load, and exit games or access the Options screen to adjust your player, game, video, and audio settings.PAConstruir SIFN Recoge mineral de campos de residuos y de asteroides y gas de nebulosas. Aumenta su capacidad de almacenamiento investigando Sifn (nvl 1-3) en el Colector. Dependencia de la Unidad: Colector. Blindaje: Ninguno.\Construir FRAGATA Caonero pequeo y rpido que dispara un lser doble desde sus torretas delanteras. Bueno para el reconocimiento y los combates cuerpo a cuerpo, pero dbil contra naves ms grandes. Dependencia de la Unidad: Thripid, Horno de Explosiones. Arma principal: Torretas de lser dobles. Habilidad especial: Imitacin. Blindaje: Medio.Construir CARGUERO DE RECONOCIMIENTO Nave de tamao medio que lanza cazas para atacar enemigos a corta y media distancia. Bueno contra unidades ligeramente blindadas. Dependencia de la Unidad: Thripid. Arma principal: 1 pelotn de cazas de ataque ligeros. Blindaje: Ligero.Construir KHAMIR Nave pequea con una velocidad excelente que dispara un solo dardo lser. Dependencia de la Unidad: Thripid, Horno de Explosiones. Arma principal: Dardo lser monotiro. Habilidad especial: Ariete Explosivo. Blindaje: Ligero.Construir MINADOR Nave pequea con una velocidad media que lanza minas como medida defensiva. Dependencia de la Unidad: Niad, Rango de Explosivos. Arma principal: Ninguna. Habilidad especial: Minas camufladas. Blindaje: Medio.mConstruir SANGUIJUELA Transporta tropas que se infiltran en naves de construccin,cosechadoras y plataformas (no en naves de combate). Investiga Sanguijuela (nvl 1-2) en el Centro de Entrenamiento de Seor de la Guerra para infiltrarte en unidades de blindaje ms pesado. Dependencia de la Unidad: Niad, Centro Hbrido. Arma principal: Ninguna. Blindaje: Ninguno.Construir CARGUERO COLMENA Nave grande de velocidad media que lanza 2 pelotones de cazas de ataque de alcance largo-medio. Dependencia de la Unidad: Thripid, Guarida de Carroa. Arma principal: 2 pelotones de cazas de ataque medios. Arma Especial: Nube de Repelente. Blindaje: Medio.1Construir ESCARABAJO Nave grande que dispara rayos de plasma de sus propios lanzadores. Una proteccin excelente para cazas de ataque de largo alcance. Dependencia de la Unidad: Niad, Fbrica de Caparazones. Arma principal: Lanzadores de Plasma dobles. Arma Especial: Pozo de Gravedad. Blindaje: Pesado.0Construir TIAMAT Nave grande que produce graves daos por sus 3 pelotones de cazas pesados lanzados desde larga distancia. Dependencia de la Unidad: Niad, Guarida de Carroa, Bio Fragua, Cmara de Diseccin. Arma principal: 3 pelotones de cazas pesados. Arma Especial: Onda Repulsora. Blindaje: Pesado.^Las Plataformas de Investigacin muestran plataformas que ofrecen armas especiales y mejoras. YLos Astilleros muestran plataformas que construyen naves militares y el Cuartel General. NNavega por las Naves Civiles Inactivas y selecciona las que haya disponibles. =Navega por las Flotas y selecciona las que haya disponibles. Diplomacia muestra la pantalla de Diplomacia donde puedes cambiar las alianzas e intercambiar recursos (gas, mineral y tripulacin) con aliados. qChat muestra la pantalla de Chat en el modo multijugador, desde donde te comunicas con los aliados y/o enemigos. Men del Juego muestra la pantalla de men del juego, donde puedes guardar, cargar y terminar partidas o acceder a la pantalla de Opciones para ajustar la configuracin de tu jugador, partida, vdeo y sonido. Construire SIPHON Rcolte du minerai dans les astrodes et les champs de dbris ainsi que le gaz des nbuleuses. Augmente sa capacit de stockage en effectuant des recherches Siphon (niv 1-3) dans un Collecteur. Requis pour unit : Collecteur. Blindage : Aucun.gConstruire FREGATE Petit vaisseau de combat rapide dot de tourelles frontales quipes de deux canons lasers. Excellent pour explorer et pour les combats rapprochs, mais faible face aux plus gros vaisseaux. Requis pour unit : Thripid, Haut-Fourneau. Arme principale : Tourelles double canon laser. Capacit(s) spciale(s) : Mimtisme. Blindage : Moyen.Construire TRANSPORTEUR DE PREMIERE LIGNE Vaisseau moyen capable de lancer des escadres de chasseurs court ou moyen rayon d'action. Excellent contre les units faiblement blindes. Requis pour unit : Thripid. Arme principale : 1 escadre de chasseurs lgers. Blindage : Lger.Construire KHAMIR Petit vaisseau trs rapide quip d'un petit rayon laser. Requis pour unit : Thripid, Haut-Fourneau. Arme principale : Petit laser. Capacit(s) spciale(s) : Eperon explosif. Blindage : Lger.Construire POSEUR DE MINES Petit vaisseau moyennement rapide qui peut dployer des champs de mines. Requis pour unit : Niad, Champ Explosif. Arme principale : Aucune. Capacit(s) spciale(s) : Mines camoufles. Blindage : Moyen.Construire SANGSUE Transporte des troupes pour prendre d'assaut les vaisseaux btisseurs, les vaisseaux moissonneuses et les plates-formes (pas les vaisseaux de combat). Rechercher Sangsue (niv 1-2) dans un Camp d'Entran. Guerrier pour pouvoir s'attaquer des cibles lourdement blindes. Requis pour unit : Niad, Centre d'Hybridation. Arme principale : Aucune. Blindage : Aucun."Construire TRANSPORTEUR-RUCHE Grand vaisseau ayant une vitesse moyenne capable de lancer 2 escadres de chasseurs moyen ou long rayon d'action. Requis pour unit : Thripid, Charogne. Arme principale : 2 escadres de chasseurs moyens. Arme spciale : Nuage de couverture. Blindage : Moyen.&Construire SCARABEE Grand vaisseau quip de doubles canons plasma. Fournit une excellente protection pour les chasseurs attaquant longue distance. Requis pour unit : Niad, Usine Carapace. Arme principale : Doubles canons plasma. Arme spciale : Puits gravitationnel. Blindage : Lourd.8Construire TIAMAT Grand vaisseau capable de lancer 3 escadres de chasseurs lourds long rayon d'action infligeant des dommages dvastateurs 3. Requis pour unit : Niad, Charogne, Bio-Forge, Dissection Chamber. Arme principale : 3 escadres de chasseurs lourds. Arme spciale : Onde Rpulsive. Blindage : Lourd.cPasse en revue les plates-formes permettant de raliser des modernisations ou des armes spciales. gPasse en revue les plates-formes construisant des vaisseaux militaires et des Centres de Commandement. =Passe en revue les navires civils non affects une tche. 'Permet de passer en revue vos flottes. Diplomatie affiche l'cran diplomatique partir duquel vous pouvez modifier vos alliances et changer des ressources (gaz, minerai et quipages) avec vos allis. Discussion affiche la fentre de discussion en mode Multijoueurs, fentre partir de laquelle vous pouvez communiquer avec vos allis et/ou vos ennemis. Menu affiche l'cran du Menu du Jeu partir duquel vous pouvez effectuer des sauvegardes, des chargements , quitter le jeu ou accder l'cran d'Options pour apporter des ajustements aux paramtres joueurs, aux paramtres du jeu ainsi qu'aux paramtres audio et vido.PA Costruisci ASPIRATORE Raccoglie minerale da asteroidi e campi di detriti; inoltre estrae gas dalle nebulose. Incrementa la sua capacit di raccolta effettuando ricerche sull'Aspiratore (lvl 1-3) presso il Collettore. Dipendenza unit: Collettore. Corazza: nessuna.@Costruisci FREGATA Piccola, veloce cannoniera che spara due raggi laser dalle sue torrette frontali. Utile per la ricognizione e nelle battaglie ravvicinate, ma debole contro le navi pi grandi. Dipendenza unit: Tripide, Altoforno. Arma principale: Torrette laser gemelle. Abilit speciale: Mimetismo. Corazza: media.Costruisci RICOGNITORE Nave media che lancia i combattenti all'attacco dei nemici da distanze breve e media. Efficace contro le unit leggere. Dipendenza unit: Tripide. Arma principale: 1 squadra di combattenti leggeri. Corazza: leggera.Costruisci KHAMIR Piccola nave dall'eccellente velocit che spara una singola freccia laser. Dipendenza unit: Tripide, Altoforno. Arma principale: Freccia laser ad azione singola. Abilit speciale: Ariete esplosivo. Corazza: leggera.Costruisci POSAMINE MANTIS Piccola nave dalla velocit media che sgancia mine a scopo difensivo. Dipendenza unit: Niad, Serie esplosivi. Arma principale: nessuna. Abilit speciale: Mine occulte. Corazza: media.qCostruisci SANGUISUGA Trasporta truppe da infiltrare nelle navi da costruzione, navi da raccolta e piattaforme (non cannoniere). Effettua ricerche sulla Sanguisuga (lvl 1-2) presso i Campi di addestramento Signore della Guerra per avere pi facilmente la meglio sulle unit corazzate. Dipendenza unit: Niad, Centro Ibrido. Arma principale: nessuna. Corazza: nessuna."Costruisci TRASPORTO ALVEARE Grossa nave dalla velocit media che lancia 2 squadre di combattenti all'attacco da distanze breve e media. Dipendenza unit: Tripide, Covo delle Carogne. Arma principale: 2 squadre di combattenti da attacco medio. Arma speciale: Nube tossica. Corazza: media.2Costruisci SCARABEO Grossa nave che spara raggi al plasma dai suoi dispositivi gemelli. Fornisce ottima protezione per i combattenti da attacco a lungo raggio. Dipendenza unit: Niad, Impianto Carapace. Arma principale: Dispositivi gemelli al plasma. Arma speciale: Sorgente di Gravit. Corazza: pesante.JCostruisci TIAMAT Grossa nave che provoca ingenti danni per mezzo delle sue 3 squadre di combattenti da attacco pesante, lanciate da lontano. Dipendenza unit: Niad, Covo delle Carogne, Bio-fucina, Sala di Dissezione. Arma principale: 3 squadre di combattenti da attacco pesante. Arma speciale: Onda repulsiva. Corazza: pesante.XPiattaforme di ricerca mostra le piattaforme che offrono armi e miglioramenti speciali. ]Cantieri navali mostra le piattaforme che costruiscono navi militari e il Quartier Generale. KNavi civili ferme mostra e seleziona ciascuna nave di utilit disponibile. 5Flotte mostra e selezione ciascuna flotta esistente. Diplomazia mostra la schermata Diplomazia, dove possibile modificare alleanze e scambiare risorse (gas, minerale e squadra) con gli alleati. tChat mostra la schermata Chat in modalit multigiocatore, dove possibile comunicare con gli alleati e/o i nemici. Menu di gioco mostra la schermata del menu del gioco, dalla quale possibile salvare, caricare e abbandonare partite o accedere alla schermata Opzioni per modificare le impostazioni relative a giocatore, partita, video e audio.It 1 t< D DX 1 | D`  ǔ  ۲ ի : 0  : LvլC 2X @  D tǩX D . p i ի : Ĭ<ܴ DՔ ի : ¸ Ȳ 40 :  T   % :  : ntΰƸ ά , p D t ̹䴴 h . 1X D | tǩX Xp t @ Ō t ի : Ĭ<ܴ 40 :  D  : Lnt @  \ D . `x h ի : Ĭ<ܴ DՔ ի : ¸ Ȳ 40 :    % : uǤ \  : Ll@tǴ \ )| <\   D $XXՔ  h ի : ȲDܴ DՔ ի : uǤ \ x  % : uǤ \  : іX X D, h tǘ իD XՔp . t P D, h tǘ իD X0 t \ܴ tݲ |ܴ X| tܴ t|h ի : ȲDܴ DՔ ի : Xt ܴ <0  % :  : L}Xt ά , p D \ 2X D | ©`  ǔ  h ի : Ĭ<ܴ DՔ ի : ά( 踤¸ 40:  D  % : t|ܴ  : у T |ȹ \ D XՔ  h . p h X 8֩<\ ιt  ի : ȲDܴ DՔ ի : <դ ՜ 40 : T |ȹ  % : D  : PƑDȹ 3X 4 | tǩX pij Ō p Dż  .@ tǴ Dl  lX  %. X 0\ X | ¨Ltɤ tܴ ܴܴxX  %. ܴܴx tɤ tܴ| X D L 4t . X̹ ι@ X  , tܴ 1 t 1 D DXՔ ij| ¨, tܴ 2 t 1 D DXՔ ij| ¨, tܴ 1 t 1 | DXՔ ij| ¨PA^Badania nad MODERNIZACJ OSAON 4 Wszystkie statki otrzymuj premi +1 do wytrzymaBo[ci osBon.XBadania nad MODERNIZACJ SILNIKW 1 Wszystkie statki otrzymuj premi +1 do szybko[ci.XBadania nad MODERNIZACJ SILNIKW 2 Wszystkie statki otrzymuj premi +1 do szybko[ci.XBadania nad MODERNIZACJ SILNIKW 3 Wszystkie statki otrzymuj premi +1 do szybko[ci.XBadania nad MODERNIZACJ SILNIKW 4 Wszystkie statki otrzymuj premi +1 do szybko[ci.kBadania nad MODERNIZACJ MYZLIWCW 1 My[liwce z Lotniskowcw i Stacji Kosmicznych otrzymuj +5 do celno[ciwBadania nad MODERNIZACJ MYZLIWCW 2 My[liwce z Lotniskowcw i Stacji Kosmicznych otrzymuj dodatkowe +5 do celno[ci.wBadania nad MODERNIZACJ MYZLIWCW 3 My[liwce z Lotniskowcw i Stacji Kosmicznych otrzymuj dodatkowe +5 do celno[ci.~Badania nad KAMUFLA{EM Dziki technologii kamufla|u Kr|ownik Rakietowy i Infiltrator mog si sta niewidzialne dla wszystkich jednostek za wyjtkiem tych, ktre dysponuj technologi wykrywania ukrytych jednostek (Infiltrator, Szperacz i Wyrocznia). Za korzystanie z kamufla|u Kr|ownik Rakietowy musi pBaci surowcami, natomiast Infiltrator mo|e j wykorzystywa bez przeszkd.Badania nad UDERZENIEM BURZY BroD specjalna Niszczyciela. Po wystrzeleniu, broD ta powoduje uszkodzenia wszystkich jednostek, znajdujcych si w polu ra|enia wybuchu.nBadania nad SONDOM BroD specjalna Lotniskowca. Po wystrzeleniu, Sonda usuwa mgB wojny i pokazuje caBy ukBad.Badania nad AUKIEM WAMPIRYCZNYM BroD specjalna Lancetnika. Po wystrzeleniu, Lancetnik mo|e zmniejszy zapasy wrogiej jednostki.Badania nad TARCZ EGIDY BroD specjalna Pancernika. Po jej wBczeniu, Pancernik staje si odporny na wszystkie ataki przeciwnika. Wad tej osBony jest to, |e na jej stworzenie trzeba zu|y du|e ilo[ci surowcw.Badania nad ZWIKSZENIEM WYDOBYCIA RUDY 1 Zwiksza tempo pozyskiwania przez Rafinerie rudy z planet typu ziemskiego i z ksi|ycw.Badania nad ZWIKSZENIEM WYDOBYCIA RUDY 2 Zwiksza tempo pozyskiwania przez Rafinerie rudy z planet typu ziemskiego i z ksi|ycw.Badania nad ZWIKSZENIEM WYDOBYCIA GAZU 1 Zwiksza tempo pozyskiwania przez Rafinerie gazu z planet typu ziemskiego i z olbrzymw gazowych.!xvzteGS}2 XR|Iq^_^0WftT#lKaft NcƖtev^0xvz0b_j-NGS}4 cOMYv0b_j-N0 xvz0b_j-NGS}5 cOMYv0b_j-N0 xvz܈f}GS}3 2xGT܈f}9v܈f} NP+10xvz܈f}GS}4 2xGT܈f}9v܈f} NP+10xvz܈f}GS}5 2xGT܈f}9v܈f} NP+10xvz&ywGS}3 XR|Iq^_ftT[f Nc&ywv^0!xvzteGS}3 XR|Iq^_^0WftT#lKaft NcƖtev^0`^ d"} ^_N g^'YuP,nJS_v\W9f0S)R(uVl|q}uP,nf|gQvUMO0^8^iTuP[\*gc"}vf|0 BlUMO]v_W 9^0r;edGvr4xdvZR XR@b bv4xX0%xvzr4xdGS}2 X7_aS[>r;edGvr4xdvZR XR@b bv4xX0xGAS-ERWEITERUNG 2 erforschen Erhht die Geschwindigkeit, mit der Raffinerien Gas auf Erdplaneten und Gasriesen abbauen.RJGERSTAFFEL-ERWEITERUNG 4 erforschen Stellt eine weitere Staffel zur Verfgung. RJGERSTAFFEL-ERWEITERUNG 5 erforschen Stellt eine weitere Staffel zur Verfgung. VERSORGUNGS-ERWEITERUNG 3 erforschen Kampfschiffe und Versorgungsschiffe erhalten einen Bonus von +1 zu ihrem Versorgungsmaximum.VERSORGUNGS-ERWEITERUNG 4 erforschen Kampfschiffe und Versorgungsschiffe erhalten einen Bonus von +1 zu ihrem Versorgungsmaximum.VERSORGUNGS-ERWEITERUNG 5 erforschen Kampfschiffe und Versorgungsschiffe erhalten einen Bonus von +1 zu ihrem Versorgungsmaximum.uERZ-ERWEITERUNG 3 erforschen Erhht die Geschwindigkeit, mit der Raffinerien Erz auf Erdplaneten und Monden abbauen.xGAS-ERWEITERUNG 3 erforschen Erhht die Geschwindigkeit, mit der Raffinerien Gas auf Erdplaneten und Gasriesen abbauen.MSUCHER bauen Kleines Schiff, das mit hoher Geschwindigkeit fliegt und eine groe Sensorreichweite besitzt. Kann ein System mit seinem Ping-System entfernte Einheiten entdecken. Hervorragend zur Aufklrung in unerforschten Systemen. Voraussetzungen: Thripid, Augenstiel. Hauptwaffe: Keine. Spezialausrstung: Ping. Panzerung: Keine.^SIPHON-ERWEITERUNG 1 erforschen Siphons erhalten einen Bonus von +1 auf ihr Fassungsvermgen.^SIPHON-ERWEITERUNG 2 erforschen Siphons erhalten einen Bonus von +1 auf ihr Fassungsvermgen.}NACHSCHUB-ERWEITERUNG 1 erforschen Erhht den Radius zur Wiederversorgung fr Kokons, Plantagen, Groe Plantagen und Zoraps.}NACHSCHUB-ERWEITERUNG 2 erforschen Erhht den Radius zur Wiederversorgung fr Kokons, Plantagen, Groe Plantagen und Zoraps.}NACHSCHUB-ERWEITERUNG 3 erforschen Erhht den Radius zur Wiederversorgung fr Kokons, Plantagen, Groe Plantagen und Zoraps.}EXPLOSIONSRAMMEN-ERWEITRUNG 1 erforschen Verstrkt die Explosionsramme der Khamir und erhht den Schaden, die sie anrichtet.}EXPLOSIONSRAMMEN-ERWEITRUNG 2 erforschen Verstrkt die Explosionsramme der Khamir und erhht den Schaden, die sie anrichtet.PAnResearch GAS UPGRADE 2 Increases the rate at which Refineries harvest gas from earth planets and gas giants.DResearch FIGHTER WING UPGRADE 4 Provides another wing of fighters. DResearch FIGHTER WING UPGRADE 5 Provides another wing of fighters. RResearch SUPPLY UPGRADE 3 Gunboats and Supply Ships receive +1 to supply maximum.SResearch SUPPLY UPGRADE 4 Gunboats and Supply Ships receive +1 to supply maximum.SResearch SUPPLY UPGRADE 5 Gunboats and Supply Ships receive +1 to supply maximum.iResearch ORE UPGRADE 3 Increases the rate at which Refineries harvest ore from earth planets and moons.nResearch GAS UPGRADE 3 Increases the rate at which Refineries harvest gas from earth planets and gas giants.Construct SEEKER Small ship with excellent speed and large sensor radius. Can ping system to track down units. Excellent for recon in unexplored systems. Unit Dependency: Thripid, Eye Stalk. Main Weapon: None. Special Ability: Ping. Armor: None.HResearch SIPHON UPGRADE 1 Siphons receive +1 to their holding capacity.HResearch SIPHON UPGRADE 2 Siphons receive +1 to their holding capacity.pResearch RESUPPLY UPGRADE 1 Increases resupply radius of Cocoons, Plantations, Greater Plantations, and Zoraps.pResearch RESUPPLY UPGRADE 2 Increases resupply radius of Cocoons, Plantations, Greater Plantations, and Zoraps.pResearch RESUPPLY UPGRADE 3 Increases resupply radius of Cocoons, Plantations, Greater Plantations, and Zoraps.kResearch EXPLOSIVE RAM UPGRADE 1 Strengthens the Khamir's Explosive Ram, increasing the damage it causes. lResearch EXPLOSIVE RAM UPGRADE 2 Strengthens the Khamir's Explosive Ram, increasing the damage it causes. PAInvestigar GAS: MEJORA 2 Aumenta la velocidad de las Refineras que recogen gas de los planetas de tierra y de los gigantes de gas.MInvestigar ESCUADRILLA DE CAZAS: MEJORA 4 Provee otra escuadrilla de cazas. MInvestigar ESCUADRILLA DE CAZAS: MEJORA 5 Provee otra escuadrilla de cazas. eInvestigar SUMINISTROS: MEJORA 3 Caoneros y Naves de Suministros reciben +1 para suministro mximo.eInvestigar SUMINISTROS: MEJORA 4 Caoneros y Naves de Suministros reciben +1 para suministro mximo.eInvestigar SUMINISTROS: MEJORA 5 Caoneros y Naves de Suministros reciben +1 para suministro mximo.{Investigar MINERAL: MEJORA 3 Aumenta la velocidad de las Refineras que recogen mineral de las lunas y planetas de tierra.Investigar GAS: MEJORA 3 Aumenta la velocidad de las Refineras que recogen gas de los planetas de tierra y de los gigantes de gas.AConstruir RASTREADOR Nave pequea con una velocidad excelente y un gran radio del sensor. Dispone de un sistema de pirateo para seguir unidades. Excelente para reconocimiento en sistemas inexplorados. Dependencia de la Unidad: Thripid, Ojo Espa. Arma principal: Ninguna. Habilidad especial: Pirateo. Blindaje: Ninguno.WInvestigar SIFN: MEJORA 1 Los Sifones reciben +1 para su capacidad de almacenamiento.WInvestigar SIFN: MEJORA 2 Los Sifones reciben +1 para su capacidad de almacenamiento.Investigar REABASTECIMIENTOS: MEJORA 1 Aumenta el radio de reabastecimiento de los Capullos, Plantaciones, Plantaciones Mayores y Zoraps.Investigar REABASTECIMIENTOS: MEJORA 2 Aumenta el radio de reabastecimiento de los Capullos, Plantaciones, Plantaciones Mayores y Zoraps.Investigar REABASTECIMIENTOS: MEJORA 3 Aumenta el radio de reabastecimiento de los Capullos, Plantaciones, Plantaciones Mayores y Zoraps.oInvestigar ARIETE EXPLOSIVO: MEJORA 1 Fortalece el Ariete Explosivo del Khamir, aumentando el dao que causa. pInvestigar ARIETE EXPLOSIVO: MEJORA 2 Fortalece el Ariete Explosivo del Khamir, aumentando el dao que causa. Recherche MODERNISATION GAZ 2 Augmente la vitesse laquelle les raffineries extraient le gaz des plantes de type terrestre et des gantes gazeuses.^Recherche MODERNISATION ESCADRE DE CHASSE 4 Fournit une escadre supplmentaire de chasseurs. ^Recherche MODERNISATION ESCADRE DE CHASSE 5 Fournit une escadre supplmentaire de chasseurs. |Recherche MODERNISATION RESERVES 3 Les vaisseaux de combat et les Ravitailleurs ont un bonus de +1 leur rserve maximale.}Recherche MODERNISATION RESERVES 4 Les vaisseaux de combat et les Ravitailleurs ont un bonus de +1 leur rserve maximale.}Recherche MODERNISATION RESERVES 5 Les vaisseaux de combat et les Ravitailleurs ont un bonus de +1 leur rserve maximale.Recherche MODERNISATION MINERAI 3 Augmente la vitesse laquelle les raffineries extraient le minerai des plantes de type terrestre et des lunes.Recherche MODERNISATION GAZ 3 Augmente la vitesse laquelle les raffineries extraient le gaz des plantes de type terrestre et des gantes gazeuses.BConstruire TRAQUEUR Petit vaisseau trs rapide dot d'un dispositif de dtection grand rayon d'action. Peut sonder des systmes pour traquer des units. Idal pour explorer des systmes inconnus. Requis pour unit : Thripid, Oeil Traqueur. Arme principale : Aucune. Capacit(s) spciale(s) : Sondeur. Blindage : Aucun.QRecherche MODERNISATION SIPHON 1 Les Siphons ont +1 leur capacit de stockage.QRecherche MODERNISATION SIPHON 2 Les Siphons ont +1 leur capacit de stockage.Recherche MODERNISATION RAVITAILLEMENT 1 Augmente le rayon de rapprovisionnement des Cocons, des Plantations, des Plantations Suprieures et Zoraps.Recherche MODERNISATION RAVITAILLEMENT 2 Augmente le rayon de rapprovisionnement des Cocons, des Plantations, des Plantations Suprieures et Zoraps.Recherche MODERNISATION RAVITAILLEMENT 3 Augmente le rayon de rapprovisionnement des Cocons, des Plantations, des Plantations Suprieures et Zoraps.xRecherche MODERNISATION EPERON EXPLOSIF 1 Renforce l'Eperon Explosif du Khamir, augmentant les dommeges qu'il inflige. yRecherche MODERNISATION EPERON EXPLOSIF 2 Renforce l'Eperon Explosif du Khamir, augmentant les dommeges qu'il inflige. PARicerca MIGLIORAMENTO 2 GAS Incrementa la velocit di raccolta delle Raffinerie di gas dai Pianeti Terra e dai giganti gassosi.\Ricerca MIGLIORAMENTO 4 AEROBRIGATA COMBATTENTE Fornisce un'altra aerobrigata combattente. \Ricerca MIGLIORAMENTO 5 AEROBRIGATA COMBATTENTE Fornisce un'altra aerobrigata combattente. mRicerca MIGLIORAMENTO 3 FORNITURA Cannoniere e Navi di fornitura ricevono +1 per il massimo della fornitura.mRicerca MIGLIORAMENTO 4 FORNITURA Cannoniere e Navi di fornitura ricevono +1 per il massimo della fornitura.mRicerca MIGLIORAMENTO 5 FORNITURA Cannoniere e Navi di fornitura ricevono +1 per il massimo della fornitura.Ricerca MIGLIORAMENTO 3 MINERALE Incrementa la velocit di raccolta delle Raffinerie di minerale dai Pianeti Terra e dalle lune.Ricerca MIGLIORAMENTO 3 GAS Incrementa la velocit di raccolta delle Raffinerie di gas dai Pianeti Terra e dai giganti gassosi.?Costruisci CERCATORE Piccola nave dall'ottima velocit a dal sensore ad ampio raggio. in grado di localizzare unit grazie a un sistema a impulsi. Eccellente per le ricognizioni nei sistemi inesplorati. Dipendenza unit: Tripide, Stelo oculare. Arma principale: nessuna. Abilit speciale: Impulso. Corazza: nessuna.[Ricerca MIGLIORAMENTO 1 ASPIRATORE Gli Aspiratori ricevono +1 per la capacit di raccolta.[Ricerca MIGLIORAMENTO 2 ASPIRATORE Gli Aspiratori ricevono +1 per la capacit di raccolta.Ricerca MIGLIORAMENTO 1 RIFORNITURA Incrementa il raggio di rifornitura di Bozzoli, Piantagioni, Piantagioni maggiori e Zorap.Ricerca MIGLIORAMENTO 2 RIFORNITURA Incrementa il raggio di rifornitura di Bozzoli, Piantagioni, Piantagioni maggiori e Zorap.Ricerca MIGLIORAMENTO 3 RIFORNITURA Incrementa il raggio di rifornitura di Bozzoli, Piantagioni, Piantagioni maggiori e Zorap.{Ricerca MIGLIORAMENTO 1 ARIETE ESPLOSIVO Potenzia l'Ariete esplosivo del Khamir, incrementando l'entit dei danni causati.{Ricerca MIGLIORAMENTO 2 ARIETE ESPLOSIVO Potenzia l'Ariete esplosivo del Khamir, incrementando l'entit dei danni causati., tܴ 2 t 1 | DXՔ ij| ¨0 tܴ 4 տ ά@ ˜tǤ LtX D X `t \0 tܴ 5 տ ά@ ˜tǤ LtX D X `t \( tܴ 3 , h  |t}X \  \( tܴ 4 , h  |t}X \  \( tܴ 5 , h  |t}X \  \, tܴ 3 t 1 D DXՔ ij| ¨, tܴ 3 t 1 | DXՔ ij| ¨䲅 `x ij@ @ < |  h . \ 1Ĭ  0| 0XՔp \ . t|  D  ` ij ի : Ĭ<ܴ DՔ ի : Dt ¡  % : Q  : Lt tܴ 1 tX Dɷt Ŝt tܴ 2 tX Dɷt Ŝ6  tܴ 1 T, ՜LtX, t0 ՜LtX, pȍX  \6  tܴ 2 T, ՜LtX, t0 ՜LtX, pȍX  \6  tܴ 3 T, ՜LtX, t0 ՜LtX, pȍX  \2uǤ \ tܴ 1 tX  %, uǤ \ X %D T\2uǤ \ tܴ 2 tX  %, uǤ \ X %D T\PABadania nad ZWIKSZENIEM WYDOBYCIA GAZU 2 Zwiksza tempo pozyskiwania przez Rafinerie gazu z planet typu ziemskiego i z olbrzymw gazowych.LBadania nad MODERNIZACJ MYZLIWCW 4 Zapewnia dodatkow eskadr my[liwcw. LBadania nad MODERNIZACJ MYZLIWCW 5 Zapewnia dodatkow eskadr my[liwcw. wBadania nad ZWIKSZENIEM ZAPASW 3 Statki bojowe i Frachtowce otrzymuj +1 do maksymalnej liczby punktw zaopatrzenia.xBadania nad ZWIKSZENIEM ZAPASW 4 Statki bojowe i Frachtowce otrzymuj +1 do maksymalnej liczby punktw zaopatrzenia.xBadania nad ZWIKSZENIEM ZAPASW 5 Statki bojowe i Frachtowce otrzymuj +1 do maksymalnej liczby punktw zaopatrzenia.Badania nad ZWIKSZENIEM WYDOBYCIA RUDY 3 Zwiksza tempo pozyskiwania przez Rafinerie rudy z planet typu ziemskiego i z ksi|ycw.Badania nad ZWIKSZENIEM WYDOBYCIA GAZU 3 Zwiksza tempo pozyskiwania przez Rafinerie gazu z planet typu ziemskiego i z olbrzymw gazowych.:Budowa SZPERACZA MaBy, niezwykle szybki statek o du|ym zasigu czujnikw. Dziki opcji "ping" mo|e bada inne przeszukiwa inne ukBady w poszukiwaniu jednostek. Doskonale nadaje si do zwiadu w nieznanych ukBadach. Wymagania: Tripid, Oczniak. Uzbrojenie gBwne: Brak. Umiejtno[ specjalna: Ping. Pancerz: Brak.KBadania nad MODERNIZACJ SYFONA 1 Syfony otrzymuj +1 do pojemno[ci lukw.KBadania nad MODERNIZACJ SYFONA 2 Syfony otrzymuj +1 do pojemno[ci lukw.yBadania nad MODERNIZACJ ZAOPATRZENIA 1 Zwiksza promieD zaopatrzenia Kokonw, Plantacji, Plantacji Wikszych i Zorapw.yBadania nad MODERNIZACJ ZAOPATRZENIA 2 Zwiksza promieD zaopatrzenia Kokonw, Plantacji, Plantacji Wikszych i Zorapw.yBadania nad MODERNIZACJ ZAOPATRZENIA 3 Zwiksza promieD zaopatrzenia Kokonw, Plantacji, Plantacji Wikszych i Zorapw.vBadania nad MODYFIKACJ TARANA WYBUCHOWEGO 1 Wzmacnia siB Tarana wybuchowego Khamira, zwikszajc jego skuteczno[. wBadania nad MODYFIKACJ TARANA WYBUCHOWEGO 2 Wzmacnia siB Tarana wybuchowego Khamira, zwikszajc jego skuteczno[. 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Stellt 25 Kommandopunkte zur Verfgung. Versorgt Schiffe und Verteidigungsplattformen innerhalb eines begrenzten Radius mit Nachschub. Baut Schmieden und Stratums. Voraussetzungen: Keine. Bentigt fr: Oxidator, Wchter-Turm, Sprungtor. Panzerung: Schwer.TOXIDATOR bauen Bentigt 3 Baufelder. Sammelt Erz/Gas. Baut Galioten; erforscht Versorgungs-Erweiterungen 1 - 5, Nachschub-Erweiterungen 1 - 2, Galiot-Erweiterungen 1 - 2, Gas-Erweiterungen 1 - 3, Erz-Erweiterungen 1 - 3. Voraussetzungen: Akropolis. Bentigt fr: Pavillon, Bunker. Fassungsvermgen: 1500 Erz, 1500 Gas. Panzerung: Schwer..WCHTER-TURM bauen Bentigt 2 Baufelder. Stellt 10 Kommandopunkte zur Verfgung. Verfgt ber starke Sensoren und entdeckt Schiffe auf groe Entfernungen. Erforscht Sensor-Erweiterungen 1 - 5. Voraussetzungen: Akropolis. Bentigt fr: ESP-Spule, Helion-Schleier, Pavillon, Orakel. Panzerung: Leicht.PAUResearch HULL UPGRADE 5 All ships receive an increase to their maximum hull points.Research WEAPON UPGRADE 5 Further increases weapon damage of Corvettes, Missile Cruisers, battleships, Lancer Cruisers, and Dreadnoughts. IResearch SHIELD UPGRADE 5 All ships receive +1 to their shield strength.:Research FLEET UPGRADE 5 Increase bonuses to the fleet. GResearch GALIOT UPGRADE 1 Galiots receive +1 to their holding capacity.GResearch GALIOT UPGRADE 2 Galiots receive +1 to their holding capacity._Research RESUPPLY UPGRADE 1 Increases resupply radius of Acropolises, Eutromils, and Stratums. _Research RESUPPLY UPGRADE 2 Increases resupply radius of Acropolises, Eutromils, and Stratums. CResearch SENSOR UPGRADE 5 All ships receive +1 to sensor radius.cResearch LEGIONNAIRE UPGRADE 1 Provides Legionnaire with ability to take over light-armored units.dResearch LEGIONNAIRE UPGRADE 2 Provides Legionnaire with ability to take over medium-armored units.cResearch LEGIONNAIRE UPGRADE 3 Provides Legionnaire with ability to take over heavy-armored units.tResearch LEGIONNAIRE UPGRADE 4 Provides Legionnaire with ability to take over a Headquarters, Cocoon, or Acropolis.Construct ACROPOLIS Requires 3 slots. Offers 25 command points. Resupplies ships and gun platforms within limited radius. Builds Forgers, Stratums. Unit Dependency: None. Required for: Oxidator, Sentinel Tower, Jump Gate. Armor: Heavy.Construct OXIDATOR Requires 3 slots. Harvests ore/gas. Builds Galiots; researches Supply (lvl 1-5), Resupply (lvl 1-2), Galiot (lvl 1-2), Gas (lvl 1-3), Ore (lvl 1-3). Unit Dependency: Acropolis. Required for: Pavilion, Bunker. Storage Capacity: 1500 ore, 1500 gas. Armor: Heavy.Construct SENTINEL TOWER Requires 2 slots. Offers 10 command points. Clears fog of war and detects ships at long range. Researches Sensor (lvl 1-5). Unit Dependency: Acropolis. Required for: ESP Coil, Helion Veil, Pavilion, Oracle. Armor: Light.PAQInvestigar CASCO: MEJORA 5 Todas las naves aumentan sus puntos de casco mximos.Investigar ARMAS: MEJORA 5 Aumenta an ms el dao de las armas de las Corbetas, Cruceros de Misiles, Cruceros de Batalla, Cruceros Lancero y Acorazados. TInvestigar BLINDAJE: MEJORA 5 Todas las armas reciben +1 para su fuerza de blindaje.9Investigar FLOTA: MEJORA 5 Aumenta bonos para la flota. YInvestigar GALEOTE: MEJORA 1 Los Galeotes reciben +1 para su capacidad de almacenamiento.YInvestigar GALEOTE: MEJORA 2 Los Galeotes reciben +1 para su capacidad de almacenamiento.qInvestigar REABASTECIMIENTOS: MEJORA 1 Aumenta radio de reabastecimiento de las Acrpolis, Eutromils y Estratos. qInvestigar REABASTECIMIENTOS: MEJORA 2 Aumenta radio de reabastecimiento de las Acrpolis, Eutromils y Estratos. QInvestigar SENSOR: MEJORA 5 Todas las naves reciben +1 para el radio del sensor.xInvestigar LEGIONARIO: MEJORA 1 Provee al Legionario con la habilidad de tomar el mando de unidades de blindaje ligero.wInvestigar LEGIONARIO: MEJORA 2 Provee al Legionario con la habilidad de tomar el mando de unidades de blindaje medio.xInvestigar LEGIONARIO: MEJORA 3 Provee al Legionario con la habilidad de tomar el mando de unidades de blindaje pesado.Investigar LEGIONARIO: MEJORA 4 Provee al Legionario con la habilidad de tomar el mando de un Cuartel General, Capullo o Acrpolis.Construir ACRPOLIS Requiere 3 ranuras. Ofrece 25 Puntos de Mando. Reabastece naves y plataformas de armas dentro de un radio limitado. Construye Forjadores, Estratos. Dependencia de la Unidad: Ninguna. Se requiere para: Oxidador, Torre Centinela, Portal de Salto. Blindaje: Pesado.SConstruir OXIDADOR Requiere 3 ranuras. Recoge mineral/gas. Construye Galeotes; investiga Suministros (nvl 1-5), Reabastecimientos (nvl 1-2), Galeote (nvl 1-2), Gas (nvl 1-3), Mineral (nvl 1-3). Dependencia de la Unidad: Acrpolis. Se requiere para: Pabelln, Bnker. Capacidad de almacenamiento: 1500 mineral, 1500 gas. Blindaje: Pesado.Construir TORRE CENTINELA Requiere 2 ranuras. Ofrece 10 Puntos de Mando. Despeja la niebla de guerra y detecta naves a largo alcance. Investiga Sensor (nvl 1-5). Dependencia de la Unidad: Acrpolis. Se requiere para: Espiral ESP, Velo de Helion, Pabelln, Orculo. Blindaje: Ligero.PA`Recherche MODERNISATION STRUCTURE 5 La Structure maximale de tous les vaisseaux est augmente.Recherche MODERNISATION ARMEMENT 5 Corvettes, Croiseur lance-missiles, Cuirasss, Croiseurs Arc et Dreadnoughts ont un nouveau bonus aux dommages. jRecherche MODERNISATION BOUCLIERS 5 La puissance des boucliers de tous les vaisseaux est augmente de +1.DRecherche MODERNISATION FLOTTE 5 Augmente les bonus des flottes. \Recherche MODERNISATION GALIOT 1 Les Galiots ont un bonus de +1 leur capacit de stockage.\Recherche MODERNISATION GALIOT 2 Les Galiots ont un bonus de +1 leur capacit de stockage.xRecherche MODERNISATION RAVITAILLEMENT 1 Augmente le rayon de rapprovisionnement des Acropoles, Eutromils et Stratums. xRecherche MODERNISATION RAVITAILLEMENT 2 Augmente le rayon de rapprovisionnement des Acropoles, Eutromils et Stratums. hRecherche MODERNISATION SENSEURS 5 Tous les navires ont un bonus de +1 la porte de leurs senseurs.lRecherche MODERNISATION LEGIONNAIRE 1 Les Lgionnaires peuvent s'attaquer des units faiblement blindes.mRecherche MODERNISATION LEGIONNAIRE 2 Les Lgionnaires peuvent s'attaquer des units moyennement blindes.lRecherche MODERNISATION LEGIONNAIRE 3 Les Lgionnaires peuvent s'attaquer des units lourdement blindes.Recherche MODERNISATION LEGIONNAIRE 4 Les Lgionnaires peuvent s'attaquer un Centre de Commandement, un Cocon, ou une Acropole.4Construire ACROPOLE Ncessite 3 emplacements. Octroie 25 points de Commandement. Ravitaille les vaisseaux et les plates-formes dans un primtre limit. Permet de construire Forgeurs et Stratums. Requis pour unit : Aucune. Requis pour : Oxydateur, Poste de Surveillance, Portail de Saut. Blindage : Lourd.NConstruire OXYDATEUR Ncessite 3 emplacements. Rcolte minerai/gaz. Permet de construire Galiots; recherche Rserves (niv 1-5), Ravitaillement (niv 1-2), Galiot (niv 1-2), Minerai (niv 1-3), gaz (niv 1-3). Requis pour unit : Acropole. Requis pour : Pavillon, Bunker. Capacit stockage : 1 500 minerai, 1 500 gaz. Blindage : Lourd.3Construire POSTE DE SURVEILLANCE Ncessite 2 emplacements. Octroie 10 points de Commandement. Annule le brouillard de guerre et dtecte les vaisseaux longue distance. Recherche Senseur (niv 1-5). Requis pour unit : Acropole. Requis pour : Station ESP, Voile Helion, Pavillon, Oracle. Blindage : Lger.gRicerca MIGLIORAMENTO 5 SCAFO Tutte le navi ricevono un incremento dei loro punti dello scafo massimi.Ricerca MIGLIORAMENTO 5 ARMA Incrementa ulteriormente i danni causati dall'arma di Corvette, Incrociatori missilistici, Navi da battaglia, Incrociatori Lancer e Dreadnought. ZRicerca MIGLIORAMENTO 5 SCUDO Tutte le navi ricevono +1 per la resistenza dei loro scudi.BRicerca MIGLIORAMENTO 5 FLOTTA Incrementa i bonus per la flotta. ZRicerca MIGLIORAMENTO 1 GALEOTTA Le Galeotte ricevono +1 per la loro capacit di raccolta.ZRicerca MIGLIORAMENTO 2 GALEOTTA Le Galeotte ricevono +1 per la loro capacit di raccolta.iRicerca MIGLIORAMENTO 1 RIFORNITURA Incrementa il raggio di rifornitura di Acropoli, Eutromil e Stratum. iRicerca MIGLIORAMENTO 2 RIFORNITURA Incrementa il raggio di rifornitura di Acropoli, Eutromil e Stratum. ^Ricerca MIGLIORAMENTO 5 SENSORE Tutte le navi ricevono +1 per il raggio d'azione del sensore.fRicerca MIGLIORAMENTO 1 LEGIONARIO Fornisce Legionari con la capacit di sopraffare le unit leggere.dRicerca MIGLIORAMENTO 2 LEGIONARIO Fornisce Legionari con la capacit di sopraffare le unit medie.fRicerca MIGLIORAMENTO 3 LEGIONARIO Fornisce Legionari con la capacit di sopraffare le unit pesanti.{Ricerca MIGLIORAMENTO 4 LEGIONARIO Fornisce Legionari con la capacit di sopraffare Quartier Generale, Bozzolo o Acropoli.Costruisci ACROPOLI Richiede 3 spazi. Offre 25 Punti Comando. Rifornisce navi e piattaforme entro un raggio limitato. Costruisce Forgiatori, Stratum. Dipendenza unit: nessuna. Richiesta per: Ossidatore, Torre di sorveglianza, Porta di lancio. Corazza: pesante.BCostruisci OSSIDATORE Richiede 3 spazi. Raccoglie minerale/gas. Costruisce Galeotte; effettua ricerche su Fornitura (lvl 1-5), Rifornitura (lvl 1-2), Galeotta (lvl 1-2), Gas (lvl 1-3), Minerale (lvl 1-3). Dipendenza unit: Acropoli. Richiesta per: Padiglione, Bunker. Capacit: 1500 minerale, 1500 gas. Corazza: pesante.Costruisci TORRE DI SORVEGLIANZA Richiede 2 spazi. Offre 10 Punti Comando. Dirada la nebbia di guerra e localizza navi a lungo raggio. Effettua ricerche sul Sensore (lvl 1-5). Dipendenza unit: Acropoli. Richiesta per: Spira ESP, Velo di Helion, Padiglione, Oracolo. 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Baut Taos, Polaris, Aurora, Legionr, Orakel. Voraussetzungen: Oxidator, Wchter-Turm. Bentigt fr: Groer Pavillon, Proteus, Eutromill. Panzerung: Mittel.BUNKER bauen Bentigt 1 Baufeld. Rekrutiert Personal von Erd- und Sumpfplaneten. Erforscht Legionr-Erweiterung 1 - 4. Voraussetzungen: Oxidator. Bentigt fr: Zitadelle, Legionr. Fassungsvermgen: 200 Personal. Panzerung: Leicht.HELION-SCHLEIER bauen Bentigt 1 Baufeld. Erforscht Schild-Erweiterungen 1 - 5 zur Verbesserung der Schilde von Schiffen. Voraussetzungen: Wchter-Turm. Bentigt fr: Aurora. Panzerung: Schwer.ESP-SPULE bauen Interplanetare Raumstation. Verteidigungsplattform, die Einheiten auf groe Entfernung entdeckt und einen elektrischen Bogen auf feindliche Einheiten abfeuert. Voraussetzungen: Wchter-Turm. Panzerung: Leicht. VZITADELLE bauen Bentigt 2 Baufelder. Rekrutiert Personal schneller, als der Bunker. (Stellt die Magistrate, Elan, Vivac, Joule, Procyo und Natus in den Modi Schlacht und Multiplayer zur Verfgung). Voraussetzungen: Bunker; Bentigt fr: Xeno-Kammer, Polaris, Legionr-Erweiterungen 1 - 2. Fassungsvermgen: 300 Personal; Panzerung: Mittel.FEUTROMILL bauen Bentigt 2 Baufelder. Repariert Schiffe (auch die von Verbndeten) und versorgt sie innerhalb eines begrenzten Radius mit Nachschub. Versorgt Verteidigungsplattformen mit Nachschub. Voraussetzungen: Pavillon. Bentigt fr: Stratum, Versorgungs-Erweiterungen 1 - 5, Nachschub-Erweiterung 1. Panzerung: Leicht.GROSSEN PAVILLON bauen Bentigt 3 Baufelder. Baut Atlas, Trireme, Monolith. Voraussetzungen: Pavillon. Bentigt fr: Munitionserweiterung, Amboss, Turbinendock, Hydrofolien-Station, Xeno-Kammer, Aurora, Massen-Disruptor. Panzerung: Mittel.PROTEUS bauen Interplanetare Raumstation. Verteidigungsplattform, die Raketen abschiet. Greift feindliche Einheiten automatisch an. Voraussetzungen: Pavillon. Bentigt fr: Hydrofolien. Panzerung: Leicht. XENO-KAMMER bauen Bentigt 3 Baufelder. Erforscht Synthese, Massen-Disruptor, Schleier, Destabilisator, Ankerstrahl. Voraussetzungen: Zitadelle; Groer Pavillon. Bentigt fr: Portal, Talorean- Matrix, Monolith, Nachschub-Erweiterung 2, Legionr-Erweiterungen 3 - 4. Panzerung: Mittel.MUNITIONSERWEITERUNG bauen Bentigt 1 Baufeld. Erforscht Waffen-Erweiterung 1 - 5 und die Proteus-Rakete 1 - 2. Voraussetzungen: Groer Pavillon. Bentigt fr: Sternstrahl, Talorean-Matrix, Trireme, Monolith, Destabilisator, Ankerstrahl. Panzerung: Leicht.AMBOSS bauen Bentigt 1 Baufeld. Erforscht Rumpf-Erweiterungen 1 - 5 zur Erhhung der maximalen Rumpfpunkte aller Schiffe. Voraussetzungen: Groer Pavillon. Panzerung: Schwer.TURBINENDOCK bauen Bentigt 1 Baufeld. Erforscht Antriebs-Erweiterungen 1 - 5 zur Erhhung der Geschwindigkeit von Schiffen. Voraussetzungen: Groer Pavillon. Bentigt fr: Sternstrahl, Trireme, Monolith, Destabilisator, Ankerstrahl. Panzerung: Leicht.HYDROFOLIEN-STATION bauen Interplanetare Raumstation. Verteidigungsplattform, die ihre unzhligen Laser vorwiegend zur Jgerbekmpfung einsetzt. Voraussetzungen: Groer Pavillon, Proteus. Panzerung: Leicht. TALOREAN-MATRIX bauen Bentigt 2 Baufelder. Erzeugt ein Kraftfeld um die Plattformen eines Planeten, das deren Schilde verstrkt. Voraussetzungen: Xeno-Kammer, Munitionserweiterung. Panzerung: Mittel. STERNSTRAHL bauen Interplanetare Raumstation. Verteidigungsplattform, die mit vielen Lasergeschtzen schiet. Die Laser knnen gebndelt werden, um feindliche Schiffe und Plattformen zu bekmpfen. Voraussetzungen: Munitionserweiterung, Turbinendock. Panzerung: Leicht. PORTAL bauen Treibt im Raum. Erzeugt ein Wurmloch zu einem beliebigen System, das auf der Systemkarte gesehen werden kann. Bauen Sie das Portal, whlen Sie es aus und klicken Sie mit der rechten Maustaste auf ein unerforschtes System auf der Sektorkarte. Die meisten Schiffe im Bereich des Portals werden zu diesem System fliegen. Das Portal zerfllt nach einer gewissen Zeit von selbst. Voraussetzungen: Xeno-Kammer. Panzerung: Leicht.PAConstruct PAVILION Requires 3 slots. Builds Taoses, Polarises, Auroras, Legionnaires, Oracles. Unit Dependency: Oxidator, Sentinel Tower. Required for: Greater Pavilion, Proteus, Eutromil. Armor: Medium.Construct BUNKER Requires 1 slot. Recruits crew from earth and swamp planets. Researches Legionnaire (lvl 1-4). Unit Dependency: Oxidator. Required for: Citadel, Legionnaire. Storage Capacity: 200 crew. Armor: Light.Construct HELION VEIL Requires 1 slot. Researches Shield (lvl 1-5) to increase shields of ships. Unit Dependency: Sentinel Tower. Required for: Aurora. Armor: Heavy.Construct ESP COIL Floats in space. Defense platform that detects units from long range and discharges an electrically charged arc at enemy units. Unit Dependency: Sentinel Tower. Armor: Light. 7Construct CITADEL Requires 2 slots. Recruits crew faster than Bunker. (Builds Magistrates Blanus, Elan, Vivac, Joule, Procyo, Natus in Quick Battle and Multiplayer Games). Unit Dependency: Bunker; Required for: Xeno Chamber, Polaris, Legionnaire Upgrades (lvl 1-2). Storage Capacity: 300 crew; Armor: Medium.Construct EUTROMIL Requires 2 slots. Resupplies and repairs ships, as well as those of allies, within limited radius. Resupplies gun platforms. Unit Dependency: Pavilion. Required for: Stratum, Supply Upgrades (lvl 1-5), Resupply Upgrade (lvl 1). Armor: Light.Construct GREATER PAVILION Requires 3 slots. Builds Atlases, Triremes, Monoliths. Unit Dependency: Pavilion. Required for: Munitions Annex, Anvil, Turbine Dock, Hydrofoil, Xeno Chamber, Aurora, Mass Disrupter. Armor: Medium.Construct PROTEUS Floats in space. Defensive platform that fires missiles. Automatically attacks enemy units. Unit Dependency: Pavilion. Required for: Hydrofoil. Armor: Light Construct XENO CHAMBER Requires 3 slots. Researches Synthesis, Mass Disrupter, Shroud, Destabilizer, Auger Ray. Unit Dependency: Citadel; Greater Pavilion. Required for: Portal, Talorean Matrix, Monolith, Resupply Upgrade (lvl 2), Legionnaire Upgrades (lvl 3-4). Armor: Medium.Construct MUNITIONS ANNEX Requires 1 slot. Researches Weapon (lvl 1-5) as well as Proteus Missile (lvl 1-2). Unit Dependency: Greater Pavilion. Required for: Starburst, Talorean Matrix, Trireme, Monolith, Destabilizer, Auger Ray. Armor: Light.Construct ANVIL Requires 1 slot. Researches Hull (lvl 1-5) to increase the maximum hull points of all ships. Unit Dependency: Greater Pavilion. Armor: Heavy.Construct TURBINE DOCK Requires 1 slot. Researches Engine (lvl 1-5) to increase speed of ships. Unit Dependency: Greater Pavilion. Required for: Starburst, Trireme, Monolith, Destabilizer, Auger Ray. Armor: Light.Construct HYDROFOIL Floats in space. Defensive platform that fires many laser beams as flak defense. Unit Dependency: Greater Pavilion, Proteus. Armor: Light. Construct TALOREAN MATRIX Requires 2 slots. Creates a force field around platforms with an energy ribbon that surrounds its planet. Unit Dependency: Xeno Chamber, Munitions Annex. Armor: Medium. Construct STARBURST Floats in space. Defensive platform that uses many laser beam turrets in the form of a diamond to shoot down enemy ships as well as platforms. Unit Dependency: Munitions Annex, Turbine Dock. Armor: Light. FConstruct PORTAL Floats in space. Creates a wormhole into any visible system on the system map. Build the Portal, select it, and right-click an explored system on the sector map. Most ships within the region of the Portal will warp into the system, and the Portal will dissipate. Unit Dependency: Xeno Chamber. Armor: Light.Construir PABELLN Requiere 3 ranuras. Construye Taos, Polaris, Auroras, Legionarios y Orculos. Dependencia de la Unidad: Oxidador, Torre Centinela. Se requiere para: Pabelln Mayor, Proteus, Eutromil. Blindaje: Medio. Construir BNKER Requiere 1 ranura. Recluta tripulacin de planetas de tierra y de pantanos. Investiga Legionario (nvl 1-4). Dependencia de la Unidad: Oxidador. Se requiere para: Ciudadela, Legionario. Capacidad de almacenamiento: 200 tripulacin. Blindaje: Ligero.Construir VELO DE HELION Requiere 1 ranura. Investiga Blindaje (nvl 1-5) para aumentar blindajes de las naves. Dependencia de la Unidad: Torre Centinela. Se requiere para: Aurora. Blindaje: Pesado.Construir ESPIRAL ESP Flota en el espacio. Plataforma de defensa que detecta unidades a larga distancia y descarga un arco elctricamente cargado contra las unidades enemigas. Dependencia de la Unidad: Torre Centinela. Blindaje: Ligero. oConstruir CIUDADELA Requiere 2 ranuras. Recluta tripulacin ms rpido que el Bnker. (Proporciona Magistrados Blanus, Elan, Vivac, Joule, Procyo, Natus en partidas Multijugador y Batalla Rpida). Dependencia de la Unidad: Bnker; se requiere para: Cmara Xeno, Polaris, mejoras de Legionario (nvl 1-2). Capacidad de almacenamiento: 300 tripulacin; Blindaje: Medio.DConstruir EUTROMIL Requiere 2 ranuras. Reabastece y repara naves propias y de los aliados que se encuentran dentro de un radio limitado. Reabastece plataformas de armas. Dependencia de la Unidad: Pabelln. Se requiere para: Estrato, mejoras de Suministros (nvl 1-5), mejoras de Reabastecimientos (nvl 1). Blindaje: Ligero.Construir PABELLN MAYOR Requiere 3 ranuras. Construye Atlas, Trirremes, Monolitos. Dependencia de la Unidad: Pabelln. Se requiere para: Anexo de Municiones, Yunque, Muelle de Turbina, Aerodeslizador, Cmara Xeno, Aurora, Disruptor de Masa. Blindaje: Medio.Construir PROTEUS Flota en el espacio. Plataforma defensiva que dispara misiles. Ataca automticamente unidades enemigas. Dependencia de la Unidad: Pabelln. Se requiere para: Aerodeslizador. Blindaje: Ligero 9Construir CMARA XENO Requiere 3 ranuras. Investiga Sntesis, Disruptor de Masa, Velo, Desestabilizador, Rayo Auger. Dependencia de la Unidad: Ciudadela, Pabelln Mayor. Se requiere para: Portal, Matriz Taloreana, Monolito, mejoras de Reabastecimientos (nvl 2), mejoras de Legionario (nvl 3-4). Blindaje: Medio.Construir ANEXO DE MUNICIONES Requiere 1 ranura. Investiga Armas (nvl 1-5) as como el Misil Proteus (nvl 1-2). Dependencia de la Unidad: Pabelln Mayor. Se requiere para: Estrella Destructora, Matriz Taloreana, Trirreme, Monolito, Desestabilizador, Rayo Auger. Blindaje: Ligero.Construir YUNQUE Requiere 1 ranura. Investiga Casco (nvl 1-5) para aumentar los puntos de casco mximos de todas las naves. Dependencia de la Unidad: Pabelln Mayor. Blindaje: Pesado. Construir MUELLE DE TURBINA Requiere 1 ranura. Investiga Motor (nvl 1-5) para aumentar la velocidad de las naves. Dependencia de la Unidad: Pabelln Mayor. Se requiere para: Estrella Destructora, Trirreme, Monolito, Desestabilizador, Rayo Auger. Blindaje: Ligero.Construir AERODESLIZADOR Flota en el espacio. Plataforma defensiva que dispara rayos lser como defensa antiarea. Dependencia de la Unidad: Pabelln Mayor, Proteus. Blindaje: Ligero. Construir MATRIZ TALOREANA Requiere 2 ranuras. Crea un campo de fuerza alrededor de las plataformas con una cinta de energa que rodea su planeta. Dependencia de la Unidad: Cmara Xeno, Anexo de Municiones. Blindaje: Medio. Construir ESTRELLA DESTRUCTORA Flota en el espacio. Plataforma defensiva en forma de diamante que utiliza mltiples torretas de rayos lser para derribar naves enemigas as como plataformas. Dependencia de la Unidad: Anexo de Municiones, Muelle de Turbina. Blindaje: Ligero. Construir PORTAL Flota en el espacio. Crea un agujero de gusano en cualquier sistema visible en el mapa del sistema. Construye el Portal, seleccinalo y pulsa el botn derecho del ratn sobre un sistema explorado en el mapa del sector. La mayora de las naves dentro de la regin del Portal se transportarn al sistema, y el Portal se disipar. Dependencia de la Unidad: Cmara Xeno. Blindaje: Ligero.Construire PAVILLON Ncessite 3 emplacements. Permet de construire Taos, Polaris, Auroras, Lgionnaires et Oracles. Requis pour unit : Oxydateur, Poste de Surveillance. Requis pour : Pavillon Suprieur, Proteus, Eutromil. Blindage : Moyen.Construire BUNKER\Ncessite 1 emplacement. Recrute des quipages sur les plantes marcageuses et de type terrestre. Recherche Lgionnaire (niv 1-4). Requis pour unit : Oxydateur. Requis pour : Citadelle, Lgionnaire. Capacit stockage : 200 quipages. Blindage : Lger.Construire VOILE HELION\Ncessite 1 emplacement. Recherche Bouclier (niv 1-5) pour augmenter les boucliers de tous les vaisseaux. Requis pour unit : Poste de Surveillance. Requis pour : Aurora. Blindage : Lourd.Construire STATION ESP Flotte dans l'espace. Plate-forme dfensive qui dtecte les units longue distance et attaque les units ennemies avec une charge lectrique. Requis pour unit : Poste de Surveillance. Blindage : Lger. Construire CITADELLE Ncessite 2 emplacements. Recrute des quipages plus rapidement que le Bunker. (Permet de recruter les Magistrats Blanus, Elan, Vivac, Joule, Procyo, Natus en Mode Bataille Rapide et dans les parties Multijoueurs). Requis pour unit : Bunker; Requis pour : Xeno-Labo, Polaris, Modernisation Lgionnaire (niv 1-2). Capacit stockage : 300 quipages; Blindage : Moyen.>Construire EUTROMIL Ncessite 2 emplacements. Ravitaille et rpare les vaisseaux, ainsi que ceux des allis, dans un primtre limit. Ravitaille les plates-formes de combat. Requis pour unit : Pavillon. Requis pour : Stratum, Modernisation rserves (niv 1-5), Modernisation ravitaillement(niv 1). Blindage : Lger.Construire PAVILLON SUPERIEUR Pavillon Ncessite 3 emplacements. Permet de construire Atlas, Trirmes et Monolithes. Requis pour unit : Pavillon. Requis pour : Dpt de munitions, Enclume, Dock-Turbine, Bastion, Xeno-Labo, Aurora, Destructeur de Masse. Blindage : Moyen.Construire PROTEUS Flotte dans l'espace. \Plate-forme dfensive qui tire des missiles. Attaque automatiquement les units ennemies. Requis pour unit : Pavillon. Requis pour : Bastion. Blindage : Lger LConstruire XENO-LABO Ncessite 3 emplacements. Recherche Synthtiseur, Destructeur de Masse, Linceul, Dstabilisateur, Rayon foreur. Requis pour unit : Citadelle; Pavillon Suprieur. Requis pour : Portail, Matrice Talorenne, Monolithe, Modernisation ravitaillement (niv 2), Modernisation Lgionnaire (niv 3-4). Blindage : Moyen.Construire DEPOTS DE MUNITIONS\Ncessite 1 emplacement. Recherche Armement (niv 1-5) ainsi que Missile Proteus (niv 1-2). Requis pour unit : Pavillon Suprieur. Requis pour : Nova, Matrice Talorenne, Trirme, Monolithe, Dstabilisateur, Rayon foreur. Blindage : Lger.Construire ENCLUME\Ncessite 1 emplacement. Recherche Structure (niv 1-5) pour augmenter les points de structure de tous les vaisseaux. Requis pour unit : Pavillon Suprieur. Blindage : Lourd.Construire DOCK-TURBINE\Ncessite 1 emplacement. Recherche Propulsion (niv 1-5) pour augmenter la vitesse des vaisseaux. Requis pour unit : Pavillon Suprieur. Requis pour : Nova, Trirme, Monolithe, Dstabilisateur, Rayon foreur. Blindage : Lger.Construire BASTION Flotte dans l'espace. \Plate-forme dfensive qui tire plusieurs rayons lasers. Requis pour unit : Pavillon Suprieur, Proteus. Blindage : Lger. Construire MATRICE TALOREENNE Ncessite 2 emplacements. Gnre un champ de force autour des plates-formes l'aide d'un voile d'nergie entourant sa plante. Requis pour unit : Xeno-Labo, Dpt de munitions. Blindage : Moyen. Construire NOVA Flotte dans l'espace. \Plate-forme dfensive en forme de diamant dote de nombreuses tourelles-laser, qui abattent les vaisseaux ennemis ainsi que les plates-formes. Requis pour unit : Dpt de munitions, Dock-Turbine. Blindage : Lger. Construire PORTAIL Flotte dans l'espace. Gnre un vortex dans n'importe quel systme visible sur la carte Systme. Construisez le Portail, slectionnez-le et effectuez un Clic droit sur un systme explor sur la Carte Secteur. La plupart des vaisseaux situs dans la rgion du portail feront un saut dans le systme et le portail disparatra. Requis pour unit : Xeno-Labo. Blindage : Lger.Costruisci PADIGLIONE Richiede 3 spazi. Costruisce Tao, Polaris, Aurora, Legionari, Oracoli. Dipendenza unit: Ossidatore, Torre di sorveglianza. Richiesta per: Padiglione maggiore, Proteus, Eutromil. Corazza: media.Costruisci BUNKER Richiede 1 spazio. Recluta personale dai Pianeti Terra e dai Pianeti delle Paludi. Effettua ricerche sul Legionario (lvl 1-4). Dipendenza unit: Ossidatore. Richiesta per: Cittadella, Legionario. Capacit: 200 squadra. Corazza: leggera.Costruisci VELO DI HELION Richiede 1 spazio. Ricerca Scudo (lvl 1-5) per migliorare gli scudi delle navi. Dipendenza unit: Torre di sorveglianza. Richiesta per: Aurora. Corazza: pesante.Costruisci SPIRA ESP Vola nello spazio. Piattaforma difensiva che localizza unit da grande distanza e scarica un arco elettricamente carico verso le unit nemiche. Dipendenza unit: Torre di sorveglianza. Corazza: leggera. RCostruisci CITTADELLA Richiede 2 spazi. Recluta personale pi rapidamente del Bunker. (Genera i Magistrati Blanus, Elan, Vivac, Joule, Procyo, Natus in Battaglia rapida e nelle partite multigiocatore). Dipendenza unit: Bunker. Richiesta per: Sala Xeno, Polaris, Miglioramenti Legionario (lvl 1-2). Capacit: 300 squadra; Corazza: media.*Costruisci EUTROMIL Richiede 2 spazi. Rifornisce e ripara navi, cos come quelle degli alleati, entro un raggio limitato. Rifornisce piattaforme belliche. Dipendenza unit: Padiglione. Richiesta per: Stratum, Miglioramenti Fornitura (lvl 1-5), Miglioramenti Rifornitura (lvl 1). Corazza: leggera.Costruisci PADIGLIONE MAGGIORE Richiede 3 spazi. Costruisce Atlas, Trireme, Monoliti. Dipendenza unit: Padiglione. Richiesta per: Deposito munizioni, Incudine, Dock a turbina, Aliscafo, Sala Xeno, Aurora, Disgregatore di massa. Corazza: media.Costruisci PROTEUS Vola nello spazio. Piattaforma difensiva che spara missili. Attacca automaticamente le unit nemiche. Dipendenza unit: Padiglione. Richiesta per: Aliscafo. Corazza: leggera ACostruisci SALA XENO Richiede 3 spazi. Ricerca Sintesi, Disgregatore di massa, Invisibilit, Destabilizzatore, Raggio perforante. Dipendenza unit: Cittadella, Padiglione maggiore. Richiesta per: Portale, Matrice Talorean, Monolito, Miglioramenti Rifornitura (lvl 2), Miglioramenti Legionario (lvl 3-4). Corazza: media.Costruisci DEPOSITO MUNIZIONI Richiede 1 spazio. Ricerca Arma (lvl 1-5) cos come Missile Proteus (lvl 1-2). Dipendenza unit: Padiglione maggiore. Richiesta per: Tuono stellare, Matrice Talorean, Trireme, Monolito, Destabilizzatore, Raggio perforante. Corazza: leggera.Costruisci INCUDINE Richiede 1 spazio. Ricerca Scafo (lvl 1-5) per incrementare il punteggio massimo degli scafi di tutte le navi. Dipendenza unit: Padiglione maggiore. Corazza: pesante.Costruisci DOCK A TURBINA Richiede 1 spazio. Ricerca Motore (lvl 1-5) per incrementare la velocit delle navi. Dipendenza unit: Padiglione maggiore. Richiesta per: Tuono stellare, Trireme, Monolito, Destabilizzatore, Raggio perforante. Corazza: leggera.Costruisci ALISCAFO Vola nello spazio. Piattaforma difensiva che spara diversi raggi laser come difesa antiaerea. Dipendenza unit: Padiglione maggiore, Proteus. Corazza: leggera. Costruisci MATRICE TALOREAN Richiede 2 spazi. Crea un campo di forza attorno alle piattaforme con un nastro energetico che avvolge il suo pianeta. Dipendenza unit: Sala Xeno, Deposito munizioni. Corazza: media. Costruisci TUONO STELLARE Vola nello spazio. Piattaforma difensiva che utilizza diverse torrette a raggi laser della forma di un diamante per abbattere le navi nemiche cos come le piattaforme. Dipendenza unit: Deposito munizioni, Dock a turbina. Corazza: leggera. Costruisci PORTALE Vola nello spazio. Crea un Buco infinito in qualsiasi sistema visibile sulla mappa di sistema. Costruisci il Portale, selezionalo e clicca con il pulsante destro del mouse su un sistema inesplorato sulla mappa di settore. La gran parte della navi all'interno della regione del Portale finir nel sistema e il Portale scomparir. Dipendenza unit: Sala Xeno. Corazza: leggera.w L( 3X 1 o $Ƥ, |, $\|, Ȳ, $|tD \ DՔ ի : %pt0, <, ի : t0 L(, \LѰƤ, Ǹ\  : с 1X 1 o 1tǘ 1 4D \. Ȳ tܴ| `  DՔ ի : %pt0 ի : x h : Ȳ © : 4 200  : LOլ( | 1X 1 o tܴ tܴ| `  DՔ t4 : <, h : $\|  : PMESP T| t$ | p ǔ X X 0\ XՔ ) ի DՔ ի : <,  : LDŽx 2X 1 o 4D h \.   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Wymagany do produkcji: Pawilonu Wikszego, Proteusza, Eutromila. Pancerz: Zredni.Budowa BUNKRA Wymaga 1 slotu. Pozwala werbowa zaBog z planet typu ziemskiego i bagiennego. Umo|liwia przeprowadzenie badaD nad Legionist (poziomy 1-4). Wymagania: Oksydator. Wymagany do produkcji: Cytadeli, Legionisty. Zdolno[ magazynowa: 200 zaBogi. Pancerz: Cienki.Budowa HELIONA Wymaga 1 slotu. Umo|liwia przeprowadzenie badaD nad modernizacj osBon statkw (poziomy 1-5). Wymagania: Wie|a Stra|nicza. Wymagany do produkcji: Aurory. Pancerz: Gruby.Budowa ESP Jednostka stacjonarna. Unosi si w przestrzeni kosmicznej. Platforma obronna, wykrywajca jednostki przeciwnika z du|ej odlegBo[ci i strzelajca Bukiem elektrycznym. Wymagania: Wie|a Stra|nicza. Pancerz: Cienki. kBudowa CYTADELI Wymaga 2 slotw. Tutaj rekrutuje si zaBog szybciej ni| w Bunkrze. (W grach typu Szybka Bitwa i wieloosobowych tutaj szkoli si sdziw Blanusa, Elana, Vivaka, Joule'a, Prokja i Natusa). Wymagania: Bunkier; Wymagana do produkcji: Komory Xeno, Polaris i do modernizacji Legionisty (poziom 1-2). Zdolno[ magazynowa: 300 zaBogi; Pancerz: Zredni.dBudowa EUTROMILA Wymaga 2 slotw. Pozwala uzupeBnia zapasy i naprawia statki, tak|e jednostki sprzymierzeDcw, znajdujce si w pewnej odlegBo[ci. Za jej pomoc mo|na te| uzupeBnia zapasy platform bojowych. Wymagania: Pawilon. Wymagany do produkcji: Stratum, do zwikszenia zapasw (poziomy 1-5), modernizacji zaopatrzenia (poziom 1). Pancerz: Cienki.Budowa PAWILONEM WIKSZYM Wymaga 3 slotw. Tutaj powstaj Atlasy, Triremy i Monolity. Wymagania: Pawilon. Wymagany do budowy: Aneksu Amunicyjnego, Kuzni, Doku Turbinowego, Hydrona, Komory Xeno, Aurory, Dysruptora masowego. Pancerz: Zredni.Budowa PROTEUSZA Jednostka stacjonarna. Unosi si w przestrzeni kosmicznej. Platforma obronna, strzelajca pociskami. Automatycznie atakuje wrogie jednostki. Wymagania: Pawilon. Wymagany do produkcji: Hydrona. Pancerz: Cienki aBudowa KOMORY XENO Wymaga 3 slotw. Umo|liwia przeprowadzenie badaD nad Syntez, Dysruptorem masowym, Maskowaniem, Destabilizatorem, Promieniem Augera. Wymagania: Cytadela; Pawilon Wikszy. Wymagana do produkcji: Portalu, Matrycy TaloreaDskiej, Monolita, modernizacji zaopatrzenia (poziom 2), do modernizacji Legionisty (poziomy 3-4). Pancerz: Zredni.=Budowa ANEKSU AMUNICYJNEGO Wymaga 1 slotu. Umo|liwia przeprowadzenie badaD nad uzbrojeniem (poziomy 1-5) oraz nad modernizacj pociskw Proteusza (poziomy 1-2). Wymagania: Pawilon Wikszy. Wymagany do produkcji: Miotacza, Matrycy TaloreaDskiej, Triremy, Monolita, Destabilizatora, Promienia Augera. Pancerz: Cienki.Budowa KUyNI Wymaga 1 slotu. Umo|liwia przeprowadzenie badaD nad modernizacj kadBubw (poziomy 1-5), przez co zwiksza si maksymalna liczba punktw wytrzymaBo[ci kadBubw wszystkich statkw. Wymagania: Pawilon Wikszy. Pancerz: Gruby.Budowa DOKU TURBINOWEGO Wymaga 1 slotu. Umo|liwia przeprowadzenie badaD nad modernizacj silnika (poziomy 1-5), ktre zwikszaj szybko[ statkw. Wymagania: Pawilon Wikszy. Wymagany do produkcji: Miotacza, Triremy, Monolita, Destabilizatora, Promienia Augera. Pancerz: Cienki.Budowa HYDRONA Jednostka stacjonarna. Unosi si w przestrzeni kosmicznej. Platforma obronna, strzelajca pociskami laserowymi. Wymagania: Pawilon Wikszy, Proteusz. Pancerz: Cienki. Budowa MATRYCY TALOREACSKIEJ Wymaga 2 slotw. Tworzy wokB platform pole siBowe ze wstg energetyczn, otaczajc caB planet. Wymagania: Komora Xeno, Aneks Amunicyjny. Pancerz: Zredni. Budowa MIOTACZA Jednostka stacjonarna. Unosi si w przestrzeni kosmicznej. Platforma obronna - jej wie|yczki laserowe potrafi zwalcza statki oraz platformy przeciwnika. Wymagania: Aneks Amunicyjny, Dok Turbinowy. Pancerz: Cienki. sBudowa PORTALU Jednostka stacjonarna. Unosi si w przestrzeni kosmicznej. Tworzy tunel midzywymiarowy prowadzcy do dowolnego ukBadu widocznego na mapie ukBadw. Wybuduj Portal, zaznacz go i p-kliknij poznany ukBad na mapie ukBadw. Wikszo[ statkw w rejonie Portalu przeniesie si do wskazanego ukBadu, a sam portal zniknie. Wymagania: Komora Xeno. 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Gut gegen sehr leicht und unbewaffnete Einheiten. Voraussetzungen: Pavillon. Hauptwaffe: Kleiner Laser. Panzerung: Keine. SCHMIEDE bauen Einziges celereonisches Schiff, das Plattformen bauen, reparieren und demontieren kann. Der Gewinn aus einer Demontage betrgt 50% der Gesamtkosten der Plattform. Voraussetzungen: Akropolis. Panzerung: Keine. STRATUM bauen Versorgt Schiffe innerhalb eines begrenzten Radius mit Nachschub. Voraussetzungen: Akropolis, Eutromill. Panzerung: Keine.GALIOT bauen Sammelt Erz von Asteroiden und Schuttfeldern, sowie Gas in Nebeln. Fassungsvermgen kann durch Erforschung von Erweiterungen 1 - 2 im Oxidator erhht werden. Voraussetzungen: Oxidator. Panzerung: Leicht.ORAKEL bauen Kleines Schiff mit hoher Geschwindigkeit und groem Sensorradius. Kann sich selbst tarnen, um sich vor feindlichen Einheiten zu verstecken. Kann mit seinem Ping-System Systeme durchsuchen, um Einheiten zu finden. Hervorragend zur Aufklrung in unerforschten Systemen. Voraussetzungen: Pavillon, Wchter-Turm. Hauptwaffe: Keine. Spezialausrstung: Tarnung, Ping. Panzerung: Keine. AURORA bauen Groes Schiff mit schweren Lasergeschtzen, die besonders effektiv gegen leicht und mittelschwer bewaffnete Einheiten sind. Voraussetzungen: Pavillon, Helion-Schleier, Groer Pavillon. Hauptwaffe: Schwerer Laser. Spezialausrstung: Schleier. Panzerung: Leicht.$LEGIONR bauen Transportiert Truppen zur Infiltration von Konstruktionsschiffen, Erntern und Plattformen (keine Kampfschiffe). Zur Einname schwer bewaffneter Gegner sind die Legionr-Erweiterungen 1 - 4 erforderlich. Voraussetzungen: Pavillon, Bunker. Hauptwaffe: Truppen. Panzerung: Keine.POLARIS bauen Mittleres Kampfschiff, dass mit seinen Lasern Panzerungen durchschlagen kann. Gut gegen schwerbewaffnete Einheiten. Voraussetzungen: Pavillon, Zitadelle. Hauptwaffe: Panzerbrechender Laser. Spezialwaffe: Massen-Disruptor. Panzerung: Leicht.ATLAS bauen Legt Pulsminen an strategischen Stellen im Raum. Wenn ein Schiff mit diesen Minen kollidiert, verliert es Versorgungspunkte. Voraussetzungen: Groer Pavillon. Hauptwaffe: Minen. Panzerung: Leicht. TRIREME bauen Mittleres Schiff mit einer mchtigen Plasmakanone. Voraussetzungen: Groer Pavillon, Munitionserweiterung, Turbinendock. Hauptwaffe: Groe Plasmakanone. Spezialwaffe: Destabilisator. Panzerung: Mittel.MONOLITH bauen Groes, langsames Schiff, das mit seinem riesigen Laser enormen Schaden anrichten kann. Voraussetzungen: Groer Pavillon, Munitionserweiterung, Turbinendock, Xeno-Kammer. Hauptwaffe: Riesiger Laser. Spezialwaffe: Ankerstrahl. Panzerung: Mittel.SYNTHESE erforschen Spezialausrstung des Taos. Der Taos verschmilzt mit einem anderen Schiff und bertrgt seine Rumpfpunkte zum anvisierten Schiff. Sehr ntzlich, wenn ein besonders wichtiges Schiff gerettet werden muss.MASSEN-DISRUPTOR erforschen Spezialwaffe der Polaris. Eine getroffene feindliche Einheit verliert 25% ihrer Gesamtrumpfpunkte.SCHLEIER erforschen Spezialausrstung der Aurora. Bei Benutzung werden die Aurora und ein weiteres Schiff unsichtbar fr alle Einheiten; ausgenommen jene mit Tarnungserkennungstechnologie (Infiltrator, Sucher und Orakel). Zum Enttarnen auf das Symbol fr Tarnung klicken.DESTABILISATOR erforschen Spezialwaffe der Trireme. Paralysiert mehrere Schiffe innerhalb eines begrenzten Radius. Die betroffenen Schiffe trudeln unkontrollierbar und knnen nicht befehligt werden, bis die Wirkung nachlsst.hANKERSTRAHL erforschen Spezialwaffe des Monoliths. Verursacht massive Schden bei feindlichen Schiffen.PAConstruct TAOS Small, fast gunboat that carries a small laser beam to fend off carrier fighters. Good against light- and unarmored units. Unit Dependency: Pavilion. Main Weapon: Small laser beam. Armor: None. Construct FORGER Only Celareon ship that can build and repair platforms as well as salvage platforms. The salvage value is 50% of the total cost of the platform. Unit Dependency: Acropolis. Armor: None. mConstruct STRATUM Resupplies ships within limited radius. Unit Dependency: Acropolis, Eutromil. Armor: None.Construct GALIOT Harvests ore from asteroid and debris fields and gas from nebulae. Increase its holding capacity by researching Galiot (lvl 1-2) at Oxidator. Unit Dependency: Oxidator. Armor: Light.:Construct ORACLE Small ship with excellent speed and large sensor radius. Can cloak itself to hide from enemy units. Can also ping a system to track down units. Excellent for recon in unexplored systems. Unit Dependency: Pavilion, Sentinel Tower. Main Weapon: None. Special Ability: Cloaking, Ping. Armor: None. Construct AURORA Large ship with heavy laser beam that is effective against light- and medium-armored units. Unit Dependency: Pavilion, Helion Veil, Greater Pavilion. Main Weapon: Heavy laser beam. Special Ability: Shroud. Armor: Light.Construct LEGIONNAIRE Carries troops to infiltrate construction ships, harvesting ships, and platforms (not gunboats). Research Legionnaire (lvl 1-4) at Bunker to take over more heavily armored units. Unit Dependency: Pavilion, Bunker. Main Weapon: Troops. Armor: None.Construct POLARIS Medium gunboat that fires an armor-piercing laser beam. Good against heavy-armored units. Unit Dependency: Pavilion, Citadel. Main Weapon: Armor-piercing laser beam. Special Weapon: Mass Disrupter. Armor: Light.Construct ATLAS Lays pulse mines in strategic locations in space. When a ship comes in contact with these mines, it will lose supply points. Unit Dependency: Greater Pavilion. Main Weapon: Mines. Armor: Light. Construct TRIREME Medium ship that has a powerful laser cannon. Unit Dependency: Greater Pavilion, Munitions Annex, Turbine Dock. Main Weapon: Large plasma bolt. Special Weapon: Destabilizer. Armor: Medium.Construct MONOLITH Large, slow ship that creates large amounts of damage from a large sweeping laser beam. Unit Dependency: Greater Pavilion, Munitions Annex, Turbine Dock, Xeno Chamber. Main Weapon: Large sweeping laser beam. Special Weapon: Auger Ray. Armor: Medium.Research SYNTHESIS Special ability of the Taos. When used, the Taos merges into another ship, transferring its hull points to the targeted ship, invaluable for saving an important vulnerable ship. Research MASS DISRUPTER Special weapon of the Polaris. When this weapon hits an enemy unit, that unit will lose 25% of its total hull points.Research SHROUD Special ability of the Aurora. When used, the Aurora and another ship will become invisible to all units except those with cloak-detecting technology (Infiltrator, Seeker, and Oracle). To un-Cloak and un-Shroud click on the Cloak icon.Research DESTABILIZER Special weapon of the Trireme. When fired, paralyzes a number of ships within a limited radius. The affected ships will spin uncontrollably and cannot be given orders until the effect wears off.gResearch AUGER RAY Special weapon of the Monolith. When fired, causes massive damage to an enemy ship.PAConstruir TAOS Caonero pequeo y rpido que lleva un rayo lser pequeo para defenderse de los cazas de los Cargueros. Bueno contra unidades ligeras y no blindadas. Dependencia de la Unidad: Pabelln. Arma principal: Rayo de lser pequeo. Blindaje: Ninguno. Construir FORJADOR La nica nave Celareon que puede construir y reparar Plataformas de Reparaciones as desmantelar todas ellas. El valor del desmantelamiento es el 50% del precio total de la plataforma. Dependencia de la Unidad: Acrpolis. Blindaje: Ninguno. Construir ESTRATO Reabastece naves dentro de un radio limitado. Dependencia de la Unidad: Acrpolis, Eutromil. Blindaje: Ninguno.Construir GALEOTE Recoge mineral de los campos de residuos y asteroides y gas de las nebulosas. Aumenta su capacidad de almacenamiento investigando Galeote (nvl 1-2) en Oxidador. Dependencia de la Unidad: Oxidador. Blindaje: Ligero.Construir ORCULO Nave pequea con excelente velocidad y gran alcance de sensor. Puede camuflarse para ocultarse de las unidades enemigas. Puede piratear un sistema para seguir unidades. Excelente para el reconocimiento en sistemas inexplorados. Dependencia de la Unidad: Pabelln, Torre Centinela. Arma principal: Ninguna. Habilidad Especial: Camuflaje, Pirateo. Blindaje: Ninguna. Construir AURORA Nave grande con rayo lser pesado efectivo contra unidades ligera y medianamente blindadas. Dependencia de la Unidad: Pabelln, Velo de Helion, Pabelln Mayor. Arma principal: Rayo lser pesado. Habilidad especial: Velo. Blindaje: Ligero.KConstruir LEGIONARIO Transporta tropas para infiltrarse en naves de construccin, naves cosechadoras y plataformas (no en unidades militares). Investiga Legionario (nvl 1-4) en Bnker para tomar el mando de unidades ms fuertemente blindadas. Dependencia de la Unidad: Pabelln, Bnker. Arma principal: Tropas. Blindaje: Ninguno.Construir POLARIS Caonero medio que dispara un rayo lser perforador de blindaje. Bueno contra unidades blindadas pesadas. Dependencia de la Unidad: Pabelln, Ciudadela. Arma principal: Rayo lser perforador de blindaje. Arma especial: Disruptor de Masa. Blindaje: Ligero.Construir ATLAS Coloca minas de impulsos en posiciones estratgicas del espacio. Cuando una nave entre en contacto con estas minas, perder puntos de suministros. Dependencia de la Unidad: Pabelln Mayor. Arma principal: Minas. Blindaje: Ligero. Construir TRIRREME Nave de tamao medio que tiene un can lser muy potente. Dependencia de la Unidad: Pabelln Mayor, Anexo de Municiones, Muelle de Turbina. Arma principal: Rayo de plasma grande. Arma especial: Desestabilizador. Blindaje: Medio.Construir MONOLITO Nave grande y lenta que produce enormes daos con su rayo lser. Dependencia de la Unidad: Pabelln Mayor, Anexo de Municiones, Muelle de Turbina, Cmara Xeno. Arma principal: Rayo lser grande. Arma especial: Rayo Auger. Blindaje: Medio.Investigar SNTESIS Habilidad especial del Taos. Cuando se usa, el Taos se funde en otra nave, transfiriendo sus puntos de casco a la nave apuntada. Extremadamente valioso para salvar una nave vulnerable importante.Investigar DISRUPTOR DE MASA Arma especial del Polaris. Cuando alcanza una unidad enemiga, esa unidad perder el 25% de sus puntos de casco totales.Investigar VELO Habilidad especial del Aurora. Cuando se utiliza, el Aurora y otra nave se volvern invisibles para todas las unidades excepto para aquellas con tecnologa de deteccin de camuflaje (Infiltrador, Rastreador y Orculo). Para desvelarla, pulsa el icono Camuflaje.Investigar DESESTABILIZADOR Arma especial del Trirreme. Cuando se dispara, paraliza una serie de naves dentro de un radio limitado. Las naves afectadas girarn descontroladamente y no podrn dar rdenes hasta que se agote el efecto.kInvestiga RAYO AUGER Arma especial del Monolito. Cuando se dispara causa enormes daos a una nave enemiga.PAConstruire TAOS Petit vaisseau de combat rapide quip d'un canon-laser pour repousser les chasseurs. Idal contre les units faiblement blindes. Requis pour unit : Pavillon. Arme principale : petit laser. Blindage : aucun. Construire FORGEUR Vaisseau exclusivement Claron qui peut construire, rparer et dmanteler des plates-formes. Le dmantlement permet de rcuprer 50% du cot total d'une plate-forme. Requis pour unit : Acropole. Blindage : Aucun. Construire STRATUM Ravitaille les vaisseaux dans un primtre limit. Requis pour unit : Acropole, Eutromil. Blindage : Aucun.Construire GALIOT Rcolte du minerai dans les champs d'astrodes et de dbris, et du Gaz dans les nbuleuses. Augmente sa capacit de stockage en effectuant la recherche Galiot (niv 1-2) dans un Oxydateur. Requis pour unit : Oxydateur. Blindage : Lger.Construire ORACLE Petit navire trs rapide dot de senseurs longue porte. Il peut se camoufler pour se cacher des units ennemies. Il peut galement sonder un systme pour traquer des units. Idal pour l'exploration de systmes inconnus. Requis pour unit : Pavillon, Poste de Surveillance. Arme principale : Aucune. Capacit(s) spciale(s) : Camouflage, Sondeur. Blindage : Aucun. Construire AURORA Gros vaisseau dot de canons lasers lourds efficaces contre les units lgrement ou moyennement blindes. Requis pour unit : Pavillon, Voile Helion, Pavillon Suprieur. Arme principale : Lourd canon laser. Capacit(s) spciale(s) : Linceul. Blindage : Lger.lConstruire LEGIONNAIRE Transporte des troupes pour infiltrer les vaisseaux de construction, les vaisseaux moissonneuses et les plates-formes (pas les engins de combat). Rechercher Lgionnaire (niv 1-4) dans un Bunker pour pouvoir s'attaquer des cibles plus lourdement blindes. Requis pour unit : Pavillon, Bunker. Arme principale : Troupes. Blindage : Aucun.Construire POLARIS Vaisseau de combat moyen qui utilise un rayon laser perce-blindage. Idal contre les cibles lourdement blindes. Requis pour unit : Pavillon, Citadelle. Arme principale : Rayon laser perce-blindage. Arme spciale : Destructeur de Masse. Blindage : Lger.Construire ATLAS Dispose des mines pulsion des endroits stratgiques dans l'espace. Quand un vaisseau entre en contact avec ces mines, il perd ses rserves. Requis pour unit : Pavillon Suprieur. Arme principale : Mines. Blindage : Lger. Construire TRIREME Vaisseau moyen dot d'un puissant canon laser. Requis pour unit : Pavillon Suprieur, Dpt de munitions, Dock-Turbine. Arme principale : Gros canon plasma. Arme spciale : Dstabilisateur. Blindage : Moyen.&Construire MONOLITHE Gros vaisseau assez lent qui inflige d'importants dommages grce son faisceau laser balayage. Requis pour unit : Pavillon Suprieur, Dpt de munitions, Dock-Turbine, Xeno-Labo. Arme principale : Gros laser balayage. Arme spciale : Rayon foreur. Blindage : Moyen.Recherche SYNTHETISEUR Capacit spciale des Taos. Quand elle est utilise, le Taos se fond avec un autre vaisseau en transfrant ses points de structure ce vaisseau, idal pour sauver un navire important. Recherche DESTRUCTEUR DE MASSE Arme spciale des Polaris. Quand cette arme touche un ennemi, ce dernier perd 25% de ses points de structure.(Recherche LINCEUL Capacit spciale des Auroras. Quand elle est utilise, l'Aurora et un autre vaisseau deviennent invisibles toutes les units sauf celles capables de dtecter les camouflages (Infiltrateur, Traqueur et Oracle). Pour quitter le mode Camouflage, cliquez sur l'icne Camouflage. Recherche DESTABILISATEUR Arme spciale des Trirmes. Quand elle est utilise, elle immobilise les vaisseaux situs dans sa zone d'effet. Les vaisseaux affects tournoieront sans aucun contrle et ne pourront recevoir aucun ordre tant que l'effet ne sera pas dissip.pRecherche RAYON FOREUR Arme spciale des Monolithes. Elle provoque d'importants dommages aux vaisseaux ennemis.PACostruisci TAO Veloce cannoniera di dimensioni contenute, dotata di un piccolo raggio laser in grado di respingere i mezzi combattenti. Efficace contro unit leggere. Dipendenza unit: Padiglione. Arma principale: Piccolo raggio laser. Corazza: nessuna. Costruisci FORGIATORE L'unica nave Celareon che pu costruire e riparare piattaforme cos come effettuarne il salvataggio. Il valore del salvataggio il 50% del costo totale della piattaforma. Dipendenza unit: Acropoli. Corazza: nessuna. uCostruisci STRATUM Rifornisce navi entro un raggio limitato. Dipendenza unit: Acropoli, Eutromil. Corazza: nessuna. Costruisci GALEOTTA Raccoglie minerale da campi di asteroidi e di detriti; inoltre, estrae gas dalle nebulose. Incrementa la sua capacit di raccolta effettuando ricerche sulla Galeotta (lvl 1-2) presso l'Ossidatore. Dipendenza unit: Ossidatore. Corazza: leggera.Costruisci ORACOLO Piccola nave dall'eccellente velocit e dal sensore ad ampio raggio. Pu occultarsi per non farsi notare dalle unit nemiche. anche dotata di un sistema a impulsi per la localizzazione delle unit. Molto indicata per le ricognizioni nei sistemi inesplorati. Dipendenza unit: Padiglione, Torre di sorveglianza. Arma principale: nessuna. Abilit speciale: Occultamento, Impulso. Corazza: nessuna. Costruisci AURORA Grossa nave dotata di un potente raggio laser efficace contro unit leggere e medie. Dipendenza unit: Padiglione, Velo di Helion, Padiglione maggiore. Arma principale: Raggio laser pesante. Abilit speciale: Invisibilit. Corazza: leggera.ICostruisci LEGIONARIO Trasporta truppe da infiltrare nelle navi da costruzione, navi da raccolta e piattaforme (non cannoniere). Effettua ricerche sul Legionario (lvl 1-4) presso il Bunker per avere pi facilmente la meglio sulle unit corazzate. Dipendenza unit: Padiglione, Bunker. Arma principale: Truppe. Corazza: nessuna.Costruisci POLARIS Cannoniera media che spara un raggio laser perforante. Ottima contro le unit pesanti. Dipendenza unit: Padiglione, Cittadella. Arma principale: Raggio laser perforante. Arma speciale: Disgregatore di massa. Corazza: leggera.Costruisci ATLAS Sgancia mine a impulso in luoghi strategici nello spazio. Quando una nave entra in contatto con queste mine, perde punti di fornitura. Dipendenza unit: Padiglione maggiore. Arma principale: Mine. Corazza: leggera. Costruisci TRIREME Nave media dotata di un potente cannone laser. Dipendenza unit: Padiglione maggiore, Deposito munizioni, Dock a turbina. Arma principale: Raggio al plasma. Arma speciale: Destabilizzatore. Corazza: media."Costruisci MONOLITO Grossa e lenta nave in grado di infliggere pesanti perdite con un ampio e potente raggio laser. Dipendenza unit: Padiglione maggiore, Deposito munizioni, Dock a turbina, Sala Xeno. Arma principale: Raggio laser ampio. Arma speciale: Raggio perforante. Corazza: media.Ricerca SINTESI Abilit speciale del Tao. Quando utilizzata, il Tao si fonde con un'altra nave, trasferendo i suoi punti scafo verso la nave bersaglio, inestimabile per il salvataggio di una nave importante e vulnerabile.Ricerca DISGREGATORE DI MASSA Arma speciale della Polaris. Quando quest'arma colpisce un'unit nemica, quest'ultima perde il 25% dei suoi punti scafo totali.KRicerca INVISIBILIT Abilit speciale dell'Aurora. Quando utilizzata, l'Aurora e un'altra nave diventano invisibili a tutte le unit, eccettuate quelle provviste di tecnologia per la localizzazione degli occulti (Incursore, Cercatore, e Oracolo). Per disattivare l'Occultamento e l'Invisibilit, clicca sull'icona di occultamento.Ricerca DESTABILIZZATORE Arma speciale della Trireme. Quando utilizzata, paralizza un vasto numero di navi entro un raggio limitato. Le navi coinvolte inizieranno a muoversi in maniera incontrollata e non saranno in grado di ricevere ordini fino alla scomparsa dell'effetto.pRicerca RAGGIO PERFORANTE Arma speciale del Monolito. 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Weitere +10% gibt es auf alle Boni fr alle Dreadnoughts, Schlachtschiffe und Flottentrger in Halseys Flotte. ;ADMIRAL HAWKES Wenn Hawkes eine Flotte anfhrt, erhalten alle Schiffe in der Flotte folgende Boni: Schaden +10% (+25% Schaden beim Angriff von Mantis), Schilde +10%, Versorgung +10%, Reichweite +10%, Geschwindigkeit +25%, Sensoren +10%. Weitere +10% gibt es auf alle Boni fr alle Raketen-Kreuzer in Hawkes Flotte.ADMIRAL BENSON Wenn Benson eine Flotte anfhrt, erhalten alle Schiffe in der Flotte folgende Boni: Schaden +10%, Schilde +35%, Versorgung +10%, Reichweite +25%, Geschwindigkeit +10%, Sensoren +10%. Weitere +10% gibt es aus alle Boni fr Lancer-Kreuzer in Bensons Flotte.bADMIRAL SMIRNOFF Wenn Smirnoff eine Flotte anfhrt, erhalten alle Schiffe in der Flotte folgende Boni: Schaden +10% (doppelter Schaden bei Plattformen, +25% Schaden beim Angriff von Terranern), Schilde +10%, Versorgung +10%, Reichweite +10%, Geschwindigkeit +10%, Sensoren +10%. Weitere +10% gibt es auf alle Boni fr Dreadnoughts in Smirnoffs Flotte.<ADMIRAL STEELE Wenn Steele eine Flotte anfhrt, erhalten alle Schiffe in der Flotte folgende Boni: Schaden +25% (+40% Schaden beim Angriff von Celereonen), Schilde +10%, Versorgung +10%, Reichweite +10%, Geschwindigkeit +10%, Sensoren +10%. Weitere +10% gibt es auf alle Boni fr Schlachtschiffe in Steeles Flotte.YADMIRAL TAKEI Wenn Takei eine Flotte anfhrt, erhalten alle Schiffe in der Flotte folgende Boni: Schaden +10% (+50% Schaden durch Jger, +20% Ausweichen der Jger, +20% Zielen der Jger), Schilde +10%, Versorgung +10%, Reichweite +10%, Geschwindigkeit +10%, Sensoren +25%. Weitere +10% gibt es auf alle Boni fr Flottentrger in Takeis Flotte.KRIEGSHERR MORDELLA Wenn Mordella eine Flotte anfhrt, erhalten alle Schiffe in der Flotte folgende Boni: Schaden +10% (+50% Schaden durch Jger, +20% Ausweichen der Jger, +20% Zielen der Jger; +15% Schaden beim Angriff von Celereonen), Schilde +10%, Versorgung +10%, Reichweite +10%, Geschwindigkeit +25%, Sensoren +10%. Weitere +10% gibt es auf alle Boni, wenn Sphertrger eingesetzt werden.KRIEGSHERR AZKAR Wenn Azkar eine Flotte anfhrt, erhalten alle Schiffe in der Flotte folgende Boni: Schaden +10% (+50% Schaden durch Jger, +20% Ausweichen der Jger, +20% Zielen der Jger; +15% Schaden beim Angriff von Celereonen), Schilde +10%, Versorgung +10%, Reichweite +10%, Geschwindigkeit +10%, Sensoren +25%. Weitere +10% gibt es auf alle Boni, wenn Tiamats, Schwarmtrger oder Sphertrger eingesetzt werden.KRIEGSHERR VER LAK Wenn Ver Lak eine Flotte anfhrt, erhalten alle Schiffe in der Flotte folgende Boni: Schaden +10% (+50% Schaden durch Jger, +20% Ausweichen der Jger, +20% Zielen der Jger; +15% Schaden beim Angriff von Celereonen), Schilde +10%, Versorgung +25%, Reichweite +10%, Geschwindigkeit +10%, Sensoren +10%. Weitere +10% auf alle Boni, wenn Tiamats eingesetzt werden.KRIEGSHERR KER TAK Wenn Ker Tak eine Flotte anfhrt, erhalten alle Schiffe in der Flotte folgende Boni: Schaden +10% (+50% Schaden durch Jger, +20% Ausweichen der Jger, +20% Zielen der Jger; +15% Schaden beim Angriff von Mantis), Schilde +10%, Versorgung +10%, Reichweite +10%, Geschwindigkeit +10%, Sensoren +10%. Weitere +10% gibt es auf alle Boni, wenn Schwarmtrger eingesetzt werden.6KRIEGSHERR THRIPID Wenn Thripid eine Flotte anfhrt, erhalten alle Schiffe in der Flotte folgende Boni: Schaden +10% (doppelter Schaden bei Plattformen), Schilde +25%, Versorgung +10%, Reichweite +25%, Geschwindigkeit +10%, Sensoren +10%. Weitere +10% gibt es auf alle Boni, wenn Fregatten eingesetzt werden.8KRIEGSHERR MALKOR Wenn Malkor eine Flotte anfhrt, erhalten alle Schiffe in der Flotte folgende Boni: Schaden +25% (+15% Schaden beim Angriff von Terranern), Schilde +10%, Versorgung +10%, Reichweite +10%, Geschwindigkeit +10%, Sensoren +10%. Weitere +10% gibt es auf alle Boni, wenn Scarabs eingesetzt werden.PRSIDENT BLANUS Wenn Blanus eine Flotte anfhrt, erhalten alle Schiffe in der Flotte folgende Boni Schaden +10%, Schild +25%, Versorgung +25%, Reichweite +10%, Geschwindigkeit +10%, Sensor +10%. Weitere +10% gibt es auf alle Boni fr Triremes in Blanus' Flotte.BPRSIDENT ELAN Wenn Elan eine Flotte anfhrt, erhalten alle Schiffe in der Flotte folgende Boni: Schaden +10% (+25% Schaden beim Angriff von Mantis), Schild +10%, Versorgung +10%, Reichweite +10%, Geschwindigkeit +25%, Sensor +10%. Weitere +10% gibt es auf alle Boni fr Monolithen, Triremen und Polaris in Elans Flotte. MAGISTRAT VIVAC Wenn Vivac eine Flotte anfhrt, erhalten alle Schiffe in der Flotte folgende Boni: Schaden +10%, Schilde +20%, Versorgung +10%, Reichweite +25%, Geschwindigkeit +10%, Sensoren +10%. Weitere +10% gibt es auf alle Boni fr Monolithen in Vivacs Flotte.UMAGISTRAT JOULE Wenn Joule eine Flotte anfhrt, erhalten alle Schiffe in der Flotte folgende Boni: Schaden +10% (doppelter Schaden bei Plattformen, +25% Schaden beim Angriff von Terranern), Schilde +10%, Versorgung +10%, Reichweite +10%, Geschwindigkeit +10%, Sensoren +10%. Weitere +10% gibt es auf alle Boni fr Polaris in Joules Flotte.PA)ADMIRAL HALSEY When Halsey is leading a fleet, all ships in the fleet receive the following bonuses: damage +10%, shields +25%, supply +25%, range +10%, speed +10%, and sensor +10%. An additional +10% is given to all bonuses for Dreadnoughts, Battleships, and Fleet Carriers in Halsey's fleet. *ADMIRAL HAWKES When Hawkes is leading a fleet, all ships in the fleet receive the following bonuses: damage +10% (+25% damage if attacking Mantis), shields +10%, supply +10%, range +10%, speed +25%, and sensor +10%. An additional +10% is given to all bonuses for Missile Cruisers in Hawkes' fleet.ADMIRAL BENSON When Benson is leading a fleet, all ships in the fleet receive the following bonuses: damage +10%, shields +35%, supply +10%, range +25%, speed +10%, and sensor +10%. An additional +10% is given to all bonuses for Lancers in Benson's fleet.LADMIRAL SMIRNOFF When Smirnoff is leading a fleet, all ships in the fleet receive the following bonuses: damage +10% (double damage to platforms, +25% damage if attacking Terrans), shields +10%, supply +10%, range +10%, speed +10%, and sensor +10%. An additional +10% is given to all bonuses for Dreadnoughts in Smirnoff's fleet.*ADMIRAL STEELE When Steele is leading a fleet, all ships in the fleet receive the following bonuses: damage +25% (+40% damage if attacking Celareons), shields +10%, supply +10%, range +10%, speed +10%, and sensor +10%. An additional +10% is given to all bonuses for Battleships in Steele's fleet.PADMIRAL TAKEI When Takei is leading a fleet, all ships in the fleet receive the following bonuses: damage +10% (+50% to fighter damage, +20% to fighter dodge, +20% to fighter targeting), shields +10%, supply +10%, range +10%, speed +10%, and sensor +25%. An additional +10% is given to all bonuses for Fleet Carriers in Takei's fleet.rWARLORD MORDELLA When Mordella is leading a fleet, all ships in the fleet receive the following bonuses: damage +10% (+50% to fighter damage, +20% to fighter dodge, +20% to fighter targeting; +15% damage if attacking Celareons), shields +10%, supply +10%, range +10%, speed +25%, and sensor +10%. An additional +10% is given to all bonuses if Scout Carriers are used. WARLORD AZKAR When Azkar is leading a fleet, all ships in the fleet receive the following bonuses: damage +10% (+50% to fighter damage, +20% to fighter dodge, +20% to fighter targeting; +15% to damage if attacking Celareons), shields +10%, supply +10%, range +10%, speed +10%, and sensor +25%. An additional +10% is given to all bonuses if Tiamats, Hive Carriers, or Scout Carriers are used._WARLORD VER LAK When Ver Lak is leading a fleet, all ships in the fleet receive the following bonuses: damage +10% (+50% to fighter damage, +20% to fighter dodge, +20% to fighter targeting; +15% damage if attacking Celareons), shields +10%, supply +25%, range +10%, speed +10%, and sensor +10%. An additional +10% to all bonuses if Tiamats are used.kWARLORD KER TAK When Ker Tak is leading a fleet, all ships in the fleet receive the following bonuses: damage +10% (+50% to fighter damage, +20% to fighter dodge, +20% to fighter targeting; +15% damage if attacking Mantis), shields +10%, supply +10%, range +10%, speed +10%, and sensor +10%. An additional +10% is given to all bonuses if Hive Carriers are used.WARLORD THRIPID When Thripid is leading a fleet, all ships in the fleet receive the following bonuses: damage +10% (double damage to platforms), shields +25%, supply +10%, range +25%, speed +10%, and sensor +10%. An additional +10% is given to all bonuses if Frigates are used.WARLORD MALKOR When Malkor is leading a fleet, all ships in the fleet receive the following bonuses: damage +25% (+15% damage if attacking Terrans), shields +10%, supply +10%, range +10%, speed +10%, and sensor +10%. An additional +10% is given to all bonuses if Scarabs are used.MAGISTRATE BLANUS When Blanus is leading a fleet, all ships in the fleet receive the following bonuses damage +10%, shields +25%, supply +25%, range +10%, speed +10%, and sensor +10%. An additional +10% is given to all bonuses for Triremes in Blanus's fleet.;MAGISTRATE ELAN When Elan is leading a fleet, all ships in the fleet receive the following bonuses: damage +10% (+25% damage if attacking Mantis), shields +10%, supply +10%, range +10%, speed +25%, and sensor +10%. An additional +10% is given to all bonuses for Monoliths, Triremes, and Polarises in Elan's fleet.MAGISTRATE VIVAC When Vivac is leading a fleet, all ships in the fleet receive the following bonuses: damage +10%, shields +20%, supply +10%, range +25%, speed +10%, and sensor +10%. An additional +10% is given to all bonuses for Monoliths in Vivac's fleet.BMAGISTRATE JOULE When Joule is leading a fleet, all ships in the fleet receive the following bonuses: damage +10% (double damage to platforms, +25% damage if attacking Terrans), shields +10%, supply +10%, range +10%, speed +10%, and sensor +10%. An additional +10% is given to all bonuses for Polarises in Joule's fleet.PAOALMIRANTE HALSEY Cuando Halsey est guiando una flota, todas las naves de la misma reciben los bonos siguientes: daos +10%, blindajes +25%, suministros +25%, alcance +10%, velocidad +10% y sensor +10%. Se da un +10% adicional para todos los bonos de los Acorazados, Cruceros de Batalla y Cargueros de Flota en la flota de Halsey. UALMIRANTE HAWKES Cuando Hawkes est guiando una flota, todas las naves de la misma reciben los bonos siguientes: daos +10% (+25% de dao si estn atacando a Mantis), blindajes +10%, suministros +10%, alcance +10%, velocidad +25% y sensor +10%. Se da un +10% adicional para todos los bonos de los Cruceros de Misiles en la flota de Hawkes. ALMIRANTE BENSON Cuando Benson est guiando una flota, todas las naves de la misma reciben los bonos siguientes: daos +10%, blindajes +35%, suministros +10%, alcance +25%, velocidad +10% y sensor +10%. Se da un +10% adicional para todos los bonos de los Lanceros en la flota de Benson.xALMIRANTE SMIRNOFF Cuando Smirnoff est guiando una flota, todas las naves de la flota reciben los bonos siguientes: daos +10% (doble de dao para las plataformas, +25% de daos si estn atacando a Terrans), blindajes +10%, suministros +10%, alcance +10%, velocidad +10% y sensor +10%. Se da un +10% adicional para todos los bonos de los Acorazados en la flota de Smirnoff.XALMIRANTE STEELE Cuando Steele est guiando una flota, todas las naves de la misma reciben los bonos siguientes: daos +25% (+40% de daos si estn atacando a Celareon), blindajes +10%, suministros +10%, alcance +10%, velocidad +10% y sensor +10%. Se da un +10% adicional para todos los bonos de los Cruceros de Batalla en la flota de Steele.tALMIRANTE TAKEI Cuando Takei est guiando una flota, todas las naves de la misma reciben los bonos siguientes: daos +10% (+50% para daos de cazas, +20% para esquivar caza, +20% para apuntar cazas), blindajes +10%, suministros +10%, alcance +10%, velocidad +10% y sensor +25%. Se da un +10% adicional para todos los bonos de los Cargueros de Flota en la flota de Takei.SEOR DE LA GUERRA MORDELLA Cuando Mordella est guiando una flota, todas las naves de la misma reciben los bonos siguientes: daos +10% (+50% para daos de cazas, +20% para esquivar caza, +20% para apuntar cazas; 15% de daos si estn atacando a Celareon), blindajes +10%, suministros +10%, alcance +10%, velocidad +25% y sensor +10%. Se da un +10% adicional para todos los bonos si se usan los Cargueros de Reconocimiento. SEOR DE LA GUERRA AZKAR Cuando Azkar est guiando una flota, todas las naves de la misma reciben los bonos siguientes: daos +10% (+50% para daos de cazas, +20% para esquivar cazas, +20% para apuntar cazas; 15% de daos si estn atacando a Celareon), blindajes +10%, suministros +10%, alcance +10%, velocidad +10% y sensor +25%. Se da un +10% adicional para todos los bonos si se usan Tiamats, Cargueros Colmena o Cargueros de Reconocimiento.SEOR DE LA GUERRA VER LAK Cuando Ver Lak est guiando una flota, todas las naves de la misma reciben los bonos siguientes: daos +10% (+50% para daos de cazas, +20% para esquivar caza, +20% para apuntar cazas; 15% de daos si estn atacando a Celareon), blindajes +10%, suministros +10%, alcance +10%, velocidad +10% y sensor +10%. Se da un +10% adicional para todos los bonos si se usan los Tiamats.SEOR DE LA GUERRA KER'TAK Cuando Ker'Tak est guiando una flota, todas las naves de la misma reciben los bonos siguientes: daos +10% (+50% para daos de cazas, +20% para esquivar caza, +20% para apuntar cazas; 15% de daos si estn atacando a Mantis), blindajes +10%, suministros +10%, alcance +10%, velocidad +10% y sensor +10%. Se da un +10% adicional para todos los bonos si se usan Cargueros Colmena.?SEOR DE LA GUERRA THRIPID Cuando Thripid est guiando una flota, todas las naves de la misma reciben los bonos siguientes: daos +10% (doble de daos para las plataformas), blindajes +25%, suministros +10%, alcance +25%, velocidad +10% y sensor +10%. Se da un +10% adicional para todos los bonos si se usan Fragatas.@SEOR DE LA GUERRA MALKOR Cuando Malkor est guiando una flota, todas las naves de la misma reciben los bonos siguientes: daos +25% (+15% si estn atacando a los Terran), blindajes +10%, suministros +10%, alcance +10%, velocidad +10% y sensor +10%. Se da un +10% adicional para todos los bonos si se usan Escarabajos.MAGISTRADO BLANUS Cuando Blanus est guiando una flota, todas las naves de la misma reciben los bonos siguientes: daos +10%, blindajes +25%, suministros +25%, alcance +10%, velocidad +10% y sensor +10%. Se da un +10% adicional para todos los bonos de Trirremes en la flota de Blanus.\MAGISTRADO ELAN Cuando Elan est guiando una flota, todas las naves de la misma reciben los bonos siguientes: daos +10% (+25% de daos si estn atacando a los Mantis), blindajes +10%, suministros +10%, alcance +10%, velocidad +25% y sensor +10%. Se da un +10% adicional para todos los bonos de Monolitos, Trirremes y Polaris en la flota de Elan.MAGISTRADO VIVAC Cuando Vivac est guiando una flota, todas las naves de la misma reciben los bonos siguientes: daos +10%, blindajes +20%, suministros +10%, alcance +25%, velocidad +10% y sensor +10%. Se da un +10% adicional para todos los bonos de Monolitos en la flota de Vivac.^MAGISTRADO JOULE Cuando Joule est guiando una flota, todas las naves de la misma reciben los bonos siguientes: daos +10% (doble dao a plataformas, 25% de daos si estn atacando a Terrans), blindajes +10%, suministros +10%, alcance +10%, velocidad +10% y sensor +10%. Se da un +10% adicional para todos los bonos de Polaris en la flota de Joule.PALAMIRAL HALSEY Quand Halsey commande une flotte, tous les navires de cette flotte reoivent les bonus suivants : dommages +10%, boucliers +25%, rserves +25%, porte +10%, vitesse +10% et senseurs +10%. Les Dreadnoughts, Cuirasss et Transporteurs d'Escadres dans la flotte d'Halsey bnficient d'un bonus supplmentaire de +10%. NAMIRAL HAWKES Quand Hawkes commande une flotte, tous les navires de cette flotte reoivent les bonus suivants : dommages +10% (dommages +25% contre Mantis), boucliers +10%, rserves +10%, porte +10%, vitesse +25% et senseurs +10%. Les Croiseurs lance-missiless dans la flotte d'Hawkes bnficient d'un bonus supplmentaire de +10% .%AMIRAL BENSON Quand Benson commande une flotte, tous les navires de cette flotte reoivent les bonus suivants : dommages +10%, boucliers +35%, rserves +10%, porte +25%, vitesse +10% et senseurs +10%. Les croiseurs Arc dans la flotte de Benson bnficient d'un bonus supplmentaire de +10%.rAMIRAL SMIRNOFF Quand Smirnoff commande une flotte, tous les navires de cette flotte reoivent les bonus suivants : dommages +10% (dommages doubls contre plates-formes, dommages +25% contre Terriens), boucliers +10%, rserves +10%, porte +10%, vitesse +10% et senseurs +10%. Les Dreadnoughts dans la flotte de Smirnoff bnficient d'un bonus supplmentaire de +10%.BAMIRAL STEELE Quand Steele commande une flotte, tous les navires de cette flotte reoivent les bonus suivants : dommages +25% (dommages +40% contre Clarons), boucliers +10%, rserves +10%, porte +10%, vitesse +10% et senseurs +10%. Les Cuirasss dans la flotte de Steele bnficient d'un bonus supplmentaire de +10%.oAMIRAL TAKEI Quand Takei commande une flotte, tous les navires de cette flotte reoivent les bonus suivants : dommages +10% (+50% to fighter dommages, +20% to fighter dodge, +20% to fighter targeting), boucliers +10%, rserves +10%, porte +10%, vitesse +10% et senseurs +25%. Les Transporteurs dans la flotte de Takei bnficient d'un bonus supplmentaire de +10%.DAME MORDELLA Quand Mordella commande une flotte, tous les navires de cette flotte reoivent les bonus suivants : dommages +10% (dommages +50% contre chasseurs, +20% pour viter chasseurs, +20% pour cibler chasseurs; dommages +15% contre Clarons), boucliers +10%, rserves +10%, porte +10%, vitesse +25% et senseurs +10%. Si des Transporteurs de premire ligne sont utiliss tous les bonus sont augments de +10%.DAME AZKAR Quand Azkar commande une flotte, tous les navires de cette flotte reoivent les bonus suivants : dommages +10% (dommages +50% contre chasseurs, +20% pour viter chasseurs, +20% pour cibler chasseurs; dommages +15% contre Clarons), boucliers +10%, rserves +10%, porte +10%, vitesse +10% et senseurs +25%. Si des Transporteurs de premire ligne, des Transporteurs-Ruches ou des Tiamats sont utiliss tous les bonus sont augments de +10%.DAME VER LAK Quand Ver Lak commande une flotte, tous les navires de cette flotte reoivent les bonus suivants : dommages +10% (dommages +50% contre chasseurs, +20% pour viter chasseurs, +20% pour cibler chasseurs; dommages +15% contre Clarons), boucliers +10%, rserves +25%, porte +10%, vitesse +10% et senseurs +10%. Si des Tiamats sont utiliss tous les bonus sont augments de +10%.DAME KER TAK Quand Ker Tak commande une flotte, tous les navires de cette flotte reoivent les bonus suivants : dommages +10% (dommages +50% contre chasseurs, +20% pour viter chasseurs, +20% pour cibler chasseurs; dommages +15% contre Mantis), boucliers +10%, rserves +10%, porte +10%, vitesse +10% et senseurs +10%. Si des Transporteurs-Ruches sont utiliss tous les bonus sont augments de +10%.JSEIGNEUR DE LA GUERRE THRIPID Quand Thripid commande une flotte, tous les navires de cette flotte reoivent les bonus suivants : dommages +10% (dommages doubls contre plates-formes), boucliers +25%, rserves +10%, porte +25%, vitesse +10% et senseurs +10%. Si des Frgates sont utilises tous les bonus sont augments de +10%.@SEIGNEUR DE LA GUERRE MALKOR Quand Malkor commande une flotte, tous les navires de cette flotte reoivent les bonus suivants : dommages +25% (dommages +15% contre Terriens), boucliers +10%, rserves +10%, porte +10%, vitesse +10% et senseurs +10%. Si des Scarabes sont utiliss tous les bonus sont augments de +10%.#MAGISTRAT BLANUS Quand Blanus commande une flotte, tous les navires de cette flotte reoivent les bonus suivants : dommages +10%, boucliers +25%, rserves +25%, porte +10%, vitesse +10% et senseurs +10%. Les Trirmes dans la flotte de Blanus bnficient d'un bonus supplmentaire de +10%.QMAGISTRAT ELAN Quand Elan commande une flotte, tous les navires de cette flotte reoivent les bonus suivants : dommages +10% (dommages +25% contre Mantis), boucliers +10%, rserves +10%, porte +10%, vitesse +25% et senseurs +10%. Les Monolithes, Trirmes et Polaris dans la flotte d'Elan bnficient d'un bonus supplmentaire de +10%.#MAGISTRAT VIVAC Quand Vivac commande une flotte, tous les navires de cette flotte reoivent les bonus suivants : dommages +10%, boucliers +20%, rserves +10%, porte +25%, vitesse +10% et senseurs +10%. Les Monolithes dans la flotte de Vivac bnficient d'un bonus supplmentaire de +10%.fMAGISTRAT JOULE Quand Joule commande une flotte, tous les navires de cette flotte reoivent les bonus suivants : dommages +10% (dommages doubls contre plates-formes, dommages +25% contre Terriens), boucliers +10%, rserves +10%, porte +10%, vitesse +10% et senseurs +10%. Les Polaris dans la flotte de Joule bnficient d'un bonus supplmentaire de +10%.@AMMIRAGLIO HALSEY Quando Halsey al comando di una flotta, tutte le navi che la compongono ricevono i seguenti bonus: danno +10%, scudi +25%, fornitura +25%, portata +10%, velocit +10% e sensore +10%. Un +10% aggiuntivo assegnato a tutti i bonus per Dreadnought, Navi da guerra e Portaerei della flotta di Halsey. hAMMIRAGLIO HAWKES Quando Hawkes al comando di una flotta, tutte le navi che la compongono ricevono i seguenti bonus: danno +10% (danno superiore del +25% se si attaccano i Mantis), scudi +10%, fornitura +10%, portata +10%, velocit +25% e sensore +10%. Un +10% aggiuntivo assegnato a tutti i bonus per gli Incrociatori missilistici della flotta di Hawkes. AMMIRAGLIO BENSON Quando Benson al comando di una flotta, tutte le navi che la compongono ricevono i seguenti bonus: danno +10%, scudi +35%, fornitura +10%, portata +25%, velocit +10% e sensore +10%. Un +10% aggiuntivo assegnato a tutti i bonus per i Lancer della flotta di Benson.zAMMIRAGLIO SMIRNOFF Quando Smirnoff al comando di una flotta, tutte le navi che la compongono ricevono i seguenti bonus: danno +10% (danno doppio alle piattaforme, incremento del +25% se si attaccano i Terran), scudi +10%, fornitura +10%, portata +10%, velocit +10% e sensore +10%. Un +10% aggiuntivo assegnato a tutti i bonus per le Dreadnought della flotta di Smirnoff._AMMIRAGLIO STEELE Quando Steele al comando di una flotta, tutte le navi che la compongono ricevono i seguenti bonus: danno +25% (danno superiore del +40% se si attaccano i Celareon), scudi +10%, fornitura +10%, portata +10%, velocit +10% e sensore +10%. Un +10% aggiuntivo assegnato a tutti i bonus per le Navi da guerra della flotta di Steele.AMMIRAGLIO TAKEI Quando Takei al comando di una flotta, tutte le navi che la compongono ricevono i seguenti bonus: danno +10% (+50% ai danni del combattente, +20% alla schivata del combattente, +20% al bersagliamento del combattente), scudi +10%, fornitura +10%, portata +10%, velocit +10% e sensore +25%. Un +10% aggiuntivo assegnato a tutti i bonus per le Portaerei della flotta di Takei.SIGNORE DELLA GUERRA MORDELLA Quando Mordella al comando di una flotta, tutte le navi che la compongono ricevono i seguenti bonus: danno +10% (+50% ai danni del combattente, +20% alla schivata del combattente, +20% al bersagliamento del combattente; danno superiore del +15% se si attaccano i Celareon), scudi +10%, fornitura +10%, portata +10%, velocit +25% e sensore +10%. Un +10% aggiuntivo assegnato a tutti i bonus se vengono utilizzati i Ricognitori.SIGNORE DELLA GUERRA AZKAR Quando Azkar al comando di una flotta, tutte le navi che la compongono ricevono i seguenti bonus: danno +10% (+50% ai danni del combattente, +20% alla schivata del combattente, +20% al bersagliamento del combattente; danno superiore del +15% se si attaccano i Celareon), scudi +10%, fornitura +10%, portata +10%, velocit +10% e sensore +25%. Un +10% aggiuntivo assegnato a tutti i bonus se vengono utilizzati Tiamat, Trasporti Alveare o Ricognitori.SIGNORE DELLA GUERRA VER LAK Quando Ver Lak al comando di una flotta, tutte le navi che la compongono ricevono i seguenti bonus: danno +10% (+50% ai danni del combattente, +20% alla schivata del combattente, +20% al bersagliamento del combattente; danno superiore del +15% se si attaccano i Celareon), scudi +10%, fornitura +25%, portata +10%, velocit +10% e sensore +10%. Un +10% aggiuntivo assegnato a tutti i bonus se vengono utilizzati i Tiamat.SIGNORE DELLA GUERRA KER TAK Quando Ker Tak al comando di una flotta, tutte le navi che la compongono ricevono i seguenti bonus: danno +10% (+50% ai danni del combattente, +20% alla schivata del combattente, +20% al bersagliamento del combattente; danno superiore del +15% se si attaccano i Mantis), scudi +10%, fornitura +10%, portata +10%, velocit +10% e sensore +10%. Un +10% aggiuntivo assegnato a tutti i bonus se vengono utilizzati i Trasporti Alveare.ISIGNORE DELLA GUERRA TRIPIDE Quando Tripide al comando di una flotta, tutte le navi che la compongono ricevono i seguenti bonus: danno +10% (danno doppio alle piattaforme), scudi +25%, fornitura +10%, portata +25%, velocit +10% e sensore +10%. Un +10% aggiuntivo assegnato a tutti i bonus se vengono utilizzate le Fregate.]SIGNORE DELLA GUERRA MALKOR Quando Malkor al comando di una flotta, tutte le navi che la compongono ricevono i seguenti bonus: danno +25% (danno superiore del +15% se si attaccano i Terran), scudi +10%, fornitura +10%, portata +10%, velocit +10% e sensore +10%. Un +10% aggiuntivo assegnato a tutti i bonus se vengono utilizzati gli Scarabei."MAGISTRATO BLANUS Quando Blanus al comando di una flotta, tutte le navi che la compongono ricevono i seguenti bonus: danno +10%, scudi +25%, fornitura +25%, portata +10%, velocit +10% e sensore +10%. Un +10% aggiuntivo assegnato a tutti i bonus per le Trireme della flotta di Blanus.bMAGISTRATO ELAN Quando Elan al comando di una flotta, tutte le navi che la compongono ricevono i seguenti bonus: danno +10% (danno superiore del +25% se si attaccano i Mantis), scudi +10%, fornitura +10%, portata +10%, velocit +25% e sensore +10%. Un +10% aggiuntivo assegnato a tutti i bonus per Monoliti, Trireme, e Polaris della flotta di Elan.MAGISTRATO VIVAC Quando Vivac al comando di una flotta, tutte le navi che la compongono ricevono i seguenti bonus: danno +10%, scudi +20%, fornitura +10%, portata +25%, velocit +10% e sensore +10%. Un +10% aggiuntivo assegnato a tutti i bonus per i Monoliti della flotta di Vivac.qMAGISTRATO JOULE Quando Joule al comando di una flotta, tutte le navi che la compongono ricevono i seguenti bonus: danno +10% (danno doppio alle piattaforme, danno superiore del +25% se si attaccano i Terran), scudi +10%, fornitura +10%, portata +10%, velocit +10% e sensore +10%. 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Dodatkowo wszystkie Pancerniki, Niszczyciele i Lotniskowce w jego flocie uzyskuj premi +10% do wszystkich parametrw. [ADMIRAA HAWKES Kiedy Hawkes dowodzi flot, wszystkie statki floty otrzymuj nastpujce premie: zadawane zniszczenia +10% (+25% do zadawanych zniszczeD w walce z Modliszkami), osBony +10%, zaopatrzenie +10%, zasig +10%, szybko[ +25% i czujniki +10%. Dodatkowo wszystkie Kr|owniki Rakietowe w jego flocie uzyskuj +10% do wszystkich parametrw.ADMIRAA BENSON Kiedy Benson dowodzi flot, wszystkie statki floty otrzymuj nastpujce premie: zadawane zniszczenia +10%, osBony +35%, zaopatrzenie +10%, zasig +25%, szybko[ +10% i czujniki +10%. Dodatkowo wszystkie Lancetniki w jej flocie uzyskuj +10% do wszystkich parametrw.tADMIRAA SMIRNOFF Kiedy Smirnoff dowodzi flot, wszystkie statki floty otrzymuj nastpujce premie: zadawane zniszczenia +10% (podwjne zniszczenia platform, +25% do zadawanych zniszczeD w walce z Terranami), osBony +10%, zaopatrzenie +10%, zasig +10%, szybko[ +10% i czujniki +10%. Dodatkowo wszystkie Pancerniki w jego flocie uzyskuj +10% do wszystkich parametrw.TADMIRAA STEELE Kiedy Steele dowodzi flot, wszystkie statki floty otrzymuj nastpujce premie: zadawane zniszczenia +25% (+40% do zadawanych zniszczeD w walce z Celareonami), osBony +10%, zaopatrzenie +10%, zasig +10%, szybko[ +10% i czujniki +10%. Dodatkowo wszystkie Niszczyciele w jego flocie uzyskuj +10% do wszystkich parametrw.ADMIRAA TAKEI Kiedy Takei dowodzi flot, wszystkie statki floty otrzymuj nastpujce premie: zadawane zniszczenia +10% (+50% do zniszczeD w walce z my[liwcami, +20% do unikw w walce z my[liwcami, +20% do namierzania my[liwcw), osBony +10%, zaopatrzenie +10%, zasig +10%, szybko[ +10% i czujniki +25%. Dodatkowo wszystkie Lotniskowce w jego flocie uzyskuj +10% do wszystkich parametrw.ATAMAN MORDELLA Kiedy Mordella dowodzi flot, wszystkie statki floty otrzymuj nastpujce premie: zadawane zniszczenia +10% (+50% do zniszczeD w walce z my[liwcami, +20% do unikw w walce z my[liwcami, +20% do namierzania my[liwcw; +15% do zadawanych zniszczeD w walce z Celareonami), osBony +10%, zaopatrzenie +10%, zasig +10%, szybko[ +25% i czujniki +10%. Dodatkowo wszystkie jednostki klasy Zwiadowca w jej flocie uzyskuj +10% do wszystkich parametrw. ATAMAN AZKAR Kiedy Azkar dowodzi flot, wszystkie statki floty otrzymuj nastpujce premie: zadawane zniszczenia +10% (+50% do zniszczeD w walce z my[liwcami, +20% do unikw w walce z my[liwcami, +20% do namierzania my[liwcw; +15% do zadawanych zniszczeD w walce z Celareonami), osBony +10%, zaopatrzenie +10%, zasig +10%, szybko[ +10% i czujniki +25%. Dodatkowo wszystkie Tiamaty, Ulowce lub Zwiadowce we flocie uzyskuj +10% do wszystkich parametrw.ATAMAN VER LAK Kiedy Ver Lak dowodzi flot, wszystkie statki floty otrzymuj nastpujce premie: zadawane zniszczenia +10% (+50% do zniszczeD w walce z my[liwcami, +20% do unikw w walce z my[liwcami, +20% do namierzania my[liwcw; +15% do zadawanych zniszczeD w walce z Celareonami), osBony +10%, zaopatrzenie +25%, zasig +10%, szybko[ +10% i czujniki +10%. Dodatkowo wszystkie Tiamaty we flocie uzyskuj +10% do wszystkich parametrw.ATAMAN KER TAK Kiedy Ker Tak dowodzi flot, wszystkie statki floty otrzymuj nastpujce premie: zadawane zniszczenia +10% (+50% do zniszczeD w walce z my[liwcami, +20% do unikw w walce z my[liwcami, +20% do namierzania my[liwcw; +15% do zadawanych zniszczeD w walce z Modliszkami), osBony +10%, zaopatrzenie +10%, zasig +10%, szybko[ +10% i czujniki +10%. Dodatkowo wszystkie Ulowce w jej flocie uzyskuj +10% do wszystkich parametrw.DATAMAN TRIPID Kiedy Tripid dowodzi flot, wszystkie statki floty otrzymuj nastpujce premie: zadawane zniszczenia +10% (podwjne zniszczenia zadawane platformom), osBony +25%, zaopatrzenie +10%, zasig +25%, szybko[ +10% i czujniki +10%. Dodatkowo wszystkie Fregaty w jego flocie uzyskuj +10% do wszystkich parametrw.PATAMAN MALKOR Kiedy Malkor dowodzi flot, wszystkie statki floty otrzymuj nastpujce premie: zadawane zniszczenia +25% (+15% do zadawanych zniszczeD w walce z Terranami), osBony +10%, zaopatrzenie +10%, zasig +10%, szybko[ +10% i czujniki +10%. Dodatkowo wszystkie Skarabeusze w jego flocie uzyskuj +10% do wszystkich parametrw.SDZIA BLANUS Kiedy Blanus is leading a fleet, all ships in the fleet otrzymuj the following bonuses damage +10%, osBony +25%, zaopatrzenie +25%, zasig +10%, szybko[ +10% i czujniki +10%. Dodatkowo wszystkie Triremy w jego flocie uzyskuj +10% do wszystkich parametrw.^SDZIA ELAN Kiedy Elan dowodzi flot, wszystkie statki floty otrzymuj nastpujce premie: zadawane zniszczenia +10% (+25% do zadawanych zniszczeD w walce z Modliszkami), osBony +10%, zaopatrzenie +10%, zasig +10%, szybko[ +25% i czujniki +10%. Dodatkowo wszystkie Monolity, Triremy i Polaris w jego flocie uzyskuj +10% do wszystkich parametrw.SDZIA VIVAK Kiedy Vivak dowodzi flot, wszystkie statki floty otrzymuj nastpujce premie: zadawane zniszczenia +10%, osBony +20%, zaopatrzenie +10%, zasig +25%, szybko[ +10% i czujniki +10%. Dodatkowo wszystkie Monolity w jego flocie uzyskuj +10% do wszystkich parametrw.SDZIA JOULE Kiedy Joule dowodzi flot, wszystkie statki floty otrzymuj nastpujce premie: zadawane zniszczenia +10% (podwjne zniszczenia w zwalczaniu platform, +25% do zadawanych zniszczeD w walce z Terranami), osBony +10%, zaopatrzenie +10%, zasig +10%, szybko[ +10% i czujniki +10%. Dodatkowo wszystkie jednostki klasy Polaris w jego flocie uzyskuj +10% do wszystkich parametrw.PAlPkl[ vulPkl[sN/efBf fgQv@b g9f\rs_^ NvDR)Rv4xX+10%;ed0WtN 4xX+40% 0wv+10%0܈f}+10%0\ z+10%0^+10% NSuP,nhV+10%0 (WlPkl[vf-N TXgYeuP[Gv@b gDR)Rv\SMY+10%0 }Wel[ vu }Wel[sN/efBf fgQv@b g9f\rs_^ NvDR)Rv4xX+10%;ede 4xX+15% 0wv+10%0܈f}+10%0\ z+10%0^+10% NSuP,nhV+25%0 (W }Wel[vf-N uiIQfv@b gDR)Rv\SMY+10%0xvz[u9GS}1 cO[u9TO-NW݈2uUMOvR0xvz[u9GS}2 cO[u9TO͑W݈2uUMOvR0܈f} ܈f} ܕ܈f} hQRb_yrkR(Vl nGvyrkR SNfBfc2ueeUMO(Wf|0WW NvMOn FOmnjn0%r4xd \AQ1aS[>r;edGNꁺke_]dueevj &N bV͑v4xX0Kؚrzz ^SN-nkr;edG0]tz*zzkf0V2u*zzkf0]*zzkfvfkhV4xXR+10%0 :xvzfkhVGS}2 uP[*zzkf0w*f0aS[>r;edG0]tz*zzkf0V2u*zzkf0]*zzkfvfkhV4xXR+10%0 :xvzfkhVGS}3 uP[*zzkf0w*f0aS[>r;edG0]tz*zzkf0V2u*zzkf0]*zzkfvfkhV4xXR+10%0 PAWAFFEN-ERWEITERUNG 4 erforschen Schiffe der Typen Taos, Polaris, Aurora, Trireme und Monolith erhalten einen +10% Bonus auf den Schaden, den ihre Waffen anrichten. WAFFEN-ERWEITERUNG 4 erforschen Schiffe der Typen Taos, Polaris, Aurora, Trireme und Monolith erhalten einen +10% Bonus auf den Schaden, den ihre Waffen anrichten. ERZ-ERWEITERUNG 1 erforschen Erhht die Geschwindigkeit, mit der die Oxidatoren Erz auf Erdplaneten und Monden sammeln knnen.ERZ-ERWEITERUNG 2 erforschen Erhht die Geschwindigkeit, mit der die Oxidatoren Erz auf Erdplaneten und Monden sammeln knnen.GAS-ERWEITERUNG 1 erforschen Erhht die Geschwindigkeit, mit der die Oxidatoren Gas auf Erdplaneten und Gasriesen sammeln knnen.GAS-ERWEITERUNG 2 erforschen Erhht die Geschwindigkeit, mit der die Oxidatoren Gas auf Erdplaneten und Gasriesen sammeln knnen.PING Spezialausrstung der Orakel. Enthllt vorbergehend feindliche Einheiten auf der Systemkarte, jedoch auf Kosten der Vorrte.wVERSORGUNGS-ERWEITERUNG 1 erforschen Kampfschiffe und Stratums erhalten einen Bonus von +1 auf ihr Versorgungsmaximum. wVERSORGUNGS-ERWEITERUNG 2 erforschen Kampfschiffe und Stratums erhalten einen Bonus von +1 auf ihr Versorgungsmaximum. wVERSORGUNGS-ERWEITERUNG 3 erforschen Kampfschiffe und Stratums erhalten einen Bonus von +1 auf ihr Versorgungsmaximum. wVERSORGUNGS-ERWEITERUNG 4 erforschen Kampfschiffe und Stratums erhalten einen Bonus von +1 auf ihr Versorgungsmaximum. wVERSORGUNGS-ERWEITERUNG 5 erforschen Kampfschiffe und Stratums erhalten einen Bonus von +1 auf ihr Versorgungsmaximum. PING Spezialausrstung der Sucher. Enthllt vorbergehend feindliche Einheiten auf der Systemkarte, jedoch auf Kosten der Vorrte.WAFFEN-ERWEITERUNG 1 erforschen Sphertrger, Fregatten, Khamirs, Schwarmtrger, Scarabs und Tiamats erhalten einen +10% Bonus auf den Schaden, den ihre Waffe anrichten. WAFFEN-ERWEITERUNG 2 erforschen Sphertrger, Fregatten, Khamirs, Schwarmtrger, Scarabs und Tiamats erhalten einen +10% Bonus auf den Schaden, den ihre Waffe anrichten. WAFFEN-ERWEITERUNG 3 erforschen Sphertrger, Fregatten, Khamirs, Schwarmtrger, Scarabs und Tiamats erhalten einen +10% Bonus auf den Schaden, den ihre Waffe anrichten. PAsResearch WEAPON UPGRADE 4 Taoses, Polarises, Auroras, Triremes, and Monoliths receive +10% to their weapon damage. sResearch WEAPON UPGRADE 5 Taoses, Polarises, Auroras, Triremes, and Monoliths receive +10% to their weapon damage. hResearch ORE UPGRADE 1 Increases the rate at which Oxidators harvest ore from earth planets and moons.gResearch ORE UPGRADE 2 Increases the rate at which Oxidators harvest ore from earth planets and moons.mResearch GAS UPGRADE 1 Increases the rate at which Oxidators harvest gas from earth planets and gas giants.mResearch GAS UPGRADE 2 Increases the rate at which Oxidators harvest gas from earth planets and gas giants.{PING Special ability of the Oracle that momentarily reveals enemy units on the system map, but at the expense of supplies.NResearch SUPPLY UPGRADE 1 Gunboats and Stratums receive +1 to supply maximum. NResearch SUPPLY UPGRADE 2 Gunboats and Stratums receive +1 to supply maximum. NResearch SUPPLY UPGRADE 3 Gunboats and Stratums receive +1 to supply maximum. NResearch SUPPLY UPGRADE 4 Gunboats and Stratums receive +1 to supply maximum. NResearch SUPPLY UPGRADE 5 Gunboats and Stratums receive +1 to supply maximum. {PING Special ability of the Seeker that momentarily reveals enemy units on the system map, but at the expense of supplies.Research WEAPON UPGRADE 1 Scout Carriers, Frigates, Khamirs, Hive Carriers, Scarabs, and Tiamats receive +10% to their weapon damage. Research WEAPON UPGRADE 2 Scout Carriers, Frigates, Khamirs, Hive Carriers, Scarabs, and Tiamats receive +10% to their weapon damage. Research WEAPON UPGRADE 3 Scout Carriers, Frigates, Khamirs, Hive Carriers, Scarabs, and Tiamats receive +10% to their weapon damage. PAInvestigar ARMAS: MEJORA 4 Los Taos, Polaris, Auroras, Trirremes y Monolitos aumentan en +10% el dao producido por sus armas. Investigar ARMAS: MEJORA 5 Los Taos, Polaris, Auroras, Trirremes y Monolitos aumentan en +10% el dao producido por sus armas. {Investigar MINERAL: MEJORA 1 Aumenta la velocidad de los Oxidadores que recogen mineral de las lunas y planetas de tierra.{Investigar MINERAL: MEJORA 2 Aumenta la velocidad de los Oxidadores que recogen mineral de las lunas y planetas de tierra.Investigar GAS: MEJORA 1 Aumenta la velocidad de los Oxidadores que recogen gas de los planetas de tierra y de los gigantes de gas.Investigar GAS: MEJORA 2 Aumenta la velocidad de los Oxidadores que recogen gas de los planetas de tierra y de los gigantes de gas.PIRATEO Habilidad especial del Orculo que revela momentneamente las unidades enemigas en el mapa del sistema, pero a costa de consumir suministros.YInvestigar SUMINISTROS: MEJORA 1 Caoneros y Estratos reciben +1 para suministro mximo. YInvestigar SUMINISTROS: MEJORA 2 Caoneros y Estratos reciben +1 para suministro mximo. YInvestigar SUMINISTROS: MEJORA 3 Caoneros y Estratos reciben +1 para suministro mximo. YInvestigar SUMINISTROS: MEJORA 4 Caoneros y Estratos reciben +1 para suministro mximo. YInvestigar SUMINISTROS: MEJORA 5 Caoneros y Estratos reciben +1 para suministro mximo. PIRATEO Habilidad especial del Orculo que revela momentneamente las unidades enemigas en el mapa del sistema, pero a costa de consumir suministros.Investigar ARMAS: MEJORA 1 Cargueros de Reconocimiento, Fragatas, Khamirs, Cargueros Colmena, Escarabajos y Tiamats aumentan en +10% el dao producido por sus armas. Investigar ARMAS: MEJORA 2 Cargueros de Reconocimiento, Fragatas, Khamirs, Cargueros Colmena, Escarabajos y Tiamats aumentan en +10% el dao producido por sus armas. Investigar ARMAS: MEJORA 3 Cargueros de Reconocimiento, Fragatas, Khamirs, Cargueros Colmena, Escarabajos y Tiamats aumentan en +10% el dao producido por sus armas. PARecherche MODERNISATION ARMEMENT 4 Les Taos, les Polaris, les Auroras, les Trirmes et les Monolithes bnficient d'un bonus de +10% aux dommages. Recherche MODERNISATION ARMEMENT 5 Les Taos, les Polaris, les Auroras, les Trirmes et les Monolithes bnficient d'un bonus de +10% aux dommages. Recherche MODERNISATION MINERAI 1 Augmente la vitesse laquelle les Oxydateurs extraient le minerai des plantes de type terrestre et des lunes.Recherche MODERNISATION MINERAI 2 Augmente la vitesse laquelle les Oxydateurs extraient le minerai des plantes de type terrestre et des lunes.Recherche MODERNISATION GAZ 1 Augmente la vitesse laquelle les Oxydateurs extraient le gaz des plantes de type terrestre et des gantes gazeuses.Recherche MODERNISATION GAZ 2 Augmente la vitesse laquelle les Oxydateurs extraient le gaz des plantes de type terrestre et des gantes gazeuses.SONDEUR Capacit spciale des Oracles qui rvle temporairement la position des units ennemies sur la Carte Systme mais au prix d'une rduction des rserves.{Recherche MODERNISATION RESERVES 1 Les vaisseaux de combat et les Stratums ont un bonus de +1 leurs munitions maximales. {Recherche MODERNISATION RESERVES 2 Les vaisseaux de combat et les Stratums ont un bonus de +1 leurs munitions maximales. zRecherche MODERNISATION RESERVES 3 Les vaisseaux de combat et les Stratums ont un bonus de +1 leurs munitions maximales.{Recherche MODERNISATION RESERVES 4 Les vaisseaux de combat et les Stratums ont un bonus de +1 leurs munitions maximales. {Recherche MODERNISATION RESERVES 5 Les vaisseaux de combat et les Stratums ont un bonus de +1 leurs munitions maximales. SONDEUR Capacit spciale des Traqueurs qui rvle temporairement la position des units ennemies sur la Carte Systme mais au prix d'une rduction des rserves.Recherche MODERNISATION ARMEMENT 1 Transporteur de premire lignes, Frgates, Khamirs, Transporteur-Ruche, Scarabes et Tiamats bnficient d'un bonus de +10% aux dommages. Recherche MODERNISATION ARMEMENT 2 Transporteur de premire ligne, Frgates, Khamirs, Transporteur-Ruche, Scarabes et Tiamats bnficient d'un bonus de +10% aux dommages. Recherche MODERNISATION ARMEMENT 3 Transporteur de premire ligne, Frgates, Khamirs, Transporteur-Ruche, Scarabes et Tiamats bnficient d'un bonus de +10% aux dommages. oRicerca MIGLIORAMENTO 4 ARMA Tao, Polaris, Aurora, Trireme e Monoliti ricevono +10% per la capacit offensiva. oRicerca MIGLIORAMENTO 5 ARMA Tao, Polaris, Aurora, Trireme e Monoliti ricevono +10% per la capacit offensiva. Ricerca MIGLIORAMENTO 1 MINERALE Incrementa la velocit con la quale gli Ossidatori raccolgono minerale dai Pianeti Terra e dalle lune.Ricerca MIGLIORAMENTO 2 MINERALE Incrementa la velocit con la quale gli Ossidatori raccolgono minerale dai Pianeti Terra e dalle lune.Ricerca MIGLIORAMENTO 1 GAS Incrementa la velocit di raccolta degli Ossidatori di gas dai Pianeti Terra e dai giganti gassosi.Ricerca MIGLIORAMENTO 2 GAS Incrementa la velocit di raccolta degli Ossidatori di gas dai Pianeti Terra e dai giganti gassosi.IMPULSO Abilit speciale dell'Oracolo che consente di localizzare momentaneamente le unit nemiche sulla mappa di sistema, ma richiede un impiego di forniture.cRicerca MIGLIORAMENTO 1 FORNITURA Cannoniere e Stratum ricevono +1 per il massimo della fornitura. cRicerca MIGLIORAMENTO 2 FORNITURA Cannoniere e Stratum ricevono +1 per il massimo della fornitura. cRicerca MIGLIORAMENTO 3 FORNITURA Cannoniere e Stratum ricevono +1 per il massimo della fornitura. cRicerca MIGLIORAMENTO 4 FORNITURA Cannoniere e Stratum ricevono +1 per il massimo della fornitura. cRicerca MIGLIORAMENTO 5 FORNITURA Cannoniere e Stratum ricevono +1 per il massimo della fornitura. IMPULSO Abilit speciale del Cercatore che consente di localizzare momentaneamente le unit nemiche sulla mappa di sistema, ma richiede un impiego di forniture.Ricerca MIGLIORAMENTO 1 ARMA Ricognitori, Fregate, Khamir, Trasporti Alveare, Scarabei e Tiamat ricevono +10% per la capacit offensiva. Ricerca MIGLIORAMENTO 2 ARMA Ricognitori, Fregate, Khamir, Trasporti Alveare, Scarabei e Tiamat ricevono +10% per la capacit offensiva. Ricerca MIGLIORAMENTO 3 ARMA Ricognitori, Fregate, Khamir, Trasporti Alveare, Scarabei e Tiamat ricevono +10% per la capacit offensiva. PA240 tܴ 4 $Ƥ, |, $\|, |tǼ, xX %t \240 tܴ 5 $Ƥ, |, $\|, |tǼ, xX %t \, tܴ 1 %pt0 1 D DXՔ ij| ¨, tܴ 2 %pt0 1 D DXՔ ij| ¨, tܴ 1 %pt0 1 | DXՔ ij| ¨, tܴ 2 %pt0 1 | DXՔ ij| ¨1Q |<\ 1ĬX ȴD Ȕ $|tX  %. }X | h' tܴ 1 , h ¸|@X \  \' tܴ 2 , h ¸|@X \  \' tܴ 3 , h ¸|@X \  \' tܴ 4 , h ¸|@X \  \' tܴ 5 , h ¸|@X \  \0Q |<\ 1ĬX ȴD Ȕ X  %. }X | h>40 tܴ 1 tΰƸ ά, լC, t, Xt ά, , DȹX %t \>40 tܴ 2 tΰƸ ά, լC, t, Xt ά, , DȹX %t \>40 tܴ 3 tΰƸ ά, լC, t, Xt ά, , DȹX %t \}Badania nad MODERNIZACJ UZBROJENIA 4 Taosy, Polarisy, Aurory, Triremy i Monolity otrzymuj +10% do skuteczno[ci uzbrojenia. }Badania nad MODERNIZACJ UZBROJENIA 5 Taosy, Polarisy, Aurory, Triremy i Monolity otrzymuj +10% do skuteczno[ci uzbrojenia. Badania nad ZWIKSZENIEM WYDOBYCIA RUDY 1 Zwiksza tempo, w jakim Oksydatory pozyskuj rud z planet typu ziemskiego i ksi|ycw.Badania nad ZWIKSZENIEM WYDOBYCIA RUDY 2 Zwiksza tempo, w jakim Oksydatory pozyskuj rud z planet typu ziemskiego i ksi|ycw.Badania nad ZWIKSZENIEM WYDOBYCIA GAZU 1 Zwiksza tempo, w jakim Oksydatory pozyskuj gaz z planet typu ziemskiego i z olbrzymw gazowych.Badania nad ZWIKSZENIEM WYDOBYCIA GAZU 2 Zwiksza tempo, w jakim Oksydatory pozyskuj gaz z planet typu ziemskiego i z olbrzymw gazowych.PING Umiejtno[ specjalna Wyroczni, pozwalajca odkry jednostki przeciwnika na mapie ukBadu, jednak korzystanie z niej powoduje utrat cz[ci zasobw.rBadania nad ZWIKSZENIEM ZAPASW 1 Jednostki bojowe i Stratum otrzymuj +1 do maksymalnej liczby punktw zasobw. rBadania nad ZWIKSZENIEM ZAPASW 2 Jednostki bojowe i Stratum otrzymuj +1 do maksymalnej liczby punktw zasobw. rBadania nad ZWIKSZENIEM ZAPASW 3 Jednostki bojowe i Stratum otrzymuj +1 do maksymalnej liczby punktw zasobw. rBadania nad ZWIKSZENIEM ZAPASW 4 Jednostki bojowe i Stratum otrzymuj +1 do maksymalnej liczby punktw zasobw. rBadania nad ZWIKSZENIEM ZAPASW 5 Jednostki bojowe i Stratum otrzymuj +1 do maksymalnej liczby punktw zasobw. PING Umiejtno[ specjalna Szperacza, pozwalajca odkry jednostki przeciwnika na mapie ukBadu, jednak korzystanie z niej powoduje utrat cz[ci zasobw.Badania nad MODERNIZACJ UZBROJENIA 1 Zwiadowcy, Fregaty, Khamiry, Ulowce, Skarabeusze i Tiamaty otrzymuj +10% do skuteczno[ci uzbrojenia. Badania nad MODERNIZACJ UZBROJENIA 2 Zwiadowcy, Fregaty, Khamiry, Ulowce, Skarabeusze i Tiamaty otrzymuj +10% do skuteczno[ci uzbrojenia. Badania nad MODERNIZACJ UZBROJENIA 3 Zwiadowcy, Fregaty, Khamiry, Ulowce, Skarabeusze i Tiamaty otrzymuj +10% do skuteczno[ci uzbrojenia. 0xvz0b_j-NGS}1 uP[*zzkf0]tz*zzkf0]*zzkf NS?o]tzv;ednxs+3%00xvz0b_j-NGS}2 uP[*zzkf0]tz*zzkf0]*zzkf NS?o]tzv;ednxs+3%00xvz0b_j-NGS}3 uP[*zzkf0]tz*zzkf0]*zzkf NS?o]tzv;ednxs+3%01xvz0b_j-NGS}4 uP[*zzkf0]tz*zzkf0]*zzkf NS?o]tzv;ednxs+3%0 0xvz0b_j-NGS}5 uP[*zzkf0]tz*zzkf0]*zzkf NS?o]tzv;ednxs+3%0xvz܈f}GS}1 2xGT5ߘv܈f} NP+10 xvz܈f}GS}2 2xGT5ߘv܈f} NP+10 xvz܈f}GS}3 2xGT5ߘv܈f} NP+10xvz&ywGS}3 XR'lSi_ftT[f Nc&ywv^0!xvzteGS}3 XR'lSi_^0WftT#lKaft NcƖtev^05&ywSNqIqb`^ 9f0s^S NSfkhV@bvёl\0&ywSN(W^0Wft0[f NS\LfTk@S-N~b0R0 ,teSN_^0Wft0#lKaft NSf-NcƖ0(W N P.ze-N yb\TvegOte0TNT/fXap`He}Tv7u'`bsY'`0NPSX[(We^0Wftbloft0`NTdzz`v9f0O*zzkfve mۘLTv^Y TtV\qeN,_ V 'YϑvNT0LW`vW0WvdU\ `\g/}Mz/eMޞxe [NhWcc9fvR0^ gN9fTs^SBf vQNfYv/eMޞxe0`_Bfla`@biRvSK(u/eMޞxe0 Pf|_Ue 0S0R܈f} 0vrKa Mb YO(udkUMOR0ON Pf|Ue 0S0R܈f} 0vrKa `_(Wdkf|gQ^ N^=~b/fm~b[W b/fN󍍎#c g=~萄vf|b/fm~b[W 0 !q֊f|Ue 0S0R܈f} 0b/f 0*gS܈f} 0rKa cs^SGWS|~~_ftc&yw0te NSbRNT0 db_ b_/fۘH_]fTnGvyrkR0.zyrkR\OۘH_]fTnGbb_0S gd gb_uP,nybvUMOSN w_0RN9fnG0d"}0^yf 0S gۘH_]fO(ub_ybBfm܈f}0JGERSTAFFEL-ERWEITERUNG 1 erforschen Jger von Sphertrgern, Schwarmtrgern, Tiamats und Plasmaschwrmen erhalten einen Bonus von +3% auf ihre Effektivitt.JGERSTAFFEL-ERWEITERUNG 2 erforschen Jger von Sphertrgern, Schwarmtrgern, Tiamats und Plasmaschwrmen erhalten einen Bonus von +3% auf ihre Effektivitt.JGERSTAFFEL-ERWEITERUNG 3 erforschen Jger von Sphertrgern, Schwarmtrgern, Tiamats und Plasmaschwrmen erhalten einen Bonus von +3% auf ihre Effektivitt.JGERSTAFFEL-ERWEITERUNG 4 erforschen Jger von Sphertrgern, Schwarmtrgern, Tiamats und Plasmaschwrmen erhalten einen Bonus von +3% auf ihre Effektivitt. JGERSTAFFEL-ERWEITERUNG 5 erforschen Jger von Sphertrgern, Schwarmtrgern, Tiamats und Plasmaschwrmen erhalten einen Bonus von +3% auf ihre Effektivitt.rVERSORGUNGS-ERWEITERUNG 1 erforschen Kampfschiffe und Zoraps erhalten einen Bonus von +1 zum Versorgungsmaximum. rVERSORGUNGS-ERWEITERUNG 2 erforschen Kampfschiffe und Zoraps erhalten einen Bonus von +1 zum Versorgungsmaximum. qVERSORGUNGS-ERWEITERUNG 3 erforschen Kampfschiffe und Zoraps erhalten einen Bonus von +1 zum Versorgungsmaximum.ERZ-ERWEITERUNG 3 erforschen Erhht die Geschwindigkeit, mit der die Oxidatoren Erz auf Erdplaneten und Monden sammeln knnen.GAS-ERWEITERUNG 3 erforschen Erhht die Geschwindigkeit, mit der die Oxidatoren Gas auf Erdplaneten und Gasriesen sammeln knnen. Erz wird geschmolzen, um die Metalle herzustellen, die Sie bentigen, um Schiffe, Plattformen und Waffen zu bauen. Man kann es auf Erdplaneten und Monden, sowie in Asteroiden- und Trmmerfeldern finden. Die Terraner mit ihrer Vorliebe fr groe Maschinen haben den grten Bedarf an Erz. Gas kann man auf Erdplaneten, Gasriesen und in Nebeln abbauen. Unter den drei Rassen sind die Technologie-besessenen Celereonen die grten Gasverbraucher.?Personal sind die Mnner und Frauen, die auf Ihr Kommando Befehle ausfhren. Man findet sie leben ausschlielich auf Erd- und Sumpfplaneten. Sie bentigen Personal, um Ihre Schiffe mit Besatzungen zu versehen. Die Mantis, die auf ihren Trgerschiffen Besatzungen wie Treibstoff verheizen, bentigen das meiste Personal.;Whrend Sie Ihre Basis ausbauen, sammeln Sie Kommandopunkte, welche Ihre Fhigkeit zum Befehligen von Schiffen darstellen. Bei einigen Schiffen und Plattformen bentigen Sie mehr Kommandopunkte zum Bau, als bei anderen. Sie mssen sich jederzeit darber im Klaren sein, wie Sie Ihre Kommandopunkte eingesetzt haben.Dieses System muss versorgt werden, damit diese Einheit arbeiten kann. Damit ein System versorgt wird, bentigen Sie ein HAUPTQUARTIER (oder einen KOKON oder eine AKROPOLIS) in diesem System, oder ber ein Sprungtor eine Verbindung zu einem anderen System mit Hauptquartier. Raffinerien und ihre Gegenstcke setzen das Sammeln von Erz, Gas und Personal ungeachtet des Versorgungsstatus fort. .TARNUNG Tarnung ist die Spezialausrstung von Raketen-Kreuzern und Infiltratoren. Dadurch werden diese Schiffe unsichtbar. Nur Einheiten mit einem Tarnungserkennungssystem knnen diese Schiffe sehen (Infiltrator, Sucher, Orakel). Der Einsatz der Tarntechnologie kostet nur den Raketen-Kreuzer Vorrte.PAResearch FIGHTER WING UPGRADE 1 Fighters of Scout Carriers, Hive Carriers, Tiamats, and Plasma Hives receive +3% to their accuracy.Research FIGHTER WING UPGRADE 2 Fighters of Scout Carriers, Hive Carriers, Tiamats, and Plasma Hives receive an additional +3% to their accuracy.Research FIGHTER WING UPGRADE 3 Fighters of Scout Carriers, Hive Carriers, Tiamats, and Plasma Hives receive an additional +3% to their accuracy.Research FIGHTER WING UPGRADE 4 Fighters of Scout Carriers, Hive Carriers, Tiamats, and Plasma Hives receive an additional +3% to their accuracy. Research FIGHTER WING UPGRADE 5 Fighters of Scout Carriers, Hive Carriers, Tiamats, and Plasma Hives receive an additional +3% to their accuracy.MResearch SUPPLY UPGRADE 1 Gunboats and Zoraps receive +1 to supply maximum. MResearch SUPPLY UPGRADE 2 Gunboats and Zoraps receive +1 to supply maximum. LResearch SUPPLY UPGRADE 3 Gunboats and Zoraps receive +1 to supply maximum.gResearch ORE UPGRADE 3 Increases the rate at which Oxidators harvest ore from earth planets and moons.lResearch GAS UPGRADE 3 Increases the rate at which Oxidators harvest gas from earth planets and gas giants.Ore is smelted to make the metals you need to build ships, platforms,and weaponry. It is found on earth planets and moons and in asteroid and debris fields. The hardware-happy Terrans have the greatest need for ore. Gas is harvested from earth planets, gas giants, and nebulae. Among the three races, the technology-driven Celareons are the most reliant on gas.Crew are the men and women who will do or die at your command. They exist only on earth and swamp planets. You need crew to run your ships. The carrier-reliant Mantis, who burn through drones like jet fuel, have the greatest need for crew.As you expand your base, you will accumulate command points, which mark the ability to command a ship. Some ships and platforms require more command points to construct them than other units. You will have to be aware at all times of how many command points you can afford to spend.This system needs to be IN SUPPLY in order to have this unit function. For a system to be IN SUPPLY you need to have a HEADQUARTERS (or a COCOON or an ACROPOLIS) built in this system or be connected by a JUMPGATE to a system has a HEADQUARTERS (or a COCOON or an ACROPOLIS). Harvesting platforms can continue to harvest Ore, Gas, & Crew off planets regardless of a system being IN or OUT of Supply. TCLOAKING Cloaking is the special ability of the Missile Cruiser and Infiltrator. This special ability will allow the Missile Cruiser and Infiltrator to become invisible. Only units that have cloak-detecting technology can see these ships (Infiltrator, Seeker, Oracle). Cloaking technology is only supply costing to the Missile Cruiser.Investigar ESCUADRILLA DE CAZAS: MEJORA 1 Los cazas del Carguero de Reconocimiento, Carguero Colmena, Tiamats y Colmenas de Plasma reciben +3% adicional para su precisin.Investigar ESCUADRILLA DE CAZAS: MEJORA 2 Los cazas del Carguero de Reconocimiento, Carguero Colmena, Tiamats y Colmenas de Plasma reciben un +3% adicional para su precisin.Investigar ESCUADRILLA DE CAZAS: MEJORA 3 Los cazas del Carguero de Reconocimiento, Carguero Colmena, Tiamats y Colmenas de Plasma reciben un +3% adicional para su precisin.Investigar ESCUADRILLA DE CAZAS: MEJORA 4 Los cazas del Carguero de Reconocimiento, Carguero Colmena, Tiamats y Colmenas de Plasma reciben un +3% adicional para su precisin. Investigar ESCUADRILLA DE CAZAS: MEJORA 5 Los cazas del Carguero de Reconocimiento, Carguero Colmena, Tiamats y Colmenas de Plasma reciben un +3% adicional para su precisin.\Investigar SUMINISTROS: MEJORA 1 Los Caoneros y Zoraps reciben +1 para suministro mximo. XInvestigar SUMINISTROS: MEJORA 2 Caoneros y Zoraps reciben +1 para suministro mximo. WInvestigar SUMINISTROS: MEJORA 3 Caoneros y Zoraps reciben +1 para suministro mximo.{Investigar MINERAL: MEJORA 3 Aumenta la velocidad de los Oxidadores que recogen mineral de las lunas y planetas de tierra.wInvestigar GAS: MEJORA 3 Aumenta la velocidad de los Oxidadores que recogen mineral de las lunas y planetas de tierra.El mineral se funde para hacer los metales que se necesitan para construir naves, plataformas y armamento. Se encuentra en las lunas y planetas de tierra as como en los campos de residuos y de asteroides. Los Terran, amantes del hardware, son los que ms dependen de los minerales. El gas se recoge de planetas de tierra, gigantes de gas y nebulosas. De las tres razas, los tecnolgicos Celareons son los que ms dependen del gas.La tripulacin son los hombres y mujeres que vivirn o morirn a tu mando. Slo existen en planetas de pantanos y de tierra. Necesitas tripulacin para que tus naves funcionen. Los Mantis son los que ms necesidad tienen de tripulacin.%A medida que expandes tu base, acumulars puntos de mando que muestran tu habilidad para mandar una nave. Algunas naves y plataformas requieren ms puntos de mando para construirlas que otras unidades. Debers ser consciente en todo momento de cuntos puntos de mando puedes permitirte gastar.Este sistema necesita estar EN SUMINISTRO para que esta unidad funcione. Para que un sistema est EN SUMINISTRO necesitas tener un CUARTEL GENERAL (o un CAPULLO o una ACRPOLIS) construido en este sistema o estar conectado por un PORTAL DE SALTO a un sistema que tenga un CUARTEL GENERAL (o un CAPULLO o una ACRPOLIS). Las Cosechadoras pueden seguir recogiendo recursos de los planetas sin importar si un sistema est EN o FUERA de suministro. CAMUFLAJE El Camuflaje es la habilidad especial del Crucero de Misiles y del Infiltrador. Esta habilidad especial permitir que el Crucero de Misiles y el Infiltrador se vuelvan invisibles. Slo las unidades que tienen tecnologa de deteccin de camuflaje pueden ver estas naves (Infiltrador, Rastreador, Orculo). La tecnologa de Camuflaje slo consume suministros del Crucero de Misiles.Recherche MODERNISATION ESCADRE DE CHASSE 1 Les chasseurs des Transporteurs de premire ligne, des Transporteurs-Ruche, des Tiamats et des Ruches-Plasmas bnficient d'un bonus de +3% en efficacit.Recherche MODERNISATION ESCADRE DE CHASSE 2 Les chasseurs des Transporteurs de premire ligne, des Transporteurs-Ruche, des Tiamats et des Ruches-Plasmas bnficient d'un bonus de +3% en efficacit.Recherche MODERNISATION ESCADRE DE CHASSE 3 Les chasseurs des Transporteurs de premire ligne, des Transporteurs-Ruche, des Tiamats et des Ruches-Plasmas bnficient d'un bonus de +3% en efficacit.Recherche MODERNISATION ESCADRE DE CHASSE 4 Les chasseurs des Transporteurs de premire ligne, des Transporteurs-Ruche, des Tiamats et des Ruches-Plasmas bnficient d'un bonus de +3% en efficacit. Recherche MODERNISATION ESCADRE DE CHASSE 5 Les chasseurs des Transporteurs de premire ligne, des Transporteurs-Ruche, des Tiamats et des Ruches-Plasmas bnficient d'un bonus de +3% en efficacit.pRecherche MODERNISATION RESERVES 1 Navires de combat et Zoraps ont un bonus de +1 leurs munitions maximales. pRecherche MODERNISATION RESERVES 2 Navires de combat et Zoraps ont un bonus de +1 leurs munitions maximales. oRecherche MODERNISATION RESERVES 3 Navires de combat et Zoraps ont un bonus de +1 leur smunitions maximales.Recherche MODERNISATION MINERAI 3 Augmente la vitesse laquelle les Oxydateurs extraient le minerai des plantes de type terrestre et des lunes.Recherche MODERNISATION GAZ 3 Augmente la vitesse laquelle les Oxydateurs extraient le gaz des plantes de type terrestre et des gantes gazeuses./Le minerai est extrait pour produire les mtaux dont vous avez besoin afin de construire des vaisseaux, des plates-formes et des armes. On le trouve sur les plantes de type terrestre, sur les lunes et dans les champs d'astrodes et de dbris. Les terriens sont ceux qui ont le plus besoin de minerai. Le gaz est extrait des plantes de type terrestre, des gantes gazeuses et des nbuleuses. Parmi les trois races, les Clarons sont ceux qui dpendent le plus du gaz.nLes membres d'quipage sont les hommes et les femmes qui obiront vos ordres et mourront pour vous. On ne peut les recruter que sur les plantes marcageuses ou de type terrestre. Vous avez besoin de membres d'quipage pour vos vaisseaux. Ce sont les Mantis, qui utilisent les drones de leurs colonies comme carburant, qui ont le plus besoin de membres d'quipage.TEn tendant vos bases, vous accumulerez des Points de Commandement, qui reprsentent votre capacit commander des vaisseaux. Certains vaisseaux et certaines plates-formes ncessitent plus de Points de Commandement que d'autres. Il vous faudra faire attention au nombre de Points de Commandement que vous pouvez vous permettre de dpenser.Ce systme a besoin d'tre APPROVISIONNE pour que cette unit puisse fonctionner. Pour qu'un systme soit APPROVISIONNE il vous faut un Centre de Commandement (ou un COCON ou une ACROPOLE) construit dans ce systme ou il faut qu'il soit reli par un PORTAIL DE SAUT un systme ayant un Centre de Commandement (ou un COCON ou une ACROPOLE). Les plates-formes d'extraction peuvent continuer rcolter minerai, gaz et quipages que le systme soit APPROVISIONNE ou non. QCAMOUFLAGE Le Camouflage est la capacit spciale du Croiseur lance-missiles et de l'Infiltrateur. Elle permet ces vaisseaux de devenir invisibles. Seules les units pouvant dtecter des camouflages peuvent reprer ces vaisseaux (Infiltrateur, Traqueur et Oracle). Le Camouflage ne rduit les rserves que du Croiseur lance-missiles.PARicerca MIGLIORAMENTO 1 AEROBRIGATA COMBATTENTE I combattenti di Ricognitori, Trasporti Alveare, Tiamat e Alveari Plasma ricevono +3% per la loro precisione.Ricerca MIGLIORAMENTO 2 AEROBRIGATA COMBATTENTE I combattenti di Ricognitori, Trasporti Alveare, Tiamat e Alveari Plasma ricevono un +3% aggiuntivo per la loro precisione.Ricerca MIGLIORAMENTO 3 AEROBRIGATA COMBATTENTE I combattenti di Ricognitori, Trasporti Alveare, Tiamat e Alveari Plasma ricevono un +3% aggiuntivo per la loro precisione.Ricerca MIGLIORAMENTO 4 AEROBRIGATA COMBATTENTE I combattenti di Ricognitori, Trasporti Alveare, Tiamat e Alveari Plasma ricevono un +3% aggiuntivo per la loro precisione. Ricerca MIGLIORAMENTO 5 AEROBRIGATA COMBATTENTE I combattenti di Ricognitori, Trasporti Alveare, Tiamat e Alveari Plasma ricevono un +3% aggiuntivo per la loro precisione.bRicerca MIGLIORAMENTO 1 FORNITURA Cannoniere e Zorap ricevono +1 per il massimo della fornitura. bRicerca MIGLIORAMENTO 2 FORNITURA Cannoniere e Zorap ricevono +1 per il massimo della fornitura. aRicerca MIGLIORAMENTO 3 FORNITURA Cannoniere e Zorap ricevono +1 per il massimo della fornitura.Ricerca MIGLIORAMENTO 3 MINERALE Incrementa la velocit con la quale gli Ossidatori raccolgono minerale dai Pianeti Terra e dalle lune.Ricerca MIGLIORAMENTO 3 GAS Incrementa la velocit di raccolta degli Ossidatori di gas dai Pianeti Terra e dai giganti gassosi.Il minerale viene fuso per ottenere i metalli necessari per la costruzione di navi, piattaforme e armamenti. Si trova sui Pianeti Terra, sulle lune e nei campi di asteroidi e detriti. La popolazione Terran quella che ha maggiore necessit di minerale. Il gas viene raccolto presso i Pianeti Terra, i giganti gassosi e le nebulose. Tra le tre razze, i tecnologici Celareon sono coloro che dipendono maggiormente dallo sfruttamento del gas.La squadra composta da uomini e donne pronti a morire per eseguire gli ordini ricevuti. Esistono solo sui Pianeti Terra e sui Pianeti delle Paludi. La squadra necessaria per il funzionamento delle navi. La popolazione dei Mantis quella che ha maggiore necessit di una squadra.7Durante l'espansione della tua base, accumulerai Punti Comando che quantificano l'abilit di comandare una nave. Alcune navi e piattaforme richiedono pi Punti Comando per essere costruite rispetto ad altre unit. Dovrai essere sempre a conoscenza del numero di Punti Comando che potrai permetterti di spendere. Questo sistema necessita di essere IN FORNITURA affinch questa unit funzioni. Per fare in modo che un sistema sia IN FORNITURA, necessario possedere un QUARTIER GENERALE (o un BOZZOLO, oppure un'ACROPOLI) costruito nel sistema stesso, oppure essere connesso mediante una PORTA DI LANCIO a un sistema che abbia un QUARTIER GENERALE (o un BOZZOLO, oppure un'ACROPOLI). Le piattaforme in fase di raccolta possono procedere nell'estrazione di minerale, gas, squadra sui pianeti, sia che un sistema si trovi IN FORNITURA, sia nel caso opposto. OCCULTAMENTO L'Occultamento l'abilit speciale dell'Incrociatore missilistico e dell'Incursore. Questa capacit consentir a questi due tipi di unit di diventare invisibili. Solo le unit in possesso di tecnologia per la localizzazione degli occulti possono individuare queste navi (Incursore, Cercatore, Oracolo). La tecnologia dell'Occultamento costa solo in termini di fornitura all'Incrociatore missilistico.@ tܴ 1 tΰƸ ά, Xt ά, Dȹ, |ȹ Xt D X `t \@ tܴ 2 tΰƸ ά, Xt ά, Dȹ, |ȹ Xt D X `t \@ tܴ 3 tΰƸ ά, Xt ά, Dȹ, |ȹ Xt D X `t \@ tܴ 4 tΰƸ ά, Xt ά, Dȹ, |ȹ Xt D X `t \@ tܴ 5 tΰƸ ά, Xt ά, Dȹ, |ȹ Xt D X `t \% tܴ 1 , h pȍX \  \% tܴ 2 , h pȍX \  \% tܴ 3 , h pȍX \  \, tܴ 3 %pt0 1 D DXՔ ij| ¨, tܴ 3 %pt0 1 | DXՔ ij| ¨4֬X ɷ \ ɷ.  4 h X t՘ 1, 1, 1 D#֬X ɷ \ ɷ. 1tǘ 1, p1 D&֬X 4 @ \ 4 . 1 1 `  XD 踔 %֬ t@ Dز. 1Ĭ| \ ̹0 t t \ ի(ܴ0, T, Dl\Ӭ)D t$Xp t \ 1Ĭ|  tǸ\ ŰD t|h 1Ĭ t HT|ij tǘ , 4D D  Lǜt| | l@ xDոt0X  %<\ Ō t JŔ. t|D  ǔ ۲(xDոt0, , $|t)̹ X\t }Œ X  t X. t|D ` | lȔ | X̹ xDոt0є | X JŔPABadania nad MODERNIZACJ MYZLIWCW 1 My[liwce startujce ze Zwiadowcw, Ulowcw, Tiamatw i Uli Plazmowych otrzymuj +3% do celno[ci.Badania nad MODERNIZACJ MYZLIWCW 2 My[liwce startujce ze Zwiadowcw, Ulowcw, Tiamatw i Uli Plazmowych otrzymuj dodatkowe +3% do celno[ci..Badania nad MODERNIZACJ MYZLIWCW 3 My[liwce startujce ze Zwiadowcw, Ulowcw, Tiamatw i Uli Plazmowych otrzymuj dodatkowe +3% do celno[ci..Badania nad MODERNIZACJ MYZLIWCW 4 My[liwce startujce ze Zwiadowcw, Ulowcw, Tiamatw i Uli Plazmowych otrzymuj dodatkowe +3% do celno[ci.. Badania nad MODERNIZACJ MYZLIWCW 5 My[liwce startujce ze Zwiadowcw, Ulowcw, Tiamatw i Uli Plazmowych otrzymuj dodatkowe +3% do celno[ci..rBadania nad ZWIKSZENIEM ZAPASW 1 Jednostki bojowe i Zorapy otrzymuj +1 do maksymalnej liczby punktw zapasw. rBadania nad ZWIKSZENIEM ZAPASW 2 Jednostki bojowe i Zorapy otrzymuj +1 do maksymalnej liczby punktw zapasw. qBadania nad ZWIKSZENIEM ZAPASW 3 Jednostki bojowe i Zorapy otrzymuj +1 do maksymalnej liczby punktw zapasw.Badania nad ZWIKSZENIEM WYDOBYCIA RUDY 3 Zwiksza tempo, w jakim Oksydatory pozyskuj rud z planet typu ziemskiego i ksi|ycw.{Badania nad GAS POZIOM 3 Zwiksza tempo, w jakim Oksydatory pozyskuj gaz z planet typu ziemskiego i z olbrzymw gazowych.Ruda zostaje przetopiona w metal niezbdny do budowy statkw, platform i uzbrojenia. Mo|na j pozyskiwa z planet typu ziemskiego, z ksi|ycw, pl asteroidw i ze zBomu kosmicznego. Najwicej rudy potrzebuj polegajcy na r|nego typu maszynach Terranie. Gaz pozyskuje si z planet typu ziemskiego, z olbrzymw gazowych i z nebul. Spo[rd wszystkich trzech ras to polegajcy na technologii Celereonowie potrzebuj najwicej gazu.ZaBoga to |oBnierze, ktrym wydajesz rozkazy. Mo|na ich rekrutowa jedynie z planet typu ziemskiego lub bagiennego. ZaBoga potrzebna jest do prowadzenia i obsBugi statkw. Najwiksze zapotrzebowanie na zaBog maj Modliszki.Rozbudowujc baz, bdziesz zbieraB punkty dowodzenia, symbolizujce umiejtno[ do wydawania rozkazw. Do budowy niektrych statkw i platform potrzeba wicej punktw dowodzenia ni| do innych. Musisz zwraca uwag na to, ile punktw dowodzenia mo|esz po[wici.qAby ta jednostka funkcjonowaBa, musisz zapewni zaopatrzenie tego ukBadu. Aby to osign, musi si w nim znajdowa KWATERA GAWNA (KOKON lub AKROPOL), albo musi by on poBczony wrotami midzywymiarowymi z ukBadem, w ktrym jest KWATERA GAWNA (KOKON lub AKROPOL). Platformy pozyskujce surowce mog to robi bez wzgldu na to, czy ukBad jest zaopatrzany, czy nie. YKAMUFLA{ Kamufla| to umiejtno[ specjalna Kr|ownika Rakietowego i Infiltratora. Dziki temu jednostki te mog si sta niewidzialne. Wykry je mog jedynie jednostki dysponujce technologi wykrywania zakamuflowanych jednostek (Infiltrator, Szperacz, Wyrocznia). Korzystanie z kamufla|u pochBania pewn ilo[ zapasw Kr|ownika Rakietowego.PA;f;ed f;ed/f0bfvyrkfkhV0.zyrkfkhV/fN.z@SW'`HegvfkhV0|v\Bf [\g\rpJS_{ WgQv9fS d00c,nhV c,nhV/ff*zzkfvyrkfkhV0vuc,nhVHOr_ [\gnd&Ncte Pf|v0b-r'0.8T@<'_ 8T@<'_/f݈͑]fvyrkfkhV0|v\Bf ݈͑] mf\SNvueeUMOv܈f}0=^yv ^yv/f!qOu0bfvyrkfkhV0_URBf @b guee;ed \!qOu0bf!qHe0:ޞ/f .zwv_m'Yϑv܈f}N}cwvvK\O05db_ db_/fw*fvyrkR0_URBf w*fgb_bvjuee9fv#jP[0db_rKa\S}c܈f}vpbk0Br^d r^d/f]tz*zzkfvyrkfkhV0ˑ>e_ d\gŏ0Wdce \zNd\v9f^nba0(Wd\ceSMR ^\_^8^ gP0N͑RN0 ͑RN/fV2u*zzkfvyrkfkhV0O(uBf g_rNFZ &N\(W\O(uJS_gQv@b g9f!qlRH_0Zrp@b"uuvfBf͑R_R \O_9f!qlRH_0^cel cel/f]*zzkfvyrkfkhV0_URBf ]*zzkfg>eQN.zSNO[`uee;edvϑl0]*zzkfSN(Wuee;edUMOOc[hQݍ▄v`l N gHe0WK(u[vw z͑W0b_j0br4xd r4xd/faS[>r;edGvyrkfkhV0vur4xd_URBf aS[>r;edG\R&N]dvj ddBfrvZRS b]'Yv4xX0.zyrkfkhVqQ giQ PI{}0k PI{}GWScGSr4xd@b bv4xXZR0UTԚ 1uTXgYeuP[G@bO(u SNTvQNv9fTԚ &N\vQYkP}iޞxeIyvj9f N0Yg` gNX1_N͑v9f OSN}TNTXgYeuP[G\YkP}iޞxeIyr9f N0 1irr^dhV /fSuifvyrkfkhV0vu.zfkhVd-NueeUMO rUMO\g d1Y25%v=~YkP}iޞxe0 Vni ni/fuiIQfvyrkfkhV0.zyrkfkhVSNuiIQfTvQN9fbb_0S gd gb_uP,nybvUMOSN w0RN9fnG0d"}0^yf 0dni ޞxb_W:y0 HpuhV Z .z0b%fvfkhVSNO\O(uJS_gQN[xeϑv9fRH_ N_0S0Rq_v9f\!qlc6R0WSbI N(WHegm1YMR\!qlcSNUOv}TN0 {kIQ /fxw0bfvyrkfkhV SN \uee9f b]'YP[0 ]b_ b_/fuiIQfT^yfvyrkR0.zyrkR\OuiIQfT^yfbb_0S gd gb_uP,nybvUMOSN w0RN9fnG0d"}0^yf 0S guiIQfO(ub_ybBfm܈f}0|D}bf D}bN/ef xdfSNfNS@b g ``D}bfvUMO 6q_ޞxD}bf 0NX9f TBfSReQN/ef0xd P f ޞxSN@b(Wv9f b/f c Nfv \aRuF1F6 bޞxf_ (W`v@b gfRc0STURMLADUNG Die Sturmladung ist die Spezialwaffe der Schlachtschiffe. Alle Schiffe, die sich im Wirkungsbereich des anvisierten Ziels aufhalten, nehmen Schaden.^SONDE Die Sonde ist die Spezialausrstung der Flottentrger. Sie kann ganze System aufklren.VAMPIRBOGEN Der Vampirbogen ist die Spezialwaffe des Lancer-Kreuzers. Der Lancer kann damit einer feindlichen Einheit die Vorrte entziehen.AEGIS-SCHILD Der Aegis-Schild ist die Spezialwaffe des Dreadnought. Das Schiff kann nach Aktivierung des Schildes von feindlichen Einheiten nicht mehr getroffen werden. Jedoch verbraucht der Schild nach der Aktivierung groe Mengen an Vorrten.MIMIKRY Die Mimikry ist die Spezialwaffe der Raubtier-Fregatte. Die Fregatte kann sich damit in eine Kopie des anvisierten Schiffs verwandeln. Der Zustand kann aufrecht erhalten werden, solange die Vorrte reichen.ABWEHRWOLKE Die Abwehrwolke ist die Spezialwaffe des Schwarmtrgers. Sie breitet sich sehr schnell aus und fgt den Rmpfen aller Schiffe in ihrem Weg Schaden zu. Die Sicht ist extrem eingeschrnkt, bis sich die Wolke wieder auflst.GRAVITATIONSQUELLE Die Gravitationsquelle ist die Spezialwaffe des Scarab. Sie ist ein Torpedo, der alle Schiffe lahm legt, die sich innerhalb des Wirkungsradius aufhalten.8REPULSOR-WELLE Die Repulsor-Welle ist die Spezialwaffe des Tiamat. Die Welle aus Energie wird vom Tiamat ausgesandt, um angreifende feindliche Schiffe auf Abstand zu halten. Dadurch kann der Tiamat sehr effektiv seine schweren Jger auf Distanz einsetzen, whrend er selbst sicher vor feindlichen Angriffen ist.0EXPLOSIONSRAMME Die Explosionsramme ist die Spezialwaffe des Khamir. Sobald sie aktiviert ist, kann sich der Khamir mit hoher Geschwindigkeit auf das anvisierte Ziel strzen und damit einen schweren Schaden anrichten. Diese Waffe gibt es in zwei Stufen, wobei jede Stufe den verursachten Schaden erhht.WSYNTHESE Wird von den Taos benutzt, um mit einem anderen Schiff zu verschmelzen. Das andere Schiff erhlt dabei die Rumpfpunkte des Taos. Wenn Sie ein geschwchtes Schiff haben, das jedoch sehr wichtig ist, dann knnen Sie dieses Schiff mit der Synthese retten, indem Sie ihm whrend eines Angriffs die Rumpfpunkte eines Taos zukommen lassen. MASSEN-DISRUPTOR Dies ist die Spezialwaffe der Polaris. Bei einem Treffer verliert die getroffene Einheit 25% ihrer gesamten Rumpfpunkte. 5SCHLEIER Der Schleier ist die Spezialwaffe der Aurora. Hiermit knnen die Aurora und ein weiteres Schiff unsichtbar werden. Nur Einheiten mit der Tarnungserkennungstechnologie knnen diese Schiffe sehen (Infiltrator, Sucher, Orakel). Um den Schleier aufzulsen, mssen Sie auf das Symbol fr Tarnung klicken. DESTABILISATOR-TORPEDO Diese Waffe der Trireme paralysiert mehrere Schiffe, die sich im Wirkungsradius des anvisierten Ziels befinden. Die betroffenen Schiffe trudeln unkontrollierbar durch den Raum und knnen nicht befehligt werden, bis die Wirkung nachlsst. xANKERSTRAHL Dies ist die Spezialwaffe des Monolithen und kann bei feindlichen Schiffen erheblichen Schaden verursachen. 5TARNUNG Die Tarnung ist die Spezialausrstung von Aurora und Orakel. Die Schiffe knnen damit unsichtbar werden. Nur Einheiten mit der Tarnungserkennungstechnologie knnen diese Schiffe sehen (Infiltrator, Sucher, Orakel). Nur bei der Aurora werden durch die Benutzung der Tarntechnologie Vorrte verbraucht.FLOTTE BILDEN Um eine Flotte zu bilden, mssen Sie den Admiral und alle Einheiten auswhlen, die zur Flotte gehren sollen. Anschlieend mssen Sie auf die Schaltflche Flotte bilden klicken. Ein Schiff kann immer nur einer Flotte angehren. Um die Flotte auszuwhlen, mssen Sie auf das Schiff klicken, auf dem sich der Admiral befindet, die entsprechende Funktionstaste drcken (F1- F6), oder auf die Schaltflche Flotten klicken, mit der alle Flotten angezeigt werden knnen.TEMPEST CHARGE The Tempest Charge is the special weapon of the Battleship. This special weapon is an area of effect weapon. When fired it will cause damage to ships that are within the radius of the blast.PROBE The Probe is the special weapon of the Fleet Carrier. When the Probe is deployed it will clear the fog of war and reveal the entire system. VAMPIRE ARC The Vampire Arc is the special weapon of the Lancer Cruiser. When fired, the Lancer will be able to deplete the supplies of an enemy unit.AEGIS SHIELD The Aegis Shield is the special weapon of the Dreadnought. When activated, the Dreadnought will become invincible to all enemy attacks. The downside of this shield is the amount of supplies it costs to keep the shield activated.MIMIC The Mimic is the special weapon of the Frigate. When used, the Frigate is transformed into a replica of the targeted enemy ship. Can remain transformed until supplies are depleted. REPELLENT CLOUD The Repellent Cloud is the special weapon of the Hive Carrier. When released, the cloud quickly spreads out causing damage to the hulls of ships caught in its path of destruction. Visibility is extremely limited until the cloud begins to dissipate.GRAVITY WELL The Gravity Well is the special weapon of the Scarab. When fired, a torpedo explodes immobilizing all ships caught within the fallout radius. The ships are immobilized by a temporary gravity pull caused from the torpedo's blast. .REPULSOR WAVE The Repulsor Wave is the special weapon of the Tiamat. When discharged, the Tiamat emits a wave of energy in order to keep its distance from enemy attacks. This allows the Tiamat to effectively utilize its long-range heavy fighters while remaining a safe distance from enemy attackers.YEXPLOSIVE RAM The Explosive Ram is the special weapon of the Khamir. When the explosive ram is activated and a target is selected the Khamir will propell itself at a high velocity and explode upon impact causing heavy damage. There are 2 levels to this special weapon. Each level increases the amount of damage the Explosive Ram will cause.SYNTHESIS Used by the Taos, it merges into another ship, transferring its hull points to the targeted ship. If you have a weakened ship that is more important, there would be a moment where the Taos will give the hit points it has and transfer them over to another ship. MASS DISRUPTOR This is the special weapon of the Polaris. When this weapon hits an enemy unit, the enemy unit will lose 25% of its total hull points. SHROUD The Shroud is the special weapon of the Aurora. This special weapon will allow the Aurora and another ship invisible. Only units that have cloak-detecting technology can see these ships (Infiltrator, Seeker, Oracle).To un-Shroud click on the Cloak icon. DESTABILIZER TORPEDO This weapon of the Trireme paralyzes a number of ships within a radius at which you fired. The affected ships will spin in an uncontrollable fashion and cannot be given orders until the effect wears off. `AUGER RAY This is a special weapon of the Monolith that causes massive damage to an enemy ship. /CLOAKING Cloaking is the special ability of the Aurora and Oracle. This special ability will allow the Aurora and Oracle to become invisible. Only units that have cloak-detecting technology can see these ships (Infiltrator, Seeker, Oracle). Cloaking technology is only supply costing to the Aurora.dFORM FLEET To form a fleet, select the fleet admiral and all the units you want in a fleet, and then click the Form Fleet button. A ship may only be in one fleet at a time. To select this fleet, click the ship that the admiral is on, press the fleet's corresponding function key (F1- F6), or click the Fleets hot button to cycle through all your fleets.CARGA TEMPESTAD Es el arma especial del Crucero de Batalla, que posee efecto de zona. Cuando se dispara causa daos a las naves que estn dentro del radio de la explosin.SONDA Es el arma especial del Carguero de Flota. Cuando se despliegue, la Sonda despejar la niebla de guerra y mostrar todo el sistema. ARCO DE VAMPIRO Es el arma especial del Crucero Lancero. Cuando se dispara, el Lancero podr agotar los suministros de una unidad enemiga.BLINDAJE AEGIS Es el arma especial del Acorazado. Cuando se activa, el Acorazado ser invencible a todos los ataques del enemigo. La desventaja de este blindaje es la cantidad de suministros que consume para mantenerse activado.IMITACION Es el arma especial de la Fragata. Cuando se utiliza, la Fragata se transforma en una rplica de la nave enemiga apuntada. Puede seguir transformada hasta que se agoten los suministros.NUBE DE REPELENTE Se trata del arma especial del Carguero Colmena. Cuando se lanza, la nube se extiende rpidamente, produciendo una prdida de velocidad en las naves que queden atrapadas en su camino. La visibilidad es extremadamente limitada hasta que la nube se empieza a disipar.POZO DE GRAVEDAD Arma especial del Escarabajo, cuando se dispara, explosiona un torpedo, inmovilizando todas las naves atrapadas dentro del radio de cada. Las naves son invulnerables y quedan inmovilizadas por un tirn de gravedad temporal causado por la explosin del torpedo.'ONDA REPULSORA Arma especial del Tiamat. Cuando se descarga, el Tiamat emite una onda de energa para mantenerse a distancia de los ataques enemigos. Esto le permite utilizar efectivamente sus cazas pesados de largo alcance mientras se mantiene a una distancia segura de los atacantes enemigos.5ARIETE EXPLOSIVO Arma especial del Khamir. Cuando el Ariete Explosivo se activa y se selecciona un blanco, el Khamir se propulsa a gran velocidad y explosiona al impactar produciendo graves daos. Hay 2 niveles para este arma especial. Cada nivel aumenta la cantidad de daos que causar el Ariete Explosivo.SNTESIS Usado por el Taos,ste se funde en otra nave, transfiriendo sus puntos de casco a la nave apuntada. Si tienes una nave importante muy debilitada, es muy til emplear esta habilidad. DISRUPTOR DE MASA sta es el arma especial del Polaris. Cuando esta arma alcanza a una unidad enemiga, sta pierde el 25% de sus puntos de casco totales. VELO El Velo es el arma especial del Aurora;permitir que el Aurora y otra nave se vuelvan invisibles. Slo las unidades que disponen de tecnologa anti-camuflaje pueden ver a estas naves (Infiltrador, Rastreador, Orculo). Para desvelarlas, pulsa el icono Camuflaje. TORPEDO DESESTABILIZADOR Este arma del Trirreme paraliza a las naves que caen dentro de su radio de disparo. Las naves afectadas girarn de forma descontrolada y no podrs dar rdenes hasta que se agote el efecto. ]RAYO AUGER Este es un arma especial del Monolito que causa enormes daos a una nave enemiga. BCAMUFLAJE El Camuflajes es la habilidad especial del Aurora y del Orculo. Esta habilidad especial permitir a ambos hacerse invisibles. Slo las unidades que disponen de tecnologa anti-camuflaje pueden ver a estas naves (Infiltrador, Rastreador, Orculo). La tecnologa de Camuflaje slo consume suministros del Aurora.FORMAR FLOTA Para formar una flota, selecciona al Almirante de flota y a todas las unidades que quieras en tu flota, despus pulsa el botn Formar Flota. Una nave slo puede pertenecer a una flota a la vez. Para seleccionar esta flota, pulsa la nave en la que est el Almirante, pulsa la tecla de funcin correspondiente de la flota (F1- F6) o pulsa el botn rpido Flotas para pasar por todas tus flotas.CANON TEMPETE Arme spciale du Cuirass. Quand elle est utilise, cette arme affectant toute une zone inflige des dommages tous les vaisseaux situs dans le primtre concern.SONDE Arme spciale des Transporteurs. Quand elle est dploye la sonde annule le brouillard de guerre et dvoile le systme dans son intgralit.ARC VAMPIRE Arme spciale du Croiseur Arc. Quand elle est utilise, le croiseur Arc dtruit les rserves d'une unit ennemie.BOUCLIER EGIDE Arme spciale du Dreadnought. Quand elle est active, le Dreadnought est invulnrable toutes les attaques ennemies. L'inconvnient du bouclier est son cot en rserves pour le maintenir actif.MIMETISME Capacit spciale de la Frgate. Quand elle est utilise, la frgate se transforme en une rplique du vaisseau ennemi cibl. La Frgate peut rester transforme jusqu' ce que ses rserves soient puises.NUAGE DE COUVERTURE Arme spciale du Transporteur-Ruche. Quand il est libr, le nuage se rpand rapidement en rduisant la vitesse des navires qui y sont pris. La visibilit est extrmement limite jusqu' ce que le nuage se dissipe."PUITS GRAVITATIONNEL Arme spciale du scarabe. Quand elle est utilise, une torpille explose en immobilisant tous les vaisseaux pris dans la zone d'effet. Les navires sont immobiliss et rendus invulnrables par un puits gravitationnel temporaire engendr par l'explosion de la torpille. #ONDE REPULSIVE Arme spciale du Tiamat. Quand elle est utilise, le Tiamat met une vague d'nergie pour tenir distance tout assaut ennemi. Cela permet au Tiamat d'utiliser avec efficacit ses chasseurs lourds long rayon d'action, tout en restant bonne distance des attaques ennemies.FEPERON EXPLOSIF L'peron explosif est l'arme spciale du Khamir. Quand l'peron explosif est activ et qu'une cible est slectionne, le Khamir va acclrer vers elle et exploser l'impact en infligeant de srieux dommages. Cette arme possde deux niveaux. Chaque niveau augmente les dommages infligs par l'peron explosif.SYNTHETISEUR Utilis par le Taos, cette capacit lui permet de se fondre un autre vaisseau et de lui transfrer ses points de structure. Si un de vos plus importants vaisseaux est affaibli le Taos lui transfrera ses points de structure. DESTRUCTEUR DE MASSE Arme spciale des Polaris. Quand cette arme touche un ennemi, ce dernier perd 25% de ses points de structure. LINCEUL\spciale des Auroras. Quand elle est utilise, l'Aurora et un autre vaisseau deviennent invisibles toutes les units sauf celles capables de dtecter les camouflages (Infiltrateur, Traqueur et Oracle). Pour quitter le mode Camouflage cliquez sur l'icone Camouflage. DESTABILISEUR Arme spciale des Trirmes. Quand elle est utilise, elle immobilise les vaisseaux situs dans sa zone d'effet. Les vaisseaux affects tournoieront sans aucun contrle et ne pourront recevoir aucun ordre tant que l'effet ne sera pas dissip. fRAYON FOREUR Arme spciale des Monolithes. Elle provoque d'importants dommages aux vaisseaux ennemis. 8CAMOUFLAGE Le Camouflage est la capacit spciale de l'Aurora et de l'Oracle. Elle permet ces vaisseaux de devenir invisibles. Seules les units pouvant dtecter des camouflages peuvent reprer ces vaisseaux (Infiltrateur, Traqueur et Oracle). Le Camouflage ne cote des points de rserves que pour l'Aurora.CONSTITUER FLOTTE Pour constituer une flotte, slectionnez l'amiral et toutes\les units que vous voulez dans cette flotte, puis cliquez sur Constituer flotte. Un vaisseau ne peut appartenir qu' une seule flotte la fois. Pour slectionner cette flotte, cliquez sur le navire bord duquel se trouve l'amiral, appuyez sur la touche de raccourci corespondant la flotte (F1- F6), ou appuyez sur la touche de raccourci des flottes pour les passer toutes en revue.PACARICA TEMPESTA La Carica Tempesta l'arma speciale della Nave da guerra. Essa un'arma localizzante e, quando utilizzata, causa danni alle navi che si trovano entro il raggio dell'esplosione.SONDA La Sonda l'arma speciale della Portaerei. Quando la Sonda viene dispiegata, dirada la nebbia di guerra e rende visibile l'intero sistema.ARCO DEL VAMPIRO L'Arco del Vampiro l'arma speciale dell'Incrociatore Lancer. Quando utilizzata, il Lancer diventa in grado di esaurire le forniture di un'unit nemica.SCUDO AEGIS Lo Scudo Aegis l'arma speciale della Dreadnought. Quando attivo, la Dreadnought diventa invulnerabile a qualsiasi attacco nemico. Il lato negativo di questo scudo la quantit di forniture richiesta per il suo funzionamento.MIMETISMO Il Mimetismo l'arma speciale della Fregata. Quando utilizzata, la Fregata si trasforma in una copia della nave nemica bersagliata. Il nuovo stato perdura fino all'esaurimento delle forniture. NUBE TOSSICA La Nube tossica l'arma speciale del Trasporto Alveare. Quando rilasciata, la nube si diffonde rapidamente causando danni agli scafi delle navi che incrociano il suo sentiero di distruzione. La visibilit risulta estremamente limitata finch la nube non inizia a diradarsi.#SORGENTE DI GRAVIT La Sorgente di Gravit l'arma speciale dello Scarabeo. Quando utilizzata, un siluro esplode immobilizzando tutte le navi che si trovano entro il raggio d'azione dell'ordigno. Le navi sono bloccate da una forza di gravit temporanea generata dall'esplosione del siluro.HONDA REPULSIVA L'Onda repulsiva l'arma speciale del Tiamat. Quando generata, il Tiamat emette un'onda energetica capace di mantenerlo oltre la portata dagli attacchi nemici. Ci consente al Tiamat di utilizzare con efficacia i suoi combattenti pesanti a lungo raggio rimanendo a distanza di sicurezza dagli attaccanti nemici.vARIETE ESPLOSIVO L'Ariete esplosivo l'arma speciale del Khamir. Quando l'ariete viene attivato e viene selezionato un obiettivo, il Khamir aumenter incredibilmente la propria velocit ed esploder in seguito all'impatto, causando ingenti danni. Esistono 2 livelli per questa arma speciale. Ciascuno di essi incrementa la portata dei danni che l'Ariete esplosivo causer.SINTESI Utilizzata dal Tao, gli consente di fondersi con un'altra nave trasferendo i suoi punti scafo verso la nave bersagliata. Nel caso in cui una delle proprie navi importanti sia danneggiata, possibile fare in modo che il Tao trasferisca i punti in suo possesso verso questa nave. DISGREGATORE DI MASSA Questa l'arma speciale della Polaris. Quando quest'arma colpisce un'unit nemica, quest'ultima perde il 25% dei suoi punti scafo complessivi. 2INVISIBILIT L'Invisibilit l'arma speciale dell'Aurora. Essa le consente di diventare invisibile. Solo le unit in possesso di tecnologia per la localizzazione degli occulti possono individuare queste navi (Incursore, Cercatore, Oracolo). Per disattivare la funzione, clicca sull'icona di occultamento. SILURO DESTABILIZZATORE Quest'arma della Trireme paralizza un vasto numero di navi entro un determinato raggio dal punto di lancio. Le navi coinvolte inizieranno a muoversi in maniera incontrollata e non saranno in grado di ricevere ordini fino alla scomparsa dell'effetto. dRAGGIO PERFORANTE Questa un'arma speciale del Monolito che causa ingenti danni a un'unit nemica. ^OCCULTAMENTO L'Occultamento l'abilit speciale dell'Aurora e dell'Oracolo. Essa consente alle due navi di diventare invisibili. Solo le unit in possesso di tecnologia per la localizzazione degli occulti possono individuare queste navi (Incursore, Cercatore, Oracolo). La tecnologia dell'Occultamento costa all'Aurora solo in termini di fornitura.FORMA UNA FLOTTA Per formare una flotta, seleziona il suo Ammiraglio e tutte le unit che desideri, quindi clicca sul pulsante Forma una flotta. Una nave pu appartenere a una sola flotta per volta. Per selezionare questa flotta, clicca sulla nave in cui si trova l'Ammiraglio, premi il tasto funzione corrispondente alla flotta (F1-F6) oppure clicca sul pulsante Flotte per visualizzare quelle ai tuoi ordini.=\јӤ¸ ( 0}X  %. %\ U֥  |D X X ۲ Dż  .@ tǴ Dl  lX  %. X 0\ X | ¨Ltɤ tܴ ܴܴxX  %. ܴܴx tɤ tܴ| X D L 4t . X̹ ι@ X  S լCX  %.  h ٳ|\ <\ \. Ŕ  p  t ٳ<\ <\ ̳D(F t|ܴ Xt άX  %. t | X t X ǔ h X ij@ < | ¨_D X  %.  D t D |(.  ǔ ۲@ ͩ<\ xt ٳ@ tٳD `  Ō 8 t DȹX  %. Dȹ   ӥD X X D Ÿ*uǤ \ tX  %<\ Ō DX p %s: Ich werde nicht zulassen, dass sie mich lebendig bekommen.%%s: Ziel wird mit Nachschub versorgt.%s: Erwarte Befehle.%s: Insufficient Crew.%s: Insufficient Ore.%s: Can't build there.%s: Boarded flagship.%s: Leaving flagship.%s: Transfer failed.%s: Flagship in danger.%s: Fleet partialy damaged.%s: Fleet half damaged.%s: Fleet low on supplies.%s: The battle is going well.%s: The battle is going poorly$%s: The battle is going to be close.#%s: I won't let them take me alive.%s: Resupplying target.%s: Awaiting orders.PA%s: Tripulacin insuficiente.%s: Mineral insuficiente.%s: No se puede construir ah.%s: Buque insignia abordado.%s: Dejando buque insignia.%s: Transferencia fallida.%s: Buque insignia en peligro.%s: Flota parcialmente daada.%s: Flota medio daada. %s: Flota con pocos suministros.%s: La batalla est yendo bien.'%s: La batalla est yendo bastante mal.%s: La batalla se va a acabar.%%s: No les dejar atraparme con vida.%s: Reabasteciendo objetivo.%s: Esperando rdenes.PA%s: Equipages insuffisants.%s: Minerai insuffisants.!%s: Impossible de construire ici.%s: A bord du vaisseau amiral.%s: Quitte le vaisseau amiral.%s: Echec du transfert.%s: Navire amiral en danger.$%s: Flotte partiellement endommage.%s: Flotte moiti endommage.&%s: Rserves de la flotte trs basses. %s: La bataille se droule bien.%s: La bataille se passe mal%%s: La bataille est presque termine.%s: Ils ne m'auront pas vivant.*%s: Cible en cours de rapprovisionnement.%s: J'attends vos ordres.%s: Squadra insufficiente.%s: Minerale insufficiente.%s: Impossibile costruire l.%s: Nave ammiraglia a bordo.%s: Abbandono nave ammiraglia.%s: Trasferimento fallito. %s: Nave ammiraglia in pericolo.$%s: Flotta parzialmente danneggiata. %s: Flotta danneggiata per met. %s: Flotta a corto di forniture."%s: La battaglia sta andando bene."%s: La battaglia sta andando male.%s: La battaglia sar serrata.)%s: Non gli permetter di prendermi vivo.%s: Rifornimento obiettivo.%s: In attesa di ordini.%s : 4t qiȲ%s : t qiȲ%s : t$`  ŵȲ%s : h| 1iȲ %s : tٳXՠȲ%s : 9D tlj`  ŵȲ%s : 0ht iȲ%s : h iȲ%s : h  tX Sind Sie sicher, dass Sie diese Datei wirklich lschen wollen?20ModemCable / DSL / T1Internet Connection:Delete*Are you sure you want to delete this file?PA20MdemCable / ADSL / T1Conexin a Internet:Borrar,Ests seguro de querer borrar este archivo?20ModemCable / DSL / T1Internet Connection:Delete*Are you sure you want to delete this file?PA20ModemFibra ottica / DSL / T1Connessione a Internet:Elimina*Sei sicuro di voler eliminare questo file?20ModemCable / DSL / T1x07 Ű |D X ȲL?20ModemKabel / DSL / T1PoBczenie internetowe:UsuD$Czy na pewno chcesz usun ten plik?DUMMY TEXT- Do not translate99,999 T1z1udkYDUMMY TEXT- Do not translate99.999Name goes hereDUMMY TEXT- Do not translate99,999Name goes hereDUMMY TEXT- Do not translate99.999Nombre va aquDUMMY TEXT- Do not translate99,999Name goes hereDUMMY TEXT- Do not translate99,999Name goes hereDUMMY TEXT- Do not translate99,999tDŽ@ 0PADUMMY TEXT- Do not translate99,999Tutaj bdzie nazwa _UN PevNRjHh0 _UN P]X[(WvNRjHh0 2QX[vMRvNLurKaxx0 2QX[NLurKaN PejHh0 ܕvMRvNRjHh0Neue Missionsdatei erstellen.(Eine existierenden Missionsdatei ffnen.9Den momentanen Zustand der Welt auf Festplatte speichern.=Den momentanen Zustand der Welt in eine neue Datei speichern.!Aktuelle Missionsdatei schlieen.Start a new mission file.Open an existing mission file.%Save the current world state to disk.#Save the world state to a new file.Close the current mission file.#Iniciar un archivo de misin nuevo.%Abrir un archivo de misin existente.+Guardar el estado del mundo actual a disco./Guardar el estado del mundo a un archivo nuevo.#Cerrar el archivo de misin actual.PAStart a new mission file.Open an existing mission file.%Save the current world state to disk.#Save the world state to a new file.Close the current mission file.Crea un nuovo file di missione.#Apri un file di missione esistente.%Salva le condizioni attuali su disco.-Salva le condizioni attuali su un nuovo file.#Chiudi il file di missione attuale.PA X | ‘ tȬXՔ X | 0֬ 8Ĭ | l ȥ8Ĭ | | ȥ ֬ X | 0Utworzenie nowego pliku misji.$Otworzenie istniejcego pliku misji.#Zapis aktualnego stanu gry na dysk. Zapis stanu gry do nowego pliku.!Zamknicie pliku aktualnej misji. ▋Bf8l N2QX[NLurKa0f eQnjejHhBfvd \_0-[(ue}J2b@\v!jd[o(WV }0ܕkubfe^P6R0-P6Rp30 fps0 teJ2b^0BfX.~ 4Den Zustand der Welt beim Beenden niemals speichern.+Suchpfad in geladenen Dateien modifizieren.3Die simulierte Latenz fr Netzwerk-Sessions setzen.7Schaltet Frame-Begrenzungen aus. (Standard ist 30 fps.)2Spielgeschwindigkeit einstellen. (Zeitkompression)PA#Never save the world state on exit..Modify search path used in loading data files.5Set the simulated latency used in networked sessions.8Turns off frame limiting. (Defaults to limit of 30 fps.))Adjust the game speed. (Time compression)PA+Nunca guardar el estado del mundo al salir.>Modificar ruta de bsqueda usada en archivo de carga de datos.6Ajustar la latencia simulada usada en sesiones de red.HDesactiva la limitacin de marcos. (Predeterminado al lmite de 30 pps.)5Ajusta la velocidad del juego. (Compresin de tiempo)#Never save the world state on exit..Modify search path used in loading data files.5Set the simulated latency used in networked sessions.8Turns off frame limiting. (Defaults to limit of 30 fps.))Adjust the game speed. (Time compression)PA6Non salvare mai le condizioni attuali prima di uscire.@Modifica la ricerca del percorso utilizzato per caricare i dati.?Definisci la latenza simulata impiegata nelle sessioni di rete.CDisabilita la limitazione dei frame (limite predefinito di 30 fps).7Modifica la velocit di gioco (compressione temporale).PA̸ 8Ĭ | ȥX йpt0 |D \ܴXՔp  \| $l 8X  ¬tǸ 0 D $  \D D0 (30 fpsX \<\ Ӹ $) <ܴ p ( Uŕ)PA)Nigdy nie zapisuj stanu gry przy wyj[ciu.>Modyfikacja [cie|ki u|ywanej przy wczytywaniu plikw z danymi.LUstawienie symulowanego czasu oczekiwania u|ywanego przy sesjach sieciowych.OWyBczenie ograniczenia wy[wietlania klatek. (Domy[lny limit to 30 klatek/sek.)-Dostosowanie szybko[ci gry. (Kompresja czasu)PAPOSTOOLo:y8nj(WNLu-Nv^j ^kub^j0 teT.zrCQNvϑ0 (WJ2bT}/!j_Rc0j~@b gHotRectsvYFh d/(u0 (WsSBfΑbNRnjeRc\P(u^GR`POSTOOL zeigt die Position des Mauszeigers in WELT-Koordinaten anstatt in Bildschirmkoordinaten.)Lautstrke fr diverse Sounds einstellen.*Zwischen Spiel- und Editor-Modus wechseln.4Umrisse aller HotRects fr Debuggingzwecke zeichnen.8Zwischen Echtzeitbetrachtung und Missionsdaten wechseln.Sichtregeln abschalten.UPOSTOOL displays cursor position in WORLD coordinates, instead of screen coordinates.)Adjust volume for various sound elements.%Toggle between game and editor modes.,Draw outline of all HotRects, for debugging.0Toggle between viewing real-time or mission dataDisable visibility rulesPAbPOSTOOL muestra posicin del cursor en coordenadas del MUNDO, en lugar de coordenadas de pantalla.2Ajusta el volumen para varios elementos de sonido.*Cambia entre modos del editor y del juego.6Dibuja siluetas de todos los HotRects para depuracin.4Cambia entre vistas en tiempo real o datos de misin Desactivar reglas de visibilidadUPOSTOOL displays cursor position in WORLD coordinates, instead of screen coordinates.)Adjust volume for various sound elements.%Toggle between game and editor modes.,Draw outline of all HotRects, for debugging.0Toggle between viewing real-time or mission dataDisable visibility rulesPAuPOSTOOL mostra la posizione del cursore nelle coordinate del MONDO, invece di utilizzare le coordinate dello schermo.+Modifica il volume di vari elementi sonori.2Passaggio tra modalit di gioco e modalit editor.,Draw outline of all HotRects, for debugging.5Scelta tra visuale in tempo reale e dati di missione. Disabilita regole di visibilit.PAUPOSTOOL displays cursor position in WORLD coordinates, instead of screen coordinates.䲑\ ܴ ƌ \ p. 0 ܴ t| .ED \ hotRectsX D|xD 0.<\ 0  X pt0 t| ij ܭY PAWNARZDZIE POZYCJONOWANIA wy[wietla pozycj kursora w koordynatach ZWIATA, a nie ekranu.1Dostosowanie gBo[no[ci r|nych elementw dzwiku.1PrzeBczenie pomidzy trybem gry a trybem edycji.IRysowanie zarysu wszystkich gorcych prostoktw, do wyszukiwania bBdw.KPrzeBczenie pomidzy widokiem danych w czasie rzeczywistym, a danymi misjiWyBczenie linijek widoczno[ciPAN!jd}OUL7_S} z_x0_jHh͑e eQf@Snje _S@bZPvf0 2QX[vMRvrKaxxPBelastung fr Netzwerk-Code hinzufgen, indem Netzwerkprobleme simuliert werden.6Sektordaten neu aus Datei laden; nderungen verwerfen.+Aktuellen Zustand auf Festplatte speichern.PA>Add stress to the network code by simulating network problems.+Reload sector data from file, undo changes.Save current state to diskPA:Aadir estrs al cdigo de red simulando problemas de red.8Recargar datos del sector del archivo, deshacer cambios.Guardar estado actual al disco>Add stress to the network code by simulating network problems.+Reload sector data from file, undo changes.Save current state to diskPA9Genera anomalia nel codice di rete per simulare problemi.5Ricarica dati del settore da file, annulla modifiche. Salva lo stato attuale su disco.$l 8D ¬tǸX $l Tܴ p." | 90 pt0| \ܴX,  D X.֬ | l ȥFDodanie nat|enia do kodu sieciowego, aby symulowa problemy sieciowe.:Ponowne wczytanie danych sektora z pliku, cofnicie zmian."Zapisanie aktualnego stanu na dysk _U(uR \qd/(u J2beuNP}_gJ2bhN͑e eQgametypes.db͑-0b-r'_ eQv-[cNdll-NWL-[cN0 ܕN Pck(WWLv z_0vu eQNRBf |v"NRY" \eq__j͑-p--[0PA(Teile-Dialog aktivieren (fr Debugging)..Spiel ignoriert die Bedingungen fr Spielende.gametypes.db neu laden.FogofWar zurcksetzen.0Ein Script aus der geladenen script.dll starten.!Ein laufendes Programm schlieen.3Lst "mission start" beim Laden von Einstzen aus..Kamera auf Standardeinstellungen zurcksetzen.PA'Enable the Parts dialog (for debugging) Game ignores end-game conditionsReload gametypes.dbReset FogofWar(Run a script from the loaded script dll.Kill a program that is running.-Triggers "mission start" when loading mission)Reset the camera to its default settings.PA+Activar el dilogo Partes (para depuracin),El juego ignora condiciones de fin del juegoRecarga gametypes.dbReinicia la Niebla de Guerra*Ejecutar un script del script cargado dll.,Destruir un programa que se est ejecutando.5Activa "inicio de misin" cuando est cargando misin6Reiniciar la cmara a su configuracin predeterminada.'Enable the Parts dialog (for debugging) Game ignores end-game conditionsReload gametypes.dbReset FogofWar(Run a script from the loaded script dll.Kill a program that is running.-Triggers "mission start" when loading mission)Reset the camera to its default settings.PA'Enable the Parts dialog (for debugging)-Il gioco ignora le condizioni di fine partitaReload gametypes.dbReset FogofWar(Run a script from the loaded script dll.'Chiudi un programma attualmente attivo.3Avvia "inizio missione" quando carica una missione.8Ripristina le impostazioni predefinite della telecamera.PA (ED \) parts tǼ\ end-game ptD 4gametypes.db| \ܴ Fogofwar| $\ܴ script.dll lн| ‰.‰ ǔ \ ̸.XD \ܴ` L "X ‘"D tT|| 0 $<\ $.PA-WBcz dialog cz[ci (dla wyszukiwania bBdw)*Gra ignoruje warunki zakoDczenia rozgrywkiReload gametypes.dbPrzywrcenie MgBy Wojny5Uruchomienie skryptu z wczytanej biblioteki skryptw.-ZakoDcz program, ktry dziaBa w tym momencie.1WBcza "rozpoczcie misji" przy wczytywaniu misji%Przywraca domy[lne ustawienie kamery.PA_U(u\O _!j_ NO(u܈f}UMO NgS0R4xX o:ye @4? @4@ @4A @4B @4C @4D @4E @4F @4G @4H @4I @4Jh4VS_VERSION_INFO  ?StringFileInfo000004b0CommentsHCompanyNameFever Pitch Studios: FileDescriptionConquest<FileVersion01.07.10.18022 InternalNameConquestPLegalCopyrightCopyright 1999-2001(LegalTrademarksB OriginalFilenameConquest.exe PrivateBuildRProductNameConquest: Frontier Wars"!.ProductVersion1.05 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Modern SortAustraliaEnglishAustriaGermanBelgiumMexicoSpanishBasqueSwedenSwedishIcelandIcelandicFranceFrenchFinlandFinnishSpainSpanish - Traditional Sortunited-statesunited-kingdomtrinidad & tobagosouth-koreasouth-africasouth koreasouth africaslovakpuerto-ricopr-chinapr chinanznew-zealandhong-konghollandgreat britainenglandczechchinabritainamericausausukswissswedish-finlandspanish-venezuelaspanish-uruguayspanish-puerto ricospanish-peruspanish-paraguayspanish-panamaspanish-nicaraguaspanish-modernspanish-mexicanspanish-hondurasspanish-guatemalaspanish-el salvadorspanish-ecuadorspanish-dominican republicspanish-costa ricaspanish-colombiaspanish-chilespanish-boliviaspanish-argentinaportuguese-braziliannorwegian-nynorsknorwegian-bokmalnorwegianitalian-swissirish-englishgerman-swissgerman-luxembourggerman-lichtensteingerman-austrianfrench-swissfrench-luxembourgfrench-canadianfrench-belgianenglish-usaenglish-usenglish-ukenglish-trinidad y tobagoenglish-south africaenglish-nzenglish-jamaicaenglish-ireenglish-caribbeanenglish-canenglish-belizeenglish-ausenglish-americandutch-belgianchinese-traditionalchinese-singaporechinese-simplifiedchinese-hongkongchinesechichhcanadianbelgianaustralianamerican-englishamerican englishamericanOCPACP{XX/X3Xruntime error TLOSS error SING error DOMAIN error R6028 - unable to initialize heap R6027 - not enough space for lowio initialization R6026 - not enough space for stdio initialization R6025 - pure virtual function call R6024 - not enough space for _onexit/atexit table R6019 - unable to open console device R6018 - unexpected heap error R6017 - unexpected multithread lock error R6016 - not enough space for thread data abnormal program termination R6009 - not enough space for environment R6008 - not enough space for arguments R6002 - floating point not loaded Microsoft Visual C++ Runtime Library Runtime Error! 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War\FogOfWarGENERALPLAT_SAVELOADGROUPOBJ_SAVELOAD %d%%Turret-%dGUNBOAT_SAVELOADSpecial-LauncherGUNPLAT_SAVELOAD\hp_tankpoint4\hp_tankpoint3\hp_tankpoint2\hp_tankpoint1HARVEST_SAVELOADgetnugget.anmnuggetbeam.tgaJUMPGATE_SAVELOADMT_QJGATELOADJUMPGATE_VIEWdormant.anmSysMap\Jumpgate.bmpWarpWindow.tgadragonball_additive_flash.tgaJgate_Sphere.3dbTheRingJring.3dbJUMPPLAT_SAVELOADLights%s(%d) : WARNING:General:%sc:\conquest\libs\include\BaseLight.hBaseLight: ctor: unable to acquire IID_ILightManagerCQLIGHT_SAVELOADMT_LIGHT_QLOAD000Let There BeLIGHT_DATALightslight.tgalight.3dbILight__1ILightICQLightILights Z\mouthMASS_DISRUPTOR_SAVELOAD%s(%d) : TRACE_1:General:%sc:\conquest\libs\include\Mesh.hThrashing cont. 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