// String file for Command & Conquer 3

// comment: DO NOT TRANSLATE
LETTER:G
"G"
END

LETTER:L
"L"
END

LETTER:M
"M"
END

LETTER:S
"S"
END

LETTER:O
"O"
END

NUMBER:1
"1"
END

NUMBER:2
"2"
END

NUMBER:3
"3"
END

NUMBER:4
"4"
END

NUMBER:5
"5"
END

NUMBER:6
"6"
END

NUMBER:7
"7"
END

NUMBER:8
"8"
END

NUMBER:9
"9"
END

NUMBER:0
"0"
END


// comment:

TIME:Days
"%d d"
END

TIME:Day
"1 d"
END

TIME:Hours
"%d h"
END

TIME:Hour
"1 h"
END

TIME:Minutes
"%d m"
END

TIME:Minute
"1 m"
END

TIME:Seconds
"%d s"
END

TIME:Second
"1 s"
END 

// context: Color names. They are used in a drop list where the player can select the house color for his side in a multiplayer game, so the player can identify his units.
Color:Gold
"Gold"
END

Color:Silver
"Silver"
END

Color:Bronze
"Bronze"
END


Color:Red
"Red"
END

Color:MordorRed
"Mordor Red"
END

Color:Blue
"Blue"
END

Color:GondorBlue
"Gondor Blue"
END

Color:Green
"Green"
END

Color:RohanGreen
"Elven Green"
END

Color:Black
"Sauron Black"
END

Color:Orange
"Orange"
END

Color:SkyBlue
"Cyan"
END

Color:Purple
"Purple"
END

Color:Pink
"Fairy Pink"
END

// context: Team names.  They are used in a drop list where the player can select his team for a multiplayer game
Team:0
"-"
END

Team:1
"1"
END

Team:2
"2"
END

Team:3
"3"
END

Team:4
"4"
END

Team:AI
"CPU"
END

// context:

// context: Example text. DO NOT REQUIRE TRANSLATION
MSG:Testing
"Mary had a little lamb, its fleece as white as snow."
END

MSG:Test2
"And everywhere that Mary when, the lamb was sure to go."
END

//context: Test DO NOT TRANSLATE
SUBTITLE:TestTitleCard
"This is a multi-line test\nTo Test the Title card\nSupport. In the Video\nSequencer."
END

//context:

GUI:SinglePlayer
"Single Player"
END

GUI:MustHaveAdminRights
"You must have administrative rights to install a patch."
END

GUI:Age
// context: Title for the age verification box on the login screen
"Age"
END
 
GUI:Month
// context: The month title on the Age Verification Box
"Month (MM)"
END

GUI:Day
// context: The Day of the month
"Day (DD)"
END
 
GUI:Year
// context: The Year
"Year (YYYY)"
END

GUI:RandomSide
// context: used on the player tooltip located on the Internet Lobby screen if that player plays as the random side
"Random"
END

GUI:BuddyAddReq
// context: message to user that someone wants to add them to their buddy.
"Command & Conquer 3 user wants to add a buddy"
END

GUI:NODCampaignBttn
"NOD CAMPAIGN"
END
 
GUI:GDICampaignBttn
"GDI CAMPAIGN"
END

GUI:AlienCampaignBttn
"SCRIN CAMPAIGN"
END

GUI:ControlBarBack
// context: button located on the control bar when the user is in oberver mode and has selected a side to "Watch"
"BACK"
END

GUI:GSDisconReason22
"Failed to launch into BattleCast mode. Launch link may be out of date or invalid."
END

// CnC3 - 360 FE Controller Button Navigation Help Bar Entries
APT:HB_Select
// Help Bar SELECT "A" Button
" Select"
END

APT:HB_Back
// Help Bar Back "B" Button
" Back"
END

APT:HB_ShowBriefingPanel
// TOW Briefing Panel "Y" Button
" Show Briefing"
END

APT:HB_HideBriefingPanel
// TOW Briefing Panel "Y" Button
" Hide Briefing"
END

// END CnC3 - 360 FE Controller Button Navigation Help Bar Entries


APT:WelcomeCommanderName
// Title on every screen.
"Commander %ls"
END

APT:YourOnlineIDName
// Title on every screen.
"Online ID: %ls"
END


APT:Reconnect
"RECONNECT"
END

APT:ExitWithoutSaving
"Are you sure you want to exit without saving?"
END

APT:AreYouSureYouWantToRestart
"Are you sure you want to restart?"
END

APT:AreYouSureYouWantToRestartMessage
"Are you sure you want to restart?"
END

APT:AreYouSureYouWantToSurrenderMessage
"Are you sure you want to surrender?"
END

APT:AreYouSureYouWantToForfeitMessage
"Are you sure you want to forfeit?"
END

APT:WorldMapTutorial
// In Battle Movie tutorial, button to show WorldMap movie
"WORLD MAP"
END

APT:ArmiesTutorial
// In Battle Movie tutorial, button to show Armies movie
"ARMIES"
END

APT:HeroesTutorial
// In Battle Movie tutorial, button to show Heroes movie
"HEROES"
END

APT:CastlesTutorial
// In Battle Movie tutorial, button to show Castles movie
"CASTLES"
END

APT:SpecialPowersTutorial
// In Battle Movie tutorial, button to show SpecialPowers movie
"SPECIAL POWERS"
END


APT:Moves&AttacksTutorial
"MOVES & ATTACKS"
END

APT:Bases&UnitsTutorial
"BASES & UNITS"
END

APT:VeterancyTitle
"Experience"
END

APT:VeterencyTitle
"Experience"
END

APT:VeterancyTutorial
"EXPERIENCE"
END

APT:VeterencyTutorial
"EXPERIENCE"
END

APT:BattleFought
// Context Verterancy screen header.
"Battles Fought"
END

APT:RenameInstructions
// If we rename units on Verterancy, this will be instructions.
" "
END

APT:EnemiesThisBattle
// Context Verterancy screen header.
"Enemies Defeated in this Battle"
END

APT:TotalEnemiesDefeated
// Context Verterancy screen header.
"Total Enemies Defeated"
END

APT:Bases&UnitsTitle
"Bases & Units"
END

APT:Moves&AttacksTitle
"Moves & Attacks"
END

APT:WorldMapTitle
// In Battle Movie tutorial, title for WorldMap movie
"World Map"
END

APT:ArmiesTitle
// In Battle Movie tutorial, title for Armies movie
"Armies"
END

APT:HeroesTitle
// In Battle Movie tutorial, title for Heroes movie
"Heroes"
END

APT:CastlesTitle
// In Battle Movie tutorial, title for Castles movie
"Castles"
END

APT:SpecialPowersTitle
// In Battle Movie tutorial, title for SpecialPowers movie
"Special Powers"
END

APT:BattleSchoolTitle
// In Battle Movie section, original title
"Battle School"
END

APT:Send
"SEND"
END

APT:LoadSaveGame
// context: Headline in the load/save menu
"LOAD/SAVE GAME"
END
 
APT:LoadGame
// context: Load button located on the load/save menu
"LOAD"
END
 
APT:LoadSavedGame
// context: Headline located on the load/save menu
"LOAD SAVED GAME"
END

APT:HeaderLoadSavedGame
// context: Headline located on the load save menu
"LOAD GAME"
END

APT:LoadSavedReplay
// context: Headline located on the load/save menu
"LOAD SAVED REPLAY"
END


APT:HeaderSaveGame
// context: Headline located on the load/save menu
"SAVE GAME"
END

APT:HeaderSaveReplay
// context: Headline located on the load/save menu
"SAVE REPLAY"
END

APT:ReplayMovie
"REPLAY"
END

APT:ReplayMission
"REPLAY"
END

APT:LoadingDotDotDot
// On campaing loading screen
"Loading..."
END

APT:LoadScreenTextTitle
// On campaing loading screen
"Briefing"
END

APT:LoadingObjectives
// On campaing loading screen
"Objectives"
END

APT:LoadingBonusObjectives
// On campaing loading screen
"Bonus Objectives"
END
			
APT:BattleSchool
// button name for main menu
"BATTLE SCHOOL"
END

APT:LoadScreenPlayers
// Context column on game loading screen
"Player"
END

APT:SaveGame
// context: Save button located on the load/save menu
"SAVE"
END

APT:Save
// context: Headline of save menu
"SAVE"
END

APT:SaveGameProgress
// Title when saving a game
"Save Progress"
END

APT:SaveGameMultiplayerConfirmationTitle
// Title in message box when opponent requests saving a multiplayer game
"Save Request"
END

APT:ConfirmMultiplayerSave
// Text in message box when opponent requests saving a multiplayer game and there is no overwrite. Text _can_ have a %s where the filename will be inserted.
"Your opponent would like to save the session. Do you agree?"
END

APT:ConfirmMultiplayerSaveWithOverwrite
// Title in message box when opponent requests saving a multiplayer game and there will be a file overwrite. Text _can_ have a %s where the filename will be inserted.
"Your opponent would like to save the session.\nThis will overwrite the previous save game with the name '%s'.\nDo you agree?"
END

APT:MultiplayerSaveDenied
// Text in message box when opponent denied request to save a multiplayer game.
"Your opponent rejected your save game request."
END

APT:GameSelectorTab
// context: One of the selection buttons to choose between Skirmish (=Game) and Replay loading in load/save menu
"GAME"
END

APT:ReplaySelectorTab
// context: One of the selection buttons to choose between Skirmish (=Game) and Replay loading and Campaign/Skirmish/Replay loading in load/save menu
"REPLAY"
END

APT:Replays
// context:  Replay selection button on the Main Menu
"REPLAYS"
END

APT:TabCampaign
// context: One of the selection buttons to choose between Campaign/Skirmish/Replay loading in load/save menu
"CAMPAIGN"
END

APT:TabSkirmish
// context: One of the selection buttons to choose between Campaign/Skirmish/Replay loading in load/save menu
"SKIRMISH"
END

APT:HeaderSavedFiles
// context: Lable above saved files list box in the load/save menu
"Saved Files"
END

APT:HeaderAutoSave
// context: Lable above auto save selection box in the load/save menu
"Auto Save"
END

APT:NameFile
// context: Lable before file name in the load/save menu
"Name File"
END

APT:Mission
// context: Lable above column in load/save menu
"Mission"
END

APT:MissionDebrief
"Mission Debrief"
END

APT:MissionComplete
// Campaign summary screen
"MISSION COMPLETE"
END

APT:MissionSummaryTitle
// Campaign summary screen
"Mission Summary"
END

APT:PrimaryObjectivesTitle
// Campaign summary screen
"Primary Objectives"
END

APT:BonusObjectivesTitle
// Campaign summary screen
"Bonus Objectives"
END

AptCampaign:OneIntelNotFound
// Campaign summary screen
"%d intel entry not discovered"
END

AptCampaign:IntelNotFound
// Campaign summary screen
"%d intel entries not discovered"
END


APT:NewIntelGathered
// Campaign summary screen
"New Intel Gathered"
END

APT:OverwriteSaveConfirmation
// context: The user has selected to overwrite a save game or replay file, this is an "are you sure" confirmation dialog box message
"Overwrite existing file?"
END

APT:SavingWait
// context: Message to inform user that a game save is in progress
"Saving..."
END

APT:SavingWaitOnMultiplayer
// fcontext: Message to inform user that a game save request has been sent to other player in multiplayer game
"Waiting for opponent to accept save request..."
END

APT:ConnectionSettings
// context: Connection Settings heading in quickmatch screen
"Connection Settings"
END

APT:MaxPing
// context: Connection Settings in quickmatch screen
"Max Ping"
END

APT:DisconnectMenu
// context: Disonnect menu title
"DISCONNECT MENU"
End

APT:MaxDisconnects
// context: Connection Settings heading in quickmatch screen
"Max Disconnects"
END

APT:LoadGameConfirmation
// context: The user has selected to load a game or replay, this confirmation dialog box asks them if they are sure they want to proceed because all the current game data will be lost
"Current game data will be lost. Load saved file?"
END

APT:DeleteGameConfirmation
// context: In the load/save screen, this confirmation dialog box asks the user if they are sure they want to delete a save game or replay file
"Are you sure you would like to delete the selected file?"
END

APT:ConfirmationOk
// context: Ok button text for confirmation dialog (message box)
"OK"
END

APT:ConfirmationCancel
// context: Cancel button text for confirmation dialog (message box)
"CANCEL"
END

APT:MainMenuLoadGame
// context: Load game button located on the Main Menu
"LOAD GAME"
END

APT:PlayMission
// context: Play mission button in campaign
"PLAY MISSION"
END

APT:IntelDatabase
// context: campaign button
"INTEL DATABASE"
END


APT:MenuBasicTutorial
// context: Basic Tutorial button located on the Main Menu
"BASIC\nTUTORIAL"
END

APT:MenuAdvancedTutorial
// context: Advanced Tutorial button located on the Main Menu
"ADVANCED\nTUTORIAL"
END

APT:MenuStrategicTutorial
// context: War of the Ring Tutorial button located on the Main Menu
"WAR OF THE RING\nTUTORIAL"
END

APT:MenuTutorials
// context: Main Tutorials button on the Main Menu
"TUTORIALS"
END

APT:LoadReplay
// context: load replay button located on the Main Menu
"LOAD REPLAY"
END

APT:AddCommentaryToReplay
"Add Commentary"
END

APT:MultiplayerMaps
// context: Title in Quick match screen
"MULTIPLAYER MAPS"
END

APT:GameMode
// context: "Game Mode" label in Quickmatch screen
"GAME MODE"
END

APT:GameStatsMode
// context: "Game Mode" label in CustomMatch dialog
"GAME MODE"
END

APT:MapType
// context : label in host game screen
"MAP TYPE"
END

APT:MapTitle
"MAP TITLE"
END

APT:Color
// context: "Color" header in player matrix.
"Color"
END

APT:ColorCAPS
// context: "Color" header in player matrix.
"COLOR"
END


APT:ConnectionSpeed
// context: title of label in quickmatch screen
"Connection Speed"
END

APT:LadderHeader
// context: "# of players" label in quickmatch screen
"Ladder"
END

APT:AutoMatchBroadcast
"Broadcast Game \n *10min Tape Delay"
END

APT:FindGames
// context: button on Tournament that starts the searching for players 
//was "FIND GAMES"
"JOIN GAME"
END

APT:Side
// context: "Side" label in the quickmatch screen
"Army"
END

APT:PlayGame
// context: "Play Game" button in quickmatch screen
"PLAY GAME"
END

APT:Objectives
// context: Headline in objectives menu in-game
"OBJECTIVES"
END

APT:ObjectivesNone
// context: Objectives menu in-game, if no objectives available
"No objectives available"
END

APT:PlayerStatus
// context: Headline in player status screen
"Game Info"
END

APT:HeaderClans
// context: On clans tab, prompt to enter clan name.
"Enter Clan Tag:"
END


APT:HeaderPlayerName
// context: Table header for column in player status screen
"Player Name"
END

APT:HeaderFaction
// context: Table header for column in player status screen
"Army"
END

APT:HeaderFactionCaps
"ARMY"
END

APT:HeaderTeam
// context: Table header for column in player status screen
"Team"
END

APT:HeaderResources
// context: Table header for column in tribute screen
"Resources"
END

APT:HeaderTributeInstructions
// context: Table header for column in tribute screen
"Distribute resources to send to your teammates."
END

APT:CustomGameLobby
// context: Title on LanLobby screen
"CUSTOM MATCH LOBBY"
END

APT:CommandPointLimit
"Command Point Limit"
END

APT:CurrentMapName
"Current Map Name"
END

APT:FilterProfanity
"Filter Profanity"
END

APT:InitialBuildings
"Initial Buildings"
END

APT:InitialNumberOfPeons
"Initial Number of Peons"
END

APT:InitialNumberOfUnits
"Initial Number of Units"
END

APT:InitialResources
"Initial Resources"
END

APT:InitialSpellPoints
"Initial Power Points"
END

APT:LobbyGameTypeTiltle
"Lobby Game Type Tiltle"
END

APT:LobbyMapTiltle
"Current Map"
END

APT:Map
"Map"
END

APT:TabMap
//Tab button name for Multiplayer setup
"MAP"
END

APT:TabRules
//Tab button name for Multiplayer setup
"RULES"
END

APT:TabChat
//Tab button name for Multiplayer setup
"CHAT"
END

APT:TabClans
//Tab button name for Multiplayer setup
//Do not change without updating ErrorMissingClanAffiliation
"CLANS"
END

APT:TabBroadcast
"BROADCAST"
END

APT:BroadcastName
"Broadcast Name:"
END

APT:BroadcastDesc
"Broadcast Description:"
END

APT:HeaderPlayers
//Player List header in Clans and Chat in Multiplayer setup
"Players"
END

APT:HeaderClanName
//Clan List header in Multiplayer setup
"Clan Tag"
END

APT:HeaderChat
//Chat window header in Multiplayer setup
"Chat"
END

APT:NoCreatedHeroes
"No Created Heroes"
END

APT:Ping
"Ping"
END

APT:Players
"Players"
END

APT:Rules
"Rules"
END

APT:ShroudSettings
"Shroud Settings"
END

APT:Status
"Status"
END

APT:PlayerName
// context: Playername on LanLobby screen
"Player\nName"
END

APT:ClassTitle
"CLASS"
END

APT:TypeTitle
"TYPE"
END


APT:GameSetup
// context: Lanlobby screen
"GAME SETUP"
END

APT:GameSpeed
// context: Options screen - Game tab
"Game Speed"
END

APT:HostGame
// context: LanLobby screen
"CREATE GAME"
END

APT:TooltipPrereqHeader
"Prerequisites"
END

URL:GameHome
"http://www.commandandconquer.com"
END

URL:PurchaseHome
"http://www.ea.com/ealink"
END


URL:LotrLadder
// Ladder web site for online play
"http:\/\/arena.gamespy.com\/bfme\/"
END

URL:LotrTOS
// For some reason, the escaped version no longer works.
//"http:\/\/www.ea.com\/global\/legal\/tos.jsp"
"http://www.ea.com/global/legal/tos.jsp"
END

GUI:ChatRoom1
"Open Chat"
END

GUI:ChatRoom2
"Gaming Forum"
END

GUI:ChatRoom3
"Movie Forum"
END

GUI:ChatRoom4
"Modding Forum"
END

GUI:ChatRoom5
"North America"
END

GUI:ChatRoom6
"Europe"
END

GUI:ChatRoom7
"Asia"
END

GUI:ChatRoom8
"UK"
END

GUI:ChatRoom9
"Australia"
END

GUI:ChatRoom10
"Help"
END

APT:LobbyRoom
"Lobby Room"
END

APT:NicknameNoCaps
"Nickname"
END

APT:OnlineHome
"ONLINE HOME"
END

GUI:LobbyRoom1
"Automatch"
END

GUI:LobbyRoom2
"n00bs only"
END

GUI:LobbyRoom3
"Casual"
END

GUI:LobbyRoom4
"Hardcore"
END

GUI:LobbyRoom5
"Comp Stomp"
END

GUI:LobbyRoom6
"Ranked"
END

GUI:LobbyRoom7
"Clan"
END

GUI:LobbyRoom8
"Mods / Custom Maps"
END

GUI:LobbyRoom9
"Australia"
END

GUI:LobbyRoom10
""
END

GUI:LastReplay
// context: Autogenerated filename for the last replay that's automatically saved
"Last Replay"
END

GUI:StoreErrorLocalFileConnFailed
"Failed to initialize local replay file. Error code (%d)"
END

GUI:StoreErrorBackendFileConnFailed
"Failed to connect to the broadcast server. Error code ($d)"
END

GUI:StoreErrorLocalFileDisconnFailed
"Failed to write the local replay file. Error code (%d)"
END

GUI:StoreErrorBackendDisconnFailed
"Lost connection to the broadcast server. Error code (%d)"
END

GUI:DefaultReplayFileName
// context: File name that is used for replay if user does not enter a filename. Needs to contain a %d where a number will be inserted to allow multiple files.
"Replay %d"
END

GUI:ReplayDoesNotExist
"Unable to load replay : \"%hs\""
END
 
GUI:ControlBarMoneyDisplay
// context: string used when we display the money on the control bar.
"$ %d"
END

APT:Player
// context: The label of the player on the score screen.
"Player"
END

APT:MultiplayerGameSaved
"The game has been saved.\nDo you want to leave the game for now? Your opponent has to agree."
END

APT:MultiplayerExitWaiting
"Waiting on opponent's decision about leaving the game..."
END

APT:MultiplayerExitOverruled
"Your opponent refused to exit the game right now"
END

APT:RefreshNATFailed
"Firewall detection failed. You may want to retry later. If you see this happen frequently, you may want to set up your firewall to use the port forwarding feature."
END

APT:RefreshNATSucceeded
"Firewall detection succeeded."
END

APT:WaitForRefreshNATcomplete
"Please wait for refresh NAT to be completed."
END

GUI:GameSaved
"Game Saved"
END

GUI:ErrorSavingGame
// context: used in the message box that tells the user there's been an error saving his game
"Error saving game"
END

GUI:ErrorLoadingGame
// context: used in the message box that tells the user there's been an error saving his game
"Error loading game '%s'"
END

GUI:ReducedColor
// context: Checkbox on Options menu to use 16-bit color instead of default 32-bit - for future use only.
"16-Bit Color"
END

TOOLTIP:ReducedColor
// context: Checkbox on Options menu - for future use only.
"Improves performance but reduces visual quality"
END

GUI:SelectAMapLowerCase
// context: minor title on the map select screens
"Select Map"
END


GUI:SaveAndExit
// context: Button label on the score screen
"SAVE AND EXIT"
END

GUI:PerSideWinPercentage
// context: win percentage for USA/China/GLA on Online Welcome Screen
"%d%% %ls"
END
 
GUI:WinnersToday
// context: win percentage title on Online Welcome Screen
"TODAY'S WINNERS"
END
 
GUI:WinnersLastWeek
// context: win percentage title on Online Welcome Screen
"LAST WEEK'S WINNERS"
END
 
MOTD:NumPlayersHeading
// context: header printed at top of Message Of The Day on the Online Welcome Screen
"Welcome to Command & Conquer 3 Online.\nThere are currently %d players online."
END

GUI:Shadows2D
// context: Checkbox on the Advance Display Options menu
"2D Shadows"
END
 
TOOLTIP:Shadows2D
// context: Checkbox on the Advance Display Options menu
"Toggle showing 2D shadows in game.  Turn off for improved performance"
END

GUI:Shadows3D
// context: Checkbox on the Advance Display Options menu
"3D Shadows"
END
 
TOOLTIP:Shadows3D
// context: Checkbox on the Advance Display Options menu
"Toggle showing 3D shadows in game.  Turn off for improved performance"
END

GUI:CloudShadows
// context: Checkbox on the Advance Display Options menu
"Cloud Shadows"
END
 
TOOLTIP:CloudShadows
// context: Checkbox on the Advance Display Options menu
"Toggle showing cloud shadows on terrain.  Turn off for improved performance"
END

GUI:GroundLighting
// context: Checkbox on the Advance Display Options menu
"Extra Ground Lighting"
END
 
TOOLTIP:GroundLighting
// context: Checkbox on the Advance Display Options menu
"Toggle showing detailed lighting on terrain.  Turn off for improved performance"
END

GUI:SmoothWater
// context: Checkbox on the Advance Display Options menu
"Smooth Water Borders"
END
 
TOOLTIP:SmoothWater
// context: Checkbox on the Advance Display Options menu
"Toggle smoothing of water borders.  Turn off for improved performance"
END

GUI:ExtraAnimations
// context: Checkbox on the Advance Display Options menu
"Extra Animations"
END
 
TOOLTIP:ExtraAnimations
// context: Checkbox on the Advance Display Options menu
"Toggle showing optional animations like tree sway.  Turn off for improved performance"
END

GUI:NoDynamicLOD
// context: Checkbox on the Advance Display Options menu
"Disable Dynamic LOD"
END
 
TOOLTIP:NoDynamicLOD
// context: Checkbox on the Advance Display Options menu
"Disable automatic detail adjustment.  Turn off for improved performance"
END

GUI:UnlockMaxFPS
// context: Checkbox on the Advance Display Options menu
"Uncapped FPS"
END
 
TOOLTIP:UnlockMaxFPS
// context: Checkbox on the Advance Display Options menu
"Allows frame rates above 30.  Affects game speed so only recommended for benchmarks"
END

GUI:TreeSway
// context: Checkbox on the Advance Display Options menu - for future use only.
"Tree Animation"
END
 
TOOLTIP:TreeSway
// context: Checkbox on the Advance Display Options menu - for future use only.
"Toggle tree animations.  Turn off for improved performance"
END

GUI:TankTreads
// context: Checkbox on the Advance Display Options menu - for future use only.
"Vehicle Tracks"
END
 
TOOLTIP:TankTreads
// context: Checkbox on the Advance Display Options menu - for future use only.
"Toggle marks left by vehicles.  Turn off for improved performance"
END

GUI:WaterWaves
// context: Checkbox on the Advance Display Options menu - for future use only.
"Water Waves"
END
 
TOOLTIP:WaterWaves
// context: Checkbox on the Advance Display Options menu - for future use only.
"Toggle wave animations on shorelines.  Turn off for improved performance"
END

GUI:BuildupAnimations
// context: Checkbox on the Advance Display Options menu - for future use only.
"Buildup Animations"
END
 
TOOLTIP:BuildupAnimations
// context: Checkbox on the Advance Display Options menu - for future use only.
"Show additional animations during structure construction.  Turn off for improved performance"
END

TOOLTIP:Skirmish/dumSkirmishProfileMain
// context: Main stat window on the Skirmish Profile Screen
"Overall statistics accumulated for all armies player has used"
END

TOOLTIP:Skirmish/dumSkirmishProfileA
// context: Picture for Gondor on the Skirmish Profile Screen
"Overall statistics accumulated for Gondor"
END

TOOLTIP:Skirmish/dumSkirmishProfileB
// context: Picture for Rohan on the Skirmish Profile Screen
"Overall statistics accumulated for Rohan"
END

TOOLTIP:Skirmish/dumSkirmishProfileC
// context: Picture for Isengard on the Skirmish Profile Screen
"Overall statistics accumulated for Isengard"
END

TOOLTIP:Skirmish/dumSkirmishProfileD
// context: Picture for Mordor on the Skirmish Profile Screen
"Overall statistics accumulated for Mordor"
END

GUI:AdvancedOptionsToggleOnOff
"Toggle On/Off - Off to improve performance"
END

GUI:PerformanceTestingMessage
// context: Shown at main menu the first time the game is run.  We run a test to determine best settings for the system.
// For future usage.
"Please wait while we test your system performance to determine optimal settings."
END

GUI:PerformanceTestingTitle
// context: Shown at main menu the first time the game is run.  We run a test to determine best settings for the system.
// For future usage.
"Testing System Performance"
END

GUI:Custom
"Custom"
END

GUI:CurrentLossStreak
"Current Loss Streak"
END

GUI:AcceptSm
// context: Button to accept the selected game options
"ACCEPT"
END
 
GUI:EasyCaps
// context: Difficulty Popup
"EASY DIFFICULTY"
END
 
GUI:MediumCaps
// context: Medium difficulty setting
"NORMAL DIFFICULTY"
END
 
GUI:HardCaps
// context: Difficulty Popup
"HARD DIFFICULTY"
END

GUI:BrutalCaps
"BRUTAL"
END

APT:GoTo
"Go To Theatre"
END

APT:BonusObjectivesCompleted
"All Bonus Objectives Completed"
END

APT:AllIntelligence
"All Intelligence Discovered"
END

APT:BonusObjectiveRibbonAwardedGDI
"Commendation for Valor Awarded"
END

APT:IntelligenceRibbonAwardedGDI
"InOps Specialist Ribbon Awarded"
END

APT:BonusObjectiveRibbonAwardedNod
"Mark of Loyalty Bestowed"
END

APT:IntelligenceRibbonAwardedNod
"Order of the Grand Confessor Bestowed"
END

APT:BonusObjectiveRibbonAwardedAlien
"Optimal Efficiency"
END

APT:IntelligenceRibbonAwardedAlien
"Archivist Prime"
END

APT:BonusObjectivesMissed
"Bonus Objective Failed"
END

APT:IntelligenceMissed
"Intelligence Item Missed"
END

APT:BonusObjectivesFailed
"Complete all Bonus Objectives to receive a Distinction"
END

APT:IntelligenceFailed
"Locate all Intelligence items to receive a Distinction"
END

APT:MissionCompletedEasy
"Mission completed on Easy Difficulty"
END

APT:MissionCompletedMedium
"Mission completed on Normal Difficulty"
END

APT:MissionCompletedHard
"Mission completed on Hard Difficulty"
END

APT:MissionCompletedBronze
"Bronze Medal Awarded"
END

APT:MissionCompletedSilver
"Silver Medal Awarded"
END

APT:MissionCompletedGold
"Gold Medal Awarded"
END

TOOLTIP:AdvanceOptionsAccept
// context: located on the Advance Options Menu
"Accept the changes made to the Advance Display Options"
END
 
TOOLTIP:AdvanceOptionsCancel
// context: located on Advanced Display Options Menu
"Exit the Advance Display Options Menu without making your changes"
END

GUI:BehindBuilding
// context: Checkbox on the Advance Display Options menu
"Behind Buildings"
END
 
TOOLTIP:BehindBuilding
// context: Checkbox on the Advance Display Options menu
"Toggle showing units behind buildings.  On can be slower"
END
 
GUI:AddCash
// context: Floating text used when gaining cash via supply depots or hacking. %d gets replaced with actual numeric amount in code
"+%d"
END

GUI:LoseCash
// context: Floating text used when losing cash via hacking. %d gets replaced with actual numeric amount in code
"-%d"
END


GUI:TRAINING
// context: Main Menu button to launch the player into the training mission
"TRAINING"
END
 
GUI:CHINA_Caps
// context: All Caps String for the China buttons
"CHINA"
END

GUI:RestartConfirmationTitle
// context: in-game options menu, Restart confirmation title
"RESTART?"
END

GUI:SurrenderConfirmationTitle
// context: in-game options menu, Surrender confirmation title
"SURRENDER?"
END

TOOLTIP:StartPositionN
// context: a tool tip to describe the starting position of player N
"Start Position for player %d"
END


TOOLTIP:TooltipNotEnoughMoneyToBuild
// context: Appended to button descriptions for building units, structures, or upgrades that you can't afford.
"Insufficient funds"
END

TOOLTIP:TooltipNoMoreCommandPoints
// context: Appended to button descriptions for building units, structures, or upgrades that you can't build due to being out of command points.
"No more command points available"
END

TOOLTIP:TooltipCannotPurchaseBecauseQueueFull
// context: Appended to button descriptions when you can't build a unit or upgrade because your build queue is full.
"Build queue full"
END

TOOLTIP:TooltipCannotBuildUnitBecauseParkingFull
// context: Appended to button descriptions when aircraft must have a free parking space in order to build.
"Airfield full"
END

TOOLTIP:TooltipCannotBuildUnitBecauseMaximumNumber
// context: Appended to button descriptions when unit you can't build this unit due to specific hero unit limits.
"Unit already exists"
END

TOOLTIP:TooltipNukeReactorOverChargeIsOn
// context: Adds additional information telling the user that overcharge is currently on.
"Overcharge is currently ON"
END

TOOLTIP:TooltipNukeReactorOverChargeIsOff
// context: Adds additional information telling the user that overcharge is currently off.
"Overcharge is currently OFF"
END


TOOLTIP:MapNoSuccess
// context: Tooltip in skirmish map selection
"This battlefield has not been vanquished"
END

TOOLTIP:MapEasySuccess
// context: Tooltip in skirmish map selection
"This battlefield has been vanquished on Easy difficulty."
END

TOOLTIP:MapMediumSuccess
// context: Tooltip in skirmish map selection
"This battlefield has been vanquished on Medium difficulty."
END

TOOLTIP:MapHardSuccess
// context: Tooltip in skirmish map selection
"This battlefield has been vanquished on Hard difficulty."
END

TOOLTIP:MapHardMaxSuccess
// context: Tooltip in skirmish map selection
"This battlefield has been vanquished on Hard difficulty with the maximum number of enemies."
END

TOOLTIP:UserMadeMap
// context: Tooltip in skirmish map selection
"This is a user made map."
END
 
TOOLTIP:Mission1
// context: Tooltip to display what missions are in which campaigns.  These are shown when mousing over the campaing buttons on the main menu
""
END
 
TOOLTIP:Mission2_8
// context: Tooltip to display what missions are in which campaigns.  These are shown when mousing over the campaing buttons on the main menu
"Campaign One"
END
 
TOOLTIP:Mission9_16
// context: Tooltip to display what missions are in which campaigns.  These are shown when mousing over the campaing buttons on the main menu
"Campaign Two"
END
 
TOOLTIP:Mission17_23
// context: Tooltip to display what missions are in which campaigns.  These are shown when mousing over the campaing buttons on the main menu
"Campaign Three"
END

TOOLTIP:ButtonClear
// context: Button positioned next to the name entry box on the LAN lobby screen. THis button clears out the text box.
"Clear out the player name text box"
END

GUI:ESRB_Top
// context: Entertainment Software Ratings Board warning displayed on online login screen
"ESRB Notice:"
END

GUI:ESRB_Bottom
// context: Entertainment Software Ratings Board warning displayed on online login screen
"Game Experience May\nChange During Online Play"
END

GUI:Objectives:
// context: On Campaign loadscreens, this is the heading displayed before the objectives are listed.
"Summary:"
END

GUI:EstablishingConnectionPaths
// context: title on the establishing connections paths screen
"ESTABLISHING CONNECTION PATHS"
END

GUI:MinSpecFailedTitle
// context: located on the ingame menu, warns user if his machine is below minimum system requirements.
"WARNING"
END

GUI:MinSpecFailedMessage
// context: located on the ingame menu, warns user if his machine is below minimum system requirements.
"Your system does not meet the minimum hardware requirements.  You may experience slower than normal frame rates in your multiplayer games."
END

GUI:QuitToDesktop
// context: located on the ingame menu, allows the user to quite straight to Desktop
"QUIT TO DESKTOP"
END

GUI:QuitToDesktopConf
// context: Ingame options menu, Quit To Desktop confirmation
"Are you sure you want to quit back to the Desktop?"
END

GUI:SurrenderConfirmation
// context: in-game options menu, Surrender confirmation
"Are you sure you want to Surrender?"
END

GUI:RestartConfirmation
// context: in-game options menu, Restart confirmation
"Are you sure you want to restart?"
END

GUI:ShowBehindBuildings
// context: Message that's displayed to the user ingame when they toggle showing units behind buildings
"Heat signature behind buildings OFF"
END

GUI:HideBehindBuildings
// context: Message that's displayed to the user ingame when they toggle hiding units behind buildings
"Heat signature behind buildings ON"
END

GUI:DetailsSetToLowest
// context: Message that's displayed to the user ingame when they toggle their graphics settings to the lowest
"Low graphics detail"
END

GUI:ReturnGraphicsToPreviousSettings
// context: Message that's displayed to the user ingame when they toggle their graphics settings back to their previous settings
"Setting your graphic details to their previous settings"
END

GUI:BeaconLabel
// context: A beacon is a like a visual reminder flag that the player can place in the map. There, he can input some text to warn him or his teammates of an event or action.
"Type message:"
END

ERROR:D3DFailurePrompt
//context: message box we put up if user has DirectX 8.0 or other problem with video card.
"DirectX Error"
END

ERROR:D3DFailureMessage
//context: message box we put up if user has DirectX 8.0 or other problem with video card.
"Please make sure you have DirectX 9.0 or higher installed. Also verify that your video card meets the minimum requirements, and that you do not have hardware acceleration disabled in the Display control panel."
END

GUI:ErrorStartingGame
// context: Title for the error popup starting a game KEEP SHORT!!!!!!!!!
"ERROR STARTING GAME"
END

GUI:TooManyPlayers
// context: specific starting game error where too many players have been selected for the current map
"This map only supports %d players."
END

GUI:SandboxWarning
// context: specific starting game warning that sandbox will be enabled
"Clicking Start again will start a sandbox game."
END

GUI:CantFindMap
// context: specific starting game error where the map can't be found
"Cannot find the map.  Is it corrupted?"
END

GUI:Beacon
// context: A beacon is a like a visual reminder flag that the player can place in the map. There, he can input some text to warn him or his teammates of an event or action.
"Beacon"
END

GUI:EACopyright
// context: Copyright notice. Please check with legal department for its correct translation.
" 2004 ELECTRONIC ARTS INC.   ALL RIGHTS RESERVED."
END

GUI:DeleteBeacon
// context: Beacons can be placed and removed from the map 
"Delete\nBeacon"
END

GUI:BeaconPlaced
// context: A warning message to the players that certain player has placed a beacon.
"A Beacon was placed by %ls."
END

GUI:BeaconPlacementFailed
// context: Error message. If for any reason the beacon can not be placed in the requested spot, the player will be warned with this message.
"Cannot place Beacon here"
END

GUI:TooManyBeacons
// context: Warning message. The player has placed too many beacons and he cannot place any more.
"Cannot place any more Beacons"
END

GUI:Blank
// context: DO NOT TRANSLATE. We sometimes need to draw no text so we use this
""
END

APT:Date
"Date"
END

APT:Time
"Time"
END


GUI:EA
// context: EA = Electronic Arts
"EA"
END

GUI:Multiplayer
// SKB:TO DELETE context: Main Menu Multiplayer button
"MULTIPLAYER"
END

GUI:TestBrowser
// context: DO NOT NEED TRANSLATION.
"Test Browser"
END

GUI:GameName
// context: Multiplayer game name (not to be confused with the player name)
"Game Name:"
END

APT:GameName
// context: Multiplayer game name (not to be confused with the player name)
"Game Name"
END

APT:CreatePassword
// text above text field for user to add a password to an online game
"Game Password (Optional)"
END

GUI:NoFileSelected
// context: Error message Title. Shown when a player does not select a filename to load/save/delete.
"PLEASE SELECT A FILE"
END

GUI:PleaseSelectAFile
// context: Help text requesting the player to select a file from the list. Could be any file, a map, a replay, a saved game, etc...
"Please select a file."
END

GUI:NewSaveGame
// context: Contents of a list box row the player selects that means hitting the save button will save the game to a new file
"** NEW SAVE FILE **"
END

GUI:NewSaveReplayFile
// context: Contents of a list box row the player selects that means hitting the save button will save the replay to a new file
"** NEW REPLAY **"
END

GUI:AutoSaveName
// context: Text displayed instead of user-supplied description for auto save games
"Auto Save"
END

GUI:DefaultSaveFileName
// context: File name that is used for save games if user does not enter a filename. Needs to contain a %d where a number will be inserted to allow multiple files.
"Saved Game %d"
END

GUI:EnterSaveDesc
// context: Message prompting the user to enter a description for a save game file when saving
"Enter game description"
END

GUI:TimeAM
// context: Time label AM, first 12 hours of the day
"am"
END

GUI:TimePM
// context: Time labelPM, last 12 hours of the day
"pm"
END

GUI:OverwriteSaveConfirmation
// context: The user has selected to overwrite a save game, this is an "are you sure" confirmation dialog box message
"Overwrite existing file?"
END

GUI:LoadGameConfirmation
// context: The user has selected to load a game, this confirmation dialog box asks them if they are sure they want to proceed because all the current game data will be lost
"Current game data will be lost.  Load saved game?"
END

GUI:MissionSave
// context: label for a save game that was automatically saved by the system inbetween missions
"Mission Start - %s %d"
END

GUI:Buildings
// context: Score screen: Buildings lost or destroyed
"Buildings"
END

GUI:DeleteFile
// context: Dialog requesting confirmation permision to delete a file
"DELETE FILE?"
END

GUI:AreYouSureDelete
// context: Dialog requesting confirmation permision to delete a file
"Are you sure you would like to delete the selected file?"
END

GUI:CopyFileToDesktop
// context: Dialog requesting confirmation permision to copy a file, This is a title, please keep it short
"COPY REPLAY TO DESKTOP?"
END

GUI:AreYouSureCopy
// context: Dialog requesting confirmation permision to copy a file
"Are you sure you want to copy this file to the Desktop? This will overwrite any file with the same name."
END

GUI:ErrorCopyingFile
// context: Dialog error message for the user
"THERE WAS AN ERROR COPYING THE FILE."
END

GUI:SaveReplay
// context: Button to save a replay of the current game
"SAVE REPLAY"
END

GUI:SaveAndContinue
// context: On score screen after a user completes a mission in a campaign. This is a label for a button
"CONTINUE"
END

GUI:LoadReplay
// SKB:REMOVE context: Button for loading Replays. A replay is a fully recorded session of a previous game, and it allows the player to watch the game again as an observer.
"LOAD REPLAY"
END

GUI:DeleteReplay
// context: Button to delete a game replay file
"DELETE REPLAY"
END

GUI:CopyReplay
// context: Button to make a copy of a game replay file
"COPY REPLAY"
END

GUI:OverwriteReplayTitle
// context: Title of popup asking if we want to save over an existing replay
"OVERWRITE REPLAY"
END

GUI:OverwriteReplay
// context: Popup asking if we want to save over an existing replay
"Overwrite Replay?"
END

GUI:ErrorDeletingFile
// context: Dialog error message for the user
"THERE WAS AN ERROR DELETING THE FILE."
END

GUI:ShortDescription
// context: Short description the host can enter for the game
"Short description of the game:"
END

GUI:LadderNameAndSize
// Context: ladder name and size.  Example:  'Test Ladder (1v1)'
"%ls (%dv%d)"
END

GUI:InvalidLadderPassword
"Invalid ladder password."
END

GUI:EnterLadderPassword
"Enter ladder password:"
END

GUI:LadderName
// context: This is the name of a player clasification table on a tournament
"Ladder Name:"
END

GUI:LadderPassword
// context: The user will have to enter a password in order to be allowd to view the clasification of a tournament
"Ladder Password"
END

GUI:LadderURL
// context: ladder information. Provides the link to the Web where the ladder is hosted
"Homepage: %hs"
END

GUI:LadderHasPassword
// context: ladder information. Ladders can be private and password protected.
"This Ladder is password protected."
END

GUI:LadderMinWins
// context: ladder information. Tournament/ladders have requirements in order to restrict access to player with certain level. You must have a min number to wins to participate on this ladder.
"Minimum wins required: %d"
END

GUI:LadderMaxWins
// context: ladder information. Tournament/ladders have requirements in order to restrict access to player with certain level.  You cannot particpate on this ladder if your wins exceed the amount noted.
"Maximum wins allowed: %d"
END

GUI:LadderFactions
// context: ladder information. Tournament/ladders have requirements in order to restrict access to player with certain level. In this case only certain sides of the game are allowed.
"Allowed army factions:"
END

GUI:LadderRandomFactions
// context: ladder information.Tournament/ladders have requirements in order to restrict access to player with certain level. In this case a players must play random sides. 
"Random army factions:"
END

GUI:LadderMaps
// context: ladder information. Tournament/ladders have requirements in order to restrict access to player with certain  . Only shown maps are played.
"Allowed maps:"
END

GUI:LadderRandomMaps
// context: ladder information. Tournament/ladders have requirements in order to restrict access to player with certain level. In this case a random map is selected, so the player can not choose what map to play.
"Random maps:"
END

GUI:AllowObservers
// context: Check box to allow Observers to join a game and watch how other users play. This is only for multiplayer and only available at the time the match is created.
"Allow Observers"
END

GUI:CreateGame
// context: Button to go to the Create a MULTIPLAYER game screen
"CREATE GAME"
END

GUI:AmericaAllies
//DO NOT TRANSLATE
// context: Used in the Score Screen to designate the score for the allies (in team matches)
"USA Allies"
END

GUI:ChinaAllies
//DO NOT TRANSLATE
// context: Used in the Score Screen to designate the score for the allies (in team matches)
"China Allies"
END

GUI:GLAAllies
//DO NOT TRANSLATE
// context: Used in the Score Screen to designate the score for the allies (in team matches)
"GLA Allies"
END

GUI:AmericaEnemies
//DO NOT TRANSLATE
// context: Used in the Score Screen to designate the score for the enemies (in team matches)
"USA Enemies"
END

GUI:ChinaEnemies
//DO NOT TRANSLATE
// context: Used in the Score Screen to designate the score for the enemies (in team matches)
"China Enemies"
END

GUI:GLAEnemies
//DO NOT TRANSLATE
// context: Used in the Score Screen to designate the score for the enemies (in team matches)
"GLA Enemies"
END

GUI:EndCampaign
// context: Button in the menu to quit a campaign
"End Campaign"
END

GUI:Continue
// context: Button in the menu to return to the game and continue
"Continue"
END

GUI:Save
// context: Button use in several menus and screens to save a file. Tha file could be anything, a game, a replay, a campaign, etc
"Save"
END

GUI:ConfirmDelete
// context: The user has chosed to delete a save game file, this is a confirmation of that delete operation
"Are you sure you want to delete this game?"
END



APT:Delete
// context: Delete a save game file
"DELETE"
END

APT:Select
// Button to select a profile in skirmish
"SELECT"
END

APT:ChangeProfilePopHeader
// Title to popup where we chance the active profile.
"Change Active Profile"
END

APT:ChangeProfileInstructions
// Instructions on how to change a profile.
"Select existing profile from list and then press the Select button."
END


APT:AddProfilePopHeader
// Title to popup where we chance the active profile.
"Add New Profile"
END

APT:AddProfileInstructions
// Instructions on how to change a profile.
"Enter a new profile name.  Statistics are kept for each profile."
END

APT:DeleteProfilePopHeader
// Title to popup where we chance the active profile.
"Delete Selected Profile"
END

APT:DeleteProfileInstructions
// Instructions on how to Delete a profile.
"Select profile from list and then press the Delete button to remove profile data.  When you are finished, press Done."
END

APT:ProfileName
// Column header for changing an active Profile or deleting them.
"Profile Name"
END

GUI:DeleteGame
// SKB:TO DELETE context: Delete a save game file
"Delete"
END


GUI:GameSaveComplete
// context: Message displayed after a game has been successfully saved
"*** Game Saved ***"
END

GUI:ReplaySaveComplete
// context: Message displayed after a replay has been successfully saved
"*** Replay Saved ***"
END

GUI:ReplaySaveError
// context: Message displayed after a replay has been successfully saved
"*** ERROR With Saving Replay ***"
END

APT:ReplaySaveCompleteMessageBox
// context: Text for message boxed displayed after a replay has been successfully saved after a game
"Replay saved successfully"
END

APT:ReplaySaveErrorMessageBox
// context: Text for message boxed displayed after a replay has not been saved after a game
"Error with saving replay"
END

GUI:Retry
// context: Button use in error dialogs to go back and try to resume the the normal function of the game, also used to 
"PLAY AGAIN?"
END

GUI:MainMenu
// context: Main Menu screen title
"EXIT"
END

APT:MainMenu
// context: Main Menu screen title
"MAIN MENU"
END

GUI:RecentSave
// context: Load the last saved game
"Recent Save"
END

GUI:GetUpdate
// context: Button to connect to our servers and get the last update of the game
"Get Update"
END

APT:DirectConnect
// context: Button to set a direct TCP/IP connection with other user over a LAN or Internet knowing their IP address
"Direct Connect"
END
	//
GUI:DirectConnect
// SKB:TO DELETE context: Button to set a direct TCP/IP connection with other user over a LAN or Internet knowing their IP address
"Direct Connect"
END

GUI:WorldBuilder
// context: The name of Battle for Middle-earth map editor
"C&C3 Builder"
END

GUI:WorldBuilderLoadFailed
// context: Error dialog shown when Worldbuilder editor fails to execute 
"C&C3 Builder failed to load."
END

GUI:DontUseAccount
// context: Use to allow the user to select a different account with the matching service
"Don't Use Account"
END

GUI:UseAccount
// context: Use to allow the user to select the displayed account with the matching service
"Use Account"
END

GUI:Score
// context: Final score. Used in the stats screen
"Score"
END

GUI:ScoreScreen
// context: Screen at the end of a game where the stats of the match are displayed
"Score Screen"
END

GUI:Rehost
// context: Host a game again with the same settings.
"PLAY AGAIN?"
END

GUI:UnitsBuilt
//context: Used in the Score screen to show how many units were built by a certain side
"Units\nCreated"
END

GUI:UnitsLost
//context: Used in the Score screen to show how many units were lost by a certain side
"Units\nLost"
END

GUI:UnitsKilled
//context: Used in the Score screen to show how many units from a certain side were kill
"Units\nDestroyed"
END

GUI:BuildingsBuilt
//context: Used in the Score screen to show how many buildings were built by a certain side
"Buildings\nConstructed"
END

GUI:BuildingsLost
//context: Used in the Score screen to show how many units were lost by a certain side
"Buildings\nLost"
END

GUI:BuildingsKilled
//context: Used in the Score screen to show how many units from a certain side were destroyed
"Buildings\nDestroyed"
END

GUI:ResourcesCollected
// context: Used in the Score screen to show how much money was collected
"Supplies\nCollected"
END

GUI:QuitPopupTitle
// context: Dialog to confirm if the user wants exit the game
"EXIT?"
END

GUI:QuitPopupMessage
// context: Dialog to confirm if the user wants exit the game
"Are you sure you want to exit?"
END

GUI:MaxSelectionSize
// context: information tooltip displayed ingame to inform the user that he has reached the limit of units that he can select at once
"You can only select %d units at one time."
END

GUI:MessagesOn
// context: tooltip text informing that the messages are enabled and can be used in the game
"Messages Enabled."
END

GUI:MissionDescription
// context: Brief text describing the objective of the mission
"Mission Description"
END

GUI:MOTD
// context: MOTD stands for Message Of The Day - used only in online games
"Message Of The Day"
END

GUI:DesyncTitle
// context: Error message in multiplayer games to inform ther players that the game can not continue because of discrepancies in the data between the diferent player machines 
"Out of Synch"
END

GUI:DesyncText
// context: Error message in multiplayer games to inform the players that the game can not continue because of discrepancies in the data between the diferent player machines 
"Command & Conquer 3 has gone out of synch with the other game particpants.  It is possible that the other players have modified their game versions. This game cannot continue. \n \n Please restart Command & Conquer 3 to help avoid future desyncs."
END

GUI:LadderDetails
// context: right-click menu for Open Play game listbox
"Ladder Info"
END

GUI:Ladder
// context: Players tournament stats and results
"Ladder"
END

GUI:SystemMaps
// context: SKB: To Remove. Button to list the official maps of the game 
"Official Maps"
END

GUI:UserMaps
// SKB: To Remove context: Button to list the maps created by users and installed in the system 
"Unofficial Maps"
END

GUI:HTTPProxy
// context: Text entry to set the HTTP proxy to use when connecting to Command and Conquer 3 Online
"HTTP Proxy:"
END
 
GUI:WinPercent
// context: label for win percentage for this player
"%d%%"
END
 
GUI:WaitingToBeginConnection
// context: Status of NAT/Firewall negotiation. Waiting for our turn to start this connection.
"Waiting to begin"
END

GUI:NetgearDelay
// context: Status of NAT/Firewall negotiation. Waiting for the other to initiate contact.
"Send Delay"
END

GUI:WaitingForManglerResponse
// context: Status of NAT/Firewall negotiation. Waiting for a response from a server that tells us what our NAT'd IP address is.
"Waiting for external Internet Provider response"
END

GUI:WaitingForMangledPort
// context: Status of NAT/Firewall negotiation. Waiting for this player to send us the proper port number to use.
"Waiting for port number"
END

GUI:WaitingForResponse
// context: Status of NAT/Firewall negotiation. Waiting for the other player to tell us that they saw our port probe.
"Waiting for probe response"
END

GUI:ReceivedPorts
// context: Status of NAT/Firewall negotiation. Have received port number for both my target and myself.
"Have received port numbers"
END


GUI:ConnectionDone
// context: Status of NAT/Firewall negotiation. Our connection to this player is completed.
"Connection is completed"
END

GUI:ConnectionFailed
// context: Status of NAT/Fireall negotiation. Our connection to this other player failed.
"Connection has failed"
END

GUI:UnknownConnectionState
// context: Status of NAT/Firewall negotiation. Don't know what state we are in.
"Status of NAT/Firewall is unknown"
END

GUI:Ok
// context: Accept button
"OK"
END

GUI:Yes
// context: Confirmation Button
"YES"
END

GUI:No
// context: Negative button
"NO"
END

GUI:Cancel
// context: Button to abort an action
"CANCEL"
END

GUI:Back
// context: Button to go back to the previous menu/screen
"BACK"
END

APT:Back
// context: Button to go back to the previous menu/screen
"BACK"
END

GUI:Logout
// context: Button to go back to the main menu from the online welcome screen
"MAIN MENU"
END

GUI:CancelMapSelect
// context: Button to cancel the selection of a map
"CANCEL"
END

GUI:Accept
// context: Button to accept the selected game options
"ACCEPT"
END

GUI:Defaults
// context: Button on the game Options screen
"DEFAULTS"
END


GUI:Deny
// context: Button to reject the selected map
"Reject"
END

GUI:Victory
// context: Score screen message. Shows that last game won
"Victory"
END

APT:EndVictorious
// context: Popup screen at end of game telling you you won
"MISSION ACCOMPLISHED"
END

APT:EndDefeat
// context: Popup screen at end of game telling you you list
"MISSION FAILED"
END

APT:Victorious
"VICTORIOUS"
END

APT:Defeat
"DEFEATED"
END

APT:EndGameOver
// context: Popup screen at end of game telling you (an observer) game is over
"GAME OVER"
END

GUI:Add
// context: Button to add a Buddy to your Buddys list 
"Add"
END

GUI:Delete
// context: Button to delet a Buddy to your Buddys list
"Remove"
END

GUI:Play
// context: Button to start a game
"Play Game"
END

GUI:Stats
// context: Button to go to the stats window
"Persona"
END

GUI:GetMapPack
// context: Button to connect to our server and download a set of maps
"Download Map Pack"
END

GUI:Defeat
// context: Score screen message. Shows that last game was lost
"Defeat"
END

GUI:YouAreVictorious
// context: Congratulation message for the winner at the end of a match
"MISSION ACCOMPLISHED"
END

GUI:YouHaveBeenDefeated
// context: Informative message for the loser at the end of a match
"MISSION FAILED"
END

GUI:PlayerHasBeenDefeated
// context: Informative message for all players indicating that some player has been defeated
"%ls has been Defeated"
END

GUI:GameOver
// context: Informative message for the observer at the end of a match
"BATTLECAST COMPLETE"
END

GUI:PlayerAlive
// context: in-game status of players in multiplayer games. The player is still playing
"Playing"
END

GUI:PlayerDead
// context: in-game status of players in multiplayer games. The player has been defeated
"Defeated"
END

GUI:PlayerObserver
// context: in-game status of players in multiplayer games. The player is in the game
"Observing"
END

GUI:PlayerCommentating
// context: in-game status of players in multiplayer games. The player is in the game
"Commentating"
END


GUI:PlayerObservingAll
// context: When cycling through different players while observing, this message will come up when global observer mode is selected.
"Observing all players"
END

GUI:PlayerObservingSpecificHuman
// context: When cycling through different players while observing, this message will come up for the specific player we are now observing.
// context: The format requires two parts and looks like: "Observing PlayerName(Faction)" Ex: "Observing MornessAlpha(Rohan)"
// NOTE: First %s is the player's name (MornessAlpha). Second %s is the faction name (Rohan)."
"Observing %s(%s)"
END

GUI:PlayerObserverGone
// context: in-game status of players in multiplayer games. The player has left the game
"AWOL"
END

GUI:PlayerGone
// context: in-game status of players in multiplayer games. The player has left the game
"AWOL"
END

GUI:Loading
// context: Title of the GameSpy loading screen.
"LOADING"
END

GUI:PlayerName
// context: Name of the player
"Player Name"
END

GUI:Info
// context: Information about the player
"Player Info"
END

GUI:Players
// context: List of players in a game or lobby
"Players"
END

GUI:Players:
// context: List of players in a game or lobby
"Players:"
END

GUI:GameOptions
// context: Button to go to the game options screen
"GAME OPTIONS"
END

GUI:GameOptions:
// context: List of game options
"Game Options:"
END

GUI:GameName:
// context: Games can be named by their creators
"Game:"
END

GUI:MapName:
// context: Name of the selected map in a game
"Map:"
END

GUI:Preview
// context: Small thumbnail picture of the map
"Map Preview"
END

GUI:SelectMap
// context: Button to use the selected map
"SELECT MAP"
END

GUI:SelectAMap
// context: Button to use the selected map
"SELECT MAP"
END

APT:SelectAGame
// context: Button to go to the game selection screen
"Select Game"
END

GUI:SelectAGame
// SKB:TO DELETE context: Button to go to the game selection screen
"SELECT GAME"
END

GUI:MatchMe
// context: Button to start a quick match
"MATCH ME"
END

GUI:PersonalInfo
// context: Button for personal info for quick match
"Personal Info"
END

GUI:MultiplayerMaps
// context: title for a section in quickmatch menu
"Multiplayer Maps"
END

GUI:BetterMatch
// context: better match text label in quickmatch menu
"Better Match"
END

GUI:MoreGames
// context: more available games text label in quickmatch menu
"Faster Search"
END

GUI:ExitQuickMatch
"Exit"
END

GUI:Start
// context: Button to start a game
"PLAY GAME"
END

GUI:Stop
// context: various UI buttons (Tournament, for example)
"STOP"
END

GUI:Observer
// context: Text to indicate that a slot in a game is occupied by an observer user
"Observer"
END

GUI:Commentator
// context: Text to indicate that a slot in a game is occupied by the Commentator user
"Commentator"
END


GUI:Host
// context: Button to create and host a multiplayer game
"CREATE GAME"
END

GUI:Join
// context: Button to join a multiplayer game 
"JOIN GAME"
END

GUI:Games
// context: List of multiplayer games available
"Games"
END

GUI:LocaleSelect
// context: Online locale selection popup dialog. (Locale in the meaning of Country)
"SELECT YOUR LOCALE"
END

GUI:Command&ConquerGenerals
// context: simple ... the name of the our Game
"Command & Conquer 3"
END

GUI:FullGameName
// context: simple ... the name of the our Game
"Command & Conquer 3: Tiberium Wars"
END

GUI:VistaFirewallRuleDescription
// context: Description of the firewall rule in Windows Vista (see "Windows Firewall Settings" and select "Properties" for a given exception)
"This feature allows users to play Command & Conquer 3 multiplayer games."
END

APT:Online
// context: Button in the main menu to go to the internet multiplayer games
"ONLINE"
END

APT:Network
// context: Button in the main menu to go to the network games screen
"NETWORK"
END

GUI:Online
// SKB:DELETE context: Button in the main menu to go to the internet multiplayer games
"ONLINE"
END

GUI:Network
// SKB:DELTE context: Button in the main menu to go to the network games screen
"NETWORK"
END


GUI:DebugMultihead
// context: DO NOT TRANSLATE. Used internally for running game multiheaded on same machine.
"Multiheaded"
END

GUI:SendDelay
// context: Firewall setting for certain brands of firwalls (network protection devices) that require to be the last ones to join a game.
"Send Delay"
END

GUI:FirewallRefresh
// context: Refresh the information about NAT (Network Address Translation)
"Refresh NAT"
END

GUI:Exit
// context: Button in the main menu to exit the game
"EXIT GAME"
END

GUI:X
// context: DO NOT TRANSLATE. Used as check mark in the selection boxes.
"X"
END

APT:Skirmish
// context: Button to play Skirmish mode. Skirmish is a single player mode in which the player can fight against 1 to 7 computer controlled opponents as if it were a networked game
"SKIRMISH"
END

APT:NewSkirmish
// context: Button to play Skirmish mode. Skirmish is a single player mode in which the player can fight against 1 to 7 computer controlled opponents as if it were a networked game
"NEW SKIRMISH"
END


GUI:Campaign
// context: Button to play the Single player missions arranged in 3 Campaigns, CHINA, GLA and USA
"CAMPAIGN"
END

GUI:ClickToDisplayGameInfo
""
END

GUI:GameInfo
// context: Display information about the game
"Game Info"
END

GUI:StartGame
// context: Button to start a game
"PLAY GAME"
END

APT:PurchaseInfo
// Button on Spectator client main menu.
"PURCHASE INFORMATION"
END

APT:PurchaseNow
// Button on Spectator client main menu purchase screen.
"PURCHASE NOW"
END

APT:IntelligenceDatabase
"INTELLIGENCE DATABASE"
END

APT:Options
// context: Button on the main menu to go to the Options Screen
"OPTIONS"
END

APT:Settings
// Sub title in options screen plus buttons to get there.
"SETTINGS"
END

APT:AdvancedSettings
// Sub title in cutom graphics screen plus buttons to get there.
"CUSTOM SETTINGS"
END

APT:AdvancedSettings_Shadow_Shader_Notice
"Shadows set to High will only function with Terrain and Shaders set to High. The game has made the necessary adjustments."
END

APT:DemoGDIProlog
"GDI PROLOGUE"
END

APT:DemoGDIMission
"GDI DEMO MISSION"
END

APT:CampaignTab
// Campaign stats tab in the Stats screen
"CAMPAIGN"
END

APT:SkirmishTab
// Skirmish stats tab in the Stats screen
"SKIRMISH"
END

APT:LANTab
// LAN stats tab in the Stats screen
"NETWORK"
END

APT:OnlineTab
// Online stats tab in the Stats screen
"ONLINE"
END

APT:Unranked
// Unranked radio button in the stats screen
"UNRANKED"
END

APT:Ranked1v1
// Ranked 1v1 radio button in the stats screen
"RANKED 1v1"
END

APT:Ranked2v2
// Ranked 2v2 radio button in the stats screen
"RANKED 2v2"
END

APT:Clan1v1
// Clan 1v1 radio button in the stats screen
"CLAN 1v1"
END

APT:Clan2v2
// Clan 2v2 radio button in the stats screen
"CLAN 2v2"
END

APT:StatHd
// Stat label column heading
"STAT"
END

APT:GDIHd
// GDI stat column heading
"GDI"
END

APT:NodHd
// Nod stat column heading
"NOD"
END

APT:AliensHd
// Alien stat column heading
"SCRIN"
END

APT:OverallHd
// Overal stat column heading
"OVERALL"
END

APT:Summary
// Summary radio button in the stats screen
"SUMMARY"
END

APT:GameType
// The different game type
"GAME TYPE"
END

GUI:OptionsDescription
// context: Name of the Options Screen
"Display Game Options Dialog"
END

GUI:MusicVolume
// context: Options Screen - Music volume setting
"Music Volume"
END

GUI:AmbientVolume
// context: Options Screen - Ambient volume setting
"Ambient Volume"
END

GUI:MovieVolume
// context: Options Screen - Movie volume setting
"Movie Volume"
END

GUI:SFXVolume
// context: Options screen - Sound Effects volume setting
"Sound FX Volume"
END

GUI:VoiceVolume
// context: Options screen - Voices volume setting
"Voice Volume"
END

GUI:3DSound
// context: Options screen -  Check box to enable/disable 3D sound
"3D Sound"
END

GUI:ScrollSpeed
// context: Options screen -  Setting to adjust the screen displacement speed
"Scroll Speed"
END

GUI:BufferPlaybackData
// context: In game UI -  system message informing player waiting for buffering
"Receiving data... Please wait for a moment."
END

GUI:GamePausedBecausePlayerDisconnect
// context: In game UI -  system message informing spectator waiting for game pause
"The match will pause if one or more players loses their network connection. The game may resume if the connection is restored."
END

APT:GeneralTab
// context: Options screen - Tab button
"General"
END

APT:HotkeysTab
// context: Options screen - Tab button
"Hotkeys"
END

APT:GraphicsTab
// context: Options screen - Tab button
"Graphics"
END

APT:AudioTab
// context: Options screen - Tab button
"Audio"
END

APT:NetworkTab
// context: Options screen - Tab button
"Network"
END


APT:GameOptions
// context: Options screen - Section headline
"Game Options"
END

APT:InGameTickerOptions
// context: Options screen - Section headline
"In-Game Ticker Options"
END

APT:ControlOptions
// context: Options screen - Section headline
"Control Options"
END

APT:GraphicsOptions
// context: Options screen - Section headline
"Graphics Options"
END

APT:AudioOptions
// context: Options screen - Section headline
"Audio Options"
END

APT:VoIPOptions
// context: Options screen - Section headline
"VoIP Options"
END

APT:NetworkOptions
// context: Options screen - Section headline
"Network Options"
END


APT:AlternateMouse
// context: Options screen -  Option use alternate mouse
"Alternate Mouse Setup"
END

APT:MouseSensitivity
// context: Options screen, game tab
"Mouse Scroll Speed"
END

APT:ToolTipDelay
// context: Options screen, game tab
"Tool Tip Delay"
END

APT:ShowNews
// context: Options screen, game tab
"Show News"
END

APT:ShowAds
// context: Options screen, game tab
"Show Ads"
END

APT:DoubleClickGuard
// context: Options screen -  Option use double click guard
"Double Click Guard"
END

APT:ShowUnitDecals
"Show Unit Decals"
END

APT:CurrentRank
"Current Rank"
END

TOOLTIP:Options/tooltipShowUnitDecals
"Toggle to display the icon \n for selected units in game"
END


APT:EnableHealthBars
"Show All Health Bars"
END

TOOLTIP:Options/tooltipEnableHealthBars
"Enable health bars for all units"
END

GUI:Controls
// context: Options screen - Header for section
"Game Options"
END

GUI:Chat
// context: Options screen - Header for section
"Chat"
END

APT:EnableVoIP
// context: Control on Voice over IP options screen
"Enable VoIP"
END

APT:PushToTalk
// context: Control on Voice over IP options screen
"Push To Talk"
END

APT:VoiceActivated
// context: Control on Voice over IP options screen
"Voice Activated"
END

APT:BoostMicGain
// context: Control on Voice over IP options screen
"Boost Microphone Gain"
END

APT:StartTest
// context: Control on Voice over IP options screen
"Start Test"
END

APT:StopTest
// context: Control on Voice over IP options screen
"Stop Test"
END

APT:VoiceCalibration
// context: Headline for controls on Voice over IP options screen
"Voice Calibration"
END

APT:ReceiveVolume
// context: Control on Voice over IP options screen
"Receive Volume"
END

APT:TransmitVolume
// context: Control on Voice over IP options screen
"Transmit Volume"
END

GUI:Strategic
// Button to go into strategic game (War of the ring)
"WAR OF THE RING"
END

GUI:Resolution
// ccb:remove
// context: Options screen - Setting to adjust the resolution
"Resolution"
END

//GUI:1024X768
//"1024x768"
//END

GUI:InGameDiplomacy
// context: in game diplomancy heading
"Diplomacy"
END

GUI:Resolution0
//context: DO NOT TRANSLATE
"1024x768"
END

//GUI:800X600
//"800x600"
//END

GUI:Resolution1
//context: DO NOT TRANSLATE
"800x600"
END

//GUI:640X480
//"640x480"
//END

GUI:Resolution2
//context: DO NOT TRANSLATE
"640x480"
END

GUI:Detail
// ccb:remove
// context: Options screen - Setting to adjust the amount of graphic detail in the game
"Detail"
END

GUI:UltraHigh
// context: Options screen - Ultra High detail setting
"Ultra High"
END

GUI:High
// context: Options screen - High detail setting
"High"
END

GUI:Medium
// context: Options screen - Medium detail setting
"Medium"
END

GUI:Low
// context: Options screen - Low detail setting
"Low"
END

GUI:VeryLow
// context: Options screen - Very Low detail setting
"Very Low"
END


GUI:Easy
// context: Difficulty Popup
// REMOVE
"Easy"
END

GUI:MediumDifficulty
// context: Medium difficulty setting
// REMOVE
"Medium"
END

GUI:Hard
// context: Difficulty Popup
// REMOVE
"Hard"
END

GUI:SelectDifficulty
// context: Difficulty Popup
// REMOVE
"SELECT DIFFICULTY"
END

APT:EasyDifficulty
// context: Difficulty Popup
"EASY"
END

APT:MediumDifficulty
// context: Medium difficulty setting
"MEDIUM"
END

APT:HardDifficulty
// context: Difficulty Popup
"HARD"
END

APT:DifficultyTitle
// context: Difficulty Popup title
"SELECT DIFFICULTY"
END

GUI:Random
// context: Random selection of faction/color in the multiplayer join screen
"Random"
END

GUI:???
//context: DO NOT TRANSLATE
"???"
END

GUI:None
// context: No player in the slot
"None"
END

GUI:Team
// context: Row header for the Team selection slots
"Team"
END

GUI:Faction
// context: Row header for the Faction selection Slots
"Army"
END

GUI:AntiAliasing0
// context: Setting OFF for the Full screen antialiasing option
"Off"
END

GUI:AntiAliasing1
// context: Setting LOW for the Full screen antialiasing option
"Low"
END

GUI:AntiAliasing2
// context: Setting High for the Full screen antialiasing option
"High"
END

GUI:IPAddresses
// context: Box to set the IP Address to which a player want to connect in a LAN enviroment
"LAN IP:"
END

GUI:OnlineIPAddresses
// context: Box to set the IP Address to which a player want to connect in an Online enviroment
"Online IP:"
END

GUI:MinPointPercent
// context: Quickmatch screen. Minimun points required for an opponent to meet the match criteria as a percentage
"Min Win Percent Required:"
END

GUI:MaxPointPercent
// context: Quickmatch screen. Maximum points required for an opponent to meet the match criteria as a percentage
"Max Win Percent Allowed:"
END

GUI:AllowableMaps
// context: on the Quickmatch Screen, title describing the allowable maps listbox
"Allowable Maps"
END

GUI:QuickMatchTitle
"Automatch"
END

GUI:ConnectionSpeed
// context: In a search for a game this is the maximun ping that the player wants (PING is a term used in internet to identify the time in miliseconds that it takes to send a minimun message from a computer until it receives an answer frokm the receiver. Normally it is not translated  and the term stays as PING)
"Connection Speed"
END

GUI:NumPlayers
// context: Number of players in a game
"Players:"
END

GUI:PlayersVersusPlayers
// context: the %d variables are replaced by the number of players as in: 2 v 2
"%d vs %d"
END

GUI:TimeInMilliseconds
// context: the %d is replace by the ping time, and the ms stays for the abreviate form of miliseconds, as in: 100 ms
"%d ms"
END

GUI:MaxDisconnects
// context: Max disconnects until a game is terminated. If a player creates artificial disconnects in the connection, looking for a draw in the game, our server will count them. In a search for a game, a player can select not to play against other player with too many disconnects. This is the meaning of this field, the amount of maximun disconnect you want to allow.
"Max Disconnects Allowed:"
END

GUI:Confirm
// context: Verification dialog
"Are you sure?"
END

GUI:MapPreview
// context: label above the map preview window (no punctuation - it's a label)
"Map Preview"
END

GUI:NothingSelected
// context: Notification dialog
"Nothing selected."
END

GUI:SelectedAcrossScreen
// context: Notification dialog. It refers to the amount of units or buildings selected in the visible ingame screen
"Selected across screen."
END

GUI:SelectedAcrossMap
// context: Notification dialog. It refers to the amount of units or buildings selected in the whole map.
"Selected across map."
END

GUI:Rank1Required
//DO NOT TRANSLATE
"RANK REQUIRED - 1 Star General"
END

GUI:Rank3Required
//DO NOT TRANSLATE
"RANK REQUIRED - 3 Star General"
END

GUI:Rank8Required
//DO NOT TRANSLATE
"RANK REQUIRED - 5 Star General"
END

GUI:Experience
// context: label above the experience bar on the Experience Screen
"Experience"
END

GUI:RemainingSkillPoints
// context: label on experience screen telling the user how many skill poitns they have left to spend
"Points"
END

//context:

TOOLTIP:PlayerCreatedName
// context: on the game info popup on the LAN lobby screen. When mousing over the Game name, this tooltip is displayed
"Name of the player that created the game"
END

TOOLTIP:HTTPProxy
// context: HTTP proxy tooltip for patch checking (options menu)
"Set an HTTP Proxy to use for Command and Conquer 3 Online"
END

TOOLTIP:PlayerSetting
// context: located on the Quickmatch setup menu
"Choose to match with a 1 vs. 1 or Team Game"
END

TOOLTIP:Ping
// context: located on the Quickmatch setup menu
"Choose your tolerance of the opponent connection speed"
END

TOOLTIP:Disconnect
// context: located on the Quickmatch setup menu
"Choose your tolerance of the total opponent disconnects"
END

TOOLTIP:Ladder
// context: located on the Quickmatch setup menu
"Choose the ladder on which you'd like to play"
END

TOOLTIP:QuickMatchStatus
// context: located on the Quickmatch setup menu
"Automatch will attempt to match you based on skill level, PC spec, etc"
END

TOOLTIP:SendDelay
//context: located on the options menu
"For Firewall Users Only. (Please Consult the Manual)"
END

TOOLTIP:RefreshNat
//context: located on the options menu
"Click after changing firewall setup or ISP"
END

TOOLTIP:OnlineIP
//context: located on the options menu
"IP Address used to connect to Command and Conquer 3 Online"
END

TOOLTIP:LanIP
//context: located on the options menu
"IP Address used to connect with players in network games"
END

TOOLTIP:Vote
// context: located in the disconnecting screen and allows for a player to vote out someone
"Click to vote player out of game in order for you to continue"
END

TOOLTIP:GamesBeingformed
// context: located in the disconnecting screen and allows for a player to vote out someone
"Your connection speed to this games players"
END

 TOOLTIP:NameButton
// context: located in the disconnecting screen and allows for a player to sort by name
"Sort by game name"
END

TOOLTIP:EmoteText
// context: located in the disconnecting screen and allows for a player to enter text
"Left click to enter text"
END

TOOLTIP:AsianText
// context: located in the player's info 
"Click to toggle Asian chat, etc."
END

TOOLTIP:NonAsianText
// context: located in the player's info 
"Click to toggle Non Asian chat, etc."
END

TOOLTIP:ExperienceToLevel
// context: progress bar tooltip that informs the user as to how much more experience until they level.
"Experience to next level"
END

HOTKEY:Separator
"+"
END

HOTKEY:UnassignedKey
"--"
END

HOTKEY:KEY_XBUTTON1
// additional mouse button
"Mouse Button 3"
END

HOTKEY:KEY_XBUTTON2
// additional mouse button
"Mouse Button 4"
END

HOTKEY:KEY_SCROLL
"Scroll Lock"
END

HOTKEY:KEY_SYSREQ
"Print Screen"
END

HOTKEY:KEY_NUM
"Num Lock"
END

HOTKEY:KEY_NONE
""
END

HOTKEY:KEY_CAPS
"Caps"
END

HOTKEY:CTRL
"Ctrl"
END

HOTKEY:ALT
"Alt"
END

HOTKEY:SHIFT
"Shift"
END

HOTKEY:KEY_ESC
"Esc"
END

HOTKEY:KEY_BACKSPACE
"BSpace"
END

HOTKEY:KEY_ENTER
"Enter"
END

HOTKEY:KEY_SPACE
"Space"
END

HOTKEY:KEY_TAB
"Tab"
END

HOTKEY:KEY_F1
"F1"
END

HOTKEY:KEY_F2
"F2"
END

HOTKEY:KEY_F3
"F3"
END

HOTKEY:KEY_F4
"F4"
END

HOTKEY:KEY_F5
"F5"
END

HOTKEY:KEY_F6
"F6"
END

HOTKEY:KEY_F7
"F7"
END

HOTKEY:KEY_F8
"F8"
END

HOTKEY:KEY_F9
"F9"
END

HOTKEY:KEY_F10
"F10"
END

HOTKEY:KEY_F11
"F11"
END

HOTKEY:KEY_F12
"F12"
END

HOTKEY:KEY_A
"A"
END

HOTKEY:KEY_B
"B"
END

HOTKEY:KEY_C
"C"
END

HOTKEY:KEY_D
"D"
END

HOTKEY:KEY_E
"E"
END

HOTKEY:KEY_F
"F"
END

HOTKEY:KEY_G
"G"
END

HOTKEY:KEY_H
"H"
END

HOTKEY:KEY_I
"I"
END

HOTKEY:KEY_J
"J"
END

HOTKEY:KEY_K
"K"
END

HOTKEY:KEY_L
"L"
END

HOTKEY:KEY_M
"M"
END

HOTKEY:KEY_N
"N"
END

HOTKEY:KEY_O
"O"
END

HOTKEY:KEY_P
"P"
END

HOTKEY:KEY_Q
"Q"
END

HOTKEY:KEY_R
"R"
END

HOTKEY:KEY_S
"S"
END

HOTKEY:KEY_T
"T"
END

HOTKEY:KEY_U
"U"
END

HOTKEY:KEY_V
"V"
END

HOTKEY:KEY_W
"W"
END

HOTKEY:KEY_X
"X"
END

HOTKEY:KEY_Y
"Y"
END

HOTKEY:KEY_Z
"Z"
END

HOTKEY:KEY_1
"1"
END

HOTKEY:KEY_2
"2"
END

HOTKEY:KEY_3
"3"
END

HOTKEY:KEY_4
"4"
END

HOTKEY:KEY_5
"5"
END

HOTKEY:KEY_6
"6"
END

HOTKEY:KEY_7
"7"
END

HOTKEY:KEY_8
"8"
END

HOTKEY:KEY_9
"9"
END

HOTKEY:KEY_0
"0"
END

HOTKEY:KEY_KP1
"KP 1"
END

HOTKEY:KEY_KP2
"KP 2"
END

HOTKEY:KEY_KP3
"KP 3"
END

HOTKEY:KEY_KP4
"KP 4"
END

HOTKEY:KEY_KP5
"KP 5"
END

HOTKEY:KEY_KP6
"KP 6"
END

HOTKEY:KEY_KP7
"KP 7"
END

HOTKEY:KEY_KP8
"KP 8"
END

HOTKEY:KEY_KP9
"KP 9"
END

HOTKEY:KEY_KP0
"KP 0"
END

HOTKEY:KEY_MINUS
"-"
END

HOTKEY:KEY_EQUAL
"="
END

HOTKEY:KEY_LBRACKET
"["
END

HOTKEY:KEY_RBRACKET
"]"
END

HOTKEY:KEY_SEMICOLON
";"
END

HOTKEY:KEY_APOSTROPHE
"'"
END

HOTKEY:KEY_TICK
"`"
END

HOTKEY:KEY_BACKSLASH
"\"
END

HOTKEY:KEY_COMMA
","
END

HOTKEY:KEY_PERIOD
"."
END

HOTKEY:KEY_SLASH
"/"
END


HOTKEY:KEY_UP
"Up Arrow"
END

HOTKEY:KEY_DOWN
"Down Arrow"
END

HOTKEY:KEY_LEFT
"Left Arrow"
END

HOTKEY:KEY_RIGHT
"Right Arrow"
END

HOTKEY:KEY_HOME
"Home"
END

HOTKEY:KEY_END
"End"
END

HOTKEY:KEY_PGUP
"PG UP"
END

HOTKEY:KEY_PGDN
"PG DN"
END

HOTKEY:KEY_INS
"Insert"
END

HOTKEY:KEY_DEL
"Delete"
END

HOTKEY:KEY_KPSLASH
"KP /"
END

HOTKEY:KEY_KPMINUS
"KP -"
END

HOTKEY:KEY_KPPLUS
"KP +"
END

HOTKEY:KEY_KPSTAR
"KP *"
END

HOTKEY:KEY_KPENTER
"KP Enter"
END

HOTKEY:KEY_KPDEL
"KP ."
END

HOTKEY:KEY_102
"102"
END

HOTKEY:KEY_KANA
"Kana"
END

HOTKEY:KEY_CONVERT
"Convert"
END

HOTKEY:KEY_NOCONVERT
"NoConvert"
END

HOTKEY:KEY_YEN
"Yen"
END

HOTKEY:KEY_CIRCUMFLEX
"Circumflex"
END

HOTKEY:KEY_KANJI
"Kanji"
END

HOTKEY:
"KP +"
END

////////////////////////////////////////////////////////////////////////////
// HotkeyNames /////////////////////////////////////////////////////////////

APT:UnsupportedKeyCombo
"That is either a restricted or reserved key combination"
END

HOTKEYGROUP:1
"Radar"
END

HOTKEYGROUP:2
"Sidebar"
END

HOTKEYGROUP:3
"Unit Abilities"
END

HOTKEYGROUP:4
"Common Command Interface"
END

HOTKEYGROUP:5
"Support Powers"
END

HOTKEYGROUP:6
"Keyboard Only Commands"
END

HOTKEYGROUP:0
"Reserved command"
END

HOTKEYNAME:AddToGroup0
"Add to Group 0"
END

HOTKEYNAME:AddToGroup1
"Add to Group 1"
END

HOTKEYNAME:AddToGroup2
"Add to Group 2"
END

HOTKEYNAME:AddToGroup3
"Add to Group 3"
END

HOTKEYNAME:AddToGroup4
"Add to Group 4"
END

HOTKEYNAME:AddToGroup5
"Add to Group 5"
END

HOTKEYNAME:AddToGroup6
"Add to Group 6"
END

HOTKEYNAME:AddToGroup7
"Add to Group 7"
END

HOTKEYNAME:AddToGroup8
"Add to Group 8"
END

HOTKEYNAME:AddToGroup9
"Add to Group 9"
END

HOTKEYNAME:AllCheer
"All Cheer"
END

HOTKEYNAME:AttackMove
"Attack Move"
END

HOTKEYNAME:CameraReset
"Reset Camera"
END

HOTKEYNAME:ChatWithAllies
"Chat With Allies"
END

HOTKEYNAME:ChatWithBuddies
"Chat With Buddies"
END

HOTKEYNAME:ChatWithEveryone
"Chat With Everyone"
END

HOTKEYNAME:CreateFormation
"Create Formation"
END

HOTKEYNAME:CreateGroup0
"Create Group 0"
END

HOTKEYNAME:CreateGroup1
"Create Group 1"
END

HOTKEYNAME:CreateGroup2
"Create Group 2"
END

HOTKEYNAME:CreateGroup3
"Create Group 3"
END

HOTKEYNAME:CreateGroup4
"Create Group 4"
END

HOTKEYNAME:CreateGroup5
"Create Group 5"
END

HOTKEYNAME:CreateGroup6
"Create Group 6"
END

HOTKEYNAME:CreateGroup7
"Create Group 7"
END

HOTKEYNAME:CreateGroup8
"Create Group 8"
END

HOTKEYNAME:CreateGroup9
"Create Group 9"
END

HOTKEYNAME:DeleteBeacon
"Delete Beacon"
END

HOTKEYNAME:ForceAttack
"Force Attack"
END

HOTKEYNAME:ForceAttackMove
"Assault Move"
END

HOTKEYNAME:ForceMove
"Force Move"
END

HOTKEYNAME:GoToViewBookmark1
"Go to Bookmark 1"
END

HOTKEYNAME:GoToViewBookmark2
"Go to Bookmark 2"
END

HOTKEYNAME:GoToViewBookmark3
"Go to Bookmark 3"
END

HOTKEYNAME:GoToViewBookmark4
"Go to Bookmark 4"
END

HOTKEYNAME:GoToViewBookmark5
"Go to Bookmark 5"
END

HOTKEYNAME:GoToViewBookmark6
"Go to Bookmark 6"
END

HOTKEYNAME:GoToViewBookmark7
"Go to Bookmark 7"
END

HOTKEYNAME:GoToViewBookmark8
"Go to Bookmark 8"
END

HOTKEYNAME:OpenMessenger
"Intel DB / Messenger"
END

HOTKEYNAME:OpenPauseScreen
"Pause Menu"
END

HOTKEYNAME:OpenStatusScreen
"Objectives / Player Status"
END

HOTKEYNAME:PlaceBeacon
"Place Beacon"
END

HOTKEYNAME:PlayerPowerButtonSlot1
"Slot 1"
END

HOTKEYNAME:PlayerPowerButtonSlot2
"Slot 2"
END

HOTKEYNAME:PlayerPowerButtonSlot3
"Slot 3"
END

HOTKEYNAME:PlayerPowerButtonSlot4
"Slot 4"
END

HOTKEYNAME:PlayerPowerButtonSlot5
"Slot 5"
END

HOTKEYNAME:PlayerPowerButtonSlot6
"Slot 6"
END

HOTKEYNAME:PlayerPowerButtonSlot7
"Slot 7"
END

HOTKEYNAME:PlayerPowerButtonSlot8
"Slot 8"
END

HOTKEYNAME:PlayerPowerButtonSlot9
"Slot 9"
END

HOTKEYNAME:PlayerPowerButtonSlot10
"Slot 10"
END

HOTKEYNAME:PlayerPowerButtonSlot11
"Slot 11"
END

HOTKEYNAME:PlayerPowerButtonSlot12
"Slot 12"
END

HOTKEYNAME:PlayerPowerButtonSlot13
"Slot 13"
END

HOTKEYNAME:PlayerPowerButtonSlot14
"Slot 14"
END

HOTKEYNAME:PlayerPowerButtonSlot15
"Slot 15"
END

HOTKEYNAME:PlayerPowerButtonSlot16
"Slot 16"
END

HOTKEYNAME:PlayerPowerButtonSlot17
"Slot 17"
END

HOTKEYNAME:PlayerPowerButtonSlot18
"Slot 18"
END

HOTKEYNAME:PlayerPowerButtonSlot19
"Slot 19"
END

HOTKEYNAME:PlayerPowerButtonSlot20
"Slot 20"
END

HOTKEYNAME:PlayerPowerButtonSlot21
"Slot 21"
END

HOTKEYNAME:PlayerPowerButtonSlot22
"Slot 22"
END

HOTKEYNAME:PlayerPowerButtonSlot23
"Slot 23"
END

HOTKEYNAME:PlayerPowerButtonSlot24
"Slot 24"
END
HOTKEYNAME:PlayerPowerButtonSlot25
"Slot 25"
END

HOTKEYNAME:PlayerPowerButtonSlot26
"Slot 26"
END

HOTKEYNAME:PlayerPowerButtonSlot27
"Slot 27"
END

HOTKEYNAME:PlayerPowerButtonSlot28
"Slot 28"
END

HOTKEYNAME:PlayerPowerButtonSlot29
"Slot 29"
END

HOTKEYNAME:PlayerPowerButtonSlot30
"Slot 30"
END

HOTKEYNAME:PreferSelection
"Add to selection"
END

HOTKEYNAME:GoToNextBuildQueue
"Next Subtab"
END

HOTKEYNAME:GoToPriorBuildQueue
"Previous Subtab"
END

HOTKEYNAME:ReverseMove
"Reverse Move"
END

HOTKEYNAME:SaveViewBookmark1
"Set Bookmark 1"
END

HOTKEYNAME:SaveViewBookmark2
"Set Bookmark 2"
END

HOTKEYNAME:SaveViewBookmark3
"Set Bookmark 3"
END

HOTKEYNAME:SaveViewBookmark4
"Set Bookmark 4"
END

HOTKEYNAME:SaveViewBookmark5
"Set Bookmark 5"
END

HOTKEYNAME:SaveViewBookmark6
"Set Bookmark 6"
END

HOTKEYNAME:SaveViewBookmark7
"Set Bookmark 7"
END

HOTKEYNAME:SaveViewBookmark8
"Set Bookmark 8"
END

HOTKEYNAME:Scatter
"Scatter Units"
END

HOTKEYNAME:SelectAll
"Select All Units"
END

HOTKEYNAME:SelectGroup0
"Select Group 0"
END

HOTKEYNAME:SelectGroup1
"Select Group 1"
END

HOTKEYNAME:SelectGroup2
"Select Group 2"
END

HOTKEYNAME:SelectGroup3
"Select Group 3"
END

HOTKEYNAME:SelectGroup4
"Select Group 4"
END

HOTKEYNAME:SelectGroup5
"Select Group 5"
END

HOTKEYNAME:SelectGroup6
"Select Group 6"
END

HOTKEYNAME:SelectGroup7
"Select Group 7"
END

HOTKEYNAME:SelectGroup8
"Select Group 8"
END

HOTKEYNAME:SelectGroup9
"Select Group 9"
END

HOTKEYNAME:SelectMatchingUnits
"Select Matching Units"
END

HOTKEYNAME:Sell
"Sell"
END

HOTKEYNAME:SellMode
"Sell Mode"
END

HOTKEYNAME:ShowAllHealthBars
"Show All Health Bars"
END

HOTKEYNAME:SideBarAircraftPage
"Aircraft Tab"
END

HOTKEYNAME:SideBarButtonSlot1
"Slot 1"
END

HOTKEYNAME:SideBarButtonSlot2
"Slot 2"
END

HOTKEYNAME:SideBarButtonSlot3
"Slot 3"
END

HOTKEYNAME:SideBarButtonSlot4
"Slot 4"
END

HOTKEYNAME:SideBarButtonSlot5
"Slot 5"
END

HOTKEYNAME:SideBarButtonSlot6
"Slot 6"
END

HOTKEYNAME:SideBarButtonSlot7
"Slot 7"
END

HOTKEYNAME:SideBarButtonSlot8
"Slot 8"
END

HOTKEYNAME:SideBarButtonSlot9
"Slot 9"
END

HOTKEYNAME:SideBarButtonSlot10
"Slot 10"
END

HOTKEYNAME:SideBarButtonSlot11
"Slot 11"
END

HOTKEYNAME:SideBarButtonSlot12
"Slot 12"
END

HOTKEYNAME:SideBarInfantryPage
"Infantry Tab"
END

HOTKEYNAME:SideBarMainStructurePage
"Production Structure Tab"
END

HOTKEYNAME:SideBarOtherStructurePage
"Support Structure Tab"
END

HOTKEYNAME:SideBarSelectionRefinementPage
"Contextual Tab"
END

HOTKEYNAME:SideBarVehiclePage
"Vehicle Tab"
END

HOTKEYNAME:StanceAggressive
"Aggressive Stance"
END

HOTKEYNAME:StanceGuard
"Guard Stance"
END

HOTKEYNAME:StanceHoldFire
"Hold Fire Stance"
END

HOTKEYNAME:StanceHoldPosition
"Hold Ground Stance"
END

HOTKEYNAME:Stop
"Stop Units"
END

HOTKEYNAME:ToggleFastForwardMode
"Fast Forward Mode"
END

HOTKEYNAME:ToggleHUD
"Toggle HUD"
END

HOTKEYNAME:TogglePowerMode
"Power Mode"
END

HOTKEYNAME:ToggleRepairMode
"Repair Mode"
END

HOTKEYNAME:ToggleVoiceChatMode
"Toggle Voice Chat Mode"
END

HOTKEYNAME:UnitAbilityButtonSlot1
"Slot 1"
END

HOTKEYNAME:UnitAbilityButtonSlot2
"Slot 2"
END

HOTKEYNAME:UnitAbilityButtonSlot3
"Slot 3"
END

HOTKEYNAME:UnitAbilityButtonSlot4
"Slot 4"
END

HOTKEYNAME:UnitAbilityButtonSlot5
"Slot 5"
END

HOTKEYNAME:UnitAbilityButtonSlot6
"Slot 6"
END

HOTKEYNAME:ViewGroup0
"View Group 0"
END

HOTKEYNAME:ViewGroup1
"View Group 1"
END

HOTKEYNAME:ViewGroup2
"View Group 2"
END

HOTKEYNAME:ViewGroup3
"View Group 3"
END

HOTKEYNAME:ViewGroup4
"View Group 4"
END

HOTKEYNAME:ViewGroup5
"View Group 5"
END

HOTKEYNAME:ViewGroup6
"View Group 6"
END

HOTKEYNAME:ViewGroup7
"View Group 7"
END

HOTKEYNAME:ViewGroup8
"View Group 8"
END

HOTKEYNAME:ViewGroup9
"View Group 9"
END

HOTKEYNAME:ViewHomeBase
"View Home Base"
END

HOTKEYNAME:ViewLastEvaEvent
"View Last Event"
END

HOTKEYNAME:VoiceChat
"Voice Chat"
END

HOTKEYNAME:WaypointMode
"Waypoint Mode"
END

HOTKEYNAME:PlanningMode
"Planning Mode"
END

HOTKEYNAME:CycleHarvesters
"Jump to next Harvester"
END

HOTKEYNAME:PlaceRallyPoint
"Place Rally Point"
END




APT:TournamentModeDesc
"Play games which will be recorded on the Ranked Ladders. \n Choose from the fields below and click Join Game to begin searching for an opponent."
END

APT:HeaderLoadSavedReplay
// Title of the Load Replays screen
"LOAD REPLAY"
END

APT:ClickToSelect
// On options custom keyboard
"Click to assign a new hotkey"
END

APT:ReadyToAssignNewHotkey
// On options custom keyboard
"Enter new hotkey"
END

APT:HotkeySlot
// On options custom keyboard
"Command"
END

APT:HotkeyValue
// On options custom keyboard
"Hotkey"
END

APT:CustomHotkeysInstructions1
// On options custom keyboard
"Welcome to the Customizable Hotkeys screen. \n \n To assign a new hotkey, simply click on the slot in the wireframe image to the right or select a command via the drop down catagories above. \n \n You are allowed to assign one modifier to each key combo, either SHIFT, CTRL, or ALT."
END

APT:PleaseEnterNewHotkey
// On options custom keyboard
"Please enter new hotkey"
END

APT:ViewKeyOnly
// On options custom keyboard
"Press to select commands that do not map to UI buttons"
END

APT:SelectHotkeyToAssign
"Select Hotkey To Assign"
END

APT:DuplicateKeyError
"'%ls'\nis already assigned to\n'%ls'"
END

APT:OnlyOneModifierAllowed
"You may only use one modifier key: Control, Alt, or Shift.\n\nUnable to change mapping."
END

APT:TooManyModifiers
// User is holding down two or more of Ctrl, Alt, Shift
"Too many modifiers"
END

APT:NewHotkeyAssignedSuccessfully
"New hotkey assigned successfully"
END

APT:FailedToAssignKey
"Failed to assign '%ls' to '%ls'.\n\nUnable to change mapping."
END

APT:ShowKeyboardInstructions
"Please select a slot from the above list to begin assigning new Hotkeys."
END

APT:ClearHotkey
"Clear"
END

APT:NoMatchTitle
"No Match Title"
END

APT:NoMatchDescription
"No Match Description"
END

APT:NoMapName
"No Map Name"
END


/////////////////////////////////////////////////////////////////////////
TOOLTIP:HotKeyNameFormat
"(%s)"
END

TOOLTIP:Brightness
// context: on the Options Menu
"Adjust the brightness of the game"
END

TOOLTIP:ScrollSpeed
// context: Located on the Options menu, Adjusts the scroll speed when you move the mouse to the side of the map.
"Adjust map scroll speed"
END

//TOOLTIP:SendDelay
// context: Located on Options Menu. THis option is to be used with some firewalls.
//"Forces a delayed port probe; see readme.txt for a list of firewalls this should be used with"
//END

//TOOLTIP:RefreshNat
// context: located on the Options Menu
//"NAT Refresh - Forces a redetection of your NAT behavior.  Use this when you change ISP's, firewalls or NAT devices, routers, etc."
//END

TOOLTIP:OptionsAccept
// context: located on Options Menu
"Accept the changes made and exit the Options Menu"
END

TOOLTIP:OptionsCancel
// context: located on Options Menu
"Exit the Options Menu without making your changes"
END

TOOLTIP:OptionsDefaults
// context: located on Options Menu
"Reset the options to the default settings"
END

TOOLTIP:ScienceCost
// context: Tooltip part that's used to makeup the command bar build tooltips cost for the science
"Cost: %d"
END


TOOLTIP:AbilityCost
// context: Tooltip part that's used to makeup the command bar build tooltips rank required for a hero to use a power
"Power acquired at Level: %d"
END

TOOLTIP:ScienceCostUnavailable
// context: A mission script has made this science unpurchasable (for now).
"Cost: Unavailable"
END

TOOLTIP:ScienceDisabled
// context: A mission script has made this science unusable
"Power unavailable"
END

TOOLTIP:BuildDisabled
// context: shown in the tooltip for units or structures that have been disabled by a mission script
"Unavailable"
END

TOOLTIP:Cost
// context: Tooltip part that's used to makeup the command bar build tooltips
"Cost: %d"
END

TOOLTIP:CostFree
// Context: Tooltip part that's displayed when the cost to build a unit is zero
"Cost: FREE"
END

TOOLTIP:CommandPoints
// context: Tooltip part that's used to makeup the command bar build tooltips
"Command Points: %d"
END

TOOLTIP:Shortcut
// context: Tooltip part that's used to label the command bar shortcut key
"Shortcut: %s"
END

TOOLTIP:StructureVeterancy
// context: Tooltip part that's used to label the command bar shortcut key
"Structure Level Required: %s"
END

TOOLTIP:Rank
// Used to display a unit's rank in the in-game help text
"Level: %d / Maximum Level: %d"
END

TOOLTIP:MaxHealth
// Used to display a unit's maximum health in the in-game help text
"Health: %d"
END

TOOLTIP:MeleeDamage
// Used to display a unit's melee damage in the in-game help text
"Melee Damage: %d"
END

TOOLTIP:RangedDamage
// Used to display a unit's ranged damage in the in-game help text
"Ranged Damage: %d"
END

TOOLTIP:BattlesFought
// Used to display the unit's number of battle's fought in the in-game help text
"Battles Fought: %d"
END


TOOLTIP:AlreadyUpgradedDefault
// context: Default message when you highlight an upgrade that has already been purchased -- so you can't buy it again!
"This upgrade has already been purchased"
END

TOOLTIP:HasConflictingUpgradeDefault
// context: Default message when you highlight an upgrade that you can't purchase due to mutually-exclusive conflict (you bought another upgrade so you can't buy this one).
"This unit cannot receive this upgrade"
END

TOOLTIP:SupplyWarehouse
// context: Displayed when mousing over a SupplyWarehouse in game.  Tells the player how much cash is left
"\n$%d remain"
END

TOOLTIP:LobbyPlayers
// context: number of players in the lobby. The lobby is a list ofplayers acctually connected to the server, and waiting to join a game to play
"Players currently in the Game Lobby"
END

TOOLTIP:StartWorldBuilder
// context: Button to execute the Map editor of the game called World Builder
"Start the World Builder editor"
END

TOOLTIP:GetUpdate
// context: Information dialog. From time to time EA will upgrade the game, and the players connected to internet will be notified with this dialog.
"Download game update"
END

TOOLTIP:DownloadProgress
//context: Download progress bar tooltip
"Download Progress"
END

TOOLTIP:GetMapPack
// context: Information dialog. From time to time EA will upgrade the map sets of the game, and the players connected to internet will be notified with this dialog.
"Download new map pack"
END

TOOLTIP:Skirmish
// context: Tooltips are small help messages that pops up whenever the player mouses over a button, object or info that requires explanation. This paricular one is shows up when the player move over the Skirmish Game button in the Main Menu
"Enter Skirmish setup menu"
END

TOOLTIP:Online
// context: This paricular one is shows up when the player move over the Internet button
"Click to join Command and Conquer 3 Online. Test your skills against opponents from around the world!"
END

TOOLTIP:Network
// context: This paricular one is shows up when the player move over the Network button
"Click to Join the Network Lobby. Test your mettle against your friends over a Local Area Network"
END

TOOLTIP:Options
// context: This paricular one is shows up when the player move over the Options button
"Click to modify the game options.  You may adjust your video, audio and game preferences"
END

TOOLTIP:Exit
// context: This particular one is shows up when the player move over the Exit button
"Exit Command and Conquer 3"
END

TOOLTIP:ExitGame
// context: Help text for the exit button
"Exit Command and Conquer 3"
END

TOOLTIP:LoadGame
// context: Help text for the load button
"Click to load the selected game"
END

TOOLTIP:MapPreviewWindow
// context: Help text for the map preview window
"Map previews can give you a leg up on the battle to come.  Make sure to look for your Supply Docks & Tech Buildings. You may also choose your starting point"
END

TOOLTIP:SaveGame
// context: Help text for the save game button
"Click to save your game in progress"
END

TOOLTIP:AcceptButton
// context: Help text for the accept button
"Accept your current choice"
END

TOOLTIP:CopyReplayToDesktop
// context: Help text to the save replay button 
"Copy selected Replay file to your Desktop"
END

TOOLTIP:ProviderType
// context: Help text for the audio source selection box
"Select your Audio Provider"
END

TOOLTIP:SpeakerType
// context: Help text for the speaker configuration selection box
"Select your Speaker Configuration"
END

TOOLTIP:LANPlayer
// context: DO NOT TRANSLATE
"%ls@%ls"
END

TOOLTIP:Resolution
// context: Help text for the screen resolution selection box
"Pick a screen resolution for your game.  The higher the resolution, the slower your game is likely to play"
END

TOOLTIP:CommandCategory
// context: Help text for the key groups in the keyboard configuration screen
"Pick a category of keyboard command"
END

TOOLTIP:CommandDescription
// context: Help text for the description of the functionality of the selected command
"The description of your selected command"
END

TOOLTIP:StartPosition
// context: Used to set your starting position
"Starting Position"
END

TOOLTIP:SelectMap
// context: Used to select the map
"Select the battlefield you would like to use"
END

//TOOLTIP:Vote
// context: DO NOT TRANSLATE YET - Displays the number of votes to kick that player.
//"Cast vote to remove player"
//END

TOOLTIP:NumberOfVotes
// context: DO NOT TRANSLATE YET - Used to select the map
"Votes cast to remove player"
END

TOOLTIP:QuitMultiplayerGame
// context: Exits from a multiplayer game
"Exit to game menus"
END

TOOLTIP:RestartGame
// context: Help text for the Restart button
"Restart game with same preferences"
END

TOOLTIP:Help
// context: DO NOT TRANSLATE YET - Used to bring up the help menu
""
END

TOOLTIP:StartLocation
// context:Used to indicate map starting locations
"Starting position"
END

TOOLTIP:ReturnToGame
// context: Help text for the Resume button
"RETURN TO GAME"
END

TOOLTIP:CommandList
// context: Help text for the available commands in the seleccted keyboard category 
"Available commands for the current category"
END

TOOLTIP:CurrentHotkey
// context: Help text for the displayed hotkey
"Displays the current Hotkey for this command"
END

TOOLTIP:AssignHotkey
// context: Help text for the enter key box
"Enter your new command Hotkey here"
END

TOOLTIP:AssignHotkeyCurrent
// context: Help text for the key assigment box
"The command this Hotkey is currently assigned to"
END

TOOLTIP:AssignButton
// context: help text for the assign key button
"Assigns your chosen Hotkey command"
END

TOOLTIP:ResetAll
// context: Help text for the Reset to Default keyboard button
"Resets all of your keyboard Hotkeys to default"
END

TOOLTIP:BackButton
// context: Help for the Back button
"Return to previous menu"
END

TOOLTIP:ProviderSelect
// context: Help text for the select Audio Provider button
"Select the 3-D Audio Provider.  The game has already chosen your optimal set up but you may manually change if you prefer"
END

TOOLTIP:SpeakerSelect
// context: Help text for the Speaker configuration button
"Select your speaker setup. The game has already chosen your optimal set up but you may manually change if you prefer"
END

TOOLTIP:DontUseAccount
// context: Used on the login screen for Online play.
"Log in without using your Command and Conquer 3 Online Account"
END

TOOLTIP:CommunicatorButton
// context: Communicator button help text
"Contact your buddies"
END

TOOLTIP:SortBuddies
// context: Help Test for the buddies button to sort the buddies to the top of the game's list
"Sort Buddies to the top of the game list"
END

//TOOLTIP:NameButton
// context: Help text for the Game Name Button. The Game Name Button sorts the list of games by their names
//"Sort by Game Name"
//END

TOOLTIP:PingButton
// context: Help text for the ping Button. The ping button sorts the list of games by ping response
"Sort by Ping"
END

TOOLTIP:EmoteButton
// context: Button that will cause your chat text to appear as if it was an emotion rather as a spoken word.
"Emote"
END

TOOLTIP:UseAccount
// context: Used on the Login screen for Online play to toggle using a gamespy account
"Join Command and Conquer 3 Online"
END

TOOLTIP:Login
// context: The button that's clicked once all information has been entered to login
"Join Command and Conquer 3 Online"
END

TOOLTIP:CreateAccount
// context: used on the Login Screen to take the user to a webpage to setup an account
"Create a new Command and Conquer 3 Online account"
END

TOOLTIP:TOS
// context: button to show the terms of service "TOS"
"View the Service Terms agreement"
END

TOOLTIP:RememberInfo
// context: The checkbox whether to remember the player's login info or not.
"Remember login info.  Not recommended for computers with multiple users"
END

TOOLTIP:Back
// context: used on every menu screen to take you back to the previous window
"Return to previous screen"
END

TOOLTIP:ProgressToNextRank
// context: used on the Stat screen to indicate the progress until the next rank
"Progress until the next Level is acheived"
END

TOOLTIP:SetLocale
// context: Tooltip for the set locale button on the Myinfo Screen
"Change your current Locale selection"
END

TOOLTIP:DeleteAccount
// context: on myinfo screen, Prompt the user whether or not they'd like to delete their current gamespy account
"Delete your current account"
END

//TOOLTIP:AsianText
// context: on myinfo screen, toggle displaying asian text or not
//"Toggle Asian text in chat lobby"
//END

//TOOLTIP:NonAsianText
// context: on myinfo screen, toggle displaying non-asian text or not
//"Toggle Non-Asian text in chat lobby"
//END


APT:ReplayMissionBttn
// Button on campaign continuation menu.
"REPLAY MISSION"
END

APT:NextMissionBttn
// Button on campaign continuation menu.
"NEXT MISSION"
END

APT:CampaignNextMission
// Text on campaign continuation menu.
"Next Mission:"
END

APT:CampaignFailedMission
// Text on campaign continuation menu.
"Failed Mission:"
END


GUI:RestartMission
// context: button to restart a game with the same settings than the game before 
"RESTART MISSION" 
END 

GUI:ExitMission
// context: button to restart a game with the same settings than the game before 
"EXIT MISSION" 
END 

GUI:OlderReplayVersionTitle
// context: Title for the Message box prompting the user that the reply that's selected is older then the version of the game.
"OLDER REPLAY VERSION"
END 
 
GUI:OlderReplayVersion
// context: Message box message prompting the user that the reply that's selected is older then the version of the game.
"Once a patch has been applied, loading a Replay from a previous patch may no longer work. Continue to load?" 
END

APT:OlderReplayVersion
// context: Message box message prompting the user that the reply that's selected is older then the version of the game.
"Once a patch has been applied, loading a Replay from a previous patch may no longer work. Continue to load?" 
END

GUI:LowTextureDetail
// context: Checkbox on Options Screen
"Low Texture Detail"
END
 
TOOLTIP:LowTextureDetail
// context: tooltip for the checkbox on the options screen
"Use Low Resolution Textures"
END

GUI:Audio
// context: heading on the Options menu above the Audio options!
"AUDIO"
END
 
GUI:LANLobby
// context: title for the Lan Lobby menu
"LAN LOBBY"
END

GUI:InsertCDPrompt
// This is the prompt for the 'Insert the CD' box.
"Missing CD"
END

GUI:InsertCDMessage
// This is the more detailed message for the 'Insert the CD' box. 
"Please insert the first game CD."
END

GUI:Credits
// context: Button label on the main screen that takes the user to the credits
"CREDITS"
END

GUI:AreYouSureDeleteAccount
// context: prompt re-assuring that the user wants to delete their account
"Are you sure you want to permanantly delete your account and all your saved statistics?"
END

GUI:NonAsianText
// context: on myinfo screen, toggle displaying asian text or not
"Non-Asian Text"
END

GUI:AsianText
// context: on myinfo screen, toggle displaying asian text or not
"Asian Text"
END

GUI:DeleteAccount
// context: on Myinfo Screen.  Prompt the user whether or not they'd like to delete their current gamespy account
"DELETE ACCOUNT"
END

GUI:SetLocale
// context: used on the stat screen when displaying a user's own stats online, Set locale button prompts to set their locale
"SET LOCALE"
END

GUI:Side
// context: heading for the player's side on the load screen
"Army"
END

GUI:WinLoss
// context: win loss heading
"Win/Loss"
END

GUI:FavSide
// context: heading for the player's favorite side
"Favorite Army"
END

GUI:Discons
// context: heading for the player's disconnects
"Disconnects"
END

GUI:Progress
// context: the progress bar's headings
"Progress"
END

GUI:Rank
// context: Label for the rank Icon
"Rank"
END

GUI:GainRank
// context: Floating text used when gaining ranks via treasures. %d gets replaced with actual numeric amount in code
"+%d Rank"
END


GUI:TotalBuddys
// context: Label for the Total Buddys
"Total Buddys"
END

GUI:PlayerStatistics
// context: the title that will have a player's name and location added to it on the stats screen
"%hs, from %ls"
END

GUI:BuildingsKilledStat
// context: Label for the total number of buildings destroyed
"Buildings Destroyed"
END

GUI:BuildingsBuiltStat
// context: Label for the total number of buildings built
"Buildings Built"
END

GUI:BuildingsLostStat
// context: Label for the total number of buildings lost
"Buildings Lost"
END

GUI:TotalBuilt
// context: Label for the Total number of units built
"Total Built"
END

GUI:TotalDeaths
// context: Label for the total deaths a player has
"Total Deaths"
END

GUI:TotalKills
// context: Label for the total kills the player has
"Total Kills"
END

GUI:FavoriteUnit
// context: Label for the player's favorite Unit
"Favorite Unit"
END

GUI:FavoriteSide
// context: Label for the Favorite Side the player uses
"Favorite Army"
END

GUI:CareerWins
// context: label for the total number of wins the player has accrued
"Career Wins"
END

GUI:CareerLosses
// context: label for the total number of loses the player has
"Career Losses"
END

GUI:CurrentWinStreak
"Current Win Streak"
END

GUI:CarrerWinPercent
"Career Win Percentage"
END

GUI:Loses
// context: label for the total number of loses the player has
"Losses"
END

GUI:Wins
// context: label for the total number of wins the player has accrued
"Wins"
END

GUI:TotalDesyncs
// context: label for the total number of desyncs the player has
"Desyncs"
END

GUI:TotalDisconnects
// context: label for the total number of disconnects the player has
"Disconnects"
END

GUI:QMWinStreak
// context: label for the most number of Tournament games this player has won in a row
"Automatch win streak"
END

GUI:WinStreak
// context: label for the most number of games this player has won in a row
"Win Streak"
END

GUI:LossStreak
// context: label for the most number of games this player has lost in a row
"Loss Streak"
END

GUI:WinPercentLabel
// context: label for win percentage for this player
"Win Percent"
END
 
GUI:BestWinStreak
// context: label for the most number of games this player has won in a row
"Best Win Streak"
END

GUI:LastLadder
// context: label for the last ladder on which this player has played
"Last Ladder"
END

GUI:GamesPlayed
// context: label for the total number of games a player has played
"Games Played"
END

GUI:TOS
// context: the terms of service button label
"SERVICE TERMS"
END


GUI:RememberInfo
// SKB:REMOVE context: the checkbox to remember the player's info
"Remember my Info"
END

GUI:HostWantsToStart
// context: The player who hosts the game wants to start the game. This message is displayed in the chat window of the multiplayer lobby. Please keep this tied to GUI:Accept
"The Host wants to start.  Press the Accept button."
END

GUI:PlayerNoMap
// context: %ls is a code variable that gets replaced by a player name who does not have a map. The Map name will replace the second %ls variable. Please note that the order for this names will be always this, the first %ls will be always replaced by the Player name and the second %ls will be always replaced by the map name.This message is displayed in the chat window of the multiplayer lobby.
"%ls does not have the map %ls."
END

GUI:LocalPlayerNoMap
// context: %ls will be replaced by the player name. As there is only one variable in the string the %ls can be placed  anywhere in the translated string. This message is displayed in the chat window of the multiplayer lobby.
"You do not have the map %ls."
END

GUI:PlayerNoMapWillTransfer
// context: %ls is a code variable that gets replaced by a player name who does not have a map. The Map name will replace the second %ls variable. Please note that the order for this names will be always this, the first %ls will be always replaced by the Player name and the second %ls will be always replaced by the map name.This message is displayed in the chat window of the multiplayer lobby.
"%ls does not have the map %ls.  It will be transferred at game start."
END

GUI:LocalPlayerNoMapWillTransfer
// context: %ls will be replaced by the player name. As there is only one variable in the string the %ls can be placed  anywhere in the translated string. This message is displayed in the chat window of the multiplayer lobby.
"You do not have the map %ls.  It will be transferred to you at game start."
END

GUI:CouldNotTransferMap
// context: error message shown if map transfer at game start fails
"Unable to transfer the map.  The game cannot start"
END

GUI:CouldNotSakeTransferMap
// context: error message shown if map transfer at game start fails
"Unable to upload the map to the GameSpy servers.  The game cannot start"
END


GUI:CouldNotTransferHero
// context: error message shown if hero transfer at game start fails
"Unable to transfer the hero data.  The game cannot start."
END

GUI:Status
"Status"
END

APT:FileTransferLoadingTitle
"Transferring Files"
END

MapTransfer:CurrentFile
// context: the file currently being transfered before loading the multiplayer game
"Current file: %ls"
END

MapTransfer:Timeout
// context: minute/second countdown to abort map transfer
"Abort in %d:%2.2d"
END

MapTransfer:Preparing
// context: map transfer status
"Preparing..."
END

MapTransfer:Sending
// context: map transfer status
"Sending..."
END

MapTransfer:Recieving
// context: map transfer status
"Receiving..."
END

MapTransfer:HostUploading
// context: map transfer status
"Host uploading..."
END

MapTransfer:Done
// context: map transfer status
"Done"
END

GUI:NeedMorePlayers
// context: The host needs at least one other player for a multiplayer game. This message is displayed in the chat window of the multiplayer lobby.
"You need more player(s) to start the game"
END

GUI:NotifiedStartIntent
// context: The player who hosts the game wants to start the game. This message is displayed in the chat window of the multiplayer lobby.
"Host wants to start game but cannot because one or more others are not ready!"
END

GUI:HostLeft
// context: the host has left the game. But the game continues. Some other player will take his place as host. This message is displayed in the chat window of the multiplayer lobby.
"The host has left the game"
END

GUI:HostLeftTitle
// context: the host has left the game. But the game continues. Some other player will take his place as host. This message is displayed in the chat window of the multiplayer lobby.
"HOST HAS LEFT"
END


GUI:WidenSearch
// context: Quickmatch - The quick match server is making a wider search for opponents.
"WIDEN SEARCH"
END

GUI:QMAborted
// context: Quickmatch - The player aborted the search before finding an opponent
"Matching aborted"
END

GUI:DrawScrollAnchor
// context: option menu - This will display the scroll window bar on screen
"Draw scroll anchor"
END

GUI:MoveScrollAnchor
// context: option menu - Select where to place the anchor scroll bar
"Move scroll anchor"
END

GUI:GroupRoom1
// context: online chat channel name
"Lobby 1"
END

GUI:GroupRoom2
// context: online chat channel name
"Lobby 2"
END

GUI:GroupRoom3
// context: online chat channel name
"Lobby 3"
END

GUI:LobbyJoined
// context: message shown when joining online chat channel.  Do not translate the %ls!
"You have joined %ls."
END

GUI:Email
// context: Email entry box in login
"Email"
END

GUI:NoLadder
// context: Ladder selection boxes
"No Ladder"
END

GUI:ChooseLadder
// context: Ladder selection boxes
"Choose A Ladder"
END


GUI:UnknownLadder
// context: game info listboxes
"Unknown Ladder"
END

GUI:WOLLogin
// context: Screen Title for the Internet game login screen
"COMMAND & CONQUER 3 ONLINE LOG IN"
END

GUI:PleaseEnterWOLInfo
// context: DO NOT TRANSLATE
"Please enter info"
END

GUI:Username
// context: box to type your username for login (player name)
"Online ID"
END

GUI:Password
// context: box to type your password for login
"Password"
END

GUI:Server
// context: select box for connecting to a specific server.
"Server"
END

GUI:AutoLogin
// context: switch box. When checked the player will log in automaticaly
"Auto Login in the Future"
END

GUI:RememberPassword
// context: Switch box. When checked the program will keep the password and the user will not have to type it again in the future.
"Remember My Password"
END

GUI:Login
// context: Login button. Accept the username and paswword and login into the sever 
"LOGIN"
END

GUI:CreateAccount
// context: Button to go to the create online account screen.
"CREATE ACCOUNT"
END

GUI:TryAgain
// context: Retry button.
"Try Again"
END

GUI:QuickMatch
// context: Tournament button. Quickmatch is a service where the server looks for a similar stats player online, then sets up a game, and it matches them. 
"QUICKMATCH"
END

GUI:DisplayOptions
// ccb:remove
// context: Heading for the display options on the options menu
"DISPLAY OPTIONS"
END

GUI:AudioOptions
// context: heading for the Audio options on the options menu
"Audio Options"
END

GUI:AudioHardware
"Hardware Accelerated Audio"
END

GUI:AudioSurround
"Surround Sound"
END

TOOLTIP:CheckAudioHardware
"Check this box to enable hardware acceleration for Audio"
END

TOOLTIP:AudioSurround
"Check this box if you have surround sound speakers"
END

GUI:NetworkOptions
// context: heading for the Network options on the options menu
"Networking"
END

GUI:SocketError
// context:The user has lost his connection to the network and is being told to check their connection.
"Failed trying to communicate with the network, check your connection."
END

GUI:NetworkError
// context: Message box header indicating that this is a network error message
"NETWORK ERROR"
END

GUI:BrightnessSlider
// context: slide bar to adjust the brightness of the screen.
// please don't make this excessively long!
"Brightness"
END

GUI:SaveGame
// context: Button to save the current game
"SAVE GAME"
END

GUI:LoadGame
// context: button to load a saved game
"LOAD GAME"
END

GUI:LoadSave
// context: button label to go to the save game and load game sub menu
"LOAD/SAVE"
END

APT:ContinueCampaign
// context: button label to start Continue campaign
"CONTINUE CAMPAIGN"
END

APT:LoadCampaign
// context: button label to start Load campaign
"LOAD CAMPAIGN"
END

APT:GameHost
"GAME HOST"
END

GUI:FirewallPopUpTitle
// context: Title text for xp sp2 firewall message 
"Firewall Detected"
END

GUI:FirewallPopUpMessage
// context: Text describing the xp sp2 firewall
"This computer has the Windows Firewall enabled. An entry must be added to the firewall exemption list to play Command & Conquer 3. Do you want the game to automatically add this entry?"
END

GUI:FirewallNoAdminTitle
// context: Can't add us to the XP2 firewall exempt list. Need admin access.
"Error"
END

GUI:FirewallNoAdminMessage
// context: Can't add us to the XP2 firewall exempt list. Need admin access.
"The game could not add itself to the Windows Firewall exemption list because you do not have administrator privileges. Please run the game once from an Administrator account (see the README file for more details)."
END

GUI:ValidateDisplayModeTitle
// Context: title of the help box presented to the user when a new display mode is selected
"Validate Display Mode"
END

GUI:ValidateDisplayModeMessage
// Context: message displayed to the user to allow them to accept or revert their new display mode settings
"Do you wish to keep the current display mode?\nThe display mode will automatically revert in 10 seconds"
END


GUI:SaveTime
// context: label immediately preceeding a time for a save game file description
"Time"
END

GUI:SaveDate
// context; label immediately preceeding a date for a save game file description
"Date"
END

GUI:Help
// context: Help button
"Help"
END

GUI:HelpDescription
// context: Switch box to enable/disable help text/tooltips
"Display help dialog"
END

GUI:ReturnToGame
// context: button to return to the game from the pause menu
"RETURN TO GAME"
END

GUI:NewGame
// context: Button to create a new game
"New Game"
END

GUI:RestartGame
// context: button to restart a game with the same settings than the game before
"RESTART GAME"
END

GUI:Surrender
// context: button to Surrender and become an observer in a multiplayer game
"SURRENDER"
END

GUI:MatchingProgress
// context: Message informing that the Quickmatch server is looking for an opponent
// Check the context of these things before changing them.  This is a caption.
// The following text is *not* appropriate:
//"Tournament is searching for your optimal opponent..."
"Tournament Progress"
END

GUI:Player'sName
// context: opponent player's name
"Opponent's Name"
END

GUI:LadderWins
// context: Number of wins of a player in this ladder
"Ladder Wins"

END

GUI:LadderLosses
// context: Number of losses of a player in this ladder
"Ladder Losses"
END

GUI:LadderPoints
// context: Points of a player in this ladder
"Ladder Points"
END

GUI:Disconnects
// context: Number of times that this player had a disconnect in a game of this ladder
"Disconnects"
END

GUI:LadderRank
// context: Player rank in this ladder
"Ladder Rank"
END

GUI:AllTimeWins
// context: Overall wins of a player
"All-Time Wins"
END

GUI:AllTimeLosses
// context: Total number og game that this player did lose
"All-Time Losses"
END

GUI:AllTimePoints
// context: total points won by this player
"All-Time Rank Points"
END

GUI:AllTimeDisconnects
// context: Total count of disconnects for this player
"All-Time Disconnects"
END

GUI:HighestRank
// context: Best rank this player ever had
"All-Time Highest Rank"
END

GUI:Honor
// context: Special honors won by the player
"Battle Honors"
END

GUI:LastUpdated
// context: date last time that the player profile was updated
"Player Profile Last Updated"
END

GUI:WOLIconKey
// context: DO NOT TRANSLATE
"Icon Key"
END

GUI:WOLWelcome
// context: Welcome message
"Welcome to Command & Conquer 3 Online, %hs"
END

GUI:MyInfo
// context: to display player info
"MY PERSONA"
END

GUI:Buddies
// context: chat board
"COMMUNICATOR"
END

GUI:BuddiesTab
// context:This is the tab on the communicator that brings up the buddy list.
"Buddies"
END

GUI:Community
// context: global forums
"Community"
END

GUI:SortAlpha
// context: Open Play - sort games alphanumerically by his name
"Name"
END

GUI:SortPing
// context: Open Play - sort games by ping time
"Connection"
END

GUI:SortBuddies
// context: Open Play - sort games with your buddies (Buddys) to the top of the list
"Buddies"
END


APT:HomeTournament
// On the online home page.
"AUTOMATCH"
END

APT:HomeOpenPlay
// On online home page
"CUSTOM MATCH"
END


APT:HomeTournamentDesc
// On the online home page.
"Quickly connect to a Ranked ladder match against other competitors. Tournament rules apply and maps are chosen at random. Opponents and Allies are based on your ladder rank."
END

APT:HomeOpenPlayDesc
// On online home page
"Host or join battles with up to seven other players, including AI. Choose from a variety of rules for Unranked matches, or use preset Tournament rules for Ranked and Clan matches."
END

APT:WelcomeMessageTitle
// On online home page
"WELCOME TO COMMAND & CONQUER 3"
END

apt:HomeInstructionTitle
// On online home page
"Command & Conquer 3 offers the following modes for Online Play"
END

APT:ManageProfile
// The 'Manage Profile' button in the main menu
"MANAGE PROFILE"
END

APT:ProfileManagerTitle
// The Profile Management dialog box title
"Manage Profile"
END

APT:AcceptProfile
// The Accept button text in profile manager dialog box
"ACCEPT"
END

APT:CreateNewProfile
// The 'Create new profile' button text in profile manager dialog box
"NEW PROFILE"
END

APT:PleaseEnterYourNameCommander
// Create new profile dialog box description text
"Please enter your name"
END

APT:CommanderProfileName
// The name of the current profile in the profile manager dialog box
"Active Profile: Commander %s"
END

APT:AcceptNewProfile
// The 'Accept' button in Create new profile dialog box
"ACCEPT"
END

APT:CancelNewProfile
// The 'Cancel' button in Create new profile dialog box
"CANCEL"
END

GUI:GSRank0
"Level 0"
END

GUI:GSRank1
"Level 1"
END

GUI:GSRank2
"Level 2"
END

GUI:GSRank3
"Level 3"
END

GUI:GSRank4
"Level 4"
END

GUI:GSRank5
"Level 5"
END

GUI:GSRank6
"Level 6"
END

GUI:GSRank7
"Level 7"
END

GUI:GSRank8
"Level 8"
END

GUI:GSRank9
"Level 9"
END

GUI:GSErrorTitle
// context: error dialog. An error occur in the chat room
""
END

GUI:GSNoLoginInfoAll
"Please enter your email, Online ID, and password.  Then, click on Login or Create Account."
END

GUI:GSNoLoginInfoEmailNickname
"Please enter your email and Online ID.  Then, click on Login or Create Account."
END

GUI:GSNoLoginInfoEmailPassword
"Please enter your email and password.  Then, click on Login or Create Account."
END

GUI:Any
// context: on Tournament screen, Any is the default setting so the option doesn't matter
"Any"
END

GUI:GSNoLoginInfoNicknamePassword
"Please enter your Online ID and password.  Then, click on Login."
END

GUI:GSNoLoginInfoEmail
"Please enter your email.  Then, click on Login or Create Account."
END

GUI:GSNoLoginInfoNickname
"Please enter your Online ID.  Then, click on Login or Create Account."
END

GUI:GSNoLoginInfoPassword
"Please enter your password.  Then, click on login."
END

GUI:GSDisconnected
// context: error message. The player has been diconnected from the chat due to an error/timeout
"You have been disconnected from the chat server."
END

GUI:GSDisconReason1
// context: the player name is already in use in the chat server. 
"That Online ID has already been taken. Please choose another"
END

GUI:GSDisconReason2
// context: nickname selected violates the chat rules
"That Online ID is invalid. Please choose another"
END

GUI:GSDisconReason3
// context: player lost connection with the chat server
"Lost connection to Command & Conquer 3 Online."
END

GUI:GSDisconReason4
// context: player can not connect to the chat server
"Could not connect to Command & Conquer 3 Online."
END

GUI:GSDisconReason5
// context: the player tried to connect to the chat server but took too long
"Login process has timed out.  Please check your internet connection"  
END

GUI:GSDisconReason6
// context: player name is not registered. Player names must be registered  and it must have a valid email address associated to them. 
"That Online ID/email combo does not exist.  If you want to create an account, click on Create Account."
END

GUI:GSDisconReason7
// context: email alias does not exist or has a bad format
"That email is invalid"
END

GUI:GSDisconReason8
// context: player typed in a wrong password
"That password is incorrect. Please try again."
END


GUI:GSDisconReason9
// context: profile has bad data
"Bad profile."
END

GUI:GSDisconReason10
// context: corrupt profile has been deleted
"Profile has been deleted."
END

GUI:GSDisconReason11
// context: Buddys server rejected player conection
"Buddy server connection was refused"
END

GUI:GSDisconReason12
// context: Buddy server failed to authorize player login request
"Buddy server authorization failed"
END

GUI:GSDisconReason13
// context: the player entered a non valid serial number during install
"Serial number is invalid. Please try another"
END

GUI:GSDisconReason14
// context: Windows registry entries have been altered
"Registry is corrupt and has been altered"
END

GUI:GSDisconReason15
// context: player's serial number has been banned for abusive use.
"Serial number is banned."
END

GUI:GSDisconReason16
// context: failed login attempt
"A profile with that Online ID already exists."
END

GUI:GSDisconReason17
// context: failed login attempt
"That password is incorrect. Please try again"
END

GUI:GSDisconReason18
// context: failed login attempt
"A profile with that Online ID already exists."
END

GUI:GSDisconReason19
// context: failed login attempt
"Server error - cannot create account."
END

GUI:GSDisconReason20
// context: Lost connection with Buddy server. Will also disconnect from peer server. Message should coincide with GUI:GSGPDisconReason7
"The connection was closed. Please try again."
END

GUI:GSDisconReason21
// context: FESL forced to terminate the online connection due to duplicate account (cd key). 
"Lost connection to Command & Conquer 3 due to duplicate account (same cd-key)."
END

GUI:GSGroupRoomJoinFail
// context: Failed to join a chat group
"Failed to join chat room"
END

GUI:GSBuddyInviteFailedTitle
"Buddy Invite Timed Out"
END

GUI:GSBuddyInviteFailed
"Unable to find game from Buddy Invite."
END

//////////////////////////////////////////////////////////////////////////
// Following GameSpy Buddy Disconnect reasons map to gp.h's GPErrorCode

GUI:GSGPDisconReason0
// context: GP_GENERAL
"Unknown connection error has occured. Please try again."
END

GUI:GSGPDisconReason1
// context: GP_PARSE
"A parsing error has occured. Please try again."
END

GUI:GSGPDisconReason2
// context: GP_NOT_LOGGED_IN
"You are currently not logged in. Please try again."
END

GUI:GSGPDisconReason3
// context: GP_BAD_SESSKEY
"Bad session key. Please try again."
END

GUI:GSGPDisconReason4
// context: GP_DATABASE
"There was a database error. Please try again."
END

GUI:GSGPDisconReason5
// context: GP_NETWORK
"There was a network error. Please try again."
END

GUI:GSGPDisconReason6
// context: GP_FORCED_DISCONNECT
"There was a forced disconnect. Please try again."
END

GUI:GSGPDisconReason7
// context: GP_CONNECTION_CLOSED
"The connection was closed. Please try again."
END

GUI:GSGPDisconReason256
// context: GP_LOGIN
"Unknown login error."
END

GUI:GSGPDisconReason257
// context: GP_LOGIN_TIMEOUT
"Login timed out."
END

GUI:GSGPDisconReason258
// context: GP_LOGIN_BAD_NICK
"Bad Online ID. This Online ID is currently not associated with this email account."
END

GUI:GSGPDisconReason259
// context: GP_LOGIN_BAD_EMAIL
"The EA account associated with this name does not exist."
END

GUI:GSGPDisconReason260
// context: GP_LOGIN_BAD_PASSWORD
"Bad password. Please enter the correct password associated with this account."
END

GUI:GSGPDisconReason261
// context: GP_LOGIN_BAD_PROFILE
"Bad profile."
END

GUI:GSGPDisconReason262
// context: GP_LOGIN_PROFILE_DELETED
"Login profile was deleted."
END

GUI:GSGPDisconReason263
// context: GP_LOGIN_CONNECTION_FAILED
"Connection failed."
END

GUI:GSGPDisconReason264
// context: GP_LOGIN_SERVER_AUTH_FAILED
"Login server authentication failed."
END

GUI:GSGPDisconReason265
// context: GP_LOGIN_BAD_UNIQUENICK
"Bad unique Online ID. Doesn't exist for this account."
END

GUI:GSGPDisconReason266
// context: GP_LOGIN_BAD_PREAUTH
"Bad pre-authentication."
END

GUI:GSGPDisconReason512
// context: GP_NEWUSER
"Unknown new user error."
END

GUI:GSGPDisconReason513
// context: GP_NEWUSER_BAD_NICK
"New User Error: Invalid Online ID. Try again."
END

GUI:GSGPDisconReason514
// context: GP_NEWUSER_BAD_PASSWORD
"New User Error: Invalid password. Try again."
END

GUI:GSGPDisconReason515
// context: GP_NEWUSER_UNIQUENICK_INVALID
"New User Error: Unique Online ID is invalid. Try something else."
END

GUI:GSGPDisconReason516
// context: GP_NEWUSER_UNIQUENICK_INUSE
"New User Error: Unique Online ID is already in use. Try something else."
END

GUI:JoinFailedRoomFull
// context: failure to join a chat room or game being hosted
"Failed to join - the room is full."
END

GUI:JoinFailedInviteOnly
// context: failure to join a chat room or game being hosted
"Failed to join - the room is invitation only."
END

GUI:JoinFailedBannedFromRoom
// context: failure to join a GameSpy chat room or game being hosted
"Failed to join - you have been banned from the room"
END

GUI:JoinFailedBadPassword
// context: failure to join a GameSpy chat room or game being hosted
"Failed to join - incorrect password"
END

GUI:JoinFailedAlreadyInRoom
// context: failure to join a GameSpy chat room or game being hosted
"Failed to join - you are already in a room"
END

GUI:JoinFailedNoConnection
// context: failure to join a GameSpy chat room or game being hosted
"Failed to join - no connection to chat server"
END

GUI:JoinFailedCRCMismatch
// context: failure to join a GameSpy chat room or game being hosted
"Failed to join - the game is a different version"
END

GUI:JoinFailedUnknownLadder
// context: failure to join a GameSpy chat room or game being hosted
"Failed to join - the game is using an unknown ladder"
END

GUI:JoinFailedGameInPlay
// context: failure to join a GameSpy chat room or game being hosted
"Failed to join - the game is already in progress"
END

GUI:JoinFailedGeneralError
// context: failure to join a GameSpy chat room or game being hosted
"Failed to join - the error code is %d"
END

GUI:JoinFailedDefault
// context: failure to join a GameSpy chat room or game being hosted
"FAILED TO JOIN ROOM"
END

GUI:NoGameSelected
// context: failed to join a game because none is selected
"Select a game to join first."
END

GUI:GSKicked
// context: the room administrator has kicked the player from the chat room
"You were kicked from the room"
END

GUI:GSKickedGameStarted
// context: the room administrator has kicked the player from the chat room because the game has started
"The game has started."
END

GUI:GSKickedGameFull
// context: the room administrator has kicked the player from the chat room because the game is full
"The game is full."
END

GUI:GSFailedToHost
// context: we were unable to connect to the master server list when trying to host
"Could not host the game"
END

GUI:NATNegotiationFailed
// context: NAT/Firewall negotiation at start of Internet Games
"Command & Conquer 3 is unable to connect to other player(s).  If the problem persists, and you have a NAT or Firewall device or software:\n  Click on the Refresh NAT button in the options menu.  If you have a DLink device, click the Send Delay button in the options menu.  If you are still unable to connect, consider opening a port in your firewall.  Consult the manual and readme for details."
END

GUI:GPErrorTitle
// context: An error occured downloading the friends list
"BUDDY ERROR"
END

GUI:GPNoCommunicator
// context: PLAYTEST ONLY - an error message stating that the communicator is disabled
"The Communicator is not available in the Multiplayer Playtest."
END

GUI:GPDisconnected
// context: Player has been disconnected from a Buddy server. 
"You have been disconnected from the buddy server.  Would you like to reconnect?"
END

GUI:GPNoProfile
// context: You have to use a profile in orde to be able to store friend lists
"You did not log in using a Profile.  No Buddy information is available."
END

GUI:PSErrorTitle
// context: Profiles are stored online in our permanent servers. 
"PERSISTENT STORAGE ERROR"
END

GUI:PSCannotConnect
// context: Profiles are stored online in our permanent servers. 
"Could not connect to the persistent storage server"
END

GUI:Error
// context: various error dialog box titles
"Error"
END

GUI:EREGError
// context: Could not find the EA Ereg2 application in the installed directory.
"The EA registration application could not be found in the install directory. Registration is required for online play."
END

GUI:PMCannotDeleteLastProfile
// context: When there is only one profile, we do not allow deletion
"Cannot delete the last profile.  Please create a new profile before removing."
END

GUI:PMCannotDeleteCurrentProfile
// context: Do not allow the user to delete the current profile
"Cannot delete the current profile.  Please switch to another profile before removing."
END

GUI:PMProfileExists
// context: When creating a profile, we found out a profile with that already exists
"A profile already exists with that name.  Please enter a different name."
END

TOOLTIP:ButtonIgnorePlayer
"Press to ignore player. \n You will no longer recieve chat messages from this player."
END

TOOLTIP:ButtonUnignorePlayer
"Press to remove the player ignore."
END


Buddy:MatchingNotification
// context: used to popup the status of a buddy. %hs is replaced by the Buddy's name
"%hs is playing an Automatch game"
END
 
Buddy:StagingNotification
// context: used to popup the status of a buddy. %hs is replaced by the Buddy's name
"%hs is setting up a game"
END
 
Buddy:CantTalkToIngameBuddy
// context: used to remind the user that you can't talk with other buddies in the same game if you are dead.
// this is to prevent cheating.
"You cannot send messages to buddies in your game if you are observing."
END

Buddy:LoadingNotification
// context: used to popup the status of a buddy. %hs is replaced by the Buddy's name
"%hs is starting a game"
END
 
Buddy:PlayingNotification
// context: used to popup the status of a buddy. %hs is replaced by the Buddy's name
"%hs is playing a game"
END

Buddy:UnableToInvite
"Your friend is in a state where they cannot accept an invite, try again later."
END

Buddy:ToInvite
"Press to invite your friend to this game.  They may not accept the invite"
END

Buddy:Offline
// context: player's Buddy is not playing the game now.
"Friend is currently not online."
END

Buddy:Online
// context: player's Buddy is logged in the game now.
"Friend has just logged in."
END

Buddy:Chatting
// context: player's Buddy is loading a game in %ls (%ls is replaced by a chat room name)
"Friend is chatting in %ls"
END

Buddy:Staging
// context: player's Buddy is in a staging room.
"Friend is in staging room %ls."
END

Buddy:Loading
// context: player's Buddy is loading a game in %ls (%ls is replaced by a chat room name)
"Loading in game %ls.  Your friend will not be able to chat until he is done loading."
END

Buddy:Playing
// context: player's Buddy is playing a game in %ls (%ls is replaced by a chat room name)
"Playing game %ls.  Your friend may not want to chat while playing a game."
END

Buddy:Matching
// context: player's Buddy is trying to find a match in the Quickmatch lobby
"Player is trying to find a match in an automatch game.  He may not be recieve your message right away."
END

Buddy:Disconnected
// context: used to popup a warning when the user is disconnected from the buddy server
"You have been disconnected\nfrom the buddy list."
END

TOOLTIP:BuddyAdd
"Press to send a request to player to accept you as a friend.  If they accept, then their name will be added to you friend list."
END

TOOLTIP:BuddyRemove
"Press to remove player from you friend list.  You will remain in their friend list."
END

TOOLTIP:BuddyWaitingFriend
"A request has been sent to player to allow his name in your friend list."
END

TOOLTIP:BuddyIsRequest
"Player would like to add your names to each other's friend list."
END

Buddy:MultipleOnlineNotification
// context: used to popup the status of a buddy.
"You have buddies online"
END

Buddy:OnlineNotification
// context: used to popup the status of a buddy. 
"Now online"
END

Buddy:OfflineNotification
// context: used to popup the status of a buddy. 
"Now offline"
END

Buddy:AddNotification
// context: used to popup the status of a buddy. %hs is replaced by the Buddy's name
"%hs has requested to be put on your friends list."
END

Buddy:MessageNotification
// context: used to popup the status of a buddy. %hs is replaced by the Buddy's name
"%hs: %s..."
END

Buddy:MessageDisconnected
// context: used to popup a warning when the user is disconnected from the buddy server
"You have been disconnected\nfrom the buddy list."
END

Buddy:SelectBuddyToChat
// context: used to remind the user to select a buddy for chatting
"Select Buddy to chat"
END

Buddy:BuddyRequest
"Buddy Request"
END

Buddy:FriendRequestSent
"%hs has been invited to join you buddy list."
END

GUI:Close
// context: Select box Close in the multiplayer Open Play slots for players
"Close"
END

GUI:Com/Tac
// context: DO NOT TRANSLATE
"Com/Tac"
END

GUI:MoneySymbol
// context: DO NOT TRANSLATE
"$"
End

GUI:$$$
// context: DO NOT TRANSLATE
"$$$"
END

GUI:CloseExpScreen
"Done"
END

TOOLTIP:CloseExpScreen
"Return to Game"
END


GUI:OverchargeExhausted
// context: Power plants can increase power for a limited time. This message is displayed when the time expires.
"Overcharge exhausted."
END

GUI:NotEnoughMoneyToBuild
// context: warning to the player when he is low in money.
"You do not have enough resources to build that."
END

GUI:NotEnoughMoneyToUpgrade
// context: warning to the player when he is low in money.
"You do not have enough resources for that upgrade."
END

GUI:ProductionQueueFull
// context: warning to the player when all the production queue for this bldg is full
"The unit's production queue is full."
END

GUI:UnitMaxedOut
// context: warning to the player when he already has the max of that unit type
"You already have the maximum for this unit."
END

GUI:Level
"Level"
END

GUI:Tac
// context: DO NOT TRANSLATE
"Tac"
END

GUI:Strat
// context: DO NOT TRANSLATE
"Strat"
END

GUI:Units
"Units"
END

GUI:Struct
// context: structure
"Struct"
END

GUI:Waypt
// context: Waypoint
"Waypt"
END

GUI:WOLStatus
// context: DO NOT TRANSLATE
"Command & Conquer 3 Online Status"
END


GUI:Disconnect
// context: button to disconnect from the game
"DISCONNECT"
END

GUI:Open
// context: Open slot. 
"Open"
END

GUI:Closed
// context: Closed slot. 
"Closed"
END

// context: Difficulty setting for the AI ( Artificial inteligence) 
GUI:AIDifficulty
"Computer Difficulty"
END

GUI:EasyAI
"Easy"
END

GUI:MediumAI
"Medium"
END

GUI:HardAI
"Hard"
END

GUI:BrutalAI
"Brutal"
END

// context:

Demo:RulesDisabled
"Not available in Demo"
END

GUI:SkirmishNoCaps
"Skirmish"
END

GUI:AddBuddy
// context: Button to add a Buddy to your list of Buddys
"Add Buddy"
END

GUI:RemoveBuddy
// context: Button to remove a Buddy from your list of Buddys
"Remove Buddy"
END

GUI:Hide
// context: Hide the buddy list
"BACK"
END

GUI:Slower
// context: Speed setting for replays
"Slower"
END

GUI:Faster
// context: Speed setting for replays
"Faster"
END

GUI:Pause
// context: Button like in a video for replays
"Pause"
END

GUI:Menu
// context: Alternate title for the Pause menu, when it appears during unpausable multiplayer game
"Menu"
END

GUI:NextFrame
// context: Button like in a video for replays
"Next Frame"
END

GUI:ReplaySaved
// context: This is in a popup window that shows for a second when a user saves a replay.  This is to let them know that the replay was saved successfully.
"Replay Saved"
END

GUI:ReplayMenu
// context: Button to load a game replay
"LOAD"
END

GUI:AntiAliasing
// context: toggle box for enable/disable full screen antialiasing
"Anti-Aliasing"
END

GUI:Load
// context: button to load game/replay
"LOAD"
END

GUI:ScreenCapture
// context: message to the user to inform that a screen grab has been saved in %s (%s will be replaced by a folder path)
"Screen Captured to '%s'"
END

GUI:ScreenshotCapture
// context: screen capture button
"Screen Capture"
END

GUI:ScreenshotCaptureDescription
// context: screen capture button tooltip
"Take a snapshot of the game screen"
END

GUI:Null
// context: DO NOT TRANSLATE
""
END

GUI:CRCMismatch
// context: when a multiplayer game losses syncronization data between the different players this message is displayed on screen in a dialog box. (CRC is a checksum term frecuently used in computers)
"Game has detected a mismatch. This means the multiplayer game has lost synchronization data between the players. It is possible that your opponent has modified their version of the game."
END

GUI:CRCMismatchReplay
// context: when a multiplayer game REPLAY loses syncronization data between the different players this message is displayed on screen in a dialog box. (CRC is a checksum term frequently used in computers)
"Replay has encountered a mismatch. This means the information in this replay can differ greatly from the original game as you continue watching."
END


GUI:KeyboardOptions
// context: Button to go to the keyboard options screen
"Keyboard Options"
END

GUI:CustomizeKeyboard
// context: Button to go to the keyboard customization screen
"Customize Keyboard"
END

GUI:Category
// context: category of keys. Keys are grouped by functionality
"Category"
END

GUI:Description
// context: key functionality description
"Description"
END

GUI:Commands
// context: Available commands
"Commands"
END

GUI:CurrentHotkey
// context: current key assigment
"Current Hotkey"
END

GUI:AssignNewHotkey
// context: button to assign a new key
"Assign New Hotkey"
END

GUI:CurrentlyAssignedTo
// context: current key assigment
"Currently Assigned To"
END

GUI:Assign
// context: button to assign a new key
"Assign"
END

GUI:ResetAll
// context: button to return to the default key assigments
"Reset All"
END

GUI:Reset
// context: button to return to the default key assigment
"Reset"
END

GUI:ResetHonors
// context: button to reset battle honors to empty in skirmish
"Reset Honors"
END 

// AI Personality Descriptions

Personality:Optimal
// context: description of Optimal personality
"Balanced"
END

Personality:Offensive
// context: description of Offensive personality
"Rusher"
END

Personality:Defensive
// context: description of Defensive personality
"Turtle"
END

Personality:Guerilla
// context: description of Guerilla personality
"Guerilla"
END

Personality:Overlord
// context: description of Overlord personality
"Steamroller"
END

Personality:Test
// context: description of Test personality
"TEST"
END

// Quickmatch messages

QM:JOININGQMCHANNEL
// context: Player is joining to the Tournament chat channel
"Joining Tournament..."
END

QM:WORKING
// context: %d is replaced for the number of players actually available in the quickmatch channel
"There are %d players currently attempting to match..."
END

QM:POOLSIZE
// context: %d is replaced for the number of playes acctually available in the quickmatch channel
"There are %d players currently attempting to match..."
END

QM:LOOKINGFORBOT
// context: server is looking to connect to the program that will match the player with an opponent
"Looking for the Command & Conquer 3 MatchMaker..."
END

QM:SENTINFO
// context: the game sent info related to the player
"Game info has been sent..."
END

QM:WIDENINGSEARCH
// context: the Quickmatch bote is making a wider search for players
"Widening search for opponents closest to your preferences..."
END

QM:MATCHED
// context: the quickmatch bot found a match for the player
"Excellent, a match has been found..."
END

QM:INCHANNEL
// context: Player is in the chat channel
"In channel..."
END

QM:NEGOTIATINGFIREWALLS
// context: Server is translating firewall languages
"Negotiating firewalls..."
END

QM:STARTINGGAME
// context: The match is starting
"Starting the game..."
END

QM:COULDNOTFINDBOT
// context: The player computer can not connect to the matching service
"Could not find the MatchMaker"
END

QM:COULDNOTFINDCHANNEL
// context: The player computer can not connect to the matching channel
"Could not find Tournament channel"
END

QM:COULDNOTNEGOTIATEFIREWALLS
// context: The server was unable to decipher the firewalls protocol
"Could not negotiate firewalls"
END

QM:STOPPED
// context: Quickmatch has been stopped due to errors
"Quickmatch aborted"
END

QM:WaitingForPlayerToJoin
// context: player's game is waiting for the opponent to join the game
"Waiting for opponent to join"
END

QM:FindingGameChannel
// context: player's game is searching for the opponent's game
"Finding opponent's game"
END

QM:JoinedGameChannel
// context: player's game joined the opponent's game
"Joined opponent's game"
END

QM:PlayerJoined
// the opponent has join to the game
"Opponent joined"
END

QM:LookingForMatchChannel
// context: player's game is searching for the quickmatch channel
"Looking for Tournament channel"
END

QM:NoMatchChannel
// context: Player's computer couldn't fin the quickmatch channel
"No match Tournament channel found"
END

QM:JoinedMatchChannel
// context: Player's computer joined the quickmatch channel
"Tournament channel joined"
END

QM:NoMatchingBot
// context: player's computer couldn't find the matching service
"MatchMaker not found"
END

QM:GameNotFound
// context: player's computer couldn't find the opponent's game
"Tournament could not find your opponent's game not found"
END

QM:TimeoutOtherPlayer
// context: player's computer timed out waiting for the opponent to join the game 
"Tournament timed out waiting for opponent to join the game"
END



// Version strings

Version:Format4
// context: TRANSLATE ONLY THE WORD Build. DO NOT MODIFY THE VARIABLES  
"%d.%02d.%d Build %d %c%c"
END

Version:Format3
// context: TRANSLATE ONLY THE WORD Version. DO NOT MODIFY THE VARIABLES  
"Version %d.%02d.%d"
END

Version:Format2
// context: TRANSLATE ONLY THE WORD Version. DO NOT MODIFY THE VARIABLES  
"Version %d.%02d"
END

Version:BuildTime
// context: DO NOT TRANSLATE
"%ls %ls"
END

Version:BuildMachine
// context: DO NOT TRANSLATE
"Build machine: %ls"
END

Version:BuildUser
// context: DO NOT TRANSLATE
"By %ls"
END

//context:

GUI:SandboxMode
// context: message shown when starting a multiplayer game with less than 2 teams
"Entering sandbox mode..."
END

GUI:NeedStartSpots
// context: error message shown when all players do not have a starting position when attempting to start a multiplayer game.
"All players must be assigned starting positions."
END

// FTP messages
// comment: FTP - File Transfer Protocol messages

GUI:CannotConnectToServservTitle
// context: title of dialog box to inform the player that we can't get a list of servers
"CANNOT CONNECT"
END

GUI:CannotConnectToServserv
// context: message to inform the player that we can't get a list of servers
"Unable to establish a connection with the Command & Conquer 3 servers. Please check your internet connection"
END

GUI:PatchAvailable
// context: Message to inform the player that there is a game update (patch) available 
"UPDATE AVAILABLE"
END

GUI:MustPatchForOnline
// context: Message to the player to inform him that he MUST update the game
"You must download the Update to play Command & Conquer 3 Online."
END

GUI:CanPatchForOnline
// context: Courtesy request
"Would you like to download the Update?"
END

GUI:CheckingForPatches
// context: the programm is checking if there is any new game update available
"Checking for Updates. Please wait...\nPress OK to abort"
END

GUI:DownloadErrorTitle
// context: There was an error while transfering the patch file to the player computer
"DOWNLOAD ERROR"
END

GUI:DownloadSuccessTitle
// context: Patch download has succed
"DOWNLOAD SUCCESS"
END

GUI:DownloadSuccess
// context: Patch download has succed
"Download completed without errors"
END

GUI:DownloadSuccessMustQuit
// context: Message asking the player to exit the game so the patch can be applied
"Click OK to exit Command & Conquer 3 and apply the Update"
END

GUI:DownloadBytesRatio
// context: Only translate the word BYTES. Do not remove the %d variables. This indicates how many bytes has been transfered of the total count.
"%d / %d bytes"
END

GUI:DownloadTimeLeft
// context: Only translate the word REMAINING. Do not remove the %d variables. This indicates how many bytes are left to finish the transfer.
"%d:%02d:%02d remaining"
END

GUI:DownloadUnknownTime
// context: DO NOT TRANSLATE
"???"
END

FTP:StatusIdle
// context: The FTP is not transfering data
"Idle"
END

FTP:UnknownError
// context: An unknown error occur while transfering the file
"Unknown Error"
END

FTP:NoSuchServer
// context: Player computer can not find the file server
"No Such Server"
END

FTP:CouldNotConnect
// context: Player computer can not connect to the file server
"Could Not Connect"
END

FTP:LoginFailed
// context: Error message. The login to the file server failed
"Login Failed"
END

FTP:NoSuchFile
// context: Error message. Can not find the patch file
"No Such File"
END

FTP:LocalFileOpenFailed
// context: Error message. The file has been transfered but the computer can not acces the locally stored file
"Local File Open Failed"
END

FTP:TCPError
// context: Internet TCP protocol error
"TCP Error"
END

FTP:DisconnectError
// context: Error Message the computer disconnected befor the end of the transaction
"Disconnect Error"
END

FTP:StatusConnecting
// context: Connnecting to the file server
"Connecting"
END

FTP:StatusLoggingIn
// context: login into the file server
"Logging In"
END

FTP:StatusFindingFile
// context: locating the file in the file server
"Finding File"
END

FTP:StatusQueryingResume
// context: Looking for the starting point in the file to resume a broken download
"Querying to Resume Download"
END

FTP:StatusDownloading
// context: Transfering the file to the player computer
"Downloading"
END

FTP:StatusDisconnecting
// context: disconnecting from the file server
"Disconnecting"
END

FTP:StatusFinishing
// context: finishing the file transaction
"Finishing"
END

FTP:StatusDone
// context: File transfer completed
"Done"
END

FTP:StatusNone
// context: No status available
"None"
END
// comment:

////////////////////////////////
// Intel Database GUI        ///
////////////////////////////////

IDB:IntelDbInstructions
// Intel DB instruction
"Please select a file from the left-hand menu to view."
END

/// Intel DB Folders with names

// GDI Sorting Folders

IDB:000_GDI_Internal_Memos
// Dummy IntelDB category name
"GDI InOps"
END

IDB:001_GDI_News_Alert
// Dummy IntelDB category name
"GDI News Wire"
END

IDB:002_GDI_Field_Recon
// Dummy IntelDB category name
"GDI Eyewitness Accounts"
END

IDB:003_GDI_Weaponry
// Dummy IntelDB category name
"GDI Weapons, Tactics, and Systems"
END

IDB:004_GDI_Rumors
// Dummy IntelDB category name
"Rumors"
END

IDB:005_GDI_Background
// Dummy IntelDB category name
"GDI Archives"
END


// Nod Sorting Folders


IDB:006_Nod_Internal_Memos
// Dummy IntelDB category name
"The Inner Circle"
END

IDB:007_Nod_News_Alerts
// Dummy IntelDB category name
"Brotherhood Eyewitness News"
END

IDB:008_Nod_Field_Recon
// Dummy IntelDB category name
"Nod Field Intelligence"
END

IDB:009_Nod_Weaponry
// Dummy IntelDB category name
"Kane's Arsenal"
END

IDB:010_Nod_Rumors
// Dummy IntelDB category name
"The Brotherhood Wire"
END

IDB:011_Nod_Background
// Dummy IntelDB category name
"Nod Archives"
END

// Alien Sorting Folders

IDB:012_Alien_Internal_Memos
// Dummy IntelDB category name
"Warp Link"
END

IDB:013_Alien_Field_Recon
// Dummy IntelDB category name
"Scrin - Field Reports"
END

IDB:014_Alien_Weaponry
// Dummy IntelDB category name
"Scrin Archives"
END


// Use \n to do a paragraph break, only paragraph breaks. 
// Entry Title - appears on left column, what the player clicks on that selects the entry
// Entry Header - Title of the entry, such as "Internal Memo: Mammoth Tanks"
// Entry Body - main portion, actual entry text
// Entry Footer - like the header, just at the bottom, a sign off, have to 

// Actual Intel DB Entries

// GDI 0-1

IDB:003_GDI_Weaponry_011_GDI_Riflemen_title
"GDI Riflemen"
END

IDB:003_GDI_Weaponry_011_GDI_Riflemen_header
"Field Manual - Basic Infantry"
END

IDB:003_GDI_Weaponry_011_GDI_Riflemen_body
"Equipped with the GD2 rifle, GDI Riflemen are the mainstay of GDI military forces. They are deployed to all combat zones and trained in anti-infantry combat techniques. Riflemen are most effective when garrisoned in fortified structures, and are equipped to dig foxholes when the need arises to defend a fixed position. Riflemen should never be deployed against heavy armor, especially flame weapons, without significant heavy-weapon support."
END

IDB:003_GDI_Weaponry_011_GDI_Riflemen_footer
"GDI - Units and Weapons"
END

IDB:003_GDI_Weaponry_012_GDI_Missile_Squad_title
"GDI Missile Squad"
END

IDB:003_GDI_Weaponry_012_GDI_Missile_Squad_header
"Field Manual - Basic Infantry"
END

IDB:003_GDI_Weaponry_012_GDI_Missile_Squad_body
"GDI Missile Squads are armed with the FGM-90, which is designed to inflict maximum damage to vehicles and aircraft. Light vehicles like jeeps and buggies are excellent targets for Missile Squads. Missile Squads are normally deployed in tandem with larger Rifleman squads, but can be used to great effect from garrisoned positions in civilian buildings or APCs where they are protected from anti-infantry fire."
END

IDB:003_GDI_Weaponry_012_GDI_Missile_Squad_footer
"GDI - Units and Weapons"
END

IDB:003_GDI_Weaponry_013_GDI_Engineer_title
"GDI Engineer"
END

IDB:003_GDI_Weaponry_013_GDI_Engineer_header
"GDI combat engineers are able to capture enemy buildings and repair structures (including bridges and base buildings).  Deploy an engineer into an enemy base structure in order to capture it - or send an engineer into a damaged building to fix it back up again.  Damaged bridges can be repaired by deploying an engineer into the bridge auto-repair gatehouses. \n \n Engineer Combat Primer Excerpt"
END

IDB:003_GDI_Weaponry_013_GDI_Engineer_body
"As a combat engineer a few cardinal rules should be kept in mind at all times:\n\n1.  Never act alone in hostile territory. Your standard issue body armor is ineffective against most modern weapons.\n2.  You are equipped with a standard GD45 sidearm. Only use it as a last resort as it will not penetrate most modern body armor.\n3.  Once you gain access to an enemy structure be sure to disable the central computer terminal immediately and install your override program to connect the structure to the nearest command post.\n4.  When entering a damaged structure be sure to initiate damage control programs for immediate results. Once the automation has kicked in you will be clear to commence more extensive repairs.\n5.  Keep your hard-hat on at all times."
END

IDB:003_GDI_Weaponry_013_GDI_Engineer_footer
"GDI - Units and Weapons"
END

IDB:003_GDI_Weaponry_014_GDI_MCV_title
"Mobile Construction Vehicle"
END

IDB:003_GDI_Weaponry_014_GDI_MCV_header
"Combat Engineering Primer"
END

IDB:003_GDI_Weaponry_014_GDI_MCV_body 
"Mobile Construction Vehicles, or MCVs, are deployed to all major theatres to serve as the foundation for a forward operating base.  The MCV is capable of rolling over any relatively clear terrain.  It is not equipped for self-defense. When an MCV reaches its destination it can immediately unpack into a Construction Yard capable of building production structures, a Tiberium Refinery, and other elements needed for a forward base. The Construction Yard can be packed up into the MCV at any time, although it is only advised when the base it supports is no longer being used."
END

IDB:003_GDI_Weaponry_014_GDI_MCV_footer
"GDI - Units and Weapons"
END

IDB:003_GDI_Weaponry_015_GDI_Barracks_title
"Barracks"
END

IDB:003_GDI_Weaponry_015_GDI_Barracks_header
"Field Manual - Logistics"
END

IDB:003_GDI_Weaponry_015_GDI_Barracks_body
"GDI base camps are created using highly portable, modular buildings. This allows for easy construction and tear-down of shelters in harsh climates and remote locations. Personnel stationed at GDI bases will find themselves protected from Tiberium contamination and ion storms due to the durable armor plating, but will not have access to advanced weaponry without the support of an Armory."
END

IDB:003_GDI_Weaponry_015_GDI_Barracks_footer
"GDI - Units and Weapons"
END

IDB:005_GDI_Background_011_GDI_Base_Closure_title
"GDI Base Closure"
END

IDB:005_GDI_Background_011_GDI_Base_Closure_header
"Scrap of News Article from 2043"
END

IDB:005_GDI_Background_011_GDI_Base_Closure_body
"...as of 2043 GDI has closed over 60% of their military bases around the world, including installations in North Carolina, Brazil, and Eastern Europe. The most recent cutbacks are due to a decrease in Nod activity - with Kane dead, the Brotherhood seems to be splintering apart..."
END

IDB:005_GDI_Background_011_GDI_Base_Closure_footer
""
END

IDB:005_GDI_Background_012_Tiberium_Primer_title
"Tiberium Primer"
END

IDB:005_GDI_Background_012_Tiberium_Primer_header
"Tiberium: A gift or a curse?"
END

IDB:005_GDI_Background_012_Tiberium_Primer_body
"Tiberium is a scientific curiosity, a vastly powerful resource, an unprecedented environmental cataclysm, a catalyst for war, and much more. It's like nothing we've ever seen before and it is constantly transforming itself.\n\nWe are almost certain Tiberium is extraterrestrial in origin; it is not man-made and there is no evidence of the substance on Earth prior to its first appearance half a century ago.  Early forms of Tiberium were almost organic, sprouting out of the ground in what seemed to be plant-like pods, leaching minerals out of the earth and emitting clouds of toxic gas. Over time, Tiberium showed it had the ability to evolve and change.\n\nBy 2047, most Tiberium on Earth has manifested in what we know as its most common form: A self-replicating proton lattice that turns any matter it touches into more of itself, giving off powerful radiation in the process.  It can change anything it comes into contact with into more Tiberium.\n\nIs Tiberium terraforming the Earth into a planet suitable for alien life? Is it a weapon? Is it a creature of some kind? Perhaps some form of consciousness resides in the crystal lattices, a quantum crystalline brain that grows ever smarter as it grows and grows. There are many theories about what Tiberium actually is...and why it is here. Ultimately its origin and its purpose - if it has one - are still a mystery.\n\nGDI has not given up on trying to contain the spread of Tiberium. With Tiberium infestation reaching critical levels and new, more sinister variants of the substance turning up, things started to look pretty grim for planet Earth in the middle of the 21st century. However, GDI has found a vulnerability in the green crystal that they have begun to exploit. GDI engineers have found the resonant frequency for Tiberium...and they have created sonic resonators that are capable of breaking up Tiberium crystals.\n\nA high level scientific explanation of the alien substance is included here for students, engineers, and scientists: The most recent form of Tiberium is a dense "dynamic proton lattice" held together by exotic heavy particles. When Tiberium comes into contact with other matter, the heavy particles randomly collide with the nuclei of the target matter, smashing it to pieces (in the case of smaller nuclei) or incrementally knocking off protons or neutrons (in the case of heavier nuclei). Tiberium captures a fraction of the protons that are ejected during this collision process and incorporates them into its own structure, thus transmuting matter into more Tiberium. Whenever one of the heavy particles - a muon or tauon - collides with an atomic nucleus, fission occurs, which results in the production of alpha, beta, and gamma radiation as well as other forms of electromagnetic radiation (like infra-red). During the transmutation process, nuclei that Tiberium has come into contact with may be changed into nuclei with different (usually fewer) numbers of protons or neutrons."
END

IDB:005_GDI_Background_012_Tiberium_Primer_footer
""
END

IDB:005_GDI_Background_013_Zones_title
"Red, Yellow, and Blue Zones"
END

IDB:005_GDI_Background_013_Zones_header
""
END

IDB:005_GDI_Background_013_Zones_body
"Tiberium infestation has rendered 30% of the planet totally uninhabitable.  Large swaths of the Earth's surface have been designated as "Red Zones" - areas that are desolate, swept by storms, and contaminated by vast amounts of Tiberium.  Venturing into, over, or even near these wastelands can be extremely dangerous.\n\nBeyond the Red Zones, Tiberium contamination has caused varying levels of environmental damage in another 50% of the Earth's populated areas.  In the ecologically compromised and war torn Yellow Zones, Tiberium fields are common - growing in the middle of cities, on farmland, and throughout the environment.  Tiberium-related climate change has caused an endless cycle of droughts, floods, and severe weather of all types including spectacular Category 6 hurricanes, tornadoes with wind speeds of 500 miles per hour, and exceedingly violent thunderstorms.  Especially destructive Ion Storms occasionally rage out of the Red Zones to wreak havoc on cities and towns in the borderlands.\n\nOnly 20% of the Earth's surface is in relatively pristine condition.  Blue Zones suffer from minimal Tiberium infestation and have been relatively untouched by war.  The populations of the Blue Zones live in relative comfort, going about their lives in high-tech futuristic cities that sit in forested valleys or nestle in pastoral farmland."
END

IDB:005_GDI_Background_013_Zones_footer
""
END


//GDI 1-1///////////////////////////////////////////////////////////////////////////////
IDB:000_GDI_Internal_Memos_111_GDI_Garrisoning_title
"Garrisoning"
END

IDB:000_GDI_Internal_Memos_111_GDI_Garrisoning_header
"Garrisoning Structures with Infantry"
END

IDB:000_GDI_Internal_Memos_111_GDI_Garrisoning_body
"Urban combat is a messy and dangerous business.  When fighting in a city environment, field commanders should use every advantage to minimize casualties.  Garrisoning civilian structures with infantry is a tactic that generates multiple rewards, including massive defensive bonuses and increased safety for the troops.  Buildings can provide cover and a fire base for infantry as they shoot at targets outside without being directly exposed to enemy fire.  Garrisoned buildings protect soldiers from heavy anti-personnel weapons mounted on vehicles. That being said, field commanders should be wary of enemy units that specialize in clearing garrisoned buildings, particularly those equipped with grenades and flamethrowers.  Remember: Caught in the cross-fire while you're out in the open?  Order your troops into a building."
END

IDB:000_GDI_Internal_Memos_111_GDI_Garrisoning_footer
""
END

IDB:003_GDI_Weaponry_112_GDI_APC_Intro_title
"APC"
END

IDB:003_GDI_Weaponry_112_GDI_APC_Intro_header
"Field Manual - APC"
END

IDB:003_GDI_Weaponry_112_GDI_APC_Intro_body
"The GDI Armored Personnel Carrier, or APC, is a six-wheeled all-terrain vehicle that can transport infantry in an armored compartment.  Dynamically sized fire slits permit the soldiers riding in the vehicle to shoot at targets outside the APC.  Deploy a Missile Squad into an APC and the vehicle effectively gains the ability to fire missiles.  Passengers can be evacuated quickly through multiple exits from the APC, so the vehicle can drop soldiers right into a firefight with minimum downtime for unloading."
END

IDB:003_GDI_Weaponry_112_GDI_APC_Intro_footer
""
END

IDB:003_GDI_Weaponry_113_GDI_Grenadier_Intro_title
"Grenadier"
END

IDB:003_GDI_Weaponry_113_GDI_Grenadier_Intro_header
"TacOps Field Guide: Grenadier Squad"
END

IDB:003_GDI_Weaponry_113_GDI_Grenadier_Intro_body
"If you need to clear a garrisoned building fast, deploy a Grenadier squad and they'll get the job done.  Their rocket propelled grenades can even hit the upper stories of taller structures.  Even better, the grenades have minimal on-board AI and guidance and steer themselves right through windows.  Grenadiers will blow the garrisoned enemy troops right out of the side of the building."
END

IDB:003_GDI_Weaponry_113_GDI_Grenadier_Intro_footer
""
END

IDB:005_GDI_Background_114_About_The_Brotherhood_title
"About the Brotherhood of Nod"
END

IDB:005_GDI_Background_114_About_The_Brotherhood_header
""
END

IDB:005_GDI_Background_114_About_The_Brotherhood_body
"GDI views Nod as a dangerous, virulent, and inexplicably self-sustaining terrorist group obsessed with accelerating the worst ecological catastrophe in history, led by a charismatic and brilliant sociopath named Kane.  The Brotherhood sees itself quite differently.  Nod believes that it is the agent of change for a world in the throes of transition to a new order, the representative of the poor and the oppressed, and a foil to the previously unchecked power of GDI.\n\nNod has the people, resources, organization, and raw military power necessary to stand against GDI and wage war on a global scale.  Yet the Brotherhood of Nod isn't a country; it's a strange new hybrid organization that has the combined characteristics of a religious movement, a multinational corporation, and a nation-state.  Given the awesome demands of modern warfare, with its terrible cost and vast scale, Nod's ability to go toe-to-toe with GDI is astonishing.\n\nNod is able to recruit thousands of new members every month from the desperate populations of the borderlands.  Their political, military, and logistical operations are decentralized and buried deep inside crumbling cities, towns, and outposts in the decaying Yellow Zones.   A vast and sophisticated infrastructure is disguised from GDI, and Nod has perfected the art of moving military assets and forces quickly over long distances without detection, even by satellite or drone aircraft with the latest generation sensors.\n\nNod's core organization is very sophisticated and high-tech but they also have a large guerilla force composed of hastily trained and minimally equipped recruits from the Yellow Zones.  Nod's field forces are an interesting mix of low tech "militia" troops and smaller numbers of highly trained, elite soldiers equipped with state of the art communications gear and the most advanced weapon systems available.\n\nNod's military assets are experimental and exotic in both appearance and function, but the durability of their units is suspect.  Nod engineers are not afraid to risk human life and will often sacrifice safety and protection for increased abilities and speed.  Their high-end military hardware runs on Tiberium and tends to be fast but vulnerable, lethal but unstable.  Nod offensive weapons deployed on vehicles range from rockets, machine guns, and flame throwers to toxins, lasers, and nuclear weapons.  They also have a number of Tiberium-based weapons."
END

IDB:005_GDI_Background_114_About_The_Brotherhood_footer
""
END

IDB:005_GDI_Background_115_About_The_GDI_title
"The Global Defense Initiative"
END

IDB:005_GDI_Background_115_About_The_GDI_header
""
END

IDB:005_GDI_Background_115_About_The_GDI_body
"The Global Defense Initiative began as a secret military alliance of advanced nations under the United Nations umbrella.  GDI's mission: To contain Tiberium, reverse its spread, and fight the sinister Brotherhood of Nod.\n\nOver time, power and sovereignty have been gradually ceded to GDI and the national identities of the participating countries have faded. In 2047 that process has reached its final stages: While there are still technically individual Member Nations, the reality is that GDI has become a unified political and military super-state.\n\nGDI controls the only areas of the Earth that have not been significantly compromised by Tiberium infestation. The crystalline alien substance is slowly consuming the rest of the planet, causing an environmental cataclysm that has made 30% of the Earth uninhabitable and another 50% of the Earth's surface exceedingly unfriendly to civilization.  GDI's home territories are known as "Blue Zones" since they are mostly clear of Tiberium and have been relatively untouched by war (in contrast to the ecologically ravaged and war-torn "Yellow Zones" and the Tiberium infested hellscapes designated as "Red Zones").\n\nThe clash between GDI and Nod has escalated into full world wars twice before - the First Tiberium War (TWI) erupted when both powers were in their formative states and that terrible war was followed by another worldwide firestorm several years later."
END

IDB:005_GDI_Background_115_About_The_GDI_footer
""
END


// GDI 1-1 Intel entries END///////////////////////////////////////////////

//GDI 1-2///////////////////////////////////////////////////////////////////////////////
IDB:000_GDI_Internal_Memos_121_GDI_Call_For_Transport_title
"Calling for Transport"
END

IDB:000_GDI_Internal_Memos_121_GDI_Call_For_Transport_header
"Airlift for Infantry and Vehicles"
END

IDB:000_GDI_Internal_Memos_121_GDI_Call_For_Transport_body
"Once a forward base has an Airfield, many GDI infantry and vehicles gain the ability to call for transport at almost any time.  The unit can radio for transport from the field and a V-35 Ox VTOL airlifter will fly to the unit's location, drop down on its thrust vectored engines, and pick up the unit.  Once a destination is communicated to the Ox crew, the aircraft will ferry the airlifted unit to its destination and set it down on target.  Keep in mind that units are extremely vulnerable while in the air - an Ox is a juicy target for an enemy unit that has any form of anti-air capability."
END

IDB:000_GDI_Internal_Memos_121_GDI_Call_For_Transport_footer
""
END


IDB:003_GDI_Weaponry_122_GDI_Sniper_Intro_title
"Sniper Team"
END

IDB:003_GDI_Weaponry_122_GDI_Sniper_Intro_header
"TacOps Field Guide: Sniper Team"
END

IDB:003_GDI_Weaponry_122_GDI_Sniper_Intro_body
"Sniper Teams are able to take down enemy infantry with deadly precision.  They employ stealth so they can't be seen or detected while motionless.  Finally, the spotter in a Sniper Team allows you to designate targets for any Juggernaut artillery unit for miles around.  The Juggernaut crew will be able to see and target enemy units and structures anywhere near active Sniper Teams in the environment."
END

IDB:003_GDI_Weaponry_122_GDI_Sniper_Intro_footer
""
END

IDB:003_GDI_Weaponry_123_GDI_ComPost_Intro_title
"Command Post"
END

IDB:003_GDI_Weaponry_123_GDI_ComPost_Intro_header
"Field Manual - Command Structure"
END

IDB:003_GDI_Weaponry_123_GDI_ComPost_Intro_body
"GDI forward bases act as the hubs for GDI operations in all Zones and weather conditions. The heart of any GDI forward base is the Command Post. From this structure field commanders can maintain contact with regional GDI resources and centralize intelligence for rapid response. High-powered radar and communications equipment allow officers real-time feedback from units in the field, but note that this gear will draw significant power from your base grid."
END

IDB:003_GDI_Weaponry_123_GDI_ComPost_Intro_footer
""
END

IDB:003_GDI_Weaponry_124_GDI_Airfield_Intro_title
"Airfield"
END

IDB:003_GDI_Weaponry_124_GDI_Airfield_Intro_header
"Field Manual - Forward Air Bases"
END

IDB:003_GDI_Weaponry_124_GDI_Airfield_Intro_body
"Air assets are often dedicated to support a particular ground force. The modular GDI Airfield can be established to maintain up to four combat aircraft indefinitely. The facility is capable of refueling, repairing, and rearming Orca ground attack aircraft, but can also sustain Firehawk VTOL attack jets with the addition of advanced technical equipment. Airfields each directly control a small element of aircraft, so without an Airfield these craft may suffer guidance failure and the inability to maintain extended operations considering global ion storm interference."
END

IDB:003_GDI_Weaponry_124_GDI_Airfield_Intro_footer
""
END

IDB:003_GDI_Weaponry_125_GDI_Orca_Intro_title
"Orca Attack Aircraft"
END

IDB:003_GDI_Weaponry_125_GDI_Orca_Intro_header
"TacOps Field Guide: Mark IV Orca"
END

IDB:003_GDI_Weaponry_125_GDI_Orca_Intro_body
"The highly maneuverable and light-weight Orca aerial weapons platform has supported GDI ground campaigns for decades.  The Mk IV version currently deployed with GDI forces worldwide is an all-new, state-of-the art aircraft.  With VTOL capability that allows it to operate from small pads, a high cruising speed, long range, and the ability to hover for extended periods, the Mk IV Orca is a truly versatile weapon system.  Its air-to-ground missiles can strike a wide variety of targets including enemy vehicles and structures.  The Mk IV can also be equipped with a sensor array capable of detecting even the most advanced Nod stealth units.  Field commanders should note that Orcas are not capable of engaging targets in the air and should be escorted by Firehawk attack jets carrying air-to-air missiles when operating in areas where Nod commands air superiority."
END

IDB:003_GDI_Weaponry_125_GDI_Orca_Intro_footer
""
END

// GDI 1-2 Intel entries END///////////////////////////////////////////////

//GDI 1-3///////////////////////////////////////////////////////////////////////////////
IDB:000_GDI_Internal_Memos_131_GDI_Logistics_Crates_title
"Logistics Crates: Targets of Opportunity"
END

IDB:000_GDI_Internal_Memos_131_GDI_Logistics_Crates_header
"Memo from Supply Sergeant Brock Littleford"
END

IDB:000_GDI_Internal_Memos_131_GDI_Logistics_Crates_body
"Both GDI and Nod rely on mobility and rapid deployment for success.  Armies seem to come and go all the time as the balance of power shifts, often very quickly.  Given the haste with which these operations are conducted, it's not a surprise that a lot of equipment is being left behind.  Our Blue Zones and Yellow Zones are becoming littered with logistics crates filled with military spares, data cores, and other equipment and supplies. Both sides use the modular G-771G container, a standard crate used by the commercial shipping industry for decades.  You'll find these containers everywhere - and they should be considered targets of opportunity for our boys in the field. If your troops crack one of these containers open, odds are they'll find something useful. G-771G containers are easy to spot: just look for geometric gray crates trimmed with diagonal stripes.  They stick out like a sore thumb and anyone can pop them open with a bit of elbow grease."
END

IDB:000_GDI_Internal_Memos_131_GDI_Logistics_Crates_footer
"Good hunting."
END

IDB:001_GDI_News_Alert_132_Ghost_in_the_machine_title
"The Ghost in the Machine"
END

IDB:001_GDI_News_Alert_132_Ghost_in_the_machine_header
"Excerpt from INN Holobrief, May 28th, 2043"
END

IDB:001_GDI_News_Alert_132_Ghost_in_the_machine_body
"One of the more unusual chapters of the second Tiberium War came to an explosive close yesterday as the GDI Corps of Engineers detonated what is believed to be the last remaining Cabal Bunker - the tube-filled underground lairs from which the rogue artificial intelligence waged brief war upon humanity.\n\nContacted for comment, retired war hero and former head of the Bureau of Mutant Affairs, Gen Paul Cortez, lauded for his role in Cabal's defeat, dismissed his fallen foe as "...a second-rate EVA with a goatee and a Napoleon complex." Cortez also claimed to have refused a GDI invitation to attend the detonation ceremony, citing his opposition to the current leadership's controversial Tiberium containment policy and "weak kneed" approach to the Brotherhood of Nod.\n\nRumors that this particular bunker displayed evidence of human or humanoid life forms in suspension capsules were quickly dismissed by GDI spokesperson Arlene Shepherd..."
END

IDB:001_GDI_News_Alert_132_Ghost_in_the_machine_footer
""
END

IDB:003_GDI_Weaponry_132_GDI_Commando_Intro_title
"Commando"
END

IDB:003_GDI_Weaponry_132_GDI_Commando_Intro_header
"TacOps Field Guide: Commando"
END

IDB:003_GDI_Weaponry_132_GDI_Commando_Intro_body
"The deadliest weapon in the GDI arsenal isn't a tank or an aircraft - it's a human being.  GDI's elite Commando is truly an "army of one", backed by 50 years of tradition and trained in a grueling program that has a 22% fatality rate and a 97% drop-out rate for the survivors (even after starting with the very best of the best in all branches of service).  Commandos are equipped with special battle armor, solid fuel jump jets, a top secret rail gun with a high rate of fire, and det-packs that can take down an entire building with an exotic new explosive.  GDI weapons labs equip Commandos with the prototypes of GDI's next-gen weapons, so nobody else on the battlefield has the toys these boys have.  The most elite Commandos are also trained to use their det-packs on the legs of large walkers, one of the reasons that GDI retired many of the bipedal walkers that were a mainstay in the second Tiberium War (given that this new vulnerability seemed like it could be exploited by Nod elite units as well)."
END

IDB:003_GDI_Weaponry_132_GDI_Commando_Intro_footer
""
END

// GDI 1-3 Intel entries END///////////////////////////////////////////////

// GDI 1-4

IDB:002_GDI_Field_Recon_141_Nod_Stealth_Technology_title
"Nod Stealth Technology"
END

IDB:002_GDI_Field_Recon_141_Nod_Stealth_Technology_header
"InOps ECAP Alert "Know Your Enemy""
END

IDB:002_GDI_Field_Recon_141_Nod_Stealth_Technology_body
"Nod's Next-gen Stealth Technology Poses a Serious Threat \n \n In the first Tiberium war Nod scientists developed a cloaking device that could be mounted on a vehicle, a stealth generator that created an energy field that could literally bend light around a particular object, rendering it invisible to the eye and to radar.  Nod first deployed this new technology on the infamous Stealth Tank.  GDI eventually developed new sensors and countermeasures that neutralized Nod's stealth technology, but Nod continued to evolve the science of stealth and the "stealth arms race" has continued unabated ever since. \n \n Nod's new stealth technology is allowing a number of their vehicles and units to successfully evade detection by most current-gen GDI sensors.  As a result, Nod stealth units are proving brutally effective against our forces in the field. Nod has clearly leapfrogged GDI in stealth technology and countermeasures. \n \n GDI field commanders should be aware that the latest G-Tech sensors are required for detection of Nod stealth units.  Unfortunately, the newest sensors are not widely deployed.  Only GDI Pitbull scout vehicles and base defenses come standard with the latest stealth detecting technology.  Other units like Zone Troopers must be upgraded with Scanner Packs, and Orca aircraft can be equipped with Sensor Pods or use a recharging pulse scan to detect nearby hidden enemies.  \n \n Note that units equipped with stealth technology can sustain the stealth field while inactive or moving, but once any offensive action is taken, the field will break down and the unit will become visible. Also, there are reports that Nod has constructed a stealth disruption tower that can project a field large enough to encompass multiple units and even structures.  It's conceivable that Nod forces could cloak an entire base."
END

IDB:002_GDI_Field_Recon_141_Nod_Stealth_Technology_footer
""
END

IDB:003_GDI_Weaponry_142_GDI_Predator_Tank_Intro_title
"Predator Battle Tank"
END

IDB:003_GDI_Weaponry_142_GDI_Predator_Tank_Intro_header
"Weapons of the World 2047: GDI Main Battle Tank - MBT-6 Predator"
END

IDB:003_GDI_Weaponry_142_GDI_Predator_Tank_Intro_body
"Equipped with a 150mm cannon, this 65 ton tank packs an armor-piercing punch against any vehicle or structure. It's also fast and quite maneuverable for a large armored vehicle.  Devastating in numbers, Predator tanks can rip through enemy encampments quickly, as well as crush infantry under their tracks. They have excellent armor, but are vulnerable to armor-piercing rocket and cannon attacks."
END

IDB:003_GDI_Weaponry_142_GDI_Predator_Tank_Intro_footer
""
END

IDB:003_GDI_Weaponry_143_GDI_Base_Defenses_Intro_title
"GDI Base Defenses"
END

IDB:003_GDI_Weaponry_143_GDI_Base_Defenses_Intro_header
"Excerpt Technical Manual 2047"
END

IDB:003_GDI_Weaponry_143_GDI_Base_Defenses_Intro_body
"GDI has 3 basic base defenses with which to ward off enemy attacks: The Watchtower, the Guardian Cannon, and the AA Battery. \n \n The Watchtower stands 30ft tall with twin 20mm railguns mounted atop it. Equipped with an IR spotlight and next-gen sensor to detect stealthed units, this anti-infantry defense tears enemy infantry to shreds. Programmed to attack any ground unit that comes within its range, the Watchtower is also able to distinguish between infantry and tanks, and will prioritize the infantry over tanks so as to maximize the lethality of its anti-personnel ammunition. \n \n The Guardian Cannon is equipped with a 105mm gun capable of ripping through the heavy armor of tanks. The Guardian is an anti-vehicle weapon and is not as effective against infantry. \n \n The Anti-Air Battery has twin 30mm Gatling guns firing depleted Uranium shells at air targets.  With a deadly accurate fire control system and a staggering rate of fire, the AA Battery is very effective against any form of aircraft."
END

IDB:003_GDI_Weaponry_143_GDI_Base_Defenses_Intro_footer
""
END

IDB:003_GDI_Weaponry_144_GDI_Crane_title
"Crane"
END

IDB:003_GDI_Weaponry_144_GDI_Crane_header
"Base Logistics Field Guide"
END

IDB:003_GDI_Weaponry_144_GDI_Crane_body
"If a forward base needs to go up fast, consider building a Crane to open up a second production queue at the Construction Yard.  The nano-assemblers, computers, and control units will be able to work on two base structures simultaneously."
END

IDB:003_GDI_Weaponry_144_GDI_Crane_footer
""
END

IDB:002_GDI_Field_Recon_145_Nod_Base_Defenses_title
"Nod Base Defenses"
END

IDB:002_GDI_Field_Recon_145_Nod_Base_Defenses_header
"InOps ECAP Alert "Know Your Enemy""
END

IDB:002_GDI_Field_Recon_145_Nod_Base_Defenses_body
"Nod Base Defenses \n \n Field commanders should be aware that Nod forces have begun deploying new base defenses with some unique properties.  Each base defense consists of four components: A central hub and three turrets that can be deployed within a radius of the hub (the hub is the heart of the defense system and controls all of the associated turrets).  A hub can repair and even rebuild the three turrets that are slaved to it.  To take out one of these new base defenses, destroy the hub.  That's the only way to make sure the structure is neutralized for good.  Also, commanders should note that these new defenses are being deployed in three distinct flavors: Anti-vehicle, anti-infantry, and anti-aircraft.  Anti-vehicle defenses employ lasers, anti-aircraft turrets fire SAM missiles, and the anti-infantry turrets use an array of gun barrels that fire massive blasts of shrapnel almost like giant shotguns."
END

IDB:002_GDI_Field_Recon_145_Nod_Base_Defenses_footer
""
END

// GDI 2-1/////////////////////////////////////////////////////////

IDB:000_GDI_Internal_Memos_211_GDI_Liquid_Tib_Research_title
"Liquid Tiberium Research"
END

IDB:000_GDI_Internal_Memos_211_GDI_Liquid_Tib_Research_header
"Nod Weaponizing New Form of Tiberium"
END

IDB:000_GDI_Internal_Memos_211_GDI_Liquid_Tib_Research_body
"An advanced Nod Tiberium weapon research program was recently uncovered when a GDI strike team in North Africa stormed a Nod facility originally thought to be a chemical weapons factory.  Science Division evaluation of the wreckage subsequently confirmed several large scale Tiberium weaponization efforts underway.  Of most concern to InOps is evidence of significant progress towards the creation of a Liquid Tiberium device of unprecedented destructive power.  The liquid form of Tiberium is a relatively new manifestation of the alien substance and its properties are not well known.  Nod's Liquid Tiberium research appears to be 5 to 10 years ahead of Science Division.\n\nThere were also indications that Nod is working on a more conventional airborne Tiberium explosive and a catalyst for detonating existing Tiberium crystal deposits in a sub-critical reaction.\n\nAnalysis of past Nod R&D efforts (which tend to be redundant and decentralized in nature) suggests the Nod lab in North Africa was only one of several facilities participating in the Tiberium weaponization efforts."
END

IDB:000_GDI_Internal_Memos_211_GDI_Liquid_Tib_Research_footer
""
END


IDB:000_GDI_Internal_Memos_212_GDI_Nod_Aircraft_title
"Nod Aircraft"
END

IDB:000_GDI_Internal_Memos_212_GDI_Nod_Aircraft_header
"InOps Field Guide to Nod Aircraft in TW3 Theatres of War"
END

IDB:000_GDI_Internal_Memos_212_GDI_Nod_Aircraft_body
"Nod aircraft have evolved considerably since TW2.  Nod is fielding the VTOL Venom scout (pictured below), the batwing Vertigo stealth bomber, a Carryall that can transport troops and equipment, and a high altitude, long range bomber called the Armageddon.  Venoms are lightly armed and armored but can take on a wide variety of targets on the ground and in the air - they are even capable of engaging our Orcas in air-to-air combat.  The Vertigo evades detection by most GDI sensors and only "de-cloaks" to drop its powerful bombs on target structures and vehicles.  The Nod Carryall is the counterpart to our V-35 Ox, a VTOL aircraft that can pick up and transport a wide variety of troops and equipment.  Finally, the Armageddon is seen infrequently but when it appears on the battlefield, it is usually bringing bad news.  Nod Armageddon aircraft are used to deliver cluster mines and a number of exotic air-to-ground weapons."
END

IDB:000_GDI_Internal_Memos_212_GDI_Nod_Aircraft_footer
""
END

IDB:000_GDI_Internal_Memos_213_GDI_Nod_New_Flametank_title
"New Nod Flame Tank"
END

IDB:000_GDI_Internal_Memos_213_GDI_Nod_New_Flametank_header
"Nod Deploys New Tool of Terror"
END

IDB:000_GDI_Internal_Memos_213_GDI_Nod_New_Flametank_body
"Nod has fielded a new version of their classic anti-infantry weapon system known as the Flame Tank.  The new model carries heavier armor, has a turret to allow for easier targeting, and uses dual flame throwers that can stay in action for long periods of time without refueling.  It replaces the older "Devil's Tongue" last used in TW2.\n\nFlame Tanks are devastating against all forms of infantry and can clear out garrisoned buildings with terrifying efficiency.  InOps advises field commanders to engage Flame Tanks with armored vehicles or aircraft firing cannons or rockets. The enclosed crew compartments in armored vehicles will also protect against the inferno generated by the flame throwers."
END

IDB:000_GDI_Internal_Memos_213_GDI_Nod_New_Flametank_footer
""
END

IDB:000_GDI_Internal_Memos_214_GDI_Cap_Tib_Spikes_title
"Commandeering Tiberium Spikes"
END

IDB:000_GDI_Internal_Memos_214_GDI_Cap_Tib_Spikes_header
"Tiberium Spikes"
END

IDB:000_GDI_Internal_Memos_214_GDI_Cap_Tib_Spikes_body
"The landscape of many Blue and Yellow Zones is dotted with tall cylindrical structures known as Tiberium Spikes.  These automated extraction platforms slowly pull Tiberium out of subterranean deposits and refine it on location so that resources are available for immediate use.  GDI commanders are encouraged to commandeer Tiberium Spikes in the field to help sustain their forward operating bases.  A combat engineer deployed into a Tiberium Spike can channel resources to the production structures of a base.\n\nCommanders are encouraged to provide compensation to the legitimate owners of commandeered Tiberium Spikes in the form of GDI vouchers that can be redeemed in Reykjavik for credits.\n\nNote that spikes extract at different rates depending on the size and nature of the underlying Tiberium deposits, so the flow of resources may vary from location to location."
END

IDB:000_GDI_Internal_Memos_214_GDI_Cap_Tib_Spikes_footer
""
END

IDB:003_GDI_Weaponry_216_GDI_Zone_Trooper_Intro_title
"Zone Troopers"
END

IDB:003_GDI_Weaponry_216_GDI_Zone_Trooper_Intro_header
"TacOps Field Guide: Zone Troopers"
END

IDB:003_GDI_Weaponry_216_GDI_Zone_Trooper_Intro_body
"GDI Zone Troopers are elite heavy infantry with exceptional mobility, armor, and enough firepower to take out enemy targets ranging from infantry to light vehicles.  Equipped with power armor, rail guns, and jump jets that can boost them over obstacles or across rivers, Zone Troopers do the heavy lifting for the GDI Infantry."
END


// GDI 2-1 Intel entries END///////////////////////////////////////////////

// GDI 2-2

IDB:000_GDI_Internal_Memos_221_EMP_Control_Center_title
"EMP Control Center"
END

IDB:000_GDI_Internal_Memos_221_EMP_Control_Center_header
"Electromagnetic Pulse Control Center"
END

IDB:000_GDI_Internal_Memos_221_EMP_Control_Center_body
"Field commanders should stay on the look-out for the four cylindrical towers of the EMP Control Center.  These odd structures were erected during the last few decades in a number of Yellow Zones and Blue Zones as a deterrent to Nod attack.  The theory was that a volunteer crew would race to the EMP Control Center when the civil defense sirens sounded warning of an attack - they would fire off the EMP and disable attacking forces.  After years with little Nod activity, the centers were mostly abandoned and are now being used opportunistically by GDI and Nod forces.  Deploy a combat engineer into the EMP Control Center to capture it and use it against enemy forces."
END

IDB:000_GDI_Internal_Memos_221_EMP_Control_Center_footer
""
END

IDB:001_GDI_News_Alert_221_Mammoth_MKII_Discontinued_title
"Discontinuation of the Mammoth Mk II Walker"
END

IDB:001_GDI_News_Alert_221_Mammoth_MKII_Discontinued_header
"Excerpt from INN Holobrief, March 12th, 2039"
END

IDB:001_GDI_News_Alert_221_Mammoth_MKII_Discontinued_body
"It was a sad day for many today as the last Mammoth Mark II walker to enter active combat duty clanked its way out of GDI's San Pedro war factory and into history. With its twin rail guns, battlefield dominance, and unusual boxy profile, the Mk. II became an iconic symbol of freedom during the second Tiberium War. Its discontinuation has been greeted by many with anger, notably Captain Nick "Havoc" Parker, retired war hero, popular conservative pundit, and noted proponent of the "Kane lives" theory. \n \n "The Mark II was and continues to be one of our most powerful tools in the war against Nod fanaticism. This discontinuation is nothing but another disgusting example of GDI bureaucratic penny pinching and namby pamby 'can't we all get along' liberalism...once again, GDI is playing right into Kane's hands" \n \n With protests held at containment areas several miles away, the mood at the factory was more resigned than angry. Production of the controversial new four-tread all-terrain Mark III is scheduled to take place in far off Reykjavik, with many in San Pedro fearing for their jobs and the future of their community..."
END

IDB:001_GDI_News_Alert_221_Mammoth_MKII_Discontinued_footer
""
END

IDB:003_GDI_Weaponry_221_War_Factory_Repair_Drones_title
"War Factory Repair Drones"
END

IDB:003_GDI_Weaponry_221_War_Factory_Repair_Drones_header
"Capability Update"
END

IDB:003_GDI_Weaponry_221_War_Factory_Repair_Drones_body
"Everyone knows that War Factories build vehicles.  But did you know that a War Factory can also perform repairs?  War Factories have been upgraded with autonomous repair drones that can perform even the most complex repairs to severely damaged vehicles in a very short period of time.  How does it work?  Just get close.  Vehicle crews in damaged tanks, APCs, and buggies should bring their vehicles back to the base War Factory and the drones will begin repair operations when the vehicles are in proximity to the factory structure."
END

IDB:003_GDI_Weaponry_221_War_Factory_Repair_Drones_footer
""
END

IDB:003_GDI_Weaponry_222_Surveyor_Base_Expansion_title
"Base Expansion using the Surveyor"
END

IDB:003_GDI_Weaponry_222_Surveyor_Base_Expansion_header
"GDI Field Manual - Surveyor"
END

IDB:003_GDI_Weaponry_222_Surveyor_Base_Expansion_body
"Some forward base Construction Yards can build Surveyor vehicles (found under the Support Structure Tab of the base control interface) which have the capability to deploy into a small Outpost.  Surveyors can be given the command to deploy on any terrain where base structures can be built.  Once an Expansion Base is established, the Construction Yard in the main base can be used to build any structure nearby, including Refineries, War Factories, base defenses, and whatever else might be useful.  The Surveyor and the Outpost it creates are superb tools for claiming territory near strategic targets like remote Tiberium fields (so refineries can be built nearby, saving harvesters from a long commute through possible enemy-controlled terrain)."
END

IDB:003_GDI_Weaponry_222_Surveyor_Base_Expansion_footer
""
END

IDB:005_GDI_Background_221_Tiberium_Health_Effects_title
"Health Effects of Tiberium Contamination"
END

IDB:005_GDI_Background_221_Tiberium_Health_Effects_header
""
END

IDB:005_GDI_Background_221_Tiberium_Health_Effects_body
"What happens if you're exposed to Tiberium?  Nothing good.  If you come into direct contact with Tiberium, the green matter will start to fuse with your skin within about 20 seconds.  You'll feel an intense burning sensation, similar to touching a hot pan or spilling acid on your skin.  A full blown infection will manifest if you aren't treated immediately.  Your flesh will begin to take on a glassy-greenish appearance as it begins to crystallize; eventually your internal organs will shut down as Tiberium extends rigid crystalline runners throughout your body.  If you breathe in the crystal, then it will become embedded in your lungs.  You'll lose the ability to process oxygen as your lung tissue crystallizes.  Eventually you'll start coughing up blood and will hemorrhage to death. \n \n In some cases - and for unknown reasons - Tiberium infection will trigger cellular mutation.  It's not cancer in that the mutations seem strangely directed; they don't kill you, but your body will begin to transform.  The mechanism for this mutation is not well understood."
END

IDB:005_GDI_Background_221_Tiberium_Health_Effects_footer
""
END


IDB:005_GDI_Background_222_Yellow_Zone_Life_title
"Life in a Yellow Zone"
END

IDB:005_GDI_Background_222_Yellow_Zone_Life_header
""
END

IDB:005_GDI_Background_222_Yellow_Zone_Life_body
"Tiberium contamination affects Yellow Zones directly and indirectly. Climate change, melting glacial ice, extreme weather, Tiberium field growth, and decades of war have caused social collapse in several Yellow Zones.  Many cities in the most afflicted areas are run by warlords and criminal organizations or have degenerated into anarchy - or they have fallen under the thrall of the sinister Brotherhood of Nod. \n \n Existence in the worst-off Yellow Zones is not pleasant at all.  Your home is likely to be in a decaying building with no running water.  Power comes on for a few hours a day at erratic times.  Food is scarce.  Doctors are rare.  On a few occasions food aid or medical care will be provided by humanitarian workers visiting from the pristine and high tech Blue Zones. \n \n A subsistence living is just the start.  Tiberium contamination is a fact of life, and thousands die every year from inhaling microscopic crystals that are carried in smog, clouds of dust, and other airborne particulates.  Tiberium may even fall out of the sky suspended in rain drops if the clouds overhead have passed through a Red Zone during or after an Ion Storm.  Because of the drought conditions in many Yellow Zones, rain showers are often greeted by the local populations with an odd mix of fear, dread, and joy. \n \n In the harsh reality of a Yellow Zone, Tiberium is not the only threat.  If Tiberium doesn't get you, then you are likely to fall victim to a violent crime, get caught in the crossfire between warlords clashing over turf, or become a collateral damage statistic in the global war between the armies of the Global Defense Initiative and the Brotherhood of Nod."
END

IDB:005_GDI_Background_222_Yellow_Zone_Life_footer
""
END

// GDI 2-4

IDB:000_GDI_Internal_Memos_241_Nuclear_Launch_Facility_title
"Cairo Nuclear Launch Facility"
END

IDB:000_GDI_Internal_Memos_241_Nuclear_Launch_Facility_header
"InOps FLASH Report\n\nStrike on Philadelphia originated at Nod's Cairo Nuclear Launch Facility"
END

IDB:000_GDI_Internal_Memos_241_Nuclear_Launch_Facility_body
"InOps has confirmed that the missile used to destroy the Philadelphia was launched from an underground silo connected to Nod's Nuclear Launch Facility in Cairo.  Detection of this facility by sat-surveillance prior to the Philadelphia incident was difficult because most of the structures were buried underground or disguised.  Since the start of TW3, Nod has removed the masking structures around their buildings and brought other elements of the facility above ground to facilitate launch operations.  The underground silo that launched the Philadelphia strike is now inactive, with Nod's launch operations transferred to a central raised platform with a much lower cycle time between missile launches."
END

IDB:000_GDI_Internal_Memos_241_Nuclear_Launch_Facility_footer
""
END

IDB:000_GDI_Internal_Memos_242_Nuclear_Arsenal_title
"Nod's Nuclear Arsenal"
END

IDB:000_GDI_Internal_Memos_242_Nuclear_Arsenal_header
"InOps FLASH Report"
END

IDB:000_GDI_Internal_Memos_242_Nuclear_Arsenal_body
"Nod has consolidated its nuclear arsenal at its Cairo nuke facility.  What was once a mobile nuclear force is now a massive central arsenal.  The reason for the centralization of Nod's nukes is not known, although speculation ranges from paranoia (Kane afraid that his commanders might rebel and use nukes on Kane loyalists) to preparation for some unknown operational contingency or a gain in efficiency of operations.  Whatever the reason, we do know one thing for sure: Take out the Cairo facility and we deprive Nod of its nuclear capability."
END

IDB:000_GDI_Internal_Memos_242_Nuclear_Arsenal_footer
""
END

IDB:001_GDI_News_Alert_241_Blunder_title
"The Blunder that Nearly Finished GDI"
END

IDB:001_GDI_News_Alert_241_Blunder_header
"W3N Transcript from The Frank Hour"
END

IDB:001_GDI_News_Alert_241_Blunder_body
""...we thought our space stations and Ion Cannons were the safest of our military assets. We put our most valuable military personnel, our most important command and control systems, and our most powerful weapons in space for this very reason. Little did we know that our space assets had a deadly vulnerability - a single point of failure located in a poorly defended installation ON THE GROUND.  Nod exploited this vulnerability at the worst possible time, when our entire political and military leadership was on board the Philadelphia. This is a scandal of staggering magnitude.\n\n"It gets worse.  W3N investigative reporters dug into this story and discovered that the decision to locate our A-SAT control systems on the ground at Goddard Space Center was made because of cost.  SpaceCom would have had to build an entire new orbital platform just for the computers and crew at a cost of tens of billions.  This is an outrage.  Security in space was an illusion all along - and GDI was almost wiped out because SpaceCom wanted to save some money...""
END

IDB:001_GDI_News_Alert_241_Blunder_footer
""
END

IDB:005_GDI_Background_241_GDI_Nuclear_Weapons_title
"GDI's Nuclear Weapons"
END

IDB:005_GDI_Background_241_GDI_Nuclear_Weapons_header
""
END

IDB:005_GDI_Background_241_GDI_Nuclear_Weapons_body
"GDI still possesses a nuclear arsenal stored at key locations around the world (including a large nuke base in the desolate outback of Australia, heavily defended silos in North American Yellow Zones, and installations in other remote areas).  GDI leaders long ago made a vow not to ever use nuclear weapons no matter how bad the situation got and kept that vow even as Nod acquired its own nuclear capability.  GDI's nukes are few in number but are stored with delivery systems (including ICBMs) and kept at top operational readiness just in case GDI leaders ever change their minds.  The most difficult test of GDI nuclear policy came in the early days of TW3 right after the strike on the Philadelphia, but even then it's questionable how effective nukes would have been in stemming the Nod tide given that Nod's forces were highly decentralized and Nod troops were staging operations deep in GDI Blue Zones.  Some view GDI's pledge not to use nukes as a cynical one given that they deployed a new precision weapon of mass destruction - the Ion Cannon - right at the time they made their vow."
END

// GDI 3-1
IDB:000_GDI_Internal_Memos_311_Power_Management_title
"Power Management"
END

IDB:000_GDI_Internal_Memos_311_Power_Management_header
"<<Incoming Text Message>>"
END

IDB:000_GDI_Internal_Memos_311_Power_Management_body
"Emergency Engineering Report \n Warrant Officer S. Bowen \n GDI Forward Operating Base "Echo-2" \n Croatia \n \n SBowenWrenchMonkey: Power plants are down and our base grid is compromised - there just isn't enough juice to keep everything running at the same time.  The only way you're going to keep those defenses online is to power down anything you're not using. If you shut down half of the base defenses we should be able to squeeze out enough power to keep the other half online. If one of the active defenses gets destroyed it won't draw power, so you can turn on another defense to take over.  You may also need to shut down defenses that aren't active to re-route power to guns and turrets that are under immediate threat.  Juggling power under fire is the key to survival here."
END

IDB:000_GDI_Internal_Memos_311_Power_Management_footer
""
END

IDB:001_GDI_News_Alert_311_Kane_Eastern_Europe_title
"Kane's Fascination with Eastern Europe"
END

IDB:001_GDI_News_Alert_311_Kane_Eastern_Europe_header
"Excerpt from W3N Special on Kane"
END

IDB:001_GDI_News_Alert_311_Kane_Eastern_Europe_body
""...why is Kane determined to rebuild in Eastern Europe?  What is his fascination with Sarajevo?  Eastern Europe has been a focal point for Nod activity for decades and the reasons aren't entirely clear...""
END

IDB:001_GDI_News_Alert_311_Kane_Eastern_Europe_footer
""
END

// GDI 3-3
IDB:003_GDI_Weaponry_331_Rig_Deployment_title
"Rig Deployment into a forward Battle Base"
END

IDB:003_GDI_Weaponry_331_Rig_Deployment_header
"GDI Field Manual - Holding The Line"
END

IDB:003_GDI_Weaponry_331_Rig_Deployment_body
"GDI field commanders in some forward bases have access to one of the most unique power projection systems in the world: The Rig.  The Rig is a vehicle that is designed to roll deep into enemy territory and quickly deploy into a heavily armed Battle Base structure.  Equipped with Guardian cannons and a missile launcher, the Battle Base is capable of engaging enemy vehicles and aircraft.  As an added bonus, Rigs carry a complement of auto-drones for making field repairs to GDI vehicles.  The Rig/Battle Base combination is ideal for claiming and holding terrain, enabling GDI field commanders to employ a classic "clear and hold" strategy for securing Tiberium fields or gradually taking over an objective area."
END

IDB:003_GDI_Weaponry_331_Rig_Deployment_footer
""
END

IDB:003_GDI_Weaponry_332_Firehawk_Jets_title
"Firehawk Attack Jets"
END

IDB:003_GDI_Weaponry_332_Firehawk_Jets_header
"TacOps Field Guide: Firehawk"
END

IDB:003_GDI_Weaponry_332_Firehawk_Jets_body
"The Firehawk is a fast and highly maneuverable VTOL attack jet that can carry air-to-ground or air-to-air missiles.  Field commanders can make their load-out choices while the Firehawk is on the pad at an airfield.  Forward bases with a Tech Center structure can equip Firehawks with special rocket boosters that allow the aircraft to punch into the stratosphere and go near-orbital in order to hop over enemy air defenses.  Note that Firehawks are vulnerable to AA fire in the actual target zone during the re-entry after the boost phase."
END

IDB:003_GDI_Weaponry_332_Firehawk_Jets_footer
""
END

// GDI 3-4

IDB:000_GDI_Internal_Memos_341_Nod_Ion_Cannon_Disruption_Tech_title
"Nod Ion Cannon Disruption Tech"
END

IDB:000_GDI_Internal_Memos_341_Nod_Ion_Cannon_Disruption_Tech_header
"Nod deploying Ion Cannon Disruption technology"
END

IDB:000_GDI_Internal_Memos_341_Nod_Ion_Cannon_Disruption_Tech_body
"GDI's orbital Ion Cannon battle stations have been offline ever since the attack on Goddard Space Center.  Repairs have now been completed and the Ion Cannons are back in action. However, we are currently unable to strike certain targets due to Nod's deployment of a new countermeasure: Ion Cannon Disruptor Arrays.  These structures have been erected in multiple locations. \n \n All field commanders should be aware of the existence of Ion Cannon disruption technology and be on the lookout for the disrupter array structures.  Take out the disrupters with conventional weapons before you call in an Ion Cannon strike."
END

IDB:000_GDI_Internal_Memos_341_Nod_Ion_Cannon_Disruption_Tech_footer
""
END

IDB:000_GDI_Internal_Memos_342_Nod_Avatar_title
"Nod Avatar Walker"
END

IDB:000_GDI_Internal_Memos_342_Nod_Avatar_header
"Powerful, resilient, effective, and frightening: The Nod Avatar Walker"
END

IDB:000_GDI_Internal_Memos_342_Nod_Avatar_body
"Nod has rocketed ahead of GDI in the race to build mechanized combat walkers - solving many of the problems that had GDI engineers scratching their heads.  There is speculation that Nod stole the original walker technology from GDI, then took advantage of research in other areas to accelerate the development of new prototypes. Regardless of the origin of Nod's technology, they have invested years of research and development at a ruthlessly fast pace - and now Nod has finally fielded a highly advanced bipedal walker with the adaptive ability to use multiple weapon systems.  The Avatar Walker is a very capable all-terrain weapons platform, heavily armored and equipped with a powerful laser.  It can also be outfitted with flame throwers, particle beam cannons, stealth detectors, and stealth generators."
END

IDB:000_GDI_Internal_Memos_342_Nod_Avatar_footer
""
END

// GDI 4-1

IDB:000_GDI_Internal_Memos_411_Sonics_title
"Sonic Weapons and the Invaders"
END

IDB:000_GDI_Internal_Memos_411_Sonics_header
"InOps FLASH Report \n \n Effects of sonic weapons on the Invaders \n \n Dispatch from Dr. Elian Schwartzberg, Battlefield Medic, 21st Armored Division"
END

IDB:000_GDI_Internal_Memos_411_Sonics_body
"Needless to say, there is very little in the way of hope to be found in the ash covered, body strewn rubble of post-invasion Munich. Even so, as my team covertly made its way through the outskirts of that ruined city, searching for survivors, we stumbled across something that might just be that source of hope. \n \n Crossing the wastelands under guard of night, we encountered the surviving members of a GDI combat platoon from the 76th Mechanized, apparently flush from a successful rearguard action that enabled the escape of some VIPs that are somehow key to the war effort. In conversation it quickly became apparent that much of said success was due to the intervention from a particularly unexpected source - sonics.\n \n To quote, from a transcript recorded on my CommInt unit:\n \n "We kept firin', but the metallic [expletive] just kept on coming right at us, crawling over their own dead like it weren't nothing. Then, right when I knew we was about to be killed, right when those [expletive] had us up against the wall, one of those smart [expletive] engineers figured out a way to get the old Munich Sonic Emitter grid back online and then, BAM!, the damn emitter towers just started chewing up those invading [expletive] like a Visceroid gone rabid. It was a thing of [expletive] beauty..." \n Staff Sergeant Arnold P. Coddington, 3rd Platoon, Charlie Company, 76th Mechanized Infantry Division\n \n Yes, it appears that the Sonic Emitters we use to reclaim our land from Tiberium - and to control and regulate Tiberium growth throughout the reclaimed Blue Zones - are capable of inflicting great harm upon our newfound enemies. Further investigation is required before we can determine the why - are the aliens structurally similar to the crystal? Is that why they are here? For now we can certainly make use of the what  - Sonics hurt the aliens. Hurt them bad.\n \n We may stand a chance after all."
END

IDB:001_GDI_News_Alert_411_StormShelters_title
"GDI Storm Shelters"
END

IDB:001_GDI_News_Alert_411_StormShelters_header
"Excerpt from GDI Emergency Procedures Packet - Storm Shelter Protocol"
END

IDB:001_GDI_News_Alert_411_StormShelters_body
"GDI Storm Shelters are located throughout all Blue Zones and in select Yellow Zone operational areas. They are generally found in close proximity to population centers and government installations. The earliest shelters were built after Ion Storms decimated population centers, including an incident resulting in the death of the famed Dr. Mobius and his top staff. Ion Storm Shelters are typically located between 10 and 30 meters below ground level, but no closer than 70 meters to significant deposits of underground water or Tiberium. Their construction includes 8 foot thick, steel-reinforced concrete walls with integrated sonic emitters to prevent nearby Tiberium growth. Newer shelters include dormitories, cafeterias, medical facilities, vehicle maintenance garages, long-term power generators and redundant sonic emitters. In high-risk areas some shelters have gained cultural significance as centers of social activity from sports to art and music events, gaining nicknames such as "Sector 7", "Old Blue" "The Hatch". \n \n In recent years many private organizations have developed smaller shelters for corporations and individuals at exorbitant prices. On rare occasion these private shelters link with official GDI shelters via underground tunnels. Private citizens with shelters that link to GDI public shelters are required by law to allow access to anyone who requests aid during class C emergencies and above. \n \n NOTE: Upon arrival at an unfamiliar Blue or Yellow Zone, take special care to familiarize yourself with the locations of nearby storm shelters. They can also be easily identified by the international Ion Storm Shelter symbol.  "
END

IDB:001_GDI_News_Alert_411_StormShelters_footer
"Courtesy GDI Emergency Aid Commission"
END

// GDI 4-2

IDB:000_GDI_Internal_Memos_421_TripodCaptured_title
"Alien Tripod Captured"
END

IDB:000_GDI_Internal_Memos_421_TripodCaptured_header
"Invader weapon system re-activated and used by GDI forces"
END

IDB:000_GDI_Internal_Memos_421_TripodCaptured_body
"Front line forces in Europe have managed to capture and reactivate an alien Tripod. A Commando in direct contact with the enemy disabled the Tripod by planting a high explosive charge on the legs of the walker. GDI forces then immediately moved in and established a perimeter around the immobilized alien war machine. Once the area was secure an engineer was able to gain access to the walker, repair the damaged leg, and reactivate the onboard systems. Early reports indicate that the engineer was able to communicate in a rudimentary fashion with the walker's control entity by utilizing decryption programs similar to those found in the Tacitus, the alien artifact decoded by GDI several decades ago."
END

IDB:000_GDI_Internal_Memos_421_AlienOrigins_title
"Alien Origins, Connections to the Tacitus"
END

IDB:000_GDI_Internal_Memos_421_AlienOrigins_header
"Results of initial investigation into the origins of the Invaders"
END

IDB:000_GDI_Internal_Memos_421_AlienOrigins_body
"R&D Division \n Attn: Battle Commanders \n \n Alien Origins - Connections to the Tacitus \n \n GDI science teams have been gathering every possible bit of transmitted data and physical evidence about the aliens since the moment of invasion. Data analysis of alien transmissions has indicated some connection between the Tacitus recovered from Kane and the invaders. \n \n The transmissions recorded from the invasion force seem to be patterned in a similar way to the data structure in the Tacitus. This leads us to believe that the invaders are the Scrin, or perhaps some faction thereof. It is clear upon closer examination that this invasion force demonstrates acute differences from the source of the Tacitus in dialect and physical form. Perhaps they shared some distant connection, or there was some ancient contact between their cultures? \n \n One transmission we decoded using our most advanced decryption computers indicated alien chatter regarding another alien race they had previously encountered. We were unable to translate the word for the other alien race, but the encryption computer returned the terms brother, ascended, enemy and Scrin. This casts some confusion on the nature of the invaders, as they share a multitude of attributes with what we have come to know as the Scrin. It seems unlikely that this is the very same alien race that brought the Tacitus to Earth, but the connection is undeniable. \n \n If this is true, we should consider the Tacitus our most valuable military asset. We must somehow find a way to unlock its secrets."
END

IDB:000_GDI_Internal_Memos_421_AlienOrigins_footer
"GDI InOPS FLASH Report - DR. A. Bass, PHD, Director of Extraterrestrial Research"
END


// GDI 4-3

IDB:002_GDI_Field_Recon_431_CologneFalls_title
"GDI Field Recon - the Fall of Cologne"
END

IDB:002_GDI_Field_Recon_431_CologneFalls_header
"Deposition of GDI Watch Commander, detailing the Alien invasion of Cologne"
END

IDB:002_GDI_Field_Recon_431_CologneFalls_body
"To be honest, even after the [expletive] hit Munich, we didn't think Cologne would draw much in the way of attention. We've been running simulations since 2038 or so and Cologne has never rated anything more than 'minor strategic value.' We figured that this would count for the aliens too...guess we were wrong.\n \n By the time we detected the first wave, it was too late to form anything more than a basic defense. Fortunately, we'd been evacuating civilians for the better part of the day, but we were way behind on erecting defensive structures, let alone planning any kind of strategy. Things fell apart fast, those infernal air...uh...spacecraft came streaking in, wiping out half of our troops before they could even fire a shot. The rest of us scattered, taking shelter in whatever structures we figured were solid enough to withstand fire, at least temporarily. Then the power went out, and with it our communications, our radar and any damn chance of us taking the city back.\n \n At one point the insane hell of combat calmed down and it was almost quiet on the battlefield - the odd burst of laser fire, a scream, some radio static. Then, all at once, the sky lit up bright green and the silence became a deafening explosive howl. My heart sank...the [expletive] had taken out the Tib silos, all of them...the entire reclamation project, years of work, undone in a few seconds...a giant [expletive] Tib field spawned right at the heart of central Germany. \n \n Then their ground units came...giant walkers and little disintegrator things taking out our tanks, clouds of razor sharp buzzing things reducing our infantry to unidentifiable piles of wet flesh on the sidewalk. \n \n I called a retreat, grabbed my gun and ran..."
END

IDB:002_GDI_Field_Recon_431_CologneFalls_footer
"Audio Transcript - Deposition of GDI Watch Commander Elliot Gruber, Cologne"
END


//GDI 4-4

IDB:002_GDI_Field_Recon_441_BerneFalls_title
"GDI Field Recon - the Fall of Berne"
END

IDB:002_GDI_Field_Recon_441_BerneFalls_header
"Deposition of Civilian Witness, detailing the Alien invasion of Berne"
END

IDB:002_GDI_Field_Recon_441_BerneFalls_body
"I was about to go off the clock when the evacuate order came through. Klaxons, sirens, broadcasts on every channel. Even the damn billboards and street signs were telling us to get out of town. I called my wife, or tried, but every network was jammed...jammed or just static. We lived in the central district, worker family housing. I had been supervising the final touches on my chunk of the anti-Tib wall, out on the east side. Half a city away. \n \n Within ten minutes, I had abandoned my car and started to run. The vehicle exit points had jammed up less than ten minutes after the first alert, plunging the city into gridlock. Seconds later, I was sprinting past Holovision kiosks, and the ones that were still broadcasting, all I could see was destruction. Death. Fire... \n \n (the subject places head in hands, mutters inaudibly for 48 seconds) \n \n ...so I'm running and I start to hear this low hum. At first I think it's just the static from the public address system, gone dead a few minutes earlier. It isn't, it's something more. Like a machine, but alive, also, somehow. It starts to grow, the sound larger and larger as I sprint, and the sky is now dark, and the city walls are falling, the city walls I helped build...and there are things, things in the sky... \n \n  (the subject places head in hands, mutters inaudibly for 32 seconds) \n \n ...glowing, blue and glossy. Machines, but alive. I keep running. My lungs burn, my sides ache, but I'm getting close to the city. There's a thing in the sky, like the others, but huge, noise deafening, a massive ring, rotating around a central object, some kind of control pod. I am too close to take it all in, to know how it works. It's nearly over me, over central Berne, and now it is glowing, drawing up some kind of energy. \n \n I lower my head and run. \n \n For a second, everything is silent, as if the gigantic thing had sucked the sound right out of the air. Then light, everywhere, all consuming. I fall, shielding my eyes. \n \n Light, light and silence. \n \n When I come to, there...there is no central Berne, no worker family housing. All gone. Just a pit, gouged from the earth, a pit where a city used to be. At the center, there is something blue...blue and glittering...'"
END

IDB:002_GDI_Field_Recon_441_BerneFalls_footer
"Audio Transcript (Translated) - Deposition of civilian engineering corps forman Martin Hoffesommer, Berne, under hypnotic regression"
END

IDB:005_GDI_Background_441_RedZoneLife_title
"What is it like in a Red Zone?"
END

IDB:005_GDI_Background_441_RedZoneLife_header
"Excerpt from "International Orthographic's Guide to Our World Today""
END

IDB:005_GDI_Background_441_RedZoneLife_body
"If you were to equip yourself with a hardened environment suit and stand in the middle of a Red Zone, you would see a landscape straight out of hell.  The ground is a blasted and barren plateau of rock laced with veins of Tiberium that shine through with a malevolent green radiance.  On the horizon are massive formations of pure Tiberium that have welled up through the surrounding earth.  These frozen crystalline glaciers cast a sickly emerald glow on the surrounding terrain.  Tilt your head and you'll contemplate a cloudy, tortured sky alive with twisting patterns of shimmering light and flickers of lightning.  If you wait long enough, you'll see an Ion Storm begin to form, the lightning overhead intensifying until the entire environment is lit with rapid strobing flashes.  Eventually the vast and terrible energy overhead will begin arcing to the ground around you in a terrifying display of destructive force.  These fireworks are accompanied by a howling toxic whirlwind that scours the deserted ground and drives shards of Tiberium before it at insane speeds.  \n \n Red Zones are like the surface of an alien world.  Scientists have speculated that Tiberium is actually a terraforming agent for an alien civilization, slowly transforming our world into an environment suitable for beings that have evolved on a different planet.  No definitive conclusions have been reached."
END

IDB:005_GDI_Background_441_RedZoneLife_footer
"Unauthorized reproduction of this text will be met with the harshest possible penalties, under the GDI anti-piracy convention of 2017"
END


// GDI 5-1

IDB:000_GDI_Internal_Memos_511_AlienMastermind_title
"Alien Mastermind"
END

IDB:000_GDI_Internal_Memos_511_AlienMastermind_header
"New Invader military unit given GDI designation: Mastermind"
END

IDB:000_GDI_Internal_Memos_511_AlienMastermind_body
"Just when we thought that setting up behind the chasm would make us safer, we were proven wrong.  The Alien Mastermind, an enemy commando of sorts, was able to teleport forces across the gap and jeopardize our entire operation.  The aliens were able to keep the pressure on with a minimal numbers of units and crafty use of their Stasis Chamber and Mastermind.  We believe the Mastermind has more powers than just teleportation, but did not observe any additional capabilities directly. \n \n If Masterminds are deployed to the battlefield, field commanders should make it a priority to eliminate them ASAP.  The amount of mobility the Masterminds afford the alien invaders makes them a very high value target.  Alien Masterminds eliminate the advantage of terrain: they virtually guarantee that no place is safe."
END

IDB:000_GDI_Internal_Memos_511_AlienMastermind_footer
"Combat Report - Sergeant Major E.H. Jarvis, First Expeditionary Force"
END

IDB:000_GDI_Internal_Memos_512_AlienRiftGenerator_title
"Alien Rift Generator"
END

IDB:000_GDI_Internal_Memos_512_AlienRiftGenerator_header
"Rift Generator Update"
END

IDB:000_GDI_Internal_Memos_512_AlienRiftGenerator_body
"The Rift Generator makes the science behind our own Ion Cannon look downright primitive.  It appears to function by opening a portal at the flash point and ejecting anything that's caught in the resulting field into deep space.  Some of our more robust structures have been able to hold against such an attack, but the Rift Generator's destructive capabilities are on par with the GDI Ion Cannon and Nod Nuclear Missiles."  
END

IDB:000_GDI_Internal_Memos_512_AlienRiftGenerator_footer
"Dr. Gordon Malou, InOps"
END

IDB:001_GDI_News_Alert_513_AlienTowerDestroyed_title
"Alien Tower Destroyed!"
END

IDB:001_GDI_News_Alert_513_AlienTowerDestroyed_header
"News Update: GDI Successfully Downs Alien Tower in Rome"
END

IDB:001_GDI_News_Alert_513_AlienTowerDestroyed_body
"Today the human race witnessed the destruction of a massive alien tower in one of the world's worst Red Zones.  The success of the mission shows all of us that there is hope - and that GDI is in a position to push back the invaders once and for all.  The question remains, however, what was the purpose of the tower? \n \n Alien towers have been constructed in nineteen Red Zones.  Their precise purpose is unknown but their location in the heart of the Tiberium infested hellscapes we call Red Zones indicates that they are somehow connected to the crystalline substance.  The alien retreat to the towers suggests a serious military realignment or a change of course by the invaders. \n \nWhile GDI scientists have been pushing to get a close-up analysis of the towers, military commanders have insisted their quick destruction is the primary concern.  If GDI is able to replicate the quick success of the Rome Tower mission in the other eighteen tower locations, their purpose may never be known."
END

IDB:001_GDI_News_Alert_513_AlienTowerDestroyed_footer
""
END

IDB:005_GDI_Background_514_TiberiumChasms_title
"Red Zone Terrain: Tiberium Chasms"
END

IDB:005_GDI_Background_514_TiberiumChasms_header
"Excerpt from GDI Red Zone Military Operational Database"
END

IDB:005_GDI_Background_514_TiberiumChasms_body
"Red Zones are the most hostile operational environments on the planet.  The abundance of Tiberium fields, the toxic radiation, the intimidating terrain (including chasms and cliffs), the terrible weather, and the huge Tiberium glaciers all contribute to make these hellscapes a nightmare for field commanders.  On the bright side, considering our resources and mobility, we have found that Red Zone conditions don't completely jeopardize our fighting ability.  The following operational techniques are found to be the most effective in Red Zone combat actions: \n \n - Jump Jets: our commando and zone troopers make the best use of GDI technology by simply jumping across the wide swathes of hostile terrain. \n \n - Calling For Transport: the ground terrain poses serious challenges that can be circumvented by bringing in a V35 OX to move units around. \n \n - Expanding Ground Control: ground control can sometimes expand build radius beyond the length of a chasm, allowing units to be produced on the other side.  In addition, transporting Surveyors across the chasm can allow for base construction on the front lines."
END

IDB:005_GDI_Background_514_TiberiumChasms_footer
""
END

// GDI 5-2

IDB:000_GDI_Internal_Memos_521_AlienControlNode_title
"Alien Control Node"
END

IDB:000_GDI_Internal_Memos_521_AlienControlNode_header
"InOps FLASH Report"
END

IDB:000_GDI_Internal_Memos_521_AlienControlNode_body
"The alien Control Node at Ground Zero is a unique structure that seems to channel some form of exotic Tiberium-based radiation to the invader forces.  The emissions from the Control Node move easily through all forms of matter, much like neutrino wave/particles, and so this one node structure is easily able to bathe every invader unit and structure on Earth with the mysterious radiation.  In fact, this one Control Node could easily supply a uniform bath of radiation to alien units as far away as Earth's moon.  What is this radiation and why is it needed?  Is it for power?  Communications?  Synchronization? Coordination and control?  Does it provide something essential for the alien machines or the organic matter inside?  We don't know the answers to any of these questions, but we do believe that the Control Node is the key vulnerability for the aliens.  Take out the Control Node and there is a good chance the whole invasion will end quickly."
END

IDB:000_GDI_Internal_Memos_521_AlienControlNode_footer
""
END

// Nod 0-1

IDB:009_Nod_Weaponry_011_Militants_RocketTroops_title
"Militants and Rocket Troopers"
END

IDB:009_Nod_Weaponry_011_Militants_RocketTroops_header
"Excerpt from the Brotherhood Combat Operations Manual"
END

IDB:009_Nod_Weaponry_011_Militants_RocketTroops_body
""...the Brotherhood's elite soldiers - like the Black Hands or the Shadows - are highly capable but relatively few in number. If the elite soldier is the Brotherhood's scalpel, to be used with devastating precision, then the militants and rocket troopers in their millions are like a great war hammer or battleaxe. Their power comes from their sheer numbers, and we continue to recruit them by the hundreds of thousands from the desperate populations of the Yellow Zones.  We give them enough training, weapons, and equipment to make them a vast blunt instrument of war for the Brotherhood...""
END

IDB:009_Nod_Weaponry_011_Militants_RocketTroops_footer
""
END

IDB:009_Nod_Weaponry_012_Nod_Fanatic_title
"Fanatics"
END

IDB:009_Nod_Weaponry_012_Nod_Fanatic_header
"Excerpt from writings of Confessor Marcion"
END

IDB:009_Nod_Weaponry_012_Nod_Fanatic_body
""Behold the noblest of our brothers! They shall suffer not the dread of this meager existence, nor shall they tolerate the tyranny of GDI. Through their sacrifice they bring liberation to each and every one of us who struggles on in their glorious wake. They will cleanse the land of oppression with the flames of their very souls, as they deliver Kane's word in fire.""
END

IDB:009_Nod_Weaponry_012_Nod_Fanatic_footer
"- Nod Confessor Marcion"
END

IDB:009_Nod_Weaponry_013_Nod_Saboteur_title
"Saboteur"
END

IDB:009_Nod_Weaponry_013_Nod_Saboteur_header
"From "Rites of War""
END

IDB:009_Nod_Weaponry_013_Nod_Saboteur_body
"Nod's elite society of combat engineers - known as the Saboteurs - includes some of the most loyal and brilliant clerics.  Saboteurs use their special talents and skills to take over key enemy structures.  Saboteurs can also rig certain civilian structures and bridges with proximity-detonated explosive charges.  A Saboteur is made by years of training in science and in the dark arts of sabotage, infiltration, appropriation, and hijacking."
END

IDB:009_Nod_Weaponry_013_Nod_Saboteur_footer
""
END

IDB:011_Nod_Background_011_The_Brotherhood_of_Nod_title
"The Brotherhood of Nod"
END

IDB:011_Nod_Background_011_The_Brotherhood_of_Nod_header
"Excerpt from a Nod orientation briefing for new recruits"
END

IDB:011_Nod_Background_011_The_Brotherhood_of_Nod_body
"Welcome to the Brotherhood of Nod.  You have joined a global order with millions of members all working together in harmony to unite the world in the name of peace - and realize the true potential of mankind.\n\nOur relationship with Tiberium has always been greatly misunderstood.  Most people do not realize that the roots of our faith extend back several millennia, long before the emergence of the green crystal on Earth in 1995... an event prophesized by our great leader, Kane.\n\nWhile the fascist political consortium of wealthy nations known as the Global Defense Initiative attempted to control the sacred green crystal, the Brotherhood worked tirelessly to acquire samples of the precious crystal... to study it, to unlock its potential as a new energy source, to explore its possibilities.   Through our research and our faith, we have affirmed that Tiberium is the ultimate gift to mankind.  It is the key to the future.\n\nOur movement grew rapidly as Tiberium spread across the Earth.  The mainstream media branded us as 'terrorists' but we exposed GDI as the real criminals.  They unilaterally redrew international border lines, relegating Nod followers into inhospitable Yellow Zones while they claimed the pristine and exclusive Blue Zones all for themselves."
END

IDB:011_Nod_Background_011_The_Brotherhood_of_Nod_footer
""
END

IDB:011_Nod_Background_012_Nods_place_in_the_world_title
"Nod's place in the world"
END

IDB:011_Nod_Background_012_Nods_place_in_the_world_header
"From a Yellow Zone information pamphlet"
END

IDB:011_Nod_Background_012_Nods_place_in_the_world_body
"Nod: Representative of the righteous and a foil to a corrupt oppressor\n\nThe Brotherhood of Nod champions the common people - the 80% of the world's population that struggles to get by in Yellow Zones torn by war, wracked by poverty, and abandoned by GDI.   Using Tiberium to fuel and fund our efforts, Nod works tirelessly to bring order from the chaos.  We make the streets safe, distribute food to the hungry, provide emergency medical care, minister to those who feel a spiritual vacuum, and inspire hope in people who would otherwise have none.\n\nGDI casts itself as the world's guardian and savior, but they are neither.   GDI is corrupt and unjust: 20% of the world's population - the most wealthy people on the planet - live in the Blue Zones, consuming the majority of the world's natural resources, wielding their vast military power to maintain the status quo by depriving the downtrodden of their god-given right to mine and exploit Tiberium. \n\nThe powerful oppress the weak in the hollow name of freedom - and the only counter to GDI's power is the Brotherhood.  Nod meets strength with strength in the name of peace and progress.  Nod is the only hope against GDI tyranny. Brotherhood... Unity... Peace."
END

IDB:011_Nod_Background_012_Nods_place_in_the_world_footer
""
END

IDB:011_Nod_Background_013_GDIASATSystem_title
"Ground Control for GDI's A-SAT Systems"
END

IDB:011_Nod_Background_013_GDIASATSystem_header
"Excerpt from "Eyes Only" Inner Circle Intelligence Report"
END

IDB:011_Nod_Background_013_GDIASATSystem_body
"The Inner Circle has long feared GDI's dominance of space.  GDI's orbital weapons platforms, command & control stations, and spy satellites are protected by a powerful anti-missile system that seemed invulnerable and invincible.  This orbital necklace of death is based on a network of space-based kinetic kill weapons, lasers, and even the Ion Cannons themselves - used to intercept and destroy incoming missiles.  GDI space assets have been out of reach of the Brotherhood for years, leading to a sense that the balance of power in a decades-long struggle would eventually tip decisively against the Brotherhood.\n\nBut our operatives discovered a flaw in the GDI system: For some unfathomable reason, GDI put the crews and control centers for their Ion Cannons and their A-SAT system on the ground.  Even better, the critical personnel and equipment are concentrated in a single facility in the northeastern Blue Zone.  A well-planned surprise strike on Goddard Space Center could take all of GDI's Ion Cannons and their entire A-SAT system offline, giving the Brotherhood days and possibly weeks to conduct combat operations across the planet unhindered by space-based weapons and prying eyes.\n\nAs a bonus, the primary GDI world command hub is based on board the space station Philadelphia.  A missile strike on the Philadelphia immediately after the destruction of the A-SAT control systems could render the entire GDI command and control structure headless and reeling."
END

IDB:011_Nod_Background_013_GDIASATSystem_footer
""
END



// Nod 1-1

IDB:009_Nod_Weaponry_111_Hand_Of_Nod_title
"Hand of Nod"
END

IDB:009_Nod_Weaponry_111_Hand_Of_Nod_header
"From "Rites of War""
END

IDB:009_Nod_Weaponry_111_Hand_Of_Nod_body
"The Hand of Nod is not just a barracks and armory for Nod infantry.  It is also a place of learning for militants and rocket troopers, a sanctuary for Fanatics as they perform their departure rituals, and an interrogation center for Confessors as they extract secrets from enemy captives and keep the hearts of our own troops pure and true.  Saboteurs and Commandos may also choose to bunk down in the Hand of Nod prior to launching their secret operations."
END

IDB:009_Nod_Weaponry_111_Hand_Of_Nod_footer
""
END

IDB:009_Nod_Weaponry_112_Nod_War_Factory_title
"Nod War Factory"
END

IDB:009_Nod_Weaponry_112_Nod_War_Factory_header
"From "Rites of War""
END

IDB:009_Nod_Weaponry_112_Nod_War_Factory_body
"Preparations for the start of the Third Tiberium War required a very high degree of secrecy.  The need for concealment and stealth coupled with the ever-increasing number of ion storms has forced the Brotherhood to move away from airlift as the primary source of reinforcements for combat units.  The Brotherhood is now employing the ultimate in "just in time" weapons delivery: Vehicles are being built on-site within the theatre of operations. Nod War Factories are housed mostly underground and use nano-assemblers and heavy industrial robots to construct and repair tanks, bikes, buggies, and other vehicles.  Repair drones orbit around the surface features of the War Factory; vehicles in proximity to the War Factory will be automatically repaired."
END

IDB:009_Nod_Weaponry_112_Nod_War_Factory_footer
""
END

IDB:008_Nod_Field_Recon_113_Tiberium_Spikes_title
"Tiberium Spikes"
END

IDB:008_Nod_Field_Recon_113_Tiberium_Spikes_header
"Excerpt from Brotherhood Combat Operations Guide"
END

IDB:008_Nod_Field_Recon_113_Tiberium_Spikes_body
"Capture Tiberium Spikes in your theatre of war to provide logistical support for combat operations.  You'll find these Tiberium mining and processing units deployed by the hundreds in various Yellow and Blue Zones.  Send a Saboteur into a Spike and claim it for your own - your forces will benefit from a constant flow of resources as the machine extracts Tiberium from underground deposits and processes it on-site."
END

IDB:008_Nod_Field_Recon_113_Tiberium_Spikes_footer
""
END
// Nod 1-2

IDB:008_Nod_Field_Recon_120_Nod_Tactical_Doctrine_title
// Dummy IntelDB general entry title
"Nod Tactical Doctrine"
END

IDB:008_Nod_Field_Recon_120_Nod_Tactical_Doctrine_header
// Dummy IntelDB general entry header
"Excerpt from the Brotherhood Combat Operations Manual"
END

IDB:008_Nod_Field_Recon_120_Nod_Tactical_Doctrine_body
// Dummy IntelDB general entry body
""...Nod operational doctrine states that commanders should control the tempo of combat operations, avoiding direct contact with the enemy until the time and place are just right.  Stealth, speed, mobility, force composition, and operational flexibility are the key to success...""
END

IDB:008_Nod_Field_Recon_120_Nod_Tactical_Doctrine_footer
// Dummy IntelDB general entry footer
""
END

IDB:009_Nod_Weaponry_122_Shadow_Team_title
// Dummy IntelDB general entry title
"Shadow Team "
END

IDB:009_Nod_Weaponry_122_Shadow_Team_header
// Dummy IntelDB general entry header
"From Summary Section of "Elite Infantry Operations Guide""
END

IDB:009_Nod_Weaponry_122_Shadow_Team_body
// Dummy IntelDB general entry body
"Trained using many of the same techniques that were used to shape the ancient Ninja, the Nod Shadows are elite special forces troops capable of infiltrating well behind enemy lines.  Shadows employ stealth, carry rapid-fire weapons that are deadly against enemy infantry, and are equipped with collapsible powered hang-gliders that give them the ability to fly.  The most powerful weapon carried by a Shadow is a bomb incorporating a new type of explosive.  Shadows can use these bombs to destroy enemy structures with a single blast.  The chemical composition for the explosive was obtained by espionage, stolen right out of a GDI lab working on next-generation chemical explosives"
END

IDB:009_Nod_Weaponry_122_Shadow_Team_footer
// Dummy IntelDB general entry footer
"Excerpt from an intercepted GDI intel FLASH report: "...GDI troops are coming up against their worst nightmare in the field: Teams of stealthy, flying, high-tech ninjas that can destroy entire buildings.  Commanders charged with defensive operations are advised to double up on stealth countermeasures and patrols...""
END

//NOD 1-3 Intel DB////////////////////////////////////////////////////////////////////////

IDB:009_Nod_Weaponry_131_Nod_Venom_Patrol_Craft_title
"Venom Patrol Craft"
END

IDB:009_Nod_Weaponry_131_Nod_Venom_Patrol_Craft_header
"From "Weapons of the Brotherood""
END

IDB:009_Nod_Weaponry_131_Nod_Venom_Patrol_Craft_body
""...now that the Brotherhood has deployed the Venom, GDI no longer has a monopoly on VTOL scout aircraft.  The Venom is one up on the GDI Orca, however, since it can strike both air and ground targets.  A Venom can engage ground targets but can also blow Orcas right out of the sky...""
END

IDB:009_Nod_Weaponry_131_Nod_Venom_Patrol_Craft_footer
"Peace Through Power!"
END

//NOD 1-3 Intel DB End////////////////////////////////////////////////////////////////////////

//NOD 1-4 Intel DB////////////////////////////////////////////////////////////////////////
IDB:008_Nod_Field_Recon_141_NOD_Refinery_and_Harvesting_title
"Refinery and Harvesting Operations"
END

IDB:008_Nod_Field_Recon_141_NOD_Refinery_and_Harvesting_header
"Excerpt from the Brotherhood Combat Logistics Guide"
END

IDB:008_Nod_Field_Recon_141_NOD_Refinery_and_Harvesting_body
"Modular Tiberium refineries can be set up quickly and efficiently on-site, using the latest Tiberium processing technology.  The latest generation Nod harvesters are not just fast, but they are also able to avoid detection with on-board stealth technology.  You'll be able to harvest resources right under the nose of the enemy, leaving GDI logistics officers scratching their heads and asking themselves, 'Where'd that Tiberium field go?'..."
END

IDB:008_Nod_Field_Recon_141_NOD_Refinery_and_Harvesting_footer
"Peace Through Power!"
END

IDB:009_Nod_Weaponry_142_Nod_Flame_Weapons_title
"Flame Weapons"
END

IDB:009_Nod_Weaponry_142_Nod_Flame_Weapons_header
"From "Rites of War""
END

IDB:009_Nod_Weaponry_142_Nod_Flame_Weapons_body
"Flamethrowers are powerful anti-infantry weapons.  They have a staggering psychological effect that sometimes goes beyond their superlative combat effectiveness.  Now that our labs have created a form of concentrated fuel that permits extended combat operations, a new generation of flame weapons has been deployed with infantry and on vehicles.  Black Hand heavy infantry units carry portable flamethrowers that can wreak havoc on enemy infantry.  The next generation Flame Tank is even more powerful, capable of incinerating enemy infantry by the hundreds and clearing enemy garrisoned buildings in a matter of seconds. Use these flame weapons well and render GDI infantry useless on the battlefield."
END

IDB:009_Nod_Weaponry_142_Nod_Flame_Weapons_footer
"Peace Through Power."
END

IDB:009_Nod_Weaponry_143_Nod_Base_Defenses_title
"Base Defenses"
END

IDB:009_Nod_Weaponry_143_Nod_Base_Defenses_header
"From "Weapons of the Brotherood""
END

IDB:009_Nod_Weaponry_143_Nod_Base_Defenses_body
""...the Brotherhood is deploying a new generation of base defenses for field operations.  To maximize flexibility, lethality, and survivability, each base defense will consist of four components: A hub and three turrets.  The turrets are all slaved to the hub - which acts as the central targeting and fire control system.  The hub is also equipped with nano-assemblers to repair or rebuild damaged turrets.  There are three different base defense types: Anti-aircraft surface to air missiles, anti-vehicle lasers, and anti-personal shredder guns...""
END

IDB:009_Nod_Weaponry_143_Nod_Base_Defenses_footer
"Peace Through Power!"
END

//NOD 1-4 Intel DB End////////////////////////////////////////////////////////////////////////

// Nod 2-1

IDB:009_Nod_Weaponry_211_Nod_Disruption_Tower_title
"Disruption Tower"
END

IDB:009_Nod_Weaponry_211_Nod_Disruption_Tower_header
"From "Rites of War""
END

IDB:009_Nod_Weaponry_211_Nod_Disruption_Tower_body
"GDI's dominance of space has complicated our lives.  Their ability to leverage their space-based weapon and sensor platforms against us is a serious concern.  Our primary countermeasure is our stealth technology, and recently we have begun deploying Disruption Towers around valuable assets. The Disruption Tower creates a large stealth bubble over an area, allowing our vehicles and structures to operate undetected. The tower itself is still visible, so be sure to utilize proper security measures to prevent direct assault. Dummy Disruption Towers have been erected in remote locations to foil human-intelligence gathering efforts."
END

// Nod 2-3

IDB:009_Nod_Weaponry_231_Nod_Vertigo_Bomber_title
"Vertigo Bomber"
END

IDB:009_Nod_Weaponry_231_Nod_Vertigo_Bomber_header
"From "Weapons of the Brotherood""
END

IDB:009_Nod_Weaponry_231_Nod_Vertigo_Bomber_body
""...this batwing stealth bomber employs the very latest in optical and radar stealth technology.  However, the aircraft will experience a moment of vulnerability when it must 'de-cloak' to drop its massively powerful bomb, but as soon as the air-to-ground weapon is away, the stealth field can be reengaged quickly...""
END

IDB:009_Nod_Weaponry_231_Nod_Vertigo_Bomber_footer
""
END

IDB:009_Nod_Weaponry_232_Nod_Stealth_Tank_title
"Stealth Tank"
END

IDB:009_Nod_Weaponry_232_Nod_Stealth_Tank_header
"From "Weapons of the Brotherood""
END

IDB:009_Nod_Weaponry_232_Nod_Stealth_Tank_body
""...the new Stealth Tank is fast, maneuverable, and deadly.  Equipped with missile launchers that are effective against both vehicles and structures, this versatile weapon system is most useful when commanders are aggressive, taking the fight to the enemy and making maximum use of the stealth generators.  A deft touch will enhance the survivability and effectiveness of the Stealth Tank - tank crews should know exactly how close to get before unleashing missiles at an unsuspecting target and how quickly they must leave the scene after firing.  Once the stealth bubble has reformed and the tank is safely away from the target zone, the missile launchers can be re-armed and the tank made ready for another strike...""
END

IDB:009_Nod_Weaponry_232_Nod_Stealth_Tank_footer
""
END

IDB:008_Nod_Field_Recon_231_Guns_of_the_Amazon_title
"The Guns of the Amazon"
END

IDB:008_Nod_Field_Recon_231_Guns_of_the_Amazon_header
"<<Incoming Transmission>>\nSource: Viper's Nest Actual\nPriority: Monarch\nScramble Index: Quebec-Romeo-1\n"
END

IDB:008_Nod_Field_Recon_231_Guns_of_the_Amazon_body
"Evacuation routes for convoys in transit from the Amazon Desert have been compromised by long range GDI artillery emplacements.  Convoys designated as Sand Viper, Lancehead, and Bushmaster will hold at markers Echo, Sierra, and Bravo until further notice.  Escorts will set up a defensive perimeter around each convoy.\n\nViper's Nest Actual will advise when the GDI emplacements have been neutralized."
END

IDB:008_Nod_Field_Recon_231_Guns_of_the_Amazon_footer
"<<Transmission Offline>>"
END

IDB:008_Nod_Field_Recon_232_Calling_for_Transport_title
"Calling for Transport"
END

IDB:008_Nod_Field_Recon_232_Calling_for_Transport_header
"From the Brotherhood Combat Operations Manual"
END

IDB:008_Nod_Field_Recon_232_Calling_for_Transport_body
"Once aircraft have begun operating from a Nod base, many Nod ground units in the general area gain the ability to call for transport.  Units can radio in from the field requesting airlift from their current position.  Carryalls will deploy, pick up the units needing transportation, and ferry them to a target destination.  Be careful about exposing the Carryalls to enemy anti-aircraft fire because Carryalls are vulnerable targets and you run the risk of losing your infantry or vehicles in transit."
END

IDB:008_Nod_Field_Recon_232_Calling_for_Transport_footer
""
END


// NOD_3_1

IDB:009_Nod_Weaponry_311_Commando_title
"Commando"
END

IDB:009_Nod_Weaponry_311_Commando_header
"From "Rites of War""
END

IDB:009_Nod_Weaponry_311_Commando_body
""...the Commando is the most feared soldier on the battlefield.  Armed with the deadliest of anti-infantry weapons and Tiberium-based explosives that can collapse a building in a matter of seconds, the Commando is a one-woman army.  She is also ruthless, having survived a training program that one could only describe as sadistic...""
END

IDB:009_Nod_Weaponry_311_Commando_footer
""
END

IDB:009_Nod_Weaponry_312_Obelisk_title
"Obelisk of Light"
END

IDB:009_Nod_Weaponry_312_Obelisk_header
"<<Intercepted GDI Transmission>>"
END

IDB:009_Nod_Weaponry_312_Obelisk_body
"...Nod forces are deploying a new generation of their iconic Obelisk of Light along front-line positions. It appears that the Obelisk's functionality has been improved with additional serial-channel capacitors. Although the basic architecture of the design does not deviate greatly from earlier generations, the core of the laser weapon has been enhanced for increased firing duration when the power output is reduced. Evidently the tower can now be set to sustained-fire mode when used against unarmored targets such as infantry and civilian vehicles. This allows the laser to fire at limited power in an arc, resulting in a cutting motion that can strike several infantry per emission. \n \n The advanced capacitor also allows over-charging of the tower by Nod's long-range artillery platform, the Beam Cannon. When one or more Beam Cannons focus their laser weapons at a receptor on the base of the tower it can fire over increased range by directly feeding the added energy into its mirror array. The limited targeting ability of the mirror array still suggests aircraft as the optimal answer for any Obelisks encountered on the field..." 
END

IDB:009_Nod_Weaponry_312_Obelisk_footer
"Source: GDI InOps recon team"
END

IDB:009_Nod_Weaponry_313_Avatar_title
"Avatar"
END

IDB:009_Nod_Weaponry_313_Avatar_header
"Excerpt from Avatar Crew Briefing"
END

IDB:009_Nod_Weaponry_313_Avatar_body
"You have the privilege of piloting one of the most fearsome and capable weapon systems in the arsenal of the Brotherhood.  You command a bipedal combat walker that stands ten meters tall, an all-terrain war machine so intimidating that its very presence on the battlefield strikes fear into the hearts of GDI troops. \n \n The base laser weapon on the Avatar is very effective against vehicles and structures, but the Avatar can be upgraded with significantly more combat power.  Nod engineers have built a unique capability into the Avatar: It can adapt key systems from other Nod vehicles for its own use.  You can remove the stealth generator from a Stealth Tank, the stealth detector from an Attack Bike, the anti-infantry flame-thrower from a Flame Tank, or the beam cannon from an artillery vehicle and use them immediately.  An Avatar can equip itself with all four secondary systems.  Although the Avatar destroys the donor vehicle and kills the crew in the process of recovering the new system, rest easy in the knowledge that the dead have given their lives for the Brotherhood."
END

IDB:009_Nod_Weaponry_313_Avatar_footer
""
END

// NOD_3_2

IDB:008_Nod_Field_Recon_321_Intercepted_Transmission_title
"Intercepted Transmission"
END

IDB:008_Nod_Field_Recon_321_Intercepted_Transmission_header
"<<Incoming Transmission>>"
END

IDB:008_Nod_Field_Recon_321_Intercepted_Transmission_body
"Source: Unknown, possibly airborne over Indian subcontinent \n Priority: Abel \n Scramble Index: Uniform-India-9 \n \n "*garbled* ...strayed from the path... *unintelligible* ...brother against brother... *unintelligible* ...things finally set right, a new course... *garbled* ...rapid deployment force... *garbled* ...Copperhead Actual...""
END

IDB:008_Nod_Field_Recon_321_Intercepted_Transmission_footer
"<<Transmission Offline>>"
END

IDB:009_Nod_Weaponry_321_Nod_Beam_Cannon_title
"Beam Cannon"
END

IDB:009_Nod_Weaponry_321_Nod_Beam_Cannon_header
"Excerpt from "Weapons of the Brotherhood""
END

IDB:009_Nod_Weaponry_321_Nod_Beam_Cannon_body
""...the Beam Cannon is a fearsome long range weapon in its own right, but its combinatorial power is staggering.  Multiple Beam Cannons can combine their beams to dramatically increase their combat power.  A Beam Cannon can also drive the capacitors of an Obelisk of Light.  Best of all, the Beam Cannon is mounted on a versatile six-wheeled chassis with speed, agility, and range that is unprecedented for an artillery system...""
END

IDB:009_Nod_Weaponry_321_Nod_Beam_Cannon_footer
""
END

// NOD_4_1
IDB:008_Nod_Field_Recon_411_BlackHandBrokenHill_title
"Black Hand Interrogation Report"
END

IDB:008_Nod_Field_Recon_411_BlackHandBrokenHill_body
"Black Hand Confessor Barzan \n Interrogation Report \n Subject: GDI Nuclear Tech/Broken Hill \n \n '...before expiring, subject confirmed that GDI's A-NZ special weapons detachment will be moving nuclear warheads from the base at Broken Hill to a location within the Sydney zone border.  Multiple warheads will be transported in a convoy escorted by GDI military units.  Blast yields for the warheads have not been confirmed, but are likely to be in the 100-300 kiloton range.  Date, time, and route information are as follows...'"
END

IDB:008_Nod_Field_Recon_412_AustraliaAssessment_title
"Australia-New Zealand Theatre Assessment"
END

IDB:008_Nod_Field_Recon_412_AustraliaAssessment_header
"Nod Intelligence Report \n March 2046"
END 

IDB:008_Nod_Field_Recon_412_AustraliaAssessment_body
"GDI and the Brotherhood both have significant operations in Australia.  It seems inevitable that this region will become a major theatre of war once the offensive against GDI gets under way.  Kilian Qatar has personally overseen the preparations in the A-NZ theatre including the construction of a full regional command facility at Ayers Rock and the establishment of multiple underground bases throughout the Australian Outback.  A-NZ infantry and armored divisions have been training intensively for the last three years using weapons and equipment that are manufactured locally at a rapid pace.  When the time comes, the Brotherhood's A-NZ forces will be ready."
END

IDB:008_Nod_Field_Recon_413_AlienInvasion_title
"An Invasion Global in Scope"
END

IDB:008_Nod_Field_Recon_413_AlienInvasion_header
"Excerpt from A-NZ Daily Intelligence Briefing"
END

IDB:008_Nod_Field_Recon_413_AlienInvasion_body
""...the invaders have attacked GDI and Nod forces and civilian targets around the world with savage force.  The largest scale enemy activity has been reported near Red Zone borders and in the larger population centers.  Fortunately for the Brotherhood, the larger cities tend to be in Blue Zones, so it looks like GDI  strongholds are taking the worst of the punishment...""
END

// NOD_4_2

IDB:006_Nod_Internal_Memos_421_NodNuclearPower_title
"Once Again a Nuclear Power"
END

IDB:006_Nod_Internal_Memos_421_NodNuclearPower_header
"Excerpt from a Message to the Brotherhood"
END

IDB:006_Nod_Internal_Memos_421_NodNuclearPower_body
""...the Brotherhood of Nod is once again a nuclear power.  We shall use our warheads and delivery systems to cleanse our enemies from the Earth in a bath of nuclear fire...""
END

IDB:006_Nod_Internal_Memos_421_NodNuclearPower_footer
"Transmitted upon recapture of nuclear warheads in the Australian Outback"
END

IDB:008_Nod_Field_Recon_421_CeaseFire_title
"Cease Fire Order"
END

IDB:008_Nod_Field_Recon_421_CeaseFire_body
"<<Begin Transmission>> \n \n Source: A-NZ HQ, Copperhead Actual \n \n Priority: Abel \n \n  Scramble Index: Charlie-Juliet-4 \n \n All A-NZ commanders will cease offensive operations against GDI military units at 2300 today.  A temporary "cease fire" order will be in effect until further notice.  Selected A-NZ commanders will be asked to begin coordinated operations with GDI units against invader forces in the A-NZ theatre.  Copperhead Actual will provide contact information and liaison officers to the affected A-NZ units. \n \n <<End Transmission>>"
END

IDB:008_Nod_Field_Recon_421_CeaseFire_footer
"Any violations of the cease fire order will result in immediate execution of the violator"
END

IDB:008_Nod_Field_Recon_422_UnknownSource_title
"Excerpt from Signal Intelligence Briefing"
END

IDB:008_Nod_Field_Recon_422_UnknownSource_header
"Excerpt from A-NZ Theatre Signal Intelligence Briefing"
END

IDB:008_Nod_Field_Recon_422_UnknownSource_body
"...SigInt ComSec has been compromised in the A-NZ Theatre of War.  Data and voice transmissions from an unknown source have resulted in new operational directives being issued without the knowledge of Copperhead Actual.  Commanders are acting on the unauthorized orders and the resulting chaos is compromising our temporary alliance with GDI..."
END


// NOD_4_4

IDB:006_Nod_Internal_Memos_441_KaneLives_title
"KANE LIVES!"
END

IDB:006_Nod_Internal_Memos_441_KaneLives_header
"Message to the Brotherhood"
END

IDB:006_Nod_Internal_Memos_441_KaneLives_body
"I have not abandoned you, my children.  I know that recent events have been unsettling, with the war against GDI taking an unexpected turn, the destruction of Temple Prime, my temporary absence, Kilian's betrayal, and the arrival of the Visitors.  Your faith has been tested, as it has been before, and I'm confident that it did not waver.  \n \n Know that everything is proceeding exactly as I have foreseen it.  The light of a new day shines into every corner of the world. \n \n Unfortunately, there are more tests ahead of us before we fulfill our destiny.  I ask you for your continued faith and obedience so that we may all stride into a glorious future together."
END

IDB:008_Nod_Field_Recon_441_AllianceEnded_title
"The Alliance is Off"
END

IDB:008_Nod_Field_Recon_441_AllianceEnded_header
"<<Intercepted GDI Transmission>>"
END

IDB:008_Nod_Field_Recon_441_AllianceEnded_body
"...Nod has initiated combat operations against GDI forces in the A-NZ Theatre, and they've caught us with our pants down.  The alliance of convenience is hereby terminated and all GDI units in the theatre are free to engage Nod forces.  Why did we think we could trust them in the first place?  Let's take the fight to them and expel them from this Theatre of War..."
END

// Nod 5-1

IDB:009_Nod_Weaponry_511_CatalystMissile_title
"Catalyst Missile"
END

IDB:009_Nod_Weaponry_511_CatalystMissile_header
"<<Incoming Transmission>> \n \n Source: Basilisk Actual \n Priority: Ultra \n Scramble Index: India-Bravo-8"
END

IDB:009_Nod_Weaponry_511_CatalystMissile_body
"Once the Catalyst Missile is secured, begin deployment to all Nod combat units.  This weapon is most effective against the Visitors - prioritize use whenever combat operations have been authorized against Visitor forces."
END

IDB:009_Nod_Weaponry_511_CatalystMissile_footer
"<<Transmission Offline>>"
END




// NOD_4_5

IDB:011_Nod_Background_451_Mutants_title
"Mutant Exodus"
END

IDB:011_Nod_Background_451_Mutants_header
"Excerpt from 'Passing Thoughts with Constance Fitchaven,' INN Holobrief, May 28th, 2043"
END

IDB:011_Nod_Background_451_Mutants_body
"Six long years have passed since the once burgeoning mutant nation picked up stakes and disappeared into the Tiberium wastelands, their tragic, self imposed exile continuing to this day. Yet now, as humanity struggles to find its place in an ever more blighted world, thoughts again turn to our horribly disfigured brethren - who were they, and why did they leave? \n \nIn a show of goodwill towards the vanished mutant population, G-330X Habitat Modules were deployed on the borders of Red Zones in 2042.  Since then there have been scattered but unconfirmed reports that mutants have taken shelter in the habitat modules."
END

IDB:011_Nod_Background_451_Mutants_footer
""
END

//NOD 5-2 Intel DB////////////////////////////////////////////////////////////////////////
IDB:006_Nod_Internal_Memos_521_NOD_Key_To_the_Future_Pt1_title
"The Key to the Future: Part I"
END

IDB:006_Nod_Internal_Memos_521_NOD_Key_To_the_Future_Pt1_header
"<<Incoming Transmission>> \n \n Source: Kane\nPriority: Ultra\nScramble Index: Echo-Oscar-5"
END

IDB:006_Nod_Internal_Memos_521_NOD_Key_To_the_Future_Pt1_body
"Ascension: That is the reward that awaits us. Complete these final tasks that I have put before you, and our destiny will be fulfilled.\n\nYou must not fail."
END

IDB:006_Nod_Internal_Memos_521_NOD_Key_To_the_Future_Pt1_footer
"<<End Transmission>>"
END

IDB:008_Nod_Field_Recon_522_NOD_Towers_Begin_to_Fall_title
"The Towers Begin to Fall"
END

IDB:008_Nod_Field_Recon_522_NOD_Towers_Begin_to_Fall_header
"<<Incoming Transmission>> \n \n Source: Basilisk Actual\nPriority: Ultra\nScramble Index: Delta-November-3"
END

IDB:008_Nod_Field_Recon_522_NOD_Towers_Begin_to_Fall_body
"GDI strike teams have attacked and destroyed Visitor towers in multiple Red Zones and the tempo of their combat operations is increasing.  They started with the Rome Tower and are now staging strikes in rapid succession all over the world.\n\nKane needs at least one tower to survive to completion.  The Basilisk command team is evaluating the situation and determining the best strategy for ensuring that at least one tower survives."
END

IDB:008_Nod_Field_Recon_522_NOD_Towers_Begin_to_Fall_footer
"<<End Transmission>>"
END

//NOD 5-4 Intel DB////////////////////////////////////////////////////////////////////////

IDB:008_Nod_Field_Recon_541_GravityStabilizer_title
"Field Report - Alien Gravity Stabilizer"
END
IDB:008_Nod_Field_Recon_541_GravityStabilizer_header
"Field Recon regarding Alien Technology"
END

IDB:008_Nod_Field_Recon_541_GravityStabilizer_body
"Connection Opened \n \n Received Transmission: \n \n Source: Sirius 57 Alpha \n \n Priority: Vermillion \n \n Scramble Index: Foxtrot-Oscar-8 \n \n INTEL SECTION 93 REPORT \n \n - Shadow team Alpha-22 deployed to enemy theatre of operations in Area 11, Vanguard Sector, coordinates Golf-9-Kilo-5.  Mission: Collect radiological and full spectrum data on Visitor structure Type 8 with intent to discern primary functional capability. Arrived 0200 hours undetected, 320 meters from target. Deployed receptors and gathered data for ~19 hours before "Seeker" patrol ambushed team. Six of eight team members eliminated in escape. One subsequently died of injuries sustained during extraction. \n \n - Initial analysis of gathered data shows that Type 8 structure acts as a "Gravity Stabilizer" to compensate for intense gravitic fields generated by planetary bodies. This evidently allows alien spacecraft to make short-range teleportation jumps into the Earth's magnetic and gravitic field with maximum precision. Gravity Stabilizers typically appear only in well secured areas where alien operations are highly focused. \n \n - Visitor craft observed utilizing the Gravity Stabilizer include the units designated as "Stormrider", "Planetary Assault Carrier", and "Devastator Warship". These craft appear to be entering the area of operations using the Gravity Stabilizer before heading to objectives in the surrounding regions. \n \n Recommendation: Prioritize destruction of Gravity Stabilizer structures in combat zones. In neutral zones disable via reactor sabotage in order to delay deployment of major enemy combat units. \n \n Note: Structure Type 8 now designated as Gravity Stabilizer. \n \n Connection Closed"
END

IDB:006_Nod_Internal_Memos_541_TowerSacrosanct_title
"The Towers Sacrosanct"
END

IDB:006_Nod_Internal_Memos_541_TowerSacrosanct_header
"PRIORITY ORDER"
END

IDB:006_Nod_Internal_Memos_541_TowerSacrosanct_body
"The Visitors are divine instruments.  They are not divine in their own right but because of what they are doing for us, building the sacred towers in the hearts of our Red Zones.  The Visitors remain hostile to us because they know not what they do; their vision is limited and they cannot see their own part in a Plan that goes beyond their purpose. \n \n No member of the Brotherhood shall take hostile action against the holy sites where the towers are rising out of the Red Zones. Defensive action against Visitors showing hostile intent is understandable, but do not strike first. \n \n Be aware that GDI is conducting military operations against the Visitors all over the world.  Such operations help our cause if they keep the Visitors distracted - but if GDI threatens a tower then we must intervene to help protect the sacred structure. \n \n The towers are new homes of the Brotherhood, and their importance - and meaning - is transcendent. Treat them as you would treat your temple."
END

//NOD 5-5 Intel DB////////////////////////////////////////////////////////////////////////

IDB:006_Nod_Internal_Memos_551_NOD_Key_To_the_Future_Pt2_title
"The Key to the Future: Part II"
END

IDB:006_Nod_Internal_Memos_551_NOD_Key_To_the_Future_Pt2_header
"<<Incoming Transmission>>\n \n Source: Kane\nPriority: Ultra\nScramble Index: November-Kilo-2"
END

IDB:006_Nod_Internal_Memos_551_NOD_Key_To_the_Future_Pt2_body
"One of our sacred towers is now very close to completion.  This magnificent structure in the Mediterranean Red Zone rises thousands of meters into the sky.  Once the Visitors finish their work on this tower, it will become utterly impervious to attack by any weapon known to man. We must do everything in our power to ensure that this holy site is not sullied by GDI as the Visitors complete their task.\n\nThis tower is our gateway to the stars.  It is the key to the future.  It must be protected at all costs."
END

IDB:006_Nod_Internal_Memos_551_NOD_Key_To_the_Future_Pt2_footer
"<<End Transmission>>"
END


//NOD 5-5 Intel DB End////////////////////////////////////////////////////////////////////////



// Alien_1_1

IDB:012_Alien_Internal_Memos_111_All_Units_Functional_title
"All Units Functional"
END

IDB:012_Alien_Internal_Memos_111_All_Units_Functional_header
""
END

IDB:012_Alien_Internal_Memos_111_All_Units_Functional_body
"... All escort, combat, transport, construction, and harvesting units functioning normally after arrival on planet surface - no ill effects reported from 9,210 cycles in stasis and 1,959 cycles spent in sublight journey from Ichor Hub \n \n ... Primary bases established near mature Ichor deposits using nano-assemblers"
END

IDB:012_Alien_Internal_Memos_111_All_Units_Functional_footer
""
END

IDB:012_Alien_Internal_Memos_112_Unexpected_Developments_title
"Unexpected Developments"
END

IDB:012_Alien_Internal_Memos_112_Unexpected_Developments_header
""
END

IDB:012_Alien_Internal_Memos_112_Unexpected_Developments_body
"... Prediction after Ichor LQ detonation: Ichor deposits at expected levels on entire planetary surface and no indigenous population (Probability of self-destruction or extinction due to Ichor growth at 97%+) \n \n ... Reality after Ichor LQ detonation: Ichor deposits immature, active Level IV/V civilizations inhabiting most of planetary surface, weapons technology factor at 17.4 \n \n ... Hypothesis: Premature Ichor LQ detonation"
END

IDB:012_Alien_Internal_Memos_112_Unexpected_Developments_footer
""
END

IDB:012_Alien_Internal_Memos_113_Campaign_of_Distraction_title
"A Campaign of Distraction"
END

IDB:012_Alien_Internal_Memos_113_Campaign_of_Distraction_header
""
END

IDB:012_Alien_Internal_Memos_113_Campaign_of_Distraction_body
"... Disrupt, disorganize, and destroy indigenous population to divert them from Relay Nodes and Threshold construction \n \n ... Priority One targets: Large First Tier indigenous population centers \n \n ... Priority Two targets: Organized indigenous military forces and weapon concentrations \n \n ... Priority Three targets: Any indigenous presence near mature Ichor deposits \n \n ... Priority Four targets: Second Tier indigenous population centers \n \n ... Note that the intensity of initial operation cannot be sustained - if desired result of disorganization and diversion away from Relay Nodes and Threshold construction activity is not achieved quickly, mission will be in danger"
END

IDB:012_Alien_Internal_Memos_113_Campaign_of_Distraction_footer
""
END

// Alien_1_2

IDB:012_Alien_Internal_Memos_121_Beyond_Blunt_Force_title
"Beyond Blunt Force"
END

IDB:012_Alien_Internal_Memos_121_Beyond_Blunt_Force_header
""
END

IDB:012_Alien_Internal_Memos_121_Beyond_Blunt_Force_body
"... Momentum behind initial diversionary attacks is beginning to wane; tactics must progress beyond the application of blunt force \n \n ... Deployment of Mastermind units authorized - infiltrate behind enemy lines and use special teleportation and manipulation abilities to disrupt military operations of indigenous populations"
END

IDB:012_Alien_Internal_Memos_121_Beyond_Blunt_Force_footer
""
END

IDB:012_Alien_Internal_Memos_122_Hostile_Population_title
"Retaliation by Hostile Indigenous Population"
END

IDB:012_Alien_Internal_Memos_122_Hostile_Population_header
""
END

IDB:012_Alien_Internal_Memos_122_Hostile_Population_body
"... Offensives in multiple target zones are stalled \n \n ... Indigenous population has re-organized, re-grouped, and counter-attacked \n \n ... Indigenous population exploiting vulnerabilities and weaknesses discovered during initial combat operations \n \n ... Initial advantage lost \n \n ... Combat is becoming symmetric rather than asymmetric - tactical and strategic superiority now paramount"
END

IDB:012_Alien_Internal_Memos_122_Hostile_Population_footer
""
END

// Alien_1_3

IDB:012_Alien_Internal_Memos_131_Premeditated_Detonation_title
"Premeditated Ichor LQ Detonation"
END

IDB:012_Alien_Internal_Memos_131_Premeditated_Detonation_header
""
END

IDB:012_Alien_Internal_Memos_131_Premeditated_Detonation_body
"... Hypothesis: Indigenous species detonated Ichor LQ device to lure harvesting operations \n \n Why was this done?  How was this done?  What are the implications for the mission?  What are the implications for the Overlord? \n \n ...Investigation at Ichor LQ detonation site overrides all other priorities"
END

IDB:012_Alien_Internal_Memos_131_Premeditated_Detonation_footer
""
END

IDB:012_Alien_Internal_Memos_132_Factions_title
"Factions"
END

IDB:012_Alien_Internal_Memos_132_Factions_header
""
END

IDB:012_Alien_Internal_Memos_132_Factions_body
"... Indigenous population aligned into two major factions \n \n ... These factions continued combat operations between them even as they were threatened with extinction by our initial attack \n \n Indigenous population is warlike to the extreme - once Threshold activation is complete and gateway is open, entire indigenous population must be cleansed from the surface of the planet"
END

IDB:012_Alien_Internal_Memos_132_Factions_footer
""
END

IDB:012_Alien_Internal_Memos_133_Attacks_Worsening_title
"Attacks by Indigenous Populations Worsening"
END

IDB:012_Alien_Internal_Memos_133_Attacks_Worsening_header
""
END

IDB:012_Alien_Internal_Memos_133_Attacks_Worsening_body
"... Indigenous populations becoming more aggressive - Threshold assemblies are threatened \n \n ... Focus must be shifted from investigation of Ichor LQ detonation source to Threshold assembly protection"
END

IDB:012_Alien_Internal_Memos_133_Attacks_Worsening_footer
""
END

// Alien_1_5

IDB:012_Alien_Internal_Memos_151_Threshold_Construction_title
"Threshold Tower Construction"
END

IDB:012_Alien_Internal_Memos_151_Threshold_Construction_header
""
END

IDB:012_Alien_Internal_Memos_151_Threshold_Construction_body
	"... Threshold tower construction is the first stage of planetary Ichor extraction \n \n ... Thresholds are capable of extracting all Ichor within a large radius; Ichor will be processed and transferred to Hub \n \n ... Connection with Hub takes the form of an interstellar gateway capable of instantaneous matter transmission \n \n ... Threshold assemblies and signal transmitters will partially phase out once construction is complete; phasing will completely protect all Threshold structures and machinery against any form of geologic upheaval, sever weather phenomena, cometary impact, or use of conventional, nuclear, Ichor, or other forms of weaponry"
END

IDB:012_Alien_Internal_Memos_151_Threshold_Construction_footer
""
END

IDB:012_Alien_Internal_Memos_152_Thresholds_Under_Attack_title
"Threshold Assemblies Under Attack"
END

IDB:012_Alien_Internal_Memos_152_Thresholds_Under_Attack_header
""
END

IDB:012_Alien_Internal_Memos_152_Thresholds_Under_Attack_body
"... Indigenous population has destroyed several Threshold assemblies \n \n ... Mission failure imminent \n \n ... At least one Threshold assembly must be protected"
END

IDB:012_Alien_Internal_Memos_152_Thresholds_Under_Attack_footer
""
END


IDB:000_General_001_Entry_title
// Dummy IntelDB general entry title
"Dummy 2nd General Entry"
END

IDB:000_General_001_Entry_header
// Dummy IntelDB general entry header
"Dummy 2nd General Entry Header"
END

IDB:000_General_001_Entry_body
// Dummy IntelDB general entry body
"Dummy 2nd General Entry Body"
END

IDB:000_General_001_Entry_footer
// Dummy IntelDB general entry footer
"Dummy 2nd General Entry Footer"
END



IDB:000_General_002_Entry_title
// Dummy IntelDB general entry title
"Dummy 3rd General Entry"
END

IDB:000_General_002_Entry_header
// Dummy IntelDB general entry header
"Dummy 3rd General Entry Header"
END

IDB:000_General_002_Entry_body
// Dummy IntelDB general entry body
"Dummy 3rd General Entry Body"
END

IDB:000_General_002_Entry_footer
// Dummy IntelDB general entry footer
"Dummy 3rd General Entry footer"
END




IDB:001_GDI_000_Entry_title
// Dummy IntelDB GDI entry title
"Dummy 1st GDI Entry"
END

IDB:001_GDI_000_Entry_header
// Dummy IntelDB GDI entry header
"Dummy 1st GDI Entry Header"
END

IDB:001_GDI_000_Entry_body
// Dummy IntelDB GDI entry body
"Dummy 1st GDI Entry Body"
END

IDB:001_GDI_000_Entry_footer
// Dummy IntelDB GDI entry footer
"Dummy 1st GDI Entry Footer"
END



IDB:001_GDI_001_Entry_title
// Dummy IntelDB GDI entry title
"Dummy 2nd GDI Entry"
END

IDB:001_GDI_001_Entry_header
// Dummy IntelDB GDI entry header
"Dummy 2nd GDI Entry Header"
END

IDB:001_GDI_001_Entry_body
// Dummy IntelDB GDI entry body
"Dummy 2nd GDI Entry Body"
END

IDB:001_GDI_001_Entry_footer
// Dummy IntelDB GDI entry Footer
"Dummy 2nd GDI Entry Footer"
END



IDB:002_NOD_000_Entry_title
// Dummy IntelDB NOD entry title
"Dummy 1st Nod Entry"
END

IDB:002_NOD_000_Entry_header
// Dummy IntelDB NOD entry header
"Dummy 1st Nod Entry Header"
END

IDB:002_NOD_000_Entry_body
// Dummy IntelDB NOD entry body
"Dummy 1st Nod Entry Body"
END

IDB:002_NOD_000_Entry_footer
// Dummy IntelDB NOD entry footer
"Dummy 1st Nod Entry Footer"
END



IDB:002_NOD_001_Entry_title
// Dummy IntelDB NOD entry title
"Dummy 2nd Nod Entry"
END

IDB:002_NOD_001_Entry_header
// Dummy IntelDB NOD entry header
"Dummy 2nd Nod Entry Header"
END

IDB:002_NOD_001_Entry_body
// Dummy IntelDB NOD entry body
"Dummy 2nd Nod Entry Body"
END

IDB:002_NOD_001_Entry_footer
// Dummy IntelDB NOD entry footer
"Dummy 2nd Nod Entry Footer"
END



IDB:003_Alien_000_Entry_title
// Dummy IntelDB Alien entry title
"Dummy 1st Alien Entry"
END

IDB:003_Alien_000_Entry_header
// Dummy IntelDB Alien entry header
"Dummy 1st Alien Entry Header"
END

IDB:003_Alien_000_Entry_body
// Dummy IntelDB Alien entry body
"Dummy 1st Alien Entry Body"
END

IDB:003_Alien_000_Entry_footer
// Dummy IntelDB Alien entry footer
"Dummy 1st Alien Entry Footer"
END



IDB:003_Alien_001_Entry_title
// Dummy IntelDB Alien entry title
"Dummy 2nd Alien Entry"
END

IDB:003_Alien_001_Entry_header
// Dummy IntelDB Alien entry header
"Dummy 2nd Alien Entry Header"
END

IDB:003_Alien_001_Entry_body
// Dummy IntelDB Alien entry body
"Dummy 2nd Alien Entry Body"
END

IDB:003_Alien_001_Entry_footer
// Dummy IntelDB Alien entry footer
"Dummy 2nd Alien Entry Footer"
END



////////////////////////////////
// Persistent Stats GUI      ///
////////////////////////////////

STAT:CURRENT_WIN_STREAK
"Current Win Streak"
END
STAT:CURRENT_LOSS_STREAK
"Current Loss Streak"
END

STAT:LONGEST_WIN_STREAK
"Longest Win Streak"
END

STAT:LONGEST_LOSING_STREAK
"Longest Losing Streak"
END

STAT:TOTAL_MATCHES_PLAYED
"Total Matches Played"
END

STAT:CAREER_LOSSES
"Career Losses"
END

STAT:CAREER_WINS
"Career Wins"
END

STAT:WIN_LOSS_RATIO
"Win-Loss Ratio"
END

STAT:AVG_GAME_LENGTH
"Average Game Length"
END

STAT:TOTAL_TIME_PLAYED_OVERALL
"Total Time Played"
END

STAT:CAREER_STRUCTURES_BUILT
"Career Structures Built"
END

STAT:CAREER_STRUCTURES_LOST
"Career Structures Lost"
END

STAT:CAREER_ENEMY_STRUCTURES_DESTROYED
"Career Enemy Structures Destroyed"
END

STAT:CAREER_ENEMY_STRUCTURES_CAPTURED
"Career Enemy Structures Captured"
END

STAT:CAREER_STUCTURES_CAPTURED_BY_ENEMY
"Career Structures Lost to Capture"
END

STAT:CAREER_CAPTURE_RATIO
"Career Capture Ratio"
END

STAT:CAREER_SUPER_WEAPONS_BUILT
"Career Super Weapons Built"
END

STAT:CAREER_SUPER_WEAPONS_FIRED
"Career Super Weapons Fired"
END

STAT:CAREER_BRIDGES_DESTROYED
"Career Bridges Destroyed"
END

STAT:CAREER_STRUCTURES_SOLD
"Career Structures Sold"
END

STAT:CAREER_UNITS_BUILT
"Career Units Built"
END

STAT:CAREER_UNITS_LOST
"Career Units Lost"
END

STAT:CAREER_ENEMY_UNITS_KILLED
"Career Enemy Units Killed"
END

STAT:UNIT_KILL_LOST_RATIO
"Unit Kill-Lost Ratio"
END

STAT:AVG_INCOME_PER_MINUTE
"Average Income Per Minute"
END

STAT:NUMBER_OF_TIMES_POWER_LOST
"Number of Times Power Lost"
END

STAT:CAREER_RESOURCES_GATHERED
"Career Resources Gathered"
END

STAT:CAREER_RESOURCES_SPENT
"Career Resources Spent"
END

STAT:NUMBER_OF_TIMES_FORMATION_PREVIEW_USED
"Number of Times Formation Preview Used"
END

STAT:TOTAL_CAMPAIGN_MISSIONS_PLAYED
"Total Campaign Missions Played"
END

STAT:AVG_TIME_TO_WIN_CAMPAIGN_MISSION
"Average Time to Win Campaign Mission"
END

STAT:NUMBER_OF_VOTES_SKIPPED
"Number of Votes Skipped"
END

STAT:NUMBER_OF_TIMES_DISCONECTED
"Number of Times Disconnected"
END

STAT:NUMBER_OF_TIMES_DESYNCED
"Number of Times Desynced"
END


// Command and Conquer 3 Online messages

// context:  Command and Conquer 3 Online messages
WOL:InternalError
"Command & Conquer 3 Online Internal Error"
END

WOL:ServerBan
"Sorry, you've been banned from Command & Conquer 3 Online. Please review the Service Terms"
END

WOL:DisconnectedError
"Sorry, you've been banned from Command & Conquer 3 Online. Please review the Service Terms"
END

WOL:NoServers
"Command & Conquer 3 Online not found"
END

WOL:LoginTimeout
"Timed out waiting to join Command & Conquer 3 Online"
END

WOL:NoMatchChannel
"No match channel found"
END

WOL:NoMatchbot
"No MatchMaker found"
END

WOL:BadMatchParams
"Bad match parameters"
END

WOL:ChatErrorNickInUse
"That Online ID is already in use"

END

WOL:ChatErrorBadPass
"Incorrect password for that name"
END

WOL:ChatErrorNoneSuch
"No such user or channel"
END

WOL:ChatErrorConNetDown
"Network connection is down"
END

WOL:ChatErrorConLookupFailed
"DNS lookup failed."
END

WOL:ChatErrorConError
"Fatal network error occurred"
END

WOL:ChatErrorTimeout
"Timeout occurred."
END

WOL:ChatErrorMustPatch
"You must get the latest Update before joining Command & Conquer 3 Online"
END

WOL:ChatErrorStatusError
"Internal status error"
END

WOL:ChatErrorUnknownResponse
"Unknown response"
END

WOL:ChatErrorChannelFull
"Channel is full"
END

WOL:ChatErrorChannelExists
"Channel already exists"
END

WOL:ChatErrorChannelDoesNotExist
"Channel does not exist"
END

WOL:ChatErrorBadChannelPassword
"Bad channel password"
END

WOL:ChatErrorBanned
"Sorry, you've been banned from Command & Conquer 3 Online. Please review the Service Terms"
END

WOL:ChatErrorNotOper
"Cannot perform that operation"
END

WOL:ChatErrorAccountDisabled
"Your account has been disabled."
END

WOL:ChatErrorSerialBanned
"Your serial number has been banned. Please review the Service Terms"
END

WOL:ChatErrorSerialDup
"Your serial is already in use"
END

WOL:ChatErrorSerialUnknown
"Your serial is invalid"
END

WOL:NetUtilErrorGeneric
"Generic NetUtil error"
END

WOL:NetUtilErrorBusy
"Busy"
END

WOL:NetUtilErrorTimeout
"Timeout"
END

WOL:NetUtilErrorInvalidField
"Invalid field"
END

WOL:NetUtilErrorCantVerify
"Can't verify"
END

WOL:NetUtilFinished
"Finished"
END

WOL:UnknownError
"Unknown error"
END

WOL:CouldNotCreateChannel
"Could not create channel"
END

WOL:ErrorTitle

"Command & Conquer 3 Online Error"
END

WOL:LoginErrorTitle
"Login Error"
END

WOL:CreatingChannel
"Creating channel"
END

WOL:ChannelClosed
"Channel has closed"
END

WOL:BadChannelPassword
"Bad channel password"
END

WOL:ChannelFull
"Channel full"
END

WOL:BannedFromChannel
"You've been banned from the channel"
END

WOL:CannotJoinChannel
"Cannot join channel"
END

WOL:NoWOLAPI
"Shared Internet Components have not been installed."
END

WOL:OldWOLAPI
"Shared Internet Components need to be updated.  Please install from the Command & Conquer 3 disc"
END

WOL:BadRegistry
"Command & Conquer 3 Registry is corrupt"
END

WOL:GotPing
"Received ping of %dms.  The lower the ping, the better the connection"
END

WOL:ServerListAndVersion
"Fetching server list"
END

WOL:GettingPings
"Getting pings.  The lower the ping, the better the connection"
END

WOL:Connecting
"Connecting"
END

WOL:JoinedChannel
"You joined %ls"
END

WOL:LeftChannel
"You left %ls"
END

WOL:UserKicked
"%ls kicked %ls out of %ls"
END

WOL:BeginIgnoreList
"Begin Ignore List"
END

WOL:IgnoredUser
"  %ls"
END

WOL:EndIgnoreList
"End Ignore List"
END

WOL:DownloadPatchNow
"Would you like to download the Update at this time?"
END

// context:


// context: Command and Conquer 3 Online find/page strings

WOL:FindInChannel
"%ls is in %s"
END

WOL:FindInChannelOtherServer
"%ls is in %s on %s"
END

WOL:FindOffline
"%ls is not logged in"
END

WOL:FindHiding
"%ls is not responding to search"
END

WOL:FindNotInChannel
"%ls is not in a channel"
END

WOL:FindNotInChannelOtherServer
"%ls is on %s"
END

// context:

// context: Command and Conquer 3 Online channel names (Channels are gruops where the people can join for chat in the lobby)

WOL:Lob_49_0
"Main Lobby"
END

WOL:Lob_49_1
"Alternate"
END

WOL:Lob_49_2
"Reality"
END

WOL:Lob_41_0
"Tournament"
END

WOL:UnknownServer
"unknown server"
END

WOL:UnknownChannel
"unknown channel"
END

// context:


//context: Command and Conquer 3 Online buddy strings (buddy = friend) %ls is replaced by a player name

WOL:BuddyOffline
"%ls is offline"
END

WOL:BuddyMatching
"%ls is Player Tournament"
END

WOL:BuddyNotInChan
"%ls is online"
END

WOL:BuddyInGame
"%ls is playing a game"
END

WOL:BuddyInChat
"%ls is chatting in %ls"
END

WOL:BuddyGameSetup
"%ls is in %ls"
END

WOL:BuddyMatchingOtherServer
"%ls is playing on %ls"
END

WOL:BuddyNotInChanOtherServer
"%ls is online on %ls"
END

WOL:BuddyInGameOtherServer
"%ls is playing a game on %ls"
END

WOL:BuddyInChatOtherServer
"%ls is chatting in %ls on %ls"
END

WOL:BuddyGameSetupOtherServer
"%ls is in %ls on %ls"
END

WOL:BuddyHiding
"%ls is hiding"
END

// context:

// comment: Command and Conquer 3 Online locale strings ( locale is the country where the player is )


WOL:Locale00
// context: Player location. Nationality Unknown
"Unknown"
END

// context: Player location. Nationality
WOL:Locale01
"Other Location"
END

WOL:Locale02
"Argentina"
END
WOL:Locale03
"Australia"
END
WOL:Locale04
"Austria"
END
WOL:Locale05
"Belgium"
END
WOL:Locale06
"Brazil"
END
WOL:Locale07
"Canada"
END
WOL:Locale08
"China"
END
WOL:Locale09
"Denmark"
END
WOL:Locale10
"Finland"
END
WOL:Locale11
"France"
END
WOL:Locale12
"Germany"
END
WOL:Locale13
"Greece"
END
WOL:Locale14
"Ireland"
END
WOL:Locale15
"Israel"
END
WOL:Locale16
"Italy"
END
WOL:Locale17
"Japan"
END
WOL:Locale18
"Korea"
END
WOL:Locale19
"Malaysia"
END
WOL:Locale20
"Mexico"
END
WOL:Locale21
"Netherlands"
END
WOL:Locale22
"New Zealand"
END
WOL:Locale23
"Norway"
END
WOL:Locale24
"Philippines"
END
WOL:Locale25
"Poland"
END
WOL:Locale26
"Portugal"
END
WOL:Locale27
"Russia"
END
WOL:Locale28
"Singapore"
END
WOL:Locale29
"South Africa"
END
WOL:Locale30
"Spain"
END
WOL:Locale31
"Sweden"
END
WOL:Locale32
"Switzerland"
END
WOL:Locale33
"Taiwan"
END
WOL:Locale34
"Thailand"
END
WOL:Locale35
"Turkey"
END
WOL:Locale36
"United Kingdom"
END
WOL:Locale37
"United States"
END
// context:
// comment:

// END Command and Conquer 3 Online



Chat:Everyone
// context: chat to be seen by everyone in the game
"Everyone Views"
END

Chat:Allies
// context: chat to be seen only by your allies in the game
"Only Allies View"
END

Chat:Observers
// context: chat to be seen only by observers
"Observers View"
END

Chat:Console
// context: special development/mod community interface for entering console commands
"ENTER CONSOLE COMMAND:"
END





GUI:Clear
// context: Clear the chat window
"CLEAR"
END

GUI:Color
// Color header
"Color"
END


// Begin LAN
LAN:CountdownStoppedGeneric
"Countdown Stopped"
END

LAN:GameStartTimerPlural
// context: the %d variable is replace by the number of seconds
"%d..."
END

LAN:GameStartTimerSingular
// context: the %d variable is replace by the number of seconds. Okay, people editing the string file:  let's think for a second.  This label says "Singular".  The one above says "Plural".  Let's not say "second(s)" here, OK?
"%d..."
END

LAN:HostNotResponding
// context: Error. The host computer is not responding and the clients are quiting the game 
"Game exited; the host was not responding."
END

LAN:PlayerDropped
// context: Player %ls (replaced by the player name) has lost connection.
"%ls dropped; player was not responding."
END

LAN:NeedMorePlayers
// context: player needs more than %d (number of players) to start this kind of game
"You need more than %d player(s) to start a game."
END

LAN:NeedMoreTeams
// context: player needs more than 1 team to play a network game
"You need more than 1 team to start a game."
END

LAN:TooManyPlayers
// context: the map has a limit of %d (number of players) players.
"This map only supports up to %d players."
END

LAN:OK
// context: Close informative dialog button
"OK"
END

LAN:ErrorNoGameSelected
// context: the action requires that a game is selected first
"Please select a game first."
END

LAN:ErrorTimeout
// context: Connection timed out before completion
"Connection timed out."
END

LAN:ErrorGameFull
// context: the game you are trying to connect is full
"This game is full."
END

LAN:ErrorDuplicateName
// context: ther is another player in the game with the same name
"Duplicate name already in game."
END

LAN:ErrorCRCMismatch
// context: when a multiplayer game losses syncronization data between the different players this message is displayed on screen in a dialog box. (CRC is a checksum term frecuently used in computers)
"Game has detected a mismatch. This means the multiplayer game has lost synchronization data between the players. It is possible that your opponent has modified their version of the game."
END

LAN:ErrorGameStarted
// context: the game you are trying to connect has already started
"Sorry, this game has already started."
END

LAN:ErrorGameExists
// context: player is trying to create a game but there is a game in the lobby with the same name
"A game of the same name already exists."
END

//LAN:ErrorGameGone
// context: Error. The game the player was traying to connect has disapeared from the lobby
//"Game has dissappeared."
//END

LAN:ErrorGameGone
// context: Error. The game the player was traying to connect has disapeared from the lobby
"Game has already started"
END

LAN:ErrorBusy
// context: Error. There is an opeeration waiting for completion
"Another operation is pending."
END

LAN:ErrorUnknown
// context: Error message. 
"Unknown error"
END

LAN:JoinFailed
// context: Error when trying to join a game. The game might be canceled.
"JOIN FAILED"
END

LAN:HostCanceledGame
// Context : Host stops the countdown to start a game
""
END

LAN:NoMapSelected
// context: User does not have a map selected and presses play game...
"Unable to start game.  No map selected."
END

LAN:HostCanceledGameBecausePlayerLeave
"The host has cancelled the countdown. One or more players has left the room."
END

// End LAN

Network:PlayerLeft
// context: Player %ls (player name) has exit the game
"%ls left the game."
END

INI:MissingDisplayName
// context: DEBUG information. The name of a certain object (%s) is not listed in the INI files of the game
"MISSING DisplayName for Object '%S'"
END

INI:FactionDefault
// context: User settings. Default side for the player when playing in network/online
"Default Army"
END

INI:FactionObserver
// context: Join a game not as a player but as an observer
"Observer"
END

INI:FactionCommentator
// context: Join a game not as a player but as an observer
"Commentator"
END


INI:FactionCivilian
// context: Civilian faction name
"Civilian"
END

INI:FactionNeutral
// context: Neutral faction name
"Neutral"
END

INI:FactionGDI
"GDI"
END

INI:FactionNOD
"Nod"
END

INI:FactionAlien
"Scrin"
END

SIDE:GDI
"GDI"
END

SIDE:NOD
"Nod"
END

SIDE:Alien
"Scrin"
END

SIDE:Civilian
"Civilian"
END
SIDE:Neutral
"Neutral"
END
SIDE:Observer
"Observer"
END

SIDE:Commentator
"Commentator"
END




TOOLTIP:Skirmish/tooltipMordor
"Overall statistics accumulated for Mordor"
END

// Online Login
TOOLTIP:OnlineShell/OnlineLogin/tooltipRememberMe
"Enable to remember your password."
END
TOOLTIP:OnlineShell/OnlineLogin/tooltipOnlineEAAccountName
"Register your account with EA. Complete this field with your new account name"
END
TOOLTIP:OnlineShell/OnlineLogin/tooltipOnlineNickname
"Online IDs are case sensitive"
END
TOOLTIP:OnlineShell/OnlineLogin/Login/Register/ButtonClip
"You must register to play online"
END
TOOLTIP:OnlineShell/OnlineLogin/Login/DeleteNickname/Buttonclip
""
END
TOOLTIP:OnlineShell/OnlineLogin/Login/ServiceTerms/ButtonClip
""
END
TOOLTIP:OnlineShell/OnlineLogin/Login/OfficialSite/ButtonClip
""
END
TOOLTIP:OnlineShell/OnlineLogin/Login/Login/buttonClip
"Please enter login and password."
END







// Tournament Search
TOOLTIP:OnlineShell/OnlineQuickMatch/LeftFrame/tooltipNumberPlayers
"Select the number of players"
END
TOOLTIP:onlineshell/onlinecustommatch/tooltipteam
"Teams of the same number are allies"
END
TOOLTIP:OnlineShell/OnlineQuickMatch/LeftFrame/tooltipConnectionSpeed
"Smaller numbers represent \n quicker connections. \nSelect to filter out opponents \n with slower connections"
END
TOOLTIP:OnlineShell/OnlineQuickMatch/LeftFrame/tooltipColor
"Select the house color"
END
TOOLTIP:OnlineShell/OnlineQuickMatch/LeftFrame/tooltipSide
"Select the army"
END

TOOLTIP:OnlineShell/OnlineQuickMatch/Searching/navSearching/Cancel/tooltipCancel
"Stop searching for opponents"
END
TOOLTIP:OnlineShell/OnlineQuickMatch/Searching/navSearching/WidenSearch/tooltipWidenSearch
"Automatch will attempt to match players of similar ladder rank and connection speed. Left click this button to remove these limits and match with any player"
END
Tooltip:OnlineShell/disableButton
""
END

// Online Custom Game Lobby Screen
TOOLTIP:OnlineShell/OnlineCustomMatch/tooltipGameName
"Titles of games that other players have created"
END
TOOLTIP:OnlineShell/OnlineCustomMatch/tooltipGameType
"Choose the type of game you would like to play"
END
TOOLTIP:OnlineShell/OnlineCustomMatch/tooltipNumberPlayers
"Choose the number of players to match with"
END
TOOLTIP:OnlineShell/OnlineCustomMatch/tooltipPing
"Choose the acceptable opponent \n Connection speed. \n A red icon indicates a slower speed,\n a green indicates a faster speed"
END
TOOLTIP:OnlineShell/OnlineCustomMatch/Controls/buttonHost
"Click here to host a new game"
END
TOOLTIP:OnlineShell/OnlineCustomMatch/Controls/buttonRefresh
"Refresh the lobby display"
END
TOOLTIP:OnlineShell/OnlineCustomMatch/tooltipArmy
"Names of armies joining games"
END
TOOLTIP:OnlineShell/OnlineCustomMatch/tootipTeam
"Teams that are joining game.  Teams of the same ID numbers are allies"
END
TOOLTIP:OnlineShell/OnlineCustomMatch/tooltipColor
"House colors of armies joining game"
END
TOOLTIP:OnlineShell/OnlineCustomMatch/Host/FrameB_Host/tooltipHeadtoHead
"Toggle on to play against other Computer armies"
END
TOOLTIP:OnlineShell/OnlineCustomMatch/Host/FrameB_Host/tooltipScenerio
"Toggle on to play a specific mission with or against other Computer armies."
END
TOOLTIP:OnlineShell/OnlineCustomMatch/Host/FrameB_Host/GameSetUp_02/tooltipOfficialMaps
"These maps are officially created or sanctioned by Electronic Arts"
END
TOOLTIP:OnlineShell/OnlineCustomMatch/Host/FrameB_Host/GameSetUp_02/tooltipPlayerMadeMaps
"These maps are not officially sanctioned by EA and are created by players.\n When you download a new map it will appear in this map list"
END

// CHAT MENU
TOOLTIP:OnlineShell/OnlineChat/Buttons_inframe/nav/tooltipPlayers
"Players currently available to \n chat with in this lobby"
END
TOOLTIP:OnlineShell/OnlineChat/Buttons_inframe/nav/tooltipFriends
"To create a Friend, left click on \n a name in the Player list, \n then left click the Add Friend box"
END
TOOLTIP:OnlineShell/OnlineChat/Buttons_inframe/nav/tooltipIgnore
"To ignore a Player, left click on \n a name and left click on the \n Ignore Player box. Ignored players or \n their messages will not be visible"
END

TOOLTIP:OnlineShell/WebSite//tooltipOfficialWebsite
"Left click to visit the official leader boards and get the latest game news"
END
TOOLTIP:OnlineShell/OnlineChat/tooltipFellowshipClubIcon
"This player is part of the Fellowship Club and a founding elder of the game community"
END
TOOLTIP:OnlineShell/OnlineChat/Buttons_inframe/tooltipPlayerName
"Online IDs of players currently in this chat lobby"
END
TOOLTIP:OnlineShell/OnlineChat/Buttons_inframe/tooltipIgnorePlayerName
"Online IDs of players currently ignored"
END
TOOLTIP:OnlineShell/OnlineChat/tooltipPlayerName
"Names of players in this lobby"
END
TOOLTIP:OnlineShell/OnlineChat/tooltipChatLobby
"Change the chat lobby"
END

// Online Host Game
TOOLTIP:OnlineLobby/tooltipArmy
"Names of armies joining game"
END
TOOLTIP:OnlineLobby/tooltipTeam
"Teams that are joining game. \n Teams of the same ID numbers are allies"
END
TOOLTIP:OnlineLobby/tooltipColor
"House colors of armies joining game"
END
TOOLTIP:OnlineLobby/tooltipHeadtoHead
"Toggle on to play against other players"
END
TOOLTIP:OnlineLobby/tooltipScenerio
"Toggle on to play a specific mission with or against other players"
END
TOOLTIP:OnlineLobby/tooltipOfficialMaps
"These maps are officially created or sanctioned by Electronic Arts"
END
TOOLTIP:OnlineLobby/tooltipPlayerMadeMaps
"These maps are not officially sanctioned by EA and are created by players.\n When you download a new map it will appear in this map list"
END

//Online Join Game 
TOOLTIP:OnlineJoin/tooltipName
"Online IDs of players joining game"
END
TOOLTIP:OnlineJoin/tooltipArmy
"Names of armies joining game"
END
TOOLTIP:OnlineJoin/tooltipTeam
"Teams that are joining game. \n Teams of the same ID numbers are allies"
END
TOOLTIP:OnlineJoin/tooltipColor
"House colors of armies joining game"
END


//Advanced Online Home Screen
TOOLTIP:OnlineShell/OnlineHome/tooltipOfficialWebsite
"Left click to visit the official leader boards and get the latest game news"
END
TOOLTIP:OnlineShell/OnlineHome/tooltipRank
"Current community ladder position"
END
TOOLTIP:OnlineShell/OnlineHome/tooltipcurrentLevel
"Current player persona status. Players receive 3 points for a victory and 1 point for a defeat"
END
TOOLTIP:OnlineShell/OnlineHome/tooltipCommunityWin
"These statistics track the total Automatch win percentages for each army from the previous week"
END


//Online Profile Screen
TOOLTIP:OnlineShell/OnlineProfile/tooltipRohan
"Overall statistics accumulated for Rohan"
END
TOOLTIP:OnlineShell/OnlineProfile/tooltipGondor
"Overall statistics accumulated for Gondor"
END
TOOLTIP:OnlineShell/OnlineProfile/tooltipIsengard
"Overall statistics accumulated for Isengard"
END
TOOLTIP:OnlineShell/OnlineProfile/tooltipMordor
"Overall statistics accumulated for Mordor"
END


//TOOLTIP:GamesBeingFormed
// context: game listbox in custom lobby when no game is highlighted
//"The Game List window displays currently being created.  Mouse over game names to get even more info"
//END


// comment: 




TOOLTIP:GameAcceptance
//context: this is for game acceptance icon appearing in the game spy game options menu and the lan game options menu
"Game Acceptance"
END
 
TOOLTIP:ConnectionSpeed
//context: this is for game acceptance icon appearing in the game spy game options menu
"Connection Speed"
END

TOOLTIP:MyInfo
// context: Displays player's account information.
"Click to explore your Persona Information.  You may view your rank, points, wins, losses, Battle Honors, etc."
END

TOOLTIP:CustomMatch
// context: Joins the Open Play lobby.
"Click to join the Open Play Lobby to meet and chat with other players"
END

TOOLTIP:EnterPassword
// context: Enter a password.
"Please enter a password"
END

TOOLTIP:Quickmatch
// context: Joins quickmatch.
"Click to begin Automatch. Automatch will attempt to automatically match you with your closest skill level and preferences"
END

TOOLTIP:GameLobbys
// context: Select your game lobby.
""
END

TOOLTIP:ClearButton
// context: Clears text from the txt entry field.
"Clear the chat text window"
END

TOOLTIP:Disconnectbutton
// context: Disconnects from current game.
"Click to disconnect from your current game.  Disconnect will be counted toward your overall total"
END


TOOLTIP:playersonline
// context: List of players currently online.
"List of players currently on Command and Conquer 3 Online"
END

TOOLTIP:WidenSearch
// context: Widens the QM search.
"Click to widen your opponent search criteria. The more specific your criteria is, the more difficult it can be to find an opponent"
END

TOOLTIP:Emote
// context: Emote.
""
END

TOOLTIP:JoinGame
// context: Joins the selected game.
"Click to join the selected game"
END

TOOLTIP:BuddyButton
// context: DO NOT TRANSLATE
"Sort game list by Buddies"
END

TOOLTIP:matchingprogress
// context: displays progress of QM matching.
"You can watch as Automatch searches for your best match.  Keep your fingers crossed!"
END

TOOLTIP:CancelButton
// context: Cancels
"Click to cancel the current operation"
END

TOOLTIP:resizewindows
// context: Resizes the custom game windows
"Click and drag vertically to change the size of your Game List window vs. your Chat window"
END

TOOLTIP:CreateGame
// context: Create a game.
"Create a new game.  The game will be displayed in the Game List window for other players to join"
END

TOOLTIP:ChatWindow
// context: The chat window.
"Type and press Enter in the Text Entry box below to send messages to this Chat window.  Other players can read and respond"
END

TOOLTIP:StopSearch
// context: Stops the search.
"Abort your current search"
END
//comment:

TOOLTIP:StartSearch
// context: Starts the search.
"Begin searching"
END

TOOLTIP:UnknownGame
// context: game listbox in custom lobby when a garbled game is highlighted
"Unknown game"
END

TOOLTIP:textentrybox
// context: enter your chat txt here
"Type and press Enter in this Text Entry box to send messages to the Chat window above"
END

TOOLTIP:PlayersInLobby
// context: players listbox in custom lobby when no player is highlighted
"Current players in your lobby"
END

TOOLTIP:LocalPlayer
// context: players listbox in custom lobby
"%s"
END

TOOLTIP:buddies
"Sort game list by Buddies"
END

TOOLTIP:AddToBuddies
"Add a player to your list of Buddies"
END

TOOLTIP:BuddyPlayer
// context: players listbox in custom lobby
"%s (friend)"
END

TOOLTIP:ProfiledPlayer
// context: DO NOT TRANSLATE. Players listbox in custom lobby
"%s"
END

TOOLTIP:GenericPlayer
// context: DO NOT TRANSLATE. Players listbox in custom lobby
"%s"
END

TOOLTIP:IgnoredModifier
// context: added after player name in player listbox in custom lobby
" (ignored)"
END

TOOLTIP:PlayerInfo
// context: players listbox in custom lobby. DO NOT ALTER THE ORDER OF THE VARIABLES AND DO NOT REMOVE THE \n. \n is the 'new line' control character
"\nRegion: %s\n%d wins/%d losses"
END

TOOLTIP:StagingPlayerInfo
// context: players listbox in game setup screen. DO NOT ALTER THE ORDER OF THE VARIABLES AND DO NOT REMOVE THE \n. \n is the 'new line' control character
"\nRegion: %ls\n%d wins/%d losses\n1v1 rank: %ls\n2v2 rank: %ls\n1v1 clan rank: %ls\n2v2 clan rank: %ls"
END

TOOLTIP:ChatPlayerInfo
// context: players listbox in game setup screen. DO NOT ALTER THE ORDER OF THE VARIABLES AND DO NOT REMOVE THE \n. \n is the 'new line' control character
"\nRegion: %ls\n%d wins/%d losses\n1v1 rank: %ls\n2v2 rank: %ls\n1v1 clan rank: %ls\n2v2 clan rank: %ls"
END

TOOLTIP:ClanName
// Tooltip string when in stagging room added to other tooltips.
"[%hs]"
END

TOOLTIP:GameInfoGameName
// context: game listbox in custom lobby
"Game Name: %s"
END

TOOLTIP:GameInfoLadderName
// context: game listbox in custom lobby. DO NOT REMOVE THE \n. \n is the 'new line' control character
"\nLadder: %s"
END

TOOLTIP:LadderName
// context: game listbox in custom lobby
"Ladder: %s"
END

TOOLTIP:UnknownLadder
// context: game listbox in custom lobby. DO NOT REMOVE THE \n. \n is the 'new line' control character
"\nUnknown ladder"
END

TOOLTIP:NoLadder
// context: game listbox in custom lobby. DO NOT REMOVE THE \n. \n is the 'new line' control character
"\nNo ladder"
END

TOOLTIP:InvalidGameVersionSingleLine
// context: game listbox in custom lobby
// the second sentence is unneccesary.  You can never join the game to begin with.
//"This game version is different from yours.  You will encounter errors if you play in this game"
"This game version is different"
END

TOOLTIP:InvalidGameVersion
// context: game listbox in custom lobby. DO NOT REMOVE THE \n. \n is the 'new line' control character
// the second sentence is unneccesary.  You can never join the game to begin with.
//"\nGame version is different. You will encounter errors if you play in this game"
"\nGame version is different"
END

TOOLTIP:GameInfoMap
// context: game listbox in custom lobby. DO NOT REMOVE THE \n. \n is the 'new line' control character
"\nMap: %s\nPlayers:"
END

TOOLTIP:GameInfoPlayer
// context: game listbox in custom lobby. DO NOT REMOVE THE \n. \n is the 'new line' control character
"\n    %s (%d/%d)"
END

TOOLTIP:FreeForAll
// context: Help text: Free for all is a game where nobody can ally with other players and there is no restrictions.
"Free For All.  No teams/allies allowed"
END

TOOLTIP:ListOfPlayers
// context: Header help text. Below this header the player names in the game are listed
"Players in the current game"
END

TOOLTIP:MapName
// context: Help text for the map name. Points that the displayed name is the name of the actual selected map
"Currently selected map"
END

TOOLTIP:GameName
// context: Help text for the game name. Points that the displayed name is the name of the actual selected game
"Name of the game"
END


TOOLTIP:StartGame
// comment:
// context: starts a multiplayer game
"Begin a multiplayer game"
END

TOOLTIP:IgnoreButton
// comment: 
"Ignore player"
END

TOOLTIP:closeButton
// comment: ????? DO NOT TRANSLATE
""
END

TOOLTIP:GameOptions
// context: Help text. Tells the user that what he is pointing at are the enabled options of the game
"Options currently enabled in the game"
END

TOOLTIP:Crates
// context: Help text . Bonus crates are left behind when some units are destroyed. They provide extra resources, armor, or fire power to the player who captures it.
"Bonus crates"
END

TOOLTIP:SuperWeapons
// context: Tooltip 
"Super Weapons.  Particle Cannon, Nuclear Missile, etc."
END

TOOLTIP:NumberOfPlayers
"Number of players currently in this game"
END

TOOTIP:Password
"Password required to joing game"
END



TOOLTIP:PingInfo
"Connection speed quality to host"
END

TOOLTIP:NoCurrentLevel
"No current level info available"
END

TOOLTIP:PasswordIcon
// context: description of the password icon, which appears near any locked game in the online custom join game screen
"This game requires a password to join"
END

TOOLTIP:UserMapIcon
"The current map in not an official map"
END

TOOLTIP:AdvSetting
"The game is using modified rules.  You can see non standard rules being used on the Rules tab below."
END

TOOLTIP:GameStarted
"Game has already started."
END

TOOLTIP:MpSaveGame
"You have previously played and saved this game.  The host of the game is ready for you to join.  Select to continue the game."
END

//TOOLTIPS

// Tooltips

//////Options Menu Tooltips

TOOLTIP:QuitMenu/Resume/TheButton
"Click here to continue your game"
END

TOOLTIP:QuitMenu/Options/TheButton
"Click here to change your audio and video settings"
END

TOOLTIP:QuitMenu/Save/TheButton
"Click here to save your progress"
END

TOOLTIP:QuitMenu/Load/TheButton
"Click here to load a saved game"
END

TOOLTIP:QuitMenu/Restart/TheButton
"Click here to restart this mission" 
END

TOOLTIP:QuitMenu/ExitMission/TheButton
"Click here to exit out of the current game"
END

TOOLTIP:QuitMenu/Surrender/WOTRSurrender
"Click here to surrender the match"
END

TOOLTIP:QuitMenu/Forfeit/WOTRForfeit
"Click here to surrender the battle"
END

///////Skirmish Menu Tooltips
TOOLTIP:Skirmish/tooltipName
"Online IDs of players joining game"
END

TOOLTIP:Skirmish/tooltipArmy
"Names of armies joining game"
END

TOOLTIP:Skirmish/tooltipMapInfo
"Detail about map selected"
END

TOOLTIP:Skirmish/tooltipHero
"Select your hero and AI hero for battle"
END

TOOLTIP:Skirmish/tooltipHandicap
"Change your handicap - smaller the number the weaker your army"
END

TOOLTIP:Skirmish/tooltipTeam
"Teams that are joining game. \n Teams of the same numbers are allies"
END

TOOLTIP:Skirmish/tooltipColor
"House colors of armies joining game"
END

TOOLTIP:Skirmish/tooltipGameSpeed
"Adjust the speed of your game"
END

TOOLTIP:Skirmish/tooltipLevelUpBar
"Skirmish progress for this player. \n 1 point for defeating an Easy enemy, \n 2 points for a Medium enemy, \n 3 points for a Hard enemy \nand 4 points for a map with a maximum number of Hard enemies"
END

TOOLTIP:Skirmish/tooltipStatsBox
// context: tooltip for the stats box in the skirmish menu
"Game statistics for current player"
END

TOOLTIP:Skirmish/tooltipPortrait
// context: tooltip over the image of the currently selected army
"Current player army"
END

TOOLTIP:Skirmish/clipContentBotLeft/Profile/tooltipSkirmishProfile
// context: tooltip over the Skirmish Profile button in the skirmish menu
"Left click to view more detailed player statistics"
END

TOOLTIP:Skirmish/FrameB_Host/tooltipOfficialMaps
// context: tooltip over the "Official Maps" button in the Skirmish Menu
"These maps are officially created by Electronic Arts"
END

TOOLTIP:Skirmish/FrameB_Host/tooltipPlayerMadeMaps
// context: tooltip over the "Player Made Maps" button in the Skirmish Menu
"These maps are created by players.\n When you download a new map it will appear in this map list"
END

TOOLTIP:Skirmish/tooltipChangePlayerProfile
// context: tooltip over the "Change Player Profile" button in the skirmish menu
"Change player Online ID.  Statistics will be recorded to the chosen player name"
END



//QuickMatch SetUp Screen
TOOLTIP:OnlineShell/OnlineQuickMatch/LeftFrame/FindGames/PlayGame/tooltipFindGames
"Click here after choosing your Automatch settings"
END
TOOLTIP:OnlineShell/OnlineQuickMatch/tooltipMapCheckBox
"Toggle on to make a battlefield available in Automatch.  A minimum of 4 must be enabled"
END
TOOLTIP:OnlineShell/OnlineQuickMatch/tooltipMapBox
"Battlefield description"
END
TOOLTIP:OnlineShell/OnlineQuickMatch/tooltipGameType
"Choose Head to Head or Scenario modes"
END
TOOLTIP:OnlineShell/OnlineQuickMatch/tooltipNumberPlayers
"Choose the number players to match with"
END
TOOLTIP:OnlineShell/OnlineQuickMatch/tooltipSide
"Choose army"
END
TOOLTIP:OnlineShell/OnlineQuickMatch/tooltipColor
"Choose army color"
END
TOOLTIP:OnlineShell/OnlineQuickMatch/tooltipMaxPing
"Choose the acceptable tolerance for opponent's connection speed. \n  The lower the number the faster the connection"
END
TOOLTIP:OnlineShell/OnlineQuickMatch/tooltipMaxDisconnects
"Choose the acceptable tolerance for opponent's disconnection total. \n  Higher disconnect totals indicates slower connection to opponents"
END

TOOLTIP:OnlineShell/OnlineChat/Buttons_inframe/OnbttnAddIgnore/tooltipAddignore
"To ignore a Player, left click on a name \n and left click on the Ignore Player box. \n Ignored players or their messages will not be visible"
END
TOOLTIP:OnlineShell/OnlineChat/Buttons_inframe/OnbttnRemoveIgnore/tooltipRemoveIgnore
"To remove a Player from the Ignore list, \n left click on a name and left click on the Remove Ignore button"
END
TOOLTIP:OnlineShell/OnlineChat/Buttons_inframe/OnbttnRemoveFriend/tooltipRemovefriend
"To remove a Friend, left click on a name \n and left click on the Remove Friend button"
END
TOOLTIP:OnlineShell/OnlineChat/Buttons_inframe/OnbttnAddFriend/tooltipAddfriend
"To create a Friend, left click on \n a name in the Player list, \n then left click the Add Friend box"
END
TOOLTIP:OnlineShell/OnlineChat/Buttons_inframe/OnbttnEnterText/tooltipAddfriend
"Enter the name of the player you would like to add"
END
Tooltip:OnlineShell/ONlineCustomMatch/Controls/buttonJoin
"Select a game, then click the join button"
END
TOOLTIP:OnlineShell/OnlineChat/Buttons_inframe/OnbttnEnterText/tooltipChatEnter
"Click here to enter your text"
END
TOOLTIP:OnlineShell/OnlineCustomMatch/tooltipGameHost
"Name of player hosting this game"
END
///Options Screen


TOOLTIP:Options/tooltipResolution
"Adjust the video resolution display. \n This setting can only be changed \n from the Options in the Main Menu"
END

TOOLTIP:Options/tooltipDetail
"Adjusting details too high may slow \n the gameplay for lower end PCs. \n This setting can only be changed \n from the Options in the Main Menu"
END

TOOLTIP:Options/tooltipMusic
"Adjust the volume for the game music"
END

TOOLTIP:Options/tooltipBrightness
"Adjust the overall brightness of the game"
END
TOOLTIP:Options/tooltipSoundFX
"Adjust the volume for the game sound effects"
END

TOOLTIP:Options/tooltipVoice
"Adjust the volume for \n the game voiceover dialog"
END

TOOLTIP:Options/tooltipAmbient
"Adjust the volume for \n the background audio effects"
END
TOOLTIP:Options/tooltipMovie
"Adjust the volume for the in game cinematics"
END

TOOLTIP:Options/tooltipScrollSpeed
"Adjust the battle window scrolling"
END

TOOLTIP:Options/tooltipDoubleClickGuard
"Adjust to allow attack move, then guard area \n by double right clicking destination on battlefield"
END

TOOLTIP:Options/tooltipAlternateMouse
"Toggle on to allow Command & Conquer(tm) style mouse interface"
END

TOOLTIP:Options/tooltipAlternativeMouseSetUp
"Toggle on to allow Command & Conquer(tm) style mouse interface"
END

TOOLTIP:options/tooltipEAX
"Enable sound card EAX3 support. \n Improve audio quality"
END

TOOLTIP:Options/tooltipHighQualityAudio
"Enable surround sound, reverb and increase ambient sounds."
END

TOOLTIP:Options/tooltipHighAudioQuality
"Enable surround sound, reverb and increase ambient sounds."
END

TOOLTIP:Options/tooltipOnlineIP
"Advanced users: If you have multiple network interfaces, choose between IP addresses"
END

TOOLTIP:Options/tooltipFireWall
"Toggle on to enable some firewall systems."
END

TOOLTIP:Options/tooltipSendDelay
"Toggle on to use older DLink routers"
END


TOOLTIP:Options/clipOnlineOptions/RefreshNAT/buttonRefreshNAT
"Force the game to redetect your NAT/Firewall configuration.  Choose this option after changing a Firewall or NAT"
END


TOOLTIP:Options/tooltipDisplayForeignLanguage
"Toggle on to prevent Asian character messages in chat and in game"
END

TOOLTIP:Options/tooltipTurnOffMessengerInGame
"Toggle on to prevent player from sending or receiving in game messages"
END

TOOLTIP:Options/tooltipFilterLanguage
"Toggle on to protect the language of the game"
END

TOOLTIP:Options/tooltipAnisotropicTextureFiltering
"Enable sharper textures if your video card supports this feature. \n Turn off for improved performance"
END

TOOLTIP:Options/tooltipTerrainLighting
"Toggle showing detailed lighting on terrain. Turn off for improved performance"
END

TOOLTIP:Options/tooltip3DShadows
"Toggle showing 3D shadows in game. Turn off for improved performance"
END

TOOLTIP:Options/tooltip2DShadows
"Toggle showing 2D shadows in game. Turn off for improved performance"
END

TOOLTIP:Options/tooltipSmoothWaterBorder
"Toggle smoothing of water borders.  Turn off for improved performance"
END

TOOLTIP:Options/tooltipShowProps
"Toggle showing props in game.  Turn off for improved performance"
END

TOOLTIP:Options/tooltipShowAnimations
"Toggle showing optional animations (like tree sway).  Turn off for improved performance"
END

TOOLTIP:Options/tooltipHeatEffects
"Toggle showing the heat effect system of some units.  Turn off for improved performance"
END

TOOLTIP:Options/tooltipDisableDynamicLOD
"Toggle to on and manually set your Level of Detail. Turn off for improved performance"
END

TOOLTIP:Options/tooltipTextureDetail
"Modify the level of texture quality"
END

TOOLTIP:Options/tooltipParticleCap
"Modify the number of particles allowed on screen at one time"
END

TOOLTIP:Options/tooltipRetaliation
"Toggle on to allow units to leave their position \n and attack enemies in range automatically"
END

APT:Retaliation
"Retaliation"
END

TOOLTIP:LanLobby/tooltipGameNames
// context: tooltip over the game names in the Lan Lobby
"Titles of games that other players have created"
END

TOOLTIP:LanLobby/tooltipNumberPlayers
// context: tooltip over the number of players (x/y) in the lan lobby
"Numbers of players that have joined and are allowed in a specific game"
END

TOOLTIP:LanLobby/tooltipName
"Online IDs of players joining game"
END

TOOLTIP:LanLobby/tooltipArmy
"Names of armies joining game"
END

TOOLTIP:LanLobby/tooltipTeam
"Teams that are joining game. \n Teams of the same ID numbers are allies"
END

TOOLTIP:LanLobby/tooltipColor
"House colors of armies joining game"
END

TOOLTIP:LanLobby/FrameB_Host/tooltipHeadtoHead
"Toggle on to play against other players"
END

TOOLTIP:LanLobby/FrameB_Host/tooltipScenerio
"Toggle on to play a specific mission with or against other players"
END

TOOLTIP:LanLobby/FrameB_Host/GameSetUp_02/tooltipOfficialMaps
"These maps are officially created or sanctioned by Electronic Arts"
END

TOOLTIP:LanLobby/FrameB_Host/GameSetUp_02/tooltipPlayerMadeMaps
"These maps are not officially sanctioned by EA and are created by players.\n  When you download a new map it will appear in this map list"
END

// comment: Building construction information messages

DOZER:ConstructionComplete
// context: The %s is replaced by the building name 
"Construction Complete: %s"
END

DOZER:RepairComplete
"Repair Operation Complete"
END

UPGRADE:TestBaseUpgrade
"Testing Base Upgrade"
END

UPGRADE:UpgradeComplete
// context: The %s is replaced by the upgrade name 
"Upgrade Complete: %s"
END

GUI:CantBuildRestrictedTerrain
// context: Terrain is too roughed to build in it
"The terrain prevents you from building here"
END

GUI:CantBuildNotFlatEnough
// context: Terrain is too roughed to build in it
"The terrain is not flat enough to build here"
END

GUI:CantBuildObjectsInTheWay
// context: Terrain is not suitable to build
"You cannot build there because there are obstacles in the way"
END

GUI:CantBuildTooCloseToSupplies
// context: Supply centers can't be too close to supply sources 
"You cannot build there because it is too close to a source of supplies"
END

GUI:CantBuildNoClearPath
// context: There is no path for the dozer to reach the construction site
"Unit cannot reach construction site"
END

GUI:CantBuildShroud
// context: Before you can build the player must reveal the fog of war in the area
"You must explore there before building"
END

GUI:CantBuildThere
// context: The terrain is not suitable to build structures on it
"You can't build here"
END

// comment:


// comment: Rally point is the path and destination for every unit that exits a building. This path and destination can be set by the user.

GUI:RallyPointObjectsInTheWay
"Unable to set rally point, object(s) are in the way of the destination"
END

GUI:RallyPointNoPath
"Unable to set rally point"
END

GUI:RallyPointSet
//context: %s is replaced by the building name which the player set the rally point
"%s rally point set"
END

GUI:GlobalRallyPointSet
//context: When user orders all buildings to set the same rally point.
"Rally point set for all buildings"
END

GUI:ErrorNoMoreCommandPoints
// context: used when player tries to click on a build-units button, but doesn't have enough command points to build the unit
"Not enough command points"
END

GUI:ErrorNoMoreMoney
// context: used when player tries to click on a build-units button, but doesn't have enough cash to build the unit/upgrade/whatever
"Insufficient funds"
END

// context: DO NOT TRANSLATE
GUI:MouseType
"Mouse Type"
END

GUI:Com
"EAPIM"
END

GUI:CONTROL
"Control"
END

GUI:INFORMATION
"Information"
END

GUI:INTERFACE
"Interface"
END

GUI:SELECTION
"Selection"
END

GUI:TAUNT
"Taunt"
END

GUI:MISC
"Misc"
END

GUI:DEBUG
"Debug"
END

GUI:Cheer
"Cheer"
END
// context:


GUI:CheerDescription
// context: Help text for the 'Cheer' command. 
"Commands your forces to exult over your great deeds."
END

GUI:Deploy
// context: Help text for the 'Deploy' icon. 
"Deploy Object"
END

GUI:DeployDescription
// context: Help text for the 'Deploy' icon. 
"Deploy selected object(s)."
END

GUI:Guard
// context: Help text for the 'Guard' icon (a shield image). 
"Guard"
END

GUI:GuardDescription
// context: Help text for the 'Guard' icon. 
"Set the selected object(s) into 'guard area' mode."
END

GUI:CreateFormation
"Create Formation"
END

GUI:CreateFormationDescription
// context: Help text for the 'Create formation' icon. 
"Create a formation of the selected units and they will retain it as they move."
END

GUI:Follow
// context: Help text for the 'Follow' icon. 
"Follow"
END

GUI:FollowDescription
// context: Help text for the 'Follow' command. 
"Toggle follow state of selected object(s)."
END

GUI:ToggleControlBar
// context: Help text for the 'Minimize/Maximize control bar' icon. 
"Toggle Control Bar"
END

GUI:ToggleControlBarDescription
// context: Help text for the 'Toggle Control Bar' command. 
"Toggles the in game control bar on/off."
END

GUI:ToggleLetterbox
// context: It toggles the display Letterbox mode. The aspect ratio of the screen changes into the 16:9 aspect ratio with two black bars at the top and bottom of the screen. 
"Toggle Letter Box"
END

GUI:ToggleLetterboxDescription
// context: Help text for the 'Toggle Letter Box' command. 
"Toggles Letterbox Mode on/off."
END

GUI:Scatter
// context: Help text for the 'Scatter units' icon/command. 
"Scatter"
END

GUI:ScatterDescription
// context: Help text for the 'Scatter' command. 
"Scatter selected object(s)."
END

GUI:StopObject
// context: Help text for the 'Stop' icon. 
"Stop Object"
END

GUI:StopObjectDescription
// context: Help text for the 'Stop Object' command. 
"Stop the selected object(s)."
END

GUI:AttackMoveObject
// context: Help text for the 'AttackMove' icon. 
"Attack Move Object"
END

GUI:AttackMoveObjectDescription
// context: Help text for the 'AttackMove Object' command. 
"Attack Move the selected object(s)."
END


GUI:GoToRadarEvent
// context: This command moves the player screen to last event recorded in the radar map
"Go to Radar Event"
END

GUI:GoToRadarEventDescription
// context: Help text for the 'Go to Radar Event' command. 
"Center the tactical view on the last radar event."
END

// comment: Command. Player can assign Bookmarks for camera positions over the map
GUI:SaveView1
"Set Bookmark 1"
END

GUI:SaveView1Description
// context: help text for 'Set Bookmark X' command
"Set view bookmark map position 1."
END

GUI:SaveView2
"Set Bookmark 2"
END

GUI:SaveView2Description
// context: help text for 'Set Bookmark X' command
"Set view bookmark map position 2."
END

GUI:SaveView3
"Set Bookmark 3"
END

GUI:SaveView3Description
// context: help text for 'Set Bookmark X' command
"Set view bookmark map position 3."
END

GUI:SaveView4
"Set Bookmark 4"
END


GUI:SaveView4Description
// context: help text for 'Set Bookmark X' command
"Set view bookmark map position 4."
END

GUI:SaveView5
"Set Bookmark 5"
END


GUI:SaveView5Description
// context: help text for 'Set Bookmark X' command
"Set view bookmark map position 5."
END


GUI:SaveView6
"Set Bookmark 6"
END


GUI:SaveView6Description
// context: help text for 'Set Bookmark X' command
"Set view bookmark map position 6."
END

GUI:SaveView7
"Set Bookmark 7"
END


GUI:SaveView7Description
// context: help text for 'Set Bookmark X' command
"Set view bookmark map position 7."
END

GUI:SaveView8
"Set Bookmark 8"
END


GUI:SaveView8Description
// context: help text for 'Set Bookmark X' command
"Set view bookmark map position 8."
END

// comment: Command to go to the bookmarked camera position over the map
GUI:ViewView1
"View Bookmark 1"
END

GUI:ViewView1Description
// context: help text for 'View Bookmark X' command
"View bookmarked map position 1."
END

GUI:ViewView2
"View Bookmark 2"
END

GUI:ViewView2Description
// context: help text for 'View Bookmark X' command
"View bookmarked map position 2."
END

GUI:ViewView3
"View Bookmark 3"
END

GUI:ViewView3Description
// context: help text for 'View Bookmark X' command
"View bookmarked map position 3."
END

GUI:ViewView4
"View Bookmark 4"
END

GUI:ViewView4Description
// context: help text for 'View Bookmark X' command
"View bookmarked map position 4."
END

GUI:ViewView5
"View Bookmark 5"
END

GUI:ViewView5Description
// context: help text for 'View Bookmark X' command
"View bookmarked map position 5."
END

GUI:ViewView6
"View Bookmark 6"
END

GUI:ViewView6Description
// context: help text for 'View Bookmark X' command
"View bookmarked map position 6."
END

GUI:ViewView7
"View Bookmark 7"
END

GUI:ViewView7Description
// context: help text for 'View Bookmark X' command
"View bookmarked map position 7."
END


GUI:ViewView8
"View Bookmark 8"
END

GUI:ViewView8Description
// context: help text for 'View Bookmark X' command
"View bookmarked map position 8."
END

GUI:BookmarkXSet
// comment: Mesage to user when they set a bookmark, it. 'Bookmark #2 set.' or 'Bookmark #8 set'.
"Bookmark #%d set."
END

GUI:CenterBase
// context: It centers view over the player's base
"Center Base"
END

GUI:CenterBaseDescription
// context: help text for 'Center Base' command
"Center the view about the player's base."
END

GUI:SelectNone
// context: command unselect everything
"Select None"
END

GUI:SelectAll
// context: command select all units
"Select All"
END

GUI:SelectAllDescription
// context: help text for 'Select all' command
"Selects all military units."
END

GUI:SelectNextUnit
// context: command select next object
"Next Object"
END

GUI:SelectNextUnitDescription
// context: help text for 'Next Object' command
"Select the next object."
END

GUI:SelectPrevUnit
// context: command select previous object
"Previous Object"
END

GUI:SelectPrevUnitDescription
// context: help text for 'Previous Object' command
"Select the previous unit."
END

GUI:SelectNextWorker
// context: command select next worker
"Next Worker"
END

GUI:SelectNextWorkerDescription
// context: help text for 'Next Worker' command
"Select the next Worker."
END

GUI:SelectPrevWorker
// context: command select previous worker
"Previous Worker"
END

GUI:SelectPrevWorkerDescription
// context: help text for 'Previous Worker' command
"Select the previous Worker."
END

GUI:TypeSelect
// context: command to select units by type
"Type Select"
END

GUI:TypeSelectDescription
// context: help text for 'Type Select' command
"Selects units by type.  Double left click a unit to select all of the same type."
END

GUI:SelectHeroDescription
"Select a Hero"
END

GUI:SelectHero
"Select Hero"
END

APT:MyHeroSubTitle
"SELECT HERO"
END

APT:MyHeroes
// Context: Button name for My Heroes section in the Main Menu
"MY HEROES"
END

APT:DistributeAttributePoints
// In create a hero customize screen
"Distribute Attribute Points"
END

APT:Quit
// Context: Button on the Main Menu allowing the player to close the game
"QUIT"
END


// comment: Player can create Teams and then use them as if they were a single unit
GUI:CreateTeam0
// context: Command to Create Team X
"Create Team 0"
END

GUI:CreateTeam0Description
// context: Help text for 'Create Team X' command
"Creates team 0 from currently selected units."
END

GUI:CreateTeam1
// context: Command to Create Team X

"Create Team 1"

END

GUI:CreateTeam1Description
// context: Help text for 'Create Team X' command
"Creates team 1 from currently selected units."
END

GUI:CreateTeam2
// context: Command to Create Team X
"Create Team 2"
END

GUI:CreateTeam2Description
// context: Help text for 'Create Team X' command
"Creates team 2 from currently selected units."
END

GUI:CreateTeam3
// context: Command to Create Team X
"Create Team 3"
END

GUI:CreateTeam3Description
// context: Help text for 'Create Team X' command
"Creates team 3 from currently selected units."
END

GUI:CreateTeam4
// context: Command to Create Team X
"Create Team 4"
END

GUI:CreateTeam4Description
// context: Help text for 'Create Team X' command
"Creates team 4 from currently selected units."
END

GUI:CreateTeam5
// context: Command to Create Team X
"Create Team 5"
END

GUI:CreateTeam5Description
// context: Help text for 'Create Team X' command
"Creates team 5 from currently selected units."
END

GUI:CreateTeam6
// context: Command to Create Team X
"Create Team 6"
END

GUI:CreateTeam6Description
// context: Help text for 'Create Team X' command
"Creates team 6 from currently selected units."
END

GUI:CreateTeam7
// context: Command to Create Team X
"Create Team 7"
END

GUI:CreateTeam7Description
// context: Help text for 'Create Team X' command
"Creates team 7 from currently selected units."
END

GUI:CreateTeam8
// context: Command to Create Team X
"Create Team 8"
END

GUI:CreateTeam8Description
// context: Help text for 'Create Team X' command
"Creates team 8 from currently selected units."
END

GUI:CreateTeam9
// context: Command to Create Team X
"Create Team 9"
END

GUI:CreateTeam9Description
// context: Help text for 'Create Team X' command
"Creates team 9 from currently selected units."
END

GUI:SelectTeam0
// context: Command to Select Team X
"Select Team 0"
END

GUI:SelectTeam0Description
// context: Help text for 'Select Team X' command
"Select members of team 0."

END

GUI:SelectTeam1
// context: Command to Select Team X
"Select Team 1"
END

GUI:SelectTeam1Description
// context: Help text for 'Select Team X' command
"Select members of team 1."
END

GUI:SelectTeam2
// context: Command to Select Team X
"Select Team 2"
END

GUI:SelectTeam2Description
// context: Help text for 'Select Team X' command
"Select members of team 2."
END

GUI:SelectTeam3
// context: Command to Select Team X
"Select Team 3"
END

GUI:SelectTeam3Description
// context: Help text for 'Select Team X' command
"Select members of team 3."
END

GUI:SelectTeam4
// context: Command to Select Team X
"Select Team 4"
END

GUI:SelectTeam4Description
// context: Help text for 'Select Team X' command
"Select members of team 4."
END

GUI:SelectTeam5
// context: Command to Select Team X
"Select Team 5"
END

GUI:SelectTeam5Description
// context: Help text for 'Select Team X' command
"Select members of team 5."
END

GUI:SelectTeam6
// context: Command to Select Team X
"Select Team 6"
END

GUI:SelectTeam6Description
// context: Help text for 'Select Team X' command
"Select members of team 6."
END

GUI:SelectTeam7

// context: Command to Select Team X
"Select Team 7"
END

GUI:SelectTeam7Description
// context: Help text for 'Select Team X' command
"Select members of team 7."
END

GUI:SelectTeam8
// context: Command to Select Team X
"Select Team 8"
END

GUI:SelectTeam8Description
// context: Help text for 'Select Team X' command
"Select members of team 8."
END

GUI:SelectTeam9
// context: Command to Select Team X
"Select Team 9"
END

GUI:SelectTeam9Description
// context: Help text for 'Select Team X' command
"Select members of team 9."
END

GUI:ViewTeam0
// context: Command to Select Team X
"Center Team 0"
END

GUI:ViewTeam0Description
// context: Help text for 'Select Team X' command
"Select and center view about team 0."
END

GUI:ViewTeam1
// context: Command to Select and Center the View over Team X
"Center Team 1"
END

GUI:ViewTeam1Description
// context: Help text for 'Center Team X' command
"Select and center view about team 1."
END

GUI:ViewTeam2
// context: Command to Select and Center the View over Team X
"Center Team 2"
END

GUI:ViewTeam2Description
// context: Help text for 'Center Team X' command
"Select and center view about team 2."
END

GUI:ViewTeam3
// context: Command to Select and Center the View over Team X
"Center Team 3"
END

GUI:ViewTeam3Description
// context: Help text for 'Center Team X' command
"Select and center view about team 3."
END

GUI:ViewTeam4
// context: Command to Select and Center the View over Team X
"Center Team 4"
END

GUI:ViewTeam4Description
// context: Help text for 'Center Team X' command
"Select and center view about team 4."
END

GUI:ViewTeam5
// context: Command to Select and Center the View over Team X
"Center Team 5"
END

GUI:ViewTeam5Description
// context: Help text for 'Center Team X' command
"Select and center view about team 5."
END

GUI:ViewTeam6
// context: Command to Select and Center the View over Team X
"Center Team 6"
END

GUI:ViewTeam6Description
// context: Help text for 'Center Team X' command
"Select and center view about team 6."
END

GUI:ViewTeam7
// context: Command to Select and Center the View over Team X
"Center Team 7"
END

GUI:ViewTeam7Description
// context: Help text for 'Center Team X' command
"Select and center view about team 7."
END

GUI:ViewTeam8
// context: Command to Select and Center the View over Team X
"Center Team 8"
END

GUI:ViewTeam8Description
// context: Help text for 'Center Team X' command
"Select and center view about team 8."
END

GUI:ViewTeam9
// context: Command to Select and Center the View over Team X
"Center Team 9"
END

GUI:ViewTeam9Description
// context: Help text for 'Center Team X' command
"Select and center view about team 9."
END
// comment:


GUI:LocalIPDesc
// context: IP address of the player computer
"Local IP"

END


GUI:RemoteIPDesc
// context: IP address of the opponent computer
"Remote IP"
END

// context: DO NOT TRANSLATE - DEBUG INFO ONLY
GUI:SaveCamera
"Save camera in replays"
END

GUI:UseCamera
"Use saved camera in replays"
END

GUI:Mute
// context: title above mute buttons in in-game diplomacy screen.  MUST BE SHORT - SPACE IS LIMITED
"Mute"
END

GUI:NeedHumanPlayers
// context: The host is (and any other humans are) observers.  At least one human must be willing to play.
"You need a non-observer human player to start the game."
END

Mouse:Windows
"Windows Cursor"
END

Mouse:W3D
"W3D Cursor"
END

Mouse:Poly
"Polygon Cursor"
END

Mouse:DX8
"DX8 Cursor"
END
// context:


// comment: Mouse cursors names

Mouse:Heal
// context: Heal cursor
"Get Healed"
END

Mouse:GetRepaired
// context: Repair Cursor
"Get Repaired"
END

Mouse:Dock
// context: Dock cursor. Certain units can dock in buildings to load/unload goods
"Dock"
END

Mouse:DoRepair
// context: Repair Cursor
"Repair"
END

Mouse:ResumeConstruction
// context: Cusor to command the Dozer to resume the construction of a structure
"Resume Construction"
END

Mouse:Enter
// context: Cursor to order units to enter buildings/transports
"Enter"
END

Mouse:SetRallyPoint
// context: A Rally point is a predefine path that the units follow when they came out of buildings. This is a curso to define the end of that path
"Set Rally Point"
END

Mouse:DisguiseAsVehicle
// context: Cursor to order a unit to disguise as other
"Disguise As This!"
End

Mouse:Invalid
// contest: Invalid command cursor.
"INVALID"
END

Mouse:PlaceBeacon
// context: Place a Becon cursor (Beacon is like Post-It note in the map for the player)
"Place Beacon"
END

// comment:

// context: DO NOT TRANSLATE
SCRIPT:TestString
"This is like a test string, dude."
END

SCRIPT:LongTestString
"This is like a really long test string, dude.  It makes sure that the word wrap and the spacing works."
END
// context:

//--------------------------------------------------------------------------------
// Science Strings
//--------------------------------------------------------------------------------
SCIENCE:GeneralName
// context: tells the user to enter a name for their general
"<Enter Name>"
END
SCIENCE:SkillPoints
// context: tells the user how many skill points they have to spend
"Skill Points: %d"
END

SCIENCE:Rank
// context: tells the user what rank he currently is
"Level %d"
END

SCIENCE:Rank1
// context: rank 1 is equal to Captain
"Rank 1"
END

SCIENCE:Rank2
// context: rank 2 is equal to Major
"Rank 2"
END

SCIENCE:Rank3
// context: rank 3 is equal to Lt. Colonel
"Rank 3"
END

SCIENCE:Rank4
// context: rank 4 is equal to Colonel
"Rank 4"
END

SCIENCE:Rank5
// context: rank 5 is equal to Brig. General
"Rank 5"
END

SCIENCE:Rank6
// context: rank 6 is equal to Major General
"Rank 6"
END

SCIENCE:Rank7
// context: rank 7 is equal to Lt. General
"Rank 7"
END

SCIENCE:Rank8
// context: rank 8 is equal to General
"Rank 8"
END


// comment: Sciences are Upgrades that the General can obtain to improve the eficiency of their armys. Please check the Units reference document.

SCIENCE:TempName
// context: DO NOT TRANSLATE
"Give My Science A Name"
End

SCIENCE:TempDescription
// context: DO NOT TRANSLATE
"Please take the time to fill out my description located in Science.ini!  Thanks a bunch"
End

// comment:

//--------------------------------------------------------------------------------
// End of Science Strings
//--------------------------------------------------------------------------------


CONTROLBAR:Beacon
// context: A Beacon is like a Post-It note that the player can place in a map
"Beacon"
END

CONTROLBAR:BeaconDescription
// context: Help text for the place a beacon icon
"Click to place a beacon."
END

CONTROLBAR:CommunicatorDescription
// context: Help text for the communicator button
"Click to open the Command and Conquer 3 Messenger."
END

CONTROLBAR:ConstructionDesc
"Building: %s"
END

CONTROLBAR:UpgradingDesc
"Upgrading: %s"
END

CONTROLBAR:RecruitingDesc
"Recruiting: %s"
END

OBJECT:Prop
"."
END



// comment: Text for in-game networking.
Network:PlayerDisconnected
// context: %s is replaced by the player name
"%s has been disconnected."
END

Network:PlayerLeftGame
// context: %s is replaced by the player name
"%s has left the game."
END

Network:Vote
// context: Vote button to kick a player
"Vote"
END

Network:QuitGame
// context: Button to abandon a networ/multiplayer game.
"QUIT GAME"
END

APT:QUITGAME
// context: Button to quit on disconnect screen
"QUIT GAME"
END

Network:PacketRouterTimeout
// context: Text label for a timer that counts down a time out while waiting for a new packet router to take over.
"Packet Router Timeout"
END

// Audio options

// context: Audio Options
Audio:Speakers0
"2 Speakers"
END

Audio:Speakers1
"Headphones"
END

Audio:Speakers2
"Surround Sound"
END

Audio:Speakers3
"4 Speakers"
END

Audio:Speakers4
"5.1 Surround"
END

Audio:Speakers5
"7.1 Surround"
END


// context: One of *my* units has just uncovered a stealth *enemy* unit
MESSAGE:StealthDiscovered
"Enemy stealth unit discovered"
END

MESSAGE:StealthNeutralized
// context: One of *my* stealth units has just been unvocered by an *enemy* unit
"Stealth ability neutralized"
END



// NEW INTERFACE ADDITIONS

 
TOOLTIP:Campaign1
// context: tooltip for the campaign button located on the main menu
"Campaign 1"
END
 
TOOLTIP:Campaign2
// context: tooltip for the campaign button located on the main menu
"Campaign 2"
END
 
TOOLTIP:Campaign3
// context: tooltip for the campaign button located on the main menu
"Campaign 3"
END
 
GUI:InternetDisconnectionMenuHeader
"Disconnection Menu" 
END
 
GUI:InternetDisconnectionMenuHeaderCaps
"DISCONNECTION MENU"
END
 
APT:DisconnectRules
"One or more players has disconnected from the game.  The player(s) may return to continue play; however it is possible that the player(s) are attempting to circumvent proper win/loss ladder reporting.  If you wish to file a grievance, click on the 'Report Cheaters' link within the game ladder web page"
END

GUI:InternetDisconnectionMenuBody2
""
END


GUI:Setup
// context: Button on the Quickmatch Screen that will show the setup options
"SETUP"
END
 
GUI:PlayerInfo
// context: Button on the QUickmatch Screen that will show the player info
"PLAYER INFO"
END
 
GUI:Persona
// context: Button to go to the stats window
"PERSONA"
END
 

GUI:TextureLow
//context: Set the level of quality for the textures to Low Quality
"Low Quality (faster)"
END

GUI:GameSpeed
//context: Options setting to control the speed of the game
"Game Speed:"
END

GUI:SlowGameSpeed
//context: Slow setting for the Game Speed Control
"Slow"
END

GUI:MediumGameSpeed
//context: Medium setting for the Game Speed Control
"Medium"
END

GUI:FastGameSpeed
//context: Fast setting for the Game Speed Control
"Fast"
END

GUI:FetchingPlayerInfo
// context: on the player info screen, we are waiting for info from the server.  This must be short.
"Updating..."
END


GUI:GameTypeScenario 
// context: GameType Combo box on quickmatch screen
"Scenario"
END

GUI:GameTypeHeadToHead 
// context: GameType Combo box on quickmatch screen
"Head to Head"
END

GUI:TooltipNoMoreCommandPoints
//displayed in game to notify player when they have reached their //command point limit
"Command Point Limit has Been Reached"
END




GUI:AgeFailedTitle
"Age Requirement Notice"
END

GUI:AgeFailed
"You must be 13 years of age or older to play this game online."
END

GUI:AdditionalLocalizationManagement
"Additional Localization Management"
END

APT:PalantirResources
"1000"
END

APT:PalantirResourceMultiplier
"x23"
END

APT:PalantirCommandPoints
"102/200"
END

APT:RankLabel
// Context: On hero UI, it is the value of the hero's rank
"Level: %d"
END

TOOLTIP:LadderRankUnavailable
// context: string displayed as player's ladder rank when their ladder rank is unknown
"--"
END

APT:1v1RankLabel
"1v1 Rank:"
END

APT:2v2RankLabel
"2v2 Rank:"
END




///SCORE SCREENS
APT:YourArmy
"Your Army"
END

APT:Survived
"Survived"
END

APT:TotalVictory
"Total Victory"
END

APT:TotalVictoryCaps
"TOTAL VICTORY"
END

APT:VictoryCaps
"VICTORY"
END

APT:SurvivedCaps
"SURVIVED"
END

APT:FirstTrained
"First Trained"
END

APT:UnitCurrentLevel
"Unit Current Level"
END

APT:MissionEnemiesVanquished
"Mission Enemies Vanquished"
END

APT:CampaignEnemiesVanquished
"Campaign Enemies Vanquished"
END

APT:MissionsCompleted
"Missions Completed"
END

APT:BattleStats
"BATTLE STATISTICS"
END

APT:BonusObjectives
"BONUS OBJECTIVES"
END

APT:HeroVeterancy
"HERO EXPERIENCE"
END

APT:UnitVeterancy
"UNIT EXPERIENCE"
END

APT:TerritoryBonus
"TERRITORY BONUS"
END

APT:TotalScore
"Total Score"
END

APT:Rating
"Rating"
END

APT:Victory
"Victory"
END

// Time formatting for time line screen. Format uses "s" for seconds, "m" for minutes, "h" for hours and "d" for days. Don't repeat letters (like "mm").
APT:TimeMinuteSecond
"m:s"
END

// Time formatting for time line screen. Format uses "s" for seconds, "m" for minutes, "h" for hours and "d" for days. Don't repeat letters (like "mm").
APT:TimeHoursMinute
"h:m"
END

// Time formatting for time line screen. Format uses "s" for seconds, "m" for minutes, "h" for hours and "d" for days. Don't repeat letters (like "mm").
APT:TimeDaysHoursMinute
"d:h:m"
END

// Textual description of time format set above by APT:TimeMinuteSecond
APT:TimeDescriptionMinuteSecond
"Minutes:Seconds"
END

// Textual description of time format set above by APT:TimeHoursMinute
APT:TimeDescriptionHoursMinute
"Hours:Minutes"
END

// Textual description of time format set above by APT:TimeDaysHoursMinute
APT:TimeDescriptionDaysHoursMinute
"Days:Hours:Minutes"
END

APT:Units
"Units"
END

APT:Resources
"Resources"
END

APT:Territories
"Territories"
END

APT:FinalScore
"Final Score"
END

APT:Standings
"Standings"
END

APT:TotalTime
"Total Time"
END

APT:Superweapon
"Superweapon"
END

APT:Defeated
"Defeated"
END

APT:Disconnected
"Disconnected"
END

APT:Timeline
"Timeline"
END

APT:TimelineCaps
"TIMELINE"
END

APT:UnitsTab
"UNITS"
END

APT:StructuresTab
"STRUCTURES"
END

APT:ResourcesTab
"RESOURCES"
END

APT:TerritoriesTab
"TERRITORIES"
END

APT:FinalScoreTab
"FINAL SCORE"
END

APT:More
//Button name in Timeline screen
"MORE"
END

APT:Stat
//Column header in Timeline-Stats screen
"Stat"
END

APT:Skip
//Button name in Timeline screen
"SKIP"
END

APT:Vote
//Button name in Player voting screen.
"VOTE"
END

APT:SkillHeader
//Header name in Player voting screen.
"Skill"
END

APT:SportsmanshipHeader
//Header name in Player voting screen.
"Sportsmanship"
END

APT:ReputationVotingTitle
//Header name in Player voting screen.
"Reputation Voting"
END

APT:ReputationVotingSubTitle
//Header name in Player voting screen.
"Reputation Voting"
END

APT:GamecastRatingSubTitle
//Header name in Gamecast Rating screen
"BattleCast Rating"
END

APT:MatchQualityHeader
//Header name in Gamecast Rating screen
"Match Quality"
END

APT:CommentatorHeader
//Header name in Gamecast Rating screen
"Commentator"
END

///////////////////////////////////////////////////////////////////
// Timeline and Persistent stats 

STAT:RTS_SESSION_LENGTH
"Session Length"
END

STAT:RTS_STRUCTURES_CREATED
"Structures Created"
END

STAT:RTS_STRUCTURES_LOST
"Structures Lost"
END

STAT:RTS_STRUCTURES_DESTROYED
"Structures Destroyed"
END

STAT:RTS_STRUCTURES_CAPTURED
"Enemy Structures Captured"
END

STAT:RTS_STRUCTURES_SOLD
"Structures Sold"
END

STAT:RTS_FORTRESSES_BUILT
"Fortresses Built"
END

STAT:RTS_UNITS_CREATED
"Units Created"
END

STAT:RTS_UNITS_LOST
"Units Lost"
END

STAT:RTS_UNIT_KILL_DEATH_RATIO
"Unit Kill/Death Ratio"
END

STAT:RTS_UNITS_KILLED
"Units Killed"
END


STAT:RTS_AVERAGE_INCOME_RATE_PER_MINUTE
"Avg income rate per minute"
END

STAT:RTS_TOTAL_RESOURCES_GATHERED
"Resources Gathered"
END

STAT:RTS_MONEY_GIVEN_TO_ALLIES
"Money given to allies"
END

STAT:RTS_MONEY_RECEIVED_FROM_ALLIES
"Money received from allies"
END

STAT:RTS_RESOUCES_SPENT_ON_STRUCTURES
"Resources spent on Structures"
END

STAT:RTS_RESOUCES_SPENT_ON_UNITS
"Resources spent on Units"
END

STAT:RTS_RESOUCES_SPENT_ON_HEROES
"Resources spent on Heroes"
END

STAT:RTS_TIME_SPENT_TO_REACH_LAST_SPELL_LEVEL
"Time to reach last power level"
END

STAT:RTS_STRATEGIC_SKILL
"Strategic Skill"
END

STAT:RTS_TACTICAL_SKILL
"Tactical Skill"
END

STAT:RTS_TIME_SPENT_TO_BUILD_FIRST_HERO
"Elapsed time before first hero was built"
END

STAT:RTS_TIMES_EACH_HERO_WAS_PURCHASED
"Number of times each hero was purchased"
END

STAT:RTS_HEROES_BUILT
"Heroes Built"
END

STAT:RTS_HEROES_LOST
"Heroes Lost"
END

STAT:PERSIST_CURRENT_WIN_STREAK
"Current win streak"
END

STAT:PERSIST_CURRENT_LOSS_STREAK
"Current loss streak"
END

STAT:PERSIST_LONGEST_WIN_STREAK
"Longest win streak"
END

STAT:PERSIST_WORST_LOSS_STREAK
"Worst loss streak"
END

STAT:PERSIST_CAREER_LOSSES
"Career losses"
END

STAT:PERSIST_CAREER_WINS
"Career wins"
END

STAT:PERSIST_WIN_LOSS_RATIO
"Win loss ratio"
END

STAT:PERSIST_TOTAL_GAMES_PLAYED
"Total games played"
END

STAT:PERSIST_AVERAGE_GAME_LENGTH
"Average game length"
END

STAT:PERSIST_LONGEST_GAME_LENGTH
"Longest game length"
END

STAT:PERSIST_SHORTEST_GAME_LENGTH
"Shortest game length"
END

STAT:PERSIST_TOTAL_TIME_PLAYED
"Total time played"
END

STAT:PERSIST_FACTION_MOST_SUCCESSFUL_AGAINST
"Faction most successful against"
END

STAT:PERSIST_FACTION_LEAST_SUCCESSFUL_AGAINST
"Faction least successful against"
END

STAT:PERSIST_FAVORITE_UNIT_TO_BUILD 
"Favorite unit to build "
END

STAT:PERSIST_FAVORITE_HERO_TO_BUILD
"Favorite hero to build"
END

STAT:PERSIST_STRATEGIC_TACTICAL_BATTLES_WON
"Tactical battles won"
END

STAT:STRATEGIC_RTS_TIME
"RTS Time"
END

STAT:STRATEGIC_NON_RTS_TIME
"Time in Living World"
END

STAT:PERSIST_STRATEGIC_TURNS_PLAYED
"Turns played"
END

STAT:PERSIST_STRATEGIC_MOST_TURNS_PLAYED
"Most turns in a game"
END

STAT:PERSIST_STRATEGIC_TACTICAL_BATTLES_LOST
"Tactical battles lost"
END

STAT:PERSIST_STRATEGIC_AUTO_RESOLVE_BATTLES_PLAYED
"Auto resolve battles played"
END

STAT:PERSIST_STRATEGIC_AUTO_RESOLVE_BATTLES_WON
"Auto resolve battles won"
END

STAT:PERSIST_STRATEGIC_AUTO_RESOLVE_BATTLES_LOST
"Auto resolve battles lost"
END

STAT:PERSIST_STRATEGIC_REGIONS_WON
"Regions won"
END

STAT:PERSIST_STRATEGIC_REGIONS_LOST
"Regions lost"
END

STAT:PERSIST_STRATEGIC_TERRITORIES_WON
"Territories won"
END

STAT:PERSIST_STRATEGIC_TERRITORIES_LOST
"Territories lost"
END



STAT:PERSIST_STRUCTURES_CREATED
// Persitent WorR stat
"Structures created"
END

STAT:PERSIST_STRUCTURES_LOST
// Persitent WorR stat
"Structures lost"
END

STAT:PERSIST_STRUCTURES_DESTROYED
// Persitent WorR stat
"Structures destroyed"
END

STAT:PERSIST_UNITS_CREATED
// Persitent WorR stat
"Units created"
END

STAT:PERSIST_UNITS_LOST
// Persitent WorR stat
"Units lost"
END

STAT:PERSIST_UNIT_KILL_DEATH_RATIO
// Persitent WorR stat
"Unit kill death ratio"
END

STAT:PERSIST_UNITS_KILLED
// Persitent WorR stat
"Units killed"
END

STAT:PERSIST_TOTAL_RESOURCES_GATHERED
// Persitent WorR stat
"Total resources gathered"
END

STAT:PERSIST_STRATEGIC_SKILL
// Persitent WorR stat
"Strategic skill"
END

STAT:PERSIST_TACTICAL_SKILL
// Persitent WorR stat
"Tactical skill"
END

STAT:PERSIST_HEROES_BUILT
// Persitent WorR stat
"Heroes built"
END

STAT:PERSIST_HEROES_LOST
// Persitent WorR stat
"Heroes lost"
END


// End Timeline and Persistent stats 
///////////////////////////////////////////////////////////////////
// Campaign score screen

CSTAT:SESSION_LENGTH
"Session Length"
END

CSTAT:UNIT_KILL_DEATH_RATIO
"Unit Kill/Death Ratio"
END

CSTAT:NUM_ENEMY_UNITS_KILLED
"# Enemy Units Killed"
END

CSTAT:NUM_UNITS_LOST
"# Units Lost"
END

CSTAT:NUM_ENEMY_STRUCTURES_DESTROYED
"# Enemy Structures Destroyed"
END

CSTAT:NUM_STRUCTURES_LOST
"# Structures Lost"
END

CSTAT:TOTAL_RESOURCES_GATHERED
"Total Resources Gathered"
END


// End Campaign score screen
///////////////////////////////////////////////////////////////////


APT:Results
"Results"
END

APT:Hero
"Hero"
END

APT:RestartGame
"Restart Game"
END

APT:Continue
"CONTINUE"
END

APT:UnitsTrained
"Units Trained"
END

APT:BuildingConstructed
"Buildings Constructed"
END

APT:SupplyCollected
"Resources Collected"
END

APT:PowerPointEarned
"Power Points Earned"
END

APT:EnemiesKilled
"Enemy Units Destroyed"
END

APT:EnemyBuildingDestroyed
"Enemy Buildings Destroyed"
END

APT:TimeBonus
"Time Bonus"
END

APT:Total
"Total"
END

APT:HerosGainingRank
"Heroes Gaining Level"
END

APT:UnitGainingRank
"Unit Gaining Level"
END

APT:CommandPoints
"Command Points"
END

APT:PowerPoints
"Power Points"
END

APT:ResourceMultiplier
"Resource Multiplier"
END






APT:PlayerRank
"1"
END

APT:EnemyRank
"1"
END

APT:SpellStoreTitle
// Context: Title placed at the top of the screen when the spell store is open
"Powers"
END

APT:SpellStoreSpellPointsLabel
// Context: Label for the spell purchase points in the spell store
"POWER POINTS TO SPEND:"
END

APT:ExitSpellStore
// Context: Text label for the spell store exit button
"CLOSE"
END

APT:SpellHelpText
" "
END

APT:SpellDescription
" "
END

APT:Null
// context: DO NOT TRANSLATE
""
END

APT:None
// context: DO NOT TRANSLATE
""
END

APT:DisplayOptions
"Display Options"
END

APT:Resolution
"Resolution"
END

APT:Detail
"Detail"
END

APT:WarnHighGraphicSettings
"Increasing graphic setting above the default may cause performance problems on your machine."
END

APT:WarnHighGraphicResolution
"Increasing graphic resolution above the default may cause performance problems on your machine."
END

APT:WarnHighGraphicDetail
"Increasing any graphic detail above the default may cause performance problems on your machine."
END

APT:OptionsMainMenuWarning
"Other Graphics settings may only be changed from the Main Menu"
END


APT:Warning
"Warning"
END


APT:Brightness
"Brightness"
END

APT:Advanced
"Advanced Details"
END

APT:RotateMapWithPlayer
"Rotate mini-map with camera"
END

APT:Defaults
"Defaults"
END

APT:ClearAll
"Clear All"
END

APT:Controls
"Controls"
END

APT:ScrollSpeed
"Scroll Speed"
END

APT:AlternativeMouseSetUp
"Alternate Mouse Setup"
END

APT:Networking
"Networking"
END

Apt:GameLobby
// context: Title for Lan lobby screen
"CUSTOM MATCH LOBBY"
END

APT:onlineRegister
"REGISTER"
END

APT:OnlineDeleteNickname
"DELETE ONLINE ID"
END

GUI:SureDeleteNickname
// context - delete an existing nickname on online login screen.
"Are you sure you wish to delete this Online ID?"
END

APT:OnlineRefresh
// Context: Refresh button to refresh online games list.
"REFRESH NOW"
END

APT:OnlineIP
"Online IP"
END

APT:PortNum
"Port Number"
END

APT:PortNumHelp
"(between 1024 and 65535)"
END

APT:Firewall
"Firewall"
END

APT:SendDelay
"Send Delay"
END

APT:RefreshNat
//context: for the Options (online) screen button
"Refresh NAT"
END

APT:DisplayForeignLanguage
"Display Foreign Language"
END

APT:TurnOffMessengerInGame
"Turn Off Messenger in game"
END

APT:FilterLanguage
"Filter Language"
END

APT:Music
"Music"
END

APT:SoundFx
"Sound FX"
END

APT:Voice
"Voice"
END

APT:Ambient
"Ambient"
END

APT:Movie
"Movie"
END

APT:AudioType
"Audio Type"
END

APT:EAX3
"EAX3"
END

APT:Eax3NotSupported
"Your soundcard is not EAX3 compatible"
END

APT:HighAudioQuality
// Context: Check box indicating if we should use best quality audio.
"High Audio Quality"
END

APT:ErrorEAX3On
// Context: Error message displayed when a user checks the EAX3 box on, but the EAX3 provider cannot be turned on
// DO NOT REMOVE THE \n. \n is the 'new line' control character
// Not final text
"Could not initialize EAX3. Please check the following:\nYour sound card fully supports EAX3\nYour sound card is properly connected and operating properly\nYou have the latest sound drivers\nReverting to software 3D support"
END

APT:ErrorEAX3Off
// Context: Error message displayed when a user checks the EAX3 box OFF, but there was an error (unlikely)
// Not final text
"Error switching 3D sound providers."
END

APT:AcceptChanges
"ACCEPT CHANGES"
END

APT:ResetSettings
"RESET SETTINGS"
END

APT:CustomGraphics
"CUSTOM GRAPHICS"
END

APT:Graphics
//Subheader for graphics settings presets in Settings screen
"Graphics"
END

APT:ToggleOptionsInfo
"TOGGLE OPTIONS INFO"
END

APT:AnisotropicTextureFiltering
"Anisotropic Texture Filtering"
END

APT:TerrainLighting
"Terrain Lighting"
END

APT:3DShadows
"3D Shadows"
END

APT:2DShadows
"2D Shadows"
END

APT:Clouds
"Clouds"
END

APT:SmoothWaterBorder
"Smooth Water Border"
END

APT:ShowProps
"Show Props"
END

APT:ShowAnimations
"Show Animations"
END

APT:HeatEffects
"Heat Effects"
END

APT:DisableDynamicLOD
"Dynamic LOD"
END

APT:TextureDetail
"Texture Detail"
END

APT:ParticleCap
"Particle Cap"
END

APT:Rank
"Rank:"
END

APT:PointsColon
"Points:"
END

APT:CurrentLevel
"Level:"
END

APT:CurrentLevelFormat
"Level: %s"
END

APT:CurrentLevelNumFormat
"Level: %d"
END

APT:CurrentRankStringFormat
"Current Rank: %s"
END

APT:Ladder
"Ladder:"
END

APT:Clan
"Clan:"
END

APT:GamesInProgress
"Games In Progress"
END

APT:PlayersOnline
"Players Online"
END


APT:ArmyWinPercentages
"ARMY WIN PERCENTAGES"
END

APT:CommunityWinPercentages
//context: online home title for section with the four armies win percentages... used to be Army Win Percentages
"COMMUNITY WIN PERCENTAGES"
END

APT:PlayerHistory
"%s's Play History"
END

APT:VeryLowResourcesNum
"Very Low"
END

APT:LowResourcesNum
"Low"
END

APT:MediumResourcesNum
"Medium"
END

APT:HighResourcesNum
"High"
END

APT:VeryHighResourcesNum
"Very High"
END

APT:SkirmishSetup
"SKIRMISH SETUP"
END

APT:SkirmishProfileCreated
"Skirmish Profile Created"
END

APT:SkirmishProfileCreatedColon
"Skirmish Profile Created:"
END

APT:TotalCareerWins
"Total Career Wins"
END

APT:TotalCareerWinsColon
"Total Career Wins:"
END

APT:TotalCareerLosses
"Total Career Losses"
END

APT:TotalCareerLossesColon
"Total Career Losses:"
END

APT:TotalTimePlayed
// context: On skirmish, number of days and hours user has played with this profile:
"Total Time Played"
END

APT:TotalTimePlayedColon
"Total Time Played:"
END


APT:NextLevel
"Next Level:"
END

APT:NextLevelMain
"Next Level:"
END

APT:NoNextLevel
"Next Level: --"
END

APT:ProfileStats
"PROFILE STATS"
END

APT:TotalCareerGames
"Total Career Games"
END

APT:TotalCareerGamesColon
"Total Career Games:"
END

APT:Remove
"REMOVE"
END

APT:ProfileCreatedColon
"Profile Created:"
END

APT:OverallCareerWinsColon
"Overall Career Wins:"
END

APT:ProfileCreatedNum
""
END

APT:OverallCareerLossesColon
"Overall Career Losses:"
END

APT:CurrentWinStreakColon
"Current Win Streak:"
END

APT:BestWinStreakColon
"Best Win Streak:"
END

APT:CurrentLossStreakColon
"Current Loss Streak:"
END

APT:WorstLossStreakColon
"Worst Loss Streak:"
END

APT:PlayerNameColon
"Player Name:"
END

APT:PlayerNicknameColon
"Player Online ID:"
END

APT:FavoriteSideColon
"Favorite Army:"
END

APT:TotalGamesPlayedColon
"Total Games Played:"
END

APT:CareerLadderGames1vs1Colon
"Career Games Played On 1 vs 1 Ladder:"
END

APT:CareerLadderGames2vs2Colon
"Career Games Played On 2 vs 2 Ladder:"
END

APT:HighestRankColon
"Highest Rank on 1 vs 1 Ladder:"
END

APT:HighestRank2Colon
"Highest Rank on 2 vs 2 Ladder:"
END

APT:CareerDisconnectsColon
"Career Disconnects:"
END

APT:Wins
"Wins:"
END

APT:Losses
"Losses:"
END

APT:Win
"Win"
END

APT:Loss
"Loss"
END

APT:CurrentStreakStrFormat
"Current %s Streak:"
END

APT:WorstLossStreak
"Worst Loss Streak"
END

APT:DashDash
"--"
END

APT:NextRankNumFormat
"Next Level: %d Points"
END

APT:NextLevelNumFormat
"Next Level: %d Points"
END

APT:NextLevelNumFormatForOnePoint
"Next Level: %d Point"
END


APT:CurrentSide
"Current Army:"
END

APT:OFFICIALWEBSITE
"OFFICIAL WEBSITE"
END

APT:OnlineProfile
"PLAYER PROFILE"
END

APT:OnlineEAAccountName
"EA Account Name"
END

APT:SilentLoginMessage
"Initiating broadcast sequence..."
END

APT:WinsNumFormat
"%d Points"
END

APT:WinsNumFormatForOnePoint
"%d Point"
END

APT:NewProfile
"WELCOME BACK, COMMANDER"
END

APT:IntelDB
"INTEL DATABASE"
END

APT:DeleteProfile
"DELETE"
END

APT:Stats
"STATS"
END

APT:MyProfile
"MY PROFILE"
END

APT:NameAlreadyUsed
"Profile Already Used"
END

APT:NameAlreadyUsedMessage
"Please Select A Unique Profile"
END

APT:OK
"OK"
END

APT:TimePlayed
"%d D, %d H"
END

APT:ChangePlayerProfile
"Change Player Profile"
END

GUI:ConfirmProfileDeleteTitle
// Confirm profile delete pop-up message box title
"Confirm Profile Delete"
END

GUI:ConfirmProfileDeleteMessage
// Confirm profile delete pop-up message box message
"Are you sure you want to delete this profile? All saved games and player data will be lost."
END

GUI:TEST
"This is Just a Test\nThis is a test of the emergency broadcast system to see if the text\ntyping system is working at all or notbecause I would like to get this working so I can\ngo home for the day"
END
//context:

GUI:AllPlayersMustSelectStartPosition
"All players must be assigned to a start position."
END

GUI:AllPlayerPositionsMustBeOccupied
"All player positions must be occupied."
END


SCRIPT:AI_Debug_AttackChange
"Attack Urgency has changed: "
END

SCRIPT:AI_Debug_AttackUrgency
"Attack Urgency: "
END

SCRIPT:AI_Debug_DefenseChange
"Defense Urgency has changed: "
END

SCRIPT:AI_Debug_DefenseUrgency
"Defense Urgency: "
END

SCRIPT:AI_Debug_EconomicUrgency
"Economic Urgency: "
END

SCRIPT:AI_Faction_Gondor
"Gondor Player"
END

SCRIPT:AI_Faction_Rohan
"Rohan Player"
END

SCRIPT:AI_Attack_Launched
"ATTACK LAUNCHED"
END

APT:Profiles
// context: On main menu, select profiles
"PROFILES"
END

APT:SoloPlay
// context: On main menu, select Solo Player (Single) game
"SOLO PLAY"
END

APT:Multiplayer
// context: Main Menu Multiplayer button
"MULTIPLAYER"
END

APT:Cancel
// context: Button to abort an action
"CANCEL"
END

APT:Exit
// context: Button to return from a screen.
"EXIT"
END

APT:ExitGameMessage
//context: the message that comes up when you exit the game from the main menu
"Thank you for playing"
END


APT:CreateGame
// context: Button to go to the Create a MULTIPLAYER game screen
"CREATE GAME"
END

APT:JoinGame
// context: Button to join a multiplayer game 
"JOIN GAME"
END

APT:OpenPlayJoinGameTitle
"JOIN GAME"
END

APT:JoinPassword
// Context  Title on enter a password when user joins a custom online game
// that has a password
"Game Password"
END

APT:CustomGames
// context: Custom game list for mulitplayer games.
"GAMES"
END

APT:ConnectingTitle
// Headline in online custom game connection dialog
"Connecting..."
End

APT:PlayerList
// context: Show list of players in a multiplayer lobby
"PLAYERS"
END

APT:Email
// context: Label for user to enter email address on online login screen
"EMAIL"
END

APT:Nickname
// context: Label for user to enter online name.
"Online ID"
END

APT:Password
// context: Label for user to enter password.
"Password"
END

APT:GamePassword
// context: Label for user to enter password.
"Game Password (Optional)"
END

APT:Login
// context: button for user to press to login to online.
"LOGIN"
END

APT:LoginTOS
"  "
END

APT:LogoffConfirmationTitle
// context: Message box title when signing off of BFME Online
"Log Off Confirmation"
END


APT:LogoffConfirmationMsg
// context: Message to show the user when exiting BFME Online
"Are you sure you want to log off Command & Conquer 3 Online?"
END

APT:CreateAccount
// context: button for user to press to create a new online account
"CREATE ACCOUNT"
END

APT:ServiceTerms
// context: button for user to press to read service terms agreement.
"SERVICE TERMS"
END

APT:LessDetail
//context: Switch to simple online mode in online home.
"LESS DETAIL"
END

APT:Profile
//context: Select Online Profile from online shell.
"PROFILE"
END

APT:MoreDetail
//context: Switch to Advanced online mode in online home.
"MORE DETAIL"
END

APT:Chat
//context: button to go to chat in online lobby
"CHAT"
END

APT:GlobalChat
// format for chat message that goes out to everyone
"<Global> %s"
END

APT:TeamChat
// format for chat message that goes out to your team
"<Team> %s"
END

APT:ObserverChat
// format for chat message that goes out to observers
"<Observer> %s"
END

APT:CommentatorChat
// format for chat message that goes out to Commentator
"<Commentator> %s"
END

APT:SelfChat
// format for chat message that goes out to yourself
"<Self> %s"
END

APT:PrivateChat
// format for chat message that goes out to the selected people.
"<Private> %s"
END

APT:OpenPlay
//context: button to go to CustomMatch in LAN
"CUSTOM MATCH"
END

APT:Tournament
//context: Tab to see tournament mode.
"AUTOMATCH"
END

APT:Strategic
"WAR OF THE RING"
END

APT:WarOfTheRing
"WAR OF THE RING"
END

APT:WarOfTheRingLobby
"WAR OF THE RING LOBBY"
END

APT:ScenarioDescription
"Scenario Description"
END

APT:TerritoryDescription
"Territory Description"
END

APT:BattleType
// Rules for MP game
"Battle Type"
END

APT:AutoResolveType
// Rules for MP game
"Auto Resolve Type"
END

APT:TurnClockTime
"Turn Clock Time"
END

APT:TotalTurns
"Total Turns"
END

APT:VictoryCondition
"Victory Condition"
END

APT:EnemyArmyInfo
"Enemy Army Info"
END

APT:FogOfWar
"Fog of War"
END

APT:OpenPlayLobbyTitle
"CUSTOM MATCH LOBBY"
END

APT:StrategicLobbyTitle
"WAR OF THE RING LOBBY"
END



APT:OnSortStatus
// context: Table header for column in player status screen
"Status"
END

APT:OnSortName
//context: name for button that sorts game names in Open Play
"Game Name"
END

APT:OnSortMap
//context: name for button that sorts game names in Open Play
"Map"
END

APT:OnSortPlayers
//context: name for button that sorts players in Open Play
"Players"
END
 
APT:OnSortPing
//context: name for button that sorts ping in Open Play
"Ping"
END
 
APT:MutePlayer
//context: name of title for in game Player Status list
"MUTE"
END
 
APT:QuickMatch
//context: button to go to QuickMatch in online lobby
"AUTOMATCH"
END

APT:Searching
//context: title of popup in quick match that searches for players
"SEARCHING"
END

APT:SearchingForPlayersMessage
//context: message for popup in quick match that searches for players
"Searching for players..."
END

APT:WidenSearch
//context: text for widen search button in popup
"WIDEN SEARCH"
END

APT:PlayersFound
//context: title of popup in quick match
"PLAYERS FOUND"
END

APT:PlayersFoundMessage
"Players have been found!"
END

APT:OfficialSite
//context: button to go to WebSite in online lobby
"OFFICIAL WEB SITE"
END

APT:Comrade
// Title for the messenger.
"COMRADE"
END

APT:Friends
//context: Online Chat, show friends in player list.
"FRIENDS"
END

APT:Ignore
//context: Online Chat, show Ignore in player list.
"IGNORE"
END

APT:UnIgnore
//context: Online Chat, show Ignore in player list.
"UN-IGNORE"
END

APT:Channel
//context: Online Chat, select a channel
"CHANNEL"
END

APT:RememberInfo
// context: the checkbox to remember the player's info
"Remember my Info"
END

APT:Home
// context: goto home screen in the Online Shell
"HOME"
END

Apt:OfficialMaps
// context: Button to list the official maps of the game 
"Official Maps"
END

Apt:HeadToHead
// context: Button to list the Head to Head maps 
"Head To Head"
END

Apt:Scenario
// context: Button to list the scenario maps of the game 
"Scenario"
END

Apt:PlayerMadeMaps
// context: Field in combo box to show player made maps
"Player Made Maps"
END

APT:UserMaps
// context: Button to list the maps created by users and installed in the system 
"USER MAPS"
END

APT:StartGame
// context: Button to start a game
"PLAY"
END

APT:LevelSelect
// context: Button to bring up a Level Load menu
"LOAD LEVEL"
END

APT:Campaign
// conxtext: Mainmenu, button to show Campaign menu
"CAMPAIGN"
END

APT:CampaignScore
"Campaign Score"
END

APT:CampaignTotal
"Campaign Total"
END

APT:Load
// context: MainMenu, button to bring up load game menu
"LOAD"
END

APT:ResumeGame
// context: Button to Resume a game from pause menu.
"RESUME GAME"
END

APT:QuitMenuSave
// context: button label to go to the save game sub menu
"SAVE"
END

APT:QuitMenuLoad
// context: button label to go to the load game sub menu
"LOAD"
END

APT:DisconnectQuitGame
// context: When diconnect screen comes up, this allows you to quit the game.
"QUIT GAME"
END

APT:Restart
// context: button to restart a game with the same settings than the game before 
"RESTART"
END

APT:ExitMission
// context: Exit the current mission 
"EXIT" 
END 

APT:Forfeit
// context: Forfeit an RTS battle in the WOTR mode 
"FORFEIT" 
END 

APT:Surrender
// context: Surrender in an WOTR game 
"SURRENDER" 
END 

APT:Credits
// context: Main menu goto the credits
"CREDITS"
END

APT:Tutorial
// context: Tutorial button on solo play menu
"TUTORIAL"
END

// GOOD Living World
SCRIPT:MORIAMOVE
"Left click your Heroes, then right click to move them."
END

SCRIPT:ISENGARDMOVE
"Left click your units, then right click to move them."
END





APT:Pause
// Pause menu title
"Pause"
End

APT:PlayersTab
// Text for players in chat list box, online chat window
"PLAYERS"
End

APT:FriendsTab
// Text for players in chat list box, online chat window
"FRIENDS"
End

APT:LanPlayersTab
// Text for players in chat list box, online chat window
"PLAYERS"
End

APT:LanEveryoneTab
// Text for players in chat list box, online chat window
"EVERYONE"
End


APT:AddFriend
// Text for Add Friend button in Online chat window.
"ADD FRIEND"
End

APT:IGNOREPLAYER
// Text for Ignore Player button in online chat window.
"IGNORE PLAYER"
End

APT:RemoveIgnorePlayer
// context: Text for Remove Ignore Player button in online chat window.
"REMOVE IGNORED PLAYER"
END

APT:Messenger
"MESSENGER"
END

APT:AddIgnore
// Text for max ping title in Tournament Screen
"ADD IGNORE"
End

APT:Enter
// Text for 'Enter' button in Apt screens.
"ENTER"
End

APT:RemoveFriend
// Text for remove friend button in chat screen
"REMOVE"
End

APT:RemoveIgnore
// Text for remove Ignore button in chat screen
"REMOVE IGNORE"
End

APT:Name
// Text for 'Name' field in Add Friend/Ingore APT dialog
"Name"
End

APT:CurrentTeam
// In the messenger when showing people in a game, this will
// print what team someone is one.  Do not remove %d!!
"Team %d"
END

APT:CurrentTeamNone
// In the messenger when showing people in a game
"No Team"
END

APT:UserName
// Text for 'Username' field in Add Friend/Ingore APT dialog
"Username"
END

APT:UserNameCaps
// Text for 'Username' field in Add Friend/Ingore APT dialog
"USERNAME"
END

APT:Accept
// Text for Accept button in Add Friend/Ingore APT dialog
"ACCEPT"
End

APT:GametypeBattle
// Text for "battle" type games in the online lobby
"Head To Head"
End

APT:GametypeCoOp
// Text for "co-op" type games in the online lobby
"Scenario"
End

APT:StartingResources
// Text for the amount of starting resources type games in the online host game screen
"STARTING RESOURCES"
End

APT:FPS
// Text for the frames per second in the online host game screen
"FPS"
End

APT:RememberPassword
// Text for Remember Password check box in Online Login screen.
"REMEMBER PASSWORD"
End

APT:ViewTermsOfService
// Text for view Terms of Service button.
"VIEW TERMS OF SERVICE"
End

APT:TermsOfService
// Text for the title of the Terms of Service dialog
"TERMS OF SERVICE"
End

APT:ESRBNotice
// notice in pseudo button on Online Login page
"ESRB NOTICE: Game Experience May Change During Online Play"
End

APT:Close
// Text for the Close button in the Terms of Service dialog
"CLOSE"
End

BANNERUI:SummaryTitle
// Displayed as the title of the summary of a "summonable via the banner UI" army in the help text box
"Summon Reinforcements"
End

BANNERUI:SummaryUnitQuantity
// Displayed in the summary of an army via the banner ui to indicate the quantity of a particular unit category.  Yes, the double % is correct
"%%d %s"
End




APT:AreYouSureYouWantToExitMessage
// Text prompt of the Exit mission confirm dialog.
"Are you sure you want to exit?"
End

APT:PleaseCreateaProfile
"Create Profile"
End

APT:MessageBoxOk
// Button in generic Ok and Ok/Cancel message boxes.
"OK"
End

APT:MessageBoxCancel
// Button in generic Ok/Cancel message boxes.
"CANCEL"
End

APT:MessageBoxYes
// Button in generic Yes/No message boxes.
"YES"
End

APT:MessageBoxNo
// Button in generic Yes/No message boxes.
"NO"
End

APT:Yes
// Yes for buttons
"YES"
End

APT:No
// No
"NO"
End

GUI:TeamNumber
// Text for Team Number heading in MP loading map screen.
"Team"
End

GUI:ArmyName
// Text for Arm Name Heading in MP loading screen.
"Army"
End

GUI:PlayerProgress
// Text for Progress heading MP loading screen.
"Progress"
End

GUI:VotesReceived
// Number of votes someone has received on disconnect screen to be kicked.
"Votes Received"
End

APT:Kick
// Kick button to kick someone on the disconnect screen.
"Kick"
End

APT:Loading
// Loading heading for load screens
"LOADING"
End

APT:RankScreen
"RANK"
END

APT:OpenGames
// Title in lan lobby for games that user can select to play (also games that are in progress)
"Current Games"
End

APT:ChatLobby
// Title in lan lobby for games that user can see other players.
"Chat Lobby"
End

APT:PlayerNames
// context: the header of the list of players in the current lobby
"Player Names"
END


APT:Score
// Heading for the score screen
"Score"
End

APT:SaveReplay
// Save replay button in score screen
"SAVE REPLAY"
End

APT:UnitsCreated
// Column heading in score screen
"Units Created"
End

APT:UnitsLost
// Column heading in score screen
"Units Lost"
End

APT:UnitsDestroyed
// Column heading in score screen
"Enemy Units Destroyed"
End

APT:StructuresCreated
// Column heading in score screen
"Structures Created"
End

APT:StructuresLost
// Column heading in score screen
"Structures Lost"
End

APT:StructuresDestroyed
// Column heading in score screen
"Enemy Structures Destroyed"
End

APT:ResourcesCollected
// Column heading in score screen
"Resources Collected"
End

APT:RenameThisUnit
"Rename This Unit"
END

TOOLTIP:VerteranHordeMemberName
// Used to modify the name of a member of a horde with a veteran name.  <member name> of <horde name>
"%s of %s"
END

APT:ClickOnUnitsToChangeName
"Click on a unit to change the name.\nYou may not rename a hero"
END

APT:UnitsContinuingOn
"UNITS CONTINUING THEIR JOURNEY"
END

TOOLTIP:YouMayNotRenameAHero
"You may not rename a hero"
END

TOOLTIP:ClickToRenameThisUnit
"Click on the icon \nto rename this unit"
END





APT:BirthDateTitle
// Heading text for birthdate in Online Login screen.
"BIRTHDATE"
End

APT:YYYYTitle
// Year title for year of birthdate.
"YEAR"
End

APT:DDTitle
// Day title for day of birthdate
"DAY"
End

APT:MMTitle
// Month for month of birthdate in online login.
"MONTH"
End

APT:RememberMe
// Text for remember password check box in Online Login screen.
"REMEMBER PASSWORD"
End

APT:SelectYourLocale
// Title for the Select Your Locale screen in the Online login.
"SELECT YOUR LOCALE"
End






APT:MMTi
// Context: Login screen indicating you should enter in the month as MM
"(MM)"
END

APT:DDTi
// Context: Login screen indicating you should enter in the day as DD
"(DD)"
END

APT:YYYYTi
// Context: Login screen indicating you should enter in the year as YYYY
"(YYYY)"
END

APT:ExitCredits
// Context exit button on credits screen
"Exit"
END

APT:PlayerLevel
// Context: Players level on loading screen
"Player Level"
END

APT:AcceptCreate
// Context: When user creates an online game, dialog pops up, this is the accept button.
"CREATE"
END

APT:AcceptJoin
// Context: When user joins an online game, dialog pops up for password, this is the accept button.
"JOIN"
END

APT:ScoreContinue
// Context:  Continue button on score screen when game is complete
"CONTINUE"
END

APT:OfficialLaddersSite
// Context: Text Label for Official Ladder Web site button in Online Home screen
"Official Ladder Site"
END

APT:OfficialLadderSite
// Context: Text Label for Official Ladder Web site button in Online Home screen
"Official Ladder Site"
END

APT:ApplyLODWait
"Please wait while new settings apply..."
END








//////////////////////////////////////
/////////  FESL //////////////////////
//////////////////////////////////////

FESL:FESL20
"The user hasn't been authenticated yet."
END

FESL:FESL21
"This Online ID is invalid. Please try using a different one."
END

FESL:FESL99
"A system error occurred. Try again later. If problem persists, contact customer support."
END

FESL:FESL100
"Authentication failure without a specific reason."
END

FESL:FESL101
"The specified account or subaccount name wasn't found."
END

FESL:FESL102
"The account has been disabled."
END

FESL:FESL103
"The account has been banned."
END

FESL:FESL104
"The data necessary for this transaction was not found."
END

FESL:FESL120
"The user isn't entitled to play the game online."
END

FESL:FESL121
"Too many login attempts with an invalid password."
END

FESL:FESL122
"The user supplied an invalid password."
END

FESL:FESL123
"The user hasn't registered this game."
END

FESL:FESL140
"This user has recovered the password too many times."
END

FESL:FESL141
"This user has recovered the account name too many times."
END

FESL:FESL142
"The specified e-mail address isn't in the database."
END

FESL:FESL143
"No password was found for the specified account."
END

FESL:FESL160
"The specified Online ID or account name is already in use. Please try using a different one."
END

FESL:FESL161
"The provided e-mail address has been blocked from creating new accounts."
END

FESL:FESL162
"The password was not changed for unspecified reasons."
END

FESL:FESL163
"This master account already has the maximum number of subaccounts."
ENd

FESL:FESL180
"The specified code has already been used by another account."
END

FESL:FESL181
"The specified code is invalid."
END

FESL:FESL182
"This account has already registered this game."
END

FESL:FESL183
"The account could not be authenticated with the provided information."
END

FESL:FESL9900
"You do not have a subaccount with that name. Could not delete."
END

FESL:FESL9901
"Online ID has been deleted."
END

FESL:FESL-207
"The memory check for cheat detection failed."
END
FESL:FESL-206
"The connection to the EA.com authentication server has timed out."
END
FESL:FESL-205
"The connection to the backend server has been lost."
END

FESL:FESL-204
"The backend server has detected multiple simultaneous logins and is terminating the earlier connection."
END

FESL:FESL-203
"Could not resolve the host name of a backend server."
END

FESL:FESL-202
"Could not create a socket for communicating with the backend server."
END

FESL:FESL-201
"Could not connect to the backend server."
END

FESL:FESL-109
"The game encountered an error connecting to the EA.com authentication server."
END

FESL:FESL-108
"The player is not in the correct player state for this transaction."
END

FESL:FESL-107
"This account could not be authenticated to play Command & Conquer 3."
END

FESL:FESL-106
"The specified player could not be found."
END

FESL:FESL-105
"The transaction cannot be executed while in the current service state."
END

FESL:FESL-104
"The transaction was cancelled by the client."
END

FESL:FESL-103
"The request transaction object contains an error (set in the response transaction object)."
END

FESL:FESL-102
"The transaction timed out before receiving a response."
END

FESL:FESL-101
"There are already the maximum number of pending transactions or pending game entry requests."
END

FESL:FESL-100 
"The buffer in the transaction object isn't large enough to hold the request or response data."
END



// Application data strings

APPDATA:PictureFolder
// context: The name of the My Pictures subfolder where screenshots will be stored.
"Command & Conquer 3 Screenshots"
END

APT:SaveFileDiskFull
"Insufficient disc space."
END

APT:SaveFileDiskFullMultiplayer
"Your opponent requested saving the game. However, you have insufficient disc space."
END

FtpError:NoSuchFile
"Error. Your network connection has been interrupted. Please reconnect to complete downloading the patch."
END

TOOLTIP:OnlineShell/OnlineLogin/Login/popupLocale/Accept/buttonClip
" "
END

CHAT:Buddies
"COMMUNICATOR"
END

OBJECT:MordorCirithUngolWallC_Prop
"Ruins"
END

TOOLTIP:OnlineShell/OnlineChat/Buttons_inframe/OnBttnAddFriend/tooltipChatEnter
"To create a Friend, left click on \n a name in the Player list, \n then left click the Add Friend box"
END

APT:BuddyIsOfflineToolTip
"%s is offline"
END

APT:BuddyIsOnlineToolTip
"%s is online"
END

APT:BuddyRequestToolTip
"Click on the Accept Request button below if you would like to make %s your friend"
END

APT:BuddyInviteTitle
"Friend Game Invite"
END

APT:BuddyInviteTextOpenPlay
"%s has invited you to play a Open Play game. Do you want to jump to his game?"
END

APT:BuddyInviteTextStrategic
"%s has invited you to play a War of the Ring game. Do you want to jump to his game?"
END

APT:BuddyInviteJoiningText
"Joining game with %s."
END

APT:AcceptRequest
"ACCEPT REQUEST"
END

APT:AcceptRequestTitle
"ACCEPT FRIEND REQUEST"
END

APT:AcceptRequestMessage
"Are you sure you want to add %s as a friend?"
END

APT:RemoveFirendTitle
"REMOVE"
END

APT:InviteToPlay
"INVITE"
END

APT:AcceptFriend
"ACCEPT FRIEND"
END

APT:RemovieFriendMessage
"Are you sure you want to remove %s from your friend list?"
END

APT:EchoFriendAdded
"%s has been added to your friend list"
END

APT:EchoFriendRemoved
"%s has been removed from your friend list"
END

APT:EchoFriendDenied
"You have denied the friend request from %s"
END

APT:AcceptRequestMessageMulti
"Are you sure you want to add these users as friends?"
END

APT:RemovieFriendMessageMulti
"Are you sure you want to remove these users from your friend list?"
END

TOOLTIP:InGameChat/BuddyButtons/OnBttnRemoveFriend/tooltipRemoveFriend
" "
END

TOOLTIP:InGameChat/BuddyButtons/OnBttnAddFriend/tooltipChatEnter
" "
END


APT:CreateNewHero
"NEW HERO"
END

APT:DeleteHero
"DELETE HERO"
END

APT:CustomizeAppearance
"CUSTOMIZE"
END

APT:TakePicture
"TAKE PICTURE"
END

GUI:OnPictureTakenTitle
"Picture saved for %s"
END

GUI:OnPictureTaken
"Picture was saved as:\n%s."
END

APT:CustomizePowers
"CUSTOMIZE"
END

APT:SelectYourHero
"Select Your Hero"
END

APT:SortHeroName
"Name"
END

APT:SortHeroType
"Type"
END

APT:CreateAHero
// context: Title on create a hero screen and also button.
"Create-A-Hero"
END

APT:SelectHeroClass
"Select"
END

APT:NEXT
"NEXT"
END

APT:DONE
"DONE"
END

APT:RandomHero
"Randomize"
END

APT:WeaponTab
"Weapon"
END

APT:ColorTab
"Colors"
END

APT:AppearanceTab
"APPEARANCE"
END

APT:AttributesTab
"ATTRIBUTES"
END


APT:PowersTab
"POWERS"
END

APT:AwardsTab
"AWARDS"
END

APT:StatsTab
"STATS"
END

APT:HeroAppearanceTitle
// context: Title for hero appearance screen.
"CUSTOMIZE APPEARANCE"
END

APT:SelectHeroClassTitle
// context: Title for hero class selection
"SELECT HERO CLASS & TYPE"
END

APT:HeroCustomizePowersTitle
//Screen header for the CaH powers screen
"CUSTOMIZE HERO POWERS"
END


APT:HeaderChooseHeroPowers
//Header abouve Hero Power select matrix
"Choose Hero Powers"
END

APT:Recommend
// context: Button - recommend powers 
"RECOMMEND"
END

APT:HeroColor1
"1"
END

APT:HeroColor2
"2"
END

APT:HeroColor3
"3"
END

APT:HeroTypeDescription
" "
END

APT:HeroWeaponDescription
" "
END

APT:RotateLeft
"<<"
END

APT:RotateRight
">>"
END

APT:EnterHeroNamePrompt
"Enter Your Hero's Name"
END

APT:HdrHandicap
"Handicap"
END

APT:AiPersonality
"AI Personality"
END

APT:ClanName
// This will sustitute in place of AiPersonality if playing a clan game.
"Clan Name"
END

APT:CurrentPowers
//Header above current power list
"Current Powers"
END

APT:CaH_Powers_PopHeader
//Header for Hero Powers screen Pop-up
"Customize Your Hero Powers"
END

APT:CaH_Powers_PopText
//Body text for Hero Powers screen Pop-up (Needs final text)
"This is the intoductory text for the Hero Power select screen"
END

APT:Reset
"RESET"
END

APT:PowersHelp
//Button name to reveal a Pop-up help window in the CaH powers screen
"HELP"
END

APT:PowersTitle
"AVAILABLE POWERS"
END

APT:DefaultBttn
"DEFAULT"
END

APT:RandomBttn
"RANDOMIZE"
END

APT:SelectStartPoint
"Select Start Point:"
END

APT:StartPoint
"Select Start Point Below"
END

APT:MapName
"Map Name"
END

APT:NPlay
"Players"
END

APT:RequiredHeroLevel
//Sub-header for Hero Power select matrix
"Required Hero Level"
END

APT:EnterNameErrorTitle
"Hero Requires a Name"
END

APT:EnterNameError
"Please enter your hero's name to continue."
END

APT:SelectColors
"Select Colors:"
END

////////////////////////////////////////////////////////////////////
// MpGameRules /////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////

RULE:RandomCrates
"Add Random Crates"
END

RULE:EnableVoip
"Enable VoIP"
END

RULE:GameSpeed
"Game Speed"
END

RULE:ClanGame
"Clan Game"
END

RULE:GameStatsMode
"Game Mode"
END

RULE:InitialResources
"Initial Resources"
END

RULE:BroadcastGame
"Broadcast Game"
END

RULE:AllowCommentary
"Allow Commentary"
END

GUI:RuleChangeWarning
"Host changed rule:"
END

GUI:RuleResetWarning
"The game host has reset the rules to their defaults"
END

RULE:BroadcastTapeDelay
"Tape Delay"
END

VALUE:OnlineUnrankedGame
"Unranked Game"
END

VALUE:OnlineRanked1v1Game
"Ranked 1v1 Game"
END

VALUE:OnlineRanked2v2Game
"Ranked 2v2 Game"
END

VALUE:OnlineClan1v1Game
"Clan 1v1 Game"
END

VALUE:OnlineClan2v2Game
"Clan 2v2 Game"
END


/// MpGameRules Values ////////////////////////////////////////////////

VALUE:Blackout
"Blackout"
END

VALUE:AutoResolveAndRTS
"Auto Resolve & RTS"
END

VALUE:AutoResolve
"Auto Resolve"
END

VALUE:RTS
"RTS"
END

VALUE:Dynamic
"Dynamic"
END

VALUE:Quick
"Quick"
END

VALUE:Default
" *"
END

VALUE:Value
"%d"
END

VALUE:Seconds
"%d seconds"
END

VALUE:NoTimer
"No Timer"
END

VALUE:ThirdX
"1/3X"
END

VALUE:HalfX
"1/2X"
END

VALUE:1X
"1X"
END

VALUE:2X
"2X"
END

VALUE:4X
"4X"
END

VALUE:8X
"8X"
END

VALUE:100X
"100X"
END

VALUE:MapRevealModeUnrevealed
"Unrevealed"
END

VALUE:MapRevealModeRevealed
"Revealed"
END

VALUE:MapRevealModeExplored
"Explored"
END





////////////////////////////////////////////////////////////////////////
// End MpGameRules /////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////

APT:CommandPointsTooHigh
"Warning: Setting 'Command Point Factor' above 1X may result in the game playing too slow  or game instability."
END

////////////////////////////////////////////////////////////////////





APT:PlayerIsReady
// In the messenger show if a player is ready or not.
"Ready"
END

APT:PlayerIsNotReady
// In the messenger show if a player is ready or not.
"Not Ready"
END

APT:PlayerInLobby
// In lan messenger, indicate that player is in the lobby.
"In Lobby"
END

APT:HeaderReady
"Ready"
END

APT:ConnectionName
"NAME"
END

APT:Connections
"CONNECTIONS"
END

APT:FailedConnection
"Failed Connection"
END

APT:AttemptingConnection
"Attempting Connection"
END

APT:ExcellentConnection
"Excellent Connection"
END

APT:GoodConnection
"Good Connection"
END

APT:PoorConnection
"Poor Connection"
END

APT:WaitingConnection
"Waiting to Connect"
END

APT:ConnectionLegend
"LEGEND"
END

APT:ConnectionInstructions
"Use this screen to evaluate peer-to-peer connections between players.  A player that is unable to connect to other players will either have 'Failed Connection' or will be taking a long time in 'Attempting Connection'.  If the connection does not fix, please use the Messenger to advise the player to adjust firewall or port settings. If the problem cannot be addressed, you may want to kick the player out of the session.  'Waiting to Connect' is not bad, it just means that another connection has not been resolved.  Players with a poor ping indicator can also adversely affect game play."
END

GUI:TerrainResourcePercentageClaimable
// Context: Displayed above the mouse cursor while placing a terrain resource claimant type object (like a farm)
"%d%%"
END










//
// Advanced options screen texts
//
APT:MasterOption0
"Graphics Presets"
End

APT:MasterOption_VeryLow
"Very Low"
End

APT:MasterOption_Low
"Low"
End

APT:MasterOption_Medium
"Medium"
End

APT:MasterOption_High
"High"
End

APT:MasterOption_UltraHigh
"Ultra High"
End

APT:MasterOption_Custom
"Custom"
End

APT:AdvancedOption_AntiAliasingLOD_2x
"2x"
End

APT:AdvancedOption_AntiAliasingLOD_4x
"4x"
End

APT:AdvancedOption_AntiAliasingLOD_6x
"6x"
End

APT:AdvancedOption_AntiAliasingLOD_8x
"8x"
End

//
// Antialiasing LOD
//
APT:AdvancedOption_AntiAliasingLOD
"Anti-Aliasing"
End

APT:AdvancedOption_AntiAliasingLOD_0
"Off"
End

APT:AdvancedOption_AntiAliasingLOD_x
// For anti-aliasing options, a number from 1 upwards will be entered as the %d into this string. Do not remove %d
"Level %d"
End

//
// Model LOD
//
APT:AdvancedOption_ModelLOD
"Model Detail"
End

APT:AdvancedOption_ModelLOD_Low
"Low"
End

APT:AdvancedOption_ModelLOD_Medium
"Medium"
End

APT:AdvancedOption_ModelLOD_High
"High"
End

APT:AdvancedOption_ModelLOD_UltraHigh
"Ultra High"
End

//
// Animation LOD
//
APT:AdvancedOption_AnimationLOD
"Animation Detail"
End

APT:AdvancedOption_AnimationLOD_VeryLow
"Very Low"
End

APT:AdvancedOption_AnimationLOD_Low
"Low"
End

APT:AdvancedOption_AnimationLOD_Medium
"Medium"
End

APT:AdvancedOption_AnimationLOD_High
"High"
End

APT:AdvancedOption_AnimationLOD_UltraHigh
"Ultra High"
End

//
// Effects LOD
//
APT:AdvancedOption_EffectsLOD
"VFX Detail"
End

APT:AdvancedOption_EffectsLOD_VeryLow
"Very Low"
End

APT:AdvancedOption_EffectsLOD_Low
"Low"
End

APT:AdvancedOption_EffectsLOD_Medium
"Medium"
End

APT:AdvancedOption_EffectsLOD_High
"High"
End

APT:AdvancedOption_EffectsLOD_UltraHigh
"Ultra High"
End

//
// Decal LOD
//
APT:AdvancedOption_DecalLOD
"Decal Detail"
End

APT:AdvancedOption_DecalLOD_Off
"Off"
End

APT:AdvancedOption_DecalLOD_Low
"Low"
End

APT:AdvancedOption_DecalLOD_High
"High"
End

//
// Water LOD
//
APT:AdvancedOption_WaterLOD
"Water Detail"
End

APT:AdvancedOption_WaterLOD_Low
"Low"
End

APT:AdvancedOption_WaterLOD_Medium
"Medium"
End

APT:AdvancedOption_WaterLOD_High
"High"
End

APT:AdvancedOption_WaterLOD_UltraHigh
"Ultra High"
END


//
// Shadow LOD
//
APT:AdvancedOption_ShadowLOD
"Shadows"
End

APT:AdvancedOption_ShadowLOD_Off
"Off"
End

APT:AdvancedOption_ShadowLOD_Low
"Low"
End

APT:AdvancedOption_ShadowLOD_Medium
"Medium"
End

APT:AdvancedOption_ShadowLOD_High
"High"
End

APT:AdvancedOption_ShadowLOD_UltraHigh
"Ultra High"
End

//
// Terrain LOD
//
APT:AdvancedOption_TerrainLOD
"Terrain Detail"
End

APT:AdvancedOption_TerrainLOD_Low
"Low"
End

APT:AdvancedOption_TerrainLOD_Medium
"Medium"
End

APT:AdvancedOption_TerrainLOD_High
"High"
End

//
// TextureQuality LOD
//
APT:AdvancedOption_TextureQualityLOD
"Texture Quality"
End

APT:AdvancedOption_TextureQualityLOD_Low
"Low"
End

APT:AdvancedOption_TextureQualityLOD_Medium
"Medium"
End

APT:AdvancedOption_TextureQualityLOD_High
"High"
End

//
// Shader LOD
//
APT:AdvancedOption_ShaderLOD
"Shader Detail"
End

APT:AdvancedOption_ShaderLOD_Low
"Low"
End

APT:AdvancedOption_ShaderLOD_Medium
"Medium"
End

APT:AdvancedOption_ShaderLOD_High
"High"
End

APT:AdvancedOption_ShaderLOD_UltraHigh
"Ultra High"
End







HUD:InstructionalNotificationTitle
//Context: The title text for an instructional in-game notification
"Instructions"
END

HUD:NewObjectiveNotificationTitle
//Context: The title text for a "new objective" in-game notification
"New Objective"
END

HUD:ObjectiveReminderNotificationTitle
//Context: The title text for an objective reminder in-game notification
"Reminder"
END

HUD:ObjectiveCompletedNotificationTitle
//Context: The title text for an "objective completed" in-game notification
"Objective Completed"
END

GUI:ObjectiveFailedDescription
"Could Not Complete Objective"
END

HUD:HintNotificationTitle
//Context: The title text for a hint in-game notification
"Hint"
END

HUD:NewBonusObjectiveNotificationTitle
//Context: The title text for a "new bonus objective" in-game notification
"New Bonus Objective"
END

HUD:BonusObjectiveCompletedNotificationTitle
//Context: The title text for a "bonus objective completed" in-game notification
"Bonus Objective Completed"
END

HUD:HeroGrantedNotificationTitle
//Context: The title text for a "hero granted" in-game notification
"New Hero"
END

HUD:HeroInitialSpawnMessage
//Context: message displayed whenever a hero is initially built
"%s has arrived"
END

HUD:HeroRespawnMessage
//Context: message displayed whenever a hero is rebuilt
"%s has returned"
END

HUD:HeroDeathMessage
//Context: message displayed whenever a hero has died
"%s has fallen"
END

HUD:HeroEarnedAwardMessage
//Context: message displayed whenever a create-a-hero hero earns an award
"%s has earned %s"
END





///////////////////////////////
//// Shell Additions  ///
///////////////////////////////

CLAN:ErrorOnlyTwoClans
"Only two clans may participate in a match"
END

CLAN:ErrorMissingClanAffiliation
"All players in a clan match must be affiliated with a clan. \n \n Please visit  www.commandandconquer.com  for more information on clans."
END

CLAN:ErrorMismatchedClanTeams
"All players on a team must belong to the same clan"
END

CLAN:ErrorClanMaxFourPlayers
"A clan match may only include a maximum of four players"
END

CLAN:ErrorClanMinTwoPlayers
"A clan match must include at least two players"
END

CLAN:ErrorClanTwoTeams
"A clan match may only include two teams/clans"
END

GUI:OnlyTwoTeamsAllowed
"Only two teams are allowed in a Ranked Game"
END

GUI:WrongNumberOfPlayers
"This game mode requires %d players"
END

GUI:TeamsMustBeEqual
"Teams must be equal size in a Ranked or Clan Game"
END

STAT:RTS_FAVORITE_UNIT
"Favorite Unit"
END

ToolTip:OnlineShell/OnlineLogin/GamespyShortcut
"Click here to visit the Gamespy Command and Conquer 3tm website"
END

ToolTip:OnlineShell/HomeButton
"Return to the Online Home"
END

ToolTip:OnlineShell/TournamentButton
"Play in a ranked, tournament game"
END

ToolTip:OnlineShell/OpenPlayButton
"Play in a non-ranked customizable game"
END



ToolTip:OnlineShell/StatsButton
"Follow your progress with these statistics"
END

ToolTip:OnlineShell/ClanWarsShortcut
"Click here to visit the ClanWars website and get introduced to online clan gaming"
END



ToolTip:OpeningMenu/SkirmishButton
"Play in a skirmish game against the computer"
END

ToolTip:OpeningMenu/EvilCampaignButton
"Begin the story driven Evil Campaign"
END

ToolTip:OpeningMenu/GoodCampaignButton
"Begin the story driven Good Campaign"
END

ToolTip:OpeningMenu/LoadGameButton
"Load a previously saved game"
END

ToolTip:OpeningMenu/AdvancedTutorialButton
"Learn to play the Advanced Features of the game"
END

ToolTip:OpeningMenu/BasicTutorialButton
"Learn to play the Basic Features of the game"
END

ToolTip:OpeningMenu/WaroftheRingTutorialButton
"Learn to play the War of the Ring turn-based game"
END

ToolTip:OpeningMenu/NetworkButton
"Play a multiplayer game over a network"
END

ToolTip:OpeningMenu/OnlineButton
"Play a multiplayer game over the internet"
END

ToolTip:OpeningMenu/ReplaysButton
"Watch replays of your past multiplayer games"
END

ToolTip:OpeningMenu/CustomSettingsButton
"Click here to change advanced graphics settings"
END

ToolTip:OpeningMenu/CreditsButton
"Click here to change audio and video settings"
END

ToolTip:OpeningMenu/SettingsButton
"View the credits"
END

ToolTip:OpeningMenu/QuitButton
"Quit to desktop"
END


ToolTip:Settings/HighQualityAudio
"Enables more immersive sounds and music, but may decrease performance"
END

ToolTip:Settings/EAX
"Enables EAX sound if you have an EAX compatible sound card"
END

ToolTip:Settings/CustomSettings
"Click here to change advanced graphics settings"
END

Tooltip:Skirmish/ProfileMenu/ProfileStats/Bttn
"Look at your profile's stats"
END

Tooltip:Skirmish/ProfileMenu/ProfileStats/Bttn/Change
"Switch to a different profile"
END

Tooltip:Skirmish/ProfileMenu/ProfileStats/Bttn/New
"Create a new profile"
END

Tooltip:Skirmish/ProfileMenu/ProfileStats/Bttn/Delete
"Enter the delete profile menu"
END

Tooltip:Skirmish/ProfileMenu/ProfileStats/Bttn/Stats
"View the current profile's stats"
END

ToolTip:OnlineSettings/SendDelay
"Sends a delay of the network signal"
END

ToolTip:OnlineSettings/RefreshNAT
"Refreshes network settings allowing more compatible connectivity"
END

TOOLTIP:AlreadySummonedCreature
"This unit has already been recruited"
END

TOOLTIP:NeedtoRebuildUpgradeStructure
"The structure that researches this upgrade must be rebuilt"
END

ToolTip:Skirmish/ProfileMenu/bttn
"Create and manage a profile for tracking progress and statistics"
END

GUI:NATNotReady
// context: error message shown if NAT is not done with all connections
"Connections are in progress, or connection problem detected. Please click the Connections button where you can check every player's connection and retry."
END

GUI:BCAgentFailToConnectClientMsg
// context: error message shown in chat box if BC agent failed to connect to the BC Server
"Could not connect to the broadcast server."
END

GUI:BCAgentFailToConnectHostMsg
// context: error message shown in chat box if BC agent failed to connect to the BC Server
"Could not connect to the broadcast server. Please try again later, or set the game to be non-broadcasting in the game rules."
END

GUI:BCAgentConnectTimeoutHostMsg
// context: error message shown in chat box if BC agent tiem out connecting to the BC Server
"Connecting to the broadcast server has timed out. Please try again later, or deactivate broadcasting in the Broadcast Tab."
END

TACTICALHUD:SelectedUnitQuantityIndicator
// context: used to indicate the number of selected units of a particular type on the tactical HUD
"x%d"
END

TACTICALHUD:PlayerPowerInstanceCounts
// context: used on the player power buttons to indicate the total number of power instances and the number of power instances that are available
"%d/%d"
END

GUI:PlayerPowerUnderPoweredHelpMessage
// context: message displayed in the in-game help box for a player power button when that player power is disabled due to it's associated structure being under powered.  %s is replaced by the structure's display name.
"%s power offline"
END

GUI:UnitAbilityUnderPoweredHelpMessage
// context: message displayed in the in-game help box for a unit ability button when that button is disabled due to its associated structure being under powered.
"Power offline"
END

GUI:TacticalObjectivesDialogTitle
// context: used as the title on the in-game objectives dialog
"OBJECTIVES"
END

GUI:TacticalObjectivesDialogObjectiveDetailTitle
// context: used as the title of the details panel on the in-game objectives dialog
"OBJECTIVE DESCRIPTION"
END

GUI:TacticalObjectivesDialogClose
// context: used as the text label for the close button on the in-game objectives dialog
"CLOSE"
END

GUI:TacticalObjectivesDialogArrowCheckbox
// context: used as the text label for the arrow checkbox on the in-game objectives dialog
"Show Objective arrows in HUD"
END

GUI:TacticalObjectivesDialogPrimaryObjectives
// context: used as the title for the primary objectives section on the in-game objectives dialog
"Primary Objectives"
END

GUI:TacticalObjectivesDialogPrimaryObjectivesCaption
// context: used as the title for the primary objectives section on the in-game objectives dialog
"(required)"
END

GUI:TacticalObjectivesDialogBonusObjectives
// context: used as the title for the bonus objectives section on the in-game objectives dialog
"Bonus Objectives"
END

GUI:TacticalObjectivesDialogBonusObjectivesCaption
// context: used as the title for the bonus objectives section on the in-game objectives dialog
"(optional)"
END

GUI:TacticalObjectiveSatelliteViewSkipButtonLabel
"Skip"
END

GUI:TacticalObjectiveComplete
// context: Message in in-game "objective completed" pop-up box
"OBJECTIVE COMPLETE"
END

GUI:NewBonusTacticalObjective
// context: Message in in-game "new bonus objective" pop-up box
"NEW BONUS OBJECTIVE"
END

GUI:NewPrimaryTacticalObjective
// context: Message in in-game "new primary objective" pop-up box
"NEW PRIMARY OBJECTIVE"
END

GUI:TacticalObjectiveIntroPrompt
// context: Prompt in in-game "new objective" pop-up box
"Click here to view"
END

GUI:AcquiredNewIntelligenceNotification
// context: Message presented to the user when new intelligence is added to the intelligence database
"You have acquired new intelligence.  Click here to view."
END

GUI:TacticalPlayerStatusDialogTitle
// context: used as the title on the in-game player status dialog
"PLAYER STATUS"
END

GUI:TacticalPlayerStatusDialogClose
// context: used as the text label for the close button on the in-game player status dialog
"CLOSE"
END

GUI:TacticalPlayerStatusDialogPlayerName
// context: used as the player name column heading on the in-game player status dialog
"Name"
END

GUI:TacticalPlayerStatusDialogFaction
// context: used as the faction column heading on the in-game player status dialog
"Faction"
END

GUI:TacticalPlayerStatusDialogTeam
// context: used as the team column heading on the in-game player status dialog
"Team"
END

GUI:TacticalPlayerStatusDialogStatus
// context: used as the status column heading on the in-game player status dialog
"Status"
END

GUI:TacticalPlayerStatusDialogMute
// context: used as the faction column heading on the in-game player status dialog
"Mute"
END

GUI:TacticalPauseDialogTitle
// Pause menu title
"Pause"
END

GUI:TacticalPauseDialogResumeButton
"RESUME"
END

GUI:TacticalPauseDialogOptionsButton
"SETTINGS"
END

GUI:TacticalPauseDialogSaveButton
"SAVE"
END

GUI:TacticalPauseDialogLoadButton
"LOAD"
END

GUI:TacticalPauseDialogRestartButton
"RESTART"
END

GUI:TacticalPauseDialogExitMissionButton
"EXIT"
END

GUI:AreYouSureYouWantToExitMessage
// Text prompt of the Exit mission confirm dialog.
"Are you sure you want to exit?"
End

GUI:AreYouSureYouWantToRestartMessage
// Text prompt of the Restart mission confirm dialog.
"Are you sure you want to restart?"
End

GUI:NoObserverFocusPlayer
// Used to indicate that no focus player is selected in observer focus player selector gadget
"(none)"
END

GUI:ObserverCameraModeFreeRoam
// Name of the "Free roam" observer camera mode in the observer camera mode selector gadget
"Free Roam"
End

GUI:ObserverCameraModeCommentator
// Name of the "Commentator" observer camera mode in the observer camera mode selector gadget
"Commentator"
End

GUI:ObserverCameraModeThroughTheEyes
// Name of the "Through-the-Eyes" observer camera mode in the observer camera mode selector gadget
"Through-the-Eyes"
End

GUI:ObserverControlPanelTitle
"Observer"
End

GUI:SpectatorControlPanelTitle
"Spectator"
End

GUI:TelestratorControlPanelTitle
"Telestrator"
End

GUI:TacticalEndMissionPromptTitle
// context: Title for the in-game prompt dialog shown when the user has completed victory conditions
"Objectives Completed"
End

GUI:TacticalEndMissionPrompt
// context: Prompt message for the in-game prompt dialog shown when the user has completed victory conditions
"Do you wish to exit the mission now or do you wish to continue playing?"
End

GUI:TacticalEndMissionButtonLabel
// context: Label of the "end mission" button on the in-game prompt dialog shown when the user has completed victory conditions
"Exit Mission"
End

GUI:TacticalContinueMissionButtonLabel
// context: Label of the "continue mission" button on the in-game prompt dialog shown when the user has completed victory conditions
"Continue Playing"
End

GUI:BuildabilityDisabled
// context: Message displayed in the in-game mouse over help for build buttons that have been disabled
"Technology Locked"
END

GUI:RadarJammedMessage
"RADAR JAMMED\n\nBack online in: %s"
END

/////////////////////////////////////////////////////////////
//// Credits for BFME2 - Added on December 19 2005  /////////
/////////////////////////////////////////////////////////////



CREDITS:SeniorDevelopmentDirector
"Senior Development Director"
END

CREDITS:TechnicalArtDirector
"Technical Art Director"
END

CREDITS:LeadStructureArtist
"Lead Structure Artist"
END

CREDITS:DesignIntern
"Design Intern"
END

CREDITS:SystemsEngineer
"Systems Engineer"
END


CREDITS:GameplayEngineers
"Gameplay Engineers"
END

CREDITS:AIEngineer
"AI Engineers"
END

CREDITS:GraphicsEngineers
"Graphics Engineers"
END

CREDITS:AudioEngineer
"Audio Engineer"
END

CREDITS:UserInterfaceEngineers
"User Interface Engineers"
END

CREDITS:MultiplayerEngineers
"Multiplayer Engineers"
END

CREDITS:BuildEngineer
"Build Engineer"
END

CREDITS:ContributingTechnicalDirector
"Contributing Technical Director"
END

CREDITS:Design
"Design"
END

CREDITS:Engineering
"Engineering"
END

CREDITS:Art
"Art"
END

CREDITS:ConceptArtists
"Concept Artists"
END


CREDITS:CharacterArtists
"Character Artists"
END


CREDITS:StructureArtists
"Structure Artists"
END

CREDITS:EnvironmentArtists
"Environment Artists"
END


CREDITS:UserInterfaceArtists
"User Interface Artists"
END

CREDITS:VisualEffectsArtists
"Visual Effects Artists"
END

CREDITS:CommunityManager
"Community Manager"
END

CREDITS:ProjectManager
"Project Manager"
END

CREDITS:AdditionalProductionAssistance
"Additional Production Assistance"
END

CREDITS:ProductionIntern
"Production Intern"
END
CREDITS:Cinematics
"Cinematics"
END

CREDITS:CinematicPainters
"Cinematic Painters"
END

CREDITS:StoryboardArtists
"Storyboard Artists"
END

CREDITS:AdditionalEditing
"Additional Editing"
END

CREDITS:EpoxySupport 
"Epoxy Support"
END

CREDITS:AssociateDevelopmentDirector
"Associate Development Director"
END

CREDITS:AssociateTechnicalArtDirector
"Associate Technical Art Director"
END

CREDITS:QAEngineers
"QA Engineers"
END


CREDITS:AdditionalQAEngineering
"Additional QA Engineering"
END

CREDITS:EuropeanLocalizationandIntegration
"European Localization and Integration"
END

CREDITS:LocalizationProduction
"Localization Production"
END

CREDITS:LocalizationCoordination
"Localization Coordination"
END

CREDITS:LocalizationProgramming
"Localization Programming"
END

CREDITS:LocalizationTeam 
"Localization Team"
END

CREDITS:AsianLocalizationandIntegration
"Asian Localization and Integration"
END


CREDITS:LocalizationProjectManager
"Localization Project Manager"
END

CREDITS:QALead
"QA Lead"
END

CREDITS:LanguageTesters
"Language Testers"
END


CREDITS:EAMotionCaptureSpecialists
"EA Motion Capture Specialists"
END

CREDITS:EAMotionCaptureOperators
"EA Motion Capture Operators"
END

CREDITS:MotionCaptureTalent
"Motion Capture Talent"
END
 
CREDITS:MotionCaptureEditor
"Motion Capture Editor"
END


CREDITS:SeniorMarketingDirector
"Senior Marketing Director"
END

CREDITS:SeniorProductManager
"Senior Product Manager"
END

CREDITS:AssociateProductManager
"Associate Product Manager"
END

CREDITS:Documentation
"Documentation"
END

CREDITS:DocumentationLayout
"Documentation Layout"
END

CREDITS:PackageProjectManagement
"Package Project Management"
END

CREDITS:PackageDesign
"Package Design"
END

CREDITS:EuropeanMarketingTeam
"European Marketing Team"
END

CREDITS:PublicRelationsTeam
"Public Relations Team"
END

CREDITS:EALAThanks
"To everyone at EALA for their support, especially:"
END

CREDITS:MasteringLab
"Mastering Lab"
END

CREDITS:CreativeServicesCoordinator
"Creative Services Coordinator"
END


CREDITS:TolkienEnterprises
"Tolkien Enterprises" 
END


CREDITS:LiteraryConsultant
"Literary Consultant"
END


CREDITS:LegalCounsel
"Legal Counsel"
END


CREDITS:BusinessAffairs
"Business Affairs"
END


CREDITS:ProductionServices
"Production Services"
END




CREDITS:EALATagline
"Join Us. We See Farther. "
END


CREDITS:MPEGNotice
"MPEG Layer-3 audio coding technology licensed from \n Fraunhofer IIS and THOMSON multimedia."
END

CREDITS:DevelopmentTitle3
"Published by Electronic Arts"
END

CREDITS:DevelopmentTitle4
"A Production of Electronic Arts Los Angeles"
END

CREDITS:ArtDirector
"Art Director"
END

CREDITS:DirectorofAudio
"Audio Director and Script Writer"
END

CREDITS:AssociateProducer
"Associate Producers"
END

CREDITS:LeadDesigner
"Lead Designer"
END

CREDITS:LeadEngineers
"Lead Engineer"
END

CREDITS:EngineeringInterns
"Engineering Intern"
END

CREDITS:SoundDesignandVoiceDirection
"Voice Direction and Sound Design"
END

CREDITS:QADirector
"QA Manager"
END

CREDITS:QAProjectLead
"QA Project Lead"
END

CREDITS:QATestLead
"QA Leads"
END

CREDITS:QATestAnalysts
"QA Testers"
END

CREDITS:FocusGroupMembers
"Community Balance Testers"
END

CREDITS:Audio
"Audio"
END

CREDITS:EAThanks
"And to everyone at Electronic Arts for their"
END

CREDITS:EAThanks2
"support, especially:"
END

CREDITS:BFME1Thanks
"Our heartfelt appreciation to everyone who contributed to the"
END

CREDITS:BFME1Thanks3
"which this game is based on."
END

CREDITS:NewLineTolkienThanks
"We would like to offer our very special thanks to"
END

CREDITS:NewLineTolkienThanks2
"NEW LINE CINEMA and Tolkien Enterprises"
END

CREDITS:JackThanks
"The entire team at EALA would like to extend an extra"
END

CREDITS:JackThanks2
"special 'thank you' to our young friend Jack White for"
END

CREDITS:JackThanks3
"visiting our studio and taking part in creating this game,"
END

CREDITS:JackThanks4
"if only for just a day. We wish you all the best."
END

CREDITS:GameSpyNotice
"This product contains software technology licensed from\nGameSpy Industries, Inc.  1999-2005  \nGameSpy Industries, Inc. GameSpy and the \n'Powered by GameSpy' design are trademarks \nof GameSpy Industries, Inc.  All rights reserved."
END

CREDITS:TeamThanks
"The team would like to thank their family and friends."
END  

CREDITS:TeamThanks2
"Without their support, this game would not have been possible:"
END  




TOOLTIP:PrerequisiteHeading
// Context: Used in-game on help box as the heading for a list of prerequisites
"Requires:"
END

TOOLTIP:AlreadyPurchaseHeading
// Context: Used in-game on help box as the heading for a list of prerequisites
"Already Purchased"
END

TOOLTIP:LowPowerHeading
// Context: Used in-game on help box as the heading for a list of prerequisites
"Requires Sufficient Power"
END

TOOLTIP:EnergyMeterProductionLabel
// Context: Used in-game on help box for energy meter
"Energy Production:"
END

TOOLTIP:EnergyMeterConsumptionLabel
// Context: Used in-game on help box for energy meter
"Energy Consumption:"
END

TACTICALHUD:SelectionUpgradesLabel
// Context: Label for selected unit's upgrades in the in-game selection details panel
"Upgrades:"
END

SCRIPT:TEST_OBJECTIVE_01
"Destroy the Nod Power Plant"
END

SCRIPT:TEST_OBJECTIVE_02
"Destroy the Nod Barracks"
END

SCRIPT:TEST_OBJECTIVE_03
"BONUS: Destroy the Nod Secret Shrine"
END


//-------------------------------------------------------------------------------------------------
// GDI_1_1 - Mission Text (Pentagon)
//-------------------------------------------------------------------------------------------------

SCRIPT:GDI_TOW_1_1_Objective_1
"Bring the Pentagon's defensive power system online"
End

SCRIPT:GDI_TOW_1_1_Obj_1_Detail
"The Pentagon is defenseless without its power. Get an Engineer into each of the three Power Plants and bring that power back online!"
End

SCRIPT:GDI_TOW_1_1_Objective_2
"Capture the Pentagon with an Engineer"
End

SCRIPT:GDI_TOW_1_1_Obj_2_Detail
"Only an Engineer can get the Pentagon's Command and Control systems online. You must protect your Engineers until the Pentagon is restored. Once Command and Control is restored we can turn this war around."
END

SCRIPT:GDI_TOW_1_1_Objective_2a
"Garrison each of the four Guard Towers with GDI Riflemen and hold off the Nod infantry wave"
End

SCRIPT:GDI_TOW_1_1_Obj_2a_Detail
"Nod has destroyed our Power Plants with their Vertigo Bombers. Our only chance to defend the Pentagon against superior odds is to garrison the Guard Towers around the perimeter of the Pentagon."
END

SCRIPT:GDI_TOW_1_1_Objective_3
"Eliminate the Nod Central HQ"
End

SCRIPT:GDI_TOW_1_1_Obj_3_Detail
"The Brotherhood of Nod has hastily erected a forward headquarters at the top of the hill. Prevent another attack on the Pentagon by destroying this forward HQ."
END

SCRIPT:GDI_TOW_1_1_BonObjective_1
"Eliminate the small Nod base to the north"
End

SCRIPT:GDI_TOW_1_1_BonObj_1_Detail
"Nod has cut off our ability to bring in reinforcements to the north. Eliminating this base will enable Easy Company Grenadier reinforcements."
END  

SCRIPT:GDI_TOW_1_1_BonObjective_2
"Take back the city by clearing 4 garrisoned buildings"
End

SCRIPT:GDI_TOW_1_1_BonObj_2_Detail
"Nod has firmly entrenched troops within the city surrounding the Pentagon. Use our Grenadiers to clear these buildings out."
END

SCRIPT:GDI_TOW_1_1_TEXT_6
"2 Nod Bases remaining Commander."
End

SCRIPT:GDI_TOW_1_1_TEXT_7
"1 Nod Base remaining Commander."
End

SCRIPT:GDI_TOW_1_1_TEXT_12
"The Pentagon must be protected."
END

SCRIPT:GDI_TOW_1_1_TEXT_13
"Enemy detected to the north."
END

SCRIPT:GDI_TOW_1_1_TEXT_14
"Enemy detected to the south."
END

SCRIPT:GDI_TOW_1_1_TEXT_15
"Enemy detected to the east."
END

SCRIPT:GDI_TOW_1_1_TEXT_16
"Enemy detected to the west."
END

SCRIPT:GDI_TOW_1_1_TEXT_17
"Enemy detected to the northwest."
END

SCRIPT:GDI_TOW_1_1_TEXT_18
"Enemy detected to the southwest."
END

//-------------------------------------------------------------------------------------------------
// GDI_1_2 - Mission Text (Langley AFB)
//-------------------------------------------------------------------------------------------------

SCRIPT:GDI_TOW_1_2_Objective_1
"Eliminate the Nod forces attacking the GDI base"
End

SCRIPT:GDI_1_2_Obj_1_Detail
"There is a small GDI Base under siege on the coast. Secure it and you will have a perfect platform to launch an assault on Langley Air Force Base."
END

SCRIPT:GDI_TOW_1_2_Objective_2
"Reclaim the GDI Airfields to the northeast"
End

SCRIPT:GDI_1_2_Obj_2_Detail
"GDI has two Airfields intact with operational Orca aircraft. Reclaim the Airfields by eliminating the defending Nod forces, then use the Orca as air support for your attack on the base."
END

SCRIPT:GDI_TOW_1_2_Objective_3
"Destroy the Nod base to the northwest"
End

SCRIPT:GDI_1_2_Obj_3_Detail
"This base is the central hub for the Nod forces controlling Langley. It is heavily defended against land based attacks."
END

SCRIPT:GDI_TOW_1_2_BonusObjective_2
"Rescue all 4 Snipers from Bravo Squad"
End

SCRIPT:GDI_TOW_1_2_BonusObjective_2_Detail
"The Snipers of Bravo Company have been scattered throughout the city. Find and rescue them."
END

SCRIPT:GDI_TOW_1_2_BonusObjective_1
"Recapture the abandoned GDI Command Post"
End

SCRIPT:GDI_TOW_1_2_BonusObjective_1_Detail
"A disabled Command Post lies west of the landing zone. Get it up and running to provide valuable information on troop movement."
END

SCRIPT:GDI_TOW_1_2_BonusObjective_3
"Recapture the Tiberium Refinery in the city"
End

SCRIPT:GDI_TOW_1_2_BonusObjective_3_Detail
"The Tiberium Refinery used to supply the airforce base has been overlooked by Nod. Getting it up and running will give us ample supplies for our offensive."
END

//-------------------------------------------------------------------------------------------------
// GDI_0_1 - Mission Text (Prologue)
//-------------------------------------------------------------------------------------------------

//--------------Objectives--------------//
SCRIPT:GDI_0_1_Objective_1
"Determine the status of the GDI Outpost"
END

SCRIPT:GDI_0_1_Objective_1_Details
"This outpost was abandoned many years ago after its strategic value waned.\nOnce you arrive at the outpost it can be reactivated remotely."
END

SCRIPT:GDI_0_1_Objective_1_Update
"Secure the GDI Outpost by destroying the Nod forces"
END

SCRIPT:GDI_0_1_Objective_1_Update_Details
"With Nod in the area it may not be safe to reactivate that base. You need to send your Rifleman Squads into the base to combat these militants."
END

SCRIPT:GDI_0_1_Objective_2
"Build a Barracks and 3 GDI Riflemen Squads"
END

SCRIPT:GDI_0_1_Objective_2_Details
"You'll need a barracks in order to train infantry units. To build a Barracks, select the Construction Yard and then click on the Barracks icon. Once it has finished building click the Barracks icon again and then place the Barracks in your buildable area."
END

SCRIPT:GDI_0_1_Objective_3
"Build a Power Plant"
END

SCRIPT:GDI_0_1_Objective_3_Details
"Select the Construction Yard and click on the Power Plant icon. Build and deploy it just like the Barracks. Because your base has low power, you may want to turn off other buildings. When your base is low on power, all units and structures build slower."
END

SCRIPT:GDI_0_1_Objective_03_Details
"Commander, your base is low on power. To restore power you will need to build more Power Plants.\nPower Plants are built in the same queue as Barracks"
END

SCRIPT:GDI_0_1_Objective_3a
"Repair the Command Post"
END

SCRIPT:GDI_0_1_Objective_03a_Details
"To repair the damaged Command Post, use the Repair Button on your Command Bar, located on the top right next to the power button. Then click on the Command Post."
END

SCRIPT:GDI_0_1_Objective_4
"Eliminate the Nod Outpost"
END

SCRIPT:GDI_0_1_Objective_4_Details
"Destroy all the Nod Forces, the Hand of Nod and the Nod Outpost.\n A company of Missile Soldiers will be sent to assist you. Their missiles are much more effective against structures than standard GDI rifles."
END

SCRIPT:GDI_0_1_Objective_5
"Repair the Bridge"
END

SCRIPT:GDI_0_1_Objective_5a
"Capture one of Nod's buildings"
END

SCRIPT:GDI_0_1_Objective_5a_Details
"Select your Engineer and then send him into an enemy structure.\nThe Engineer will capture it, giving you full control of the structure."
END

SCRIPT:GDI_0_1_Objective_5a_Bonus
"Sell the captured Nod structure"
END

SCRIPT:GDI_0_1_Objective_05a_Bonus_Details
"After you've captured the structure you can then sell it.\nUse the Sell Button located at the top of your Command Bar.\nClick on the $ and then click on the building you want to sell."
END

SCRIPT:GDI_0_1_Objective_5_Details
"Two Engineers are en route via V35 Ox Transport.\nOnce they arrive, send one of them into the Gatehouse to repair the bridge."
END

SCRIPT:GDI_0_1_Objective_6
"Build an Airfield"
END

SCRIPT:GDI_0_1_Objective_6_Details
"The Nod presence in this region is far greater than we had expected. We will need air support. Build an Airfield from the Production Structures Tab to gain access to aircraft."
END

SCRIPT:GDI_0_1_Objective_7
"Destroy the Nod Barracks, War Factory and Construction Yard"
END

SCRIPT:GDI_0_1_Objective_7_Details
"Devastate this Nod Base by destroying these key structures."
END

SCRIPT:GDI_0_1_BonusObjective_1
"Build a Watchtower"
END

SCRIPT:GDI_0_1_BonusObjective_1_Details
"Protect your base from Nod infantry by building a Watchtower.\nTo build a Watchtower, click on the Watchtower icon located in the Support Structure Tab. Once it has finished building, deploy it anywhere inside your ground control area. The white circle marks the range of the Watchtower."
END

SCRIPT:GDI_0_1_BonusObjective_2
"Capture the Tiberium Spike"
END

SCRIPT:GDI_0_1_BonusObjective_2_Details
"Many structures, like this Tiberium Spike, can be captured by Engineers and put to use.\nTiberium Spikes generate extra funds over time by drawing Tiberium out of the Earth."
END

SCRIPT:GDI_0_1_BonusObjective_4
"Build a second Infantry Queue"
END

SCRIPT:GDI_0_1_BonusObjective_4_Details
"Build a second Barracks from your Production Structures Tab so that you have a second infantry queue. This will allow you to train infantry in parallel giving you the ability to put more soldiers on the field quicker."
END

SCRIPT:GDI_0_1_BonusObjective_15
"Build a Tiberium Silo"
END

SCRIPT:GDI_0_1_BonusObjective_15_Details
"Build a Tiberium Silo from your Support Structure Tab. Doing so will increase the amount of credits you can store at once."
END

//-------------------------------------------------------------------------------------------------
// GDI_1_3 - Mission Text (Hampton Roads)
//-------------------------------------------------------------------------------------------------

SCRIPT:GDI_1_3_Objective_1
"Destroy the Nod Operations Center"
END

SCRIPT:GDI_1_3_Obj_1_Detail
"Taking the Nod Operations Center offline will disable their radar and sonar detection. This will sow confusion among the defenders and therefore enable our Battleships to get in closer and lend artillery support."
END

SCRIPT:GDI_1_3_Objective_2
"Destroy the bombers harassing our Battleships"
END

SCRIPT:GDI_1_3_Obj_2_Detail
"Vertigo Bombers are preventing our battleships from getting into bombardment range. Destroy the Nod Air Tower to eliminate this threat."
END

SCRIPT:GDI_1_3_Objective_3
"Destroy the Nod production facilities"
END

SCRIPT:GDI_1_3_Obj_3_Detail
"The Brotherhood of Nod is using the Hampton Roads Naval Facility as a supply depot for their front line offensive. Destroy their production buildings to disrupt the port operations and stop the flow of reinforcements."
END

SCRIPT:GDI_1_3_BonusObjective_1
"Complete the mission using only the Commando"
END

SCRIPT:GDI_1_3_BonusObjective_1_Detail
"Complete the mission without using the reinforcements."
END

SCRIPT:GDI_1_3_Text_6
"Battleships ready Commander!"
END

//-------------------------------------------------------------------------------------------------
// GDI_1_4 - Mission Text (White House)
//-------------------------------------------------------------------------------------------------

SCRIPT:GDI_1_4_Objective_1
"Destroy the Nod air defenses"
END

SCRIPT:GDI_1_4_Obj_1_Detail
"We have Firehawk attack jets armed and waiting. You need to destroy Nod's air defenses so the Firehawks can make their bombing run. We also have Ox transports with reinforcements standing by for deployment."
END

SCRIPT:GDI_1_4_Objective_2
"Use your Firehawk Airstrike power on Nod's artillery outpost"
END

SCRIPT:GDI_1_4_Obj_2_Detail
"Use your Firehawk Airstrike power to mark the area for our Firehawks to bomb."
END

SCRIPT:GDI_1_4_Objective_3
"Destroy the surrounding Nod base to reclaim the White House"
END

SCRIPT:GDI_1_4_Obj_3_Detail
"Nod forces have set up a base in front of the White House. Destroy all of their production structures to drive them out of this area and take back the White House."
END

SCRIPT:GDI_1_4_Objective_4
"Destroy the Disruption Towers around the Nod base"
END

SCRIPT:GDI_1_4_Obj_4_Detail
"Nod is using those Disruption Towers to cloak its base. Destroy them and that should make their base vulnerable to our attacks."
END

SCRIPT:GDI_1_4_BonusObjective_1
"Suppress the Nod infantry advances by putting Snipers into the designated buildings"
END

SCRIPT:GDI_1_4_Bonus_Objective_1_Details
"Snipers are extremely effective against infantry. Garrison them in the designated buildings for extra protection while they fire on Nod infantry."
End

SCRIPT:GDI_1_4_BonusObjective_2
"Destroy the Nod Secret Shrine"
END

SCRIPT:GDI_1_4_Bonus_Objective_2_Details
"The Secret Shrine provides the ability to produce stealthed units. Destroy it to prevent Nod stealth attacks."
End

SCRIPT:GDI_1_4_BonusObjective_3
"Destroy Nod's Power Plants"
END

SCRIPT:GDI_1_4_Bonus_Objective_3_Details
"Commander, Nod appears to have a large number of their Power Plants just northwest of the White House. Destroying these might bring down their defenses and leave them more open to our attack."
End

//-------------------------------------------------------------------------------------------------
//  GDI_2_1 - Mission Text (Weapons Factory)
//-------------------------------------------------------------------------------------------------

SCRIPT:GDI_2_1_Objective_1
"Secure the Barracks by defeating the surrounding Nod forces"
End

SCRIPT:GDI_2_1_Objective_1_Details
"The last contact from the Zone Troopers came from this location. Eliminate any remaining Nod units to secure the outpost."
End

SCRIPT:GDI_2_1_Objective_2
"Destroy the Weapons Research Lab"
End

SCRIPT:GDI_2_1_Objective_2_Details
"Intel believes this Nod structure is instrumental in Nod's efforts to weaponize Tiberium in a liquid form. It must be eliminated."
End

SCRIPT:GDI_2_1_Objective_3
"Destroy the Nod War Factories"
End

SCRIPT:GDI_2_1_Objective_3_Details
"Nod is reinforcing its war effort in this region from these War Factories. Eliminate them."
End

SCRIPT:GDI_2_1_Bonus_Objective_1
"Destroy the Nod Outpost"
End

SCRIPT:GDI_2_1_Bonus_Objective_1_Details
"Nod is reinforcing their security of the research labs from this facility. Eliminate it to collect extra resources."
End

SCRIPT:GDI_2_1_Bonus_Objective_2
"Capture all three Tiberium Spikes"
End

SCRIPT:GDI_2_1_Bonus_Objective_2_Details
"Secure additional funding by capturing all three Tiberium Spikes in the area. Build additional Engineers to capture these Tiberium Spikes."
End

SCRIPT:GDI_2_1_Zone_Trooper_Hint_Text
"Zone Troopers are effective at attacking ground vehicles."
END

SCRIPT:GDI_2_1_Anti_Air_Hint_Text
"Missile Squads can attack air units."
END

//-------------------------------------------------------------------------------------------------
//  GDI_2_2 - Mission Text
//-------------------------------------------------------------------------------------------------

SCRIPT:GDI_2_2_Objective_1
"Destroy all Nod loading dock cranes"
End

SCRIPT:GDI_2_2_Objective_1_Details
"Nod forces are loading weapons onto their ships for export. Destroy these cranes to disrupt dockside activity."
End

SCRIPT:GDI_2_2_Objective_2
"Destroy all Nod Port Authority buildings"
End

SCRIPT:GDI_2_2_Objective_2_Details
"Nod's port operations are controlled from these Port Authority buildings. Take them out to cripple their port for the long haul."
End

SCRIPT:GDI_2_2_Bonus_Objective_1
"Destroy all Nod ships docked at the port"
End

SCRIPT:GDI_2_2_Bonus_Objective_1_Details
"Destroy the docked Nod ships to prevent them from delivering their hardware to other war efforts in the region."
End

SCRIPT:GDI_2_2_Bonus_Objective_2
"Capture the EMP Control Center in the city"
End

SCRIPT:GDI_2_2_Bonus_Objective_2_Details
"Capture the EMP Control Center to gain the ability to fire an EMP blast which will disable all electronic devices within the blast radius."
End

SCRIPT:GDI_2_2_Railgun_Hint_Text
"Purchase the Railgun upgrade at the Tech Center to equip all Predator and Mammoth tanks with railgun technology."
End

SCRIPT:GDI_2_2_Mammoth_Tank_Hint_Text
"Build a War Factory and Tech Center to gain the ability to construct Mammoth Tanks."
End

SCRIPT:GDI_2_2_EMP_Hint_Text
"Use the EMP Control Center to temporarily disable vehicles and structures within the Nod base."
End

SCRIPT:GDI_2_2_Bonus_Objective_3
"Deploy a Surveyor at the northern Tiberium Field"
End

SCRIPT:GDI_2_2_Bonus_Objective_3_Details
"Build a Surveyor and deploy it by the Tiberium Field to the north.  A Surveyor unpacks an expansion base at its deployment location and allows additional structures to be constructed around it."
End

//-------------------------------------------------------------------------------------------------
//  GDI_2_4 - Mission Text
//-------------------------------------------------------------------------------------------------

SCRIPT:GDI_2_4_Objective_1
"Destroy the Nod Nuke Facility"
End

SCRIPT:GDI_2_4_Objective_1_Details
"Nod has nuclear missile launch capability with this missile site. This is the same site that launched the attack that destroyed the Philadelphia. It must be destroyed."
End

SCRIPT:GDI_2_4_Objective_2
"Destroy the Nod Compound Headquarters"
End

SCRIPT:GDI_2_4_Objective_2_Details
"Nod controls this Nuclear Launch Site and most of its operations in this region from these buildings. Destroy them to completely remove Nod's capability to launch nuclear missiles from this site and wrest control over this territory from Nod."
End

SCRIPT:GDI_2_4_Bonus_Objective_1
"Capture or destroy the Nod Power Plants"
End

SCRIPT:GDI_2_4_Bonus_Objective_1_Details
"Nod's nuclear missile launch can be delayed if any of the Power Plants supporting the launch facility are destroyed or captured. Be advised, if Nod rebuilds or recaptures the Power Plants the missile launch countdown will continue."
End

SCRIPT:GDI_2_4_Bonus_Objective_2
"Destroy all Nod Structures"
End

SCRIPT:GDI_2_4_Bonus_Objective_2_Details
"Eliminate all Nod structures to expel them from this region."
End

SCRIPT:GDI_2_4_Nuke_Launch_Text
"Nod's Nuclear Missile will launch in:"
End

SCRIPT:GDI_2_4_Nuke_Power_Hint_Text
"The nuclear missile launch can be delayed by cutting off their power."
END

SCRIPT:GDI_2_4_Jetpack_Hint_Text
"The Jump Jets ability on the Zone Trooper and Commando will allow them to reach areas other units cannot."
END

//-------------------------------------------------------------------------------------------------
// GDI_3_1 - Mission Text
//-------------------------------------------------------------------------------------------------

SCRIPT:GDI_3_1_Objective_1
"Secure this GDI base until reinforcements arrive"
End

SCRIPT:GDI_3_1_Objective_1_Detail
"Alternate the available power amongst the base defenses to defend against Nod assault waves."
End

SCRIPT:GDI_3_1_Objective_2
"Send aid to the reinforcement team ambushed in the city"
End

SCRIPT:GDI_3_1_Objective_2_Detail
"Our fellow soldiers are pinned down by Nod forces garrisoned in the city buildings. Flush them out and clear a path."
End

SCRIPT:GDI_3_1_Objective_3
"Escort the MCV safely back to the GDI base and deploy the Construction Yard"
End

SCRIPT:GDI_3_1_Objective_3_Detail
"The MCV must be protected at all costs. We will lose our hold of this region if it is destroyed."
End

SCRIPT:GDI_3_1_Objective_4
"Destroy the southwest Nod base"
End

SCRIPT:GDI_3_1_Objective_4_Detail
"This base is the source of Nod recruits. Eliminating this base will cripple Nod's ability to wage war with infantry."
End

SCRIPT:GDI_3_1_Objective_5
"Destroy the northeast Nod base"
End

SCRIPT:GDI_3_1_Objective_5_Detail
"This base is the source of Nod war machines. Eliminating this base will cripple Nod's ability to wage war with vehicles."
End

SCRIPT:GDI_3_1_Objective_6
"Destroy the southeast Nod base"
End

SCRIPT:GDI_3_1_Objective_6_Detail
"This base is the source of Nod air power. Eliminating this base will cripple Nod's ability to wage war with aircraft."
End

SCRIPT:GDI_3_1_Bonus_Objective_1
"All base defenses survive until the reinforcement team arrives"
End

SCRIPT:GDI_3_1_Bonus_Objective_1_Detail
"Do not allow any of the base defenses to be destroyed to ensure the security of the reinforcement team upon their arrival."
End

SCRIPT:GDI_3_1_Bonus_Objective_2
"Return the MCV to the GDI base unharmed"
End

SCRIPT:GDI_3_1_Bonus_Objective_2_Detail
"The sight of an undamaged MCV rolling into the base will provide a strong symbol of valor for the GDI forces and boost morale for our troops."
End

SCRIPT:GDI_3_1_Timer_1
"GDI reinforcements will arrive in:"
End

SCRIPT:GDI_3_1_Text_1
"GDI reinforcements have arrived."
End

SCRIPT:GDI_3_1_Text_2
"The GDI reinforcement team has been ambushed by garrisoned Nod forces."
End

SCRIPT:GDI_3_1_Text_3
"Send assistance to clear the Nod forces blocking their path through the city."
End

SCRIPT:GDI_3_1_Text_4
"The GDI reinforcement team is now under your control."
End

SCRIPT:GDI_3_1_Text_5
"The MCV has been succesfully escorted back to the GDI base and can now be deployed."
End

SCRIPT:GDI_3_1_Text_6
"The southwest Nod base has been destroyed."
End

SCRIPT:GDI_3_1_Text_7
"The northeast Nod base has been destroyed."
End

SCRIPT:GDI_3_1_Text_8
"The southeast Nod base has been destroyed."
End

//-------------------------------------------------------------------------------------------------
// GDI_3_3 - Mission Text
//-------------------------------------------------------------------------------------------------

SCRIPT:GDI_3_3_Objective_1
"Clear Nod border defenses"
End

SCRIPT:GDI_3_3_Objective_1_Detail
"Use a small tactical team to clear a path through the Nod perimeter and avoid alerting Nod forces to our presence in the region."
End

SCRIPT:GDI_3_3_Objective_2
"Infiltrate Nod supply depot"
End

SCRIPT:GDI_3_3_Objective_2_Detail
"Break through the supply depot checkpoint by accessing the service entrance across the canyon bridge."
End

SCRIPT:GDI_3_3_Objective_3
"Eliminate Nod rocket bunkers"
End

SCRIPT:GDI_3_3_Objective_3_Detail
"Clear the airspace by neutralizing the main Nod anti-aircraft battery so that support can be airlifted into the region by GDI Ox transports."
End

SCRIPT:GDI_3_3_Objective_4
"Capture east ridge Reinforcement Bay"
End

SCRIPT:GDI_3_3_Objective_4_Detail
"Establish a GDI staging area on the east ridge above the Nod supply depot. Captured Nod supply bays will be used to deliver GDI reinforcements."
End

SCRIPT:GDI_3_3_Objective_5
"Destroy Nod supply depot"
End

SCRIPT:GDI_3_3_Objective_5_Detail
"Destroy the main manufacturing facility and stock piles of Nod vehicles."
End

SCRIPT:GDI_3_3_Objective_6
"Ambush Nod convoy"
End

SCRIPT:GDI_3_3_Objective_6_Detail
"Intercept incoming Nod forces attempting to regroup and rearm at the supply depot."
End

SCRIPT:GDI_3_3_Bonus_Objective_1
"Survive the Nod assault unharmed"
End

SCRIPT:GDI_3_3_Bonus_Objective_1_Detail
"Succeed with all initial strike team squad groups intact."
End

SCRIPT:GDI_3_3_Bonus_Objective_2
"Capture airfield Reinforcement Bay"
End

SCRIPT:GDI_3_3_Bonus_Objective_2_Detail
"Secure the Reinforcement Bay to receive additional forces from GDI Command."
End

SCRIPT:GDI_3_3_Bonus_Objective_3
"Capture motorpool Reinforcement Bay"
End

SCRIPT:GDI_3_3_Bonus_Objective_3_Detail
"Secure the Reinforcement Bay to receive additional forces from GDI Command."
End

SCRIPT:GDI_3_3_Bonus_Objective_4
"Capture supply depot Reinforcement Bays"
End

SCRIPT:GDI_3_3_Bonus_Objective_4_Detail
"Secure each Reinforcement Bay to receive additional forces from GDI Command."
End

SCRIPT:GDI_3_3_Bonus_Objective_5
"Arm a Firehawk with a missile load out and destroy a Nod Venom"
End

SCRIPT:GDI_3_3_Bonus_Objective_5_Detail
"The Firehawk can be armed with a load out of missiles or bombs. The missile load out allows the Firehawk to attack aircraft, while the bomb load out allows it to attack ground vehicles and structures."
End

SCRIPT:GDI_3_3_Timer_1
"Nod convoy will arrive in:"
End

SCRIPT:GDI_3_3_Text_1
"All Nod SAM sites destroyed."
End

SCRIPT:GDI_3_3_Text_2
"Engineers are now available."
End

SCRIPT:GDI_3_3_Text_3
"Firehawk squadrons are now available."
End

SCRIPT:GDI_3_3_Text_4
"Mammoth tanks are now available."
End

SCRIPT:GDI_3_3_Text_5
"A Rig is now available."
End

SCRIPT:GDI_3_3_Text_6
"Nod convoy approaching."
End

//-------------------------------------------------------------------------------------------------
// GDI_3_4 - Mission Text
//-------------------------------------------------------------------------------------------------

SCRIPT:GDI_3_4_Objective_0
"Secure the old GDI base"
End

SCRIPT:GDI_3_4_Objective_0_Detail
"This site contains the remains of a GDI base that can be returned to full operation. Secure the base, then use it to begin the assault on Temple Prime."
End

SCRIPT:GDI_3_4_Objective_1
"Destroy Ion Disruption Field Generator 1"
End

SCRIPT:GDI_3_4_Objective_1_Detail
"This generator supplies energy to the forcefield protecting Temple Prime. Destroy it to weaken the forcefield and to allow Ion Cannon strikes."
End

SCRIPT:GDI_3_4_Objective_2
"Destroy Ion Disruption Field Generator 2"
End

SCRIPT:GDI_3_4_Objective_2_Detail
"This generator supplies energy to the forcefield protecting Temple Prime. Destroy it to weaken the forcefield and to allow Ion Cannon strikes."
End

SCRIPT:GDI_3_4_Objective_3
"Destroy Ion Disruption Field Generator 3"
End

SCRIPT:GDI_3_4_Objective_3_Detail
"This generator supplies energy to the forcefield protecting Temple Prime. Destroy it to weaken the forcefield and to allow Ion Cannon strikes."
End

SCRIPT:GDI_3_4_Objective_4
"Build an Ion Cannon control center"
End

SCRIPT:GDI_3_4_Objective_4_Detail
"The Ion Cannon control center is used to relay surface strike coordinates to the Ion Cannon that's orbiting the planet in space."
End

SCRIPT:GDI_3_4_Objective_5
"Destroy Temple Prime with the Ion Cannon"
End

SCRIPT:GDI_3_4_Objective_5_Detail
"Now that the forcefield has been neutralized, GDI Command has ordered that Temple Prime be destroyed by the Ion Cannon."
End

SCRIPT:GDI_3_4_Bonus_Objective_1
"Capture Nod's science ministry building"
End

SCRIPT:GDI_3_4_Bonus_Objective_1_Detail
"Capturing this building will provide important intel on Nod Tiberium research and further insight into Kane's mysterious plans."
End

SCRIPT:GDI_3_4_Bonus_Objective_2
"Capture Liquid Tiberium Factory"
End

SCRIPT:GDI_3_4_Bonus_Objective_2_Detail
"Capturing this facility will provide important intel on Nod's Tiberium liquification process and restrict their ability to use this technology against us."
End

SCRIPT:GDI_3_4_Bonus_Objective_3
"Capture the Mutant Hovel"
End

SCRIPT:GDI_3_4_Bonus_Objective_3_Detail
"Capture the Mutant Hovel with an Engineer. This will allow the recruitment of Mutants to fight for our cause."
End

SCRIPT:GDI_3_4_Bonus_Objective_4
"Destroy an Avatar with the Commando"
End

SCRIPT:GDI_3_4_Bonus_Objective_4_Detail
"Use the Commando to attack the Nod Avatar. The Commando is an expert at taking down large walkers by planting an explosive pack on their hull."
End

SCRIPT:GDI_3_4_Timer_1
"Ion Cannon ready in:"
End

SCRIPT:GDI_3_4_Counter_1
"Generators to destroy:"
End

SCRIPT:GDI_3_4_Text_1
"The Ion Cannon is approaching target orbit above Sarajevo. Please stand by for Ion Cannon control."
End

SCRIPT:GDI_3_4_Text_2
"The Ion Cannon has reached geosynchronous orbit above Sarajevo and is now online."
End

SCRIPT:GDI_3_4_Text_3
"Build an Ion Cannon control center to interface with the Ion Cannon."
End

SCRIPT:GDI_3_4_Text_4
"First Ion disruption field generator destroyed. Two more to go."
End

SCRIPT:GDI_3_4_Text_5
"Second Ion disruption field generator destroyed. One more to go."
End

SCRIPT:GDI_3_4_Text_6
"All Ion disruption field generators are destroyed. The forcefield is down."
End

//-------------------------------------------------------------------------------------------------
// GDI_4_1 - Mission Text
//-------------------------------------------------------------------------------------------------

SCRIPT:GDI_4_1_Obj_1
"Protect the Civilian Transports"
End

SCRIPT:GDI_4_1_Obj_1_Detail
"These Civilian Transports contain what is left of the GDI F-T Lab engineers. Protect them at all costs - at least one must survive."
End

SCRIPT:GDI_4_1_BonusObj_1
"Capture the Power Plant"
End

SCRIPT:GDI_4_1_BonusObj_1_Detail
"This abandoned Power Plant is hooked into a dormant Sonic Emitter array. Get these Engineers in there and get the thing working...we need all the help we can get."
End

SCRIPT:GDI_4_1_BonusObj_2
"Capture the GDI Lab"
End

SCRIPT:GDI_4_1_BonusObj_2_Detail
"This GDI Lab contains vital research. Send in an Engineer, capture it and obtain the information, or GDI F-T research may be set back five years or more"
End

//-------------------------------------------------------------------------------------------------
// GDI_4_2 - Mission Text
//-------------------------------------------------------------------------------------------------

SCRIPT:GDI_4_2_Obj_1
"Capture or Destroy Alien Structure"
End

SCRIPT:GDI_4_2_Obj_1_Detail
"This structure appears to be the focus of Alien efforts in the area. Marshal your forces and capture or destroy it."
End

SCRIPT:GDI_4_2_Obj_2
"Rescue Engineers"
End

SCRIPT:GDI_4_2_Obj_2_Detail
"A GDI engineering detail has been pinned down by an Alien patrol. Kill the Aliens and rescue our men."
End

SCRIPT:GDI_4_2_Obj_3
"Capture the eastern Power Plant, activating the GDI Base"
End

SCRIPT:GDI_4_2_Obj_3_Detail
"This GDI base was damaged during the attack, but appears to be semi-functional. Get the Power Plants back online and you'll be able to build new combat units and Engineers. Lose all your Engineers before capturing the base and you will fail - it is essential to our success."
End

SCRIPT:GDI_4_2_BonusObj_1
"Rescue Zone Troopers"
End

SCRIPT:GDI_4_2_BonusObj_1_Detail
"Alien air units have trapped this Zone Trooper squadron in the Stuttgart rubble. Destroy the aircraft and the Troopers are yours to command."
End

SCRIPT:GDI_4_2_BonusObj_2
"Rescue Snipers"
End

SCRIPT:GDI_4_2_BonusObj_2_Detail
"Dispatched to scout the area, these Snipers are now pinned down by Alien infantry. Kill the infantry and rescue them."
End

SCRIPT:GDI_4_2_BonusObj_3
"Rescue Infantry Squad"
End

SCRIPT:GDI_4_2_BonusObj_3_Detail
"An infantry platoon took shelter in these structures during the attack, but found themselves surrounded by alien Disintegrators. If the platoon moves, the drones will notice them, enter the building and kill them all. Eliminate the Disintegrators in order to free the platoon."
End

SCRIPT:GDI_4_2_BonusObj_4
"Capture the northern and western Power Plants to activate the Sonic Emitter arrays"
End

SCRIPT:GDI_4_2_BonusObj_4_Detail
"As our experience in Munich showed, Aliens are weak against Sonic Emitters. Capture both Power Plants and get the arrays back online."
End

SCRIPT:GDI_4_2_BonusObj_5
"Capture the southern Power Plant to activate the Command Post"
End

SCRIPT:GDI_4_2_BonusObj_5_Detail
"Stuttgart's Command Post appears to be mostly intact. Get its Power Plant functional to regain radar information."
End

SCRIPT:GDI_4_2_BonusObj_6
"Capture the southwest Power Plant, activating the Armory"
End

SCRIPT:GDI_4_2_BonusObj_6_Detail
"Given the weakened state of our forces, this Armory should prove invaluable. Use your Engineers to capture the Power Plant and get it back online."
End

SCRIPT:GDI_4_2_BonusObj_7
"Destroy a Tripod with the Commando"
END

SCRIPT:GDI_4_2_BonusObj_7_Detail
"Use the Commando to attack the Alien Annihilator Tripod. The Commando is an expert at taking out large walkers such as the Tripod."
END


//-------------------------------------------------------------------------------------------------
// GDI_4_3 - Mission Text
//-------------------------------------------------------------------------------------------------

SCRIPT:GDI_4_3_Obj_1
"Scout Alien Structure"
End

SCRIPT:GDI_4_3_Obj_1_Detail
"GDI Intelligence has located an unknown Alien Structure to the north of the city. Investigate and confirm."
End

SCRIPT:GDI_4_3_Obj_2
"Protect the Engineers"
End

SCRIPT:GDI_4_3_Obj_2_Detail
"This is the only available engineering detail south of Danzig. Keep it alive at all costs."
End

SCRIPT:GDI_4_3_Obj_3
"Capture the northeastern Power Plant"
End

SCRIPT:GDI_4_3_Obj_3_Detail
"This Power Plant is the center of the GDI power grid. Capture it and restore power to the base."
End

SCRIPT:GDI_4_3_Obj_4
"Destroy Alien Command Center"
End

SCRIPT:GDI_4_3_Obj_4_Detail
"We cannot establish a forward base until we have eliminated the Alien Command Center. Without direction, the Alien threat is significantly reduced."
End

SCRIPT:GDI_4_3_BonusObj_1
"Capture the Reinforcement Bay"
End

SCRIPT:GDI_4_3_BonusObj_1_Detail
"Capture this Reinforcement Bay in order to gain access to Juggernuat artillery. "
End

SCRIPT:GDI_4_3_BonusObj_2
"Capture the northwestern Power Plant"
End

SCRIPT:GDI_4_3_BonusObj_2_Detail
"This Power Plant runs the Sonic Emitter array on the west side of the city. Capture it and the array will come back online."
End


SCRIPT:GDI_4_3_TimerText_1
"Engineering Squad Arrival:"
End


//-------------------------------------------------------------------------------------------------
// GDI_4_4 - Mission Text
//-------------------------------------------------------------------------------------------------

SCRIPT:GDI_4_4_Obj_1
"Destroy the primary base Drone Platform"
End

SCRIPT:GDI_4_4_Obj_1_Detail
"This appears to be the central coordinating base for all Alien operations in Europe. Destroy it and we'll turn the tide."
End

SCRIPT:GDI_4_4_BonusObj_1
"Destroy the air base Drone Platform"
End

SCRIPT:GDI_4_4_BonusObj_1_Detail
"The Aliens have constructed an additional outlying base focused on aerial units. Knock it out and you'll have a much easier fight on your hands."
End

SCRIPT:GDI_4_4_BonusObj_2
"Destroy the armor base Drone Platform"
End

SCRIPT:GDI_4_4_BonusObj_2_Detail
"The Aliens have constructed an additional outlying base focused on armored units. Destroy it and their forces will be significantly weakened."
End

SCRIPT:GDI_4_4_BonusObj_3
"Destroy the Alien Signal Transmitter"
End

SCRIPT:GDI_4_4_BonusObj_3_Detail
"The Aliens appear to be using this structure to summon something large and, presumably, dangerous. Destroy the Signal Transmitter before this happens."
End

SCRIPT:GDI_4_4_BonusObj_4
"Destroy the Alien Mothership"
End

SCRIPT:GDI_4_4_BonusObj_4_Detail
"The Aliens have summoned what appears to be some kind of Mothership, and it's heading right for our base. It must be stopped!"
End


//-------------------------------------------------------------------------------------------------
// GDI_5_1 - Mission Text
//-------------------------------------------------------------------------------------------------

SCRIPT:GDI_5_1_Obj_1
"Destroy Three Alien Phase Generators"
End

SCRIPT:GDI_5_1_Obj_1_Detail
"Three Alien Phase Generators are protecting the Alien Tower. Destroy them to make the tower vulnerable."
End

SCRIPT:GDI_5_1_Obj_2
"Destroy the Alien Tower"
End

SCRIPT:GDI_5_1_Obj_2_Detail
"The Alien tower is surrounded by Storm Columns which will complicate a direct assault. Once the Phase Generators are down, utilizing the Ion Cannon may be your best bet to destroy it."
End

SCRIPT:GDI_5_1_BonusObj_1
"Destroy the Alien Masterminds teleporting the forces"
End

SCRIPT:GDI_5_1_BonusObj_1_Detail
"The Alien Mastermind appears to be teleporting attack forces across the Tiberium Chasm. Locate and eliminate the Mastermind to stop the attacks."
End

SCRIPT:GDI_5_1_BonusObj_2
"Prevent Aliens From Using Rift Generator"
End

SCRIPT:GDI_5_1_BonusObj_2_Detail
"The Aliens are preparing to use their super weapon. Destroy the weapon before they are able to use it on your base."
End

SCRIPT:GDI_5_1_Timer_Text
"Rift Generator Constructed:"
End

SCRIPT:GDI_5_1_Phase_Gen_Counter
"Phase Generators:"
End

//-------------------------------------------------------------------------------------------------
// GDI_5_2 - Mission Text
//-------------------------------------------------------------------------------------------------

SCRIPT:GDI_5_2_Obj_1
"Destroy the Alien Control Node"
End

SCRIPT:GDI_5_2_Obj_1_Detail
"General Granger believes the alien Control Node is channeling Tiberium radiation to the entire alien force. Destroy it and the aliens will be defeated once and for all. Expect heavy resistance."
End

SCRIPT:GDI_5_2_Obj_2
"Defeat the Nod Forces"
End

SCRIPT:GDI_5_2_Obj_2_Detail
"Nod is in the area and poses a threat to our operations against the alien Control Node. Eliminate their base to the north."
End

SCRIPT:GDI_5_2_BonusObj_1
"Capture an Enemy Superweapon"
End

SCRIPT:GDI_5_2_BonusObj_1_Detail
"The aliens and Nod are vying for a position along the chasm. They will likely use this strategic location to construct superweapons. Capture an enemy Rift Generator or Temple of Nod."
End

SCRIPT:GDI_5_2_BonusObj_2
"Divert the Alien Mothership to the Nod base"
End

SCRIPT:GDI_5_2_BonusObj_2_Detail
"An Alien Mothership has been summoned to the battle and is headed towards our base.  You may temporarily divert the Mothership to Nod's base by taking out the disruption towers in front of their base.  Whether or not you divert the mothership, eventually you will need to destroy it."
End




//-------------------------------------------------------------------------------------------------
// NOD_0_1 - Mission Text - Prologue
//-------------------------------------------------------------------------------------------------

//============================Objectives Screen Text============================\\

SCRIPT:Nod_TOW_0_1_Objective_1
"Destroy the wall"
End

SCRIPT:Nod_TOW_0_1_Objective_2
"Capture the GDI Command Post. Do Not Destroy It!"
End

SCRIPT:Nod_TOW_0_1_Objective_3
"Destroy the Ground Control for GDI's A-SAT System"
End

SCRIPT:Nod_TOW_0_1_BonusObjective_1
"Destroy the secondary Power Plants"
End

SCRIPT:Nod_TOW_0_1_BonusObjective_2
"Destroy the primary Power Plants"
End

SCRIPT:Nod_TOW_0_1_BonusObjective_3
"Capture the Reinforcement Bay"
End

SCRIPT:Nod_TOW_0_1_BonusObjective_4
"Use these Shadows to destroy the final Power Plant"
End

//============================Objectives Description Text============================\\

SCRIPT:Nod_TOW_0_1_ObjectiveText_1
"Use the Fanatics' attack to destroy the wall and allow passage for the Saboteur."
End

SCRIPT:Nod_TOW_0_1_ObjectiveText_2
"The GDI Command Post must be captured to prevent a GDI distress call. Capture it with the Saboteur."
End

SCRIPT:Nod_TOW_0_1_ObjectiveText_3
"GDI's A-SAT defenses are controlled by this building. It must be destroyed to begin the Third Tiberium War."
End

SCRIPT:Nod_TOW_0_1_ObjectiveText_B1
"These structures provide power for the GDI Watchtowers. Destroy them to power-down the Watchtowers."
End

SCRIPT:Nod_TOW_0_1_ObjectiveText_B2
"These structures provide power for the GDI Watchtowers. Destroy them to power-down the Watchtowers."
End

SCRIPT:Nod_TOW_0_1_ObjectiveText_B3
"Capturing the Reinforcement Bay will give you access to additional reinforcements."
End

SCRIPT:Nod_TOW_0_1_Shadows_Arrive
"Nod Shadow Teams are excellent at infiltration, using their hang glider ability to get past obstacles and their Plant Explosives ability to destroy structures."
END

//============================Potpourri Text============================\\

SCRIPT:Nod_TOW_0_1_GameOver_TIMER
"GDI forces will arrive in:  "
End

//-------------------------------------------------------------------------------------------------
// NOD_1_1 - Mission Text - White House
//-------------------------------------------------------------------------------------------------

SCRIPT:NOD_1_1_Objective_1
"Destroy the GDI Logistics Center"
End

SCRIPT:NOD_1_1_Obj_1_Detail
"Assemble a force and destroy the GDI Logistics Center just north of your position. This should cause GDI to respond with forces that are currently guarding the Pentagon, leaving it open for attack."
END

SCRIPT:NOD_1_1_Objective_2
"Destroy the remaining GDI forces guarding the White House"
End

SCRIPT:NOD_1_1_Obj_2_Detail
"GDI has setup a small base in front of the White House. Destroy their production structures and Command Post and take the White House for the Brotherhood of Nod!"
END

SCRIPT:NOD_1_1_BonusObjective_1
"Capture two Tiberium Silos to fund this mission"
End

SCRIPT:NOD_1_1_BonObj_1_Detail
"The Tiberium Silos in the area should fund our fight here. Capture them with your Saboteurs."
END

SCRIPT:NOD_1_1_BonusObjective_2
"Destroy 5 Ox Transports"
End

SCRIPT:NOD_1_1_BonObj_2_Detail
"Make sure those Ox transports don't reach their landing zone destinations. Use your Attack Bikes and Militant Rocket Squads to bring them crashing to the ground!"
END

SCRIPT:NOD_1_1_Text_01
"Commander, there are reinforcements coming in from the southwest. Destroy them before they reach GDI landing zones."
End

SCRIPT:NOD_1_1_Text_02
"Commander, there's another wave of reinforcements coming in from the southeast. Destroy them before they reach GDI landing zones."
End

SCRIPT:NOD_1_1_Text_03
"Commander, there's a third wave of reinforcements coming in from the west. Destroy them before they reach GDI landing zones."
End

SCRIPT:NOD_1_1_Text_04
"Commander, there's a fourth wave of reinforcements coming in from the east. Destroy them before they reach GDI landing zones."
End

SCRIPT:NOD_1_1_Text_05
"Commander, there's a fifth wave of reinforcements coming in from the north. Destroy them before they reach GDI landing zones."
End

SCRIPT:NOD_1_1_Text_06
"Commander, there's one last wave of reinforcements coming in from the south. Destroy them before they reach GDI landing zones."
End

SCRIPT:NOD_1_1_Timer_01
"GDI Reinforcements:"
End

SCRIPT:NOD_1_1_Timer_02
"Ox Tranports Destroyed:"
End

SCRIPT:NOD_1_1_Hint_Text_01
"Use your Saboteurs to capture the Tiberium Silos on the map."
End

SCRIPT:NOD_1_1_Hint_Text_02
"Attack Bikes and Missile Squads should be able to take out the Ox transports. Position your forces in their flight path and destroy them."
End

//-------------------------------------------------------------------------------------------------
// NOD_1_2 - Mission Text
//-------------------------------------------------------------------------------------------------

SCRIPT:NOD_TOW_1_2_OUTPOST
"Eliminate the GDI Patrols and destroy the GDI Outpost"
End

SCRIPT:NOD_TOW_1_2_OUTPOST_DETAIL
"In order to build a base at this location, you must clear out all GDI patrols and buildings. There is a Fuel Depot in the outpost, if you blow it up the entire outpost will go up in flames."
End

SCRIPT:NOD_TOW_1_2_DEFENSES
"Disable the GDI defenses"
End

SCRIPT:NOD_TOW_1_2_DEFENSES_DETAIL
"There is a Power Plant situated on top of the cliff powering those defensive turrets. Your Shadows can use their hang gliders to reach it. Destroy the Power Plant."
End

SCRIPT:NOD_TOW_1_2_AIRFIELDS
"Destroy the two Airfields at the rear of the Air base"
End

SCRIPT:NOD_TOW_1_2_AIRFIELDS_DETAIL
"GDI is providing air support to the rest of the Eastern Seaboard from this air base. Eliminate these two Airfields to cripple their ability to respond to our attacks."
End

SCRIPT:NOD_TOW_1_2_SILOS
"Capture two Tiberium Spikes to fund this mission"
End

SCRIPT:NOD_TOW_1_2_SILOS_DETAIL
"Supplies are limited for this mission. Capture two Tiberium Spikes to bolster your funds"
End

SCRIPT:NOD_TOW_1_2_CONTROL_TOWER
"Destroy the Control Tower"
End

SCRIPT:NOD_TOW_1_2_CONTROL_TOWER_DETAIL
"In addition to hampering GDI's ability to coordinate air attacks, eliminating the Control Tower will also clear the way for Attack Bike reinforcements"
End

SCRIPT:NOD_TOW_1_2_FUEL_DEPOT
"Detonate the Fuel Depot at the GDI outpost"
End

SCRIPT:NOD_TOW_1_2_FUEL_DEPOT_DETAIL
"There is a fuel depot in the middle of that outpost. Blow it up it and the whole outpost will go up in flames. Your Shadows can sneak in and use their explosive charges undetected"
End

SCRIPT:NOD_TOW_1_2_Text_1
"Booby trap the Fuel Depot to destroy the base"
End

SCRIPT:NOD_TOW_1_2_Text_2
"VIP boarding:"
End

SCRIPT:NOD_TOW_1_2_Text_3 
"Disable those defenses so we can infiltrate the airbase"
End

SCRIPT:NOD_TOW_1_2_Text_4
"That was the last of the Silos, Commander"
End

SCRIPT:NOD_TOW_1_2_Text_5
"Congratulations, the GDI admiral isn't going anywhere"
End

SCRIPT:NOD_TOW_1_2_Text_6
"A GDI admiral is trying to flee the air force base. Booby trap the Fuel Depot attached to his plane to prevent his escape"
End

SCRIPT:NOD_TOW_1_2_Text_7
"Take out the three Airfields at the rear of the base"
End

SCRIPT:NOD_TOW_1_2_Text_8
"Eliminate the GDI patrols in the area and destroy their base"
End

SCRIPT:NOD_TOW_1_2_Text_9
"This area is now under our control"
End

SCRIPT:NOD_TOW_1_2_Text_10
"Defenses disabled"
End

SCRIPT:NOD_TOW_1_2_Text_11
"Now just wait for the VIP to board"
End

SCRIPT:NOD_TOW_1_2_Text_12
"NOD SHADOW: Now that the air is clear, some Attack Bikes are being flown in for us"
End

SCRIPT:NOD_TOW_1_2_Text_13
"EVA: Attack Bikes available for production"
End

//-------------------------------------------------------------------------------------------------
// NOD_1_3 - Mission Text (Hampton)
//-------------------------------------------------------------------------------------------------

SCRIPT:NOD_TOW_1_3_Objective_1
"Destroy the GDI Aircraft Carrier"
End

SCRIPT:NOD_1_3_Obj_1_Detail
"With Langley under attack, the GDS Pathe is the sole provider of air defense for GDI on the eastern seaboard. Destroying it will ensure Nod air superiority and enable The Brotherhood to reinforce by air."
END

SCRIPT:NOD_TOW_1_3_Objective_2
"Destroy the GDI Port Authority Building"
End

SCRIPT:NOD_1_3_Obj_2_Detail
"The Port Authority building gives GDI command over this naval port. Destroy it to end GDI's control of the port."
END

SCRIPT:NOD_TOW_1_3_Objective_3
"Find the lost Saboteur"
End

SCRIPT:NOD_1_3_Obj_3_Detail
"We have lost contact with a Saboteur that we infiltrated into the port. All we know is that he was hiding in a shipping container, probably stamped with the GDI logo."
END

SCRIPT:NOD_TOW_1_3_Objective_4
"Capture the GDI Command Post"
End

SCRIPT:NOD_1_3_Obj_4_Detail
"Capturing the GDI Command Post will give the Brotherhood valuable intelligence."
END

//-------------------------------------------------------------------------------------------------
// NOD_1_4 - Mission Text (DCCity)
//-------------------------------------------------------------------------------------------------
SCRIPT:NOD_TOW_1_4_Objective_1
"Destroy the primary GDI base"
END

SCRIPT:NOD_TOW_1_4_Objective_1_Detail
"The main GDI base is to the northeast. It seems to contain GDI's main vehicle production facilities. Destroy it and you will cripple their ability to produce vehicles."
END

SCRIPT:NOD_TOW_1_4_BonusObjective_1
"Destroy the Tiberium Silos"
END

SCRIPT:NOD_TOW_1_4_BonusObjective_1_Detail
"Spread Tiberium through the city by destroying those Tiberium Silos!"
END

SCRIPT:NOD_TOW_1_4_BonusObjective_2
"Use GDI's Technology against them"
END

SCRIPT:NOD_TOW_1_4_BonusObjectives_2_Detail
"Capture one of GDI's production facilities to use their own technology against them."
END

SCRIPT:NOD_TOW_1_4_BonusObjective_3
"Build a Shredder Turret base defense"
END

SCRIPT:NOD_TOW_1_4_BonusObjective_3_Detail
"GDI presence in the city is massive. We'll need to build some base defenses to ensure our base is not over run. Shredder Turrets are strong against infantry."
END

SCRIPT:NOD_TOW_1_4_BonusObjective_4
"Build a Laser Turret base defense"
END

SCRIPT:NOD_TOW_1_4_BonusObjective_4_Detail
"GDI presence in the city is massive. We'll need to build some base defenses to ensure our base is not over run. Laser Turrets are strong against vehicles."
END

SCRIPT:NOD_TOW_1_4_BonusObjective_5
"Capture the Subway Hub"
END

SCRIPT:NOD_TOW_1_4_BonusObjective_5_Detail
"Use a Saboteur to capture the Subway hub. The Subway allows infantry to move quickly around the city."
END


//-------------------------------------------------------------------------------------------------
// NOD_2_1 - Mission Text
//-------------------------------------------------------------------------------------------------

SCRIPT:Nod_TOW_2_1_Objective_1
"Protect the Nod Lab"
End

SCRIPT:Nod_TOW_2_1_Objective_1_Details
"The research being conducted at this lab is vital to the war effort. Protect the lab facility until you can build up a force large enough to counter-attack and destroy GDI's local base of operations."
End

SCRIPT:Nod_TOW_2_1_Objective_2
"Eliminate the GDI Expansion Base to the north"
End

SCRIPT:Nod_TOW_2_1_Objective_2_Details
"Destroying this base will further prove your usefulness to Nod. You will be rewarded with reinforcements and new tech."
End

SCRIPT:Nod_TOW_2_1_Objective_3
"Destroy the GDI Construction Yard, Command Post and Refinery"
End

SCRIPT:Nod_TOW_2_1_Objective_3_Details
"This base is threatening the lab. Cripple it by destroying these key structures. This will buy us enough time to move critical weapon components from the lab to a safer location."
End

SCRIPT:Nod_TOW_2_1_BonusObjective_1
"Clear all the mines around the Tiberium Field to the east"
End

SCRIPT:Nod_TOW_2_1_BonusObjective_1_Details
"Use the Dozer Blade Upgrade for your Scorpion Tanks to clear the mines without destroying your vehicles."
End

//-------------------------------------------------------------------------------------------------
// NOD_2_3 - Mission Text
//-------------------------------------------------------------------------------------------------

SCRIPT:Nod_TOW_2_3_Objective_1
"Destroy the GDI Artillery Emplacement"
End

SCRIPT:Nod_TOW_2_3_ObjectiveText_1
"This Artillery Emplacement just north of your position is one of three emplacements threatening our escape route. Use your Vertigo Bombers to fly in and destroy it."
End

SCRIPT:Nod_TOW_2_3_Objective1_Complete
"Northern Artillery Emplacement destroyed."
End

SCRIPT:Nod_TOW_2_3_Objective_2
"Destroy the GDI Artillery Emplacement to the east"
End

SCRIPT:Nod_TOW_2_3_ObjectiveText_2
"This Artillery Emplacement to the southeast of your current position threatens our evacuation routes. Recon reports that the defenses are mainly anti-vehicle, but watch out for additional anti-air after the destruction of the first emplacement."
End

SCRIPT:Nod_TOW_2_3_Objective2_Complete
"Soutern Artillery Emplacement destroyed."
End

SCRIPT:Nod_TOW_2_3_Objective_3
"Destroy the GDI Artillery Emplacement in the northeast"
End

SCRIPT:Nod_TOW_2_3_ObjectiveText_3
"The last Artillery Emplacement is to the northeast. Recon reports show that they've called in Firehawk support to cover the air, along with Orcas and additional Pitbulls in an attempt to thwart our stealth capabilities."
END

SCRIPT:Nod_TOW_2_3_Objective3_Complete
"Northeastern Artillery Battery destroyed."
End

SCRIPT:Nod_TOW_2_3_BonusObjective_1
"Destroy the GDI Construction Yard"
End

SCRIPT:Nod_TOW_2_3_BonusObj_1_Details
"Destroy the Construction Yard centered in this GDI Base in order to temporarily disrupt their operations."
End

SCRIPT:Nod_TOW_2_3_BonusObjective_1_Complete
"GDI Construction Yard eliminated."
End

SCRIPT:Nod_TOW_2_3_BonusObjective_2
"Eliminate the GDI Aircraft Carrier"
End

SCRIPT:Nod_TOW_2_3_BonusObj_2_Details
"This Aircraft Carrier is supplying most of GDI's aircraft in this area. Destroying it will cripple their aerial operations."
End

SCRIPT:Nod_TOW_2_3_BonusObjective_2_Complete
"GDI Aircraft Carrier eliminated."
End

SCRIPT:Nod_TOW_2_3_BonusObjective_4
"Destroy the Rig before it can reach the Artillery Emplacement"
END

SCRIPT:Nod_TOW_2_3_BonusObj_4_Details
"GDI is attempting to bolster the defenses of the Artillery Emplacement to the northeast with a Battle Base. Destroy the Rig before it can reach its destination."
END

//-------------------------------------------------------------------------------------------------
// NOD_3_1 - Mission Text
//-------------------------------------------------------------------------------------------------


SCRIPT:NOD_3_1_Objective_1
"Investigate the Crash Site"
End

SCRIPT:NOD_3_1_Objective_1_Detail
"A plane carrying the Liquid Tiberium device to Temple Prime has been shot down by GDI forces. Investigate the crash site and secure the device."
End

SCRIPT:NOD_3_1_Objective_2
"Escort the device into the Nod Encampment"
End

SCRIPT:NOD_3_1_Objective_2_Detail
"There is an abandoned Nod outpost to the northwest. Escort the device into it."
End

SCRIPT:NOD_3_1_Objective_3
"Protect the device until the Avatar Warmechs arrive"
End

SCRIPT:NOD_3_1_Objective_3_Detail
"Kane has diverted Avatar Warmechs from Kilian's operation to our own. Protect the device until they arrive."
End

SCRIPT:NOD_3_1_Objective_4
"Move the device to the evacuation point"
End

SCRIPT:NOD_3_1_Objective_4_Detail
"We must move the device to the main road in order to evacuate it. Take the device through the GDI encampment on the northern path."
End

SCRIPT:NOD_3_1_Bonus_Objective_1
"Destroy the Anti-Air Guns to Obtain Reinforcements"
End

SCRIPT:NOD_3_1_Bonus_Objective_1_Detail
"GDI anti-air defenses are preventing us from landing our ground support to gain additional forces. Each pair of anti-air defenses destroyed will bring in additional reinforcements."
End

SCRIPT:NOD_3_1_Bonus_Objective_2
"Build and maintain three Obelisks of Light"
End

SCRIPT:NOD_3_1_Bonus_Objective_2_Detail
"The Obelisk of Light is the ultimate Nod base defense. Construct and maintain three of them to defend your base."
End

SCRIPT:NOD_3_1_Bonus_Objective_3
"Upgrade an Avatar Warmech"
End

SCRIPT:NOD_3_1_Bonus_Objective_3_Detail
"Avatar Warmechs can commandeer other Nod vehicles. Upgrade an Avatar Warmech using Flame Tanks, Stealth Tanks or Attack Bikes."
End

SCRIPT:NOD_3_1_Text_2
"The component has been moved to our encampment in the north."
End

SCRIPT:NOD_3_1_Text_3
"Bonus Objective: Upgrade three Avatar Warmechs."
End

SCRIPT:NOD_3_1_Text_8
"Upgrade your power plants to get more power."
End

SCRIPT:NOD_3_1_Text_10
"Reinforcements have arrived."
End

SCRIPT:NOD_3_1_Timer_Display
"Avatar Warmech Arrival:"
End

SCRIPT:NOD_3_1_AAGuns_Display
"AA Guns Remaining:"
End

SCRIPT:NOD_3_1_Obelisks_Display
"Obelisks Built:"
End

SCRIPT:NOD_3_1_Avatars_Display
"Avatars Upgraded:"
End

//-------------------------------------------------------------------------------------------------
// NOD_3_2 - Mission Text
//-------------------------------------------------------------------------------------------------

SCRIPT:NOD_3_2_Objective_1
"Escort the transport truck back to Temple Prime"
End

SCRIPT:NOD_3_2_Objective_1_Detail
"It is vital that the transport truck be protected at all costs. It contains the Liquid Tiberium device which is the key to ultimate victory in the war."
End

SCRIPT:NOD_3_2_Objective_2
"Eliminate GDI blockade by destroying all GDI forces"
End

SCRIPT:NOD_3_2_Objective_2_Detail
"Cleanse our sacred lands of the GDI infestation."
End

SCRIPT:NOD_3_2_Objective_3
"We've been betrayed! Destroy the forces of the traitors!"
End

SCRIPT:NOD_3_2_Objective_3_Detail
"These are Nod forces that threaten us. How can brother fight brother? The righteous must prevail. Destroy the traitors!"
End

SCRIPT:NOD_3_2_Bonus_Objective_1
"Return the transport truck to Temple Prime unharmed"
End

SCRIPT:NOD_3_2_Bonus_Objective_1_Detail
"Keeping the transport truck completely safe from enemy fire will increase the chances that Kane's vital weapon components arrive unharmed."
End

SCRIPT:NOD_3_2_Text_1
"Kane: Thank you for returning the missing component to my Liquid Tiberium device."
End

SCRIPT:NOD_3_2_Text_2
"Kane: I now give you control of the compound. Eliminate the GDI filth from our holy lands."
End

SCRIPT:NOD_3_2_Text_3
"Kilian: Kane, your foolish actions have shown how you've lost grip on reality."
End

SCRIPT:NOD_3_2_Text_4
"Kilian: I have come to take control of the Brotherhood and free the people from your insanity."
End

SCRIPT:NOD_3_2_Text_5
"Kane: Defend the Temple at all costs while I make final preparations."
End

SCRIPT:NOD_3_2_Text_6
"Kane: My Tiberium future draws near and you will be rewarded."
End


//-------------------------------------------------------------------------------------------------
// NOD_4_1 - Mission Text
//-------------------------------------------------------------------------------------------------

SCRIPT:NOD_4_1_Obj_1
"Capture Convoy"
End

SCRIPT:NOD_4_1_Obj_1_Detail
"Destroy each Nuke Transport Truck's escort. With its escorts eliminated, the Nuke Transport will switch to your control. At least one Nuke Transport Truck must survive."
End

SCRIPT:NOD_4_1_Obj_2
"Escort convoys to the evacuation point"
End

SCRIPT:NOD_4_1_Obj_2_Detail
"The evacuation zone has been marked with flares. Escort each captured truck to this zone. Once all surviving Nuke Transport Trucks have arrived at the evacuation zone, our Carryalls will transport them from the battlefield."
End

SCRIPT:NOD_4_1_Obj_3
"Wait for Nod Carryalls"
End

SCRIPT:NOD_4_1_Obj_3_Detail
"Nod Carryalls are inbound. Await their arrival and keep the Nuke Transport Trucks alive."
End

SCRIPT:NOD_4_1_Obj_3_SetupText
"Evacuation Carryall ETA:"
End

SCRIPT:NOD_4_1_BonusObj_1
"Destroy Tiberium Tower"
End

SCRIPT:NOD_4_1_BonusObj_1_Detail
"This towering mass of Tiberium is structurally unsound. Firing at the tower will cause it to crumble, blocking the convoy's escape route."
End

SCRIPT:NOD_4_1_BonusObj_2
"Capture GDI Research Facility"
End

SCRIPT:NOD_4_1_BonusObj_2_Detail
"If we can get a Saboteur inside this research facility, we can form a tactical assessment of the Australian theatre of war."
End

//-------------------------------------------------------------------------------------------------
// NOD_4_2 - Mission Text
//-------------------------------------------------------------------------------------------------

SCRIPT:NOD_TOW_4_2_Objective_Base
"Eliminate Three Alien Targets for GDI"
End

SCRIPT:NOD_TOW_4_2_BASE_DETAIL
"GDI needs us to disable or destroy these three targets in the main Alien base: the Signal Transmitter, Warp Sphere and the Portal."
End

SCRIPT:NOD_TOW_4_2_LAB
"Capture the GDI Lab"
End

SCRIPT:NOD_TOW_4_2_LAB_DETAIL
"Inside the GDI Lab you'll find the release codes for our nuclear warheads and a map of where GDI is storing the warhead delivery systems."
End

SCRIPT:NOD_TOW_4_2_ION_CONTROL
"Destroy the Ion Control Center"
End

SCRIPT:NOD_TOW_4_2_ION_CONTROL_Detail
"We have received an additional objective from an unidentified source. You are ordered to destroy GDI's Ion Cannon Control Center."
End

SCRIPT:NOD_TOW_4_2_TIB_SPIKES
"Capture two Tiberium Spikes"
End

SCRIPT:NOD_TOW_4_2_TIB_SPIKES_Detail
"The Brotherhood is running short on funds. Capture both of these Tiberium Spikes and rectify the situation."
End

//-------------------------------------------------------------------------------------------------
// NOD_4_4 - Mission Text
//-------------------------------------------------------------------------------------------------

SCRIPT:NOD_TOW_4_4_Objective_1
"Help GDI hold out against the Aliens for ten minutes"
End

SCRIPT:NOD_TOW_4_4_Objective_1_Detail
"GDI is under heavy attack from the Aliens and the city is almost lost. Help them survive a bit longer."
End

SCRIPT:NOD_TOW_4_4_Objective_2
"Help GDI protect their Ox transports during the evacuation"
End

SCRIPT:NOD_TOW_4_4_Objective_2_Detail
"Assist GDI forces in evacuating as many military personnel and civilians as possible. Protect the Ox transports being used to airlift people out of the city."
End

SCRIPT:NOD_TOW_4_4_Objective_3
"Help GDI protect the Ion Cannon Control"
End

SCRIPT:NOD_TOW_4_4_Objective_3_Detail
"This is GDI's last hope against the Aliens."
End

SCRIPT:NOD_TOW_4_4_Objective_4
"Destroy GDI"
End

SCRIPT:NOD_TOW_4_4_Objective_4_Detail
"We now have what we need from GDI. The alliance of convenience is terminated. Eliminate them from the area."
End

SCRIPT:NOD_TOW_4_4_BonusObjective_1
"Mine 25,000 tiberium"
End

SCRIPT:NOD_TOW_4_4_BonusObjective_1_Detail
"We need to establish a war chest."
End

SCRIPT:NOD_TOW_4_4_BonusObjective_2
"Use Nukes on the GDI base"
End

SCRIPT:NOD_TOW_4_4_BonusObjective_2_Detail
"You are now authorized to use nuclear weapons. Destroy the GDI base in a bath of nuclear fire."
End

SCRIPT:NOD_TOW_4_4_Text_1
"Hold out for:"
End

//-------------------------------------------------------------------------------------------------
// NOD_4_5 - Mission Text
//-------------------------------------------------------------------------------------------------

SCRIPT:NOD_4_5_Obj_1
"Capture Kilian's southern base"
End

SCRIPT:NOD_4_5_Obj_1_Detail
"Escort your Saboteurs into Kilian's southern base and capture the Operations Center and the Construction Yard. Do not allow your Saboteurs to die."
End

SCRIPT:NOD_4_5_Obj_2
"Capture or Destroy the Temple of Nod"
End

SCRIPT:NOD_4_5_Obj_2_Detail
"Capture or destroy the Temple of Nod in front of Kilian's headquarters to gain control of her base on Ayers Rock. Do not destroy Kilian's Headquarters."
End

SCRIPT:NOD_4_5_Obj_3
"Prevent GDI from using the Ion Cannon"
End

SCRIPT:NOD_4_5_Obj_3_Detail
"GDI has deployed an Ion Cannon. Eliminate the Ion Cannon Control Center before they use it on Kilian's Headquarters. If they destroy Kilian's Headquarters, our mission will be a failure."
End

SCRIPT:NOD_4_5_Obj_4
"Eliminate the GDI Base"
End

SCRIPT:NOD_4_5_Obj_4_Detail
"Destroy the GDI base to the northeast of Ayers Rock. Do not let them destroy Kilian's headquarters."
End

SCRIPT:NOD_4_5_BonusObj_1
"Capture Three Tiberium Silos"
End

SCRIPT:NOD_4_5_BonusObj_1_Detail
"Capture the Tiberium Silos to the north to fund your operations. Beware of Mutants."
End

SCRIPT:NOD_4_5_BonusObj_2
"Recruit Five Mutant Marauder Squads"
End

SCRIPT:NOD_4_5_BonusObj_2_Detail
"Recruit Mutant Marauders from the Mutant Hovel to support your army. Capture a Mutant Hovel with Saboteurs."
End

SCRIPT:NOD_4_5_Ion_Cannon_Timer
"Ion Cannon Strike:"
End

//-------------------------------------------------------------------------------------------------
//  Nod_5_1 - Mission Text - Catalyst Missile Recovery
//-------------------------------------------------------------------------------------------------

SCRIPT:Nod_5_1_Objective_1
"Capture the Catalyst Launch Facility"
End

SCRIPT:Nod_5_1_Objective_1_Detail
"Our mission is to recover Kane's secret weapon against the Alien invaders - the Catalyst Missile. Capture the Catalyst Launch Facility with a Saboteur before the Aliens destroy it."
End

SCRIPT:Nod_5_1_Objective_2
"Repair the Catalyst Launch Facility to full health"
End

SCRIPT:Nod_5_1_Objective_2_Detail
"You must repair the Catalyst launch facility to full health before we can launch its missiles. Watch out for alien attacks on the facility. The Catalyst launch facility must not be destroyed."
End

SCRIPT:Nod_5_1_Objective_3
"Destroy three Alien Gravity Stabilizers"
End

SCRIPT:Nod_5_1_Objective_3_Detail
"The invading alien base must be eliminated. You now have the ability to launch Catalyst Missiles against the Alien Gravity Stabilizers."
End

SCRIPT:Nod_5_1_Bonus_Objective_1
"Capture the Reinforcement Bay"
End

SCRIPT:Nod_5_1_Bonus_Objective_1_Detail
"Stealth Tank Reinforcements are available by capturing the Reinforcement Bay."
End

SCRIPT:Nod_5_1_Catalyst_Hint_Text
"The Catalyst Missile is highly effective against most Alien units."
End

SCRIPT:Nod_5_1_Structures_Hint_Text
"Capture the abandoned Nod structures before the Aliens can destroy them to gain additional production capabilities."
End

SCRIPT:Nod_5_1_Bonus_Objective_2
"Destroy all three Gravity Stabilizers without using the Catalyst Missile"
END

SCRIPT:Nod_5_1_Bonus_Objective_2_Detail
"Prove your worth to Kane - destroy all three of the Alien Gravity Stabilizers without resorting to the newly gained Catalyst Missile"
END


//-------------------------------------------------------------------------------------------------
// NOD_5_2 - Mission Text (Mapkey)
//-------------------------------------------------------------------------------------------------

SCRIPT:NOD_TOW_5_2_Objective_1
"Take control of the Construction Crane"
End

SCRIPT:NOD_TOW_5_2_Obj_1_Detail
"Taking back the abandoned Crane will give us the ability to build up a base to launch our assault."
END

SCRIPT:NOD_TOW_5_2_Objective_2
"Retrieve the Mapkey from the Alien Relay Node"
End

SCRIPT:NOD_TOW_5_2_Obj_2_Detail
"The Mapkey is stored in the alien Relay Node. Retrieve it for Kane."
END 

SCRIPT:NOD_TOW_5_2_BonusObjective_1
"Destroy the Gravity Stabilizers on the north ridge"
End

SCRIPT:NOD_TOW_5_2_BonObj_1_Detail
"These Gravity Stabilizers are where the Visitors are bringing the majority of their air forces to the planet. Taking them out will cripple their aeriel offensive."
END 

SCRIPT:NOD_TOW_5_2_BonusObjective_2
"Destroy the Stasis Chamber"
End

SCRIPT:NOD_TOW_5_2_BonObj_2_Detail
"The structure we're calling the Stasis Chamber seems to provide the Visitors with some sort of shielding technology. You must destroy it and deny them this advantage."
END

SCRIPT:NOD_TOW_5_2_BonusObjective_3
"Capture 3 Alien Tiberium Extractors"
End

SCRIPT:NOD_TOW_5_2_BonObj_3_Detail
"Capturing the Alien Tiberium Extractors will enable us to analyze their refining process."
END


//-------------------------------------------------------------------------------------------------
// NOD_5_4 - Mission Text
//-------------------------------------------------------------------------------------------------

SCRIPT:NOD_TOW_5_4_Objective_1
"Capture both GDI Construction Yards"
End

SCRIPT:NOD_TOW_5_4_Objective_1_Detail
"GDI does not regard the Brotherhood as a threat, and will not attack us until we provoke them or capture one of their Construction Yards. All captured Construction Yards must survive."
End

SCRIPT:NOD_TOW_5_4_Objective_2
"Capture or Destroy all GDI Barracks, War Factories and Airfields"
End

SCRIPT:NOD_TOW_5_4_Objective_2_Detail
"The more of these we claim or destroy, the weaker GDI will be. We will need their captured forces to achieve victory"
End

SCRIPT:NOD_TOW_5_4_Objective_3
"Capture both Alien Drone Platforms"
End

SCRIPT:NOD_TOW_5_4_Objective_3_Detail
"The aliens do not appear to regard the Brotherhood as a threat. They will not attack us until we provoke them or capture one of their Drone Platforms. All captured Drone Platforms must survive."
End

SCRIPT:NOD_TOW_5_4_Objective_4
"Capture or Destroy all Alien Gravity Stabilizers, Portals and Warp Spheres"
End

SCRIPT:NOD_TOW_5_4_Objective_4_Detail
"Without their production structures, the Alien war effort will collapse. Claim what you can, destroy the rest."
End

SCRIPT:NOD_TOW_5_4_BonusObjective_1
"Build a Mammoth Tank"
END

SCRIPT:NOD_TOW_5_4_BonusObjective_1_Detail
"The Mammoth Tank is the pride of GDI's land forces. With these vehicles in our hands, GDI's destruction is assured"
END

SCRIPT:NOD_TOW_5_4_BonusObjective_2
"Build an Annhilator Tripod"
END

SCRIPT:NOD_TOW_5_4_BonusObjective_2_Detail
"This monstrous device has wreaked havoc on us for too long. Build one and use it to turn the tables."
END

//-------------------------------------------------------------------------------------------------
// NOD_5_5 - Mission Text (the Tower)
//-------------------------------------------------------------------------------------------------

SCRIPT:NOD_TOW_5_5_Objective_1
"Defend the Alien Phase Generators"
END

SCRIPT:NOD_TOW_5_5_Obj_1_Detail
"You must protect the Alien Phase Generators while their Tower is still under construction."
End

SCRIPT:NOD_TOW_5_5_Objective_2
"Destroy the GDI bases"
END

SCRIPT:NOD_TOW_5_5_Obj_2_Detail
"GDI has set up a base to the northwest. You must wipe them out before they destroy the Alien Phase Generators."
END
 
SCRIPT:NOD_TOW_5_5_BonusObjective_1
"Capture 3 GDI Juggernauts"
End

SCRIPT:NOD_TOW_5_5_BonObj_1_Detail
"These Juggernauts seem modified to shoot farther than the standard Juggernaut. They would make an excellent addition to our arsenal."
END

SCRIPT:NOD_TOW_5_5_BonusObjectiveText_1
"The Visitors are being hammered by GDI artillery! Take those Juggernauts down!"
End

SCRIPT:NOD_TOW_5_5_BonusObjective_2
"Destroy the GDI Ion Connon Control Centers"
End

SCRIPT:NOD_TOW_5_5_BonObj_2_Detail
"That Ion Cannon Control Center could swing the battle in GDI's favor, take it out immediately!"
End


//-------------------------------------------------------------------------------------------------
// NOD_5_5 - Mission Text (END)
//-------------------------------------------------------------------------------------------------

//-------------------------------------------------------------------------------------------------
// Alien_1_1 - Mission Text - London
//-------------------------------------------------------------------------------------------------

SCRIPT:Alien_1_1_Objective_1
"Destroy 15 civilian buildings in the city"
End

SCRIPT:Alien_1_1_Obj_1_Detail
"A small force has been dispatched to this population center. Begin disruption operations immediately by destroying structures. Eliminate any resistance from the indigenous population."
END

SCRIPT:Alien_1_1_Objective_2
"Destroy the GDI presence"
End

SCRIPT:Alien_1_1_Obj_2_Detail
"The indigenous population has dispatched its military to try to stop our force. Destroy any hostiles you come across along with any of their production structures. A Droneship has been assigned to this zone. Use it to establish a base and build up the force you need."
END

SCRIPT:Alien_1_1_BonusObjective_1
"Destroy the structures known as 'Parliament' and 'Big Ben'"
End

SCRIPT:Alien_1_1_BonObj_1_Detail
"Based on the frequency of appearance in images transmitted through the airwaves, these structures seem important to the indigenous population. Destroy them."
END

SCRIPT:Alien_1_1_BonusObjective_2
"Destroy 'Buckingham Palace'"
End

SCRIPT:Alien_1_1_BonObj_2_Detail
"The humans seem fond of defending this structure. Perhaps destroying it will send them fleeing in fear."
END

SCRIPT:Alien_1_1_BonusObjective_3
"Construct Growth Accelerators at each of the Ichor fields"
End

SCRIPT:Alien_1_1_BonObj_3_Detail
"Ichor concentration in this area is extremely low and contained. Construct Growth Accelerators at each Ichor field to increase its spread."
END

SCRIPT:Alien_1_1_Timer
"Buildings Destroyed:"
END

//-------------------------------------------------------------------------------------------------
// Alien_1_2 - Mission Text - Munich
//-------------------------------------------------------------------------------------------------

SCRIPT:Alien_1_2_Objective_1
"Plant the Mastermind's manipulator device on the GDI barracks and train an Engineer"
End

SCRIPT:Alien_1_2_Obj_1_Detail
"Foreman, guide the Mastermind to a small outpost east of your position and plant a manipulator device on their Barracks, taking control of it. Then construct an Engineer for disabling the power source."
END

SCRIPT:Alien_1_2_Objective_2
"Use the GDI Engineer to shutdown the Defense Grid for the city"
End

SCRIPT:Alien_1_2_Obj_2_Detail
"We are transmitting the location of the power station. Guide the engineer to this location and shut this structure down."
END

SCRIPT:Alien_1_2_Objective_3
"Destroy the GDI base"
End

SCRIPT:Alien_1_2_Obj_3_Detail
"With their defenses down, the only remaining threat in this area is the GDI presence north of your location. A large reinforcement army has been sent for you to destroy GDI."
END

SCRIPT:Alien_1_2_BonusObjective_1
"Keep your Mastermind alive throughout the entire mission"
End

SCRIPT:Alien_1_2_BonObj_1_Detail
"Foreman, Masterminds are not inexpensive units. Keep your Mastermind alive until all hostile forces are eliminated."
END

//-------------------------------------------------------------------------------------------------
// Alien_1_3 - Mission Text - Croatia
//-------------------------------------------------------------------------------------------------

SCRIPT:Alien_1_3_Objective_1
"Capture the two Nod information facilities"
End

SCRIPT:Alien_1_3_Obj_1_Detail
"Foreman, the indigenous population has two information facilities which contain their data on Ichor-LQ. Capture these structures so we may ascertain how much the humans have discovered about Ichor-LQ."
END

SCRIPT:Alien_1_3_Objective_2
"Destroy the defenses around the information facilities"
End

SCRIPT:Alien_1_3_Obj_2_Detail
"There also appears to be advanced weapons guarding the information facilities. Destroy these defenses so our units may acquire the information unharmed."
END

SCRIPT:Alien_1_3_BonusObjective_1
"Destroy the GDI base"
End

SCRIPT:Alien_1_3_BonObj_1_Detail
"Destroy GDI's base in the northeast of this region."
END

//-------------------------------------------------------------------------------------------------
// Alien_1_5 - Mission Text - Italy
//-------------------------------------------------------------------------------------------------

SCRIPT:Alien_1_5_Objective_1
"Defend the Tower"
End

SCRIPT:Alien_1_5_Obj_1_Detail
"Foreman, GDI has a strong force to the north. They appear to be intent on destroying the Tower. Overwhelming forces on their part suggest difficulty in removing them from the region, but they must be stopped at all costs from destroying the Tower."
END

SCRIPT:Alien_1_5_Objective_2
"Construct a Signal Transmitter and summon the Mothership"
End

SCRIPT:Alien_1_5_Obj_2_Detail
"The Tower is complete and impervious to GDI's attacks. Focus on constructing a Signal Transmitter so the Mothership may be summoned to your location for evacuation off the planet. Hold out against any hostile activity from GDI."
END

SCRIPT:Alien_1_5_Objective_3
"Guide and protect the Mothership to the Tower"
End

SCRIPT:Alien_1_5_Obj_3_Detail
"Foreman, guide the Mothership to the Tower for evacuation and continue to hold off GDI's attacks."
End

SCRIPT:Alien_1_5_Timer
"Tower Completed In:"
END

//-------------------------------------------------------------------------------------------------
// CNC3 Tutorial - Mission Text 
//-------------------------------------------------------------------------------------------------

//Station Names//

NAME:TUTORIAL_INTERFACE
"Introduction to the interface"
End

Desc:TUTORIAL_INTERFACE
"Introduction to the interface"
End

NAME:TUTORIAL_CAMERA
"Camera Manipulation "
End

SCRIPT:TUTORIAL_CAMERA
"Camera Manipulation "
End

NAME:TUTORIAL_SELECTION
"Basic Selection"
End

SCRIPT:TUTORIAL_SELECTION
"Basic Selection"
End

NAME:TUTORIAL_MOVEMENT
"Basic Movement"
End

SCRIPT:TUTORIAL_MOVEMENT
"Basic Movement"
End

NAME:TUTORIAL_Attacking
"How to attack"
End

SCRIPT:TUTORIAL_Attacking
"How to attack"
End

NAME:TUTORIAL_BUILDING
"The Basics of Building"
End

SCRIPT:TUTORIAL_BUILDING
"The Basics of Building"
End

NAME:TUTORIAL_UNITS
"Unit production"
End

SCRIPT:TUTORIAL_UNITS
"Unit production"
End

NAME:TUTORIAL_DEFAULT
"Setting a default production building"
End

SCRIPT:TUTORIAL_DEFAULT
"Setting a default production building"
End

NAME:TUTORIAL_Upgrades
"Using upgrade and special abilities"
End

SCRIPT:TUTORIAL_Upgrades
"Using upgrade and special abilities"
End

NAME:TUTORIAL_CONTEXT
"Understanding context sensitive actions"
End

SCRIPT:TUTORIAL_CONTEXT
"Understanding context sensitive actions"
End

NAME:TUTORIAL_POWERS
"Support powers and you!"
End

NAME:TUTORIAL_GROUPS
"How set and use COntrol Groups"
End

SCRIPT:TUTORIAL_GROUPS
"How set and use COntrol Groups"
End

NAME:TUTORIAL_DPAD
"Using D-pad shortcuts"
End

SCRIPT:TUTORIAL_DPAD
"Using D-pad shortcuts"
End

NAME:TUTORIAL_ADVSELECTION
"Advanced methods of selection"
End

SCRIPT:TUTORIAL_ADVSELECTION
"Advanced methods of selection"
End

NAME:TUTORIAL_ADVMOVEMENT
"Advanced methods of movement"
End

SCRIPT:TUTORIAL_ADVMOVEMENT
"Advanced methods of movement"
End

NAME:TUTORIAL_Stances
"Using Stances"
End

SCRIPT:TUTORIAL_Stances
"Using Stances"
End

NAME:TUTORIAL_SKIRMISH
"Learn basic opening battle moves and test your strength"
End

SCRIPT:TUTORIAL_SKIRMISH
"Learn basic opening battle moves and test your strength"
End

//Text//

SCRIPT:GENERIC_SECTION_ENDER
"Proceed to the next section by following the objective marker\n and selecting the next training station."
End

SCRIPT:TUTORIAL_TALKING_HEAD_INTRO
"Welcome to the training scenario, Commander. This scenario will help you get familiar with both the basic and advanced controls of our Command and Control system."
End

SCRIPT:TUTORIAL_INTRODUCTION_1_PC
"Through out your training you will use the Training Stations to activate different sections of the tutorial. Simply move your cursor over the Training Station and select it to begin the tutorial. "
End

SCRIPT:TUTORIAL_INTRODUCTION_1_360
"Throughout your training you will use the Training Stations to activate different sections of the training mission. Simply Move your Cursor over the Training Station and Press the A Button to select it."
End

SCRIPT:TUTORIAL_INTRODUCTION_2_PC
"You may repeat any Training Station you like by selecting it again.  If you select a training station while it is in progress, it will reset.  While a training station is resetting, it will not be accessible until it has completed reseting."
End

SCRIPT:TUTORIAL_INTRODUCTION_2_360
"You may repeat any Training Station you like by selecting it again.  If you select a training station while it is in progress, it will reset.  While a training station is resetting, it will not be accessible until it has completed reseting."
End

SCRIPT:TUTORIAL_INTERFACE_1_PC
"There are five major sections to the C&C3 heads-up-display.  We'll go through them clockwise."
End

SCRIPT:TUTORIAL_INTERFACE_1_360
"There are four major sections to the C&C3 heads-up-display."
End

SCRIPT:TUTORIAL_INTERFACE_2_PC
"The Minimap is located in the top right corner of the screen, it allows you to keep track of your units and structures in all locations on the battlefield.  It also contains important information, like your power meter and present funds."
End

SCRIPT:TUTORIAL_INTERFACE_2_360
"The Minimap is located in the bottom left corner of the screen, it allows you to keep track of your units and structures in all locations on the battlefield.  It also contains important information, like your power meter and present funds."
End

SCRIPT:TUTORIAL_INTERFACE_3_PC
"The Production Tabs are located below the minimap; they allow you to manage your build queues without having to manually select a production structure in the game world."
End

SCRIPT:TUTORIAL_INTERFACE_3_360
"The Tab Bar is to the right of the minimap.  The tab bar allows you to manage your build queues without having to manually select a production structure in the game world, it also allows you to access Groups and Support Powers."
End

SCRIPT:TUTORIAL_INTERFACE_4_PC
"The Selection Portrait in the bottom right indicates the health, veterancy, upgrade-status and special abilities for a selected unit or structure"
End

SCRIPT:TUTORIAL_INTERFACE_4_360
"The Active Selection Portrait to the right of the Tab Bar indicates your current selection."
End

SCRIPT:TUTORIAL_INTERFACE_5_PC
"The Common Command Bar in the bottom left of the screen \nallows you to issue specific unit commands or set unit behavior."
End

SCRIPT:TUTORIAL_INTERFACE_5_360
"The Command Bar expands horizontally across the bottom of your screen. You will give most of you advanced commands from here. This can range from building units and structures to making groups to using a unit's special ability."
End

SCRIPT:TUTORIAL_INTERFACE_6_PC
"Support powers appear on the left side of the screen when they become available."
End

SCRIPT:TUTORIAL_INTERFACE_7_PC
"Throughout this mission, elements of the interface will be disabled to facilitate teaching.  You can reference your objectives at any moment if you're having trouble figuring out what to do next.  To access your objectives, click the flashing button in the top right of the screen or hit the TAB key by default."
End

SCRIPT:TUTORIAL_INTERFACE_7_360
"Throughout this mission, elements of the interface will be disabled to facilitate teaching.  You can reference your objectives at any moment if you're having trouble figuring out what to do next.  To access your objectives, Press the Back Button."
End

SCRIPT:TUTORIAL_INTERFACE_8
"There are two types of objective markers. The yellow objective markers are primary objectives that you must complete in order to finish the mission."
End

SCRIPT:TUTORIAL_INTERFACE_9
"The green arrows are bonus objectives, these are not necessary to complete a mission. You are encouraged to complete the bonus objectives to unlock all the medals and ribbons available for your player profile."
End

SCRIPT:TUTORIAL_INTERFACE_10
"If you ever need to know what a particular button, unit or structure does, hover the cursor over the object until the tooltip appears."
End

SCRIPT:TUTORIAL_INTERFACE_11
"Proceed to the camera control section by following the objective marker and selecting the next training station."
End

SCRIPT:TUTORIAL_CAMERA_1
"This station covers camera movement, zoom and rotation."
End

SCRIPT:TUTORIAL_CAMERA_2_PC
"To move the camera, hold the right mouse button down and drag the cursor up, down, left or right.  Move the camera in any direction now."
End

SCRIPT:TUTORIAL_CAMERA_2_360
"To pan the camera, Move the Left Stick up, down, left or right.  Move the camera in any direction now."
End

SCRIPT:TUTORIAL_CAMERA_3_PC
"To zoom the camera in, Move the Right Stick up.  To pull it back out, Move the Right Stick down.  Zoom the camera in or out now."
End

SCRIPT:TUTORIAL_CAMERA_3_360
"To zoom the camera in, Move the Right Stick up.  \nTo pull it back out, Move the Right Stick down.  \nZoom the camera in or out now."
End

SCRIPT:TUTORIAL_CAMERA_4_PC
"To rotate the camera, hold down the middle mouse button and\n scroll the mouse right and left. Try rotating the camera now."
End

SCRIPT:TUTORIAL_CAMERA_4_360
"To rotate the camera, Move the Right Stick left or right. Try rotating the camera now."
End

SCRIPT:TUTORIAL_CAMERA_5_PC
"To reset the camera to the default setting, click the middle mouse button.  Reset the camera now."
End

SCRIPT:TUTORIAL_CAMERA_5_360
"To reset the camera to the default setting, Click the Right Stick.  Reset the camera now."
End

SCRIPT:TUTORIAL_CAMERA_6
"Proceed to the basic selection station by following the objective marker and selecting the next training station."
End

SCRIPT:TUTORIAL_SELECTION_1
"This station teaches some basic methods of selecting your units."
END

SCRIPT:TUTORIAL_SELECTION_2_PC
"Begin selecting these units by hovering your cursor over the units.  Notice your cursor changes to a selection cursor."
END

SCRIPT:TUTORIAL_SELECTION_2_360
"Select these units by hovering your cursor over the units.  Notice your cursor changes to a selection cursor and the units get a highlight under their feet."
END

SCRIPT:TUTORIAL_SELECTION_3_360
"The highlight tells you what you are about to select, this will come in handy later when using the advanced selection methods."
END

SCRIPT:TUTORIAL_SELECTION_4_PC
"While your cursor is over the unit, left-click."
END

SCRIPT:TUTORIAL_SELECTION_4_360
"While your cursor is over the unit, Press the A Button."
END

SCRIPT:TUTORIAL_SELECTION_5
"Notice that your currently selected units have the rope decals beneath their feet to indicate that they are selected."
END

SCRIPT:TUTORIAL_SELECTION_6
"Some units, like these riflemen, come in squads that are selected as a single group when you click on one of them."
END

SCRIPT:TUTORIAL_SELECTION_7_PC
"You can select multiple squads of riflemen by left-clicking and dragging the mouse over several units.  Try selecting the addiitonal squad of riflemen by dragging a selection box across all of them."
END

SCRIPT:TUTORIAL_SELECTION_7_360
"You can Select on Screen by Holding the Left Trigger and Pressing A. You can do this over one of your units or over open ground.  Try selecting all of your units on screen now."
END

SCRIPT:TUTORIAL_SELECTION_8_PC
"If you ever want to select your whole army you may hit the F key by default.  This will select every combat unit that you own."
END

SCRIPT:TUTORIAL_SELECTION_8_360
"Proceed to the basic movement section by following the objective marker and selecting the next training station."
END

SCRIPT:TUTORIAL_MOVEMENT_1
"This section will teach you how to move your units and issue formation orders."
End

SCRIPT:TUTORIAL_MOVEMENT_2_PC
"Select these units by either left-clicking them or using a selection box on them."
End

SCRIPT:TUTORIAL_MOVEMENT_2_360
"Select these units by either Select a Single unit or using Select on Screen."
End

SCRIPT:TUTORIAL_MOVEMENT_3
"Now move your cursor over open ground and notice that the cursor changes.  This means that you may issue a move-order for your selected units.  If you move the cursor over that rocky terrain you will not get a move cursor, indicating that this terrain is impassable to your units."
End

SCRIPT:TUTORIAL_MOVEMENT_4_PC
"Right click to issue a move-order for your selected units back to the selection training station."
End

SCRIPT:TUTORIAL_MOVEMENT_4_360
"Press the A Button to issue a move-order for your selected units back to the selection training station."
End

SCRIPT:TUTORIAL_MOVEMENT_5_PC
"Formation move orders allow you to move units to a location and have them form-up.  To issue a formation move order, select these units and then press and hold the left and right mouse button in an open area."
End

SCRIPT:TUTORIAL_MOVEMENT_5_360
"Formation move orders allow you to move units to a location and have them form-up.  To issue a formation move order, select these units and then Press and Hold the A Button in an open area."
End

SCRIPT:TUTORIAL_MOVEMENT_6_PC
"You may change the formation by moving your mouse around \nwhile both left and right mouse buttons are held down.  Release the left and right mouse buttons to issue the order."
End

SCRIPT:TUTORIAL_MOVEMENT_6_360
"While Holding the A Button you may change the formation by moving your Left stick. Both rotation and depth can be adjusted this way.  Release the A Button to issue the order. Try it now."
End

SCRIPT:TUTORIAL_MOVEMENT_7
"Notice your units move to the location where you have issued the order and then assume the formation you designated."
End

SCRIPT:TUTORIAL_MOVEMENT_8
"Proceed to the attacking section by following the objective marker and selecting the next training station."
End

SCRIPT:TUTORIAL_ATTACKING_1
"This station will teach you how to issue attack commands."
End

SCRIPT:TUTORIAL_ATTACKING_2
"Select your available units."
End

SCRIPT:TUTORIAL_ATTACKING_2b
"Now move your cursor over these enemy Nod soldiers and notice that the cursor changes.  This means that you may issue an attack-order against these units."
End

SCRIPT:TUTORIAL_ATTACKING_3_PC
"Right click the Nod soldiers.  Your units will move to them and attack them until they are eliminated."
End

SCRIPT:TUTORIAL_ATTACKING_3_360
"When you have your units selected Press the A Button on the Nod soldiers.  Your units will move to them and attack them until they are eliminated."
End

SCRIPT:TUTORIAL_ATTACKING_4
"When your units are in range of enemy units, they will attack without being issued an attack order.  Units will never automatically acquire structures, you must issue an attack command to destroy those.  Have your units destroy that Nod power plant by issuing an attack order."
End

SCRIPT:TUTORIAL_ATTACKING_5
"Notice that the units that come from the destroyed power plant are automatically attacked by your own."
End

SCRIPT:TUTORIAL_ATTACKING_6
"Proceed to the building section by following the objective marker and selecting the next training station."
End

SCRIPT:TUTORIAL_BUILDING_1
"Building a base will allow you to build forces to accomplish objectives and defeat the enemy.  An MCV allows you to construct the structures that will form your base."
End

SCRIPT:TUTORIAL_BUILDING_2_PC
"Select the MCV.  Notice that the selection portrait for the MCV contains a unit ability icon underneath to it."
End

SCRIPT:TUTORIAL_BUILDING_2_360
"Select the MCV."
End

SCRIPT:TUTORIAL_BUILDING_3_PC
"To unpack your MCV, left-click the unpack special ability underneath the selection portrait."
End

SCRIPT:TUTORIAL_BUILDING_3_360
"To unpack your MCV, Pull the Right Trigger, this opens your Command bar. Use your D-Pad Left or Right to reach the Unpack command, now Press the A Button."
End

SCRIPT:TUTORIAL_BUILDING_4
"Now that the MCV is unpacked, you have established ground control and can place additional structures anywhere within your build radius."
End

SCRIPT:TUTORIAL_BUILDING_5_PC
"You can build a structure two ways, by selecting the MCV itself or by utilizing the production tabs."
End

SCRIPT:TUTORIAL_BUILDING_5_360
"You can build a structure two ways, by selecting the MCV itself or by utilizing the Structures Tab on the Tab Bar."
End

SCRIPT:TUTORIAL_BUILDING_6_PC
"Click the structure icon in the production tab.  Now begin construction of a power plant by left-clicking the power plant build button."
End

SCRIPT:TUTORIAL_BUILDING_6_360
"Lets go thru the Tab Bar, Pull and Hold the Right Trigger to access your Tabs. Use the D-Pad Up or Down to Navigate to the Structure Tab,  Select it using the A Button. Your Command Bar is now open. Use your D-Pad Left or Right to navigate to your Power Plant and press A."
End

SCRIPT:TUTORIAL_BUILDING_7_PC
"The building is now being produced.  Every building has a \nbuild time before it can be placed on the battlefield.  You can find out the build time for any item in the production tabs by hovering your cursor over them."
End

SCRIPT:TUTORIAL_BUILDING_7_360
"The building is now being produced.  Every building has a build time before it can be placed on the battlefield.  You can find out the build time for any item in the Tab Bar by hovering your highlight over them. When a building is ready to be placed the \nTab Bar will flash to let you know."
End

SCRIPT:TUTORIAL_BUILDING_8_PC
"The building is now ready.  Left click the power plant build button and left click on the battlefield to place it.  The cursor will switch to the power plant icon and may be placed in most passable locations within the build radius. "
End

SCRIPT:TUTORIAL_BUILDING_8_360
"The building is now ready.  Navigate back to the Power Plant Icon...Right Trigger, select the Structure Tab, place your highlight over the Power Plant Icon. A blueprint of the structure replaces your cursor in the middle of the screen. The building may be placed in most passable locations within the build radius."
End

SCRIPT:TUTORIAL_BUILDING_9_PC
"Your collection of structures is referred to as your base. To return to your to your base at any time, you may hit the H key by default."
End

SCRIPT:TUTORIAL_BUILDING_9_360
"Your collection of structures is referred to as your base.  To return to your to your base at any time, Click the Left Thumbstick."
End

SCRIPT:TUTORIAL_BUILDING_10
"Proceed to the building section by following the objective \nmarker and selecting the next training station."
End

SCRIPT:TUTORIAL_UNITS_1_PC
"There are two methods of building units.  You may start by selecting the unit-producing structure itself or by using your production tabs."
End

SCRIPT:TUTORIAL_UNITS_1_360
"There are two methods of building units.  You may start by selecting the unit-producing structure itself or by using your Tab Bar."
End

SCRIPT:TUTORIAL_UNITS_2_PC
"Unlike structures, it is possible to queue up multiple units\n in your production tab.  Open the production tab for infantry and click the build button for infantry three times."
End

SCRIPT:TUTORIAL_UNITS_2_360
"Unlike structures, it is possible to queue up multiple units in your Tab Bar.  Open the Command Bar for the Infantry Tab Bar, queue three Rifleman for building."
End

SCRIPT:TUTORIAL_UNITS_3_PC
"When one infantry squad is completed, the next set of infantry will be created.  You may always queue multiple units \nin the production tabs, but they will only build while you have the funds available to create them."
End

SCRIPT:TUTORIAL_UNITS_3_360
"When one infantry squad is completed, the next set of infantry will be created.  You may always queue multiple units in the Tab Bar, but they will only build while you have the funds available to create them."
End

SCRIPT:TUTORIAL_UNITS_4_PC
"If you want to pause building on any queue, right-click the build button for the currently building unit."
End

SCRIPT:TUTORIAL_UNITS_4_360
"If you want to pause building on any queue, Press the B Button for the currently building unit."
End

SCRIPT:TUTORIAL_UNITS_5_PC
"You may continue building the unit by left clicking a paused queue, or you may cancel the currently building unit by right clicking on the build button for the paused unit in the queue."
End

SCRIPT:TUTORIAL_UNITS_5_360
"You may continue building the unit by Pressing the A Button on a paused queue, or you may cancel the currently paused unit by Pressing the B Button for the paused unit in the queue."
End

SCRIPT:TUTORIAL_UNITS_6_PC
"The advantage of the production tab is the ability to to queue up units while you are not centered on your base.  Learning to queue up units from the production tabs will make you a more effective player."
End

SCRIPT:TUTORIAL_UNITS_6_360
"The advantage of the Tab Bar is the ability to to queue up units while you are not centered on your base.  Learning to queue up units from the Tab Bar will make you a more effective player."
End

SCRIPT:TUTORIAL_UNITS_7
"Proceed to the second building section by following the\n objective marker and selecting the next training station."
End

SCRIPT:TUTORIAL_MULTIPLE_STRUCTURE_PRODUCTION_1_PC
"This station will teach you how to build units with multiple unit producing structures of the same type."
End

SCRIPT:TUTORIAL_MULTIPLE_STRUCTURE_PRODUCTION_1_360
"This station will teach you how to set a building to be your Default Building Structure. This means when you build through the Tab Bar the unit will come from its associated Default Building."
End

SCRIPT:TUTORIAL_MULTIPLE_STRUCTURE_PRODUCTION_2_PC
"When you have more than one unit-producing structure of the\n same type, you may manage each queue independently."
End

SCRIPT:TUTORIAL_MULTIPLE_STRUCTURE_PRODUCTION_2_360
"Select a the Barracks builidng on screen, now open its command bar. At the end of every Unit Producing Structures Command Bar you will find a Default Building Icon. Press the A Button to Set it."
End

SCRIPT:TUTORIAL_MULTIPLE_STRUCTURE_PRODUCTION_3_PC
"You now have two barracks.  Begin building riflemen from one of the barracks."
End

SCRIPT:TUTORIAL_MULTIPLE_STRUCTURE_PRODUCTION_4_PC
"Left click on the production sub-tab for the second barracks\n and begin building the riflemen squad from that one."
End

SCRIPT:TUTORIAL_MULTIPLE_STRUCTURE_PRODUCTION_5_PC
"You'll notice that you can queue up units for each barracks separately.  You may also pause, cancel and resume each queue independent of the others. Remember that you are still limited in how many units are actually produced by the funds you have available."
End

SCRIPT:TUTORIAL_MULTIPLE_STRUCTURE_PRODUCTION_6_PC
"Proceed to the upgrades and powers section by following the objective marker and selecting the next training station."
End

SCRIPT:TUTORIAL_UPGRADES_1
"This station will teach you about unit upgrades and unit powers."
End

SCRIPT:TUTORIAL_UPGRADES_2
"Units receive upgrades when you research them at buildings that you construct."
End

SCRIPT:TUTORIAL_UPGRADES_3_PC
"Select the Armory and note the various upgrades next to the Armory's selection portrait."
End

SCRIPT:TUTORIAL_UPGRADES_3_360
"Select the Armory and note the various upgrades in its Command Bar."
End

SCRIPT:TUTORIAL_UPGRADES_4_PC
"Left-click on the Composite Armor upgrade.  The upgrade is now being researched."
End

SCRIPT:TUTORIAL_UPGRADES_4_360
"Press the A Button on the Composite Armor upgrade.  The upgrade is now being researched."
End

SCRIPT:TUTORIAL_UPGRADES_5_PC
"Select your Riflemen and note that the upgrade is now indicated in their selection portrait."
End

SCRIPT:TUTORIAL_UPGRADES_5_360
"Select your Riflemen and note that the upgrade is now indicated in their Active Selection Portrait."
End

SCRIPT:TUTORIAL_UPGRADES_6
"The Zone Troopers have a jump jet ability.  This ability allows Zone Troopers to jump across impassable terrain."
End

SCRIPT:TUTORIAL_UPGRADES_7_PC
"Left-click on the jump jet ability and then left click an area of terrain beyond the river."
End

SCRIPT:TUTORIAL_UPGRADES_7_360
"Press the A Button on the jump jet ability and then again in an area of terrain beyond the river."
End

SCRIPT:TUTORIAL_UPGRADES_8
"Your Zone Troopers were able to cross impassable terrain using this special ability.  Many units have special abilities that are listed under their selection portrait.  Learning to utilize these \nabilities will help you become a more effective commander."
End

SCRIPT:TUTORIAL_UPGRADES_9
"Proceed to the contextual actions section by following the objective marker and selecting the next training station."
End

SCRIPT:TUTORIAL_CONTEXT_1
"This station will teach you how to execute context-sensitive commands using particular units."
End

SCRIPT:TUTORIAL_CONTEXT_2_PC
"Certain units perform context-sensitive actions other than attacking when you issue a right-click command."
End

SCRIPT:TUTORIAL_CONTEXT_2_360
"Certain units perform context-sensitive actions other than attacking."
End

SCRIPT:TUTORIAL_CONTEXT_3
"This engineer unit, for example, cannot attack structures but is able to perform unique actions on them.  Select the engineer."
End

SCRIPT:TUTORIAL_CONTEXT_4
"Now hover your cursor over the damaged power plant.  Notice you get a different cursor indicating the Engineer can enter the structure."
End

SCRIPT:TUTORIAL_CONTEXT_5_PC
"Right click the damaged GDI power plant to cause your engineer to enter the building and repair it."
End

SCRIPT:TUTORIAL_CONTEXT_5_360
"Press the A Button on the damaged GDI power plant to cause your engineer to enter the building and repair it."
End

SCRIPT:TUTORIAL_CONTEXT_6
"The engineer unit is lost in the process and the power plant is repaired."
End

SCRIPT:TUTORIAL_CONTEXT_7_PC
"The engineer unit can also be issued a right-click command on an enemy building.  This will cause the engineer to \ncapture the building and make it your own.  Select the engineer."
End

SCRIPT:TUTORIAL_CONTEXT_7_360
"The engineer unit can also capture an enemy building and \nmake it your own.  Select the engineer."
End

SCRIPT:TUTORIAL_CONTEXT_8_PC
"Right click the enemy Nod power plant to cause your engineer\n to enter the building and capture it."
End

SCRIPT:TUTORIAL_CONTEXT_8_360
"Press the A Button on the enemy Nod power plant to cause your engineer to enter the building and capture it."
End

SCRIPT:TUTORIAL_CONTEXT_9
"The Nod power plant is now yours.  Many units can perform actions other than attacking in certain contexts.  Look for special cursors that indicate these context-sensitive actions.."
End

SCRIPT:TUTORIAL_CONTEXT_10
"Proceed to the support powers station by following the objective marker and selecting the next training station."
End

SCRIPT:TUTORIAL_POWERS_1
"This station will teach you how to execute support powers."
End

SCRIPT:TUTORIAL_POWERS_2
"Certain buildings provide you, the player, with faction-specific powers that can be used on certain locations, units and structures on the battlefield.  These powers have a cost associated with them and deduct from your funds when they are used."
End

SCRIPT:TUTORIAL_POWERS_3
"The GDI Airfield allows you to utilize the Orca Bombing Run power."
End

SCRIPT:TUTORIAL_POWERS_4
"To find your Support Powers go to the Tab Bar, select the Powers Tab and navigate to the Orca Bombing Run.  Once your highlight is over a Power, your cursor on screen changes to the Powers Decal. This lets you select where you want to fire your Power. Press A to fire the Bombing run on the Nod power plant."
End

SCRIPT:TUTORIAL_POWERS_4_PC
"Select the Orca Bombing Run power by left-clicking on it.  Then left click on the enemy base to use the Orca Bombing Run power on it."
End

SCRIPT:TUTORIAL_POWERS_5
"Notice the bombing run power is able to damage enemy structures without you needing to jeopardize your units.  The ability will go through a cooldown period before it is available again."
End

SCRIPT:TUTORIAL_POWERS_6
"Proceed to the control groups station by following the objective marker and selecting the next training station."
End

SCRIPT:TUTORIAL_GROUPS_1
"This station will teach you how to create control groups."
End

SCRIPT:TUTORIAL_GROUPS_2
"Control groups are selection groups that you create in order to manage your units effectively."
End

SCRIPT:TUTORIAL_GROUPS_3
"To begin creating a control group, select these units."
End

SCRIPT:TUTORIAL_GROUPS_4_PC
"Now hold down the CTRL key and the 1 key."
End

SCRIPT:TUTORIAL_GROUPS_4_360
"Navigate to the Groups Tab on the Tab Bar, open its Command Bar. Navigate to a Group Icon, Press and Hold the A Button."
End

SCRIPT:TUTORIAL_GROUPS_5_PC
"You have created a control group.  Now when you hit the 1 key, you will select the units in that control group.  You may also double-tap the 1 key to jump the camera to the control group."
End

SCRIPT:TUTORIAL_GROUPS_5_360
"You have created a control group.  To select it just navaigate to the Groups Icon and Press the A Button. "
End

SCRIPT:TUTORIAL_GROUPS_6_PC
"The units are now deselected, hit the 1 key to reselect the\n units in the control group."
End

SCRIPT:TUTORIAL_GROUPS_6_360
"The group is deselected now. Select it in the Group Tab Command Bar now."
End

SCRIPT:TUTORIAL_GROUPS_7_PC
"You may use control groups to group together similar or diverse units depending on your strategic needs. As with the production tabs, one of the advantages of control groups is the ability to select units and issue orders while surveying any location on the battlefield."
End

SCRIPT:TUTORIAL_GROUPS_7_360
"You may use control groups to group together similar or \ndiverse units depending on your strategic needs. As with the\nTab Bar, one of the advantages of control groups is the ability to select units\n and issue orders while surveying any location \non the battlefield."
End


SCRIPT:TUTORIAL_GROUPS_8
"Proceed to the next station by following the objective marker and selecting the next training station."
End

SCRIPT:TUTORIAL_DPAD_1
"This station will teach the function of the D-pad shortcuts.\n This are quick ways to access hign need areas."
End

SCRIPT:TUTORIAL_DPAD_2
"D-pad UP is for Groups, Pressing up on the D-pad will cycle you thru your custom made groups. Notice that the Active Selection Portrait displays the current group you have selected."
End

SCRIPT:TUTORIAL_DPAD_3
"D-pad Down is a quick Groups, Pressing down on the D-pad will take your current selection and Create the Group in the next available empty slot number."
End

SCRIPT:TUTORIAL_DPAD_4
"D-pad Left is for Support Powers, Pressing Left on the D-pad will cycle you thru available powers. The selected Power will show up in the Active Selection Portrait and its Decal will appear on the ground in game."
End

SCRIPT:TUTORIAL_DPAD_5
"D-pad Right is for Special Units, Pressing Right on the D-pad will cycle you thru your special units. The first selection will be your Commando, if you have one. Every unit after that will be your Engineer Types."
End

SCRIPT:TUTORIAL_DPAD_6
"Proceed to the advanced selection station by following the \nobjective marker and selecting the next training station."
End

SCRIPT:TUTORIAL_ADVSELECTION_1_PC
"This station will teach some advanced selection methods you can use to refine which units you give orders to."
End

SCRIPT:TUTORIAL_ADVSELECTION_1_360
"This station will teach some advanced Selection Modifiers you can use to refine which units you give orders to."
End

SCRIPT:TUTORIAL_ADVSELECTION_2_PC
"Double-clicking a unit will select all units of the same type.  Double click those riflemen to select all the riflemen."
End

SCRIPT:TUTORIAL_ADVSELECTION_2_360
"The Select by Type Modifier is the Right Button Combined with A Button. To do this Press and Hold the Right Button the Press the A Button over the desired type of unit. Select all your Riflemen by type now."
End

SCRIPT:TUTORIAL_ADVSELECTION_3_PC
"Hitting F will select all offensive units in your army."
End

SCRIPT:TUTORIAL_ADVSELECTION_3_360
"The single Press of the A Button Selection is By Type on Screen, The Double Tap of the A Button Selection is By Type in Army."
End

SCRIPT:TUTORIAL_ADVSELECTION_4_PC
"Select all riflemen by double-clicking them."
End

SCRIPT:TUTORIAL_ADVSELECTION_4_360
"Try these now"
End

SCRIPT:TUTORIAL_ADVSELECTION_5_PC
"Remove a Rifleman from your selected units group by holding down shift and left-clicking on them."
End

SCRIPT:TUTORIAL_ADVSELECTION_5_360
"Remove a Riflemen from your selected units group Press the B Button over the unit."
End

SCRIPT:TUTORIAL_ADVSELECTION_6_PC
"Units that are not in the group may also be added by holding down shift and left-clicking them.  Add the riflemen to the group again by shift-clicking them."
End

SCRIPT:TUTORIAL_ADVSELECTION_6_360
"The Add to Selection Modifier is the Left Button. Press and Holding the Left Button and Pressing the A Button will add the currently highlighted units to your current selection.  Add the riflemen back to the group again using the Add to Modifier."
End

SCRIPT:TUTORIAL_ADVSELECTION_7_PC
"You may also sub-select units by left-clicking their portraits in the contextual page.  This allows you to use the special abilities for a particular unit without losing selection of a group of mixed units."
End

SCRIPT:TUTORIAL_ADVSELECTION_7_360
"Remember you can deselect a single unit by Pressing the B Button while over the unit. To deselect all your units Press the B Button over Open Ground or Double Tap the B Button when your cursor is located over your units."
End

SCRIPT:TUTORIAL_ADVSELECTION_8_PC
"Learning to refine your selections and create appropriate control groups from them will help you become a more efficient player."
End

SCRIPT:TUTORIAL_ADVSELECTION_8_360
"Learning to refine your selections and create appropriate control groups from these modifiers and the way you combine them will help you become a more efficient player."
End

SCRIPT:TUTORIAL_ADVSELECTION_9
"Proceed to the advanced commands station by following the objective marker and selecting the next training station."
End

SCRIPT:TUTORIAL_ADVMOVEMENT_1_PC
"This station will teach the functions of the Common Command Bar, which allows you to issue advanced movement and combat commands."
End

SCRIPT:TUTORIAL_ADVMOVEMENT_1_360
"This station will teach the functions of advanced movement and combat commands."
End

SCRIPT:TUTORIAL_ADVMOVEMENT_2_PC
"The attack move command is used to make a group of units move to a location while attacking every enemy unit they encounter on the way.  This differs from a normal, right-click issued move-command because they will stop and engage with enemies before continuing to move."
End

SCRIPT:TUTORIAL_ADVMOVEMENT_2_360
"The Attack Move Command is used to make a group of units move to a location while attacking every enemy unit they encounter on the way.  This differs from a normal issued move-command which will ignore every enemy unit along the way."
End

SCRIPT:TUTORIAL_ADVMOVEMENT_3_PC
"Give these units an attack move command by selecting the attack move command from the Common Command bar or by hitting the A key.  Note the cursor will change to indicate you are about to issue an attack move command. Right-click on an empty area of ground next to those enemy soldiers to issue the command and send them on a path of destruction."
End

SCRIPT:TUTORIAL_ADVMOVEMENT_3_360
"GGive these units an Attack Move Command, Double Tap the A Button over Open Ground to send them on a PATH OF DESTRUCTION. Note the decal left behind changes to indicate you are issueing an Attack Move Command."
End

SCRIPT:TUTORIAL_ADVMOVEMENT_4_PC
"The Force Attack Command is used to make a group of units bombard the ground or attack a neutral or allied structure.  For example, this would allow you to destroy key pieces a neutral bridge or a structure of your own that you did not want a player to capture "
End

SCRIPT:TUTORIAL_ADVMOVEMENT_4_360
"The Force Attack Command is used to make a group of units bombard the ground or attack a neutral or allied structure.  Force attack allows you to destroy a neutral bridge or a structure of your own that you did not want a player to capture."
End

SCRIPT:TUTORIAL_ADVMOVEMENT_5_PC
"Give these units a Force Attack Command by left clicking the Force Attack icon in the Command Bar and selecting a structure.  You may also hold down CTRL and right click a desired target."
End

SCRIPT:TUTORIAL_ADVMOVEMENT_5_360
"Give these units a Force Attack Command, Double Tap the A Button over a structure."
End

SCRIPT:TUTORIAL_ADVMOVEMENT_6_PC
"Waypoint mode allows you to issue several move and attack orders to a selected group which it will follow in succession."
End

SCRIPT:TUTORIAL_ADVMOVEMENT_6_360
"Waypoint mode allows you to issue several move and attack orders to a selected group which it will follow in succession."
End

SCRIPT:TUTORIAL_ADVMOVEMENT_7
"Select all the riflemen."
End

SCRIPT:TUTORIAL_ADVMOVEMENT_8_PC
"Hold down the ALT key and left-click to mark a series of waypoints.  You may try to connect your way points to themselves in order to setup a patrol path that your units will follow."
End

SCRIPT:TUTORIAL_ADVMOVEMENT_8_360
"Hold the Left Button and Press the A Button over Open Ground to mark a series of waypoints.  You may try to connect your way points to themselves in order to setup a patrol path that your units will follow."
End

SCRIPT:TUTORIAL_ADVMOVEMENT_9_PC
"You can use waypoint mode to issue several attack orders in succession.  Select the riflemen units."
End

SCRIPT:TUTORIAL_ADVMOVEMENT_9_360
"You can use waypoint mode to issue several attack orders in succession.  Select the riflemen units."
End

SCRIPT:TUTORIAL_ADVMOVEMENT_10_PC
"Issue a series of attack orders using waypoint mode by holding down ALT and left-clicking on each of the enemy units once."
End

SCRIPT:TUTORIAL_ADVMOVEMENT_10_360
"Issue a series of attack orders using waypoint mode by Holding the Left Button and Press the A Button on each of the enemy units once."
End

SCRIPT:TUTORIAL_ADVMOVEMENT_11_PC
"Using waypoint mode is especially useful for taking down a series of enemy structures, since units do not automatically acquire structures as targets.  Learning to use waypoint mode and other advanced features of the command bar will increase your tactical options."
End

SCRIPT:TUTORIAL_ADVMOVEMENT_11_360
"Using Waypoint Mode is especially useful for taking down a series of enemy structures, since units do not automatically acquire structures as targets.  Learning to use Waypoint Mode will increase your tactical options."
End

SCRIPT:TUTORIAL_ADVMOVEMENT_12
"Proceed to the unit stances station by following the objective marker and selecting the next training station."
End

SCRIPT:TUTORIAL_STANCES_1
"This station will teach you how to set your units into stances."
End

SCRIPT:TUTORIAL_STANCES_2_PC
"You may set your units to different stances to adjust their behavior and responsiveness in combat situations. You can adjust the stances by selecting a unit and choosing a stance from the Command Bar."
End

SCRIPT:TUTORIAL_STANCES_2_360
"Stances are the first Icon in the Command Bar for each unit. Select a unit and open the command bar now. Selecting the Stance Icon brings you to the different stance options."
End

SCRIPT:TUTORIAL_STANCES_3
"You may set your units to different stances to adjust their behavior and responsiveness in combat situations. You can adjust the stances by selecting a unit and choosing a stance from the Command Bar."
End

SCRIPT:TUTORIAL_STANCES_4
"The default stance for all units is guard stance.  Units in guard stance will move towards and fire at units within a certain range, but will return to their original location after traveling a certain distance."
End

SCRIPT:TUTORIAL_STANCES_5_PC
"Notice how these units in guard stance attack units that come within their weapon range but then return to their initial location."
End

SCRIPT:TUTORIAL_STANCES_5_360
"Notice how these units in guard stance attack units that come within their weapon range but then return to their initial location"
End

SCRIPT:TUTORIAL_STANCES_6
"Aggressive stance causes units to pursue their attackers more aggressively.  Set these riflemen to aggressive stance by selecting the aggressive stance command in the Command Bar."
End

SCRIPT:TUTORIAL_STANCES_7
"Note how they pursue their attackers a longer distance than in the guard stance."
End

SCRIPT:TUTORIAL_STANCES_8
"There are additional stances you may try on your own, including Hold Ground and Hold Fire."
End

SCRIPT:TUTORIAL_STANCES_9
"Proceed to the mock battle by following the objective marker and selecting the next training station."
End

SCRIPT:TUTORIAL_SKIRMISH_1_PC
"This station concludes the tutorial by walking you through a practice battle against enemy forces.  If at any point you want to start the battle over, simple click this training station again."
End

SCRIPT:TUTORIAL_SKIRMISH_1_360
"This station concludes the Training by walking you through a practice battle against enemy forces.  If at any point you want to start the battle over, simply select this Training Station again."
End

SCRIPT:TUTORIAL_SKIRMISH_2
"Welcome to the practice battle Commander.  Nod forces will waste no time trying to wipe you out, so establish ground control by unpacking your MCV.  Construct a power plant and build a barracks as soon as possible."
End

SCRIPT:TUTORIAL_SKIRMISH_3
"Build a mixed group of infantry from your barracks, some riflemen and some missile squads.  You may use this mixed group to scout the opponent's base to the north."
End

SCRIPT:TUTORIAL_SKIRMISH_4
"Now it's time to establish your economy.  Build a refinery to harvest nearby Tiberium.  Tiberium is a resource that brings in credits to fund your operations.  Be careful not to let your infantry units near Tiberium, it is highly toxic and will damage them."
End

SCRIPT:TUTORIAL_SKIRMISH_5
"Now that you have a refinery you have unlocked the ability to build more structures like the vehicle-producing war factory."
End

SCRIPT:TUTORIAL_SKIRMISH_6
"Tech Structures are neutral buildings that can be utiliized\n by all sides in a conflict.  The engineer unit can capture tech structures, like Tiberium Spikes, which provide a short term boost to your economy."
End

SCRIPT:TUTORIAL_SKIRMISH_7
"Capture the Tiberiam Spike"
End

SCRIPT:TUTORIAL_SKIRMISH_8
"Garrison one of these Structures"
End

SCRIPT:TUTORIAL_SKIRMISH_9
"Infantry can be posted in civilian structures to provide added defense.  Use your infantry to garrison buildings in critical locations on the battlefield."
End

SCRIPT:TUTORIAL_SKIRMISH_10
"Defeating an opponent will often involved destroying key structures in their base.  Knowing which structures serve a particular function will help focus your strategy."
End

SCRIPT:TUTORIAL_SKIRMISH_11
"Now go out there and finish off that Nod base."
End

SCRIPT:TUTORIAL_SKIRMISH_12
"You have just received an EVA radar event."
End

SCRIPT:TUTORIAL_SKIRMISH_13_PC
"To cycle through recent radar events, hit spacebar."
End

SCRIPT:TUTORIAL_SKIRMISH_13_360
"To cycle through recent radar events, press the Y button."
End

SCRIPT:TUTORIAL_SKIRMISH_14_PC
"Congratulations you have completed the Command & Conquer III: Tiberium Wars tutorial.  You are now prepared to tackle the single-player campaign."
End

SCRIPT:TUTORIAL_SKIRMISH_14_360
"Congratulations you have completed the Command & Conquer III: Tiberium Wars BootCamp.  You are now prepared to tackle the single-player campaign."
End

SCRIPT:TUTORIAL_OBJECTIVE_1
"Complete All 17 Training Stations"
End

SCRIPT:TUTORIAL_OBJECTIVE_1_DETAIL
"Proceed through each of the 17 training stations to complete the Command & Conquer 3 tutorial."
End

SCRIPT:TUTORIAL_BONUSOBJECTIVE_1
"Sample Bonus Objective"
End

SCRIPT:TUTORIAL_BONUSOBJECTIVE_1_DETAIL
"This is a SatCam shot which gives you more information about newly revealed objectives. It will appear for all primary objectives and for bonus objectives that are clicked on."
End

//////////////////////////
// New PC Tutorial Text //
//////////////////////////

SCRIPT:PC_TUTORIAL_Objective_01
"Learn Camera Controls"
End

SCRIPT:PC_TUTORIAL_Objective_01_Detail
"To complete the Camera Controls portion of the tutorial: \n \n - Move the camera by holding down the right mouse button and moving the mouse"
End

SCRIPT:PC_TUTORIAL_Objective_02
"Learn Unit Controls"
End

SCRIPT:PC_TUTORIAL_Objective_02_Detail
"To complete the Unit Controls portion of the tutorial: \n \n - Select the Zone Troopers by left-clicking on them \n - Select multiple Zone Trooper squads by holding down left-click and dragging a box around them \n - Move your Zone Troopers by selecting them and right-clicking on passable terrain \n - Destroy the targets in the shooting range by selecting your Zone Troopers and right-clicking on the targets to attack them \n - Destroy the abandoned building by selecting your Zone Troopers and right-clicking on the building to attack \n - Cross the trench by selecting your Zone Troopers and left-clicking on the "Jump Jets" ability near their portrait in the lower right, then left-clicking on the terrain across the trench"
End

SCRIPT:PC_TUTORIAL_Objective_03
"Learn Base Building"
End

SCRIPT:PC_TUTORIAL_Objective_03_Detail
"To complete the Base Building portion of the tutorial: \n \n - Unpack your MCV by left-clicking on the "Unpack" ability near its portrait in the lower right \n - Construct a Power Plant by left-clicking on its build button in your sidebar; when the Power Plant is done building, left-click the build button again, then left-click the structure within you Construction Yard's build radius \n - Build a Refinery by using the same steps as the Power Plant \n - Build a Barracks by using the same steps as the Refinery and Power Plant"
End

SCRIPT:PC_TUTORIAL_Objective_04
"Learn Unit Building"
End

SCRIPT:PC_TUTORIAL_Objective_04_Detail
"To complete the Unit Building portion of the tutorial: \n \n - Select your Barracks or Infantry Tab to bring up the list of units that can be trained \n - Left-click on the "GDI Riflemen" button three times to queue up three squads of Riflemen"
End

SCRIPT:PC_TUTORIAL_Objective_05
"Learn Garrisoning"
End

SCRIPT:PC_TUTORIAL_Objective_05_Detail
"To Complete the Garrisoning portion of the tutorial: \n \n - Select one of your Riflemen Squads \n - While they are selected, right-click on the designated building \n - Select the building and left-click on the "Evacuate All" button"
End

SCRIPT:PC_TUTORIAL_Objective_06
"Destroy the Red Team's base"
End

SCRIPT:PC_TUTORIAL_Objective_06_Detail
"Attack the Red Team's base by selecting your units and right-clicking on the Red Team's units and structures."
End

SCRIPT:PC_TUTORIAL_Hint_Text_01
"To move the camera, hold down the right mouse button and drag the cursor in any direction. Move the camera now."
End

SCRIPT:PC_TUTORIAL_Hint_Text_02
"To rotate the camera, hold down the middle mouse button and scroll the mouse right and left. Rotate the camera now."
End

SCRIPT:PC_TUTORIAL_Hint_Text_03
"Move your mouse cursor over the Zone Troopers and left-click on them to select them."
End

SCRIPT:PC_TUTORIAL_Hint_Text_04
"Select both squads of Zone Troopers by holding down the left mouse button, moving your mouse around to drag a selection box over them, and then releasing the left mouse button."
End

SCRIPT:PC_TUTORIAL_Hint_Text_05
"Move your Zone Troopers to the designated area to the east by selecting them and right-clicking on the terrain."
End

SCRIPT:PC_TUTORIAL_Hint_Text_06
"Select your Zone Troopers and right-click on the targets to attack them."
End

SCRIPT:PC_TUTORIAL_Hint_Text_07
"Move your Zone Troopers to the damaged building and right-click on the structure to attack it."
End

SCRIPT:PC_TUTORIAL_Hint_Text_08
"Use the Zone Troopers "Jump Jet" ability by selecting them, left-clicking on their "Jump Jet" ability in their portrait on the bottom right of the screen, and left-clicking on the other side of the trench."
End

SCRIPT:PC_TUTORIAL_Hint_Text_09
"Move your MCV to the designated area to begin base construction."
End

SCRIPT:PC_TUTORIAL_Hint_Text_10
"Unpack your MCV by left-clicking on the "Unpack" ability in its portrait on the bottom right of the screen."
End

SCRIPT:PC_TUTORIAL_Hint_Text_11
"Build a Power Plant by left-clicking on its icon in the build menu."
End

SCRIPT:PC_TUTORIAL_Hint_Text_12
"Left-click the Power Plant build button and move your cursor onto the terrain. The cursor will switch to a Power Plant icon and may be placed within the Construction Yard's build radius. Left-click to place the structure."
End

SCRIPT:PC_TUTORIAL_Hint_Text_13
"Build a Refinery by clicking on the Refinery icon. When it's ready, place your Refinery in the same way you did your Power Plant."
End

SCRIPT:PC_TUTORIAL_Hint_Text_14
"Build a Barracks and place it on the terrain just like you did with your Power Plant and Refinery."
End

SCRIPT:PC_TUTORIAL_Hint_Text_15
"To access the list of infantry units that you can train, either click on the Barracks, or click on the unit production tab now."
End

SCRIPT:PC_TUTORIAL_Hint_Text_16
"Train three squads of Rifleman Squads."
End

SCRIPT:PC_TUTORIAL_Hint_Text_17
"Garrison the civilian structure by selecting your squads and right-clicking on the structure."
End

SCRIPT:PC_TUTORIAL_Hint_Text_18
"You have discovered the Red Team's base. Target their structures and take them down."
End

SCRIPT:PC_TUTORIAL_Hint_Text_19
"To clear the garrisoned building, select the building and click on the "Evacuate All" button."
End

//////////////////////////////
// GDI Units and Structures //
//////////////////////////////

//-----------------------------------------------
//GDI Airfield
//-----------------------------------------------
NAME:GDIAirfield
"Airfield"
END
TYPE:GDIAirfield
"Production Structure."
END
DESC:GDIAirfield
"Deploys GDI Aircraft \n Unlocks Abilities \n  GDI Ground Units: Call for Transport \n Provides Support Powers: \n Bloodhounds \n Orca Strike"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Tech Center
//-----------------------------------------------
NAME:GDITechCenter
"Tech Center"
END
TYPE:GDITechCenter
"Tech Stucture."
END
DESC:GDITechCenter
"Unlocks high tech units and structures \n Researches Upgrades: \n  Tank Rail Guns\n  Firehawk Stratofighter Boosters\n  Orca Sensor Pods\n  Pitbull Mortars \n Unlocks Upgrades:\n  Power Plant Advanced Turbines \n Provides Support Powers: \n Sharpshooter Team"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Command Post
//-----------------------------------------------
NAME:GDICommandPost
"Command Post"
END
TYPE:GDICommandPost
"Tech Structure."
END
DESC:GDICommandPost
"Unlocks advanced units and structures \n Provides Support Powers: \n  Radar Scan"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Construction Yard
//-----------------------------------------------
NAME:GDIConstructionYard
"Construction Yard"
END
TYPE:GDIConstructionYard
"Production Structure."
END
DESC:GDIConstructionYard
"Enables Radar \n Provides structure production queues"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Crane
//-----------------------------------------------
NAME:GDICrane
"Crane"
END
TYPE:GDICrane
"Production Structure."
END
DESC:GDICrane
"Provides an extra structure production queue"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Golum Cannon
//-----------------------------------------------
NAME:GDIGolumCannon
"Guardian Cannon"
END
TYPE:GDIGolumCannon
"Base Defense. Strong vs. Vehicles."
END
DESC:GDIGolumCannon
"Detects Stealth"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI AA Battery
//-----------------------------------------------
NAME:GDIAABattery
"AA Battery"
END
TYPE:GDIAABattery
"Base Defense. Strong vs Aircraft."
END
DESC:GDIAABattery
"Detects Stealth"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Ion Cannon
//-----------------------------------------------
NAME:GDIIonCannon
"Ion Cannon Control Center"
END
TYPE:GDIIonCannon
"Superweapon."
END
DESC:GDIIonCannon
"Charges the Ion Cannon Superweapon \n \n Only one Ion Cannon Control Center may be built at a time"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Armory
//-----------------------------------------------
NAME:GDIArmory
"Armory"
END
TYPE:GDIArmory
"Tech Structure."
END
DESC:GDIArmory
"Infantry support center \n Can heal injured infantry\n Researches Upgrades:\n Infantry Composite Armor \n Zone Trooper Scanner Packs \n Zone Trooper Power Packs \n Provides Support Powers: \n GDI Airborne"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Barracks
//-----------------------------------------------
NAME:GDIBarracks
"Barracks"
END
TYPE:GDIBarracks
"Production Structure."
END
DESC:GDIBarracks
"Trains GDI infantry"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI War Factory
//-----------------------------------------------
NAME:GDIWarFactory
"War Factory"
END
TYPE:GDIWarFactory
"Production Structure."
END
DESC:GDIWarFactory
"Deploys GDI Vehicles \n Abilities \n Repairs nearby vehicles \n Enables Support Powers \n Bloodhounds"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Power Plant
//-----------------------------------------------
NAME:GDIPowerPlant
"Power Plant"
END
TYPE:GDIPowerPlant
"Tech Structure."
END
DESC:GDIPowerPlant
"Provides Power \n Upgrades:\n Advanced Turbines (Tech Center)"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Refinery
//-----------------------------------------------
NAME:GDIRefinery
"Refinery"
END
TYPE:GDIRefinery
"Resource Structure."
END
DESC:GDIRefinery
"Comes with a Harvester to allow the gathering of resources \n Processes and stores Tiberium"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Space Command Uplink
//-----------------------------------------------
NAME:GDISpaceCommandUplink
"Space Command Uplink"
END
TYPE:GDISpaceCommandUplink
"Tech Structure."
END
DESC:GDISpaceCommandUplink
"Advanced support structure\n Enables Support Powers:\n Zone Trooper Drop Pods \n Shockwave Artillery"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Terraforming Station
//-----------------------------------------------
NAME:GDITerraformingStation
"Sonic Emitter"
END
TYPE:GDITerraformingStation
"Advanced Base Defense. Strong vs. Vehicles."
END
DESC:GDITerraformingStation
"Detects Stealth"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Tiberium Silo
//-----------------------------------------------
NAME:GDITiberiumSilo
"Tiberium Silo"
END
TYPE:GDITiberiumSilo
"Resource Structure."
END
DESC:GDITiberiumSilo
"Stores Tiberium, allowing for a greater maximum reserve"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Wall Hub
//-----------------------------------------------
NAME:GDIWallHub
"Wall Hub"
END
TYPE:GDIWallHub
"Base Defense."
END
DESC:GDIWallHub
"Enables wall construction"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI WatchTower
//-----------------------------------------------
NAME:GDIWatchTower
"Watchtower"
END
TYPE:GDIWatchTower
"Base Defense. Strong vs. Infantry."
END
DESC:GDIWatchTower
"Detects Stealth"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Zone Trooper
//-----------------------------------------------
NAME:GDIZoneTrooper
"Zone Trooper"
END
TYPE:GDIZoneTrooper
"Heavy Infantry. Strong vs. Vehicles, Structures."
END
DESC:GDIZoneTrooper
"Abilities: \n Jump Jets\n Call for Transport (Airfield) \n Upgrades:\n Power Packs (Armory) \n Scanner Packs (Armory)"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Ox
//-----------------------------------------------
NAME:GDIOx
"V35 Ox"
END
TYPE:GDIOx
"Transport Aircraft. Weaponless."
END
DESC:GDIOx
"Abilities: \n Transport units"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Rig
//-----------------------------------------------
NAME:GDIRig
"Rig"
END
TYPE:GDIRig
"Utility Vehicle. Weaponless."
END
DESC:GDIRig
"Abilities: \n Unpacks into Battle Base \n Battle Base can defend a target area and repair nearby vehicles"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Battle Base
//-----------------------------------------------
NAME:GDIBattleBase
"Battle Base"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Sniper Team
//-----------------------------------------------
NAME:GDISniperTeam
"Sniper Team"
END
TYPE:GDISniperTeam
"Advanced Infantry. Strong vs. Infantry."
END
DESC:GDISniperTeam
"Abilities: \n Stealthed \n Spots Target for Juggernauts \n Call for Transport (Airfield)"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Rifleman Squad
//-----------------------------------------------
NAME:GDIRiflemanSquad
"Rifleman Squad"
END
TYPE:GDIRiflemanSquad
"Basic MG Infantry. Strong vs. Infantry."
END
DESC:GDIRiflemanSquad
"Abilities: \n Call for Transport (Airfield) \n Dig In \n Upgrades: \n Composite Armor (Armory)"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Predator Tank
//-----------------------------------------------
NAME:GDIPredatorTank
"Predator Tank"
END
TYPE:GDIPredatorTank
"Medium Tank. Strong vs. Vehicles, Structures."
END
DESC:GDIPredatorTank
"Abilities: \n Call for Transport (Airfield) \n Upgrades: \n Rail Guns (Tech Center)"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Pitbull
//-----------------------------------------------
NAME:GDIPitbull
"Pitbull"
END
TYPE:GDIPitbull
"Light Vehicle. Strong vs. Aircraft."
END
DESC:GDIPitbull
"Detects Stealth \n Abilities: \n Call for Transport (Airfield) \n Upgrades: \n Mortars (Tech Center)"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Orca
//-----------------------------------------------
NAME:GDIOrca
"Orca"
END
TYPE:GDIOrca
"Assault Aircraft. Strong vs. Vehicles."
END
DESC:GDIOrca
"Abilities: \n Pulse Scan \n Upgrades: \n Sensor Pods (Tech Center)"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Missile Squad
//-----------------------------------------------
NAME:GDIMissileSquad
"Missile Squad"
END
TYPE:GDIMissileSquad
"Basic Rocket Infantry. Strong vs. Vehicles, Aircraft."
END
DESC:GDIMissileSquad
"Abilities: \n Call for Transport (Airfield) \n Upgrades: \n Composite Armor (Armory)"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI MCV
//-----------------------------------------------
NAME:GDIMCV
"MCV"
END
TYPE:GDIMCV
"Construction Vehicle. Weaponless."
END
DESC:GDIMCV
"Abilities: \n Unpacks into Construction Yard"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Mammoth
//-----------------------------------------------
NAME:GDIMammothTank
"Mammoth Tank"
END
TYPE:GDIMammothTank
"Heavy Tank. Strong vs. Vehicles, Structures."
END
DESC:GDIMammothTank
"Upgrades: \n Rail Guns (Tech Center)"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Juggernaut
//-----------------------------------------------
NAME:GDIJuggernaut
"Juggernaut"
END
TYPE:GDIJuggernaut
"Heavy Artillery. Strong vs. Structures."
END
DESC:GDIJuggernaut
"Abilities: \n Bombard Spotted Target"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Harvester
//-----------------------------------------------
NAME:GDIHarvester
"Harvester"
END
TYPE:GDIHarvester
"Resource Vehicle."
END
DESC:GDIHarvester
"Abilities: \n Gathers Tiberium \n Light Machine Gun"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Surveyor
//-----------------------------------------------
NAME:GDISurveyor
"Surveyor"
END
TYPE:GDISurveyor
"Light vehicle. Weaponless."
END
DESC:GDISurveyor
"Abilities:\n  Unpacks into Outpost \n  Outpost provides Ground Control to place structures \n Call for Transport (Airfield)"
END
//-----------------------------------------------

//-----------------------------------------------
//GDI Grenadier Squad
//-----------------------------------------------
NAME:GDIGrenadierSquad
"Grenadier Squad"
END
TYPE:GDIGrenadierSquad
"Advanced Infantry. Strong vs. Infantry, Structures."
END
DESC:GDIGrenadierSquad
"Abilities: \n Call for Transport (Airfield) \n Clear Garrisoned Structure \n Upgrades: \n Composite Armor (Armory)"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Firehawk
//-----------------------------------------------
NAME:GDIFirehawk
"Firehawk"
END
TYPE:GDIFirehawk
"Heavy Aircraft. Strong vs. Vehicles, Structures, Aircraft."
END
DESC:GDIFirehawk
"Abilities: \n Select Loadout \n Upgrades: \n Stratofighter (Tech Center)"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Engineer
//-----------------------------------------------
NAME:GDIEngineer
"Engineer"
END
TYPE:GDIEngineer
"Utility Infantry. Weaponless."
END
DESC:GDIEngineer
"Abilities: \n Capture Structure \n Call for Transport (Airfield) \n Capture Walker Husk \n Repair Structure \n Repair Bridge"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Commando
//-----------------------------------------------
NAME:GDICommando
"Commando"
END
TYPE:GDICommando
"Elite Infantry. Strong vs. Infantry, Structures."
END
DESC:GDICommando
"Abilities: \n Jump Jets \n Destroy Structure \n Destroy Walker \n Call for Transport (Airfield) \n \n Only one Commando may be trained at a time"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI APC
//-----------------------------------------------
NAME:GDIAPC
"APC"
END
TYPE:GDIAPC
"Transport Vehicle. Strong vs. Infantry, Aircraft."
END
DESC:GDIAPC
"Abilities: \n Transport Infantry \n Place Minefield \n Call for Transport (Airfield)"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Forward Battle Base
//-----------------------------------------------
NAME:GDIForwardBattleBase
"Forward Battle Base"
END
TYPE:GDIForwardBattleBase
"Utility Platform. Strong vs. Vehicles, Aircraft."
END
DESC:GDIForwardBattleBase
"Detects Stealth \n Abilities: \n Heals nearby vehicles \n Can Packup into a Rig"
END
//-----------------------------------------------
//-----------------------------------------------


//-----------------------------------------------
//GDI Wall Segment
//-----------------------------------------------
NAME:GDIWallSegment
"Wall Segment"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//GDI Artillery Emplacements (Single Player ONLY)
//-----------------------------------------------
Name:GDIArtilleryEmplacements
"GDI Artillery Emplacement"
END
TYPE:GDIArtilleryEmplacements
"GDI Artillery Emplacement"
END
Desc:GDIArtilleryEmplacements
"GDI Artillery Emplacement"
END
//-----------------------------------------------
//-----------------------------------------------

//------------------------------------------------------
//GDI Orbital Shield Control Center (Single Player ONLY)
//------------------------------------------------------
Name:GDIOrbitalShieldControlCenter
"GDI Orbital Shield Control Center"
END
TYPE:GDIOrbitalShieldControlCenter
"GDI Orbital Shield Control Center"
END
Desc:GDIOrbitalShieldControlCenter
"GDI Orbital Shield Control Center"
END
//------------------------------------------------------
//------------------------------------------------------



//////////////////////////////
// NOD UNITS AND STRUCTURES //
//////////////////////////////

//-----------------------------------------------
//NOD Vertigo
//-----------------------------------------------
NAME:NODVertigo
"Vertigo Bomber"
END
TYPE:NODVertigo
"Heavy Bomber. Strong vs. Structures."
END
DESC:NODVertigo
"Abilities: \n  Stealthed \n  Rear Anti-air Turret"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Stealth Tank
//-----------------------------------------------
NAME:NODStealthTank
"Stealth Tank"
END
TYPE:NODStealthTank
"Hit and Run Tank. Strong vs. Vehicles, Aircraft."
END
DESC:NODStealthTank
"Abilities: \n  Stealthed"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Shadow
//-----------------------------------------------
NAME:NODShadow
"Shadow Team"
END
TYPE:NODShadow
"Elite Infantry. Strong vs. Infantry."
END
DESC:NODShadow
"Abilities: \n  Stealthed \n  Glider Pack \n  Explosive Charge"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Raider Buggy
//-----------------------------------------------
NAME:NODRaiderBuggy
"Raider Buggy"
END
TYPE:NODRaiderBuggy
"Light Vehicle. Strong vs. Infantry, Aircraft."
END
DESC:NODRaiderBuggy
"Abilities: \n  Call for Transport (Air Tower) \n Upgrades \n  Laser Capacitor (Tech Lab) \n  EMP Coils (Tech Lab)"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Scorpion Tank
//-----------------------------------------------
NAME:NODScorpionTank
"Scorpion Tank"
END
TYPE:NODScorpionTank
"Light Tank. Strong vs. Vehicles."
END
DESC:NODScorpionTank
"Abilities: \n  Call for Transport (Air Tower) \n Upgrades: \n  Laser Capacitor (Tech Lab) \n  Dozer Blade (Tech Lab)"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Militant Rifle
//-----------------------------------------------
NAME:NODMilitantRifle
"Militant Squad"
END
TYPE:NODMilitantRifle
"Basic MG Infantry. Strong vs. Infantry."
END
DESC:NODMilitantRifle
"Abilities: \n  Call for Transport (Air Tower) \n Upgrades: \n  Confessor (Secret Shrine) \n  Tiberium Infusion (Secret Shrine)"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Harvester
//-----------------------------------------------
NAME:NODHarvester
"Harvester"
END
TYPE:NODHarvester
"Resource Vehicle. Weaponless."
END
DESC:NODHarvester
"Abilites: \n  Gather Tiberium \n  Stealthed"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Flame Tank
//-----------------------------------------------
NAME:NODFlameTank
"Flame Tank"
END
TYPE:NODFlameTank
"Medium Tank. Strong vs. Infantry, Structures."
END
DESC:NODFlameTank
"Abilites: \n  Clear Garrisoned Structure"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Black Hand
//-----------------------------------------------
NAME:NODBlackHand
"Black Hand"
END
TYPE:NODBlackHand
"Elite Infantry. Strong vs. Infantry, Structures."
END
DESC:NODBlackHand
"Abilites: \n  Call for Transport (Air Tower) \n  Clear Garrisoned Structure"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Beam Cannon
//-----------------------------------------------
NAME:NODBeamCannon
"Beam Cannon"
END
TYPE:NODBeamCannon
"Medium Artillery. Strong vs. Vehicles, Structures."
END
DESC:NODBeamCannon
"Abilites: \n  Reflector Beam \n  Charge Defenses \n  Call for Transport (Air Tower) "
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Venom
//-----------------------------------------------
NAME:NODVenom
"Venom"
END
TYPE:NODVenom
"Light Aircraft. Strong vs. Infantry, Aircraft."
END
DESC:NODVenom
"Detects Stealth \n Abilites: \n  Spots Target for Beam Cannons \n Upgrades: \n  Signature Generator (Tech Lab) \n  Laser Capacitor (Tech Lab)"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Attack Bike
//-----------------------------------------------
NAME:NODAttackBike
"Attack Bike"
END
TYPE:NodAttackBike
"Scout Vehicle. Strong vs. Aircraft."
END
DESC:NODAttackBike
"Detects Stealth \n Abilites: \n  Call for Transport (Air Tower) "
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Avatar Warmech
//-----------------------------------------------
NAME:NODAvatarWarmech
"Avatar Warmech"
END
TYPE:NODAvatarWarmech
"Heavy Mech. Strong vs. Vehicles, Structures."
END
DESC:NODAvatarWarmech
"Abilities: \n  Commandeer Technology"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Carryall
//-----------------------------------------------
NAME:NODCarryall
"Carryall"
END
TYPE:NODCarryall
"Transport Aircraft. Weaponless."
END
DESC:NODCarryall
"Abilities: \n  Transport units"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Commando
//-----------------------------------------------
NAME:NODCommando
"Commando"
END
TYPE:NODCommando
"Elite Infantry. Strong vs. Infantry, Structures."
END
DESC:NODCommando
"Abilities: \n  Stealthed while standing still \n Destroy Structure \n Destroy Walker \n  Call for Transport (Air Tower) \n \n Only one Commando may be trained at a time"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Confessor
//-----------------------------------------------
NAME:NODConfessor
"Confessor"
END
TYPE:NODConfessor
"Infantry Officer. Strong vs. Infantry."
END
DESC:NODConfessor
"Abilities: \n  Hallucinogenic Grenade \n  Increases the squad's combat effectiveness"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Destroyer
//-----------------------------------------------
NAME:NODDestroyer
"Destroyer"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Fanatic
//-----------------------------------------------
NAME:NODFanatic
"Fanatics"
END
TYPE:NODFanatic
"Suicide Infantry. Strong vs. Vehicles, Structures."
END
DESC:NODFanatic
"Abilities: \n  Call for Transport (Air Tower) \n Upgrades: \n  Tiberium Infusion (Secret Shrine)"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD MCV
//-----------------------------------------------
NAME:NODMCV
"MCV"
END
TYPE:NODMCV
"Construction Vehicle. Weaponless."
END
DESC:NODMCV
"Abilities: \n  Unpacks into Construction Yard"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Militant Rocket
//-----------------------------------------------
NAME:NODMilitantRocket
"Militant Rocket Squad"
END
TYPE:NODMilitantRocket
"Basic Rocket Infantry. Strong vs. Vehicles, Aircraft."
END
DESC:NODMilitantRocket
"Abilities: \n  Call for Transport (Air Tower) \n Upgrades: \n  Confessor (Secret Shrine) \n  Tiberium Infusion (Secret Shrine)"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Saboteur
//-----------------------------------------------
NAME:NODSaboteur
"Saboteur"
END
TYPE:NODSaboteur
"Utility Infantry. Weaponless."
END
DESC:NODSaboteur
"Abilities: \n  Capture Building \n  Booby Trap \n  Call for Transport (Air Tower) \n  Capture Walker Husk \n  Repair Bridge \n  Repair Building "
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Emissary
//-----------------------------------------------
NAME:NODEmissary
"Emissary"
END
TYPE:NODEmissary
"Utility Vehicle. Weaponless."
END
DESC:NODEmissary
"Abilities: \n  Unpacks into Outpost \n  Outpost provides Ground Control to place structures \n  Call for Transport (Air Tower)"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Hand of Nod
//-----------------------------------------------
NAME:NODHandofNod
"Hand of Nod"
END
TYPE:NODHandofNod
"Production Structure."
END
DESC:NODHandofNod
"Trains Nod infantry"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Construction Yard
//-----------------------------------------------
NAME:NODConstructionYard
"Construction Yard"
END
TYPE:NODConstructionYard
"Production Structure."
END
DESC:NODConstructionYard
"Enables Radar \n Provides structure production queues"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Crane
//-----------------------------------------------
NAME:NODCrane
"Crane"
END
TYPE:NODCrane
"Production Structure."
END
DESC:NODCrane
"Provides an extra structure production queue"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Disruption Tower
//-----------------------------------------------
NAME:NODDisruptionTower
"Disruption Tower"
END
TYPE:NODDisruptionTower
"Advanced Base Defense."
END
DESC:NODDisruptionTower
"Stealths nearby units and structures"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Drop Zone
//-----------------------------------------------
NAME:NODDropZone
"War Factory"
END
TYPE:NODDropZone
"Production Structure."
END
DESC:NODDropZone
"Deploys Nod vehicles \n Abilities \n Repairs nearby vehicles"
END
//-----------------------------------------------
//-----------------------------------------------


//-----------------------------------------------
//NOD Hangar
//-----------------------------------------------
NAME:NODHangar
"Air Tower"
END
TYPE:NODHangar
"Production Structure."
END
DESC:NODHangar
"Deploys Nod aircraft \n Unlocks Abilities: \n  Nod Ground Units: Call for Transport \n Provides Support Powers: \n  Mine Drop"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Obelisk
//-----------------------------------------------
NAME:NODObelisk
"Obelisk of Light"
END
TYPE:NODObelisk
"Advanced Base Defense. Strong vs. Vehicles."
END
DESC:NODObelisk
"Detects Stealth"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Operations Center
//-----------------------------------------------
NAME:NODOperationsCenter
"Operations Center"
END
TYPE:NODOperationsCenter
"Tech Structure."
END
DESC:NODOperationsCenter
"Unlocks advanced units and structures \n Provides Support Powers: \n  Radar Jamming Missile \n  Decoy Army"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Power Plant
//-----------------------------------------------
NAME:NODPowerPlant
"Power Plant"
END
TYPE:NODPowerPlant
"Tech Structure."
END
DESC:NODPowerPlant
"Provides Power \nAvailable Upgrades:\n Liquid Tiberium Core (Tech Lab)"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Rocket Bunker
//-----------------------------------------------
NAME:NODRocketBunker
"SAM Turret"
END
TYPE:NODRocketBunker
"Base Defense. Strong vs. Aircraft."
END
DESC:NODRocketBunker
"Detects Stealth \n Place hub and then three surrounding turrets \n If hub is lost all turrets are destroyed"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Secret Shrine
//-----------------------------------------------
NAME:NODSecretShrine
"Secret Shrine"
END
TYPE:NODSecretShrine
"Tech Structure."
END
DESC:NODSecretShrine
"Infantry tech center \n Researches Upgrades:\n Infantry Confessors \n Infantry Tiberium Infusion \n Provides Support Powers \n Shadow Strike Team"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Shredder Turret
//-----------------------------------------------
NAME:NODShredderTurret
"Shredder Turret"
END
TYPE:NODShredderTurret
"Base Defense. Strong vs. Infantry."
END
DESC:NODShredderTurret
"Detects Stealth \n Place hub and then three surrounding turrets \n If hub is lost all turrets are destroyed"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Laser Cannon
//-----------------------------------------------
NAME:NODLaserCannon
"Laser Turret"
END
TYPE:NODLaserCannon
"Base Defense. Strong vs. Vehicles."
END
DESC:NODLaserCannon
"Detects Stealth \n Place hub and then three surrounding turrets \n If hub is lost all turrets are destroyed"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Tech Assembly Plant
//-----------------------------------------------
NAME:NODTechAssemblyPlant
"Tech Lab"
END
TYPE:NODTechAssemblyPlant
"Tech Structure."
END
DESC:NODTechAssemblyPlant
"Unlocks high tech units and structures \n Researches Upgrades: \n Raider Buggy EMP Coils \n Scorpion Tank Dozer Blades \n Venom Signature Generators \n Laser Capacitors \n Unlocks Upgrades:\n  Power Plant Liquid Tiberium Core \n Provides Support Powers: \n Cloaking Field"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Temple of Nod
//-----------------------------------------------
NAME:NODTempleofNod
"Temple of Nod"
END
TYPE:NODTempleofNod
"Superweapon."
END
DESC:NODTempleofNod
"Launches the Nuclear Missile Superweapon \n Abilities: \n  Master Computer Countermeasures \n \n Only one Temple of Nod may be built at a time"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Tiberium Silo
//-----------------------------------------------
NAME:NODTiberiumSilo
"Tiberium Silo"
END
TYPE:NODTiberiumSilo
"Resource Structure."
END
DESC:NODTiberiumSilo
"Stores Tiberium, allowing for a greater maximum reserve"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Tiberium Liquidation Facility
//-----------------------------------------------
NAME:NODTiberiumLiquidationFacility
"Tiberium Chemical Plant"
END
TYPE:NODTiberiumLiquidationFacility
"Tech Structure."
END
DESC:NODTiberiumLiquidationFacility
"Advanced science structure \n Provides Support Powers: \n  Tiberium Vapor Bomb \n  Seed Tiberium \n  Catalyst Missile"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Refinery
//-----------------------------------------------
NAME:NODRefinery
"Refinery"
END
TYPE:NODRefinery
"Resource Structure."
END
DESC:NODRefinery
"Comes with a Harvester to allow the gathering of resources \n Processes and stores Tiberium"
END
//-----------------------------------------------
//-----------------------------------------------


//-----------------------------------------------
//NOD Wall Hub
//-----------------------------------------------
NAME:NODWallHub
"Wall Hub"
END
TYPE:NODWallHub
"Base Defense."
END
DESC:NODWallHub
"Enables wall construction"
END
//-----------------------------------------------
//-----------------------------------------------

//-----------------------------------------------
//NOD Wall Segment
//-----------------------------------------------
NAME:NODWallSegment
"Wall Segment"
END
//-----------------------------------------------
//-----------------------------------------------

//////////////////////////////
// Alien Units & Structures //
//////////////////////////////

//-----------------------------------------------
//ALIEN Annihilator Tripod
//-----------------------------------------------
NAME:ALIENAnnihilatorTripod
"Annihilator Tripod"
END
TYPE:ALIENAnnihilatorTripod
"Heavy Walker. Strong vs. Vehicles, Structures."
END
DESC:ALIENAnnihilatorTripod
"Abilities: \n  Combine with Buzzers \n Upgrades: \n  Forcefield Generator (Technology Assembler)"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Assimilator
//-----------------------------------------------
NAME:ALIENAssimilator
"Assimilator"
END
TYPE:ALIENAssimilator
"Utility Infantry. Weaponless."
END
DESC:ALIENAssimilator
"Abilities: \n Stealthed when standing still \n Capture Structure \n Capture Walker Husk \n Repair Structure \n Repair Bridge"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Buzzers
//-----------------------------------------------
NAME:ALIENBuzzers
"Buzzers"
END
TYPE:ALIENBuzzers
"Basic Infantry. Strong vs. Infantry."
END
DESC:ALIENBuzzers
"Abilities: \n  Clear garrisoned structures \n  Combine with Alien vehicles"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Corrupter
//-----------------------------------------------
NAME:ALIENCorrupter
"Corrupter"
END
TYPE:ALIENCorrupter
"Medium Vehicle. Strong vs. Infantry, Structures."
END
DESC:ALIENCorrupter
"Abilities: \n  Clear garrisoned structures \n  Repairs Alien units \n  Combine with Buzzers \n  Weapon can spawn Visceroids"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Devastator Warship
//-----------------------------------------------
NAME:ALIENDevastatorWarship
"Devastator Warship"
END
TYPE:ALIENDevastatorWarship
"Heavy artillery capital ship. Strong vs. Structures, Infantry."
END
DESC:ALIENDevastatorWarship
"Increased combat effectiveness in Ion Storms \n Upgrades: \n  Forcefield Generator (Technology Assembler)"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Devourer Tank
//-----------------------------------------------
NAME:ALIENDevourerTank
"Devourer Tank"
END
TYPE:ALIENDevourerTank
"Medium Tank. Strong vs. Vehicles, Structures."
END
DESC:ALIENDevourerTank
"Abilities: \n  Conversion beam \n  Combine with Buzzers"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Gun Walker
//-----------------------------------------------
NAME:ALIENGunWalker
"Gun Walker"
END
TYPE:ALIENGunWalker
"Medium Vehicle. Strong vs. Infantry, Aircraft."
END
DESC:ALIENGunWalker
"Abilities: \n  Combine with Buzzers"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Harvester
//-----------------------------------------------
NAME:ALIENHarvester
"Harvester"
END
TYPE:ALIENHarvester
"Resource Vehicle. Weaponless."
END
DESC:ALIENHarvester
"Abilities:\n  Gathers Tiberium"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Mastermind
//-----------------------------------------------
NAME:ALIENMastermind
"Mastermind"
END
TYPE:ALIENMastermind
"Elite Infantry. Strong vs. Infantry."
END
DESC:ALIENMastermind
"Abilities:\n  Teleport Allies \n  Manipulator Device \n \n Only one Mastermind may be trained at a time"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN MCV
//-----------------------------------------------
NAME:ALIENMCV
"Drone Ship"
END
TYPE:ALIENMCV
"Construction Vehicle. Weaponless."
END
DESC:ALIENMCV
"Abilities:\n  Unpacks into Drone Platform"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Mothership
//-----------------------------------------------
NAME:ALIENMothership
"Mothership"
END
TYPE:ALIENMothership
"Superheavy capital ship. Strong vs. Structures."
END
DESC:ALIENMothership
"Armed with the Catalyst Cannon which sends a destructive shockwave out from the center point of firing \n \n Only one Mothership may be deployed at a time"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Planetary Assault Carrier
//-----------------------------------------------
NAME:ALIENPlanetaryAssaultCarrier
"Planetary Assault Carrier"
END
TYPE:ALIENPlanetaryAssaultCarrier
"Heavy capital ship. Strong vs. Vehicles, Structures."
END
DESC:ALIENPlanetaryAssaultCarrier
"Detects Stealth \n Increased combat effectiveness in Ion Storms \n Abilities: \n  Create Ion Storm \n Upgrades: \n  Forcefield Generator (Technology Assembler)"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Razor Drones
//-----------------------------------------------
NAME:ALIENRazorDrones
"Disintegrators"
END
TYPE:ALIENRazorDrones
"Basic infantry. Strong vs. Vehicles, Structures."
END
DESC:ALIENRazorDrones
"Abilities:\n  Explodes when crushed"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Repair Drone
//-----------------------------------------------
NAME:ALIENRepairDrone
"Repair Drone"
END
TYPE:ALIENRepairDrone
"Utility infantry. Weaponless."
END
DESC:ALIENRepairDrone
"Abilities:\n  Repairs friendly units"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Seeker Tank
//-----------------------------------------------
NAME:ALIENSeekerTank
"Seeker"
END
TYPE:ALIENSeekerTank
"Light vehicle. Strong vs. Vehicles, Aircraft."
END
DESC:ALIENSeekerTank
"Detects Stealth \n Abilities: \n  Combine with Buzzers"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Shock Trooper
//-----------------------------------------------
NAME:ALIENShockTrooper
"Shock Trooper"
END
TYPE:ALIENShockTrooper
"Advanced infantry. Strong vs. Vehicles, Structures."
END
DESC:ALIENShockTrooper
"Upgrades:\n  Plasma Disc Launcher (Technology Assembler) \n  Blink Pack (Technology Assembler)"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Stormrider
//-----------------------------------------------
NAME:ALIENStormrider
"Stormrider"
END
TYPE:ALIENStormrider
"Basic aircraft. Strong vs. Aircraft, Vehicles."
END
DESC:ALIENStormrider
"Increased combat effectiveness in Ion Storms"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Explorer
//-----------------------------------------------
NAME:ALIENExplorer
"Explorer"
END
TYPE:ALIENExplorer
"Utility vehicle. Weaponless."
END
DESC:ALIENExplorer
"Abilities:\n  Unpacks into Outpost \n  Outpost provides Ground Control to place structures"
END
//-----------------------------------------------


//-----------------------------------------------
//ALIEN Buzzer Hive
//-----------------------------------------------
NAME:ALIENBuzzerHive
"Buzzer Hive"
END
TYPE:ALIENBuzzerHive
"Base Defense. Strong vs. Infantry."
END
DESC:ALIENBuzzerHive
"Detects Stealth"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Control Center
//-----------------------------------------------
NAME:ALIENControlCenter
"Nerve Center"
END
TYPE:ALIENControlCenter
"Tech Structure."
END
DESC:ALIENControlCenter
"Unlocks advanced units and structures \n Provides Support Powers: \n The Swarm \n  Lightning Spike \n Tiberium Vibration Scan"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Drone Platform
//-----------------------------------------------
NAME:ALIENDronePlatform
"Drone Platform"
END
TYPE:ALIENDronePlatform
"Production Structure."
END
DESC:ALIENDronePlatform
"Enables Radar \n Provides structure production queues"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Foundry
//-----------------------------------------------
NAME:ALIENFoundry
"Foundry"
END
TYPE:ALIENFoundry
"Production Structure."
END
DESC:ALIENFoundry
"Provides an extra structure production queue"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Gateway
//-----------------------------------------------
NAME:ALIENGateway
"Warp Sphere"
END
TYPE:ALIENGateway
"Production Structure."
END
DESC:ALIENGateway
"Deploys Alien Vehicles \n Abilities \n Repairs nearby vehicles \n Provides Support Powers: \n  Reconstruction Drones"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Outpost
//-----------------------------------------------
NAME:ALIENOutpost
"Outpost"
END
TYPE:ALIENOutpost
"Production Structure."
END
DESC:ALIENOutpost
"Provides additional Ground Control"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Plasma Missile Battery
//-----------------------------------------------
NAME:ALIENPlasmaMissileBattery
"Plasma Missile Battery"
END
TYPE:ALIENPlasmaMissileBattery
"Base Defense. Strong vs. Aircraft."
END
DESC:ALIENPlasmaMissileBattery
"Detects Stealth"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Photon Cannon
//-----------------------------------------------
NAME:ALIENPhotonCannon
"Photon Cannon"
END
TYPE:ALIENPhotonCannon
"Base Defense. Strong vs. Vehicles."
END
DESC:ALIENPhotonCannon
"Detects Stealth"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIENPortal
//-----------------------------------------------
NAME:ALIENPortal
"Portal"
END
TYPE:ALIENPortal
"Production Structure."
END
DESC:ALIENPortal
"Produces Alien Infantry"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Power Projector
//-----------------------------------------------
NAME:ALIENPowerProjector
"Reactor"
END
TYPE:ALIENPowerProjector
"Tech Structure."
END
DESC:ALIENPowerProjector
"Provides Power"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN TechnologyAssembler
//-----------------------------------------------
NAME:ALIENTechnologyAssembler
"Technology Assembler"
END
TYPE:ALIENTechnologyAssembler
"Tech Structure."
END
DESC:ALIENTechnologyAssembler
"Unlocks high tech units and structures \n Researches Upgrades: \n  Shock Trooper Blink Packs \n  Shock Trooper Plasma Disc Launchers \n  Forcefield Generators \n Unlocks Upgrades: \n  Reactor Fusion Core \n Provides Support Powers: \n  Phase Field"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Rift Generator
//-----------------------------------------------
NAME:ALIENRiftGenerator
"Rift Generator"
END
TYPE:ALIENRiftGenerator
"Superweapon."
END
DESC:ALIENRiftGenerator
"Charges the Rift Superweapon \n \n Only one Rift Generator may be built at a time"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Signal Transmitter
//-----------------------------------------------
NAME:ALIENSignalTransmitter
"Signal Transmitter"
END
TYPE:ALIENSignalTransmitter
"Tech Structure."
END
DESC:ALIENSignalTransmitter
"Allows access to high technology \n Provides Support Powers: \n  Deploy Mothership \n  Wormhole"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Growth Accelerator
//-----------------------------------------------
NAME:ALIENSporePod
"Growth Accelerator"
END
TYPE:ALIENSporePod
"Advanced Resource Structure."
END
DESC:ALIENSporePod
"Place in the middle of a Tiberium Field \n Abilities: \n  Increases Tiberium Field Regeneration"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Stasis Chamber
//-----------------------------------------------
NAME:ALIENStasisChamber
"Stasis Chamber"
END
TYPE:ALIENStasisChamber
"Tech Structure."
END
DESC:ALIENStasisChamber
"Advanced Infantry Support \n Provides Support Powers: \n  Stasis Shield"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Storm Column
//-----------------------------------------------
NAME:ALIENStormColumn
"Storm Column"
END
TYPE:ALIENStormColumn
"Advanced Base Defense. Strong vs. Vehicles, Aircraft."
END
DESC:ALIENStormColumn
"Detects Stealth"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Extractor
//-----------------------------------------------
NAME:ALIENTiberiumTower
"Extractor"
END
TYPE:ALIENTiberiumTower
"Resource Structure."
END
DESC:ALIENTiberiumTower
"Comes with a Harvester to allow the gathering of resources \n Processes and stores Tiberium"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Gravity Stabilizer
//-----------------------------------------------
NAME:ALIENWarpBeacon
"Gravity Stabilizer"
END
TYPE:ALIENWarpBeacon
"Production Structure."
END
DESC:ALIENWarpBeacon
"Deploys Alien Aircraft"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Wall Hub
//-----------------------------------------------
NAME:AlienWallHub
"Wall Hub"
END
TYPE:AlienWallHub
"Base Defense."
END
DESC:AlienWallHub
"Enables wall construction"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Wall Segment
//-----------------------------------------------
NAME:AlienWallSegment
"Wall Segment"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Lightning Spike
//-----------------------------------------------
NAME:ALIENLightningSpike
"Lightning Spike"
END
TYPE:AlienLightningSpike
"Base Defense. Strong vs. Infantry."
END
DESC:AlienLightningSpike
"Support Power Base Defense"
END
//-----------------------------------------------

//-----------------------------------------------
//ALIEN Invader Fighter
//-----------------------------------------------
NAME:ALIENInvaderFighter
"Invader Fighter"
END
TYPE:AlienInvaderFighter
"Light Aircraft."
END
DESC:AlienInvaderFighter
"Docks with the Planetary Assault Carrier \n Respawns on the Carrier if destroyed"
END
//-----------------------------------------------


Name:NeutralPracticeTarget
"Practice Target"
END

Radar:Infiltration
"Our Structure Has Been Captured"
END

Name:CivilianBuildingGarrisonable
"Garrisonable Structure"
END

Name:CivilianBuilding
"Civilian Structure"
END

Desc:CivilianBuilding
"Infantry can garrison inside this structure for extra protection"
END

Name:GDICarrier
"Aircraft Carrier"
END

Name:DefensiveGridStation
"Defensive Grid Station"
END

Name:GreenTiberiumCrystal
"Green Tiberium Crystal"
END

Desc:GreenTiberiumCrystal
"Harvest to generate resources"
END

Name:BlueTiberiumCrystal
"Blue Tiberium Crystal"
END

Desc:BlueTiberiumCrystal
"Harvest to generate extra resources"
END

NAME:CollapsibleTiberiumTower
"Tiberium Tower"
END

NAME:RadarStation
"Radar Station"
END

Name:GDIBunker
"Bunker"
END

NAME:CivilianFemale
"Civilian"
END

NAME:CivilianMale
"Civilian"
END

NAME:Crate
"Crate"
END

DESC:Crate
"Grab this crate with a unit to receive a potential bonus"
END

NAME:HealingCrate
"Healing Crate"
END

DESC:HealingCrate
"This Crate will heal the unit that grabs it"
END

NAME:MoneyCrate
"Money Crate"
END

DESC:MoneyCrate
"This Crate will provide resources to the player who grabs it"
END

NAME:SalvageCrate
"Salvage Crate"
END

DESC:SalvageCrate
"This Crate will provide resources to the player who grabs it"
END

NAME:ShroudCrate
"Shroud Crate"
END

DESC:ShroudCrate
"This Crate will reveal the nearby shroud for the player who grabs it"
END

NAME:UnitCrate
"Unit Crate"
END

DESC:UnitCrate
"This Crate will provide bonus units to the player who grabs it"
END

NAME:VeterancyCrate
"Veterancy Crate"
END

DESC:VeterancyCrate
"This Crate will provide +1 rank for the unit that grabs it"
END

NAME:GDIBattleship
"Battleship"
END

NAME:GDSPathe
"GDS Pathe"
END

NAME:WhiteHouse
"The White House"
END

NAME:KilliansHQ
"Kilian's Headquarters"
END

NAME:GDIHovercraft
"Hovercraft"
END

NAME:NeutralPentagon
"The Pentagon"
END

Name:NODWeaponsFactory
"Weapons Factory"
END

Name:NODBattleship
"Battleship"
END

Name:NODDockLoadingCrane
"Loading Crane"
END

Name:NODDockHQ4
"Dock HQ"
END

Name:NODDockHQ1
"Port Authority"
END

Name:NODNukeLaunchFacility
"Nuclear Launch Facility"
END

Name:NODLabRadarBuilding
"Research Lab"
END

Name:ExplodingBarrel
"Fuel Drum"
END

Desc:ExplodingBarrel
"This object is quite volatile..."
END

Name:NODLiquidTiberiumTransport
"Liquid Tiberium Transport"
END

Name:NODTemplePrime
"Temple Prime"
END

Name:NODTemplePrimeUndergroundEntrance
"Temple Prime Underground Entrance"
END

Name:NeutralNukeTransport
"Nuke Transport"
END

Name:NODCommandCenter1
"Nod Command Center"
END

Name:NODCommandCenter3
"Nod Compound"
END

Name:NODCommandCenter4
"Nod Compound HQ"
END

Name:ALIENPhaseGenerator
"Phase Generator"
END

Name:ALIENControlNode
"Control Node"
END

Name:AlienTower
"The Tower"
END

Name:NeutralCivilianTransport
"Civilian Transport"
END

Name:IonStorm
"Ion Storm"
END

Name:NODDisruptionFieldGenerator
"Disruption Field Generator"
END

Name:GDIDigInBuilding
"Foxhole"
END

Desc:GDIDigInBuilding
"Infantry can garrison inside this structure for extra protection"
END

Name:AlienWormHole
"Wormhole"
END

Name:AnnihilatorTripodHusk
"Annihilator Tripod Husk"
END

Desc:AnnihilatorTripodHusk
"Engineers, Saboteurs, and Assimilators can capture this husk to reactivate the Tripod under their control"
END

Name:JuggernautHusk
"Juggernaut Husk"
END

Desc:JuggernautHusk
"Engineers, Saboteurs, and Assimilators can capture this husk to reactivate the Juggernaut under their control"
END

Name:AvatarWarmechHusk
"Avatar Warmech Husk"
END

Desc:AvatarWarmechHusk
"Engineers, Saboteurs, and Assimilators can capture this husk to reactivate the Avatar under their control"
END

Name:ZoneWall
"Zone Wall"
END

Name:SatelliteLaunchFacility
"Satellite Launch Facility"
END

Name:GDIOrcaSensorPod
"Sensor Pod"
END

Desc:GDIOrcaSensorPod
"Reveals the shroud for the controlling player"
END

Name:GDIDropPod
"Drop Pod"
END

Name:BridgeGatehouse
"Bridge Gatehouse"
END

Desc:BridgeGatehouse
"Capture the Gatehouse to repair the bridge"
END

Name:SentryTower
"Sentry Tower"
END

Desc:SentryTower
"Infantry can garrison inside this structure for extra protection"
END

Name:BuckinghamPalace
"Buckingham Palace"
END

Name:Parliament
"Parliament and Big Ben"
END

Name:BridgeSection
"Bridge Section"
END

Name:DefenseGrid
"Defense Grid"
END

Name:InformationFacility
"Information Facility"
END

Name:FuelDepot
"Fuel Depot"
END

Name:ControlTower
"Control Tower"
END

Name:ArmageddonBomber
"Armageddon Bomber"
END

Desc:ArmageddonBomber
"Support Aircraft"
END

Name:GDILogisticsCenter
"GDI Logistics Center"
END

Name:NODScienceMinistry
"Nod Science Ministry"
END


//////////////////////////////////
//////// Radar Tooltips //////////
//////////////////////////////////

NAME:AircraftTab
"Aircraft Tab"
END

DESC:AircraftTab
"Manage all Aircraft build queues"
END

NAME:AircraftSubTab
"Aircraft Sub Tab"
END

DESC:AircraftSubTab
"Manage individual Aircraft production structures"
END

NAME:InfantryTab
"Infantry Tab"
END

DESC:InfantryTab
"Manage all Infantry build queues"
END

NAME:InfantrySubTab
"Infantry Sub Tab"
END

DESC:InfantrySubTab
"Manage individual Infantry production structures"
END

NAME:ProductionStructureSubTab
"Production Structure Sub Tab"
END

DESC:ProductionStructureSubTab
"Manage individual Production Structure queues"
END

NAME:ProductionStructureTab
"Production Structure Tab"
END

DESC:ProductionStructureTab
"Manage all Production Structure build queues"
END

NAME:SupportStructureSubTab
"Support Structure Sub Tab"
END

DESC:SupportStructureSubTab
"Manage individual Support Structure build queues"
END

NAME:SupportStructureTab
"Support Structure Tab"
END

DESC:SupportStructureTab
"Manage all Support Structure build queues"
END

NAME:VehicleSubTab
"Vehicle Sub Tab"
END

DESC:VehicleSubTab
"Manage individual Vehicle production structures"
END

NAME:VehicleTab
"Vehicle Tab"
END

DESC:VehicleTab
"Manage all Vehicle build queues"
END

NAME:ContextualTab
"Contextual Tab"
END

DESC:ContextualTab
"Manage selected units and structures"
END

NAME:BookmarksTab
"Bookmarks Tab"
END

DESC:BookmarksTab
"Create groups of units"
END

NAME:PowersTab
"Powers Tab"
END

DESC:PowersTab
"Use player special powers"
END






//////////////////////////////////
///// Upgrade Notifications //////
//////////////////////////////////

UPGRADE:RadarJammingMissile
"Radar Offline"
END

UPGRADE:StratofighterBooster
"Stratofighter Booster"
END

UPGRADE:SelectLoadOut01
"Switched to Anti-air Loadout"
END

UPGRADE:SelectLoadOut02
"Switched to Anti-ground Loadout"
END

UPGRADE:SelectLoadOut03
"Switched to Mixed Loadout"
END

UPGRADE:SelectLoadOut01Description
""
END

UPGRADE:SelectLoadOut02Description
""
END

UPGRADE:SelectLoadOut03Description
""
END

UPGRADE:PitbullMortar
"Mortars"
END

UPGRADE:GDIRailgun
"Railguns"
END

UPGRADE:GDICallForTransport
"Call for Transport"
END

UPGRADE:ZoneTrooperScannerPack
"Scanner Packs"
END

UPGRADE:ZoneTrooperAutoInjectors
"Power Packs"
END

UPGRADE:OrcaSensorPod
"Sensor Pods"
END

UPGRADE:GDICompositeArmor
"Composite Armor"
END

UPGRADE:APCShockwaveCannon
"Shockwave Cannon"
END

UPGRADE:APCMineLayer
"Mine Layer"
END

UPGRADE:GDIPowerPlantTurbine
"Advanced Turbines"
END

UPGRADE:NODCallForTransport
"Call for Transport"
END

UPGRADE:NODTechCenterLaserCapacitor
"Laser Capacitors"
END

UPGRADE:TiberiumInfusion
"Tiberium Infusion"
END

UPGRADE:NODScannerPack
"Scanner Packs"
END

UPGRADE:NODEmpBurst
"EMP Coils"
END

UPGRADE:NODDozerBlades
"Dozer Blades"
END

UPGRADE:NODSignatureGenerator
"Signature Generators"
END

UPGRADE:NODLiquidTiberiumCore
"Liquid Tiberium Core"
END

UPGRADE:NODConfessor
"Confessor"
END

UPGRADE:PlasmaDiskLauncher
"Plasma Disc Launchers"
END

UPGRADE:BlinkPack
"Blink Packs"
END

UPGRADE:ForcefieldGenerator
"Forcefield Generators"
END

UPGRADE:AlienFusionCore
"Fusion Core"
END

UPGRADE:Unpacking
"Unpacking Complete"
END

UPGRADE:UnpackingMCV
"MCV Unpacking Complete"
END

UPGRADE:UnpackingSurveyor
"Surveyor Unpacking Complete"
END

UPGRADE:UnpackingEmissary
"Emissary Unpacking Complete"
END

UPGRADE:UnpackingExplorer
"Explorer Unpacking Complete"
END

UPGRADE:UnpackingRig
"Rig Unpacking Complete"
END

UPGRADE:UnpackingDroneShip
"Drone Ship Unpacking Complete"
END

///////////////////////
//// Upgrade Text /////
///////////////////////


UPGRADENAME:ZoneTrooperScannerPack
"Scanner Packs"
END

UPGRADEPREREQ:ZoneTrooperScannerPack
"Research at Armory"
END

UPGRADETYPE:ZoneTrooperScannerPack
"Intelligence Upgrade"
END

UPGRADEDESC:ZoneTrooperScannerPack
"Increases sight range \n Detects stealth in a small radius"
END

UpgradeName:ZoneTrooperAutoInjectors
"Power Packs"
END

UpgradePrereq:ZoneTrooperAutoInjectors
"Research at Armory"
END

UpgradeType:ZoneTrooperAutoInjectors
"Armor Upgrade"
END

UpgradeDesc:ZoneTrooperAutoInjectors
"Increases hit points \n Heals the squad while idle"
END

UpgradeName:OrcaSensorPod
"Sensor Pod"
END

UpgradePrereq:OrcaSensorPod
"Research at Tech Center"
END

UpgradeType:OrcaSensorPod
"Utility Upgrade"
END

UpgradeDesc:OrcaSensorPod
"Allows the Orca to launch a sensor that reveals the nearby shroud and stealth"
END

UpgradeName:GDICompositeArmor
"Composite Armor"
END

UpgradePrereq:GDICompositeArmor
"Research at Armory"
END

UpgradeType:GDICompositeArmor
"Armor Upgrade"
END

UpgradeDesc:GDICompositeArmor
"Increases armor and hit points"
END

UpgradeName:FirehawkStratofighterBooster
"Stratofighter Booster"
END

UpgradePrereq:FirehawkStratofighterBooster
"Research at Tech Center"
END

UpgradeType:FirehawkStratofighterBooster
"Utility Upgrade"
END

UpgradeDesc:FirehawkStratofighterBooster
"Allows the Firehawk to move quickly around the battlefield"
END

UpgradeName:PitbullMortars
"Mortar"
END

UpgradePrereq:PitbullMortars
"Research at Tech Center"
END

UpgradeType:PitbullMortars
"Weapon Upgrade"
END

UpgradeDesc:PitbullMortars
"Equips the Pitbull with long range Mortars"
END

UpgradeName:GDIRailGuns
"Rail Guns"
END

UpgradePrereq:GDIRailGuns
"Research at Tech Center"
END

UpgradeType:GDIRailGuns
"Weapon Upgrade"
END

UpgradeDesc:GDIRailGuns
"Increases attack damage"
END

UpgradeName:NODLaserCapacitor
"Laser Capacitor"
END

UpgradePrereq:NODLaserCapacitor
"Research at Tech Lab"
END

UpgradeType:NODLaserCapacitor
"Weapon Upgrade"
END

UpgradeDesc:NODLaserCapacitor
"Increases attack damage"
END

UpgradeName:NODTiberiumInfusion
"Tiberium Infusion"
END

UpgradePrereq:NODTiberiumInfusion
"Research at Secret Shrine"
END

UpgradeType:NODTiberiumInfusion
"Armor Upgrade"
END

UpgradeDesc:NODTiberiumInfusion
"Increases movement speed \n Increases hit points \n Provides invulnerability to Tiberium radiation"
END

UpgradeName:NODEMPBurst
"EMP Coils"
END

UpgradePrereq:NODEMPBurst
"Research at Tech Lab"
END

UpgradeType:NODEMPBurst
"Weapon Upgrade"
END

UpgradeDesc:NODEMPBurst
"Allows the Raider Buggy to fire a disabling EMP burst area effect"
END

UpgradeName:ScorpionDozerBlades
"Dozer Blade"
END

UpgradePrereq:ScorpionDozerBlades
"Research at Tech Lab"
END

UpgradeType:ScorpionDozerBlades
"Weapon Upgrade"
END

UpgradeDesc:ScorpionDozerBlades
"Allows the Scorpion to clear mines and crush heavy infantry"
END

UpgradeName:VenomSignatureGenerator
"Signature Generator"
END

UpgradePrereq:VenomSignatureGenerator
"Research at Tech Lab"
END

UpgradeType:VenomSignatureGenerator
"Intelligence Upgrade"
END

UpgradeDesc:VenomSignatureGenerator
"Allows the Venom to appear as multiple units on the enemy's radar"
END

UpgradeName:NODConfessor
"Confessor"
END

UpgradePrereq:NODConfessor
"Research at Secret Shrine"
END

UpgradeType:NODConfessor
"Weapon Upgrade"
END

UpgradeDesc:NODConfessor
"Increases the squad's combat effectiveness \n Throws Hallucinogenic Grenades"
END

UpgradeName:ALIENPlasmaDiscLauncher
"Plasma Disc Launchers"
END

UpgradePrereq:ALIENPlasmaDiscLauncher
"Research at Technology Assembler"
END

UpgradeType:ALIENPlasmaDiscLauncher
"Weapon Upgrade"
END

UpgradeDesc:ALIENPlasmaDiscLauncher
"Increases attack damage"
END

UpgradeName:ALIENBlinkPack
"Blink Packs"
END

UpgradePrereq:ALIENBlinkPack
"Research at Technology Assembler"
END

UpgradeType:ALIENBlinkPack
"Utility Upgrade"
END

UpgradeDesc:ALIENBlinkPack
"Allows the Shock Troopers to teleport to a location on the battlefield"
END

UpgradeName:ALIENForcefieldGenerators
"Forcefield Generators"
END

UpgradePrereq:ALIENForcefieldGenerators
"Research at Technology Assembler"
END

UpgradeType:ALIENForcefieldGenerators
"Armor Upgrade"
END

UpgradeDesc:ALIENForcefieldGenerators
"Absorbs a portion of damage and one EMP blast"
END
















///////////////////////////
//// Superweapon Timers ///
///////////////////////////

NAME:SuperweaponTimerIonCannon
"Ion Cannon"
END

DESC:SuperweaponTimerIonCannon
"Coutdown Timer \n \n Double-click to jump to this weapon"
END

NAME:SuperweaponTimerNuclearMissile
"Nuclear Missile"
END

DESC:SuperweaponTimerNuclearMissile
"Countdown Timer \n \n Double-click to jump to this weapon"
END

NAME:SuperweaponTimerRiftGenerator
"Rift"
END

DESC:SuperweaponTimerRiftGenerator
"Countdown Timer \n \n Double-click to jump to this weapon"
END





NAME:AbilityReturnToRefinery
"Return to Refinery"
END

DESC:AbilityReturnToRefinery
"Return to the Refinery and drop off resources"
END

NAME:AbilityReturnToExtractor
"Return to Extractor"
END

DESC:AbilityReturnToExtractor
"Return to the Extractor and drop off resources"
END

NAME:AbilityAPCMinefield
"Lay Minefield"
END

DESC:AbilityAPCMinefield
"The APC lays a stealthed minefield at the target location \n \n Left-click icon then left-click target location"
END

NAME:AbilityJumpJetsCommando
"Jump Jets"
END

DESC:AbilityJumpJetsCommando
"Use Jump Jets to rapidly launch to a nearby location \n Can be used to divebomb Structures or Walkers \n \n Left-click icon then left-click target"
END

NAME:AbilityJumpJetsZoneTroopers
"Jump Jets"
END

DESC:AbilityJumpJetsZoneTroopers
"Use Jump Jets to rapidly launch to a nearby location \n \n Left-click icon then left-click target location"
END

Name:UpgradeStratofighterBooster
"Stratofighter Upgrade"
END

DESC:UpgradeStratofighterBooster
"Allows Firehawks to use the Stratofighter upgrade to quickly move around the battlefield \n \n Left-click to begin researching"
END

NAME:UseFirehawkStratoFighter
"Stratofighter"
END

DESC:UseFirehawkStratoFighter
"Quickly move to any location on the battlefield \n \n Left-click icon then left-click on target location"
END

NAME:UpgradeAdvancedTurbines
"Advanced Turbines Upgrade"
END

DESC:UpgradeAdvancedTurbines
"Increases the power output of this Power Plant \n \n Left-click to begin upgrading" 
END

Name:UpgradeSensorPod
"Sensor Pod Upgrade"
END

Desc:UpgradeSensorPod
"Allows Orcas to launch a Sensor Pod revealing the nearby shroud and stealth \n \n Left-click to begin researching"
END

NAME:AbilitySensorPod
"Deploy Sensor Pod"
END

DESCRIPTION:AbilitySensorPod
"Launch a sensor that reveals the nearby shroud and stealth \n Can also be attached to enemy vehicles or structures \n \n Left-click icon then left-click on target"
END

NAME:AbilityPulseScan
"Pulse Scan"
END

DESCRIPTION:AbilityPulseScan
"Reveals nearby stealthed units \n \n Left-click to activate"
END

NAME:PurchaseRailgun
"Railgun Upgrade"
END

DESCRIPTION:PurchaseRailgun
"Upgrades all Predator and Mammoth Tanks with Railguns \n Increases attack damage \n \n Left-click to begin researching"
END

NAME:UpgradeMortar
"Mortar Upgrade"
END

DESCRIPTION:UpgradeMortar
"Upgrades all Pitbulls with long range Mortars \n \n Left-click to begin researching"
END

NAME:AbilityUnPackGDIMCV
"Unpack MCV"
END

DESC:AbilityUnPackGDIMCV
"Unpack the MCV into a Construction Yard \n \n Left-click to activate"
END

NAME:AbilityUnPackNODMCV
"Unpack MCV"
END

DESC:AbilityUnPackNODMCV
"Unpack the MCV into a Construction Yard \n \n Left-click to activate"
END

NAME:AbilityUnPackALIENMCV
"Unpack Drone Ship"
END

DESC:AbilityUnPackALIENMCV
"Unpack the Drone Ship into a Drone Platform \n \n Left-click to activate"
END

NAME:AbilityUnPackSurveyor
"Unpack Surveyor"
END

DESC:AbilityUnPackSurveyor
"Unpack the Surveyor into an Outpost \n Outpost provides Ground Control to place structures \n \n Left-click to activate"
END

NAME:AbilityUnPackEmissary
"Unpack Emissary"
END

DESC:AbilityUnPackEmissary
"Unpack the Emissary into an Outpost \n Outpost provides Ground Control to place structures \n \n Left-click to activate"
END

NAME:AbilityUnPackExplorer
"Unpack Explorer"
END

DESC:AbilityUnPackExplorer
"Unpack the Explorer into an Outpost \n Outpost provides Ground Control to place structures \n \n Left-click to activate"
END

NAME:AbilityUnPackRig
"Unpack Rig"
END

DESC:AbilityUnPackRig
"Unpack the Rig into a Battle Base \n Battle Base will repair nearby vehicles \n Battle Base is armed with defensive weapons \n Battle Base Detects Stealth \n \n Left-click to activate"
END

NAME:AbilityPackUpGDIMCV
"Pack Up Construction Yard"
END

DESC:AbilityPackUpGDIMCV
"Pack up the Construction Yard into an MCV \n \n Left-click to activate"
END

NAME:AbilityPackUpNODMCV
"Pack Up Construction Yard"
END

DESC:AbilityPackUpNODMCV
"Pack up the Construction Yard into an MCV \n \n Left-click to activate"
END

NAME:AbilityPackUpALIENMCV
"Pack Up Drone Platform"
END

DESC:AbilityPackUpALIENMCV
"Pack up the Drone Platform into a Drone Ship \n \n Left-click to activate"
END

NAME:AbilityPackUpRig
"Pack Up Battle Base"
END

DESC:AbilityPackUpRig
"Pack up the Battle Base into a Rig \n \n Left-click to activate"
END

NAME:PlayerPowerEMP
"EMP"
END

DESC:PlayerPowerEMP
"Disables all mechanical units and structures within a targeted radius \n \n Left-click icon then left-click on target location"
END

TYPE:PlayerPowerEMP
"Tech Structure"
END

NAME:AbilityEvacuateAll
"Evacuate All"
END

DESC:AbilityEvacuateAll
"Evacuates all garrisoned units at the present location"
END

NAME:AbilityGDICallForTransportVehicle
"Call for Transport"
END

DESC:AbilityGDICallForTransportVehicle
"Calls a V-35 Ox to immediately pick up the Vehicle \n The Vehicle can then be transported anywhere on the battlefield \n \n Requires Airfield \n Left-click to activate"
END

NAME:AbilityGDICallForTransportInfantry
"Call for Transport"
END

DESC:AbilityGDICallForTransportInfantry
"Calls a V-35 Ox to immediately pick up the Infantry \n The Infantry can then be transported anywhere on the battlefield \n \n Requires Airfield \n Left-click to activate"
END

NAME:AbilityPitBullBombard
"Mortar Bombard"
END

DESC:AbilityPitBullBombard
"Bombard target location with Mortars \n \n Left-click icon then left-click on target location"
END


Name:PurcahseUpgradeCompositeArmor
"Composite Armor Upgrade"
END

DESC:PurchaseUpgradeCompositeArmor
"Upgrades all Riflemen, Missile Soldiers, and Grenadiers with Composite Armor\nIncreases armor and hit points \n \n Left-click to begin researching"
END

Name:PurchaseUpgradeDropPods
"Zone Trooper Drop Pods"
END

DESC:PurchaseUpgradeDropPods
"Launches Zone Troopers into orbit, allowing them to be deployed anywhere on the battlefield"
END

Name:AbilitySpotTargetBombard
"Bombard Spotted Target"
END

Desc:AbilitySpotTargetBombard 
"Launches a volley of fire near a Sniper Team's vision radius \n \n Left-click icon then left-click near a Sniper Team's vision radius"
END

Name:AbilityChargeDefenses
"Charge Defenses"
END

Type:AbilityChargeDefenses
"Targeted Ability"
END

DESC:AbilityChargeDefenses
"Focuses the beam on an Obelisk of Light \n Increases Obelisk's rate of fire \n Increases Obelisk's range \n \n Left-click icon then left-click on target Obelisk"
END

NAME:AbilityDropOff
"Drop off"
END

DESC:AbilityDropOff
"Drop off all garrisoned units at a selected location \n \n Left-click icon then left-click on target location"
END

NAME:AbilityDigIn
"Dig In"
END

DESC:AbilityDigIn
"The Riflemen create a sandbag bunker for stationary protection \n \n Left-click to activate"
END

NAME:AbilityFirehawkMissileLoadout
"Missile Loadout"
END

DESC:AbilityFirehawkMissileLoadout
"Equips the Firehawk with four Air to Air Missiles \n Strong vs. Aircraft \n \n Left-click to equip"
END

NAME:AbilityFirehawkBombLoadout
"Bomb Loadout"
END

DESC:AbilityFirehawkBombLoadout
"Equips the Firehawk with two Groundpounder Bombs \n Strong vs. Structures \n \n Left-click to equip"
END

NAME:AbilityFirehawkMixedLoadout
"Mixed Loadout"
END

DESC:AbilityFirehawkMixedLoadout
"Equips the Firehawk with two Air to Air Missiles and one Groundpounder Bomb \n \n Left-click to equip"
END

NAME:AbilityGliderActivate
"Activate Glider"
END

DESC:AbilityGliderActivate
"Spreads the Glider wings allowing the Shadow to fly \n \n Left-click to activate"
END

NAME:AbilityGliderLand
"Land"
END

DESC:AbilityGliderLand
"Stop flying and land at desired location \n \n Left-click icon then left-click on target location"
END
 
NAME:PurchaseScannerPacks
"Scanner Packs"
END

DESC:PurchaseScannerPacks
"Upgrades the Zone Troopers with Scanner Packs \n Increase sight range \n Detects stealth in a small radius"
END

NAME:PurchaseAutoInjectors
"Power Packs"
END

DESC:PurchaseAutoInjectors
"Upgrades the Zone Troopers with Power Packs \n Increases hit points \n Heals the squad while idle"
END

NAME:AbilityGDISpotTarget
"Spot Target"
END

DESC:AbilityGDISpotTarget
"Spots a target on the battlefield to be bombarded from long range by Juggernauts \n \n Left-click icon then left-click on target location \n Requires Juggernaut"
END

NAME:AbilityNODSpotTarget
"Spot Target"
END

DESC:AbilityNODSpotTarget
"Spots a target on the battlefield to be bombarded from long range by Beam Cannons \n \n Left-click icon then left-click on target location"
END

NAME:AbilityRadarJam
"Radar Jam"
END

DESC:AbilityRadarJam
"Needs description"
END

NAME:AbilityWallSpan
"Wall Span"
END

DESC:AbilityWallSpan
"Create a wall extending from the Wall Hub \n \n Left-click icon then left-click to place Wall"
END

NAME:AbilityBoobyTrap
"Booby Trap"
END

DESC:AbilityBoobyTrap
"Places an explosive charge on a neutral structure or bridge \n Explodes when an enemy moves into the structure or over the bridge \n \n Left-click icon then left-click on target"
END

NAME:AbilityCallAirstrike
"Call Airstrike"
END

DESC:AbilityCallAirstrike
"Radios a squad of Orcas to fire a rocket barrage on the battlefield \n \n Left-click icon then left-click target location"
END

NAME:ReturnToAirfield
"Return to Airfield"
END

DESC:ReturnToAirfield
"Land at the aircraft's associated Airfield \n \n Left-click to activate"
END

NAME:ReturnToGravityStabilizer
"Return to Gravity Stabilizer"
END

DESC:ReturnToGravityStabilizer
"Land at the aircraft's associated Gravity Stabilitzer \n \n Left-click to activate"
END

NAME:ReturnToHangar
"Return to Air Tower"
END

DESC:ReturnToHangar
"Land at the aircraft's associated Air Tower \n \n Left-click to activate"
END

NAME:AbilityRecallAllAircraft
"Recall all Aircraft"
END

DESC:AbilityRecallAllAircraft
"Order all aircraft associated with this structure to return to base \n \n Left-click to activate"
END

NAME:UpgradeLiquidTiberiumCore
"Liquid Tiberium Core"
END

DESC:UpgradeLiquidTiberiumCore
"Increases the power output of this Power Plant \n \n Left-click to begin upgrading"
END

Name:UpgradeTiberiumInfusion
"Tiberium Infusion"
END

DESC:UpgradeTiberiumInfusion
"Upgrades all Militants and Fanatics with a Tiberium Infusion \n Increases movement speed and hit points \n Provides invulnerability to Tiberium radiation \n \n Left-click to begin researching"
END

NAME:UpgradeConfessor
"Confessor"
END

DESC:UpgradeConfessor
"Upgrades all Militants with a Confessor Leader \n Increases the squad's combat effectiveness \n Throws Hallucinogenic Grenades \n \n Left-click to begin researching"
END

NAME:UpgradeEmpBurst
"EMP Coils"
END

DESC:UpgradeEmpBurst
"Upgrades all Raider Buggies with EMP Coils \n Allows Buggies to fire a disabling EMP Burst area effect \n \n Left-click to begin researching"
END

NAME:AbilityEmpBurst
"EMP Burst"
END

DESC:AbilityEmpBurst
"Causes all nearby mechanical units and structures to become temporarily disabled \n \n Left-click to activate"
END 

NAME:UpgradeSignatureGenerator
"Signature Generators"
END

DESC:UpgradeSignatureGenerator
"Enables Signature Generator on all Venoms \n Causes the Venom to appear as a large force on the enemy radar \n \n Left-click to begin researching"
END

NAME:UpgradeDozerBlades
"Dozer Blades"
END

DESC:UpgradeDozerBlades
"Upgrades all Scorpion Tanks with Dozer Blades \n Allows Scorpions to clear mines and crush heavy infantry \n \n Left-click to begin researching"
END

NAME:UpgradeLaserCapacitor
"Laser Capacitors"
END

DESC:UpgradeLaserCapacitor
"Upgrades all Raider Buggies, Scorpion Tanks, and Venoms with Spitfire Lasers \n Increases attack damage \n \n Left-click to begin researching"
END 

NAME:AbilityCommandeerWeapon
"Commandeer Technology"
END

DESC:AbilityCommandeerWeapon
"Destroy a Nod unit to steal its technology and upgrade the Avatar \n Flame Tank  Flamethrower \n Stealth Tank  Mobile Stealth Generator \n Attack Bike  Stealth Detection \n Beam Cannon  Secondary Laser \n \n Left-click icon then left-click on target unit to destroy"
END

NAME:AbilitySignatureGenerator
"Signature Generator"
END

DESC:AbilitySignatureGenerator
"Causes the Venom to appear as multiple units on the enemy's radar \n \n Left-click to activate"
END

NAME:UpgradeScannerSuite
"Scanner Suite"
END

DESC:UpgradeScannerSuite
"Upgrades the Venom with a Scanner Suite \n Detects stealth in a medium radius \n Left-click to begin upgrading"
END

NAME:AbilityReflectorAttack
"Reflector Beam"
END

DESC:AbilityReflectorAttack
"Bombards an area by reflecting the beam off a Venom \n \n Left-click icon then left-click in a Venom's vision radius"
END 

NAME:AbilityExplosiveCharge
"Explosive Charge"
END

DESC:AbilityExplosiveCharge
"The Shadows plant an explosive charge near a structure causing blast damage \n Can only be used when on foot \n \n Left-click on icon then left-click on target structure"
END

NAME:AbilityNODCallForTransportVehicle
"Call for Transport"
END

DESC:AbilityNodCallForTransportVehicle
"Calls a Carryall to immediately pick up the Vehicle \n The Vehicle can then be transported anywhere on the battlefield \n \n Requires Air Tower \n Left-click to activate"
END

NAME:AbilityNODCallForTransportInfantry
"Call for Transport"
END

DESC:AbilityNodCallForTransportInfantry
"Calls a Carryall to immediately pick up the Infantry \n The Infantry can then be transported anywhere on the battlefield \n \n Requires Air Tower \n Left-click to activate"
END

NAME:UpgradeForcefieldGenerator
"Forcefield Generators"
END

DESC:UpgradeForcefieldGenerator
"Upgrades all Annihilator Tripods, Devastator Warships, and Planetary Assault Carriers with Forcefields \n Absorbs a portion of damage and one EMP blast \n \n Left-click to begin researching"
END

NAME:AbilityBuzzersUncombine
"Uncombine with Buzzers"
END

DESC:AbilityBuzzersUncombine
"Detach the Buzzers from this unit \n \n Left-click to activate"
END

NAME:AbilityBuzzersCombine
"Combine with Vehicle"
END

DESC:AbilityBuzzersCombine
"Combine the Buzzers with an allied vehicle \n The Buzzers will automatically attack enemy units within the vehicle's range \n \n Left-click icon then left-click on target vehicle"
END

NAME:UpgradeBlinkPack
"Blink Packs"
END

DESC:UpgradeBlinkPack
"Upgrade the Shock Troopers with Blink Packs \n Allows the Shock Troopers to teleport around the battlefield \n \n Left-click icon to begin researching"
END

NAME:AbilityBlinkPack
"Blink Packs"
END

DESC:AbilityBlinkPack
"Teleport the Shock Troopers to a location on the battlefield \n \n Left-click icon then left-click on target location"
END

NAME:UpgradePlasmaDiskLauncher
"Plasma Disc Launchers"
END

DESC:UpgradePlasmaDiskLauncher
"Upgrades the Shock Troopers with Plasma Disc Launchers \n Increases attack damage \n \n Left-click icon to begin researching"
END

NAME:AbilityDevourerTankConversionBeam
"Conversion Beam"
END

DESC:AbilityDevourerTankConversionBeam
"Absorb Tiberium from the environment or Resource Structures to supercharge the tank's primary laser \n A supercharged laser will deal extra damage \n \n Left-click on icon then left-click on target Tiberium or Resource Structure"
END  

NAME:AbilityMastermindConversionBeam
"Conversion Beam"
END

DESC:AbilityMastermindConversionBeam
"Absorb Tiberium from the environment or Resource Structure to charge the Mastermind's teleport ability \n Use the absorbed charge to teleport units \n \n Left-click on icon then left-click on target Tiberium or Resource Structure"
END

NAME:AbilityMastermindManipulatorDevice
"Manipulator Device"
END

DESC:AbilityMastermindManipulatorDevice
"Places a device on an enemy production structure which causes the next unit to come out of the structure to be under the Mastermind owner's control \n \n Left-click on icon then left-click on target Production Structure"
END

DESC:AbilityMastermindManipulator
"The Mastermind takes control of an enemy unit or structure \n Can only control one unit or structure at a time \n Excludes certain high tech units or structures \n \n Left-click icon then left-click on target unit or structure"
END

NAME:AbilityMastermindTeleport
"Teleport Units"
END

DESC:AbilityMastermindTeleport
"Teleport allied units to a nearby location on the battlefield \n Left-click icon then left-click on units to teleport, then left-click on target location"
END

NAME:AbilityIonStorm
"Ion Storm"
END

DESC:AbilityIonStorm
"Create an Ion Storm at the Warship's current location \n Strong vs. Structures and Vehicles \n \n Left-click icon to activate"
END

NAME:AbilityIonStormControlCenter
"Ion Storm"
END

DESC:AbilityIonStormControlCenter
"Create an Ion Storm at a target location \n Strong vs. Structures and Vehicles \n \n Left-click icon to then Left-click on target location"
END

Name:AbilityRepairVehicle
"Repair Vehicle"
END

Desc:AbilityRepairVehicle
"Order drones to repair a specific nearby vehicle \n \n Left-click icon then left-click on target unit"
END

NAME:UpgradeFusionCore
"Fusion Core"
END

DESC:UpgradeFusionCore
"Increases the power output of this Reactor \n \n Left-click to begin upgrading"
END

Name:Objectives
"Objectives"
END

Desc:Objectives
"View and display primary and bonus objectives"
END

Name:IntelligenceDatabase
"Intelligence Database"
END

Desc:IntelligenceDatabase
"Display new and stored Intelligence Database entries"
END

Name:Messenger
"Messenger"
END

Desc:Messenger
"Use the Messenger to chat with buddies"
END

Name:PlayerStatus
"Player Status"
END

Desc:PlayerStatus
"Check the status of other players and manage their voice settings"
END

Name:GDIOutpost
"Outpost"
END

Name:NODOutpost
"Outpost"
END

Name:NeutralBunker
"Bunker"
END

NAME:ExitContainer
"Evacuate %s"
END

DESC:ExitContainer
"Left-click to evacuate this unit"
END


////////////////////////////////
// Common Command Interface  ///
////////////////////////////////

NAME:AggresiveStance
"Aggressive Stance"
END

DESC:AggresiveStance
"Set the selected units to Aggressive Stance \n  Units will retaliate against attackers regardless of line of sight \n  Units will pursue attackers across the battlefield \n  Units will not return to previous position \n \n If set on a structure, all units deployed from that structure will default to this stance"
END

NAME:GuardStance
"Guard Stance"
END

DESC:GuardStance
"Set the selected units to Guard Stance \n  Units will retaliate against enemies within their line of sight \n  Units will not pursue outside of the guard radius \n  Units will return to previous position \n \n If set on a structure, all units deployed from that structure will default to this stance"
END

NAME:HoldGroundStance
"Hold Ground Stance"
END

DESC:HoldGroundStance
"Set the selected units to Hold Ground Stance \n  Units will retaliate against enemies within their weapon range \n  Units will not move or pursue enemies \n \n If set on a structure, all units deployed from that structure will default to this stance"
END

NAME:HoldFireStance
"Hold Fire Stance"
END

DESC:HoldFireStance
"Set the selected units to Hold Fire Stance \n  Units will not fire upon enemies \n  Units will not move \n \n If set on a structure, all units deployed from that structure will default to this stance"
END

NAME:AttackMove
"Attack Move"
END

DESC:AttackMove
"Selected units will move to the desired location and attack any enemies along the way \n \n Left-click icon then right-click on target location"
END

NAME:ForceAttack
"Force Attack"
END

DESC:ForceAttack
"Selected units will fire at friend, foe, or ground until told to stop \n \n Left-click icon then right-click on target"
END

NAME:Stop
"Stop"
END

DESC:Stop
"Selected units will stop the current action or move command"
END

NAME:ForceMove
"Force Move"
END

DESC:ForceMove
"Units will get out of suppression and move to target location, losing their suppression armor bonus \n \n Left-click icon then right-click on target location"
END

NAME:ReverseMove
"Reverse Move"
END

DESC:ReverseMove
"Selected vehicles will move backwards to target location \n  Used to potentially keep stronger front armor facing the enemy. \n \n Left-click icon then right-click on target location"
END

NAME:PlanningMode
"Planning Mode"
END

DESC:PlanningMode
"Use Planning Mode to give multiple coordinated commands to the selected units \n  Units will only execute the commands when planning mode is exited \n \n Left-click icon then give commands in the game world \n Left-click the icon again to execute all commands"
END

NAME:WaypointMode
"Waypoint Mode"
END

DESC:WaypointMode
"Use Waypoint Mode to give multiple linking commands to the selected units. Units will execute the commands immediately upon receiving them. \n \n Left-click icon then give commands in the game world"
END


//////////////////////
/// Radar Buttons ////
//////////////////////

NAME:SellMode
"Sell Mode"
END

DESC:SellMode
"Sell a structure and receive a percentage of its build price \n \n Left-click icon then left-click on target structure"
END

NAME:PowerMode
"Power Mode"
END

DESC:PowerMode
"Power down individual structures to save energy \n \n Left-click icon then left-click on target structure"
END

NAME:RepairMode
"Repair Mode"
END

DESC:RepairMode
"Use resources to repair damaged structures \n \n Left-click icon then left-click on target structure"
END

NAME:VoiceChatMode
"Voice Chat Mode"
END

DESC:VoiceChatMode
"Chatting to Allies vs. Chatting to All"
END

NAME:VoiceChatModeAllies
"Voice Chat Mode"
END

DESC:VoiceChatModeAllies
"Currently chatting to only Allies"
END

DESC:VoiceChatModeAll
"Currently chatting to all Players"
END

NAME:VoiceChatTalk
"Voice Chatting"
END

DESC:VoiceChatModeSpecific
"This icon indicates you are currently broadcasting your voice stream to other players"
END









///////////////////////
/// Player Powers /////
///////////////////////

NAME:PlayerPowerLiquidTiberiumBomb
"Liquid Tiberium Bomb"
END

DESC:PlayerPowerLiquidTiberiumBomb
"Fulfill Director Boyle's demand and launch the Liquid Tiberium Bomb \n \n Left-click icon then left-click on target location"
END

NAME:PlayerPowerRadarJammingMissile
"Radar Jamming Missile"
END

TYPE:PlayerPowerRadarJammingMissile
"Intelligence Power"
END

DESC:PlayerPowerRadarJammingMissile
"Temporarily shuts down all enemy radars \n \n Left-click icon to activate"
END

NAME:PlayerPowerCloakingField
"Cloaking Field"
END

TYPE:PlayerPowerCloakingField
"Utility Power"
END

DESC:PlayerPowerCloakingField
"Stealths allied vehicles in the target area \n Causes devastating damage to allied and enemy infantry \n \n Left-click on icon then left-click on target area"
END

NAME:PlayerPowerLightningSpike
"Lightning Spike"
END

TYPE:PlayerPowerLightningSpike
"Defensive Power"
END

DESC:PlayerPowerLightningSpike
"Creates a Lightning Spike defense tower at the desired location \n \n Left-click icon then left-click on target location"
END

NAME:PlayerPowerIonCannon
"Ion Cannon"
END

TYPE:PlayerPowerIonCannon
"Superweapon"
END

DESC:PlayerPowerIonCannon
"Fire the devastating Ion Cannon at any location on the battlefield \n \n Left-click icon then left-click on target location"
END

NAME:PlayerPowerRadarScan
"Radar Scan"
END

TYPE:PlayerPowerRadarScan
"Intelligence Power"
END

DESC:PlayerPowerRadarScan
"Removes the shroud and reveals stealthed units for a short period of time \n \n Left-click icon then left-click on target location"
END

NAME:PlayerPowerBombingRun
"Orca Strike"
END

TYPE:PlayerPowerBombingRun
"Offensive Power."
END

DESC:PlayerPowerBombingRun
"Orders several Orca Attack Aircraft to bombard a location on the battlefield \n \n Left-click icon then left-click on target location"
END

Name:PlayerPowerShockwaveArtillery
"Shockwave Artillery"
END

Type:PlayerPowerShockwaveArtillery
"Offensive Power."
END

Desc:PlayerPowerShockwaveArtillery
"Sonic Artillery shells bombard an area for Blast and EMP damage \n \n Left-click icon then left-click on target location"
END

NAME:PlayerPowerRiftGenerator
"Rift"
END

TYPE:PlayerPowerRiftGenerator
"Superweapon"
END

Desc:PlayerPowerRiftGenerator
"Opens a Rift that damages everything over time in a large radius \n \n Left-click icon then left-click on target location"
END

NAME:PlayerPowerPhaseField
"Phase Field"
END

TYPE:PlayerPowerPhaseField
"Defensive Power"
END

DESC:PlayerPowerPhaseField
"Phases ground units so they are partially in another dimension and cannot attack \n Armor of phased units increased substantially \n \n Left-click icon then left-click on target units"
END

NAME:PlayerPowerCrystalShield
"Stasis Shield"
END

TYPE:PlayerPowerCrystalShield
"Defensive Power"
END

DESC:PlayerPowerCrystalShield
"Creates a shield over an area that disables and protects any units inside \n \n Left-click icon then left-click on target location"
END

NAME:PlayerPowerWormHole
"Wormhole"
END

TYPE:PlayerPowerWormHole
"Utility Power"
END

DESC:PlayerPowerWormHole
"Creates two portals on the battlefield \n Both allied and enemy units can travel instantly between the two portals \n \n Left-click icon then left-click on target locations"
END

NAME:PlayerPowerAlienRepairDrones
"Reconstruction Drones"
END

TYPE:PlayerPowerAlienRepairDrones
"Utility Power"
END

DESC:PlayerPowerAlienRepairDrones
"Repairs units over time around the target location \n \n Left-click icon then left-click on target units"
END

NAME:PlayerPowerTiberiumVibrationScan
"Tiberium Vibration Scan"
END

TYPE:PlayerPowerTiberiumVibrationScan
"Intelligence Power"
END

DESC:PlayerPowerTiberiumVibrationScan
"Reveals on the radar all Tiberium fields, Tiberium based structures, and Harvesters across the battlefield \n \n Left-click to activate"
END

NAME:PlayerPowerDropPods
"Zone Trooper Drop Pods"
END

TYPE:PlayerPowerDropPods
"Reinforcement Power"
END

DESC:PlayerPowerDropPods
"Deploys several squads of Zone Troopers to the battlefield \n \n Left-click icon then left-click on target location"
END

NAME:PlayerPowerGDIAirborne
"GDI Airborne"
END

TYPE:PlayerPowerGDIAirborne
"Reinforcement Power"
END

DESC:PlayerPowerGDIAirborne
"Deploys several Veteran Rifleman and Missile Squads to the battlefield \n \n Left-click icon then left-click on target location"
END

NAME:PlayerPowerBloodhound
"Bloodhounds"
END

TYPE:PlayerPowerBloodhound
"Reinforcement Power"
END

DESC:PlayerPowerBloodhound
"Deploys several Veteran Pitbulls and Veteran APCs to the battlefield \n \n Left-click icon then left-click on target location"
END

NAME:PlayerPowerHunterKillerTeam
"Sharpshooter Team"
END

TYPE:PlayerPowerHunterKillerTeam
"Reinforcement Power"
END

DESC:PlayerPowerHunterKillerTeam
"Deploys several Veteran Sniper Teams to the battlefield \n \n Left-click icon then left-click on target location"
END

NAME:PlayerPowerBurrowMines
"Mine Drop"
END

TYPE:PlayerPowerBurrowMines
"Defensive Power"
END

DESC:PlayerPowerBurrowMines
"Places a stealthed minefield on the battlefield \n \n Left-click icon then left-click on target location"
END

NAME:PlayerPowerNuclearMissile
"Nuclear Missile"
END

TYPE:PlayerPowerNuclearMissile
"Superweapon"
END

DESC:PlayerPowerNuclearMissile
"Launches a Nuclear Missile from the Temple of Nod \n \n Left-click icon then left-click on target location"
END

NAME:PlayerPowerCatalystMissile
"Catalyst Missile"
END

Type:PlayerPowerCatalystMissile
"Offensive Power"
END

DESC:PlayerPowerCatalystMissile
"Launches a Catalyst Missile that causes a destructive chain reaction when contacting Tiberium \n \n Left-click icon then left-click on target location"
END

NAME:PlayerPowerSeedTiberium
"Seed Tiberium"
END

TYPE:PlayerPowerSeedTiberium
"Resource Power"
END

DESC:PlayerPowerSeedTiberium
"Sprays an area with Liquid Tiberium, accelerating the rate of Tiberium growth \n \n Left-click icon then left-click on target location"
END

NAME:PlayerPowerAirDispersionBomb
"Tiberium Vapor Bomb"
END

TYPE:PlayerPowerAirDispersionBomb
"Offensive Power"
END

DESC:PlayerPowerAirDispersionBomb
"An aircraft drops a vapor bomb on the battlefield \n \n Left-click icon then left-click on target location"
END

NAME:PlayerPowerComputerCounterMeasures
"Master Computer Countermeasures"
END

TYPE:PlayerPowerComputerCounterMeasures
"Defensive Power"
END

DESC:PlayerPowerComputerCounterMeasures
"The radar and all EMP affected buildings are returned to normal status \n \n Left-click to activate"
END

NAME:PlayerPowerSwarm
"The Swarm"
END

TYPE:PlayerPowerSwarm
"Reinforcement Power"
END

DESC:PlayerPowerSwarm
"Spawns a swarm of Buzzers that engulfs the targeted area \n \n Left-click icon then left-click on target location"
END

NAME:PlayerPowerShadowStrikeTeam
"Shadow Strike Team"
END

TYPE:PlayerPowerShadowStrikeTeam
"Reinforcement Power"
END

DESC:PlayerPowerShadowStrikeTeam
"Deploys several squads of Veteran Shadows to the battlefield \n \n Left-click icon then left-click on target location"
END

NAME:PlayerPowerDecoyArmy
"Decoy Army"
END

TYPE:PlayerPowerDecoyArmy
"Intelligence Power"
END

DESC:PlayerPowerDecoyArmy
"Creates a purely visual cloned army of units \n Can only be used on ground units \n \n Left-click icon then left-click on units to clone, then left-click on target location to deploy"
END 

NAME:PlayerPowerSummonMothership
"Mothership"
END

TYPE:PlayerPowerSummonMothership
"Reinforcement Power"
END

DESC:PlayerPowerSummonMothership
"Deploys the Alien Mothership to the battlefield \n Armed with the Catalyst Cannon which sends a destructive shockwave out from the center point of firing \n \n Only one Mothership may be deployed at a time \n \n Left-click icon to activate"
END

//These are useed in GDI 1-4 for the special airstrike that occrues PLEASE DO NOT DELETE\\

NAME:AbilityGDICallAirstrike
"Firehawk Airstrike"
END

TYPE:PlayerPowerCallAirstrike
"Support Power"
END

DESC:PlayerPowerCallAirstrike
"Calls in an airstrike from Langley to bomb the targeted area \n \n Left-click icon then left-click on target location"
END

//These are useed in GDI 1-4 for the special airstrike that occrues PLEASE DO NOT DELETE\\

//////////////////////////
/// END Player Powers ////
//////////////////////////



MAP:Xslicemap/desc
"Nod's primary shipping port on the Mediterranean Sea."
END

MAP:Xslicemap
"Nile Delta"
END

MAP:MAP_MP_2_BASS1
"Tournament Dustbowl"
END

MAP:MAP_MP_2_BLACK1
"Tournament Desert Redux"
END

MAP:MAP_MP_2_BLACK2
"Tournament Arena"
END

MAP:MAP_MP_2_BLACK3
"Barstow Badlands"
END

MAP:MAP_MP_2_BLACK4
"Ground Zero"
END

MAP:MAP_MP_2_BLACK5
"Small Town USA"
END

MAP:MAP_MP_2_BLACK6
"Black's Big Battle"
END

MAP:MAP_MP_2_BLACK7
"Tournament Tower"
END

MAP:MAP_MP_2_BLACK8
"Tiber River Valley"
END

MAP:MAP_MP_2_BLACK9
"Pipeline Problems"
END

MAP:MAP_MP_2_BLACK10
"Deadly Serto"
END

MAP:MAP_MP_2_BLACK11
"Top Gun"
END

MAP:MAP_MP_2_BLACK12
"Schlachtfeld Stuttgart"
END

MAP:MAP_MP_2_Simon
"Riverside Rumble"
END

MAP:MAP_MP_3_BLACK1
"Unfair Advantage"
END

MAP:MAP_MP_3_BLACK2
"Triple Threat"
END

MAP:MAP_MP_4_BLACK1
"Crater of Carnage"
END

MAP:MAP_MP_4_BLACK5
"Death Valley"
END

MAP:MAP_MP_4_BLACK6
"Backwater Brawl"
END

MAP:MAP_MP_4_RAO
"Redzone Rampage"
END

MAP:MAP_MP_4_SSmith_01
"Frontier Fracas"
END

MAP:MAP_MP_4_BASS
"Downtown Dustbowl"
END

MAP:MAP_MP_4_BENDER
"The Battle for Middle Egypt"
END

MAP:MAP_MP_5_BLACK1
"Tiberium Gardens III"
END


MAP:MAP_MP_6_BLACK1
"Black's Bigger Battle"
END

MAP:MAP_MP_6_BLACK2
"Six Shooter Showdown"
END

MAP:MAP_MP_6_HAYES
"Dead Six"
END

MAP:MAP_MP_8_BASS
"The Rocktagon"
END

MAP:MAP_MP_8_BLACK1
"Bordertown Beatdown"
END

SPECIALPOWER:Satellite
"[placeholder] Satellite Launch"
END

NAME:TechBuildingExpansionPoint
"Expansion Point"
END

DESC:TechBuildingExpansionPoint
"Capturing this Tech Building provides ground control in the nearby vicinity \n Ground control allows the placement of structures"
END

Name:TechBuildingReinforcementBay
"Reinforcement Bay"
END

Desc:TechBuildingReinforcementBay
"Capturing this Tech Building provides additional units"
END

Name:TechBuildingSubway
"Subway"
END

Desc:TechBuildingSubway
"Capturing this Tech Building provides access to all the Subway Entrances on the battlefield"
END

Name:TechBuildingSubwayHub
"Subway Hub"
END

Desc:TechBuildingSubwayHub
"Capturing this Tech Building provides access to all the Subway Entrances on the battlefield"
END

Name:TechBuildingSubwayNode
"Subway Entrance"
END

Desc:TechBuildingSubwayNode
"This Tech Building allows units to travel between all Subway Entrances once the Subway Hub Tech Building is captured"
END

Name:TechBuildingTiberiumSpike
"Tiberium Spike"
END

Desc:TechBuildingTiberiumSpike
"Capturing this Tech Building provides a constant flow of additional resources"
END

Name:TechBuildingMutantHovel
"Mutant Hovel"
END

Desc:TechBuildingMutantHovel
"Capturing this Tech Building allows the recruitment of Mutant Marauders"
END

Name:EMPControlCenter
"EMP Control Center"
END

Desc:EMPControlCenter
"Capturing this Tech Building allows the use of an EMP strike"
END

Name:TechBuildingDefensiveTower
"Defensive Tower"
END

Desc:TechBuildingDefensiveTower
"Capturing this Tech Building provides a stationary turret"
END

Name:TechBuildingTiberiumSilo
"Tiberium Silo"
END

Desc:TechBuildingTiberiumSilo
"Capturing this Tech Building provides a one time bonus of resources"
END

Name:TechBuildingIonStormControlCenter
"Ion Storm Control Center"
END

Desc:TechBuildingIonStormControlCenter
"Capturing this Tech Building allows the creation of an Ion Storm"
END

Name:NeutralMutantMarauder
"Mutant Marauder"
END

Type:NeutralMutantMarauder
"Elite Infantry. Strong vs. Infantry, Aircraft."
END

Name:Visceroid
"Visceroid"
END

Type:Visceroid
"Hostile Unit."
END

Desc:Visceroid
"Will indiscriminately attack any units that come within range"
END

////////////////////////////////
////// Cinematic Title Cards ///
////////////////////////////////


SUBTITLE:Prologue
"PROLOGUE"
END

SUBTITLE:ActI
"ACT I"
END

SUBTITLE:ActII
"ACT II"
END

SUBTITLE:ActIII
"ACT III"
END

SUBTITLE:ActIV
"ACT IV"
END

SUBTITLE:ActV
"ACT V"
END

SUBTITLE:Finale
"Finale"
END

SUBTITLE:GDICentralCommand
"GDI Central Command"
END

SUBTITLE:InOpsCombatIntelligenceCenter
"InOps Combat Intelligence Center"
END

SUBTITLE:GDIReinforcedBunker
"GDI Reinforced Bunker"
END

SUBTITLE:TemplePrime
"Temple Prime"
END

SUBTITLE:CommandCenter
"Command Center"
END

SUBTITLE:FieldCommandPost
"Field Command Post"
END

SUBTITLE:UndisclosedLocation
"Undisclosed Location"
END

SUBTITLE:WashingtonDCandZone
"Washington, DC / Blue Zone B-2"
END

SUBTITLE:ReykjavikandZone
"Reykjavik, Iceland / Blue Zone B-15"
END

SUBTITLE:AyersRockandZone
"Ayers Rock, Australia / Yellow Zone Y-4"
END

SUBTITLE:NorthCarolinaandZone
"North Carolina / Yellow Zone Y-6"
END

SUBTITLE:CarajasandZone
"Carajas, Brazil / Yellow Zone Y-5"
END

SUBTITLE:NearSarajevoandZone
"Near Sarajevo / Yellow Zone Y-1"
END

SUBTITLE:KingsCanyonandZone
"King's Canyon, Australia / Yellow Zone Y-4"
END

SUBTITLE:WashingtonDC
"Washington, DC"
END

SUBTITLE:Reykjavik
"Reykjavik, Iceland"
END

SUBTITLE:AyersRock
"Ayers Rock, Australia"
END

SUBTITLE:NorthCarolina
"North Carolina"
END

SUBTITLE:Carajas
"Carajas, Brazil"
END

SUBTITLE:NearSarajevo
"Near Sarajevo"
END

SUBTITLE:AustralianOutback
"Australian Outback"
END

SUBTITLE:KingsCanyon
"King's Canyon, Australia"
END

SUBTITLE:BluzeZoneB2
"Blue Zone B-2"
END

SUBTITLE:BlueZoneB15
"Blue Zone B-15"
END

SUBTITLE:YellowZoneY4
"Yellow Zone Y-4"
END

SUBTITLE:YellowZoneY6
"Yellow Zone Y-6"
END

SUBTITLE:YellowZoneY5
"Yellow Zone Y-5"
END

SUBTITLE:YellowZoneY1
"Yellow Zone Y-1"
END

SUBTITLE:FiveWeeksLater
"Five weeks later"
END

SUBTITLE:72HoursLater
"72 hours later"
END

///////////////////////
//// Video Screen /////
///////////////////////

VIDEO:TransmissionLog
"TRANSMISSION LOG"
END

VIDEO:Play
"PLAY"
END

VIDEO:PlayAll
"PLAY ALL"
END

VIDEO:TransmissionHistory
"TRANSMISSION HISTORY"
END

VIDEO:TransmissionBrief
"TRANSMISSION BRIEF"
END

VIDEO:UnlockTransmission
"Unlock Transmission Logs by playing the campaigns"
END




VIDEO:MissionIntro_GDI_Prologue_Title
"[GDI 01] Campaign Introduction"
END

VIDEO:MissionIntro_GDI_Prologue_Desc
"GDI Command Intelligence Briefing; General Jack Granger introduces himself and warns you of a possible Nod presence in North Carolina"
END

VIDEO:MissionEnder_GDI_Prologue_Title
"[GDI 02] Goddard is Hit"
END

VIDEO:MissionEnder_GDI_Prologue_Desc
"General Granger and Lt. Telfair learn of the attack on Goddard Space Center"
END

VIDEO:MissionIntro_GDI_1_1_Title
"[GDI 03] The Winds of War"
END

VIDEO:MissionIntro_GDI_1_1_Desc
"Tragedy on the Philadelphia, the beginning of the Third Tiberium War, and the briefing for your first combat mission in DC"
END

VIDEO:MissionEnder_GDI_1_1_Title
"[GDI 04] InOps Briefing: DC Area"
END

VIDEO:MissionEnder_GDI_1_1_Desc
"Kirce congratulates you on the success of the Pentagon mission and briefs you on the Langley Air Base and the Hampton Roads missions"
END

VIDEO:MissionEnder_GDI_1_3_Title
"[GDI 05] Meet Redmond Boyle"
END

VIDEO:MissionEnder_GDI_1_3_Desc
"GDI Acting Director Redmond Boyle makes his entrance"
END

VIDEO:MissionIntro_GDI_2_1_Title
"[GDI 06] Turning the Tide"
END

VIDEO:MissionIntro_GDI_2_1_Desc
"Boyle meets the press and Granger sends you to North Africa"
END

VIDEO:MissionEnder_GDI_2_2_Title
"[GDI 07] A Terrifying Discovery"
END

VIDEO:MissionEnder_GDI_2_2_Desc
"Granger learns that Nod is developing a vastly destructive Liquid Tiberium Weapon"
END

VIDEO:MissionIntro_GDI_3_1_Title
"[GDI 08] Conflict at the top"
END

VIDEO:MissionIntro_GDI_3_1_Desc
"Boyle hosts a press conference and then confronts Granger over the strategy for assaulting Temple Prime and ending the war"
END

VIDEO:G08A_Title
"[GDI 09] A Message from Kane"
END

VIDEO:G08A_Desc
"Kane congratulates you on being a worthy adversary, but suggests that you're about to meet a grim fate"
END

VIDEO:G08B_Title
"[GDI 10] Boyle Orders a Strike"
END

VIDEO:G08B_Desc
"Boyle orders an Ion Cannon strike on Temple Prime over the strenuous objections of General Granger"
END

VIDEO:MissionEnder_GDI_3_4_Title
"[GDI 11] Unintended Consequences"
END

VIDEO:MissionEnder_GDI_3_4_Desc
"The Ion Cannon takes out Temple Prime in Sarajevo and triggers a huge Liquid Tiberium Explosion; William Frank reports on the aftermath"
END

VIDEO:MissionIntro_GDI_4_1_Title
"[GDI 12] The Arrival"
END

VIDEO:MissionIntro_GDI_4_1_Desc
"The aliens invade: Boyle orders an attack on their spacecraft, news footage of the landing, Granger and InOps give you a desperate mission"
END

VIDEO:MissionEnder_GDI_4_1_Title
"[GDI 13] Fighting Back"
END

VIDEO:MissionEnder_GDI_4_1_Desc
"General Granger and Lt. Telfair congratulate you on your success and counsel you to continue building momentum against the invaders"
END

VIDEO:MissionIntro_GDI_5_1_Title
"[GDI 14] The Towers Must Fall"
END

VIDEO:MissionIntro_GDI_5_1_Desc
"General Granger and Lt. Telfair update you on what they know about the mysterious towers rising out of the Red Zones"
END

VIDEO:MissionBriefing_GDI_5_1_Title
"[GDI 15] A Trip to Rome"
END

VIDEO:MissionBriefing_GDI_5_1_Desc
"Kirce briefs you on the Rome mission to take down one of the alien towers"
END

VIDEO:MissionEnder_GDI_5_1_Title
"[GDI 16] The Control Node"
END

VIDEO:MissionEnder_GDI_5_1_Desc
"General Granger and Lt. Telfair tell you about the unique alien structure that is your next target; Boyle unveils a new option"
END

VIDEO:MissionBriefing_GDI_5_2_Title
"[GDI 17] Boyle's Plan"
END

VIDEO:MissionBriefing_GDI_5_2_Desc
"Boyle implores you to use the Liquid Tiberium bomb against the invaders; Granger asks you not to take the easy way out"
END

VIDEO:MissionEnder_GDI_5_2_a_Title
"[GDI 18] The End of the Invasion"
END

VIDEO:MissionEnder_GDI_5_2_a_Desc
"The alien forces collapse once the Control Node is destroyed"
END

VIDEO:MissionEnder_GDI_5_2_b_Title
"[GDI 19] A Terrible Price"
END

VIDEO:MissionEnder_GDI_5_2_b_Desc
"Victory comes at a terrible price"
END

VIDEO:GDICampaign_Finale_a_Title
"[GDI 20] Victory"
END

VIDEO:GDICampaign_Finale_a_Desc
"Granger congratulates you on your victory"
END

VIDEO:GDICampaign_Finale_b_Title
"[GDI 21] Victory"
END

VIDEO:GDICampaign_Finale_b_Desc
"Granger congratulates you on your victory"
END

VIDEO:GDICampaign_Finale_c_Title
"[GDI 22] Pyrrhic Victory"
END

VIDEO:GDICampaign_Finale_c_Desc
"Granger scorns a victory without honor while Boyle reminds you that history is written by the winners"
END




VIDEO:MissionIntro_NOD_Prologue_Title
"[Nod 01] Lazarus, Arise"
END

VIDEO:MissionIntro_NOD_Prologue_Desc
"An introduction to the Brotherhood of Nod followed by Kane's return"
END

VIDEO:MissionEnder_NOD_Prologue_Title
"[Nod 02] Push the Button"
END

VIDEO:MissionEnder_NOD_Prologue_Desc
"Kane invites you to launch the nuke against the Philadelphia"
END

VIDEO:MissionIntro_NOD_1_1_Title
"[Nod 03] A Merciful Bullet"
END

VIDEO:MissionIntro_NOD_1_1_Desc
"The Nod strike on the Philadelphia from the perspective of the missile; Kane gives you the honor of leading a strike force against DC"
END

VIDEO:MissionEnder_NOD_1_4_Title
"[Nod 04] Kilian is Introduced"
END

VIDEO:MissionEnder_NOD_1_4_Desc
"Kane introduces Kilian and puts you under her command for the next few missions"
END

VIDEO:MissionIntro_NOD_2_1_Title
"[Nod 05] Seeds of Doubt"
END

VIDEO:MissionIntro_NOD_2_1_Desc
"Kilian begins to doubt Kane"
END

VIDEO:MissionBriefing_NOD_2_1_Title
"[Nod 06] Brazil"
END

VIDEO:MissionBriefing_NOD_2_1_Desc
"Ajay briefs you on your first mission in Brazil"
END

VIDEO:MissionEnder_NOD_2_2_Title
"[Nod 07] A Plan Exposed"
END

VIDEO:MissionEnder_NOD_2_2_Desc
"Kilian discusses Kane's plan to build a Liquid Tiberium device"
END

VIDEO:MissionIntro_NOD_3_1_Title
"[Nod 08] Recovery Mission"
END

VIDEO:MissionIntro_NOD_3_1_Desc
"Kane demands that you recover his missing weapon components"
END

VIDEO:N49B_Title
"[Nod 09] A Vision of Kane"
END

VIDEO:N49B_Desc
"Kane addresses you on the battlefield"
END

VIDEO:MissionBriefing_NOD_3_2_Title
"[Nod 10] A Cry for Help"
END

VIDEO:MissionBriefing_NOD_3_2_Desc
"Kilian requests reinforcements in Australia; Ajay cuts her off and instructs you to defend Temple Prime"
END

VIDEO:MissionEnder_NOD_3_2_Title
"[Nod 11] Visionary or Madman?"
END

VIDEO:MissionEnder_NOD_3_2_Desc
"Kane seems to rant as he packs up Temple Prime, orders you to Australia, and asks for your faith"
END

VIDEO:MissionIntro_NOD_3_3_Title
"[Nod 12] No Love for Kilian"
END

VIDEO:MissionIntro_NOD_3_3_Desc
"Ajay reluctantly directs you to help Kilian"
END

VIDEO:MissionEnder_NOD_3_3_Title
"[Nod 13] The Fall of Temple Prime"
END

VIDEO:MissionEnder_NOD_3_3_Desc
"A Nod media cleric reports on the failure of Kane's plan"
END

VIDEO:MissionIntro_NOD_4_1_Title
"[Nod 14] Kilian Takes Over"
END

VIDEO:MissionIntro_NOD_4_1_Desc
"Kilian reports on Kane's death and announces that she has taken over as the supreme leader of the Brotherhood of Nod; Ajay is in shock"
END

VIDEO:N13_Title
"[Nod 15] Fire from the Sky"
END

VIDEO:N13_Desc
"Ajay reports on GDI response to alien presence"
END

VIDEO:MissionEnder_NOD_4_1_Title
"[Nod 16] An Uneasy Alliance"
END

VIDEO:MissionEnder_NOD_4_1_Desc
"Kilian forms an alliance with a local GDI commander"
END

VIDEO:MissionBriefing_NOD_4_2_Title
"[Nod 17] Betrayal and Consequence"
END

VIDEO:MissionBriefing_NOD_4_2_Desc
"Ajay describes the plan to help GDI and steal their weapons at the same time"
END

VIDEO:MissionEnder_NOD_4_3_Title
"[Nod 18] Kane Lives"
END

VIDEO:MissionEnder_NOD_4_3_Desc
"Kane reassures you that everything is unfolding exactly as he has foreseen; he directs you to take out Kilian"
END

VIDEO:MissionBriefing_NOD_4_4_Title
"[Nod 19] Brother Against Brother"
END

VIDEO:MissionBriefing_NOD_4_4_Desc
"Ajay briefs you on the mission to take Kilian's Australian HQ"
END

VIDEO:N16_Title
"[Nod 20] A Plea for Sanity"
END

VIDEO:N16_Desc
"Kilian begs you to break off your attack"
END

VIDEO:MissionIntro_NOD_5_1_Title
"[Nod 21] Betrayal and Consequence"
END

VIDEO:MissionIntro_NOD_5_1_Desc
"Kilian is brought forth, judged, and sentenced - and then the sentence is carried out; Kane promotes you and sends you to Italy"
END

VIDEO:MissionBriefing_NOD_5_1_Title
"[Nod 22] A Catalyst for Kane"
END

VIDEO:MissionBriefing_NOD_5_1_Desc
"Kane directs you to recover and use a new super-weapon against the invaders"
END

VIDEO:MissionBriefing_NOD_5_2_Title
"[Nod 23] The Key to the Future"
END

VIDEO:MissionBriefing_NOD_5_2_Desc
"Kane briefs you on the mission to capture the key to unlock Nod's destiny"
END

VIDEO:MissionBriefing_NOD_5_3_Title
"[Nod 24] Delay at All Costs"
END

VIDEO:MissionBriefing_NOD_5_3_Desc
"Wreak havoc in order to give the Visitors time to build their tower"
END

VIDEO:MissionEnder_NOD_5_3_Title
"[Nod 25] Confusion and Doubt"
END

VIDEO:MissionEnder_NOD_5_3_Desc
"Ajay suffers a crisis of conscience and makes his exit"
END

VIDEO:MissionBriefing_NOD_5_4_Title
"[Nod 26] Kane's Tower"
END

VIDEO:MissionBriefing_NOD_5_4_Desc
"Kane directs you to protect the last alien tower"
END

VIDEO:NodCampaign_Finale_Title
"[Nod 27] Ascension"
END

VIDEO:NodCampaign_Finale_Desc
"Kane invites you to step into the future"
END



VIDEO:MissionBriefing_ALIEN_1_1_Title
"[Scrin 01] Something Amiss"
END

VIDEO:MissionBriefing_ALIEN_1_1_Desc
"The aliens invade Earth and discover something is terribly wrong; the alien Supervisor orders diversionary tactics"
END

VIDEO:MissionBriefing_ALIEN_1_2_Title
"[Scrin 02] More Than We Bargained For"
END

VIDEO:MissionBriefing_ALIEN_1_2_Desc
"The aliens realize that the human race won't cave easily and may prevail in a full scale war"
END

VIDEO:MissionBriefing_ALIEN_1_3_Title
"[Scrin 03] Lured Into a Trap"
END

VIDEO:MissionBriefing_ALIEN_1_3_Desc
"The aliens begin to suspect that they have been lured into a trap"
END

VIDEO:MissionBriefing_ALIEN_1_4_Title
"[Scrin 04] Rebellion"
END

VIDEO:MissionBriefing_ALIEN_1_4_Desc
"The mission AI rebels against the off-planet supervisor in order to save the mission and survive"
END

VIDEO:ALIENCampaign_Finale_Title
"[Scrin 05] Retaliation"
END

VIDEO:ALIENCampaign_Finale_Desc
"This is just the beginning"
END








//////////////////////////////
////// Map Names  ////////////
//////////////////////////////

MAP:MAP_SP_Tutorial_PC
"Tutorial"
END

MAP:MAP_SP_GDI_0_1_Prologue
"GDI - North Carolina"
END

MAP:MAP_SP_GDI_1_1_Pentagon
"GDI - The Pentagon"
END

MAP:MAP_SP_GDI_1_2_Langley
"GDI - Langley AFB"
END

MAP:MAP_SP_GDI_1_3_Hampton
"GDI - Hampton Roads"
END

MAP:MAP_SP_GDI_1_4_White_House
"GDI - The White House"
END

MAP:MAP_SP_GDI_2_1_Weapons_Factory
"GDI - Casabad"
END

MAP:MAP_SP_GDI_2_2_Nod_Port
"GDI - Alexandria"
END

MAP:MAP_SP_GDI_2_4_Nuke_Facility
"GDI - Cairo"
END

MAP:MAP_SP_GDI_3_1_Albania
"GDI - Croatia"
END

MAP:MAP_SP_GDI_3_3_Croatia
"GDI - Albania"
END

MAP:MAP_SP_GDI_3_4_Sarajevo
"GDI - Sarajevo"
END

MAP:MAP_SP_GDI_4_1_Munich_Outskirts
"GDI - Munich"
END

MAP:MAP_SP_GDI_4_2_Stuttgart
"GDI - Stuttgart"
END

MAP:MAP_SP_GDI_4_3_Cologne
"GDI - Cologne"
END

MAP:MAP_SP_GDI_4_4_Berne
"GDI - Berne"
END

MAP:MAP_SP_GDI_5_1_Tower
"GDI - Rome"
END

MAP:MAP_SP_GDI_5_2_Relay_Node
"GDI - Ground Zero"
END

MAP:MAP_SP_NOD_0_1_Prologue
"Nod - Goddard Space Center"
END

MAP:MAP_SP_NOD_1_1_White_House
"Nod - The White House"
END

MAP:MAP_SP_NOD_1_2_Andrews_AFB
"Nod - Andrews AFB"
END

MAP:MAP_SP_Nod_1_3_Hampton
"Nod - Hampton Roads"
END

MAP:MAP_SP_Nod_1_4_DCCity
"Nod - Washington DC"
END

MAP:MAP_SP_Nod_2_1_BrazilianJungle
"Nod - Amazon Desert"
END

MAP:MAP_SP_Nod_2_3_Coastal_Brazil
"Nod - Atlantic Coast"
END

MAP:MAP_SP_NOD_3_1_Slovenia
"Nod - Slovenia"
END

MAP:MAP_SP_NOD_3_2_Sarajevo
"Nod - Sarajevo"
END

MAP:MAP_SP_NOD_4_1_Broken_Hill
"Nod - Outback"
END

MAP:MAP_SP_NOD_4_2_Sydney_West
"Nod - Sydney City Wall"
END

MAP:MAP_SP_NOD_4_4_Sydney_Interior
"Nod - Downtown Sydney"
END

MAP:MAP_SP_NOD_4_5_Ayers_Rock
"Nod - Ayers Rock"
END

MAP:MAP_SP_Nod_5_1_Nuke_Recovery
"Nod - Northern Italy"
END

MAP:MAP_SP_Nod_5_2_Mapkey
"Nod - Italian Hills"
END

MAP:MAP_SP_NOD_5_4_Operation_Stiletto
"Nod - Operation Stiletto"
END

MAP:MAP_SP_Nod_5_5_The_Tower
"Nod - Kane's Tower"
END

MAP:MAP_SP_Aliens_1_1_London
"Scrin - London"
END

MAP:MAP_SP_Aliens_1_2_Munich
"Scrin - Munich"
END

MAP:MAP_SP_Aliens_1_3_Croatia
"Scrin - Croatia"
END

MAP:MAP_SP_Aliens_1_5_Italy
"Scrin - Threshold 19"
END




/////////////////////////////
//// Theater of War Text ////
/////////////////////////////

ToWName:GDI_Prologue
"Prologue"
END

ToWName:GDI_1
"Eastern Seaboard of the\nUnited States"
END

ToWName:GDI_2
"Egypt"
END

ToWName:GDI_3
"Eastern Europe"
END

ToWName:GDI_4
"Northern Europe"
END

ToWName:GDI_5
"Italian Red Zone"
END

ToWName:NOD_Prologue
"Prologue"
END

APT:UnitedStates
"United States"
END

ToWName:Nod_2
"Brazilian Yellow Zone"
END

ToWName:Nod_3
"Eastern Europe"
END

ToWName:Nod_4
"Australia"
END

ToWName:Nod_5
"Italian Red Zone"
END

ToWName:Alien_1
"Europe"
END



///////////////////////////
//// Mission Text /////////
///////////////////////////

MissionName:GDI_Prologue
"North Carolina Badlands"
END

MissionTitle:GDI_Prologue
"North Carolina Badlands"
END

MissionBriefing:GDI_Prologue
"Investigate possible Nod presence in the Badlands of North Carolina"
END

MissionLoading:GDI_Prologue
"Recent satellite intelligence points to a suspicious level of activity in the North Carolina Badlands.  InOps is concerned that the Brotherhood of Nod may be setting up shop there.  Your mission is to investigate and report back as soon as possible.  An abandoned GDI training facility is located nearby - use that as your base of operations in the area."
END

MissionName:GDI_1_1
"The Pentagon"
END

MissionTitle:GDI_1_1
"The Pentagon"
END

MissionBriefing:GDI_1_1
"Defend GDI's last standing world command hub: The Pentagon"
END

MissionLoading:GDI_1_1
"The Philadelphia is gone, Reykjavik has been overrun, and Nod forces are now attacking the only remaining GDI world command hub in the Pentagon.  If we lose the Pentagon, GDI will be thrown into chaos and the war will be lost.  Your mission is to defend this vital installation.  The first priority is restoring power to the building defenses and systems so you can repel the main Nod attack.  Then you'll need to get an engineer into the Pentagon to reestablish the command and control system links.  Your final objective is to counter-attack and drive Nod out of the area."
END

MissionName:GDI_1_2
"Langley AFB"
END

MissionTitle:GDI_1_2
"Langley Air Force Base"
END

MissionBriefing:GDI_1_2
"Recapture Langley Air Force Base from Nod forces to regain air support"
END

MissionLoading:GDI_1_2
"Nod forces have overrun all of the major GDI air fields in the region.  Your mission is to retake Langley Air Force Base, home of the Air Combat Command.  A small GDI outpost near the coast might be useful as a base of operations.  We'll drop your team off nearby.  Once the outpost is secure, take back our airfields, get some Orca scout aircraft in the air, and then drive Nod out of the area."
END

MissionName:GDI_1_3
"Hampton Roads"
END

MissionTitle:GDI_1_3
"Hampton Roads"
END

MissionBriefing:GDI_1_3
"Infiltrate the Hampton Roads naval base and wreak havoc with Nod's supply lines"
END

MissionLoading:GDI_1_3
"Cut off the Nod reinforcements flowing into Hampton Roads by disrupting their port operations.  You'll do this from the inside, infiltrating an elite GDI commando into the facility.  Take their radar offline by destroying the Nod Operations Center.  Once they're blind, take out their nearby stealth bomber base.  As soon as Nod's bombers are out of action, we'll send in a fleet of battleships and you can use sniper units to spot targets for the big guns."
END

MissionName:GDI_1_4
"The White House"
END

MissionTitle:GDI_1_4
"Nod's Last Stand: The White House"
END

MissionBriefing:GDI_1_4
"Endgame in DC: Retake the White House from Nod"
END

MissionLoading:GDI_1_4
"GDI morale sagged when Nod troops unfurled their red banners over the White House.  Now you'll turn the tide by retaking this powerful symbol.  Since Nod has a staging area nearby, you'll also get a chance to wipe out a large stockpile of high-end Nod weapons.  Start with a small force to take out Nod's air defenses.  A Firehawk squadron from Langley AFB will turn Nod's parked military hardware to burning junk.  Then attack the Nod base right outside the White House itself."
END

MissionName:GDI_2_1
"Casabad"
END

MissionTitle:GDI_2_1
"Casabad"
END

MissionBriefing:GDI_2_1
"Raid the suspected Nod chemical weapons factory in Casabad, Egypt"
END

MissionLoading:GDI_2_1
"InOps flagged an irrigation plant in Casabad as a possible chemical weapons factory.  A GDI forward base was established nearby in preparation for a raid, but we've since lost contact with the base.  We've also lost contact with a team of Zone Troopers sent to investigate.  Get in there, secure the base, and then find out what's going on in that factory."
END

MissionName:GDI_2_2
"Alexandria"
END

MissionTitle:GDI_2_2
"The Port of Alexandria"
END

MissionBriefing:GDI_2_2
"Shut down Nod's WMD pipeline to the world by destroying their Alexandria port operations"
END

MissionLoading:GDI_2_2
"Nod is using the port of Alexandria to export nuclear and chemical weapons.  Your mission is simple: Shut this operation down.  Destroy the loading cranes to cripple their port operations, sink their ships to block the docks, wipe out their administration and control centers, and obliterate any military units and structures nearby.  You'll have Mammoth Tanks at your disposal.  Roll over them, Commander."
END

MissionName:GDI_2_3
"Cairo"
END

MissionTitle:GDI_2_3
"Cairo: Payback"
END

MissionBriefing:GDI_2_3
"Destroy the nuke base in northern Cairo that took out the Philadelphia"
END

MissionLoading:GDI_2_3
"Your mission is to take out a massive Nod nuclear weapons facility in northern Cairo, the same base that was used to launch the strike on the Philadelphia.  This is now the highest priority GDI target worldwide.  Time is of the essence: Nod is likely to launch everything they have if they think you're getting too close."
END

MissionName:GDI_3_1
"Croatia"
END

MissionTitle:GDI_3_1
"Croatia: Establishing a Foothold"
END

MissionBriefing:GDI_3_1
"Hold the GDI forward base in Croatia until reinforcements arrive"
END

MissionLoading:GDI_3_1
"GDI has a forward operating base in Croatia, but it's been cut off from supply lines and is under heavy attack by Nod forces.  Their power is low, their construction yard has been destroyed, and they don't have much in the way of firepower.  You need to take command of that base and hold out long enough for us to send in a reinforcement convoy."
END

MissionName:GDI_3_2
"Albania"
END

MissionTitle:GDI_3_2
"Albania: Nod Under Pressure"
END

MissionBriefing:GDI_3_2
"Destroy vast stockpiles of Nod military equipment at a logistics base in Albania"
END

MissionLoading:GDI_3_2
"Recent sat-surveillance confirms a significant build-up of armored vehicles and weapons at a large Nod logistics base in Albania.  The sat images show row upon row of Stealth, Scorpion, and Flame tanks waiting to be deployed in defense of Kane's Temple Prime in Sarajevo.  Your mission is about destroying this arsenal before it is used against you in combat.  You'll start with a small force to clear the way, then we'll send you Firehawk attack jets to finish the job."
END

MissionName:GDI_3_3
"Sarajevo"
END

MissionTitle:GDI_3_3
"Sarajevo: Assault on Temple Prime"
END

MissionBriefing:GDI_3_3
"Plan and execute the final assault on Kane's Temple Prime in Sarajevo"
END

MissionLoading:GDI_3_3
"Kane is making his last stand at Temple Prime in Sarajevo.  Your mission is to take out his defending forces, destroy the surrounding compound, and disable the ion disruption towers protecting the temple complex from energy weapons.  Knocking out the disruption towers will open up options for GDI Central Command now that the Ion Cannons are nearly back online.  However, be aware that Kane and his Science Ministers have been working on a Liquid Tiberium device of considerable destructive power within Temple Prime.  It is imperative that you do not use the Ion Cannon on Temple Prime yourself without authorization.  An Ion Cannon strike could detonate the Liquid Tiberium in the Temple and set off a chain reaction in the large Tiberium fields found throughout this Yellow Zone - the resulting blast would be massively destructive and may kill millions.  This is a decision that will have to be made at the highest levels of the GDI command structure."
END

MissionName:GDI_4_1
"Munich"
END

MissionTitle:GDI_4_1
"The Invasion of Munich"
END

MissionBriefing:GDI_4_1
"Evacuate the GDI F-T lab engineers from Munich as the invaders launch a full scale assault"
END

MissionLoading:GDI_4_1
"The savage, unexpected attack on Munich by the invaders has taken the city's garrisoned GDI forces completely by surprise.  The battle was over before it began.  As the invaders ruthlessly wipe Munich from the face of the Earth, you must marshal the surviving GDI forces and fight a desperate rearguard action, holding off the enemy just long enough to allow the GDI F-T Lab engineers to escape in armored transports.  These engineers have key information about our new enemy, and must reach safety."
END

MissionName:GDI_4_2
"Stuttgart"
END

MissionTitle:GDI_4_2
"Stranded in Stuttgart"
END

MissionBriefing:GDI_4_2
"Use a GDI Commando to rally the scattered defenders in Stuttgart and mount a counter-attack against the invaders"
END

MissionLoading:GDI_4_2
"While Stuttgart is ostensibly under complete alien control, GDI has received several distorted transmissions from within the city indicating there are survivors either in hiding or pinned down by alien forces. One of these surviving units - an elite Commando - has managed to evade his attackers. You will work with this Commando to round up as many other surviving units as possible, then use the resulting force to take out the alien base dominating the city.  Keep an eye out for a GDI combat engineering team - they are capable of reactivating both GDI's Stuttgart base and the city's defensive grid, which would make the mission far easier."
END

MissionName:GDI_4_3
"Cologne"
END

MissionTitle:GDI_4_3
"Cologne: Fighting Back"
END

MissionBriefing:GDI_4_3
"Take a scout team into Cologne to gather intelligence on the size of the alien force there, then retake a GDI base in the city and use it to build a strike force"
END

MissionLoading:GDI_4_3
"Cologne is under attack by the invaders and the city is in its last throes.  However, initial recon has revealed that the GDI base in Cologne was left relatively intact by the enemy after it was abandoned by the garrison force when the alien attack started.  An advance team is being dispatched to determine the size and scope of the alien presence in the city and you'll be in command.  Once you determine what you're up against, we'll send you an engineering team to get the GDI base up and running again. Protect the engineers until they can reach the base, then build up a strike force and drive the aliens from Cologne altogether.  It's not too late to save the city."
END

MissionName:GDI_4_4
"Berne"
END

MissionTitle:GDI_4_4
"Berne: Turning the Tide"
END

MissionBriefing:GDI_4_4
"Drive the invaders from northern Europe by destroying their main base in Berne, Switzerland"
END

MissionLoading:GDI_4_4
"After launching a costly but successful counterattack against the Alien invaders, the newly-reconstituted GDI is finally in a position to push the Aliens out of Europe once and for all.  The key is the invader's central base in Berne, Switzerland.  The invaders have turned Berne into a brutal urban wasteland, a vast staging area for the invasion of Northern Europe. The alien encampment is spread across the ruined city and split into three sections: a heavily-defended central base to the northeast of the city and two adjacent support bases, one armor and one air, all ringed with what seems to be newly-seeded Tiberium fields. This is going to be a tough one. Destroy the main base. No survivors. This is personal."
END


MissionName:GDI_5_1
"Rome"
END

MissionTitle:GDI_5_1
"Rome: The Tower Must Fall"
END

MissionBriefing:GDI_5_1
"Show that the massive alien towers can be taken down by flattening the tower in Rome"
END

MissionLoading:GDI_5_1
"It's time to take the fight into the Red Zones and destroy the giant towers under construction by the invaders.  Central Command isn't keen on waiting around to find out what those things are actually going to be used for...the answer is sure to be one that we won't like.  You're the test case; you're going to take down the tower near Rome.  You will deploy into the Italian Red Zone and set up shop behind a large Tiberium chasm that is not connected to the main landmass.  While this provides a natural defense, you'll have to utilize jump jets, call-for-transport and aerial units to move across the chasm and create expansion bases.  Scanners indicate several spatial anomalies in the area and Alien entities are flooding into the region at an alarming rate. To make things worse, Nod has set up camp in the northwest.  Given Nod's erratic behavior since the arrival of the invaders, you should be prepared for anything.  The situation is crazy and getting more so by the minute."
END

MissionName:GDI_5_2
"Ground Zero"
END

MissionTitle:GDI_5_2
"Ground Zero: The Final Battle"
END


MissionBriefing:GDI_5_2
"The battle for Ground Zero: Assault on the alien control node"
END

MissionLoading:GDI_5_2
"Right at the heart of Ground Zero is a unique alien structure that GDI scientists are calling the Control Node.  It appears to be channeling Tiberium radiation to the alien forces all over the planet.  If you can destroy the Control Node, there is a good chance that all of the alien units will cease functioning and the invasion may be stopped dead in its tracks.  Yet again, Nod forces have arrived ahead of us and they appear to have engaged the aliens.  The two sides are currently fighting over a central hill near Ground Zero and will likely use this location to stage attacks or construct super weapons.  You'll have to improvise.  Try capturing enemy structures for your own use.  Wipe out the Nod and alien forces that get in your way.  Also, be advised that we have intel on an unidentified alien entity en route towards the Control Node."
END

MissionName:NOD_Prologue
"Goddard Space Center"
END

MissionTitle:NOD_Prologue
"Goddard Space Center: First Strike"
END

MissionBriefing:NOD_Prologue
"Begin the Third Tiberium War with a surprise attack on Goddard Space Center"
END

MissionLoading:NOD_Prologue
"You will be taking an elite team of Nod's best soldiers into Goddard Space Center to stage a lightning strike on the ground control systems for GDI's anti-missile defense systems.  With the A-SAT systems offline, GDI assets in Earth orbit will be vulnerable to a missile attack.  Your raid will start with the base Command Post: Capture it to disable their communications.  That will give you a 20 minute window to destroy the A-SAT control systems."
END

MissionName:NOD_1_1
"The White House"
END

MissionTitle:NOD_1_1
"Provoking GDI: Attack on the White House"
END

MissionBriefing:NOD_1_1
"Capture the White House in Washington DC to crush GDI morale"
END

MissionLoading:NOD_1_1
"An attack on the White House will simultaneously deal a terrible blow to GDI morale and serve as a distraction from more important targets.  We've infiltrated a strike team into downtown DC and they are standing by for your orders.  Take command of your force and proceed with your mission."
END

MissionName:NOD_1_2
"Andrews Air Force Base"
END

MissionTitle:NOD_1_2
"Andrews Air Force Base"
END

MissionBriefing:NOD_1_2
"Take out Andrews Air Force Base to keep GDI aircraft on the ground"
END

MissionLoading:NOD_1_2
"Our Theatre Command Cell has ordered a coordinated attack on all GDI air bases in this region to take out GDI's air support.  Your target is Andrews Air Force Base in Washington DC.  You'll take command of a strike force near the base entrance.  Start by clearing any GDI troops in the surrounding area, establish an outpost, and then infiltrate the base itself.  Once you're inside the base, job one is to destroy the airfields used by Orca ground attack aircraft.  Your very presence inside the base will also shut down GDI's use of military airlift capability."
END


MissionName:NOD_1_3
"Hampton Roads"
END

MissionTitle:NOD_1_3
"Sabotage at Hampton Roads"
END

MissionBriefing:NOD_1_3
"Assault on the Hampton Roads naval base"
END

MissionLoading:NOD_1_3
"You're going to seize the largest naval base in North America and destroy one of GDI's Aircraft Carriers in the process.  With the Brotherhood in control of Hampton Roads, we can start bringing in supplies and reinforcements in bulk to feed our growing offensive in this Blue Zone.  The plan for this operation is a masterstroke.  A Commando has been smuggled into the port via cargo container.  Use this elite troop to take out a GDI Aircraft Carrier at its dock.  Once the carrier is out of the equation, we'll send in some forces to help you take the rest of the port.  One final note: we also smuggled in a Saboteur but lost contact with him a few hours ago.  If you can find him, put his talents to use."
END

MissionName:NOD_1_4
"Washington DC"
END

MissionTitle:NOD_1_4
"Washington DC: GDI's Last Stronghold"
END

MissionBriefing:NOD_1_4
"Claim Washington DC for the Brotherhood"
END

MissionLoading:NOD_1_4
"With GDI forces on the ropes and a flood of reinforcements pouring into our new base at Hampton Roads, the Brotherhood is now poised to take Washington DC.  You have been given the honor of striking this blow.  We've set up a base on the outskirts of the city and we're now bringing in supplies.  You'll need to build an army, take out the GDI defenders, and claim this city for Nod."
END

MissionName:NOD_2_1
"Amazon Desert"
END

MissionTitle:NOD_2_1
"Amazon Desert"
END

MissionBriefing:NOD_2_1
"Protect Kane's Tiberium research lab in the Amazon Desert of Brazil"
END

MissionLoading:NOD_2_1
"The Brotherhood had two secret labs working on next-generation Tiberium weapons research.  The main lab in North Africa was recently captured by GDI.  The remaining lab is located in Brazil, in a stretch of desolate terrain called the Amazon Desert.  GDI has two forward bases and a large army in the region and they are mounting attacks on the small defensive force we have deployed around the lab.  You need to defend the lab against GDI forces until you can build up an army of your own.  Then take the fight to GDI and knock out their bases.  The lab facility must be kept intact at all costs."
END

MissionName:NOD_2_2
"Atlantic Coast"
END

MissionTitle:NOD_2_2
"Atlantic Coast: Escape from Brazil"
END

MissionBriefing:NOD_2_2
"Destroy the GDI artillery emplacements that are stopping the evacuation of the weapon components and Nod forces in Brazil"
END

MissionLoading:NOD_2_2
"The Tiberium weapon components from the Amazon Desert lab must be airlifted to Temple Prime immediately.  Unfortunately, GDI is using massive artillery emplacements near the coast to block the evacuation routes to our landing zones.  Your job is to take out these big guns as quickly as possible.  We've established a forward base near the first emplacement and our forces are awaiting your command.  Two Vertigo stealth bombers have been assigned to you to help complete this mission."
END

MissionName:NOD_3_1
"Slovenia"
END

MissionTitle:NOD_3_1
"Slovenia: Recovery"
END

MissionBriefing:NOD_3_1
"Recover Kane's weapon components from a crash site in Slovenia"
END

MissionLoading:NOD_3_1
"GDI's raid on our primary North African weapons lab continues to make life difficult for us.  The transport carrying the weapon components from the backup lab in Brazil has been shot down in Slovenia.  Nod troops recovered the components and were about to take them to a nearby Nod base when they were attacked by GDI. Now it's up to you.  Use an elite Commando to infiltrate the area, find the crash site, and secure the weapon components.  We'll fly in some reinforcements at that point.  Then escort the transport to the base and restore the facility to working order.  GDI has a large force in the area, so you're going to get hit hard.  You need to hold out until we can get you heavy armor that you can use to break through the GDI cordon and escort the weapon components to Temple Prime."
END

MissionName:NOD_3_2
"Sarajevo"
END

MissionTitle:NOD_3_2
"Sarajevo: The Defense of Temple Prime"
END

MissionBriefing:NOD_3_2
"Defense of Temple Prime in Sarajevo"
END

MissionLoading:NOD_3_2
"Job one is to escort the weapon components from Brazil to Temple Prime so Kane can finish his work on the Liquid Tiberium device.  This mission will be tricky because GDI has a large force in the area preparing for an assault on the temple.  Your route back runs right through a massive GDI forward base.  You can't take on GDI directly with the small escort force, so you'll have to think of something clever.  Once the weapon transport has reached the temple, you can focus your efforts on defending Temple Prime, building up an army, and then clearing GDI out of our most sacred site.  Also, be advised that a Nod force from Kilian's detachment is being airlifted out of Australia in spite of their dire situation there.  They might be headed for Sarajevo; if so, maybe they can help you out."
END

MissionName:NOD_4_1
"Outback"
END

MissionTitle:NOD_4_1
"Outback: Taking Back What is Ours"
END

MissionBriefing:NOD_4_1
"Intercept the GDI nuclear weapons convoy and capture the transports carrying the warheads"
END

MissionLoading:NOD_4_1
"GDI is moving nuclear warheads from one of their bases on the edge of the Australian Red Zone.  If we can intercept the convoy, destroy the escorts, and capture the warheads, then we can make the Brotherhood of Nod into a nuclear power once again.  You need to recover at least one transport but more is better.  Once you've secured the warheads, the Brotherhood will dispatch a Carryall evacuation team.  Be aware that the warheads are highly volatile and may explode if fired upon. Tread carefully!"
END


MissionName:NOD_4_2
"Sydney City Wall"
END

MissionTitle:NOD_4_2
"The Defense of Sydney"
END

MissionBriefing:NOD_4_2
"Use an Alliance of Convenience with GDI against the invaders to pave the way for stealing nuclear launch codes and delivery systems"
END

MissionLoading:NOD_4_2
"While the nuclear warheads are secured, the Brotherhood still lacks launch codes and delivery systems.  GDI  has what we need in the Sydney Blue Zone, currently under heavy Alien attack. With GDI's forces under duress, Kilian has reached out to the local GDI commander and offered to 'help' in Sydney. GDI accepted.  We have committed to the elimination of three key Alien structures, the Portal, Gravity Stabilizer and Gateway, giving GDI the leverage they need to turn the tide of battle. Unofficially, we need to ensure that the Gravity Stabilizer does not go down too fast; the Brotherhood's primary target is a GDI facility in Sydney, which, when captured, should provide the location of the codes and missiles. That building is within Sydney's city walls, and nothing penetrates those faster than an alien Devastator warship."
END

MissionName:NOD_4_3
"Downtown Sydney"
END

MissionTitle:NOD_4_3
"Downtown Sydney: A Helping Hand"
END

MissionBriefing:NOD_4_3
"Fight a coordinated holding action in Sydney with GDI"
END

MissionLoading:NOD_4_3
"With the destruction of their Ion Cannon Control Center, GDI commanders in Sydney find themselves in dire straits. The city is all but lost, with GDI central command issuing an evacuation order for civilians. You must coordinate with GDI to carry out their exodus.  Defend against the alien assault and protect the Ox convoys moving the city's residents to safety, while at the same time taking steps to ensure our own survival with a large scale Tiberium harvest."
END

MissionLoading:NOD_4_3_IonCannonActive
"While the aliens have been pushed back from the western edge of the city, Sydney is still far from safe. You will coordinate with GDI commanders to protect their Ion Cannon Control center, keeping the structure alive for the ten minutes required to link with the Ion Cannon itself, at which point the Alien base will be destroyed and the invaders driven from Australia. At the same time, we must take steps to ensure our own survival - a large scale Tiberium harvest."
END

MissionName:NOD_4_5
"Ayers Rock"
END

MissionTitle:NOD_4_4
"Taking Ayers Rock"
END

MissionBriefing:NOD_4_5
"Kilian's Australian headquarters base at Ayers Rock"
END

MissionLoading:NOD_4_5
"This is a sad day when Brother must fight Brother.  Use a small force to capture the southern rebel base and then use the resources you've acquired to secure Kilian's headquarters facility on Ayers Rock.  Kill anyone who gets in your way but leave Kilian alive to face Kane.  Note that GDI is deploying a forward base to the east and they are none too happy about what happened in Sydney.  Expect a large GDI assault shortly after the battle for Ayers Rock goes down as GDI moves in for the kill."
END

MissionName:NOD_5_1
"Northern Italy"
END

MissionTitle:NOD_5_1
"Northern Italy: The Catalyst According to Kane"
END

MissionBriefing:NOD_5_1
"Secure Kane's secret weapon against the aliens in Northern Italy"
END

MissionLoading:NOD_5_1
"Kane foresaw the arrival of the Visitors and knew a great weapon would be needed to help channel the invasion in a productive direction.  Kane ordered a research facility at this Northern Italian location to produce the Catalyst Missile. The weapon is ready to use, however, the Visitors are behaving capriciously and are beginning an attack on the facility. Stop the Visitors from destroying the missile silo and then repair the facility.  At that point you'll be able to turn the tide of battle with the new weapon."
END

MissionName:NOD_5_2
"Italian Hills"
END

MissionTitle:NOD_5_2
"Italian Hills: Capturing the Key"
END

MissionBriefing:NOD_5_2
"Steal the access key for the Visitor's Towers from one of their relay node structures"
END

MissionLoading:NOD_5_2
"Kane wants to gain access to the towers being constructed by the Visitors.  When they are finished, these huge structures will become interstellar gateways, opening up a path to the stars for the Brotherhood.  The key that unlocks our destiny takes the form of a code embedded in a crystal lattice, somewhat like the Tacitus.  Your mission is to storm an alien relay node structure in Italy to acquire one of these keys.  What little information our sensors can give us indicates there is an abandoned construction facility in the area.  We can't drop in any heavy equipment, so use the construction site as a base of operations to build up an attack force.  Ultimately you need to get a Saboteur into that relay node and he'll do the rest.  Expect heavy resistance."
END

MissionName:NOD_5_3
"Operation Stiletto"
END

MissionTitle:NOD_5_3
"Operation Stiletto"
END

MissionBriefing:NOD_5_3
"Turn the weapons of the GDI and Visitor forces against them to delay GDI's progress in Italy"
END

MissionLoading:NOD_5_3
"GDI is advancing through the Italian Red Zone more quickly than anticipated and will soon threaten every Visitor installation in Italy.  We need to slow them down.  The largest danger comes from a large GDI force currently routing the Alien forces on the east bank of the Tiber. Given our small number of true believers, direct engagement is not an option. Instead, use a Commando to lead an infiltration force comprised of Shadows and Saboteurs.  Seize control of both GDI Construction Yards, then eliminate our most hated enemy with their own forces.  Then capture both Alien Drone Platforms. Only then will Kane's plan be allowed to come to fruition.  Destroy anyone and anything that gets in your way, GDI, Nod, or Visitor. "
END

MissionName:NOD_5_4
"Kane's Tower"
END

MissionTitle:NOD_5_4
"The Final Act: Kane's Tower"
END

MissionBriefing:NOD_5_4
"Defend the final alien tower against a relentless GDI assault"
END

MissionLoading:NOD_5_4
"Your main objective here is to protect the final alien tower by annihilating the GDI forces that are assaulting it.  It won't be easy.  GDI has had plenty of experience knocking these things down and is attacking the alien base surrounding the final tower with relentless determination.  The Phase Generators that protect the tower itself are GDI's primary target.  Do not let GDI destroy them.  GDI is also employing Juggernauts to bombard the base. Use your Commando to snipe their crews, then use a Saboteur to take them over.  Also, there is also a small airbase to the north - best to destroy it."
END


MissionName:ALIEN_1_1
"London"
END

MissionTitle:ALIEN_1_1
"Overwhelming Force: London"
END

MissionBriefing:ALIEN_1_1
"Distract attention from Threshold construction activities by attacking major indigenous population centers"
END

MissionLoading:ALIEN_1_1
"Foreman, you've been commissioned a small army to begin attacking the major indigenous population center on the island near Continent Three.  This attack will proceed in concert with other assaults on all significant population centers.  The intent is to distract the indigenous population from initial Threshold construction and intimidate them to the point where they will not threaten ongoing construction efforts.  Assess defensive and offensive capabilities.  Eliminate all life forms you come across."
END

MissionName:ALIEN_1_2
"Munich"
END

MissionTitle:ALIEN_1_2
"Unexpected Resistance: Munich"
END

MissionBriefing:ALIEN_1_2
"Use our downed forces to disable the defenses in this city. Reinforcements will arrive afterwards to take the region over"
END

MissionLoading:ALIEN_1_2
"The hostile indigenous population is more advanced than expected and represents a critical threat to our forces.  During diversion attacks on the major population center of Sector 2-5, Continent Three, two of our scout ships were disabled in-flight by hostile indigenous forces.  These ships were carrying data nodes that are critical to Threshold construction activities.  The nodes are now stranded in enemy territory. Heavy local activity is reported near the scout ships and this activity is distributed over a wide area - but energy for their forces seems to be coming from a localized source. Eliminate this source and you'll secure the area and clear the way for reinforcements."
END

MissionName:ALIEN_1_3
"Croatia"
END

MissionTitle:ALIEN_1_3
"Investigating the Source: Croatia"
END

MissionBriefing:ALIEN_1_3
"Investigate the source of the premature Ichor-LQ signal by securing the two information facilities in this region"
END

MissionLoading:ALIEN_1_3
"Foreman, the humans' databases for their Ichor-LQ technology are being stored in two facilities in this region. These databases may hold the key to understanding how and why the signal that brought us here prematurely was generated.  Capture these structures and secure them from threats by any means necessary. We've issued you access to our Corrupters. They should prove very useful in this region."
END

MissionName:ALIEN_1_4
"Threshold 19"
END

MissionTitle:ALIEN_
"The Escape from Earth: Threshold 19"
END

MissionBriefing:ALIEN_1_4
"Prevent the hostile indigenous population from destroying Threshold 19 at all costs"
END

MissionLoading:ALIEN_1_4
"Foreman, you must protect the tower at Threshold 19 until its construction is complete.  Everything hangs in the balance: The success of your overall mission and the fate of the Race depends on Threshold 19 tower activation and phasing.  You now have access to all our offensive and defensive capabilities. Take command of the base that is established there and keep the hostile indigenous population from destroying the tower at all costs."
END


////////////////////////////////////////////////////////////////////////////////
// --------------------- Console specific text ------------------------------ //
////////////////////////////////////////////////////////////////////////////////


////////////////////////////////////////////////////////////////////////////////
// Text for Multiplayer/Skirmish Lobby spinners
////////////////////////////////////////////////////////////////////////////////

GUI:3Minutes
"3 Minutes"
END

GUI:5Minutes
"5 Minutes"
END

GUI:10Minutes
"10 Minutes"
END

GUI:20Minutes
"20 Minutes"
END

GUI:30Minutes
"30 Minutes"
END

GUI:1Hour
"1 Hour"
END

GUI:Unlimited
"Unlimited"
END

GUI:Versus
"Versus"
END

GUI:KotH
"King of the Hill"
END

GUI:CaH
"Capture and Hold"
END

GUI:CTF
"Capture the Flag"
END

GUI:Siege
"Siege"
END

GUI:Conquer
"Conquer"
END

APT:Ready
"Ready"
END

APT:NotReady
"Not Ready"
END

APT:Team
"Team"
END

APT:Faction
"Faction"
END

APT:AIDifficulty
"AI Difficulty"
END

APT:Test
// button for testing the VOIP in the options screen
"Test"
END

APT:AIRole
"AI Role"
END

APT:PlayerColon
"Player:"
END

GUI:AI
// context: AI controlled slot
"AI"
END

GUI:Private
// context: private (invitation) slot
"Private"
END

GUI:LocalizedRatioSymbol
// context: Displays a localized decimal point
"."
END

APT:CongratulationsPromoted
"Congratulations. You've been promoted!"
END

APT:NextRank
"Next Rank"
END
////////////////////////////////////////////////////////////////////////////////
// Text for the shell menus
////////////////////////////////////////////////////////////////////////////////
APT:SinglePlayer
"Single Player"
END

APT:XboxLive
"Xbox Live"
END

APT:Movies
"Movies"
END

APT:GDICampaign
// context: Option for playing the GDI campaign on the single player menu
"GDI Campaign"
END

APT:NodCampaign
// context: Option for playing the Nod campaign on the single player menu
"Nod Campaign"
END

APT:AlienCampaign
// context: Option for playing the Alien campaign on the single player menu
"Scrin Campaign"
END

APT:New
// Text for starting a new skirmish or campaign
"New"
END


////////////////////////////////////////////////////////////////////////////////
// Text for the end of game menu
////////////////////////////////////////////////////////////////////////////////

APT:Statistics
"Statistics"
END

APT:ExitGame
"Exit Game"
END


////////////////////////////////////////////////////////////////////////////////
// Tokens used throughout the shell
////////////////////////////////////////////////////////////////////////////////

APT:Press_Start
"Press Start"
END

GUI:LocalizedDate
// context: Displays a properly localized date
//			Used for save game timestamps
//			%d% day of the month, not padded to 2 digits (8, 9, 10, etc.)
//			%dd% day of the month, always padded to 2 digits (08, 09, 10, etc.
//			%m% number of the month, not padded to 2 digits
//			%mm% number of the month, always padded to 2 digits
//			%yy% 2-digit year  (1999 will be 99, 2006 will be 06, etc.)
//			%yyyy% 4-digit year (1999, 2006, etc.)
//	Example: "%m%/%d%/%yy%" would display January 9th, 2006 as "1/9/06"
//			 "%dd%-%mm%-%yyyy% would display October 1st, 1999 as "01-10-1999"
"%m%/%d%/%yy%"
END

GUI:LocalizedTime
// context: Displays a properly localized time of day
//			Used for save game timestamps
//			%h% Hours, 12 hour format
//			%H%	Hours, 24 hour format
//			%m% Minutes
//			%s% seconds
//			%ap% AM or PM (uses GUI:TimeAM and GUI:TimePM from below)
//	Example: "%h%:%m%%ap%" would result in 9:23pm or 12:01am
//			 "%H%h%m%:%s%" would result in 21h23:03 or 0h01:05
"%h%:%m%:%s%%ap%"
END

GUI:LocalizedTimeStat
// context: Displays a localized overall game time for stats! 
//			Used for time displayed in stats screen
//			%hh% Hours, not 24 hours ... can be max 99 hours so that we don't have to display days (talk to Thilo)
//			%mm% Minutes
//			%ss% seconds
"%hh%:%mm%:%ss%"
END


////////////////////////////////////////////////////////////////////////////////
// XBOX 360 Ingame Info 
////////////////////////////////////////////////////////////////////////////////

// used to specify the body of the message : Information Ping
APT:MINI_MAP_INFO_PING_MSG
"Attention"
END

// used to specify the body of the message : Attack Ping
APT:MINI_MAP_ATTACK_PING_MSG
"Under Attack"
END

////////////////////////////////////////////////////////////////////////////////
// XBOX 360 Live Ingame Info 
////////////////////////////////////////////////////////////////////////////////

XBLGAMEPLAY:CPCaptured1
"A Control Point has been captured"
END

XBLGAMEPLAY:CPCaptured2
"Control Point captured"
END

XBLGAMEPLAY:CPLost
"Control Point lost"
END

XBLGAMEPLAY:FlagTaken
"Flag has been taken"
END

XBLGAMEPLAY:FlagDropped
"Flag dropped"
END

XBLGAMEPLAY:FlagCaptured
"Flag Captured"
END

XBLGAMEPLAY:UHaveFlag
"You have the flag"
END

XBLGAMEPLAY:EnemyHasFlag
"Enemy has the flag"
END

XBLGAMEPLAY:EnemyDropFlag
"Enemy has dropped the flag"
END

XBLGAMEPLAY:EnemyCaptureFlag
"Enemy has captured the flag"
END

XBLGAMEPLAY:SiegeEngaged
"Siege Barrier engaged"
END

XBLGAMEPLAY:SiegedDisengaged
"Siege Barrier disengaged"
END

XBLGAMEPLAY:20mins
"20 minutes remaining"
END

XBLGAMEPLAY:15mins
"15 minutes remaining"
END

XBLGAMEPLAY:10mins
"10 minutes remaining"
END

XBLGAMEPLAY:5mins
"5 minutes remaining"
END

XBLGAMEPLAY:3mins
"3 minutes remaining"
END

XBLGAMEPLAY:1min
"1 minute remaining"
END

XBLGAMEPLAY:30sec
"30 seconds remaining"
END

XBLGAMEPLAY:10sec
"10 seconds remaining"
END

XBLGAMEPLAY:10
"10"
END

XBLGAMEPLAY:9
"9"
END

XBLGAMEPLAY:8
"8"
END

XBLGAMEPLAY:7
"7"
END

XBLGAMEPLAY:6
"6"
END

XBLGAMEPLAY:5
"5"
END

XBLGAMEPLAY:4
"4"
END

XBLGAMEPLAY:3
"3"
END

XBLGAMEPLAY:2
"2"
END

XBLGAMEPLAY:1
"1"
END

XBLGAMEPLAY:20minsingame
"20 minutes remaining in game"
END

XBLGAMEPLAY:15minsingame
"15 minutes remaining in game"
END

XBLGAMEPLAY:10minsingame
"10 minutes remaining in game"
END

XBLGAMEPLAY:5minsingame
"5 minutes remaining in game"
END

XBLGAMEPLAY:3minsingame
"3 minutes remaining in game"
END

XBLGAMEPLAY:1minsingame
"1 minute remaining in game"
END

XBLGAMEPLAY:30secsingame
"30 seconds remaining in game"
END

XBLGAMEPLAY:10secsingame
"10 seconds remaining in game"
END

XBLGAMEPLAY:20minsBarrier
"20 minutes remaining on barrier"
END

XBLGAMEPLAY:15minsBarrier
"15 minutes remaining on barrier"
END

XBLGAMEPLAY:10minsBarrier
"10 minutes remaining on barrier"
END

XBLGAMEPLAY:5minsBarrier
"5 minutes remaining on barrier"
END

XBLGAMEPLAY:3minsBarrier
"3 minutes remaining on barrier"
END

XBLGAMEPLAY:1minsBarrier
"1 minute remaining on barrier"
END

XBLGAMEPLAY:30secsBarrier
"30 seconds remaining on barrier"
END

XBLGAMEPLAY:10secsBarrier
"10 seconds remaining on barrier"
END


////////////////////////////////////////////////////////////////////////////////
// Options menu text
////////////////////////////////////////////////////////////////////////////////

APT:AudioVideo
"Audio/Video Settings"
END

APT:GameSettings
"Game Settings"
END

APT:XboxLiveSettings
"Xbox Live Settings"
END

APT:On
"On"
END

APT:Off
"Off"
END

APT:ShowAICon
// context: Label for the option which controls if the A button icon is shown next to the cursor in-game
"Show the A Button Icon"
END

APT:EnableHighlightPads
// context: Label for the option which controls if pads are shown under units 
//			that will be selected when the A button is pressed.
"Enable Highlight Pads"
END

APT:EnableTooltips
// context: Label for the option which controls if tooltips will be displayed in-game
"Enable Tooltips"
END

APT:InvertCameraRotate
// context: Label for the option which controls the direction of camera rotation
"Invert Camera Rotation"
END

APT:CursorMagnetism
// context: Label for the option which sets the stickyness of the cursor/camera
"Cursor Magnetism"
END

APT:FavoriteFaction
// context: Label for the option which sets the players preferred faction
"Favorite Faction"
END

APT:VisionCam
// context: Label for the option which toggles the vision camera on and off
"Vision Cam"
END

APT:VisionCamZoom
// context: Label for the option which controls the magnification level for the vision cam
"Vision Cam Zoom"
END

////////////////////////////////////////////////////////////////////////////////
// XBOX 360 Contoller Info 
////////////////////////////////////////////////////////////////////////////////

// OPTIONS - CONTROLS SCREEN
APT:ControlsXboxGuide
"XBOX"
END

APT:ControlsBack
"BACK"
END

APT:ControlsStart
"START"
END

APT:ControlsLAnalog01
"LEFT STICK"
END

APT:ControlsRAnalog01
"RIGHT STICK"
END

APT:ControlsLTrigger
"LEFT TRIGGER"
END

APT:ControlsRTrigger
"RIGHT TRIGGER"
END

APT:ControlsLBumper
"LEFT BUTTON"
END

APT:ControlsRBumper
"RIGHT BUTTON"
END

APT:ControlsDPad00
"D-PAD"
END

APT:ControlsButtonY
"Y BUTTON"
END

APT:ControlsButtonB
"B BUTTON"
END

APT:ControlsButtonA
"A BUTTON"
END

APT:ControlsButtonX
"X BUTTON"
END

/////////////////////////////////////////////////////////////
// Xbox360 LIVE Related Messages
/////////////////////////////////////////////////////////////
XBLIVE:GameInviteDestructiveActionConfirmation
// context: displayed in messagebox when confirming destructive action of joining game via invite
"Accepting this game invitation will end your current game session. Do you want to accept the invitation?"
END

GUI:LiveQuickmatch
// context: text for UI button in Live menu screen
"Quickmatch"
END

GUI:LiveCustom
// context: text for UI button in Live menu screen
"Custom"
END

GUI:LiveCreate
// context: text for UI button in Live menu screen
"Create"
END

GUI:LiveMyStats
// context: text for UI button in Live menu screen
"My Stats"
END

GUI:LiveRanking
// context: text for UI button in Live menu screen
"Ranking"
END

GUI:LiveTermsAndConditions
// context: text for UI button in Live menu screen
"Terms & Conditions"
END

GUI:MatchFilterRanked
// context: text for UI button in match filter screen
"Ranked"
END

GUI:MatchFilterGameType
// context: text for UI button in match filter screen
"Game Type"
END

GUI:MatchFilterPlayers
// context: text for UI button in match filter screen
"Players"
END

GUI:AnyOption
// context: spinner option when any option will suffice
"Any"
END

GUI:ConsoleGameType
// context: console "Game Type" spinner label in lobby screen
"Game Type"
END

GUI:ConsoleTimeLimit
// context: console "Time Limit" spinner label in lobby screen
"Time Limit"
END

GUI:ConsoleMap
// context: console "Map" spinner label in lobby screen
"Map"
END

GUI:ConsoleResources
// context: console "Resources" spinner label in lobby screen
"Resources"
END

GUI:ConsoleModerator
// context: console "Moderator" spinner label in lobby screen
"Moderator"
END

GUI:ConsoleSiegeTimer
// context: console "Siege Timer" spinner label in lobby screen
"Siege Timer"
END

GUI:ConsoleFlagCount
// context: console "Flag Count" spinner label in lobby screen
"Flags To Win"
END

GUI:ConsoleHillTime
// context: console "Hill Time" spinner label in lobby screen
"Hold Time"
END

GUI:ConsoleCapturePoints
// context: console "Capture Pints" spinner label in lobby screen
"Capture Points"
END

XBLIVE:Connecting
"Connecting to EA Servers..."
END

XBLIVE:ConnectionFailure
"The Xbox 360 console does not appear to have a network connection"
END

XBLIVE:SelectLiveEnabledGamertag
"Please select an Xbox Live enabled gamer profile"
END

XBLIVE:SearchingForGame
// context: displayed in a pop-up dialog box when the game is searching for an online multiplayer match
"Finding match..."
END

XBLIVE:CreatingGame
// context: displayed in a pop-up dialog box when the game is creating an online multiplayer match
"Creating match..."
END

XBLIVE:JoiningGame
"Attempting to join game session."
END

XBLIVE:CreateGameFailed
"Unable to create game session"
END

XBLIVE:JoinGameFailed
"Unable to join game session"
END

XBLIVE:ConnectionLost
"Your connection to the EA Online servers has been lost."
END

XBLIVE:ConnectionError
"Unable to connect to EA Online servers at this time."
END

XBLIVE:NoPermissions
"You do not have online play privileges."
END

XBLIVE:LoginError
"Unable to connect to EA Online servers at this time."
END

XBLIVE:CreateAccountError
"An error occurred while attempting to create your EA Online Account"
END

XBLIVE:CreateAccountAgeError
"Unable to create EA Online Account. Sorry, this registration is not intended for your age group. Ask your parent or guardian about creating an account."
END

APT:FEM_EAMESSAGE_TEXT // Shown to non-NA game regions
" Please put the real text here!!! "
END

APT:FEM_EASETUP_TEXT1
"To finish your registration with EA, please answer the following..."
END

APT:FEM_EASETUP_TEXT2
"If you are 13 and over, you will need an EA Account to play online. By pressing submit, you acknowledge that Microsoft will send your Xbox Account info over the Internet to Electronic Arts in the U.S. to set up your EA Account."
END

APT:FEM_EASETUP_SHAREEA
"Contact me about EA products, news and events?"
END

APT:FEM_EASETUP_SHAREOTHERS
"Share my info with Select EA partners?"
END


///////////////////////////////////////////////////////////////////////////////
// Text for stats screens in Xenon Shell
///////////////////////////////////////////////////////////////////////////////

XSTAT:Win_Loss_Record_Overall
// Used in the Overall statistics screen
"Win/Loss ratio (Overall)"
END

XSTAT:Win_Loss_Record_VS
// Used in the Overall statistics screen
"Win/Loss ratio (Versus)"
END

XSTAT:Win_Loss_Record_KOTH
// Used in the Overall statistics screen
"Win/Loss ratio (King of the Hill)"
END

XSTAT:Win_Loss_Record_CAH
// Used in the Overall statistics screen
"Win/Loss ratio (Capture and Hold)"
END

XSTAT:Win_Loss_Record_CTF
// Used in the Overall statistics screen
"Win/Loss ratio (Capture the Flag)"
END

XSTAT:Win_Loss_Record_SGE
// Used in the Overall statistics screen
"Win/Loss ratio (Siege)"
END

XSTAT:Cah_Total_Flag_Time
// Capture and Hold stat (End Summary/Overall)
"Total Flag Time"
END

XSTAT:Koth_Total_Time_As_King
// King of the Hill stat (End Summary/Overall)
"Total Time as KotH"
END

XSTAT:Koth_Number_Of_Times_As_King
// King of the Hill stat (End Summary)
"# of Times as KotH"
END

XSTAT:Ctf_Number_Of_Flags_Captured
// King of the Hill stat (End Summary)
"# of Flags Captured"
END

XSTAT:Ctf_Number_Of_Flags_Returned
// King of the Hill stat (End Summary)
"# of Flags Returned"
END


///////////////////////////////////////////////////////////////////////////////
// Text for leaderboard stat screens in Xenon Shell
///////////////////////////////////////////////////////////////////////////////

APT:FEM_LEADERBOARD_LIST_TYPE_FRIENDS
// Leaderboard Filter text
"Friends"
END

APT:FEM_LEADERBOARD_LIST_TYPE_TOP100
// Leaderboard Filter text
"Top 100"
END

APT:FEM_LEADERBOARD_LIST_TYPE_MYRANK
// Leaderboard Filter text
"My Rank"
END

APT:FEM_LEADERBOARD_GAME_TYPE_VERSUS
// Leaderboard Game Type Text
"Versus"
END

APT:FEM_LEADERBOARD_GAME_TYPE_KOTH
// Leaderboard Game Type Text
"King of the Hill"
END

APT:FEM_LEADERBOARD_GAME_TYPE_CAH
// Leaderboard Game Type Text
"Capture and Hold"
END

APT:FEM_LEADERBOARD_GAME_TYPE_CTF
// Leaderboard Game Type Text
"Capture the Flag"
END

APT:FEM_LEADERBOARD_GAME_TYPE_SIEGE
// Leaderboard Game Type Text
"Siege"
END

/////////////////////////////////////////////////////////////
/////////// XBOX 360 Save/Load Related Messages /////////////
/////////////////////////////////////////////////////////////
SAVELOAD:SearchingForGames
// context: Tells the user that the game is busy searching for save games
"Searching for save games..."
END

SAVELOAD:GDIAutosaveName
// context: Display name for the GDI campaign autosave file.
"GDI Campaign Autosave"
END

SAVELOAD:NODAutosaveName
// context: Display name for the Nod campaign autosave file.
"Nod Campaign Autosave"
END

SAVELOAD:AlienAutosaveName
// context: Display name for the Alien campaign autosave file.
"Scrin Campaign Autosave"
END

SAVELOAD:OptionsName
// context: Display name for the user preferences save file.
"Options"
END

SAVELOAD:SaveGameType
// context: Describes the save data type.  This string is used for in-game saves for Skirmish and campaign modes.
"Save Game"
END

SAVELOAD:AutosaveType
// context: Describes the save data type.  This string is used for the automatic between-mission saves.
"Autosave"
END

SAVELOAD:OptionsType
// context: Describes the save data type.  This string is used for the user options save data.
"Options"
END

SAVELOAD:DamagedFile
// context: Display name used for damaged save files.  Should be similar to the display name used
//			when viewing the file in the Xbox360 Dashboard.
"Corrupt Save Game"
END

SAVELOAD:SkirmishLabel
// context: This text is prepended to the display name of skirmish saves.
"Skirmish - "
END

SAVELOAD:DefaultSaveContent
// context: Content string used for the TCR_LOAD_FAILED message if the actual display name is not available.
//			For english, replaces %1 in "%1 appears to be damaged and cannot be used"
"Save"
END

SAVELOAD:SelectDeviceRetry
// context: Prompt to select a new device and try to save save again.
"Select a storage device and retry"
END

SAVELOAD:ErrorLoadingGame
// context: Message indicating that the save file is the incorrect version.  
//			%s is replaced with the save name.  End users should NEVER see this.
//			It is here solely to inform QA if they're using an out of date save file.
"%s appears to be damaged or may be the wrong version."
END

SAVELOAD:NoCampaignSaves
// context: Displayed if user tries to continue the Evil Campaign without having a save.
"No autosave was found for this campaign."
END

SAVELOAD:AutosaveFeatureWarning
// context: TCR, Warn player that our game uses an autosave feature which will overwrite data
"Command & Conquer 3: Tiberium Wars(tm) uses an autosave feature to automatically save game progress & settings and will overwrite saved games without confirmation."
END

SAVELOAD:NoDeviceSelectedListFiles
// context: Inform the user that there is no selected device when trying to enter the save/load list.
//			TCR!
"No storage device selected. You will need to select a storage device to view save games."
END

SAVELOAD:ConfirmSaveCancel
// context: Confirm that the user really wants to cancel the current save attempt
//            TCR!
"Are you sure? Choosing to cancel will cause loss of game progress and/or settings changes."
END



///////////////////////////////////////////////////////////////////////////////
////////////// TCR compliant messages used by Realmemcard_xenon ///////////////
// version 2.03.29-layer2
///////////////////////////////////////////////////////////////////////////////
REALMEMCARD:3
// context: TCR_CONTINUE
"Continue"
END

REALMEMCARD:4
// context: TCR_CONTINUE_WITHOUT_SAVING
"Continue without saving"
END

REALMEMCARD:5
// context: TCR_SELECT_A_DEVICE
"Select a device"
END

REALMEMCARD:6
// context: TCR_YES
"Yes"
END

REALMEMCARD:7
// context: TCR_NO
"No"
END

REALMEMCARD:8
// context: TCR_CANCEL
"Cancel"
END

REALMEMCARD:9
// context: TCR_NO_DEVICE_SELECTED
"No storage device selected. You will need to select a storage device to save or load games."
END

REALMEMCARD:10
// context: TCR_LOAD_WARNING
"Loading %1. Please don't turn off your Xbox 360 console."
END

REALMEMCARD:11
// context: TCR_LOAD_FAILED
"%1 appears to be damaged and cannot be used."
END

REALMEMCARD:12
// context: TCR_LOAD_FAILED_CARD_REMOVED
"The storage device was removed during use. Load failed."
END

REALMEMCARD:13
// context: TCR_FILE_EXISTS_OK_TO_PROCEED
// %1 - save file name
// %2 - Memory device type (TCR_HARDDRIVE or TCR_MEMORYUNIT)
// %3 - User-defined name for the memory device
"%1 already exists on %2 '%3'. Saving again with this name will overwrite the previously saved game. Are you sure you wish to proceed?"
END

REALMEMCARD:14
// context: TCR_SAVE_OVERWRITE_PLAYER_DATA
// %1 - save file name
// %2 - Memory device type (TCR_HARDDRIVE or TCR_MEMORYUNIT)
// %3 - User-defined name for the memory device
"Are you sure you want to overwrite %1 on %2 '%3'?"
END

REALMEMCARD:15
// context: TCR_SAVE_WARNING
"Saving %1. Please don't turn off your Xbox 360 console."
END

REALMEMCARD:16
// context: TCR_SAVE_FAILED
"Unable to save %1."
END

REALMEMCARD:17
// context: TCR_SAVE_FAILED_CARD_REMOVED
"The storage device was removed during use. Save failed."
END

REALMEMCARD:18
// context: TCR_DELETE_CONFIRM_ASK_USER
// %1 - save file name
// %2 - Memory device type (TCR_HARDDRIVE or TCR_MEMORYUNIT)
// %3 - User-defined name for the memory device
"Are you sure you want to delete %1 on %2 '%3'?"
END

REALMEMCARD:19
// context: TCR_DELETE_WARNING
"Deleting %1. Please don't turn off your Xbox 360 console."
END

REALMEMCARD:20
// context: TCR_DELETE_FAILED
"Unable to delete %1."
END

REALMEMCARD:21
// context: TCR_DELETE_FAILED_CARD_REMOVED
"The storage device was removed during use. Delete failed."
END

REALMEMCARD:22
// context: TCR_SAVE_INSUFFICIENT_SPACE
// %1 - Memory device type (TCR_HARDDRIVE or TCR_MEMORYUNIT)
// %2 - User-defined name for the memory device
"There is not enough free space on %1 '%2'."
END

REALMEMCARD:23
// context: TCR_HARDDRIVE 
//			ECG string for Xbox360 hard drive
"Xbox 360 Hard Drive"
END

REALMEMCARD:24
// context: TCR_MEMORYUNIT
// 			ECG string for an Xbox360 memory unit
"Xbox 360 Memory Unit"
END

REALMEMCARD:25
// context: TCR_AUTOSAVE_WARNING
// TODO: Fill this in with the correct autosave warning.
"This is the autosave warning text."
END

REALMEMCARD:26
// context: TCR_NOT_SIGNED_IN
"There is currently no gamer profile signed in.  You must sign into a gamer profile before attempting to save or load."
END












//============================================================================
// Recording Session: Master
// Mission          : GDI 1-1
//============================================================================

DIALOGEVENT:MG11_GDISoldier501subtitle
"*GDI SOLDIER: Heads up Commander."
END

DIALOGEVENT:MG11_GDISoldier301subtitle
"*GDI SOLDIER: Recon shows massive troop moments incoming to the east."
END

DIALOGEVENT:MG11_GDIEVA01subtitle
"*EVA: There was a Med drop that went awry in the area Commander."
END

DIALOGEVENT:MG11_GDIEVA02subtitle
"*EVA: Medical supplies were scattered throughout the area Commander."
END

DIALOGEVENT:MG11_GDIEVA03subtitle
"*EVA: Use the Medical supplies to heal your troops."
END

DIALOGEVENT:MG11_APC01subtitle
"*APC DRIVER: Good Afternoon! Sorry we're late"
END

DIALOGEVENT:MG11_APC02subtitle
"*APC DRIVER: APC ready for action, sir."
END

DIALOGEVENT:MG11_APC03subtitle
"*APC DRIVER: We got ambushed by some Nod forces on the way in."
END

DIALOGEVENT:MG11_GDISoldier401subtitle
"*GDI SOLDIER: Our rifles ain't doin' much to that building sir."
END

DIALOGEVENT:MG11_Grenadier101subtitle
"*GRENADIER: You stick to shootin' the infantry, we'll clear out those garrisons."
END

DIALOGEVENT:MG11_GDISoldier402subtitle
"*GDI SOLDIER: That power will buy the Pentagon some time."
END

DIALOGEVENT:MG11_GDISoldier502subtitle
"*GDI SOLDIER: Supplying power to the Pentagon's defenses should buy them some time."
END

DIALOGEVENT:MG11_GDISoldier302subtitle
"*GDI SOLDIER: Now, we need to get an Engineer into the Pentagon to restore the EVA system."
END

DIALOGEVENT:MG11_GDISoldier403subtitle
"*GDI SOLDIER: There! In the building!"
END

DIALOGEVENT:MG11_GDISoldier303subtitle
"*GDI SOLDIER: Take cover! They've got troops in the hotel!"
END

DIALOGEVENT:MG11_GDISoldier404subtitle
"*GDI SOLDIER: Take cover! They've got troops in the apartment building!"
END

DIALOGEVENT:MG11_GDIEVA04subtitle
"*EVA: The Pentagon's defenses are without power. Restore power by capturing the Power Plants with Engineers. "
END

DIALOGEVENT:MG11_GDIEVA05subtitle
"*EVA: Take control of the Pentagon with an engineer to restore Command and Control systems. "
END

DIALOGEVENT:MG11_GDIEVA06subtitle
"*EVA: Fortify the are by eliminating all Nod encampments. "
END

DIALOGEVENT:MG11_GDIEVA07subtitle
"*EVA: Eliminate all Nod forces in the area to ensure a secure perimeter."
END

DIALOGEVENT:MG11_GDIEVA08subtitle
"*EVA: 2 Nod bases remaining Commander."
END

DIALOGEVENT:MG11_GDIEVA09subtitle
"*EVA: 1 Nod Base remaining Commander"
END

DIALOGEVENT:MG11_GDIEVA10subtitle
"*EVA: Medical Supplies Detected"
END

DIALOGEVENT:MG11_Grenadier102subtitle
"*GRENADIER: We'll make quick work of those garrisoned Nod bastards!"
END


//============================================================================
// Recording Session: Master
// Mission          : GDI 1-2
//============================================================================

DIALOGEVENT:MG12_GDISniper01subtitle
"*SNIPER: Thanks for getting me out of that mess!  I didn't think High Command would respond so quickly."
END

DIALOGEVENT:MG12_GDISniper02subtitle
"*SNIPER: Good to see a friendly face."
END

DIALOGEVENT:MG12_GDISniper03subtitle
"*SNIPER: There are 3 more Bravo squads in the city."
END

DIALOGEVENT:MG12_GDIEVA01subtitle
"*EVA: Bravo Squad is scattered throughout the city.  Find Them."
END

DIALOGEVENT:MG12_GDIEVA02subtitle
"*EVA: This GDI base is the last fighting resistence in the area. Eliminate the assaulting Nod forces to take control of the base. "
END

DIALOGEVENT:MG12_GDIEVA03subtitle
"*EVA: GDI still has two Airfields intact with operational Orca. Eliminate the assaulting Nod forces to reclaim these structures and forces. "
END

DIALOGEVENT:MG12_GDIEVA04subtitle
"*EVA: Nod is controlling the area with a large base to the northwest. The base is well defended against ground attacks."
END

DIALOGEVENT:MG12_GDIEVA05subtitle
"*EVA: There are four Bravo Sniper Squads pinned throughout the surrounding city. Rescue them by eliminating the forces pinning them down. "
END

DIALOGEVENT:MG12_GDIEVA06subtitle
"*EVA: There are 3 more Bravo squads in the city."
END

DIALOGEVENT:MG12_GDIEVA07subtitle
"*EVA: There are 2 more Bravo squads in the city Commander."
END

DIALOGEVENT:MG12_GDIEVA08subtitle
"*EVA: There is 1 more Bravo Squad in the city Commander."
END

DIALOGEVENT:MG12_GDIEVA09subtitle
"*EVA: There are 3 more Sniper squads in the city."
END

DIALOGEVENT:MG12_GDIEVA10subtitle
"*EVA: There are 2 more Sniper squads in the city Commander."
END

DIALOGEVENT:MG12_GDIEVA11subtitle
"*EVA: There is 1 more Sniper Team in the city Commander."
END

DIALOGEVENT:MG12_GDIEVA12subtitle
"*EVA: There are 3 more Bravo squads in the city."
END

DIALOGEVENT:MG12_GDIEVA13subtitle
"*EVA: There are 2 more Bravos in the city Commander."
END

DIALOGEVENT:MG12_GDIEVA14subtitle
"*EVA: There is 1 more Bravo Squad in the city Commander."
END

DIALOGEVENT:MG12_GDISoldier503subtitle
"*GDI SOLDIER: There's no way we're getting through there!"
END

DIALOGEVENT:MG12_GDISoldier601subtitle
"*GDI SOLDIER: We're getting hammered out here!  Call in a bombardment from the Battleship!"
END

DIALOGEVENT:MG12_GDISniper04subtitle
"*SNIPER: We can get in there and designate a target for bombardment"
END

DIALOGEVENT:MG12_GDISniper05subtitle
"*SNIPER: Sir, let us get in and spot for the battleship!"
END

DIALOGEVENT:MG12_GDISniper06subtitle
"*SNIPER: Cpl. Pathe reporting for duty!"
END

DIALOGEVENT:MG12_GDISniper07subtitle
"*SNIPER: Bravo 1 reporting for duty!"
END

DIALOGEVENT:MG12_GDISniper08subtitle
"*SNIPER: Snyder here, proceed with caution this place is crawling with Nod."
END

DIALOGEVENT:MG12_GDISniper09subtitle
"*SNIPER: Bravo 2 here, proceed with caution this place is crawling with Nod."
END

DIALOGEVENT:MG12_GDIEVA15subtitle
"*EVA: Bravo Squad is scattered throughout the city.  Find Them."
END

DIALOGEVENT:MG12_GDIEVA16subtitle
"*EVA: There is a small GDI base near the beach.  Recover it."
END

DIALOGEVENT:MG12_GDIEVA17subtitle
"*EVA: Commander, there are 2 functional Airfields left. If we can take them back, the Orca could provide air support for our troops."
END

DIALOGEVENT:MG12_GDIEVA18subtitle
"*EVA: Commander, there are 2 functional Air Fields left. If we can take them back, the Orca could provide air support for our troops."
END

DIALOGEVENT:MG12_GDISoldier504subtitle
"*GDI SOLDIER: We're getting hammered - we need the snipers to Spot Target for the Battleship!"
END

DIALOGEVENT:MG12_GDISoldier505subtitle
"*GDI SOLDIER: We're getting hammered - we need the snipers to Spot Target so the Battleship can Bombard!"
END

DIALOGEVENT:MG12_GDISoldier602subtitle
"*GDI SOLDIER: There's a refinery over here we could capture!"
END

DIALOGEVENT:MG12_GDISoldier301subtitle
"*GDI SOLDIER: That base is wasting our ground attacks!"
END

DIALOGEVENT:MG12_GDISoldier603subtitle
"*GDI SOLDIER: We need to attack from the air!"
END


//============================================================================
// Recording Session: Master
// Mission          : GDI 1-3
//============================================================================

DIALOGEVENT:MG13_GDIEVA01subtitle
"*EVA: Eliminate Nod's ability to call for reinforcements by destroying this Operations Center. "
END

DIALOGEVENT:MG13_GDIEVA02subtitle
"*EVA: This will help retain the element of surprise for this attack. "
END

DIALOGEVENT:MG13_GDIEVA03subtitle
"*EVA: Nod aircraft are preventing naval bombardment support. Destroy the Nod Air Tower to eliminate the threat. "
END

DIALOGEVENT:MG13_GDIEVA04subtitle
"*EVA: Re-take Hampton Roads by eliminating the remaining Nod forces.  "
END

DIALOGEVENT:MG13_GDIEVA05subtitle
"*EVA: Re-take Hampton Roads by eliminating the Nod base. "
END

DIALOGEVENT:MG13_GDIEVA06subtitle
"*EVA: This will greatly weaken Nod's offensive in this Theater of War."
END

DIALOGEVENT:MG13_GDIEVA07subtitle
"*EVA: Re-take all of Hampton Roads using only the Commando."
END

DIALOGEVENT:MG13_GDICommando01subtitle
"*COMMANDO: I need to take those bombers offline."
END

DIALOGEVENT:MG13_GDIOxTransport01subtitle
"*OX PILOT: We've got reinforcements for you, Commander."
END

DIALOGEVENT:MG13_GDIOxTransport02subtitle
"*OX PILOT: Commence drop-off"
END

DIALOGEVENT:MG13_GDIOxTransport03subtitle
"*OX PILOT: Drop complete. Let's get out of here. "
END

DIALOGEVENT:MG13_Battleship01subtitle
"*BATTLESHIP COMMANDER: We can't get close enough with those bombers attacking us!"
END

DIALOGEVENT:MG13_Battleship02subtitle
"*BATTLESHIP COMMANDER: The coast is clear and we're ready for orders, Commander. "
END

DIALOGEVENT:MG13_GDICommando02subtitle
"*COMMANDO: I bet one of these crates has medical supplies"
END

DIALOGEVENT:MG13_GDISniper01subtitle
"*SNIPER: Langley is back online; we can call Air Strikes"
END

DIALOGEVENT:MG13_GDIEVA08subtitle
"*EVA: The Snipers now have their Air Strike ability"
END

DIALOGEVENT:MG13_GDICommando03subtitle
"*COMMANDO: We should grab that crate."
END

DIALOGEVENT:MG13_GDICommando04subtitle
"*COMMANDO: We should pick that crate up."
END

DIALOGEVENT:MG13_GDICommando05subtitle
"*COMMANDO: Hey! Let's go get that crate."
END

DIALOGEVENT:MG13_GDICommando06subtitle
"*COMMANDO: Bet there's supplies in one of those crates."
END

DIALOGEVENT:MG13_GDICommando07subtitle
"*COMMANDO: It's quiet; too quiet"
END

DIALOGEVENT:MG13_GDICommando08subtitle
"*COMMANDO: I can jetpack over that"
END

DIALOGEVENT:MG13_GDICommando09subtitle
"*COMMANDO: Nod vermin needs exterminating"
END

DIALOGEVENT:MG13_GDICommando10subtitle
"*COMMANDO: I have my mark. Moving in."
END

DIALOGEVENT:MG13_Militants01subtitle
"*MILITANT: It's GDI! Get 'em!"
END

DIALOGEVENT:MG13_Militants02subtitle
"*MILITANT: He's around here somewhere..."
END

DIALOGEVENT:MG13_Militants03subtitle
"*MILITANT: We can't lose this port!"
END

DIALOGEVENT:MG13_Shadow01subtitle
"*SHADOW: The port is lost! Kane will not be pleased."
END


//============================================================================
// Recording Session: Master
// Mission          : GDI 1-4
//============================================================================

DIALOGEVENT:MG14_GDISoldier301subtitle
"*GDI SOLDIER: We need to kick Nod out of here."
END

DIALOGEVENT:MG14_GDISoldier401subtitle
"*GDI SOLDIER: Nod is going to pay dearly for this."
END

DIALOGEVENT:MG14_GDISoldier501subtitle
"*GDI SOLDIER: They've spread Tiberium, the bastards"
END

DIALOGEVENT:MG14_GDIEVA01subtitle
"*EVA: Air Support incoming."
END

DIALOGEVENT:MG14_GDIEVA02subtitle
"*EVA: Use the Sniper's Call Airstrike ability on the target."
END

DIALOGEVENT:MG14_Grenadier101subtitle
"*GRENADIER: The base looks unprotected from the flanks!"
END

DIALOGEVENT:MG14_GDIEVA03subtitle
"*EVA: Nod's forces are too numerous for engagement. Eliminate the Nod Anti-Air defenses to allow an Air Support strike from recently reclaimed Langley Air Force Base."
END

DIALOGEVENT:MG14_GDIEVA04subtitle
"*EVA: Air Support needs the target marked. Use the Sniper's Spot Target ability to mark the target. "
END

DIALOGEVENT:MG14_GDIEVA05subtitle
"*EVA: Nod forces are entrenched around the White House. They must be eliminated to secure the area from Nod control. "
END

DIALOGEVENT:MG14_GDIEVA06subtitle
"*EVA: The Nod Infantry pose a threat in numbers. Suppress them by garrisoning snipers into the designated buildings. "
END

DIALOGEVENT:MG14_GDIEVA07subtitle
"*EVA: The Nod Shadows can be stopped by destroying the Secret Shrine to the northeast."
END

DIALOGEVENT:MG14_GDISoldier302subtitle
"*GDI SOLDIER: I can't see what's firing on us!"
END

DIALOGEVENT:MG14_Pitbull01subtitle
"*OX PILOT: I can spot anything under stealth!"
END

DIALOGEVENT:MG14_Pitbull02subtitle
"*OX PILOT: I can detect stealth, Commander"
END

DIALOGEVENT:MG14_GDISoldier502subtitle
"*GDI SOLDIER: There's nothing here - something's not right!"
END

DIALOGEVENT:MG14_GDISoldier601subtitle
"*GDI SOLDIER: Nod scum has built up around the White House"
END

DIALOGEVENT:MG14_GDISniper01subtitle
"*SNIPER: Those Disruption Towers have to be destroyed. "
END

DIALOGEVENT:MG14_Grenadier102subtitle
"*GRENADIER: We can break their stealth by destroying the Disruption Towers."
END


//============================================================================
// Recording Session: Master
// Mission          : GDI 2-1
//============================================================================

DIALOGEVENT:MG21_GDIEVA01subtitle
"*EVA: Zone Troopers are now available for training"
END

DIALOGEVENT:MG21_ZoneTrooper01subtitle
"*ZONE TROOPER: We're alright, Commander"
END

DIALOGEVENT:MG21_ZoneTrooper02subtitle
"*ZONE TROOPER: Let's rail some vehicles!"
END

DIALOGEVENT:MG21_ZoneTrooper03subtitle
"*ZONE TROOPER: This ain't no chemical weapons factory- they're using Tiberium"
END

DIALOGEVENT:MG21_ZoneTrooper04subtitle
"*ZONE TROOPER: All clear!"
END

DIALOGEVENT:MG21_GDIEVA02subtitle
"*EVA: Tiberium radiation threat detected"
END

DIALOGEVENT:MG21_GDIEVA03subtitle
"*EVA: The last communication point with the Zone Troopers was the Barracks ahead. Secure the area."
END

DIALOGEVENT:MG21_GDIEVA04subtitle
"*EVA: This facility appears to be manufacturing tiberium-based weapons. Engage and destroy it. "
END

DIALOGEVENT:MG21_GDIEVA05subtitle
"*EVA: Intel indicates that Nod has vehicle production capabilities nearby. Eliminate them. "
END

DIALOGEVENT:MG21_GDIEVA06subtitle
"*EVA: Nod is training troops to reinforce their operation. Destroy the Nod outpost to clear the area of Nod presence. "
END

DIALOGEVENT:MG21_GDIEVA07subtitle
"*EVA: Zone Troopers excel against ground vehicles, as well as being able to traverse obsticles with their jetpack"
END

DIALOGEVENT:MG21_GDIEVA08subtitle
"*EVA: Control of Tiberium Spikes will allow for extra resources."
END

DIALOGEVENT:MG21_Militants01subtitle
"*MILITANT: GDI! They're invading Egypt!"
END

DIALOGEVENT:MG21_Militants02subtitle
"*MILITANT: You're in our turf now, fascists!"
END

DIALOGEVENT:MG21_Militants03subtitle
"*MILITANT: Let them eat fire!"
END

DIALOGEVENT:MG21_GDISoldier301subtitle
"*GDI SOLDIER: They're up to something out here - I can feel it."
END

DIALOGEVENT:MG21_GDISoldier601subtitle
"*GDI SOLDIER: Stay alert - Nod likes to sneak around"
END

DIALOGEVENT:MG21_Militants04subtitle
"*MILITANT: Protect the Lab!"
END


//============================================================================
// Recording Session: Master
// Mission          : GDI 2-2
//============================================================================

DIALOGEVENT:MG22_GDIEVA01subtitle
"*EVA: Mammoth Tanks can now be constructed from the War Factory."
END

DIALOGEVENT:MG22_GDIEVA02subtitle
"*EVA: This Nod Port supplies Nod forces worldwide. Destroy both cranes loading Nod's ships to knock out these supply lines. "
END

DIALOGEVENT:MG22_GDIEVA03subtitle
"*EVA: Destroy the Nod headquarters to shut down this port for good. "
END

DIALOGEVENT:MG22_GDIEVA04subtitle
"*EVA: The Mammoth Tanks will help supply the firepower needed. "
END

DIALOGEVENT:MG22_GDIEVA05subtitle
"*EVA: Destroy the docked Nod ships to further weaken Nod's army"
END

DIALOGEVENT:MG22_GDIEVA06subtitle
"*EVA: An EMP Control Center remains operational in the city south of the Nod base. It's ability could greatly assist our efforts."
END

DIALOGEVENT:MG22_GDIEVA07subtitle
"*EVA: Nod is controlling the city. The EMP Control Center could soon be under their control."
END

DIALOGEVENT:MG22_Pitbull01subtitle
"*PITBULL DRIVER: We should take that EMP Control Center!"
END

DIALOGEVENT:MG22_NodSoldier301subtitle
"*NOD SOLDIER: You're on OUR soil now, pig!"
END

DIALOGEVENT:MG22_NodSoldier401subtitle
"*NOD SOLDIER: Don't let them take out the cranes!"
END

DIALOGEVENT:MG22_NodSoldier201subtitle
"*NOD SOLDIER: For Kane!"
END

DIALOGEVENT:MG22_GDIEVA08subtitle
"*EVA: The Mammoth Tank is GDI's most advanced mobile armor. It's resilience and firepower are unmatched."
END

DIALOGEVENT:MG22_GDISoldier301subtitle
"*GDI SOLDIER: They're in the buildings! "
END

DIALOGEVENT:MG22_GDISoldier401subtitle
"*GDI SOLDIER: We need Grenadiers to flush them out"
END

DIALOGEVENT:MG22_GDISoldier503subtitle
"*GDI SOLDIER: It's too well fortified here - we need armor!"
END

DIALOGEVENT:MG22_GDIEVA09subtitle
"*EVA: Nod reinforcements inbound from the east."
END

DIALOGEVENT:MG22_GDISoldier402subtitle
"*GDI SOLDIER: We've been hit by an EMP blast!"
END


//============================================================================
// Recording Session: Master
// Mission          : GDI 2-4
//============================================================================

DIALOGEVENT:MG24_GDIEVA01subtitle
"*EVA: Nuclear launch detected"
END

DIALOGEVENT:MG24_GDIEVA02subtitle
"*EVA: We must deny power to the silo to reset the launch"
END

DIALOGEVENT:MG24_GDIEVA03subtitle
"*EVA: Nuclear facility power has been restored"
END

DIALOGEVENT:MG24_GDIEVA05subtitle
"*EVA: The Nuclear Silo has a weakness - this row of power plants. We can delay the launch by denying the Silo power. "
END

DIALOGEVENT:MG24_GDIEVA06subtitle
"*EVA: These structures house the Nod headquarters that administrate Nod in this region. Destroy them to end Nod's control of Egypt. "
END

DIALOGEVENT:MG24_GDIEVA07subtitle
"*EVA: This Nod base is well fortified, especially at the entrance. Look for additional passages to breach the base."
END

DIALOGEVENT:MG24_Militants01subtitle
"*MILITANT: GDI has breached the base! Sound the alarm!"
END

DIALOGEVENT:MG24_Militants02subtitle
"*MILITANT: We must hold ground until the missile launches!"
END

DIALOGEVENT:MG24_GDISoldier301subtitle
"*GDI SOLDIER: They're getting ready to launch another missile!"
END

DIALOGEVENT:MG24_GDISoldier504subtitle
"*GDI SOLDIER: Push forward!"
END

DIALOGEVENT:MG24_ZoneTrooper01subtitle
"*ZONE TROOPER: I can jump up there and cause some chaos."
END

DIALOGEVENT:MG24_GDICommando01subtitle
"*COMMANDO: I can jump up on that ledge"
END

DIALOGEVENT:MG24_ZoneTrooper02subtitle
"*ZONE TROOPER: I need back up - I can't handle all of this infantry!"
END


//============================================================================
// Recording Session: Master
// Mission          : GDI 3-1
//============================================================================

DIALOGEVENT:MG31_GDIEVA01subtitle
"*EVA: Reinforcement convoy arriving in 10 minutes"
END

DIALOGEVENT:MG31_GDIEVA02subtitle
"*EVA: Reinforcement convoy arriving in 8 minutes"
END

DIALOGEVENT:MG31_GDIEVA03subtitle
"*EVA: Reinforcement convoy arriving in 7 minutes"
END

DIALOGEVENT:MG31_GDIEVA04subtitle
"*EVA: Reinforcement convoy arriving in 5 minutes"
END

DIALOGEVENT:MG31_GDIEVA05subtitle
"*EVA: Reinforcement convoy arriving in 3 minutes"
END

DIALOGEVENT:MG31_GDIEVA06subtitle
"*EVA: Reinforcement convoy arriving in 1 minutes"
END

DIALOGEVENT:MG31_GDIEVA07subtitle
"*EVA: Reinforcement convoy has arrived and is requesting protection"
END

DIALOGEVENT:MG31_GDIEVA08subtitle
"*EVA: Your base's power is low - manage your power and base defenses to hold off the Nod attacks."
END

DIALOGEVENT:MG31_GDIEVA09subtitle
"*EVA: GDI reinforcements are under attack from Nod - send aid to the northern section of the city and rescue them."
END

DIALOGEVENT:MG31_GDIEVA10subtitle
"*EVA: The MCV must remain intact to rebuild your base. Escort it back to the GDI base and deploy its construction yard. "
END

DIALOGEVENT:MG31_GDIEVA11subtitle
"*EVA: Nod forces are spread between three small encampments. Destroy them to secure the area. "
END

DIALOGEVENT:MG31_GDIEVA12subtitle
"*EVA: Return the MCV to the GDI base unharmed."
END

DIALOGEVENT:MG31_MCV01subtitle
"*MCV DRIVER: We're under attack!"
END

DIALOGEVENT:MG31_MCV02subtitle
"*MCV DRIVER: We're under attack!"
END

DIALOGEVENT:MG31_MCV03subtitle
"*MCV DRIVER: We're under attack!"
END

DIALOGEVENT:MG31_MCV04subtitle
"*MCV DRIVER: The road is blocked, I'm taking an alternate route."
END

DIALOGEVENT:MG31_GDIEVA13subtitle
"*EVA: The MCV's path has been blocked. New route uploaded."
END

DIALOGEVENT:MG31_GDIEVA14subtitle
"*EVA: The MCV is under attack. It must survive."
END

DIALOGEVENT:MG31_GDIEVA15subtitle
"*EVA: The northeast Nod encampment has been destroyed. "
END

DIALOGEVENT:MG31_GDIEVA16subtitle
"*EVA: The southeast Nod encampment has been destroyed. "
END

DIALOGEVENT:MG31_GDIEVA17subtitle
"*EVA: The southwest Nod encampment has been destroyed. "
END

DIALOGEVENT:MG31_GDIEVA18subtitle
"*EVA: The MCV is returned to base and ready to deploy."
END

DIALOGEVENT:MG31_GDISoldier301subtitle
"*GDI SOLDIER: They're attacking from the west - re-route power to the defenses down here!"
END

DIALOGEVENT:MG31_GDISoldier401subtitle
"*GDI SOLDIER: They're attacking from the east - re-route power to the defenses down here!"
END

DIALOGEVENT:MG31_GDISoldier302subtitle
"*GDI SOLDIER: They're attacking from the north - re-route power to the defenses down here!"
END

DIALOGEVENT:MG31_GDISoldier402subtitle
"*GDI SOLDIER: They're attacking from the south - re-route power to the defenses down here!"
END


//============================================================================
// Recording Session: Master
// Mission          : GDI 3-3
//============================================================================

DIALOGEVENT:MG33_GDIEVA01subtitle
"*EVA: Firehawks are ready to deploy, Commander"
END

DIALOGEVENT:MG33_GDISoldier401subtitle
"*GDI SOLDIER: Those Obelisks can't attack air units, sir!"
END

DIALOGEVENT:MG33_GDISoldier501subtitle
"*GDI SOLDIER: Sir, we can take out those Obelisks!"
END

DIALOGEVENT:MG33_GDIEVA02subtitle
"*EVA: Nod's defense perimeter must be destroyed to move our forces forward."
END

DIALOGEVENT:MG33_GDIEVA03subtitle
"*EVA: Capture the Reinforcement Bay with an Engineer to secure reinforcement by Ox transport. "
END

DIALOGEVENT:MG33_GDIEVA04subtitle
"*EVA: Nod's Air defense perimeter must be eliminated to ensure safety for incoming Ox transports."
END

DIALOGEVENT:MG33_GDIEVA05subtitle
"*EVA: The Supply Depots are protected by Nod's advanced Obelisk of Light base defense. They must be destroyed."
END

DIALOGEVENT:MG33_GDIEVA06subtitle
"*EVA: Intel confirms these depots to be Nod's largest cache of potential forces in the area. Eliminate most of Nod's vehicles in the Supply Depots. "
END

DIALOGEVENT:MG33_GDIEVA07subtitle
"*EVA: A Nod company of vehicles is attempting to rearm and reinforce Temple Prime. Eliminate most of the company."
END

DIALOGEVENT:MG33_GDIEVA08subtitle
"*EVA: Capture this additional Reinforcement Bay to secure vehicle reinforcements. "
END

DIALOGEVENT:MG33_GDIEVA09subtitle
"*EVA: Capture this additional Reinforcement Bay to secure an additional Rig unit."
END

DIALOGEVENT:MG33_GDIEVA10subtitle
"*EVA: Retain all squads until the first objective is complete."
END

DIALOGEVENT:MG33_GDISoldier502subtitle
"*GDI SOLDIER: Let's capture that Reinforcement Bay!"
END

DIALOGEVENT:MG33_GDISoldier503subtitle
"*GDI SOLDIER: Let's slaughter these vehicles!"
END

DIALOGEVENT:MG33_GDISoldier402subtitle
"*GDI SOLDIER: These Obelisks are shredding our tanks apart!"
END

DIALOGEVENT:MG33_GDISoldier301subtitle
"*GDI SOLDIER: We need to take down those defenses!"
END

DIALOGEVENT:MG33_GDIEVA11subtitle
"*EVA: The Rig is a support vehicle that deploys into the Battle Base. "
END

DIALOGEVENT:MG33_GDIEVA12subtitle
"*EVA: The Battle Base can repair vehicles and heal infantry. "
END

DIALOGEVENT:MG33_GDISoldier403subtitle
"*GDI SOLDIER: Look at all these Nod vehicles...just sittin' there...unmanned. "
END

DIALOGEVENT:MG33_GDISoldier302subtitle
"*GDI SOLDIER: This is creepy...I keep thinking these things are going to attack us."
END

DIALOGEVENT:MG33_GDIEVA13subtitle
"*EVA: Massive Nod reinforcements detected. "
END

DIALOGEVENT:MG33_GDIEVA14subtitle
"*EVA: Massive Nod reinforcements incoming from the west"
END

DIALOGEVENT:MG33_GDIEVA15subtitle
"*EVA: Massive Nod reinforcements incoming from the east"
END


//============================================================================
// Recording Session: Master
// Mission          : GDI 3-4
//============================================================================

DIALOGEVENT:MG34_GDIEVA01subtitle
"*EVA: Juggernauts are ready to deploy, Commander"
END

DIALOGEVENT:MG34_GDIEVA02subtitle
"*EVA: The Ion Cannon is ready to deploy, Commander"
END

DIALOGEVENT:MG34_GDIEVA03subtitle
"*EVA: The Ion Disruption Field Generators are preventing a potential stike from GDI's Ion Cannon. They must be destroyed to defeat Nod's forces."
END

DIALOGEVENT:MG34_GDIEVA04subtitle
"*EVA: The Ion Disruption Field Generators are preventing a potential stike from GDI's Ion Cannon. They must be destroyed to force Nod into surrender."
END

DIALOGEVENT:MG34_GDIEVA05subtitle
"*EVA: Weaken Nod's army by capturing the Tiberium Chemical Plant and denying their access to special powers."
END

DIALOGEVENT:MG34_GDIEVA06subtitle
"*EVA: The Ion Cannon is approaching target orbit above Sarajevo. Please stand by for Ion Cannon control."
END

DIALOGEVENT:MG34_GDIEVA07subtitle
"*EVA: GDI central command has ordered the use of the Ion Cannon on Temple Prime. "
END

DIALOGEVENT:MG34_GDIEVA08subtitle
"*EVA: The Ion Cannon has reached geosynchronous orbit above Sarajevo and is now online."
END

DIALOGEVENT:MG34_GDIEVA09subtitle
"*EVA: Build an Ion Cannon control center to interface with the Ion Cannon."
END

DIALOGEVENT:MG34_GDIEVA10subtitle
"*EVA: One Ion Disruption Field Generator is destroyed. Two remain. "
END

DIALOGEVENT:MG34_GDIEVA11subtitle
"*EVA: One more Ion Disruption Field Generator is destroyed. One remains. "
END

DIALOGEVENT:MG34_GDIEVA12subtitle
"*EVA: All of the Ion Disruption Field Generators are destroyed. "
END

DIALOGEVENT:MG34_GDISoldier301subtitle
"*GDI SOLDIER: We better stop those Avatars!"
END

DIALOGEVENT:MG34_GDISoldier501subtitle
"*GDI SOLDIER: We've breeched the outer wall!"
END

DIALOGEVENT:MG34_GDISoldier601subtitle
"*GDI SOLDIER: We've breeched the inner wall!"
END

DIALOGEVENT:MG34_Pitbull01subtitle
"*OX PILOT: There it is - there's Temple Prime!"
END

DIALOGEVENT:MG34_GDISoldier401subtitle
"*GDI SOLDIER: This is the end - we're going to finish Nod off!"
END

DIALOGEVENT:MG34_GDISoldier502subtitle
"*GDI SOLDIER: This is for all the people on the Philadelphia!"
END


//============================================================================
// Recording Session: Master
// Mission          : GDI 4-1
//============================================================================

DIALOGEVENT:MG41_GDIEVA01subtitle
"*EVA: The Evacuation transport will be at the main exit in approximately 30 seconds. Your job will be to escort them to the abandoned subway on the southwest side of old Munich...they must survive."
END

DIALOGEVENT:MG41_Transport01subtitle
"*GDI SOLDIER: GDI transport here, ready to roll."
END

DIALOGEVENT:MG41_GDISoldier501subtitle
"*GDI SOLDIER: Everything's gone to hell in a handbasket, Commander. We've got wounded, all of 'em need to get out of here. "
END

DIALOGEVENT:MG41_Transport02subtitle
"*GDI SOLDIER: Sir, they've blown the bridge. We'll need to take an alternate route."
END

DIALOGEVENT:MG41_Transport03subtitle
"*GDI SOLDIER: We've sustained too much damage sir, we need to head to that forward Battle Base and repair or we're not going to make it to the subway."
END

DIALOGEVENT:MG41_Transport04subtitle
"*GDI SOLDIER: Cover us, sir. We're fixing this baby up as fast as we can."
END

DIALOGEVENT:MG41_Transport05subtitle
"*GDI SOLDIER: Repaired and ready to roll...let's blow this popstand"
END

DIALOGEVENT:MG41_GDIEVA02subtitle
"*EVA: Commander, we have received several reports that indicate the Aliens are weak against sonic weaponry. Repair that Power Plant and the Sonic Emitter array will come online."
END

DIALOGEVENT:MG41_GDISoldier301subtitle
"*GDI SOLDIER: Dammit, the APC's!"
END

DIALOGEVENT:MG41_GDISoldier601subtitle
"*GDI SOLDIER: Commander, so glad to hear from you. Those alien freaks chewed up Fox Company but good, but those of us still alive are ready and willing to escort you outta here...."
END

DIALOGEVENT:MG41_Engineer01subtitle
"*ENGINEER: Power Plant repaired...Sonic Emitters coming online."
END

DIALOGEVENT:MG41_GDISoldier302subtitle
"*GDI SOLDIER: Yeah, look at that, it's ripping those Aliens!"
END

DIALOGEVENT:MG41_GDISoldier401subtitle
"*GDI SOLDIER: Yeah, take that you alien scum! Eat hot sound!"
END

DIALOGEVENT:MG41_Transport06subtitle
"*GDI SOLDIER: We're over the bridge...almost there...almost there...."
END

DIALOGEVENT:MG41_Transport07subtitle
"*GDI SOLDIER: We're home free sir...evacuating GDI council."
END

DIALOGEVENT:MG41_Transport08subtitle
"*GDI SOLDIER: We're getting pounded, sir, we can't take much more of this."
END

DIALOGEVENT:MG41_Transport09subtitle
"*GDI SOLDIER: Taking heavy damage. Get 'em off of our back!"
END

DIALOGEVENT:MG41_GDISoldier602subtitle
"*GDI SOLDIER: (STATIC)...this is GDI Forces Radio Stuggart...come in, come in....(STATIC)"
END

DIALOGEVENT:MG41_GDISoldier603subtitle
"*GDI SOLDIER: (STATIC)...oh my god, they're destroying everything....(STATIC)"
END

DIALOGEVENT:MG41_GDISoldier604subtitle
"*GDI SOLDIER: (STATIC)...the city is on fire..all of it...so many people....(STATIC)"
END

DIALOGEVENT:MG41_GDISoldier605subtitle
"*GDI SOLDIER: (STATIC)...it's gone, all of it, gone....(STATIC)"
END

DIALOGEVENT:MG41_GDISoldier606subtitle
"*GDI SOLDIER: (STATIC)...rending of the flesh and they're just....(STATIC)"
END

DIALOGEVENT:MG41_GDISoldier607subtitle
"*GDI SOLDIER: (STATIC)...people are being torn apart....(STATIC)"
END

DIALOGEVENT:MG41_GDISoldier608subtitle
"*GDI SOLDIER: (STATIC)...people killed left and right....(STATIC)"
END

DIALOGEVENT:MG41_GDISoldier609subtitle
"*GDI SOLDIER: (STATIC)...we thought we were alone in the universe. Oh, the hubris....(STATIC)"
END

DIALOGEVENT:MG41_GDISoldier610subtitle
"*GDI SOLDIER: (STATIC)...these things! The infernal buzzing....(STATIC)"
END

DIALOGEVENT:MG41_GDISoldier611subtitle
"*GDI SOLDIER: (STATIC)...the walls, they're destroying the walls....(STATIC)"
END


//============================================================================
// Recording Session: Master
// Mission          : GDI 4-2
//============================================================================

DIALOGEVENT:MG42_GDICommando01subtitle
"*COMMANDO: This is Lt. Fullerton sir! I've managed to avoid the Alien patrols so far...looks like they don't know I'm here."
END

DIALOGEVENT:MG42_GDICommando02subtitle
"*COMMANDO: I've got men pinned down all over the city. We need to get them back together if we stand a chance of reclaiming this place."
END

DIALOGEVENT:MG42_Engineer01subtitle
"*ENGINEER: Sir! They've got us pinned down. We're fine as long as we don't try to leave this crater."
END

DIALOGEVENT:MG42_Engineer02subtitle
"*ENGINEER: Buzzers are down! Make a run for it!"
END

DIALOGEVENT:MG42_Engineer03subtitle
"*ENGINEER: Thank you sir. I thought we were gonners. "
END

DIALOGEVENT:MG42_ZoneTrooper01subtitle
"*ZONE TROOPER: These buildings are crawling with Buzzers, sir."
END

DIALOGEVENT:MG42_ZoneTrooper02subtitle
"*ZONE TROOPER: Buzzers down! Commence on-foot escape vector...go GO GO GO!"
END

DIALOGEVENT:MG42_ZoneTrooper03subtitle
"*ZONE TROOPER: Alien aircraft down! Commence aerial escape vector...go GO GO GO!"
END

DIALOGEVENT:MG42_ZoneTrooper04subtitle
"*ZONE TROOPER: Thank you sir. Now let's go kick some ass!"
END

DIALOGEVENT:MG42_GDISniper01subtitle
"*SNIPER: We're pinned down sir - they've got heavy armor on one side and some kind of infantry on the other. If you can take either, we'll be free to help you mop up the rest."
END

DIALOGEVENT:MG42_GDISniper02subtitle
"*SNIPER: Alien artillery down! Sniper squad move into position."
END

DIALOGEVENT:MG42_GDISniper03subtitle
"*SNIPER: Alien infantry down! Garrison that building and let 'em have it."
END

DIALOGEVENT:MG42_GDISniper04subtitle
"*SNIPER: Thank you sir. Now let's go round up the rest of the men."
END

DIALOGEVENT:MG42_GDISoldier501subtitle
"*GDI SOLDIER: Sir! Those damn walkers have us trapped...we're fine in this building, but the moment anyone steps outside, they're toast. Can you give us a hand?"
END

DIALOGEVENT:MG42_GDISoldier401subtitle
"*GDI SOLDIER: Walkers down! Everybody evacuate! Go go GO GO GO!"
END

DIALOGEVENT:MG42_GDISoldier402subtitle
"*GDI SOLDIER: Sir! We thought you were dead. Let's go take back what's left of this city."
END

DIALOGEVENT:MG42_GDISoldier301subtitle
"*GDI SOLDIER: Ready and willing sir! Time to lock and load"
END

DIALOGEVENT:MG42_GDISoldier502subtitle
"*GDI SOLDIER: GDI Platoon beta at your service, sir."
END

DIALOGEVENT:MG42_GDISoldier503subtitle
"*GDI SOLDIER: Glad to see you sir, let's go hunt some Aliens."
END

DIALOGEVENT:MG42_GDISoldier504subtitle
"*GDI SOLDIER: Locked, loaded and ready to kick some ass, sir!"
END

DIALOGEVENT:MG42_Engineer04subtitle
"*ENGINEER: Base fully operational sir."
END

DIALOGEVENT:MG42_GDIEVA01subtitle
"*EVA: Intel suggests that Alien invaders are highly susceptible to sonic weaponry. Intel recommends using Engineers to capture those Power Plants and get the Sonic Emitter array back online."
END

DIALOGEVENT:MG42_Engineer05subtitle
"*ENGINEER: Power restored to southern Sonic Emitter array."
END

DIALOGEVENT:MG42_Engineer06subtitle
"*ENGINEER: Eastern Sonic Emitter array up and running, sir."
END

DIALOGEVENT:MG42_GDISoldier601subtitle
"*GDI SOLDIER: These things run through the Aliens like a plasma knife through poly-butter."
END

DIALOGEVENT:MG42_GDISoldier403subtitle
"*GDI SOLDIER: Man, this city is wrecked."
END

DIALOGEVENT:MG42_GDISoldier404subtitle
"*GDI SOLDIER: Something BAD happened here, I can smell it...."
END

DIALOGEVENT:MG42_GDISoldier505subtitle
"*GDI SOLDIER: Aliens! Jesus...look at those things...."
END

DIALOGEVENT:MG42_GDISoldier405subtitle
"*GDI SOLDIER: Eat hot lead, you metallic freaks!"
END

DIALOGEVENT:MG42_GDISoldier302subtitle
"*GDI SOLDIER: They don't bleed the same color, but they bleed all the same. Take 'em out."
END

DIALOGEVENT:MG42_GDISoldier406subtitle
"*GDI SOLDIER: Did you see Fullerton take down that gigantic walking sob. Ice cold, man, ice cold."
END

DIALOGEVENT:MG42_GDIEVA02subtitle
"*EVA: Stuttgart is free of Alien forces. Good job, commander, good job."
END

DIALOGEVENT:MG42_GDIEVA03subtitle
"*EVA: The Aliens seem to be protecting this unidentified structure. Destroy it."
END

DIALOGEVENT:MG42_GDIEVA04subtitle
"*EVA: Rescue the pinned-down Engineers."
END

DIALOGEVENT:MG42_GDIEVA05subtitle
"*EVA: Rescue the trapped Zone Troopers."
END

DIALOGEVENT:MG42_GDIEVA06subtitle
"*EVA: Rescue the pinned-down Snipers"
END

DIALOGEVENT:MG42_GDIEVA07subtitle
"*EVA: Rescue the Infantry Squads."
END

DIALOGEVENT:MG42_GDIEVA08subtitle
"*EVA: Capture the north and west Power Plants, activating the Sonic Emitter array."
END

DIALOGEVENT:MG42_GDIEVA09subtitle
"*EVA: Capture the eastern Power Plant, activating the GDI base"
END

DIALOGEVENT:MG42_GDIEVA10subtitle
"*EVA: Capture the southern Power Plant, activating the Command Post"
END


//============================================================================
// Recording Session: Master
// Mission          : GDI 4-3
//============================================================================

DIALOGEVENT:MG43_GDICommando01subtitle
"*COMMANDO: Advance team deployed, sir. "
END

DIALOGEVENT:MG43_GDIEVA01subtitle
"*EVA: Commander, GDI requires a forward base in order to successfully recapture Europe from the invaders."
END

DIALOGEVENT:MG43_GDIEVA02subtitle
"*EVA: Cologne's GDI base was left relatively intact by the invasion. Reactivate the Power Grid and it will return to full functionality."
END

DIALOGEVENT:MG43_GDIEVA03subtitle
"*EVA: An engineering detail is inbound from Danzig. ETA is 45 seconds."
END

DIALOGEVENT:MG43_GDIEVA04subtitle
"*EVA: The engineering detail has been deployed on the north bank of the river. "
END

DIALOGEVENT:MG43_GDIEVA05subtitle
"*EVA: We have reports of Alien activity to the northwest of the city. Scout ahead with your advance team and determine the level of resistance."
END

DIALOGEVENT:MG43_GDIEVA06subtitle
"*EVA: You MUST keep the existing engineering detail alive. There are no replacements."
END

DIALOGEVENT:MG43_GDIEVA07subtitle
"*EVA: Capture the Power Plant to the northeast in order to reactiavte the GDI Power Grid."
END

DIALOGEVENT:MG43_GDIEVA08subtitle
"*EVA: All aliens forces must be eliminated in order to secure the city."
END

DIALOGEVENT:MG43_GDIEVA09subtitle
"*EVA: Capture the Reinforcement Bay and you will receive heavy artillery."
END

DIALOGEVENT:MG43_GDIEVA10subtitle
"*EVA: Capture the northwestern Power Plant and it will reactivate the western Sonic Emitter array."
END

DIALOGEVENT:MG43_GDICommando02subtitle
"*COMMANDO: The Engineering detail may require additional fire support. Jump jet across the river and cover their asses."
END

DIALOGEVENT:MG43_GDIEVA11subtitle
"*EVA: Engineering ETA is 45 seconds"
END

DIALOGEVENT:MG43_GDIEVA12subtitle
"*EVA: Engineering ETA is 15 seconds"
END

DIALOGEVENT:MG43_GDIEVA13subtitle
"*EVA: Engineering Team Deployed."
END

DIALOGEVENT:MG43_Engineer01subtitle
"*ENGINEER: Engineering team deployed, sir. Let's get this done."
END

DIALOGEVENT:MG43_Engineer02subtitle
"*ENGINEER: Engineering team under attack! Requesting immediate assistance!"
END

DIALOGEVENT:MG43_Engineer03subtitle
"*ENGINEER: Engineering team taking casualties, sir. We can't hold out that much longer."
END

DIALOGEVENT:MG43_Engineer04subtitle
"*ENGINEER: We're down to two Engineers, sir. I think it's now or never."
END

DIALOGEVENT:MG43_Engineer05subtitle
"*ENGINEER: Last Engineer standing sir. "
END

DIALOGEVENT:MG43_Engineer06subtitle
"*ENGINEER: AKH!, those alien freaks got me. It's been an honor, sir. Tell my wife I...AKH!"
END

DIALOGEVENT:MG43_GDIEVA14subtitle
"*EVA: The engineering detail may require additional fire support. Jump jet across the river to bolster their defenses."
END

DIALOGEVENT:MG43_GDIEVA15subtitle
"*EVA: Commander, that was your last Engineer. We have no choice but to scrub the mission. Pull out!"
END

DIALOGEVENT:MG43_GDIEVA16subtitle
"*EVA: Engineering team eliminated by enemy hostiles. Mission failed. "
END

DIALOGEVENT:MG43_Engineer07subtitle
"*ENGINEER: Let's get this Power Plant up and running. "
END

DIALOGEVENT:MG43_GDIEVA17subtitle
"*EVA: Commander, this Reinforcement Bay is pinned down by the Aliens on the bridge. Eliminate them and we can requisition heavy artillery from the Danzig sub-station."
END

DIALOGEVENT:MG43_Juggernaut01subtitle
"*JUGGERNAUT DRIVER: Juggernaut Team Zeta-Two at your service, sir. Let's pound these monsters into the Earth."
END

DIALOGEVENT:MG43_Juggernaut02subtitle
"*JUGGERNAUT DRIVER: Commander, if you can get your Sniper team into spotting distance of the Alien base, we can hit em from this side of river. "
END

DIALOGEVENT:MG43_Soldier101subtitle
"*GDI SOLDIER: The Aliens, they're fleeing into the Tiberium!"
END

DIALOGEVENT:MG43_Soldier102subtitle
"*GDI SOLDIER: The Aliens are routed. One down, rest of the planet to go...."
END

DIALOGEVENT:MG43_Soldier103subtitle
"*GDI SOLDIER: The darn buzzing things, they're everywhere."
END

DIALOGEVENT:MG43_Soldier104subtitle
"*GDI SOLDIER: Those buzzers, they're somehow attached to to that walker!"
END

DIALOGEVENT:MG43_Soldier105subtitle
"*GDI SOLDIER: Hey, wait a second, did I see something move. "
END

DIALOGEVENT:MG43_Soldier201subtitle
"*GDI SOLDIER: Nah, that buildings encrusted with Tiberium, nothing could survive...hey wait."
END

DIALOGEVENT:MG43_Soldier106subtitle
"*GDI SOLDIER: Aliens! They're coming out of the building! How the hell can they withstand all that Tib exposure!"
END

DIALOGEVENT:MG43_Soldier107subtitle
"*GDI SOLDIER: Jeez, this place is wrecked. "
END

DIALOGEVENT:MG43_Soldier202subtitle
"*GDI SOLDIER: Yeah, but it looks like the structures are intact...mostly. Kind of low on power though."
END

DIALOGEVENT:MG43_Soldier108subtitle
"*GDI SOLDIER: It'll have to do soldier, we've got a city to take back. Now get to work!"
END

DIALOGEVENT:MG43_Soldier109subtitle
"*GDI SOLDIER: Aliens, man. They freak me out. "
END

DIALOGEVENT:MG43_Soldier203subtitle
"*GDI SOLDIER: Good god, this city is crawling with them."
END

DIALOGEVENT:MG43_Soldier110subtitle
"*GDI SOLDIER: What the hell is that!"
END

DIALOGEVENT:MG43_Soldier204subtitle
"*GDI SOLDIER: AKGH! It sprays liquid Tiberium! Get the hell back!"
END

DIALOGEVENT:MG43_Soldier111subtitle
"*GDI SOLDIER: Ahh! They're everywhere!"
END

DIALOGEVENT:MG43_Soldier205subtitle
"*GDI SOLDIER: Look at the size of that thing! Makes the Nod Avatar look like an ice cream van."
END

DIALOGEVENT:MG43_Soldier112subtitle
"*GDI SOLDIER: The bigger they come, soldier, the harder they fall."
END

DIALOGEVENT:MG43_Soldier113subtitle
"*GDI SOLDIER: Kinda makes you nostalgic for Nod, huh?"
END

DIALOGEVENT:MG43_Soldier206subtitle
"*GDI SOLDIER: Uh, no, no it doesn't. The Brotherhood were at least human, though. I'll give em that."
END

DIALOGEVENT:MG43_Soldier114subtitle
"*GDI SOLDIER: Eat lead, you bloated sack of metal!"
END

DIALOGEVENT:MG43_Soldier115subtitle
"*GDI SOLDIER: Tagged one! These little egg suckers may be hard as hell to hit, but they ain't invincible."
END

DIALOGEVENT:MG43_Soldier207subtitle
"*GDI SOLDIER: Back to Mars...or wherever the hell it is you came from."
END

DIALOGEVENT:MG43_Soldier208subtitle
"*GDI SOLDIER: What the heck are these Alien structures made of. It ain't no metal I've ever seen."
END

DIALOGEVENT:MG43_Soldier116subtitle
"*GDI SOLDIER: Who cares, it blows up just like anything else."
END

DIALOGEVENT:MG43_Soldier209subtitle
"*GDI SOLDIER: Man, those Sonic Emitters do a number on the Aliens, don't they."
END

DIALOGEVENT:MG43_Engineer08subtitle
"*ENGINEER: Power restored to Sonic Emitter array. Time to kick the tires, sir!"
END

DIALOGEVENT:MG43_GDICommando03subtitle
"*COMMANDO: I don't know soldier, but I do know that they're big and mean."
END

DIALOGEVENT:MG43_GDIEVA18subtitle
"*EVA: Scouting objectives are now compete. Reconvene the Advance Team with the Engineering deployment on the east side of the river."
END

DIALOGEVENT:MG43_GDIEVA19subtitle
"*EVA: This structure appears to have direct control over the Alien forces. Using your newly acquired base, build up a strike force and take it out."
END

DIALOGEVENT:MG43_GDIEVA20subtitle
"*EVA: Commander, that was your last Engineer. Mission failed!"
END


//============================================================================
// Recording Session: Master
// Mission          : GDI 4-4
//============================================================================

DIALOGEVENT:MG44_GDIEVA01subtitle
"*EVA: This central and main base is the Alien's last stronghold in the region. Destroy it. "
END

DIALOGEVENT:MG44_GDIEVA02subtitle
"*EVA: This Alien Air Base focuses on producing Air units - it must be eliminated."
END

DIALOGEVENT:MG44_GDIEVA03subtitle
"*EVA: This Alien Armor Base focuses on ground vehicles. Destroy it."
END

DIALOGEVENT:MG44_GDIEVA04subtitle
"*EVA: Destroy the Alien Command Center."
END

DIALOGEVENT:MG44_GDISoldier301subtitle
"*GDI SOLDIER: They know we're here! Batten down the hatches, boys, this one's gonna' get heavy!"
END

DIALOGEVENT:MG44_GDISoldier401subtitle
"*GDI SOLDIER: Incoming Alien air! Blow those suckers outta' the sky!"
END

DIALOGEVENT:MG44_GDISoldier302subtitle
"*GDI SOLDIER: What the hell is that?"
END

DIALOGEVENT:MG44_GDISoldier402subtitle
"*GDI SOLDIER: Looks like some kind of localized Ion Storm...."
END

DIALOGEVENT:MG44_GDISoldier501subtitle
"*GDI SOLDIER: But...but that's impossible!"
END

DIALOGEVENT:MG44_GDISoldier403subtitle
"*GDI SOLDIER: Tell that to the Aliens."
END

DIALOGEVENT:MG44_GDISoldier303subtitle
"*GDI SOLDIER: Man, they really did a number on this city."
END

DIALOGEVENT:MG44_GDISoldier404subtitle
"*GDI SOLDIER: Yeah, it almost looks like it was...excavated."
END

DIALOGEVENT:MG44_GDISoldier502subtitle
"*GDI SOLDIER: Hey, what's that? Look, at the center of the pit."
END

DIALOGEVENT:MG44_GDISoldier405subtitle
"*GDI SOLDIER: A gigantic hunk of blue tib, that's what it is."
END

DIALOGEVENT:MG44_GDISoldier406subtitle
"*GDI SOLDIER: Waaaaay underneath...until recently. "
END

DIALOGEVENT:MG44_GDISoldier407subtitle
"*GDI SOLDIER: Well, you can hope."
END

DIALOGEVENT:MG44_GDISoldier408subtitle
"*GDI SOLDIER: I'd guess a smoking pit of rubble was not on your dream itinerary, then."
END

DIALOGEVENT:MG44_GDISoldier601subtitle
"*GDI SOLDIER: Nope. (mutters) Alien bastards must pay...."
END

DIALOGEVENT:MG44_GDIEVA05subtitle
"*EVA: Satellite network has detected massive flucations of energy at the rear of the Alien's central base."
END

DIALOGEVENT:MG44_GDIEVA06subtitle
"*EVA: Satellite network detects a portal opening in the rear of Alien base."
END

DIALOGEVENT:MG44_GDIEVA07subtitle
"*EVA: Destroy the Alien Mothership."
END

DIALOGEVENT:MG44_GDIEVA08subtitle
"*EVA: Sensors detect massive destructive firepower from unidentified Alien craft. "
END

DIALOGEVENT:MG44_GDISoldier304subtitle
"*GDI SOLDIER: Look at the size of that thing."
END

DIALOGEVENT:MG44_GDISoldier409subtitle
"*GDI SOLDIER: Oh god, it's charging up! We've gotta...ARKH!"
END

DIALOGEVENT:MG44_GDISoldier305subtitle
"*GDI SOLDIER: Get the hell off of my planet, you alien scum!"
END


//============================================================================
// Recording Session: Master
// Mission          : GDI 5-1
//============================================================================

DIALOGEVENT:MG51_GDIEVA01subtitle
"*EVA: The Alien Tower is protected by a series of Phase Generators. They must be destroyed. "
END

DIALOGEVENT:MG51_GDIEVA02subtitle
"*EVA: Once the Phase Generators are eliminated, the Alien Tower will be vulnerable to attack. It must be destroyed. "
END

DIALOGEVENT:MG51_GDIEVA03subtitle
"*EVA: Alien Masterminds are teleporting assault forces across the chasm, eliminate them to stop the assaults on your base."
END

DIALOGEVENT:MG51_GDIEVA04subtitle
"*EVA: The Aliens are building a Rift Generator - the weapon that took out our recon team - prevent them from completing it."
END

DIALOGEVENT:MG51_GDIEVA05subtitle
"*EVA: The Ion Cannon will have no affect on the Alien Tower until the Phase Generators are destroyed. "
END

DIALOGEVENT:MG51_GDIEVA06subtitle
"*EVA: New Alien superweapon detected"
END

DIALOGEVENT:MG51_GDISoldier301subtitle
"*GDI SOLDIER: Holy crap - that tower is enormous!"
END

DIALOGEVENT:MG51_GDIEVA07subtitle
"*EVA: Phase Generator 1 is destroyed"
END

DIALOGEVENT:MG51_GDIEVA08subtitle
"*EVA: Phase Generator 2 is destroyed"
END

DIALOGEVENT:MG51_GDIEVA09subtitle
"*EVA: Phase Generator 3 is destroyed"
END

DIALOGEVENT:MG51_GDIEVA10subtitle
"*EVA: The Alien Tower is exposed"
END

DIALOGEVENT:MG51_ZoneTrooper01subtitle
"*ZONE TROOPER: Let's take that abomination out!"
END

DIALOGEVENT:MG51_GDISoldier401subtitle
"*GDI SOLDIER: What is Nod up to? "
END

DIALOGEVENT:MG51_GDISoldier501subtitle
"*GDI SOLDIER: The Alien units have some kind of shield!"
END

DIALOGEVENT:MG51_GDISoldier601subtitle
"*GDI SOLDIER: That Stasis Chamber is enhancing Alien units."
END

DIALOGEVENT:MG51_GDISoldier502subtitle
"*GDI SOLDIER: We're going to need to expand and secure more Tiberium soon."
END

DIALOGEVENT:MG51_Engineer01subtitle
"*ENGINEER: We can capture that Tiberium Spike to increase our cash flow."
END

DIALOGEVENT:MG51_GDISoldier302subtitle
"*GDI SOLDIER: What does Nod want with that tower, anyway?"
END

DIALOGEVENT:MG51_GDISoldier602subtitle
"*GDI SOLDIER: There are Ion Storms everywhere!"
END

DIALOGEVENT:MG51_GDIEVA11subtitle
"*EVA: Alien Devastators are headed for our base!"
END

DIALOGEVENT:MG51_GDISoldier603subtitle
"*GDI SOLDIER: We should get to higher ground so we can see what we're up against"
END


//============================================================================
// Recording Session: Master
// Mission          : GDI 5-2
//============================================================================

DIALOGEVENT:MG52_GDIEVA01subtitle
"*EVA: The Control Node commands the entire Alien force. Intel has determined its destruction would stop the Alien Invaders."
END

DIALOGEVENT:MG52_GDIEVA02subtitle
"*EVA: The Nod forces in the area present a threat to our mission. Eliminate their base to the north. "
END

DIALOGEVENT:MG52_GDIEVA03subtitle
"*EVA: Capture an enemy Rift Generator or Temple of Nod.  We can use their own weapons against them."
END

DIALOGEVENT:MG52_GDIEVA04subtitle
"*EVA: Divert the Mothership to Nod's base by taking out the disruption towers in front of it. "
END

DIALOGEVENT:MG52_GDIEVA05subtitle
"*EVA: Unknown Entity detected."
END

DIALOGEVENT:MG52_GDISoldier501subtitle
"*GDI SOLDIER: Why the hell is Nod here? Didn't we blow them all to hell?"
END

DIALOGEVENT:MG52_GDISoldier601subtitle
"*GDI SOLDIER: I thought we killed Nod off?"
END

DIALOGEVENT:MG51_GDISoldier410subtitle
"*GDI SOLDIER: I think these Aliens know that we know their weakness!"
END

DIALOGEVENT:MG52_ZoneTrooper01subtitle
"*ZONE TROOPER: Hit those tripods hard - before they can use their EMP!"
END

DIALOGEVENT:MG52_GDICommando01subtitle
"*COMMANDO: Let me at those tripods!"
END

DIALOGEVENT:MG52_GDISoldier502subtitle
"*GDI SOLDIER: Push to that Control Node - we've got to take it down!"
END

DIALOGEVENT:MG52_GDIEVA06subtitle
"*EVA: The Aliens have established a forward base."
END

DIALOGEVENT:MG52_GDIEVA07subtitle
"*EVA: Nod has established a forward base."
END

DIALOGEVENT:MG52_Engineer01subtitle
"*ENGINEER: The Rift Generator is ours!"
END

DIALOGEVENT:MG52_Engineer02subtitle
"*ENGINEER: Let's use their nukes against them!"
END

DIALOGEVENT:MG52_GDISoldier402subtitle
"*GDI SOLDIER: Disruption Tower has been destroyed!"
END

DIALOGEVENT:MG52_GDISoldier301subtitle
"*GDI SOLDIER: It's being diverted! It worked!"
END


//============================================================================
// Recording Session: Master
// Mission          : Nod Prologue
//============================================================================

DIALOGEVENT:MNPr_NodEVA01subtitle
"*EVA: Use the Fanatic's attack to destroy the wall and allow passage for the Saboteur."
END

DIALOGEVENT:MNPr_NodEVA02subtitle
"*EVA: The GDI Command Post must be captured to prevent a GDI distress call. Capture it with the Saboteur. "
END

DIALOGEVENT:MNPr_NodEVA03subtitle
"*EVA: GDI's A-SAT defenses are controlled by this building. It must be destroyed to begin the Third Tiberium War. "
END

DIALOGEVENT:MNPr_NodEVA04subtitle
"*EVA: These structures provide power for the GDI Watchtowers. Destroy them to power-down the Watchtowers. "
END

DIALOGEVENT:MNPr_NodEVA05subtitle
"*EVA: This Reinforcement Bay can be captured by engineers to call for more reinforcements. "
END

DIALOGEVENT:MNPr_NodEVA06subtitle
"*EVA: Nod Shadow squads are excellent at infiltration, using their hang glider ability to get past obstacles and their Plant Explosives ability to destroy structures. "
END

DIALOGEVENT:MNPr_NodEVA07subtitle
"*EVA: Commander, Nod Shadows are inbound. "
END

DIALOGEVENT:MNPr_Shadow01subtitle
"*SHADOW: We can remain stealthed to defenses if we keep our distance. "
END

DIALOGEVENT:MNPr_Shadow02subtitle
"*SHADOW: If we get close enough, we can Plant Explosives on the target."
END

DIALOGEVENT:MNPr_GDISoldier301subtitle
"*GDI SOLDIER: What the hell is Nod doing HERE?"
END

DIALOGEVENT:MNPr_GDISoldier501subtitle
"*GDI SOLDIER: Send out the distress signal! "
END

DIALOGEVENT:MNPr_GDISoldier601subtitle
"*GDI SOLDIER: We can't let them get near the A-SAT Control!"
END

DIALOGEVENT:MNPr_GDISoldier401subtitle
"*GDI SOLDIER: Fallback! Fallback!"
END

DIALOGEVENT:MNPr_Militants01subtitle
"*MILITANT: We gotta blow the A-SAT control before GDI catches wind!"
END

DIALOGEVENT:MNPr_Militants02subtitle
"*MILITANT: Take out the Barracks to stop their numbers!"
END


//============================================================================
// Recording Session: Master
// Mission          : Nod 1-1
//============================================================================

DIALOGEVENT:MN11_NodSoldier401subtitle
"*NOD SOLDIER: Incoming GDI transports!"
END

DIALOGEVENT:MN11_NodSoldier402subtitle
"*NOD SOLDIER: Lets take these flying targets down!"
END

DIALOGEVENT:MN11_NodEVA01subtitle
"*EVA: Capturing silos will provide additional funds."
END

DIALOGEVENT:MN11_Militants01subtitle
"*MILITANT: Let us at the oppressors!"
END

DIALOGEVENT:MN11_NodEVA02subtitle
"*EVA: An important GDI administration building is located to the north. Destroy it to provoke a response of GDI forces in this region."
END

DIALOGEVENT:MN11_NodEVA03subtitle
"*EVA: This response should pull GDI forces from other important targets."
END

DIALOGEVENT:MN11_NodEVA04subtitle
"*EVA: Radar confirms incoming GDI transports to reinforce the White House defense. "
END

DIALOGEVENT:MN11_NodEVA05subtitle
"*EVA: The White House is held by a few GDI production structures. Destroy them and surrounding GDI forces to capture the White House in the name of Nod."
END

DIALOGEVENT:MN11_NodEVA06subtitle
"*EVA: GDI Ox transports will reinforce the White House defense. Eliminate at least five Ox transports. "
END

DIALOGEVENT:MN11_NodEVA07subtitle
"*EVA: Capture two Tiberium Silos to help fund the mission."
END

DIALOGEVENT:MN11_NodEVA08subtitle
"*EVA: Commander, a reinforcement approaches from the west. "
END

DIALOGEVENT:MN11_NodEVA09subtitle
"*EVA: Commander, a reinforcement approaches from the east"
END

DIALOGEVENT:MN11_NodEVA10subtitle
"*EVA: Commander, a reinforcement approaches from the south"
END

DIALOGEVENT:MN11_NodEVA11subtitle
"*EVA: Commander, a reinforcement approaches from the north"
END

DIALOGEVENT:MN11_NodEVA12subtitle
"*EVA: Commander, the last of the GDI Ox transports arrives from the south. "
END

DIALOGEVENT:MN11_NodSoldier403subtitle
"*NOD SOLDIER: This ought to get GDI's attention!"
END

DIALOGEVENT:MN11_NodSoldier404subtitle
"*NOD SOLDIER: Focus all fire on those base defenses!"
END

DIALOGEVENT:MN11_Militants02subtitle
"*MILITANT: We're out of money - maybe we should capture a Tiberium Silo."
END


//============================================================================
// Recording Session: Master
// Mission          : Nod 1-2
//============================================================================

DIALOGEVENT:MN12_Shadow01subtitle
"*SHADOW: We need to take down the Air Control Tower before they can respond!"
END

DIALOGEVENT:MN12_NodEVA01subtitle
"*EVA: Destroy the GDI Air Control Tower. "
END

DIALOGEVENT:MN12_NodEVA02subtitle
"*EVA: Eliminate the GDI patrols - destroy the GDI Barracks"
END

DIALOGEVENT:MN12_NodEVA03subtitle
"*EVA: Capture Two Tiberium Silos."
END

DIALOGEVENT:MN12_NodEVA04subtitle
"*EVA: Take down the GDI Base Defenses."
END

DIALOGEVENT:MN12_NodEVA05subtitle
"*EVA: Destroy the GDI Airfields."
END

DIALOGEVENT:MN12_Shadow02subtitle
"*SHADOW: I can swoop in undetected."
END

DIALOGEVENT:MN12_Shadow03subtitle
"*SHADOW: We need Militant Rocket Squads to take care of these air attacks!"
END

DIALOGEVENT:MN12_GDISoldier301subtitle
"*GDI SOLDIER: Nod scum!"
END

DIALOGEVENT:MN12_GDISodlier401subtitle
"*GDI SOLDIER: Protect those aircraft!"
END

DIALOGEVENT:MN12_GDISoldier501subtitle
"*GDI SOLDIER: There are too many of them - we need reinforcements!"
END

DIALOGEVENT:MN12_NodSoldier301subtitle
"*NOD SOLDIER: They are dropping infantry right in our base!"
END

DIALOGEVENT:MN12_NodSoldier401subtitle
"*NOD SOLDIER: Those transports are heading to our base!"
END

DIALOGEVENT:MN12_NodSoldier201subtitle
"*NOD SOLDIER: Incoming air transports!"
END

DIALOGEVENT:MN12_NodSoldier302subtitle
"*NOD SOLDIER: Defend our base!!"
END

DIALOGEVENT:MN12_NodSoldier303subtitle
"*NOD SOLDIER: Defend our base!!"
END

DIALOGEVENT:MN12_NodSoldier304subtitle
"*NOD SOLDIER: Defend our base!!"
END

DIALOGEVENT:MN12_NodEVA06subtitle
"*EVA: GDI has a small outpost nearby. Eliminate it and the nearby patrols to protect our element of surprise. "
END

DIALOGEVENT:MN12_NodEVA07subtitle
"*EVA: Entrance to the Air Base is protected by defenses. Disrupt their power source situated above the cliff to disable the defenses. Advise using the Glide Ability of the shadow. "
END

DIALOGEVENT:MN12_NodEVA08subtitle
"*EVA: Entrance to the Air Base is protected by defenses. Disrupt their power source situated above the cliff to disable the defenses. "
END

DIALOGEVENT:MN12_NodEVA09subtitle
"*EVA: GDI is in control of three airfields at the north end of the base. Their elimination will be the final crippling blow on this air base."
END

DIALOGEVENT:MN12_NodEVA10subtitle
"*EVA: GDI is coordinating their airborne attacks from this Control Tower. Destroy it to stop these GDI forces from lifting off. "
END

DIALOGEVENT:MN12_NodEVA11subtitle
"*EVA: GDI has Tiberium Silos through the base. Capture two of them to help fund this mission."
END

DIALOGEVENT:MN12_GDISoldier601subtitle
"*GDI SOLDIER: Dig-in! Dig-in!"
END

DIALOGEVENT:MN12_GDISoldier302subtitle
"*GDI SOLDIER: Don't let them attack the Control Tower"
END

DIALOGEVENT:MN12_GDISodlier402subtitle
"*GDI SOLDIER: Load in the APC's for cover!"
END

DIALOGEVENT:MN12_Militants01subtitle
"*MILITANT: Those defenses are too tough- we need to take out their power source!"
END

DIALOGEVENT:MN12_NodSoldier305subtitle
"*NOD SOLDIER: Those Fuel Depots are prime targets for an explosion!"
END

DIALOGEVENT:MN12_Shadow04subtitle
"*SHADOW: Take out those patrols - we don't want to give up our position!"
END

DIALOGEVENT:MN12_Militants02subtitle
"*MILITANT: They're blocking off the road - we need rocket fire!"
END

DIALOGEVENT:MN12_Militants03subtitle
"*MILITANT: Ah! We set off the alarms!"
END

DIALOGEVENT:MN12_GDISoldier502subtitle
"*GDI SOLDIER: Don't fall back! Don't fall back!"
END

DIALOGEVENT:MN12_Shadow05subtitle
"*SHADOW: The base is ready, Commander. We can begin our infiltration."
END

DIALOGEVENT:MN12_NodEVA12subtitle
"*EVA: Nod Attack Bike reinforcements inbound."
END

DIALOGEVENT:MN12_NodEVA13subtitle
"*EVA: The Transports must survive."
END

DIALOGEVENT:MN12_NodEVA14subtitle
"*EVA: Attack Bikes are now ready for production."
END


//============================================================================
// Recording Session: Master
// Mission          : Nod 1-3
//============================================================================

DIALOGEVENT:MN13_Shadow07subtitle
"*SHADOW: Let's keep it quiet"
END

DIALOGEVENT:MN13_Shadow08subtitle
"*SHADOW: Lets take out that Carrier."
END

DIALOGEVENT:MN13_Venom01subtitle
"*VENOM PILOT: I found 'em - sniper in his nest!"
END

DIALOGEVENT:MN13_Venom02subtitle
"*VENOM PILOT: Incoming GDI vehicles!"
END

DIALOGEVENT:MN13_Shadow09subtitle
"*SHADOW: I've gotta get in close to that Carrier if im gonna plant expolsives on it."
END

DIALOGEVENT:MN13_Militants01subtitle
"*MILITANT: SNIPERS! Take cover!!!"
END

DIALOGEVENT:MN13_Shadow10subtitle
"*SHADOW: SNIPERS! Take cover!!!"
END

DIALOGEVENT:MN13_NodCommando01subtitle
"*COMMANDO: SNIPERS! Take cover!!!"
END

DIALOGEVENT:MN13_NodCommando02subtitle
"*COMMANDO: Construction site, excellent.  We're gonna need those materials."
END

DIALOGEVENT:MN13_Venom03subtitle
"*NOD SOLDIER: We can use our sensors to flush out those snipers!"
END

DIALOGEVENT:MN13_Venom04subtitle
"*NOD SOLDIER: Leave them to us!"
END

DIALOGEVENT:MN13_NodEVA01subtitle
"*EVA: This GDI Aircraft Carrier prevents our reinforcements from landing. Capture or destroy it to secure reinforcements. "
END

DIALOGEVENT:MN13_NodEVA02subtitle
"*EVA: This GDI Aircraft Carrier prevents our reinforcements from landing. Capture it to secure reinforcements. "
END

DIALOGEVENT:MN13_NodEVA03subtitle
"*EVA: This GDI Aircraft Carrier prevents our reinforcements from landing. Destroy it to secure reinforcements. "
END

DIALOGEVENT:MN13_NodEVA04subtitle
"*EVA: The Port Authority building gives GDI command of this naval port. Destroy it to end GDI's control of the port. "
END

DIALOGEVENT:MN13_NodEVA05subtitle
"*EVA: GDI Snipers have taken positions that threaten high casualty rates. Find and eliminate all GDI Snipers. "
END

DIALOGEVENT:MN13_NodEVA06subtitle
"*EVA: Capture GDI's Command Post."
END


//============================================================================
// Recording Session: Master
// Mission          : Nod 1-4
//============================================================================

DIALOGEVENT:MN14_Militants01subtitle
"*MILITANT: They're holed up in these buildings!"
END

DIALOGEVENT:MN14_NodSoldier401subtitle
"*NOD SOLDIER: Let's take out those transports before they land!"
END

DIALOGEVENT:MN14_Militants02subtitle
"*MILITANT: Kane will be delighted that we are spreading Tiberium."
END

DIALOGEVENT:MN14_NodSoldier201subtitle
"*NOD SOLDIER: There are snipers in those ruins calling in Airstrikes on us!   Weed them OUT!"
END

DIALOGEVENT:MN14_NodSoldier202subtitle
"*NOD SOLDIER: There's a sniper in those ruins calling in Airstrikes on us!   Take him OUT!"
END

DIALOGEVENT:MN14_Militants03subtitle
"*MILITANT: There's a sniper in those ruins calling in Airstrikes on us!   Weed him OUT!"
END

DIALOGEVENT:MN14_Militants04subtitle
"*MILITANT: There are snipers in those ruins calling in Airstrikes on us!   Weed them OUT!"
END

DIALOGEVENT:MN14_Militants05subtitle
"*MILITANT: That's the last of 'em. I hope they rot in hell."
END

DIALOGEVENT:MN14_NodEVA01subtitle
"*EVA: Radar showing airborne enemy reinforcements inbound"
END

DIALOGEVENT:MN14_Militants06subtitle
"*MILITANT: They're heading for the buildings!"
END


//============================================================================
// Recording Session: Master
// Mission          : Nod 2-1
//============================================================================

DIALOGEVENT:MN21_Militants01subtitle
"*MILITANT: We must protect this lab at all costs!"
END

DIALOGEVENT:MN21_Militants02subtitle
"*MILITANT: GDI incoming from across the bridge!"
END

DIALOGEVENT:MN21_Militants03subtitle
"*MILITANT: They're using mines!"
END

DIALOGEVENT:MN21_Scorpion01subtitle
"*SCORPION TANK DRIVER: We'll clear the mines"
END

DIALOGEVENT:MN21_NodEVA01subtitle
"*EVA: Scorpion Tanks now available at the drop zone"
END

DIALOGEVENT:MN21_Scorpion02subtitle
"*SCORPION TANK DRIVER: Point us at some enemy armor!"
END

DIALOGEVENT:MN21_NodEVA02subtitle
"*EVA: This Nod Research Lab holds a device dear to Kane. It must be protected from GDI assaults at all costs. "
END

DIALOGEVENT:MN21_NodEVA03subtitle
"*EVA: GDI has an outpost to the North. Eliminate it to keep the Nod Research Lab safe. "
END

DIALOGEVENT:MN21_NodEVA04subtitle
"*EVA: GDI has built up a large base to begin an assault. This base threatens the research lab - it must be destroyed. "
END

DIALOGEVENT:MN21_NodEVA05subtitle
"*EVA: Clear all of the mines from the Tiberium field to the east."
END

DIALOGEVENT:MN21_Militants04subtitle
"*MILITANT: This research lab is important to Kane - we must not fail."
END

DIALOGEVENT:MN21_Shadow01subtitle
"*SHADOW: GDI is hiding in this town - I can feel it."
END


//============================================================================
// Recording Session: Master
// Mission          : Nod 2-3
//============================================================================

DIALOGEVENT:MN23_NodEVA01subtitle
"*EVA: GDI Artillery Position destroyed"
END

DIALOGEVENT:MN23_NodEVA02subtitle
"*EVA: Nod Stealth tanks are available to deploy."
END

DIALOGEVENT:MN23_Venom01subtitle
"*VENOM PILOT: The enemy fire is to heavy - we'll need help to clear those positions"
END

DIALOGEVENT:MN23_NodEVA03subtitle
"*EVA: This GDI Artillery Battery must be destroyed to ensure departure from Brazil and delivery to Temple Prime. "
END

DIALOGEVENT:MN23_NodEVA04subtitle
"*EVA: Recommend use of the new Stealth Bomber to assist."
END

DIALOGEVENT:MN23_NodEVA05subtitle
"*EVA: GDI has two other, more heavily defended Artillery positions to the southeast and northeast."
END

DIALOGEVENT:MN23_NodEVA06subtitle
"*EVA: These Artillery Batteries must be destroyed to secure departure from Brazil."
END

DIALOGEVENT:MN23_NodEVA07subtitle
"*EVA: GDI's position in the city threatens our operation. Destroy it."
END

DIALOGEVENT:MN23_NodEVA08subtitle
"*EVA: GDI's Naval support is is overextended and prime for assault. "
END

DIALOGEVENT:MN23_NodSoldier201subtitle
"*NOD SOLDIER: GDI is all over this city!"
END

DIALOGEVENT:MN23_NodSoldier202subtitle
"*NOD SOLDIER: GDI is holed up in all of those buildings!"
END

DIALOGEVENT:MN23_NodSoldier101subtitle
"*NOD SOLDIER: Clear the Anti-air for a Vertigo Bomber strike!"
END

DIALOGEVENT:MN23_NodEVA09subtitle
"*EVA: Stealth Tanks are invisible until attack and effective against Aircraft and Vehicles. "
END

DIALOGEVENT:MN23_NodSoldier102subtitle
"*NOD SOLDIER: They're too strong against infantry!"
END

DIALOGEVENT:MN23_NodSoldier103subtitle
"*NOD SOLDIER: They're too strong against vehicles!"
END

DIALOGEVENT:MN23_Shadow01subtitle
"*SHADOW: They've shown their cards too early - we have the upper hand."
END

DIALOGEVENT:MN23_Venom02subtitle
"*VENOM PILOT: This area is littered with mines, Commander!"
END

DIALOGEVENT:MN23_GDISoldier501subtitle
"*GDI SOLDIER: I'm sending you home in a body bag!"
END

DIALOGEVENT:MN23_NodSoldier301subtitle
"*NOD SOLDIER: There's a whole lot more Tiberium up here - Blue Tiberium."
END


//============================================================================
// Recording Session: Master
// Mission          : Nod 3-1
//============================================================================

DIALOGEVENT:MN31_NodEVA01subtitle
"*EVA: A plane carrying the Liquid Tiberium Weapon has been shot down by GDI forces en route to Temple Prime.  "
END

DIALOGEVENT:MN31_NodEVA02subtitle
"*EVA: The Weapon has been moved to an encampment in the north which is under assault by GDI forces. Enter our encampment, take it back and secure the weapon."
END

DIALOGEVENT:MN31_NodEVA03subtitle
"*EVA: We must protect the device until the Avatar Warmechs arrive.  "
END

DIALOGEVENT:MN31_NodEVA04subtitle
"*EVA: Escort the weapon north through the GDI encampment for delivery to Temple Prime. Protect the weapon with the Avatar Warmechs."
END

DIALOGEVENT:MN31_NodEVA05subtitle
"*EVA: Eliminate the GDI Anti-Air guns to bring in reinforcements for your ground operations."
END

DIALOGEVENT:MN31_NodEVA06subtitle
"*EVA: The Obelisk of Light is our best defense. Build three Obelisks to defend our base."
END

DIALOGEVENT:MN31_NodEVA07subtitle
"*EVA: Avatar Warmechs can commandeer other Nod vehicles. Upgrade three of them using Flame Tanks, Stealth Tanks or Attack Bikes."
END

DIALOGEVENT:MN31_Militants01subtitle
"*MILITANT: We need backup!  "
END

DIALOGEVENT:MN31_NodEVA08subtitle
"*EVA: Avatar Upgraded."
END

DIALOGEVENT:MN31_NodEVA09subtitle
"*EVA: Obelisk Deployed"
END

DIALOGEVENT:MN31_NodCommando01subtitle
"*COMMANDO: I'm getting torn up here!"
END

DIALOGEVENT:MN31_NodCommando02subtitle
"*COMMANDO: Maybe if I can get a shot off at those fuel drums...."
END

DIALOGEVENT:MN31_NodCommando03subtitle
"*COMMANDO: Pull back, things are getting ugly!"
END

DIALOGEVENT:MN31_NodCommando04subtitle
"*COMMANDO: Incoming patrol"
END

DIALOGEVENT:MN31_NodCommando05subtitle
"*COMMANDO: We've cleared an area for reinforcements"
END

DIALOGEVENT:MN31_NodCommando06subtitle
"*COMMANDO: The Liquid Tib weapon is missing!"
END

DIALOGEVENT:MN31_NodCommando07subtitle
"*COMMANDO: They've moved the weapon to our base to the north"
END

DIALOGEVENT:MN31_NodCommando08subtitle
"*COMMANDO: Stop them from moving the device!"
END

DIALOGEVENT:MN31_NodCommando09subtitle
"*COMMANDO: Get them before they get away"
END

DIALOGEVENT:MN31_NodEVA10subtitle
"*EVA: Escort the device into the abandoned Nod base."
END

DIALOGEVENT:MN31_NodEVA11subtitle
"*EVA: Clear the GDI forces from the abandoned Nod base and escort the device into it"
END


//============================================================================
// Recording Session: Master
// Mission          : Nod 3-2
//============================================================================

DIALOGEVENT:MN32_NodEVA01subtitle
"*EVA: The Liquid Tiberium Weapon must be delivered to Temple Prime. Protect it from the GDI attacks at all costs."
END

DIALOGEVENT:MN32_NodEVA02subtitle
"*EVA: Kane has transferred over control of Temple Prime. Protect Temple Prime by defeating the GDI forces assaulting from the southwest."
END

DIALOGEVENT:MN32_NodEVA03subtitle
"*EVA: Nod traitors led from an unidentified source are attacking Temple Prime. They must be destroyed."
END

DIALOGEVENT:MN32_NodEVA04subtitle
"*EVA: Return the Weapon to Temple Prime unharmed. "
END

DIALOGEVENT:MN32_Militants01subtitle
"*MILITANT: Traitors! They must be punished!"
END

DIALOGEVENT:MN32_Militants02subtitle
"*MILITANT: Execute them! Betrayers!"
END

DIALOGEVENT:MN32_Militants03subtitle
"*MILITANT: Execute them!"
END

DIALOGEVENT:MN32_Militants04subtitle
"*MILITANT: Betrayers!"
END

DIALOGEVENT:MN32_Militants05subtitle
"*MILITANT: What is this? Reinforcements?"
END

DIALOGEVENT:MN32_Militants06subtitle
"*MILITANT: Reinforcements? Who's in charge?"
END

DIALOGEVENT:MN32_Venom01subtitle
"*NOD SOLDIER: Use the Beam Cannons on the traitors' base!"
END

DIALOGEVENT:MN32_NodSoldier301subtitle
"*NOD SOLDIER: This GDI attack is pathetic."
END

DIALOGEVENT:MN32_NodSoldier401subtitle
"*NOD SOLDIER: How did we lose to these fascist goons in Egypt? "
END

DIALOGEVENT:MN32_Militants07subtitle
"*MILITANT: Surrender before Kane, traitors."
END

DIALOGEVENT:MN32_NodSoldier302subtitle
"*NOD SOLDIER: They've got too much armor! We need support!"
END

DIALOGEVENT:MN32_NodEVA05subtitle
"*EVA: Beam Cannons are available for production."
END


//============================================================================
// Recording Session: Master
// Mission          : Nod 4-1
//============================================================================

DIALOGEVENT:MN41_NodEVA01subtitle
"*EVA: These transports carry nuclear warheads. They must be captured and secured for Nod. "
END

DIALOGEVENT:MN41_NodEVA02subtitle
"*EVA: Initial scouting has shown this large cystalline growth to be structurally unsound - if you can weaken it further, it should collapse, blocking GDI's only escape route."
END

DIALOGEVENT:MN41_NodSoldier101subtitle
"*NOD SOLDIER: Look at that escort...looks like GDI ain't screwing around."
END

DIALOGEVENT:MN41_NodSoldier201subtitle
"*NOD SOLDIER: What, you thought they'd send out a bunch of nukes in an unguarded civilian convoy? Put a big sign on the back saying "Hey Nod, steal me""
END

DIALOGEVENT:MG41_Transport10subtitle
"*GDI SOLDIER: GDI Central Command, this is Hazardous Materials Transport Zeta, requesting immediate assistance. Nod insurgents have managed to block our route...we're trapped. Repeat, we are trapped."
END

DIALOGEVENT:MN41_NodSoldier102subtitle
"*NOD SOLDIER: Watch it, you don't want one of those things to blow...."
END

DIALOGEVENT:MN41_NodSoldier202subtitle
"*NOD SOLDIER: ...why? What's going to happ....(BOOM)"
END

DIALOGEVENT:MG41_Transport11subtitle
"*GDI SOLDIER: Taking excessive damage....warheads unstable...she's going to blow....(BOOM)"
END

DIALOGEVENT:MG41_Transport12subtitle
"*GDI SOLDIER: Good god, it looks like the warheads are going to....(BOOM)"
END

DIALOGEVENT:MG41_Transport13subtitle
"*TRANSPORT DRIVER: Why are they attacking us? Don't they know that we're carrying Nuclear warheads....(BOOM)"
END

DIALOGEVENT:MN41_NodEVA03subtitle
"*EVA: These weapons are essential for Kilian's plans."
END

DIALOGEVENT:MN41_NodEVA04subtitle
"*EVA: They must be protected."
END

DIALOGEVENT:MN41_NodEVA05subtitle
"*EVA: All warheads have been detonated. You have failed."
END

DIALOGEVENT:MN41_NodEVA06subtitle
"*EVA: Large unidentified force inbound on your location."
END

DIALOGEVENT:MN41_NodEVA07subtitle
"*EVA: Invading hostiles are overwhelming the region. Predicted chance of success is dropping rapidly."
END

DIALOGEVENT:MN41_NodSoldier103subtitle
"*NOD SOLDIER: Aliens! What the hell would they want in a godforaken wasteland like this...."
END

DIALOGEVENT:MN41_NodSoldier203subtitle
"*NOD SOLDIER: Tiberium."
END

DIALOGEVENT:MN41_NodSoldier104subtitle
"*NOD SOLDIER: A GDI air patrol...great, just what we need."
END

DIALOGEVENT:MN41_NodSoldier204subtitle
"*NOD SOLDIER: Wait, it looks like they're trying to take on the Aliens."
END

DIALOGEVENT:MN41_NodSoldier105subtitle
"*NOD SOLDIER: Let's grab these nukes and get outta here."
END

DIALOGEVENT:MG41_Transport14subtitle
"*GDI SOLDIER: This is GDI Transport Zeta A. We have no means left with which to fight you, and must thus surrender. We only request that you leave our civilian charges unharmed."
END

DIALOGEVENT:MG41_Transport15subtitle
"*GDI SOLDIER: GDI Transport Zeta B offering immediate surrender. Please cease fire and we will do as you say, just don't hurt anyone."
END

DIALOGEVENT:MG41_Transport16subtitle
"*TRANSPORT DRIVER: Dammit, you've got us...Transport Zeta C surrendering. Just don't kill anyone else...."
END

DIALOGEVENT:MN41_NodEVA08subtitle
"*EVA: Nuclear warheads secured. Escort them to evacation zone."
END


//============================================================================
// Recording Session: Master
// Mission          : Nod 4-2
//============================================================================

DIALOGEVENT:MN42_Militants01subtitle
"*MILITANT: Ah! They are relentless!"
END

DIALOGEVENT:MN42_Militants02subtitle
"*MILITANT: The Portal is down. Press forward!"
END

DIALOGEVENT:MN42_Militants03subtitle
"*MILITANT: The Gateway is down. Roll in the Artillery!"
END

DIALOGEVENT:MN42_Militants04subtitle
"*MILITANT: The Alien structures are down. Take em out!"
END

DIALOGEVENT:MN12_GDISoldier602subtitle
"*GDI SOLDIER: Dig-in! Dig-in!"
END

DIALOGEVENT:MN42_GDISoldier402subtitle
"*GDI SOLDIER: Hostile Nod Action. Truce is off. Take em OUT!"
END

DIALOGEVENT:MN42_GDISoldier301subtitle
"*GDI SOLDIER: Nod scum. Should never have trusted em!"
END

DIALOGEVENT:MN42_Militants05subtitle
"*MILITANT: Working with GDI. Hah! Kane would never have sanctioned this."
END

DIALOGEVENT:MN42_Militants06subtitle
"*MILITANT: Kilian is negotiating with these fools, when she should be destroying them!"
END

DIALOGEVENT:MN42_NodEVA01subtitle
"*EVA: GDI is being overwhelmed by the Alien invaders. Destroying these three targets will drastically weaken the Aliens. "
END

DIALOGEVENT:MN42_NodEVA02subtitle
"*EVA: The codes to activate the stolen nuclear missiles are located in this GDI Strategic Launch Command."
END

DIALOGEVENT:MN42_NodEVA03subtitle
"*EVA: An unofficial objective to destroy GDI's Ion Cannon Control Center has been received. "
END

DIALOGEVENT:MN42_NodEVA04subtitle
"*EVA: Additional funding can be secured by capturing two Tiberium Spikes. "
END

DIALOGEVENT:MN42_GDISoldier302subtitle
"*GDI SOLDIER: We have to keep them out of Sydney!"
END

DIALOGEVENT:MN42_GDISoldier303subtitle
"*GDI SOLDIER: We can't let them push us back!"
END

DIALOGEVENT:MN42_GDISoldier401subtitle
"*GDI SOLDIER: What is Nod doing in our base?"
END


//============================================================================
// Recording Session: Master
// Mission          : Nod 4-4
//============================================================================

DIALOGEVENT:MN44_Militants01subtitle
"*MILITANT: Kilian shall learn what it is to cross Kane!"
END

DIALOGEVENT:MN44_Militants02subtitle
"*MILITANT: Is it true? Does Kane live?"
END

DIALOGEVENT:MN44_GDIOxTransport01subtitle
"*OX PILOT: Ox Group A heading out"
END

DIALOGEVENT:MN44_GDIOxTransport02subtitle
"*OX PILOT: Ox Group B heading out"
END

DIALOGEVENT:MN44_NodEVA01subtitle
"*EVA: Alien invasion of Sydney is imminent. Assist GDI in their evacuation from the Alien attacks for 10 minutes."
END

DIALOGEVENT:MN44_NodEVA02subtitle
"*EVA: GDI is using Ox tranports in evacuation. Help GDI protect these Ox tranports. "
END

DIALOGEVENT:MN44_NodEVA03subtitle
"*EVA: GDI will use their Ion Cannon on the Aliens once their evacuation is complete. Help protect the Ion Cannon Control Center from Alien attack until that time."
END

DIALOGEVENT:MN44_NodEVA04subtitle
"*EVA: Central Command has been restored to Kane. New objective is to eliminate GDI."
END

DIALOGEVENT:MN44_NodEVA05subtitle
"*EVA: Recommend using Nuclear Missile weapons. "
END

DIALOGEVENT:MN44_NodEVA06subtitle
"*EVA: Harvest 25,000 Tiberium to assist GDI's evacuation operation."
END

DIALOGEVENT:MN44_NodEVA07subtitle
"*EVA: Kane desires GDI perish by Nuclear missile. Use Nuclear Missiles on the GDI base."
END

DIALOGEVENT:MN44_NodSoldier401subtitle
"*NOD SOLDIER: I still can't believe we're helping GDI. "
END

DIALOGEVENT:MN44_NodSoldier402subtitle
"*NOD SOLDIER: Oh yeah! Finally we get to smoke GDI!"
END

DIALOGEVENT:MN44_GDISoldier301subtitle
"*GDI SOLDIER: Nod is turning on us! Betrayers!"
END

DIALOGEVENT:MN44_GDISoldier401subtitle
"*GDI SOLDIER: We never should have trusted Nod scum!"
END

DIALOGEVENT:MN44_NodSoldier403subtitle
"*NOD SOLDIER: The Aliens are pushing from the North!"
END


//============================================================================
// Recording Session: Master
// Mission          : Nod 4-5
//============================================================================

DIALOGEVENT:MN45_NodEVA01subtitle
"*EVA: Kilian's last loyal forces remain protecting her stronghold. Eliminate them."
END

DIALOGEVENT:MN45_NodEVA02subtitle
"*EVA: GDI has arrived on the scene, likely to enact revenge. They must not interfere with our mission - destroy them."
END

DIALOGEVENT:MN45_NodEVA03subtitle
"*EVA: Some of Kilian's forces appear to be ready to switch to our side. Orchestrate an event that will let them escape from Kilian's stronghold. "
END

DIALOGEVENT:MN45_NodEVA04subtitle
"*EVA: These Power Plants power the shield that protects Kilian's stronghold. Destroy them to make Kilian's stronghold vulnerable."
END

DIALOGEVENT:MN45_Militants01subtitle
"*MILITANT: Kilian will pay for her betrayal!"
END

DIALOGEVENT:MN45_NodEVA05subtitle
"*EVA: GDI reinforcements approaching from the north."
END

DIALOGEVENT:MN45_NodEVA06subtitle
"*EVA: GDI's reinforcements look to be constructing an Airfield. "
END

DIALOGEVENT:MN45_NodEVA07subtitle
"*EVA: Central Command reports that Kilian has called for reinforcement. Capture and hold the reinforcement bay at the time when the reinforcements arrive to prevent their landing. "
END

DIALOGEVENT:MN45_NodEVA08subtitle
"*EVA: Kilian has begun a Nuclear Missile launch countdown. Capture or destroy her Temple of Nod."
END

DIALOGEVENT:MN45_Shadow01subtitle
"*SHADOW: I could sneak in their base, Commander. "
END

DIALOGEVENT:MN45_NodCommando01subtitle
"*COMMANDO: Revenge feels SO good!"
END

DIALOGEVENT:MN45_NodEVA09subtitle
"*EVA: Kilian reinforcements inbound."
END

DIALOGEVENT:MN45_NodCommando02subtitle
"*COMMANDO: You are a traitor to Kane!"
END


//============================================================================
// Recording Session: Master
// Mission          : Nod 5-1
//============================================================================

DIALOGEVENT:MN51_NodEVA01subtitle
"*EVA: The Catalyst Launch Facility is under assault from the Visitors. Capture it and repair it with Saboteurs to gain access to Catalyst Missiles. "
END

DIALOGEVENT:MN51_NodEVA02subtitle
"*EVA: Test the functionality of the new Catalyst Missile weapon. Destroy three Gravity Stabilizers."
END

DIALOGEVENT:MN51_NodEVA03subtitle
"*EVA: Capture at least four Nod structures under attack and save them from destruction by the Visitors."
END

DIALOGEVENT:MN51_NodEVA04subtitle
"*EVA: Detecting Alien forces inbound from the west."
END

DIALOGEVENT:MN51_NodEVA05subtitle
"*EVA: Detecting Alien forces inbound from the east."
END

DIALOGEVENT:MN51_NodSoldier401subtitle
"*NOD SOLDIER: They're jumping over the chasm! "
END

DIALOGEVENT:MN51_NodSoldier301subtitle
"*NOD SOLDIER: They're coming across the chasm somehow!"
END

DIALOGEVENT:MN51_NodSoldier302subtitle
"*NOD SOLDIER: We need to repair the bridges!"
END

DIALOGEVENT:MN51_NodSoldier402subtitle
"*NOD SOLDIER: Why did the Aliens attack here?"
END

DIALOGEVENT:MN51_NodSoldier303subtitle
"*NOD SOLDIER: It's almost like they knew what was here!"
END

DIALOGEVENT:MN51_NodEVA06subtitle
"*EVA: Detecting Alien forces inbound from the north."
END

DIALOGEVENT:MN51_NodEVA07subtitle
"*EVA: Detecting Alien forces inbound from the south."
END

DIALOGEVENT:MN51_NodEVA08subtitle
"*EVA: The Catalyst Launch Facility is destroyed. Mission failed."
END

DIALOGEVENT:MN51_NodEVA09subtitle
"*EVA: Catalyst Missile ready for launch."
END

DIALOGEVENT:MN51_NodSoldier201subtitle
"*NOD SOLDIER: Holy crap! That missile wasted 'em!"
END

DIALOGEVENT:MN51_NodEVA10subtitle
"*EVA: Capturing the reinforcement bay, will call reinforcements."
END

DIALOGEVENT:MN51_NodEVA11subtitle
"*EVA: Reinforcements inbound. "
END

DIALOGEVENT:MN51_NodSoldier304subtitle
"*NOD SOLDIER: There's a whole lot more of 'em over here!"
END


//============================================================================
// Recording Session: Master
// Mission          : Nod 5-2
//============================================================================

DIALOGEVENT:MN52_NodEVA01subtitle
"*EVA: GDI has incoming reinforcements, Commander."
END

DIALOGEVENT:MN52_NodEVA02subtitle
"*EVA: Commander, we need that Control Center intact"
END

DIALOGEVENT:MN52_NodEVA03subtitle
"*EVA: Cease fire on that Control Center NOW Commander!"
END

DIALOGEVENT:MN52_NodEVA04subtitle
"*EVA: We need to capture the Control Center Commander, not destroy it."
END

DIALOGEVENT:MN52_NodEVA05subtitle
"*EVA: Destroying that reactor building will deny the Visitors their shield technology."
END

DIALOGEVENT:MN52_NodEVA06subtitle
"*EVA: With those Gravity Stabilizers offline, the Visitors' air power will be significantly hampered. Good work Commander"
END

DIALOGEVENT:MN52_NodEVA07subtitle
"*EVA: We must setup a base to assault the Aliens and gain access to an Alien Tower. "
END

DIALOGEVENT:MN52_NodEVA08subtitle
"*EVA: The key code to the Alien towers must be acquired by capturing this Alien structure."
END

DIALOGEVENT:MN52_NodEVA09subtitle
"*EVA: Destroy the Gravity Stabilizers on the north ridge to weaken the Alien's forces."
END

DIALOGEVENT:MN52_NodEVA10subtitle
"*EVA: Destroy the Alien Reactor in the main base."
END

DIALOGEVENT:MN52_NodEVA11subtitle
"*EVA: Secure additional Tiberium by capturing three of the Alien Extractors."
END

DIALOGEVENT:MN52_NodSoldier301subtitle
"*NOD SOLDIER: These Aliens...they're preparing for something."
END

DIALOGEVENT:MN52_NodSoldier401subtitle
"*NOD SOLDIER: They must coordinate their assaults from here. "
END

DIALOGEVENT:MN52_Shadow01subtitle
"*SHADOW: There are too many enemy aircraft - we need anti-air!"
END

DIALOGEVENT:MN52_Militants01subtitle
"*MILITANT: It's like...like they don't know that we're here."
END

DIALOGEVENT:MN52_NodCommando01subtitle
"*COMMANDO: We're after a key code - let's get busy."
END

DIALOGEVENT:MN52_NodCommando02subtitle
"*COMMANDO: Let's take 'em all down - they've worn their welcome"
END

DIALOGEVENT:MN52_NodSoldier402subtitle
"*NOD SOLDIER: I hope Kane knows what he's doing - I don't like the looks of this place"
END


//============================================================================
// Recording Session: Master
// Mission          : Nod 5-4
//============================================================================

DIALOGEVENT:MN54_Shadow01subtitle
"*SHADOW: This doesn't even feel like Earth anymore"
END

DIALOGEVENT:MN54_NodEVA01subtitle
"*EVA: GDI pushed deep into the red zone, attempting to defeat the Alien Visitors. They must be stopped."
END

DIALOGEVENT:MN54_NodEVA02subtitle
"*EVA: GDI has two encampments - a main base to the southwest and an air base to the north."
END

DIALOGEVENT:MN54_NodEVA03subtitle
"*EVA: Both are threats. Both must be captured...or destroyed."
END

DIALOGEVENT:MN54_NodEVA04subtitle
"*EVA: The Alien invaders are dug-in, determined to defend this area. This base must fall - capture or destroy it. "
END

DIALOGEVENT:MN54_NodEVA05subtitle
"*EVA: The GDI Air Base has been neutralized."
END

DIALOGEVENT:MN54_NodEVA06subtitle
"*EVA: The Alien base has been neutralized."
END

DIALOGEVENT:MN54_NodEVA07subtitle
"*EVA: The GDI main base has been neutralized. "
END

DIALOGEVENT:MN54_Militants01subtitle
"*MILITANT: This is Italy? It doesn't even look like Earth anymore."
END

DIALOGEVENT:MN54_Shadow02subtitle
"*SHADOW: Ground zero...."
END

DIALOGEVENT:MN54_Shadow03subtitle
"*SHADOW: This is near where it all began. "
END

DIALOGEVENT:MN54_Shadow04subtitle
"*SHADOW: There's too much action - we must find another way around."
END

DIALOGEVENT:MN54_Shadow05subtitle
"*SHADOW: It's a war zone out there...we should tread carefully, lest we draw unwanted attention."
END

DIALOGEVENT:MN54_NodSoldier201subtitle
"*NOD SOLDIER: The skies are ours!"
END

DIALOGEVENT:MN54_Shadow06subtitle
"*SHADOW: What are these Aliens, but more fools blind to the prophecy of Kane."
END


//============================================================================
// Recording Session: Master
// Mission          : Nod 5-5
//============================================================================

DIALOGEVENT:MN55_NodSoldier201subtitle
"*NOD SOLDIER: Look at the size of that thing!"
END

DIALOGEVENT:MN55_NodSoldier301subtitle
"*NOD SOLDIER: Commander GDI Oxs are incoming!"
END

DIALOGEVENT:MN55_NodEVA01subtitle
"*EVA: You must protect the Visitors' Phase Generators while their Tower is still under construction."
END

DIALOGEVENT:MN55_NodSoldier401subtitle
"*NOD SOLDIER: We've gotta take out those Juggernauts ASAP!"
END

DIALOGEVENT:MN55_NodSoldier202subtitle
"*NOD SOLDIER: Those Firehawks must be coming from somewhere up North."
END

DIALOGEVENT:MN55_NodCommando01subtitle
"*COMMANDO: Protect those damn generators! "
END

DIALOGEVENT:MN55_NodSoldier203subtitle
"*NOD SOLDIER: Without those Phase Generators GDI will call in an Ion Cannon and blast the Tower to smithereens!"
END

DIALOGEVENT:MN55_NodEVA02subtitle
"*EVA: Phase Generators at 75% "
END

DIALOGEVENT:MN55_NodEVA03subtitle
"*EVA: Phase Generators at 50% "
END

DIALOGEVENT:MN55_NodEVA04subtitle
"*EVA: Phase Generators at 25% "
END

DIALOGEVENT:MN55_NodEVA05subtitle
"*EVA: Phase Generators at 10% "
END

DIALOGEVENT:MN55_NodEVA06subtitle
"*EVA: All Phase Generators Destroyed. The Mission and Kane's plan is a failure."
END

DIALOGEVENT:MN55_NodEVA07subtitle
"*EVA: We must protect the Alien's Phase Generators at all costs. Their destruction makes this last Alien Tower vulnerable to attack."
END

DIALOGEVENT:MN55_NodEVA08subtitle
"*EVA: GDI Must be eliminated to secure this Alien Tower for Kane. Raze their structures. "
END

DIALOGEVENT:MN55_NodEVA09subtitle
"*EVA: GDI's Juggernaut units threaten a massive bombardment. Capture them."
END

DIALOGEVENT:MN55_NodEVA10subtitle
"*EVA: GDI is poised to use their Ion Cannon. Eliminate or capture their Ion Cannon Control Center before they can use the weapon. "
END


//============================================================================
// Recording Session: Pick-Up 1
// Mission          : Aliens 1
//============================================================================

DIALOGEVENT:MAA1_AlienAI01subtitle
"*ALIEN AI: Commence destruction of this indigenous region in order to provoke a response and ascertain their defensive capabilities."
END

DIALOGEVENT:MAA1_AlienAI02subtitle
"*ALIEN AI: Response provoked. Destroy any hostiles you come across along with any of their production structures. A Drone Ship has been deployed to facilitate base construction for this offensive."
END


//============================================================================
// Recording Session: Pick-Up 1
// Mission          : Aliens 2
//============================================================================

DIALOGEVENT:MAA2_AlienAI01subtitle
"*ALIEN AI: Indigenous defenses in this region have destroyed our scout team. Gathered information suggests that a GDI Engineer should be able to disable the localized source powering these defenses. "
END

DIALOGEVENT:MAA2_AlienAI02subtitle
"*ALIEN AI: Guide the Mastermind to a small outpost east of your position. Then plant a manipulator device on their Barracks to gain control of an Engineer."
END

DIALOGEVENT:MAA2_AlienAI03subtitle
"*ALIEN AI: Location of defense power station confirmed. Use the Engineer to capture this structure."
END

DIALOGEVENT:MAA2_AlienAI04subtitle
"*ALIEN AI: GDI defenses disabled. Use incoming reinforcements to destroy the GDI presence north of your location. "
END

DIALOGEVENT:MAA2_AlienAI05subtitle
"*ALIEN AI: GDI forces are rerouting power. Recommend destroying any remaining defenses or defensive power station before power is restored. "
END

DIALOGEVENT:MAA2_AlienAI06subtitle
"*ALIEN AI: The Barracks is protected by defensive towers. Use the Mastermind to teleport stranded Devourer Tanks detected to the north."
END


//============================================================================
// Recording Session: Pick-Up 1
// Mission          : Aliens 3
//============================================================================

DIALOGEVENT:MAA3_AlienAI01subtitle
"*ALIEN AI: Foreman, we have located two information facilities which contain data relating to Ichor-LQ explosion. Capture these facilites to extract this data. "
END

DIALOGEVENT:MAA3_AlienAI02subtitle
"*ALIEN AI: Advanced defensive weaponry guard the information facilities. Destroy these defenses to assist in capturing the facilities."
END

DIALOGEVENT:MAA3_AlienAI03subtitle
"*ALIEN AI: GDI forces have initiated a full scale assault against this Nod position. Should they succeed in breaking through Nod's defenses, they may destroy the facilities before we can acquire the information we seek. These facilities must not be destroyed. "
END


//============================================================================
// Recording Session: Pick-Up 1
// Mission          : Aliens 4
//============================================================================

DIALOGEVENT:MAA4_AlienAI01subtitle
"*ALIEN AI: GDI has built up a strong presence to the north. They appear to be intent on destroying the Tower. They must be stopped at all costs."
END

DIALOGEVENT:MAA4_AlienAI02subtitle
"*ALIEN AI: The Tower is now complete and impervious to GDI's attacks. Construct a Signal Transmitter so the Alien Mothership may be summoned to your location. "
END

DIALOGEVENT:MAA4_AlienAI03subtitle
"*ALIEN AI: Protect and navigate the Alien Mothership to the tower for evacuation."
END



//============================================================================
// Recording Session: PU2
// Mission          : GDI Tutorial
//============================================================================

DIALOGEVENT:MTut_TrainingOfficer01subtitle
"*TRAINING OFFICER: Welcome to the battlefield training simulation, Commander. This scenario will help you get familiar with the basics of our Command and Control system."
END

DIALOGEVENT:MTut_TrainingOfficer02subtitle
"*TRAINING OFFICER: To get started, let's go over some basic camera controls for navigating the battlefield."
END

DIALOGEVENT:MTut_TrainingOfficer03subtitle
"*TRAINING OFFICER: To move the camera, hold down the right mouse button and drag the cursor in any direction. Move the camera now."
END

DIALOGEVENT:MTut_TrainingOfficer04subtitle
"*TRAINING OFFICER: Excellent."
END

DIALOGEVENT:MTut_TrainingOfficer05subtitle
"*TRAINING OFFICER: To rotate the camera, hold down the middle mouse button and scroll the mouse right and left. Try rotating the camera now. "
END

DIALOGEVENT:MTut_TrainingOfficer06subtitle
"*TRAINING OFFICER: Good."
END

DIALOGEVENT:MTut_TrainingOfficer07subtitle
"*TRAINING OFFICER: Throughout this training session, you can reference your objectives at any moment if you're having trouble figuring out what to do next. To access your objectives, click the flashing button in the top right of the screen."
END

DIALOGEVENT:MTut_TrainingOfficer08subtitle
"*TRAINING OFFICER: Next we'll work on commanding units. We have granted you two squads of Zone Troopers."
END

DIALOGEVENT:MTut_TrainingOfficer09subtitle
"*TRAINING OFFICER: Begin selecting these units by moving your cursor over the Zone Troopers. Notice that your cursor changes to a selection cursor."
END

DIALOGEVENT:MTut_TrainingOfficer10subtitle
"*TRAINING OFFICER: While your cursor is over the unit, left-click."
END

DIALOGEVENT:MTut_TrainingOfficer11subtitle
"*TRAINING OFFICER: Excellent. One squad of Zone Troopers is now selected."
END

DIALOGEVENT:MTut_TrainingOfficer12subtitle
"*TRAINING OFFICER: You can select multiple squads of units by left-clicking and dragging the mouse across them."
END

DIALOGEVENT:MTut_TrainingOfficer13subtitle
"*TRAINING OFFICER: Try selecting both squads of Zone Troopers by dragging a selection box across all of them."
END

DIALOGEVENT:MTut_TrainingOfficer14subtitle
"*TRAINING OFFICER: Both squads are now selected."
END

DIALOGEVENT:MTut_TrainingOfficer15subtitle
"*TRAINING OFFICER: To move selected units, move your cursor over empty terrain. You'll notice that it changes to a move cursor - this is a potential destination for your selected units."
END

DIALOGEVENT:MTut_TrainingOfficer16subtitle
"*TRAINING OFFICER: Some terrain, such as mountains and rivers are not traversable and will give you a different cursor to inform you that you're not allowed to move units there."
END

DIALOGEVENT:MTut_TrainingOfficer17subtitle
"*TRAINING OFFICER: Issue a move command to your Zone Troopers into the designated area to the east by right-clicking on the terrain."
END

DIALOGEVENT:MTut_TrainingOfficer18subtitle
"*TRAINING OFFICER: Good work. Your troops are moving out."
END

DIALOGEVENT:MTut_TrainingOfficer19subtitle
"*TRAINING OFFICER: This is the shooting range - time for some target practice. If your Zone troopers are still selected, right-click on the targets down range and the Zone Troopers will fire on them. If your troops aren't selected, drag a box around the whole group and then open fire. Destroy all of the targets.  "
END

DIALOGEVENT:MTut_TrainingOfficer20subtitle
"*TRAINING OFFICER: All targets are destroyed. Excellent work, Commander."
END

DIALOGEVENT:MTut_TrainingOfficer21subtitle
"*TRAINING OFFICER: Notice that one of your Zone Trooper squads has a special symbol hovering above it when it is selected. This squad is now a veteran squad. There are three levels of veterancy. As squads rank up, they deal more damage and become less vulnerable to enemy attacks."
END

DIALOGEVENT:MTut_TrainingOfficer22subtitle
"*TRAINING OFFICER: Now move your Zone Troopers over to this damaged building. Order your men to destroy the structure. "
END

DIALOGEVENT:MTut_TrainingOfficer23subtitle
"*TRAINING OFFICER: Notice it took your men took significantly longer to destroy the structure than the targets at the range. Zone Troopers are very effective against infantry and light vehicles but are not very efficient at destroying structures. In turn, certain tanks and heavy artillery may tear through structures, but may not be the most effective weapons against infantry. "
END

DIALOGEVENT:MTut_TrainingOfficer24subtitle
"*TRAINING OFFICER: You'll need to pick the right unit for the enemy you're facing - troop composition is an important part of commanding an army."
END

DIALOGEVENT:MTut_TrainingOfficer25subtitle
"*TRAINING OFFICER: To find out what a particular unit's strengths are, move your mouse cursor over the appropriate icon in the build menu."
END

DIALOGEVENT:MTut_TrainingOfficer26subtitle
"*TRAINING OFFICER: Many units have special abilities. The Zone Troopers, for example, can use jump jets to boost themselves over obstacles and across rivers. "
END

DIALOGEVENT:MTut_TrainingOfficer27subtitle
"*TRAINING OFFICER: Order your Zone Troopers to jump jet across this trench by selecting your Zone Trooper squads and left clicking on the Jump Jets icon in the lower part of the unit portrait - you'll find it in the bottom right of your screen. Then left click on a section of open terrain on the other side of the trench."
END

DIALOGEVENT:MTut_TrainingOfficer28subtitle
"*TRAINING OFFICER: Good work. Many units have special abilities and upgrades that you can use to great effect on the battlefield.  "
END

DIALOGEVENT:MTut_TrainingOfficer29subtitle
"*TRAINING OFFICER: Commander, you have been issued a Mobile Construction Vehicle or MCV. This vehicle is the foundation for a new base and will allow you to build new structures."
END

DIALOGEVENT:MTut_TrainingOfficer30subtitle
"*TRAINING OFFICER: In the field, you'll be moving your MCV to a suitable area for base construction - look for flat terrain. We've designated an area for you in this training simulation.  Move your MCV to the designated area to begin base construction."
END

DIALOGEVENT:MTut_TrainingOfficer31subtitle
"*TRAINING OFFICER: The MCV is en route.  "
END

DIALOGEVENT:MTut_TrainingOfficer32subtitle
"*TRAINING OFFICER: Note that this large vehicle is defenseless and moves slowly, but it's heavily armored."
END

DIALOGEVENT:MTut_TrainingOfficer33subtitle
"*TRAINING OFFICER: You'll need to unpack the MCV before you can build a base. To do so, select your MCV and left click on its Unpack ability, again found at the lower right attached to the unit portrait. This will convert your MCV into a stationary structure called a Construction Yard. "
END

DIALOGEVENT:MTut_TrainingOfficer34subtitle
"*TRAINING OFFICER: Good work."
END

DIALOGEVENT:MTut_TrainingOfficer35subtitle
"*TRAINING OFFICER: Good work."
END

DIALOGEVENT:MTut_TrainingOfficer36subtitle
"*TRAINING OFFICER: Good work."
END

DIALOGEVENT:MTut_TrainingOfficer37subtitle
"*TRAINING OFFICER: Good work."
END

DIALOGEVENT:MTut_TrainingOfficer38subtitle
"*TRAINING OFFICER: Nice job, Commander."
END

DIALOGEVENT:MTut_TrainingOfficer39subtitle
"*TRAINING OFFICER: By unpacking your MCV you have established ground control and can now place additional structures in the vicinity of your Construction Yard."
END

DIALOGEVENT:MTut_TrainingOfficer40subtitle
"*TRAINING OFFICER: Additional structures will extend your ground control, allowing you to expand your base to cover more ground."
END

DIALOGEVENT:MTut_TrainingOfficer41subtitle
"*TRAINING OFFICER: To access the list of structures that you can build, either select the Construction Yard or click on the flashing production structure tab on the right side of your screen.  "
END

DIALOGEVENT:MTut_TrainingOfficer42subtitle
"*TRAINING OFFICER: You always have the option to click directly on the structure or simply use the tabs on the interface in the upper right."
END

DIALOGEVENT:MTut_TrainingOfficer43subtitle
"*TRAINING OFFICER: Your base will need power to function. Begin the construction of a Power Plant by left-clicking on the power plant icon in the build menu. "
END

DIALOGEVENT:MTut_TrainingOfficer44subtitle
"*TRAINING OFFICER: Good."
END

DIALOGEVENT:MTut_TrainingOfficer45subtitle
"*TRAINING OFFICER: Good."
END

DIALOGEVENT:MTut_TrainingOfficer46subtitle
"*TRAINING OFFICER: Notice how your remaining credits decrease while the power plant is building. Each structure has a cost and build time associated with it. To find out how much a building costs and how long it will take to build, move your mouse cursor over the building's icon in the build menu."
END

DIALOGEVENT:MTut_TrainingOfficer47subtitle
"*TRAINING OFFICER: The building is now ready - note that the Power Plant button is highlighted, indicating that it's ready to be placed in the world.  "
END

DIALOGEVENT:MTut_TrainingOfficer48subtitle
"*TRAINING OFFICER: Left-click the Power Plant build button and move your cursor onto the terrain. The cursor will switch to a Power Plant icon and may be placed within the construction yard's build radius.  Left-click to place the structure."
END

DIALOGEVENT:MTut_TrainingOfficer49subtitle
"*TRAINING OFFICER: If the Power Plant icon turns red, you are either trying to build the Power Plant outside of your Construction Yard's ground control radius, or you are trying to build it on impassible terrain. "
END

DIALOGEVENT:MTut_TrainingOfficer50subtitle
"*TRAINING OFFICER: Good. Now your base has power. Notice the power meter on the right side of your screen. "
END

DIALOGEVENT:MTut_TrainingOfficer51subtitle
"*TRAINING OFFICER: Each structure you build needs power to work properly. If your base runs low on power, some buildings will stop working and others will work inefficiently. Buildings that stop working turn black. "
END

DIALOGEVENT:MTut_TrainingOfficer52subtitle
"*TRAINING OFFICER: Now it's time to build a Refinery so you can harvest Tiberium.  "
END

DIALOGEVENT:MTut_TrainingOfficer53subtitle
"*TRAINING OFFICER: Tiberium is an extremely valuable resource that can be refined and used to fund your operations.  "
END

DIALOGEVENT:MTut_TrainingOfficer54subtitle
"*TRAINING OFFICER: Build a Refinery by clicking on the Refinery icon. When it's ready, place your Refinery in the same way you did your Power Plant."
END

DIALOGEVENT:MTut_TrainingOfficer55subtitle
"*TRAINING OFFICER: Excellent."
END

DIALOGEVENT:MTut_TrainingOfficer56subtitle
"*TRAINING OFFICER: Excellent."
END

DIALOGEVENT:MTut_TrainingOfficer57subtitle
"*TRAINING OFFICER: Note that the Harvester unit automatically begins to seek out and collect Tiberium. Once the Harvester has reached capacity, it will return and unload its Tiberium for processing. You'll get credits when this happens."
END

DIALOGEVENT:MTut_TrainingOfficer58subtitle
"*TRAINING OFFICER: With your economy established now and power available you can begin to build production structures."
END

DIALOGEVENT:MTut_TrainingOfficer59subtitle
"*TRAINING OFFICER: A Barracks will allow you to train infantry. Build a Barracks and place it on the terrain just like you did with your Power Plant and Refinery."
END

DIALOGEVENT:MTut_TrainingOfficer60subtitle
"*TRAINING OFFICER: Good work. Now you can start building an army."
END

DIALOGEVENT:MTut_TrainingOfficer61subtitle
"*TRAINING OFFICER: To access the list of infantry units that you can train, either select the barracks, or click on the unit production tab now. "
END

DIALOGEVENT:MTut_TrainingOfficer62subtitle
"*TRAINING OFFICER: Click on the Riflemen Squad icon to train a squad of GDI Riflemen. Click on the icon multiple times and you will train multiple squads. "
END

DIALOGEVENT:MTut_TrainingOfficer63subtitle
"*TRAINING OFFICER: Train 3 squads of Riflemen."
END

DIALOGEVENT:MTut_TrainingOfficer64subtitle
"*TRAINING OFFICER: You can pause production of a unit or structure by right-clicking on its icon while it is being built. If you left-click on a paused unit or structure, production will resume."
END

DIALOGEVENT:MTut_TrainingOfficer65subtitle
"*TRAINING OFFICER: If you right-click on a paused unit or structure, production will be canceled and any credits spent will be refunded."
END

DIALOGEVENT:MTut_TrainingOfficer66subtitle
"*TRAINING OFFICER: Good work, Commander. You've managed to build a base and train a small force of infantry. Now you will fight a mock battle against another commander. He will command the Red team and you will command the Blue team."
END

DIALOGEVENT:MTut_TrainingOfficer67subtitle
"*TRAINING OFFICER: The Red team may attack at any moment. Before they do, garrison your riflemen inside this abandoned building"
END

DIALOGEVENT:MTut_TrainingOfficer68subtitle
"*TRAINING OFFICER: While garrisoned, your troops can still fire out but are protected from enemy fire. Note that if the structure becomes severely damaged, your troops will be ejected. "
END

DIALOGEVENT:MTut_TrainingOfficer69subtitle
"*TRAINING OFFICER: To garrison the building, select your squads and right-click on the abandoned building to send them in. "
END

DIALOGEVENT:MTut_TrainingOfficer70subtitle
"*TRAINING OFFICER: Your units are now taking advantage of cover inside the building."
END

DIALOGEVENT:MTut_TrainingOfficer71subtitle
"*TRAINING OFFICER: Here comes the Red team!"
END

DIALOGEVENT:MTut_TrainingOfficer72subtitle
"*TRAINING OFFICER: You have successfully defeated the Red team's strike force. "
END

DIALOGEVENT:MTut_TrainingOfficer73subtitle
"*TRAINING OFFICER: To clear the garrisoned building, select the building and click on the "Evacuate All" button. "
END

DIALOGEVENT:MTut_TrainingOfficer74subtitle
"*TRAINING OFFICER: Now, it's time to build some more forces. When you feel you're ready, move your forces out into the field, find the Red team's base and destroy it."
END

DIALOGEVENT:MTut_TrainingOfficer75subtitle
"*TRAINING OFFICER: You have discovered the Red team's base. Target their structures and take them down."
END

DIALOGEVENT:MTut_TrainingOfficer76subtitle
"*TRAINING OFFICER: Great job, Commander. You've learned all the basics you'll need to lead GDI forces into battle. You might try starting with the GDI campaign next as it reinforces and builds upon the lessons you've learned in this training session. "
END


//============================================================================
// Recording Session: PU2
// Mission          : GDI Prologue
//============================================================================

DIALOGEVENT:MGPr_Orca01subtitle
"*ORCA PILOT: Commander, returning to base to rearm and refuel."
END

DIALOGEVENT:MGPr_GDISoldier701subtitle
"*RIFLEMAN: Its good to be off normal patrol duty. Ready for orders, Commander."
END

DIALOGEVENT:MGPr_GDIEVA01subtitle
"*EVA: This outpost was abandoned many years ago after its strategic value waned. Once you arrive at the outpost it can be reactivated remotely."
END

DIALOGEVENT:MGPr_GDIEVA02subtitle
"*EVA: Before engaging more Nod forces, bolster your own army with infantry. From your Construction Yard build a Barracks, then from your Barracks train three Riflemen Squads."
END

DIALOGEVENT:MGPr_GDIEVA03subtitle
"*EVA: To restore your base to full power build a Power Plant. Remember when your base is low on power, units and structures build much slower."
END

DIALOGEVENT:MGPr_GDIEVA04subtitle
"*EVA: Repair the Command Post to help restore this GDI base to full operational capacity.  "
END

DIALOGEVENT:MGPr_GDIEVA05subtitle
"*EVA: Nod presence appears to be minor. Eliminate these dangerous Nod structures."
END

DIALOGEVENT:MGPr_GDIEVA06subtitle
"*EVA: Further investigation of the area is needed. Repair the bridge so that our troops can cross the river."
END

DIALOGEVENT:MGPr_GDIEVA07subtitle
"*EVA: Engineers can take control of a structure away from its commander. Take control of an enemy structure remaining in this area."
END

DIALOGEVENT:MGPr_GDIEVA08subtitle
"*EVA: Orca reinforcements are set to arrive soon, you will need to build an Airfield in order to maintain any aircraft."
END

DIALOGEVENT:MGPr_GDIEVA09subtitle
"*EVA: Eliminate these key Nod structures to rid this area of Nod presence."
END

DIALOGEVENT:MGPr_GDIEVA10subtitle
"*EVA: Commander, it is imperative that you destroy the Nod Base."
END

DIALOGEVENT:MGPr_GDIEVA11subtitle
"*EVA: Sell a captured Nod Structure"
END

DIALOGEVENT:MGPr_GDIEVA12subtitle
"*EVA: Watchtowers are excellent defenses against enemy Infantry, and can be deployed anywhere within your ground control area."
END

DIALOGEVENT:MGPr_GDIEVA13subtitle
"*EVA: The Tiberium Spike Tech Structure provides its controller with a steady flow of resources over time. Capture this Tech Structure with an Engineer."
END

DIALOGEVENT:MGPr_GDIEVA14subtitle
"*EVA: Building an additional Barracks provides an second Infantry queue. This allows for more infantry to be trained and fielded in the same amount of time. Each production structure you control gives you an additional build queue."
END

DIALOGEVENT:MGPr_GDIEVA15subtitle
"*EVA: Build a Tiberium Silo from your Support Structure Tab. This will increase the maximum amount of resources you are able to store."
END

DIALOGEVENT:MGPr_GDIEVA16subtitle
"*EVA: Missile Squad reinforcements have arrived."
END

DIALOGEVENT:MGPr_GDIEVA17subtitle
"*EVA: New unit types available for training at the barracks."
END

DIALOGEVENT:MGPr_GDIEVA18subtitle
"*EVA: Base Defense critically damaged. Repair immediately."
END

DIALOGEVENT:MGPr_GDIEVA19subtitle
"*EVA: Destroy the Nod base quickly before it can cause more trouble."
END

DIALOGEVENT:MGPr_GDIEVA20subtitle
"*EVA: Ion Cannon control node active. Ion Cannon controls online. Positioning over Eastern Sea board. Fire when ready."
END

DIALOGEVENT:MGPr_TrainingOfficer01subtitle
"*TRAINING OFFICER: This is your Mobile Construction Vehicle, once it has unpacked it will allow you to construct various structures."
END

DIALOGEVENT:MGPr_TrainingOfficer02subtitle
"*TRAINING OFFICER: Your Construction Yard has two construction queues. These are accessed through the Production and Support Structures Tab in your Command Bar. Only one structure in each queue can be built at a time."
END

DIALOGEVENT:MGPr_TrainingOfficer03subtitle
"*TRAINING OFFICER: First lets start with a Barracks, which will allow you to bolster your forces with infantry."
END

DIALOGEVENT:MGPr_TrainingOfficer04subtitle
"*TRAINING OFFICER: Once it finishes building, you will be able to deploy the structure within your ground control area."
END

DIALOGEVENT:MGPr_TrainingOfficer05subtitle
"*TRAINING OFFICER: From a Barracks or other production structure, you can queue up multiple units."
END

DIALOGEVENT:MGPr_TrainingOfficer06subtitle
"*TRAINING OFFICER: Multiple structures of the same type allow for additional build queues."
END

DIALOGEVENT:MGPr_TrainingOfficer07subtitle
"*TRAINING OFFICER: Commander, your base is low on power. For additional power, build a Power Plant from your Production Tab."
END

DIALOGEVENT:MGPr_TrainingOfficer08subtitle
"*TRAINING OFFICER: In the mean time, you can remove buildings from the power grid to free up more power. This will allow the rest of your base to continue functioning."
END

DIALOGEVENT:MGPr_TrainingOfficer09subtitle
"*TRAINING OFFICER: To do this click on the lightning bolt button on the top of your Command Bar and then click on a structure. Only structures that require power can be turned off. You may need to turn off more then one structure in order to meet your power requirements."
END

DIALOGEVENT:MGPr_TrainingOfficer11subtitle
"*TRAINING OFFICER: Well done, the green power bar located on the left side of the mini-map indicates that your base now has enough power."
END

DIALOGEVENT:MGPr_TrainingOfficer12subtitle
"*TRAINING OFFICER: Commander, it seems Nod has noticed us, they are sending a force to destroy our base."
END

DIALOGEVENT:MGPr_TrainingOfficer14subtitle
"*TRAINING OFFICER: On account of the Nod presence, additional squads of Missile Soldiers have been requisitioned. "
END

DIALOGEVENT:MGPr_TrainingOfficer15subtitle
"*TRAINING OFFICER: Missiles are much more effective against structures than standard GDI rifles."
END

DIALOGEVENT:MGPr_TrainingOfficer16subtitle
"*TRAINING OFFICER: Engineers have two important functions. First, they can repair structures and bridges. Second, they can capture enemy structures and tech buildings allowing you full control of these structures."
END

DIALOGEVENT:MGPr_TrainingOfficer17subtitle
"*TRAINING OFFICER: To do this, select your Engineer and then right-click on the structure you wish to repair or capture."
END

DIALOGEVENT:MGPr_TrainingOfficer18subtitle
"*TRAINING OFFICER: Engineers are not combat units and cannot protect themselves. Additional Engineers can be trained at the barracks."
END

DIALOGEVENT:MGPr_TrainingOfficer20subtitle
"*TRAINING OFFICER: Select the Ion Cannon power by left-clicking on it. Then left-click on the enemy base to fire the Ion Cannon."
END

DIALOGEVENT:MGPr_TrainingOfficer21subtitle
"*TRAINING OFFICER: Your base defense has significant damage, you may want to repair it."
END

DIALOGEVENT:MGPr_TrainingOfficer22subtitle
"*TRAINING OFFICER: Tiberium is the only resource you need to collect. Once you've built a Refinery your Harvester will automatically seek it out."
END

DIALOGEVENT:MGPr_TrainingOfficer23subtitle
"*TRAINING OFFICER: Once the Harvester is full, or the field is depleted, the Harvester will return and begin refining the Tiberium."
END

DIALOGEVENT:MGPr_TrainingOfficer24subtitle
"*TRAINING OFFICER: Now that you have a Command Post, notice that there is radar information displaying in your mini-map."
END

DIALOGEVENT:MGPr_TrainingOfficer25subtitle
"*TRAINING OFFICER: Each landing pad can only sustain one air unit. Each Airfield has 4 landing pads."
END

DIALOGEVENT:MGPr_TrainingOfficer26subtitle
"*TRAINING OFFICER: Once an air unit has expended its ammo supply it must return to its landing pad, otherwise it will crash."
END

DIALOGEVENT:MGPr_TrainingOfficer27subtitle
"*TRAINING OFFICER: Quickly build and deploy a Watchtower Base Defense from the Support Structure Tab."
END

DIALOGEVENT:MGPr_TrainingOfficer29subtitle
"*TRAINING OFFICER: Greetings Commander. This is GDI Battle Command, here to get you up to speed on some of the ground operations on this mission."
END

//============================================================================
// Recording Session: PU2
// Mission          : GDI 1-1
//============================================================================

DIALOGEVENT:MG11_GDISoldier701subtitle
"*APC DRIVER: APCs here, Commander!"
END

DIALOGEVENT:MG11_GDIEVA11subtitle
"*EVA: Most infantry units can load inside of APCs for additional protection and firepower. "
END

DIALOGEVENT:MG11_GDIEVA12subtitle
"*EVA: Commander, you can use the APCs to transport infantry."
END

DIALOGEVENT:MG11_GDIEVA13subtitle
"*EVA: Select an infantry unit and give a move order to load them into the transport. "
END

DIALOGEVENT:MG11_GDIEVA14subtitle
"*EVA: Giving an infantry unit a move order into a building will garrison the building."
END

DIALOGEVENT:MG11_GDISoldier702subtitle
"*GDI SOLDIER: Captain Folker NOOOO!"
END

DIALOGEVENT:MG11_GDISoldier703subtitle
"*GDI SOLDIER: Captain Hunter NOOOO!"
END

DIALOGEVENT:MG11_GDISoldier704subtitle
"*GDI SOLDIER: Commander, we have to get that power back online!"
END

DIALOGEVENT:MG11_GDISoldier705subtitle
"*GDI SOLDIER: Commander, the Pentagon is vulnerable without power to its defenses."
END

DIALOGEVENT:MG11_GDISoldier706subtitle
"*GDI SOLDIER: We've got to get in there and get the Engineers to restore power."
END

DIALOGEVENT:MG11_GDISoldier707subtitle
"*GDI SOLDIER: They've cut the power!"
END

DIALOGEVENT:MG11_GDISoldier708subtitle
"*GDI SOLDIER: They've cut the power! What do you mean they've cut the power?!"
END

DIALOGEVENT:MG11_GDIEVA15subtitle
"*EVA: The Pentagon is defenseless without it's power. Bring that power back online!"
END

DIALOGEVENT:MG11_GDIEVA16subtitle
"*EVA: Get the Engineers inside the Pentagon and bring the Command and Control systems back online."
END

DIALOGEVENT:MG11_GDIEVA17subtitle
"*EVA: Nod has set up three small base camps in the area. GDI satellites have pinpointed the locations. Take the city back, Commander. Destroy these camps."
END

DIALOGEVENT:MG11_GDIEVA18subtitle
"*EVA: Enemy detected to the north."
END

DIALOGEVENT:MG11_GDIEVA19subtitle
"*EVA: Enemy detected to the northwest."
END

DIALOGEVENT:MG11_GDIEVA20subtitle
"*EVA: Enemy detected to the west."
END

DIALOGEVENT:MG11_GDIEVA21subtitle
"*EVA: Enemy detected to the southwest."
END

DIALOGEVENT:MG11_GDIEVA22subtitle
"*EVA: Pentagon Defense Systems online."
END

DIALOGEVENT:MG11_GDIEVA23subtitle
"*EVA: Pentagon Command and Control systems online"
END

DIALOGEVENT:MG11_GDIEVA24subtitle
"*EVA: Garrisoned building detected."
END

DIALOGEVENT:MG11_GDIEVA25subtitle
"*EVA: Garrison each of the four Guard Towers with GDI Riflemen and hold off the Nod Infantry wave."
END

DIALOGEVENT:MG11_GDIEVA26subtitle
"*EVA: Eliminate the Nod Central Headquarters."
END

DIALOGEVENT:MG11_GDIEVA27subtitle
"*EVA: The Brotherhood of Nod has hastily erected a forward base at the top of the hill. Ensure Nod can not regroup for another attack on the Pentagon by destroying this forward headquarters."
END

DIALOGEVENT:MG11_GDIEVA28subtitle
"*EVA: Eliminate the main Nod base to the west."
END

DIALOGEVENT:MG11_GDIEVA29subtitle
"*EVA: Eliminate the main Nod base to the northwest."
END

DIALOGEVENT:MG11_GDIEVA30subtitle
"*EVA: The Pentagon must be protected"
END

DIALOGEVENT:MG11_NodSoldier501subtitle
"*NOD SOLDIER: Where's your bureaucracy now, GDI!?"
END

DIALOGEVENT:MG11_NodSoldier502subtitle
"*NOD SOLDIER: THIS is the violence inherent in the system!"
END

DIALOGEVENT:MG11_NodSoldier503subtitle
"*NOD SOLDIER: Now YOU'RE being repressed GDI"
END

DIALOGEVENT:MG11_NodSoldier504subtitle
"*NOD SOLDIER: Your oppression ends here, GDI!"
END

DIALOGEVENT:MG11_NodSoldier505subtitle
"*NOD SOLDIER: <Death screams>"
END

DIALOGEVENT:MG11_NodSoldier506subtitle
"*NOD SOLDIER: <Death screams>"
END

DIALOGEVENT:MG11_NodSoldier507subtitle
"*NOD SOLDIER: <Death screams>"
END

DIALOGEVENT:MG11_NodSoldier508subtitle
"*NOD SOLDIER: <Death screams>"
END

DIALOGEVENT:MG11_GDISoldier709subtitle
"*GDI SOLDIER: They bombed the Power Plants!"
END

DIALOGEVENT:MG11_GDIEVA31subtitle
"*EVA: Incoming aircraft spotted."
END

DIALOGEVENT:MG11_GDIEVA32subtitle
"*EVA: The Pentagon has been destroyed."
END

DIALOGEVENT:MG11_Orca01subtitle
"*ORCA PILOT: Enemy detected to the northwest."
END

DIALOGEVENT:MG11_Orca02subtitle
"*ORCA PILOT: Enemy detected to the west."
END

DIALOGEVENT:MG11_Orca03subtitle
"*ORCA PILOT: Enemy detected to the southwest."
END

DIALOGEVENT:MG11_Orca04subtitle
"*ORCA PILOT: Pentagon Defense Systems online."
END

DIALOGEVENT:MG11_Orca05subtitle
"*ORCA PILOT: Pentagon Command and Control systems online."
END

DIALOGEVENT:MG11_Orca06subtitle
"*ORCA PILOT: Garrisoned building detected."
END


//============================================================================
// Recording Session: PU2
// Mission          : GDI 1-2
//============================================================================

DIALOGEVENT:MG12_GDIEVA19subtitle
"*EVA: Capture the Command Post to provide troop movement information on your radar."
END

DIALOGEVENT:MG12_GDIEVA20subtitle
"*EVA: GDI base captured."
END

DIALOGEVENT:MG12_GDIEVA21subtitle
"*EVA: GDI base acquired."
END

DIALOGEVENT:MG12_GDIEVA22subtitle
"*EVA: There is a Tiberium Refinery located in the city to the west. Capture it to gain additional resources and improve your rate of income."
END

DIALOGEVENT:MG12_GDIEVA23subtitle
"*EVA: There is a Tiberium Refinery in the city. Capturing it will effectively double our income and enable you to produce an army twice the size."
END

DIALOGEVENT:MG12_GDIEVA24subtitle
"*TRAINING OFFICER EVA: The GDI Snipers can designate targets for long range bombardment from artillery pieces. Select an artillery piece such as the battleship and click the 'Bombardment' button to activate it."
END

DIALOGEVENT:MG12_GDIEVA25subtitle
"*TRAINING OFFICER EVA: You can cancel the bombardment by moving the designating unit."
END

DIALOGEVENT:MG12_Orca01subtitle
"*ORCA PILOT: Thanks for findin' us a place to land, Commander! We were pretty close to bingo fuel!"
END

DIALOGEVENT:MG12_Orca02subtitle
"*ORCA PILOT: Skull leader all wings report in!"
END

DIALOGEVENT:MG12_Orca03subtitle
"*ORCA PILOT: Skull Squadron, let's help the Commander here take back our Airfield!"
END

DIALOGEVENT:MG12_Orca04subtitle
"*ORCA PILOT: Ghost leader, all wings report in!"
END

DIALOGEVENT:MG12_Orca05subtitle
"*ORCA PILOT: Ghost Squadron, let's help the Commander here take back our Airfield!"
END

DIALOGEVENT:MG12_NodSoldier501subtitle
"*VENOM PILOT: Targets sighted. Initiate takeoff. Weapons armed!"
END

DIALOGEVENT:MG12_NodSoldier502subtitle
"*VENOM PILOT: Weapons armed! "
END

DIALOGEVENT:MG12_NodSoldier503subtitle
"*VENOM PILOT: Initiate live fire target practice on GDI units."
END

DIALOGEVENT:MG12_NodSoldier504subtitle
"*VENOM PILOT: Targets sighted. Initiate takeoff. "
END

DIALOGEVENT:MG12_GDIEVA26subtitle
"*EVA: Commander, with the Airfields recaptured, Call for Transport is now online. "
END

DIALOGEVENT:MG12_GDIEVA27subtitle
"*EVA: Call for Transport is a unit ability on all infantry and most vehicles which allows them to   call for an Ox transport. "
END

DIALOGEVENT:MG12_GDIEVA28subtitle
"*EVA: Call for Transport is useful for getting units past natural barriers and ground defenses. "
END

DIALOGEVENT:MG12_GDIEVA29subtitle
"*EVA: There is one more Bravo Squad in the city, Commander."
END

DIALOGEVENT:MG12_GDIEVA30subtitle
"*EVA: There is one more Sniper Team in the city, Commander."
END


//============================================================================
// Recording Session: PU2
// Mission          : GDI 1-3
//============================================================================

DIALOGEVENT:MG13_GDIEVA09subtitle
"*TRAINING OFFICER EVA: With Langley liberated, you now have the ability to call in Airstrikes with your snipers as well as designate bombardment targets."
END

DIALOGEVENT:MG13_GDISoldier701subtitle
"*GDI SOLDIER: That's the Nod's Black Hand, their elite infantry unit. This place MUST be important."
END

DIALOGEVENT:MG13_GDISoldier702subtitle
"*GDI SOLDIER: Oh no! More Black hand!"
END

DIALOGEVENT:MG13_GDIEVA10subtitle
"*EVA: The GDI Fleet has been destroyed."
END

DIALOGEVENT:MG13_GDIEVA11subtitle
"*EVA: Use the Battleship's bombardment ability."
END

DIALOGEVENT:MG13_GDIEVA12subtitle
"*EVA: The Commando is equipped with a jet pack to hurdle obstacles."
END

DIALOGEVENT:MG13_GDIEVA13subtitle
"*EVA: Nod aircraft are preventing naval bombardment support. Destroy the Nod Air Tower to eliminate the threat. "
END


//============================================================================
// Recording Session: PU2
// Mission          : GDI 1-4
//============================================================================

DIALOGEVENT:MG14_Orca01subtitle
"*ORCA PILOT: Target in visual - blow' em to hell boys. "
END

DIALOGEVENT:MG14_GDISoldier701subtitle
"*FIREHAWK PILOT: Target destroyed. Returning to base."
END

DIALOGEVENT:MG14_GDIEVA08subtitle
"*EVA: Commander, Nod appears to have a large number of their Power Plants just northwest of the White House. Destroying these might bring down their defenses and leave them more open to our attack."
END

DIALOGEVENT:MG14_GDIEVA09subtitle
"*EVA: Commander, the Predator Tank has been released to you for this mission. You may construct them at your War Factory."
END

DIALOGEVENT:MG14_GDIEVA10subtitle
"*EVA: You'll find the Predator Tank to be most effect against Nod's vehicles and structures."
END

DIALOGEVENT:MG14_GDISoldier702subtitle
"*GDI SOLDIER: What the...? Nod's base just vanished!"
END

DIALOGEVENT:MG14_GDIEVA11subtitle
"*EVA: Nod has setup a base in front of the White House. Destroy its production structures to reclaim this region."
END

DIALOGEVENT:MG14_GDIEVA12subtitle
"*EVA: Nod is using these Disruption Towers to cloak its base. Destroy them, and it should make their base vulnerable to our attacks."
END

DIALOGEVENT:MG14_GDIEVA13subtitle
"*EVA: Commander, you can call in the Firehawks by clicking on the button on the left-hand side of the screen, then left-clicking onto the area where Nod's artillery is."
END

DIALOGEVENT:MG14_GDIEVA14subtitle
"*EVA: Air Support needs the target marked. Use the Firehawk Airstrike power to mark the target. "
END

DIALOGEVENT:MG14_GDIEVA15subtitle
"*EVA: Commander, intelligence suggests that destroying the hubs will bring down the turrets around them."
END


//============================================================================
// Recording Session: PU2
// Mission          : GDI 2-1
//============================================================================

DIALOGEVENT:MG21_GDISoldier701subtitle
"*GDI SOLDIER: Looks like supplies up on that ridge."
END

DIALOGEVENT:MG21_GDISoldier702subtitle
"*GDI SOLDIER: Careful, this might be a trap."
END

DIALOGEVENT:MG21_GDISoldier703subtitle
"*GDI SOLDIER: We're gonna need some Missile Soldiers to handle those Venom!"
END

DIALOGEVENT:MG21_GDIEVA09subtitle
"*EVA: Unable to capture a Tiberium Spike for income"
END

DIALOGEVENT:MG21_GDIEVA10subtitle
"*EVA: Commander, satellite intel shows no Tiberium on the surface of Casabad. Tiberium Spikes are your only source of income. "
END

DIALOGEVENT:MG21_GDIEVA11subtitle
"*EVA: This small outpost is Nod's only source of infantry for the area. Destroy it."
END

DIALOGEVENT:MG21_GDISoldier704subtitle
"*GDI SOLDIER: Casabad is in the middle of a Yellow Zone."
END

DIALOGEVENT:MG21_GDISoldier705subtitle
"*GDI SOLDIER: Where the hell is all the Tiberium at?"
END

DIALOGEVENT:MG21_GDISoldier706subtitle
"*GDI SOLDIER: Nod must have harvested it all."
END

DIALOGEVENT:MG21_GDIEVA13subtitle
"*EVA: Unable to progress, mission aborted due to lack of funds."
END


//============================================================================
// Recording Session: PU2
// Mission          : GDI 2-2
//============================================================================

DIALOGEVENT:MG22_GDIEVA10subtitle
"*EVA: Purchase the Railgun upgrade at the Tech Center to equip all Predator and Mammoth tanks with railgun technology."
END

DIALOGEVENT:MG22_GDIEVA11subtitle
"*EVA: Build a War Factory and Tech Center to gain the ability to construct Mammoth Tanks."
END

DIALOGEVENT:MG22_GDIEVA12subtitle
"*EVA: Use the EMP Control Center to temporarily disable vehicles and structures within the Nod base."
END

DIALOGEVENT:MG22_GDIEVA13subtitle
"*EVA: Nod reinforcements inbound from the north."
END

DIALOGEVENT:MG22_GDIEVA14subtitle
"*EVA: Nod reinforcements inbound from the south."
END

DIALOGEVENT:MG22_GDIEVA15subtitle
"*EVA: Nod reinforcements inbound from the east."
END

DIALOGEVENT:MG22_GDIEVA16subtitle
"*EVA: Nod reinforcements inbound from the west."
END

DIALOGEVENT:MG22_GDIEVA17subtitle
"*EVA: The Tiberium Field to the North is an ideal area to expand. Deploy a Surveyor at this location. "
END

DIALOGEVENT:MG22_GDISoldier701subtitle
"*GDI SOLDIER: We can harvest this Tiberium to boost our economy"
END


//============================================================================
// Recording Session: PU2
// Mission          : GDI 2-4
//============================================================================

DIALOGEVENT:MG24_GDIEVA04subtitle
"*EVA: This Nuclear Facility is a threat to all of GDI. We must destroy it before they can launch another missile. "
END

DIALOGEVENT:MG24_Orca01subtitle
"*ORCA PILOT: It looks like this ridge over here is unprotected, sir!"
END

DIALOGEVENT:MG24_Orca02subtitle
"*ORCA PILOT: There are no air defenses over here, sir!"
END

DIALOGEVENT:MG24_Orca03subtitle
"*ORCA PILOT: The facility is too fortified, pull out!"
END

DIALOGEVENT:MG24_GDIEVA11subtitle
"*EVA: Nuclear Missile will launch in ten minutes."
END

DIALOGEVENT:MG24_GDIEVA12subtitle
"*EVA: Nuclear Missile will launch in seven minutes."
END

DIALOGEVENT:MG24_GDIEVA13subtitle
"*EVA: Nuclear Missile will launch in five minutes."
END

DIALOGEVENT:MG24_GDIEVA08subtitle
"*EVA: Nuclear Missile will launch in three minutes."
END

DIALOGEVENT:MG24_GDIEVA09subtitle
"*EVA: Nuclear Missile will launch in two minutes."
END

DIALOGEVENT:MG24_GDIEVA10subtitle
"*EVA: Nuclear Missile will launch in one minute."
END

DIALOGEVENT:MG24_GDISoldier701subtitle
"*RIFLEMAN: I think we can Call for Transport to get behind the Power Plants."
END


//============================================================================
// Recording Session: PU2
// Mission          : GDI 3-1
//============================================================================

DIALOGEVENT:MG31_GDIEVA19subtitle
"*EVA: Your base has limited power available. Reroute power between base defenses to hold off Nod attacks."
END

DIALOGEVENT:MG31_GDIEVA20subtitle
"*EVA: Select the Power mode button to enter power management mode. Then, click on a structure to turn its power on or off."
END

DIALOGEVENT:MG31_GDIEVA21subtitle
"*EVA: Destroy the Nod barricade trapping the reinforcement team in the city."
END

DIALOGEVENT:MG31_GDIEVA22subtitle
"*EVA: The GDI reinforcement team has been ambushed by garrisoned Nod forces."
END

DIALOGEVENT:MG31_GDIEVA23subtitle
"*EVA: Send assistance to clear the Nod forces blocking their path through the city."
END

DIALOGEVENT:MG31_GDIEVA24subtitle
"*EVA: The GDI reinforcement team is now under your control."
END

DIALOGEVENT:MG31_GDIEVA25subtitle
"*EVA: The MCV has been successfully escorted back to the GDI base and can now be deployed."
END

DIALOGEVENT:MG31_GDIEVA26subtitle
"*EVA: All base defenses must remain intact until the reinforcement team arrives."
END

DIALOGEVENT:MG31_GDIEVA27subtitle
"*EVA: The southwest Nod base has been destroyed."
END

DIALOGEVENT:MG31_GDIEVA28subtitle
"*EVA: The northeast Nod base has been destroyed."
END

DIALOGEVENT:MG31_GDIEVA29subtitle
"*EVA: The southeast Nod base has been destroyed."
END

DIALOGEVENT:MG31_GDIEVA30subtitle
"*EVA: The MCV is lightly damaged. Protect it from further Nod attacks."
END

DIALOGEVENT:MG31_GDIEVA31subtitle
"*EVA: The MCV is heavily damaged. Send aid immediately."
END

DIALOGEVENT:MG31_GDIEVA32subtitle
"*EVA: The MCV is critically damaged. Do not allow it to be destroyed."
END

DIALOGEVENT:MG31_GDIEVA33subtitle
"*EVA: The MCV has been destroyed."
END

DIALOGEVENT:MG31_GDIEVA34subtitle
"*EVA: Mission aborted."
END

DIALOGEVENT:MG31_GDISoldier701subtitle
"*GDI SOLDIER: Commander, we're pinned down in the city by a Nod ambush. We need your assistance."
END

DIALOGEVENT:MG31_GDISoldier702subtitle
"*GDI SOLDIER: Commander, send aid to our position immediately. I'm not sure how much longer we can hold out."
END

DIALOGEVENT:MG31_GDISoldier703subtitle
"*GDI SOLDIER: Commander, our backs are to the wall here. We are being overwhelmed by Nod forces."
END

DIALOGEVENT:MG31_GDISoldier704subtitle
"*GDI SOLDIER: Thanks for the help, Commander. Now let's get back to base."
END

DIALOGEVENT:MG31_GDISoldier705subtitle
"*GDI SOLDIER: Watch the buildings for garrisoned Nod forces!"
END

DIALOGEVENT:MG31_GDISoldier706subtitle
"*GDI SOLDIER: Nod is blocking the roads! We must find a way through or around."
END

DIALOGEVENT:MG31_GDISoldier707subtitle
"*GDI SOLDIER: Nod ground attack team approaching from the north!"
END

DIALOGEVENT:MG31_GDISoldier708subtitle
"*GDI SOLDIER: Nod ground attack team approaching from the south!"
END

DIALOGEVENT:MG31_GDISoldier709subtitle
"*GDI SOLDIER: Nod ground attack team approaching from the east!"
END

DIALOGEVENT:MG31_GDISoldier710subtitle
"*GDI SOLDIER: Nod ground attack team approaching from the west!"
END

DIALOGEVENT:MG31_GDISoldier711subtitle
"*GDI SOLDIER: Nod air attack team sighted overhead!"
END

DIALOGEVENT:MG31_NodSoldier501subtitle
"*NOD SOLDIER: GDI MCV sighted. Don't let it escape!"
END

DIALOGEVENT:MG31_NodSoldier502subtitle
"*NOD SOLDIER: Target in sight. Destroy the GDI MCV!"
END

DIALOGEVENT:MG31_NodSoldier503subtitle
"*NOD SOLDIER: GDI MCV located. Attack! Attack!"
END

DIALOGEVENT:MG31_GDIEVA35subtitle
"*EVA: The base is low on power - powering up and powering down base defenses and structures will allow a better chance for survival. "
END


//============================================================================
// Recording Session: PU2
// Mission          : GDI 3-3
//============================================================================

DIALOGEVENT:MG33_Orca01subtitle
"*ORCA PILOT: We should destroy these vehicles before Nod can man them."
END

DIALOGEVENT:MG33_Orca02subtitle
"*ORCA PILOT: This must be where they reinforce, refuel, and rearm their forces. "
END

DIALOGEVENT:MG33_GDIEVA16subtitle
"*EVA: Nod's perimeter defenses must be covertly eliminated to allow our main ground forces through undetected."
END

DIALOGEVENT:MG33_GDIEVA17subtitle
"*EVA: Infiltrate the Nod supply depot on the other side of the canyon by crossing the service bridge."
END

DIALOGEVENT:MG33_GDIEVA18subtitle
"*EVA: The Nod anti-air defense battery must be eliminated to ensure safety for incoming Ox transports."
END

DIALOGEVENT:MG33_GDIEVA19subtitle
"*EVA: Establish a staging area on the east ridge by capturing this Reinforcement Bay. Hold this position. Reinforcements will be en route."
END

DIALOGEVENT:MG33_GDIEVA20subtitle
"*EVA: Intel confirms this supply depot to be Nod's largest cache of forces in the area. Eliminate the manufacturing facilities and stockpiles of Nod vehicles."
END

DIALOGEVENT:MG33_GDIEVA21subtitle
"*EVA: Capture these auxiliary Reinforcement Bays to receive additional forces from GDI command."
END

DIALOGEVENT:MG33_GDIEVA22subtitle
"*EVA: Capture the Reinforcement Bay at the airfield to receive additional forces from GDI Command."
END

DIALOGEVENT:MG33_GDIEVA23subtitle
"*EVA: Capture the Reinforcement Bay at the motor pool to receive additional forces from GDI Command."
END

DIALOGEVENT:MG33_GDIEVA24subtitle
"*EVA: The Rig is a support vehicle that deploys into the Battle Base. "
END

DIALOGEVENT:MG33_GDIEVA25subtitle
"*EVA: The Battle Base can repair vehicles and heal infantry. "
END

DIALOGEVENT:MG33_GDIEVA26subtitle
"*EVA: The Battle Base is a heavy defense platform that has the ability to automatically repair nearby damaged vehicles."
END

DIALOGEVENT:MG33_GDIEVA27subtitle
"*EVA: Deploy the Battle Base at the target location."
END

DIALOGEVENT:MG33_GDIEVA28subtitle
"*EVA: Engineers inbound."
END

DIALOGEVENT:MG33_GDIEVA29subtitle
"*EVA: Reinforcements inbound."
END

DIALOGEVENT:MG33_GDIEVA30subtitle
"*EVA: Ox transport inbound."
END

DIALOGEVENT:MG33_GDIEVA31subtitle
"*EVA: Bridge repaired."
END

DIALOGEVENT:MG33_GDIEVA32subtitle
"*EVA: The Firehawk is GDI's most advanced fixed wing aircraft that is unmatched in firepower and versatility."
END

DIALOGEVENT:MG33_GDIEVA33subtitle
"*EVA: The Firehawk has the ability to attack both air and ground targets by changing its weapon load out before takeoff."
END

DIALOGEVENT:MG33_GDIEVA34subtitle
"*EVA: The Firehawk can be outfitted with missiles or bombs while it is stationed at the Airfield."
END

DIALOGEVENT:MG33_GDIEVA35subtitle
"*EVA: Use an Engineer to repair the damaged bridge."
END

DIALOGEVENT:MG33_GDIEVA36subtitle
"*EVA: Engineer under attack."
END

DIALOGEVENT:MG33_GDIEVA37subtitle
"*EVA: Do not allow too many Engineers to be killed or the mission will be aborted."
END

DIALOGEVENT:MG33_GDIEVA38subtitle
"*EVA: Engineer killed."
END

DIALOGEVENT:MG33_GDIEVA39subtitle
"*EVA: Too many Engineers have been killed."
END

DIALOGEVENT:MG33_GDIEVA40subtitle
"*EVA: All the Engineers have been killed."
END

DIALOGEVENT:MG33_GDIEVA41subtitle
"*EVA: Mission aborted."
END

DIALOGEVENT:MG33_GDISoldier701subtitle
"*GDI SOLDIER: Commander, we've been detected and Nod has destroyed the service bridge."
END

DIALOGEVENT:MG33_GDISoldier702subtitle
"*GDI SOLDIER: We need to fly in an engineering crew to repair the bridge."
END

DIALOGEVENT:MG33_GDISoldier703subtitle
"*GDI SOLDIER: Commander, we should deploy the Battle Base here."
END

DIALOGEVENT:MG33_GDISoldier704subtitle
"*GDI SOLDIER: Let's pack it up and roll out!"
END

DIALOGEVENT:MG33_GDISoldier705subtitle
"*GDI SOLDIER: These Obelisks are shredding our forces apart!"
END

DIALOGEVENT:MG33_GDIEVA42subtitle
"*OX PILOT: Reinforcements inbound, Commander."
END

DIALOGEVENT:MG33_GDIEVA43subtitle
"*OX PILOT: Ox transport inbound, Commander."
END

DIALOGEVENT:MG33_NodSoldier501subtitle
"*NOD SOLDIER: Perimeter patrol reporting in. All clear. No sign of hostiles."
END

DIALOGEVENT:MG33_NodSoldier502subtitle
"*NOD SOLDIER: What the ...? GDI intruders!"
END

DIALOGEVENT:MG33_NodSoldier503subtitle
"*NOD SOLDIER: GDI forces are trying to cross the bridge. Destroy it!"
END

DIALOGEVENT:MG33_NodSoldier504subtitle
"*NOD SOLDIER: GDI attack team approaching depot. Destroy the service bridge!"
END

DIALOGEVENT:MG33_NodSoldier505subtitle
"*NOD SOLDIER: GDI forces detected! Alert all forces!"
END

DIALOGEVENT:MG33_NodSoldier506subtitle
"*NOD SOLDIER: GDI is attacking our supplies! Scramble all vehicles!"
END

DIALOGEVENT:MG33_GDIEVA44subtitle
"*EVA: Use the Firehawk's Missile Loadout to destroy enemy aircraft such as the Nod Venom patrol craft."
END

DIALOGEVENT:MG33_GDIEVA45subtitle
"*EVA: The Firehawk's Bomb Loadout excels against structures and vehicles. "
END


//============================================================================
// Recording Session: PU2
// Mission          : GDI 3-4
//============================================================================

DIALOGEVENT:MG34_GDIEVA13subtitle
"*EVA: GDI has remains of a prior base in the area that can be salvaged and returned to full operation. Get your men to the site to reclaim the GDI base."
END

DIALOGEVENT:MG34_GDIEVA14subtitle
"*EVA: Capture the Nod science ministry building to gain intel on Nod Tiberium research."
END

DIALOGEVENT:MG34_GDIEVA15subtitle
"*EVA: The Ion Cannon Control Center is now available for construction."
END

DIALOGEVENT:MG34_GDIEVA16subtitle
"*EVA: Ion Cannon charging. Standby."
END

DIALOGEVENT:MG34_GDIEVA17subtitle
"*EVA: Charging complete. Ion Cannon ready to fire."
END

DIALOGEVENT:MG34_GDIEVA18subtitle
"*EVA: All Ion Disruption Field Generators are destroyed. The force field is down."
END

DIALOGEVENT:MG34_GDIEVA19subtitle
"*EVA: The Juggernaut can now be constructed at the War Factory."
END

DIALOGEVENT:MG34_GDIEVA20subtitle
"*EVA: The Juggernaut is now available for construction."
END

DIALOGEVENT:MG34_GDIEVA21subtitle
"*EVA: The Juggernaut is GDI's heavy artillery walker that delivers massive damage from an incredible range."
END

DIALOGEVENT:MG34_GDIEVA22subtitle
"*EVA: The Juggernaut has the ability to bombard a spotted target with the aid of a Sniper Team. "
END

DIALOGEVENT:MG34_GDISoldier701subtitle
"*GDI SOLDIER: We've broken through the crater perimeter defenses, Commander!"
END

DIALOGEVENT:MG34_GDISoldier702subtitle
"*GDI SOLDIER: We've penetrated the outer wall of the Nod compound, Commander!"
END

DIALOGEVENT:MG34_GDISoldier703subtitle
"*GDI SOLDIER: We've breached the inner wall of the Nod compound, Commander!"
END

DIALOGEVENT:MG34_GDISoldier704subtitle
"*GDI SOLDIER: Cut the chatter, Soldier. Commander, we've reached Temple Prime."
END

DIALOGEVENT:MG34_GDISoldier705subtitle
"*GDI SOLDIER: Cut the chatter, Soldier. Commander, Temple Prime is in sight."
END

DIALOGEVENT:MG34_GDISoldier706subtitle
"*ENGINEER: Look at the size of that thing!?!"
END

DIALOGEVENT:MG34_NodSoldier501subtitle
"*NOD SOLDIER: GDI dogs here at Sarajevo!?! Destroy Them!!!"
END

DIALOGEVENT:MG34_NodSoldier502subtitle
"*NOD SOLDIER: You are on holy ground now GDI. Bow before Kane!!!"
END

DIALOGEVENT:MG34_NodSoldier503subtitle
"*NOD SOLDIER: We will never surrender, GDI! See you in hell!"
END

DIALOGEVENT:MG34_GDISoldier707subtitle
"*ENGINEER: The Avatar left a husk - I think it can be captured."
END

DIALOGEVENT:MG34_GDIEVA23subtitle
"*EVA: Destroy one of Nod's Avatars with the Commando."
END

DIALOGEVENT:MG34_GDIEVA24subtitle
"*EVA: Capture the Mutant Hovel and recruit them to join GDI's cause."
END

DIALOGEVENT:MG34_GDIEVA25subtitle
"*EVA: Weaken Nod's army by capturing the Tiberium Chemical Plant and denying their access to special powers."
END


//============================================================================
// Recording Session: PU2
// Mission          : GDI 4-1
//============================================================================

DIALOGEVENT:MG41_GDIEVA03subtitle
"*EVA: Civilian Transports have passed the city wall and are outside Munich."
END

DIALOGEVENT:MG41_GDIEVA04subtitle
"*EVA: Escort the Civilian Transports to the abandoned subway on the southwest side of old Munich. At least one Transport must survive."
END

DIALOGEVENT:MG41_GDIEVA05subtitle
"*EVA: This lab contains vital information, use one of your Engineers to capture it."
END

DIALOGEVENT:MG41_GDISoldier701subtitle
"*GDI SOLDIER: Assault Platoon Epsilon at your service, sir! We'll be covering your escape."
END

DIALOGEVENT:MG41_Truck101subtitle
"*CIVILIAN: We've taken some heavy damage, sir, our engines are down. We'll get 'em back up as soon as we can. Until then, cover us!"
END

DIALOGEVENT:MG41_Truck102subtitle
"*CIVILIAN: We're leaking fluid from something."
END

DIALOGEVENT:MG41_Truck103subtitle
"*CIVILIAN: Work, damn you!"
END

DIALOGEVENT:MG41_Truck104subtitle
"*CIVILIAN: Come on, you hunk of junk!"
END

DIALOGEVENT:MG41_Truck105subtitle
"*CIVILIAN: Engines up and running sir. Let's move!"
END

DIALOGEVENT:MG41_Truck106subtitle
"*CIVILIAN: Electrical systems failing... taken too much damage. Emergency repairs enacted. Cover us, sir."
END

DIALOGEVENT:MG41_Truck107subtitle
"*CIVILIAN: Patching through... hope this works."
END

DIALOGEVENT:MG41_Truck108subtitle
"*CIVILIAN: Come on, come on, come on...."
END

DIALOGEVENT:MG41_Truck109subtitle
"*CIVILIAN: Electrical systems patched and ready. Let's go!"
END

DIALOGEVENT:MG41_Truck110subtitle
"*CIVILIAN: They've blocked off the bridge sir! Clear them out or we can't get across."
END

DIALOGEVENT:MG41_Truck111subtitle
"*CIVILIAN: Bridge cleared. Transport rolling!"
END


//============================================================================
// Recording Session: PU2
// Mission          : GDI 4-2
//============================================================================

DIALOGEVENT:MG42_GDIEVA11subtitle
"*EVA: This Engineering Team is pinned down by Alien Disintegrator units. Eliminate the Disintegrators."
END

DIALOGEVENT:MG42_GDIEVA12subtitle
"*EVA: Commander, we have located a second group of Engineers. They are trapped by the Aliens and require assistance. "
END

DIALOGEVENT:MG42_GDIEVA13subtitle
"*EVA: These Zone Troopers are trapped by Alien aircraft. Take out the aircraft."
END

DIALOGEVENT:MG42_GDIEVA14subtitle
"*EVA: This elite Sniper Team is pinned down by an Alien Patrol. Destroy the patrol."
END

DIALOGEVENT:MG42_GDIEVA15subtitle
"*EVA: Several squads of infantry are trapped in an abandoned building, surrounded by Aliens. Destroy the invaders."
END

DIALOGEVENT:MG42_GDIEVA16subtitle
"*EVA: Capture the north and west Power Plants to activate Stuttgart's Sonic Emitter Array."
END

DIALOGEVENT:MG42_GDIEVA17subtitle
"*EVA: Capture the eastern Power Plant to reactivate the abandoned GDI base. This is essential to the mission - lose all of your Engineers and you will fail."
END

DIALOGEVENT:MG42_GDIEVA18subtitle
"*EVA: Capture the southern Power Plant to activate the GDI Command Post and get your radar online."
END

DIALOGEVENT:MG42_GDIEVA19subtitle
"*EVA: Reactivate this Armory and heal up your infantry."
END

DIALOGEVENT:MG42_GDIEVA20subtitle
"*EVA: Without Engineers, we cannot restore the GDI Base and achieve victory. Aborting mission."
END

DIALOGEVENT:MG42_GDIEVA21subtitle
"*EVA: Intel suggests that Alien invaders are highly susceptible to sonic weaponry. Intel recommends using Engineers to capture those Power Plants and get the Sonic Emitter array back online."
END

DIALOGEVENT:MG42_GDISoldier701subtitle
"*GDI SOLDIER: Glad to be under your command sir, let's go!"
END

DIALOGEVENT:MG42_GDISoldier702subtitle
"*GDI SOLDIER: Sir! Those damn aliens have us trapped... we're fine in this building, but the moment anyone fires, those things come in through the window and... eat them. Can you give us a hand?"
END

DIALOGEVENT:MG42_GDISoldier703subtitle
"*GDI SOLDIER: Aliens down! Everybody evacuate! Go go GO GO GO!"
END

DIALOGEVENT:MG42_GDIEVA22subtitle
"*ENGINEER: Armory fully operational. We can now heal infantry."
END

DIALOGEVENT:MG42_GDIEVA23subtitle
"*ENGINEER: Command Post fully operational."
END

DIALOGEVENT:MG42_GDIEVA24subtitle
"*ENGINEER: Northern Sonic Emitter array up and running."
END

DIALOGEVENT:MG42_GDIEVA25subtitle
"*ENGINEER: Western Sonic Emitter array up and running."
END

DIALOGEVENT:MG42_GDISoldier704subtitle
"*GDI SNIPER: Sir, these damn Aliens have us trapped. Any move and we'll be toast. Can you help us out?"
END

DIALOGEVENT:MG42_GDISoldier705subtitle
"*GDI SNIPER: Aliens down. Sniper Team is on the move. Go! Go! Go!"
END

DIALOGEVENT:MG42_GDISoldier706subtitle
"*ENGINEER: Commander! These Aliens have us trapped, can you help out."
END

DIALOGEVENT:MG42_GDISoldier707subtitle
"*ENGINEER: Thank you sir. We were on a sortie to the south, but the Aliens wiped out our whole platoon. How can we be of assistance?"
END

DIALOGEVENT:MG42_GDIEVA26subtitle
"*EVA: Destroy an Alien Tripod with the Commando."
END

DIALOGEVENT:MG42_GDISoldier708subtitle
"*GDI SOLDIER: That Tripod left a husk...I think an engineer might be able to capture it."
END

DIALOGEVENT:MG42_GDISoldier506subtitle
"*ENGINEER: Sir, they've got us pinned down!"
END


//============================================================================
// Recording Session: PU2
// Mission          : GDI 4-3
//============================================================================

DIALOGEVENT:MG43_GDIEVA21subtitle
"*EVA: An engineering detail is inbound from Danzig. "
END

DIALOGEVENT:MG43_GDIEVA22subtitle
"*EVA: Capture the Reinforcement Bay and you will receive heavy artillery."
END

DIALOGEVENT:MG43_GDIEVA23subtitle
"*EVA: Commander, this Reinforcement Bay is pinned down by the Aliens on the bridge. Eliminate them and we can requisition heavy artillery from the Danzig sub-station."
END

DIALOGEVENT:MG43_GDIEVA24subtitle
"*"
END

DIALOGEVENT:MG43_GDISoldier701subtitle
"*GDI SOLDIER: Look at the size of that thing! Makes the Nod Avatar look like an ice cream van."
END


//============================================================================
// Recording Session: PU2
// Mission          : GDI 4-4
//============================================================================

DIALOGEVENT:MG44_GDISoldier701subtitle
"*GDI SOLDIER: Guess it was growing underneath the city."
END

DIALOGEVENT:MG44_GDISoldier702subtitle
"*GDI SOLDIER: Good god, there're too many of 'em!"
END

DIALOGEVENT:MG44_GDISoldier703subtitle
"*GDI SOLDIER: Take it out, take it out!"
END

DIALOGEVENT:MG44_GDISoldier704subtitle
"*GDI SOLDIER: Are we even hurting that thing?"
END

DIALOGEVENT:MG44_GDISoldier705subtitle
"*GDI SOLDIER: Knock out that Signal Transmitter and we can stop 'em before they start!"
END

DIALOGEVENT:MG44_GDISoldier707subtitle
"*GDI SOLDIER: Located the main Alien structure. Commencing destruction!"
END


//============================================================================
// Recording Session: PU2
// Mission          : GDI 5-1
//============================================================================

DIALOGEVENT:MG51_GDISoldier701subtitle
"*GDI SOLDIER: Nod forces are retaliating!"
END

DIALOGEVENT:MG51_GDISoldier702subtitle
"*GDI SOLDIER: Nod's switched their focus to us!"
END

DIALOGEVENT:MG51_GDIEVA12subtitle
"*EVA: Rift Generator Online in ten minutes."
END

DIALOGEVENT:MG51_GDIEVA13subtitle
"*EVA: Rift Generator Online in five minutes."
END

DIALOGEVENT:MG51_GDIEVA14subtitle
"*EVA: Rift Generator Online in two minutes"
END

DIALOGEVENT:MG51_GDIEVA15subtitle
"*EVA: Rift Generator Online in one minute."
END

DIALOGEVENT:MG51_GDIEVA16subtitle
"*EVA: Rift opening."
END

DIALOGEVENT:MG51_GDIEVA17subtitle
"*EVA: The Alien Mastermind is teleporting units across the Tiberium Chasm. Eliminate the Mastermind to stop the assault on your base."
END

DIALOGEVENT:MG51_GDIEVA18subtitle
"*EVA: The Tower is destroyed."
END

DIALOGEVENT:MG51_GDIEVA19subtitle
"*EVA: Nod forces have been destroyed."
END

DIALOGEVENT:MG51_GDIEVA20subtitle
"*EVA: Alien forces have been destroyed."
END

DIALOGEVENT:MG51_GDIEVA21subtitle
"*EVA: Alien attack force inbound."
END

DIALOGEVENT:MG51_GDIEVA22subtitle
"*EVA: Spatial rift detected."
END

DIALOGEVENT:MG51_GDIEVA23subtitle
"*EVA: Wormhole opening."
END

DIALOGEVENT:MG51_GDIEVA24subtitle
"*EVA: Wormholes opening."
END

DIALOGEVENT:MG51_GDIEVA25subtitle
"*EVA: Unknown alien activity detected."
END

DIALOGEVENT:MG51_GDIEVA26subtitle
"*EVA: Alien units have teleported across the chasm."
END

DIALOGEVENT:MG51_GDISoldier703subtitle
"*GDI SOLDIER: We can jump that chasm."
END

DIALOGEVENT:MG51_GDIEVA27subtitle
"*EVA: Airlift capabilities ready."
END

DIALOGEVENT:MG51_GDIEVA28subtitle
"*EVA: Units can be lifted across the chasm using Call for Transport."
END

DIALOGEVENT:MG51_GDIEVA29subtitle
"*EVA: Transport a Surveyor across the chasm to setup an expansion base."
END

DIALOGEVENT:MG51_GDIEVA30subtitle
"*EVA: The phase generators are still active."
END

DIALOGEVENT:MG51_GDIEVA32subtitle
"*EVA: The Alien Mastermind is teleporting units across the Tiberium Chasm. Locate and destroy it."
END

DIALOGEVENT:MG51_GDIEVA33subtitle
"*EVA: Construct four Firehawks to engage enemy aircraft. "
END


//============================================================================
// Recording Session: PU2
// Mission          : GDI 5-2
//============================================================================

DIALOGEVENT:MG52_GDIEVA08subtitle
"*EVA: Mothership inbound."
END

DIALOGEVENT:MG52_GDISoldier701subtitle
"*GDI SOLDIER: That Mothership is heading for us now!"
END

DIALOGEVENT:MG52_GDISoldier702subtitle
"*GDI SOLDIER: That Mothership is heading straight for us!"
END

DIALOGEVENT:MG52_GDIEVA09subtitle
"*EVA: The Nod base is no longer cloaked."
END

DIALOGEVENT:MG52_GDISoldier703subtitle
"*GDI SOLDIER: This must be the Tiber River bed."
END

DIALOGEVENT:MG52_GDISoldier704subtitle
"*GDI SOLDIER: It's going to be hard getting infantry units through that blue Tiberium."
END

DIALOGEVENT:MG52_GDIEVA10subtitle
"*EVA: Tiberium channeling offline. The aliens are incapacitated."
END

DIALOGEVENT:MG52_GDIEVA11subtitle
"*EVA: Nod forces eliminated."
END

DIALOGEVENT:MG52_GDIEVA12subtitle
"*EVA: Liquid Tiberium Bomb support power available."
END

DIALOGEVENT:MG52_GDIEVA13subtitle
"*EVA: Liquid Tiberium Bomb available."
END

DIALOGEVENT:MG52_GDISoldier705subtitle
"*GDI SOLDIER: Look it worked! The Mothership is being diverted!"
END

DIALOGEVENT:MG52_GDIEVA14subtitle
"*EVA: A Mothership is headed towards our base. Divert the Mothership to Nod's base by taking out the Disruption Towers in front of it. "
END

DIALOGEVENT:MG52_GDIEVA15subtitle
"*EVA: An Alien Mothership is en route to destroy our base. Divert the Mothership to Nod's base by taking out the Disruption Towers that are hiding it."
END


//============================================================================
// Recording Session: PU2
// Mission          : Nod Prologue
//============================================================================

DIALOGEVENT:MNPr_NodEVA08subtitle
"*EVA: GDI forces incoming in five minutes."
END

DIALOGEVENT:MNPr_NodEVA09subtitle
"*EVA: GDI forces incoming in one minute."
END

DIALOGEVENT:MNPr_NodEVA10subtitle
"*EVA: GDI forces have arrived. You have failed Kane."
END

DIALOGEVENT:MNPr_NodSoldier501subtitle
"*NOD SOLDIER: We've got 20 minutes before GDI arrives! Let's GO!"
END

DIALOGEVENT:MNPr_NodEVA11subtitle
"*EVA: Saboteur has arrived. Use the Brotherhood's finest Engineer to capture the Reinforcement Bay to receive additional forces."
END

DIALOGEVENT:MNPr_NodEVA12subtitle
"*EVA: GDI's Watchtower base defense is designed specifically to annihilate infantry. Without power they will not be a threat."
END

DIALOGEVENT:MNPr_NodEVA13subtitle
"*EVA: GDI has discovered our presence, additional GDI forces inbound, GDI emergency systems activated. Mission Failed. The oppression of GDI will continue."
END

DIALOGEVENT:MNPr_NodEVA14subtitle
"*EVA: Destroy these Power Plants to take the second set of GDI Watchtowers offline."
END

DIALOGEVENT:MNPr_NodEVA15subtitle
"*CARRYALL PILOT: Package delivered. Carryall returning to base."
END

DIALOGEVENT:MNPr_NodEVA16subtitle
"*CARRYALL PILOT: Carryall here, more Brothers delivered to the field"
END

DIALOGEVENT:MNPr_NodEVA17subtitle
"*CARRYALL PILOT: More infantry dropped at the designated landing zone"
END

DIALOGEVENT:MNPr_NodEVA18subtitle
"*CARRYALL PILOT: Special Carryall surprise for GDI, additional troops ready."
END


//============================================================================
// Recording Session: PU2
// Mission          : Nod 1-1
//============================================================================

DIALOGEVENT:MN11_NodEVA13subtitle
"*EVA: Commander, reinforcements approach from the southwest. "
END

DIALOGEVENT:MN11_NodEVA14subtitle
"*EVA: Commander, reinforcements approach from the southeast."
END

DIALOGEVENT:MN11_NodEVA15subtitle
"*EVA: Commander, reinforcements approach."
END

DIALOGEVENT:MN11_NodEVA16subtitle
"*EVA: Your Attack Bikes and Missile Squads should be able to take out the Ox transports. Position them near where the reinforcements will be coming from."
END

DIALOGEVENT:MN11_NodEVA17subtitle
"*EVA: Take down at least five Ox Transports before they reach their landing spot."
END

DIALOGEVENT:MN11_NodEVA18subtitle
"*EVA: Use your Saboteurs to capture the Tiberium Silos on the battlefield."
END

DIALOGEVENT:MN11_NodEVA19subtitle
"*EVA: The Saboteurs have arrived to capture the Tiberium Spikes. "
END

DIALOGEVENT:MN11_NodSoldier501subtitle
"*NOD SOLDIER: Those Tiberium Spikes will produce funds for their owner. "
END

DIALOGEVENT:MN11_GDISoldier501subtitle
"*GDI SOLDIER: How did Nod get here?!"
END

DIALOGEVENT:MN11_GDISoldier701subtitle
"*GDI SOLDIER: I can't believe this is happening!"
END


//============================================================================
// Recording Session: PU2
// Mission          : Nod 1-2
//============================================================================

DIALOGEVENT:MN12_NodSoldier501subtitle
"*NOD SOLDIER: Commander, reinforcements are incoming. "
END

DIALOGEVENT:MN12_NodEVA15subtitle
"*SHADOW: Commander, the Shadows have arrived to help with the defenses."
END

DIALOGEVENT:MN12_NodEVA16subtitle
"*EVA: GDI is in control of two Airfields at the north end of the base. Their elimination will be the crippling blow on this air base."
END

DIALOGEVENT:MN12_NodEVA17subtitle
"*EVA: There are Tiberium Spikes throughout the base. Capture two of them to help fund this mission."
END

DIALOGEVENT:MN12_NodEVA18subtitle
"*EVA: GDI has a small outpost nearby. Eliminate it and the nearby patrols to allow our base to be built. "
END

DIALOGEVENT:MN12_NodEVA19subtitle
"*EVA: The Shadows can glide in and take out those defenses, Commander. "
END

DIALOGEVENT:MN12_NoldSoldier502subtitle
"*NOD SOLDIER: We are getting mauled here! I hope those Attack Bikes arrive soon!"
END

DIALOGEVENT:MN12_NoldSoldier503subtitle
"*NOD SOLDIER: Let's find those Airfields."
END

DIALOGEVENT:MN12_NoldSoldier504subtitle
"*NOD SOLDIER: I think they know we are here now!"
END

DIALOGEVENT:MN12_NoldSoldier505subtitle
"*NOD SOLDIER: They are blocking the road!"
END

DIALOGEVENT:MN12_NoldSoldier506subtitle
"*NOD SOLDIER: Quick! Garrison one of these buildings."
END

DIALOGEVENT:MN12_NoldSoldier507subtitle
"*NOD SOLDIER: Let's move out!"
END

DIALOGEVENT:MN12_NoldSoldier508subtitle
"*NOD SOLDIER: Almost finished, Brothers."
END

DIALOGEVENT:MN12_GDISoldier701subtitle
"*GDI SOLDIER: Quick! Garrison one of these buildings"
END

DIALOGEVENT:MN12_GDISoldier702subtitle
"*GDI SOLDIER: Lets move out!"
END


//============================================================================
// Recording Session: PU2
// Mission          : Nod 1-3
//============================================================================

DIALOGEVENT:MN13_NodSoldier501subtitle
"*NOD SOLDIER: That pilot is running for that APC, get him before he gets there!"
END

DIALOGEVENT:MN13_NodSoldier502subtitle
"*NOD SOLDIER: That pilot is running for that tank! Get him before he gets there!"
END

DIALOGEVENT:MN13_NodEVA07subtitle
"*EVA: Destroy the GDS Pathe."
END

DIALOGEVENT:MN13_NodEVA08subtitle
"*EVA: Capturing the GDI Command Post will give the Brotherhood valuable intelligence on GDI fleet positions. Take the building if you can."
END

DIALOGEVENT:MN13_NodEVA09subtitle
"*EVA: Find the lost Saboteur."
END

DIALOGEVENT:MN13_NodEVA10subtitle
"*EVA: We have lost contact with a Saboteur we shipped in. All that is known is that the container was marked with the GDI crest."
END

DIALOGEVENT:MN13_NodEVA11subtitle
"*EVA: With Langley under attack the GDS Pathe is the sole provider of air defense for GDI on the eastern seaboard. Destroying it will ensure Nod air superiority and enable The Brotherhood to reinforce by air."
END


//============================================================================
// Recording Session: PU2
// Mission          : Nod 1-4
//============================================================================

DIALOGEVENT:MN14_NodEVA02subtitle
"*EVA: Destroy the GDI Base to the northeast."
END

DIALOGEVENT:MN14_NodSoldier501subtitle
"*NOD SOLDIER: That looks like a Subway! Maybe we can capture it!"
END

DIALOGEVENT:MN14_NodEVA03subtitle
"*EVA: Capture the Subway Hub."
END

DIALOGEVENT:MN14_NodEVA04subtitle
"*EVA: Subway Hub captured."
END

DIALOGEVENT:MN14_NodSoldier502subtitle
"*NOD SOLDIER: That Command Post must be calling in the reinforcements, we gotta take it down!"
END

DIALOGEVENT:MN14_NodEVA05subtitle
"*EVA: Spread Tiberium through the city by destroying GDI's Tiberium Silos."
END

DIALOGEVENT:MN14_NodEVA06subtitle
"*EVA: GDI has garrisoned buildings in the area. Use fire to burn them out."
END

DIALOGEVENT:MN14_NodEVA07subtitle
"*EVA: Destroy the GDI outpost to the west."
END

DIALOGEVENT:MN14_NodEVA08subtitle
"*EVA: Destroy the GDI outpost to the east."
END

DIALOGEVENT:MN14_NodEVA09subtitle
"*EVA: Destroy the GDI outpost to the north."
END

DIALOGEVENT:MN14_NodEVA10subtitle
"*EVA: Destroy the GDI outpost to the south."
END

DIALOGEVENT:MN14_NodEVA11subtitle
"*EVA: Flame Tank reinforcements incoming."
END

DIALOGEVENT:MN14_NodEVA12subtitle
"*EVA: Flame Tanks are perfect for urban combat. You can build more from the War Factory."
END

DIALOGEVENT:MN14_NodEVA13subtitle
"*EVA: Multiple GDI Garrisoned structures detected."
END

DIALOGEVENT:MN14_NodEVA14subtitle
"*EVA: Use the Black Hand's flame throwers to clear out the GDI Garrisons."
END

DIALOGEVENT:MN14_NodEVA15subtitle
"*EVA: Build a Laser Turret via the Support Structures Build tab."
END

DIALOGEVENT:MN14_NodEVA16subtitle
"*EVA: Build a Shredder Turret via the Support Structures Build tab."
END

DIALOGEVENT:MN14_NodEVA17subtitle
"*EVA: Once a Nod Defense Hub is placed, you may immediately place three turrets within the radius shown."
END


//============================================================================
// Recording Session: PU2
// Mission          : Nod 2-1
//============================================================================

DIALOGEVENT:MN21_NodEVA06subtitle
"*EVA: To clear the GDI mines either upgrade your Scorpion Tanks at the Tech Lab, or use a stealth detecting unit to reveal the mines and then attack them."
END

DIALOGEVENT:MN21_NodEVA07subtitle
"*EVA: In order to clear the GDI mines, purchase the Dozerblade upgrade from the Tech Lab. This will allow your Scorpion Tanks to crush the mines without taking damage."
END

DIALOGEVENT:MN21_NodEVA08subtitle
"*EVA: GDI's mines are protected with stealth fields. Use a stealth detecting unit to locate and destroy the mines. "
END

DIALOGEVENT:MN21_NodEVA09subtitle
"*EVA: Lab facility destroyed. You have failed Kane."
END

DIALOGEVENT:MN21_NodEVA10subtitle
"*EVA: Scorpion Tanks now available at the War Factory."
END

DIALOGEVENT:MN21_NodEVA11subtitle
"*EVA: This Nod Research Lab holds a device important to Kane. It must be protected from GDI assaults at all costs."
END

DIALOGEVENT:MN21_NodEVA12subtitle
"*EVA: The Raider Buggy EMP Coil upgrade allows the Raider Buggy to temporarily disable any mechanical unit. "
END


//============================================================================
// Recording Session: PU2
// Mission          : Nod 2-3
//============================================================================

DIALOGEVENT:MN23_NodEVA10subtitle
"*EVA: This Artillery Emplacement just north of your position is one of three emplacements threatening our escape route. Use your Vertigo Bombers to fly in and destroy it."
END

DIALOGEVENT:MN23_NodEVA11subtitle
"*EVA: This Artillery Emplacement to the southeast of your current position also threatens our escape route. Recon reports that the defenses are mainly anti-vehicle, but watch out for additional anti-air defenses after the destruction of the first emplacement."
END

DIALOGEVENT:MN23_NodEVA12subtitle
"*EVA: The last Artillery Emplacement is to the northeast. Recon reports show that they've called in Firehawk support to cover the air, along with Orcas and additional Pitbulls in an attempt to thwart our stealth capabilities. "
END

DIALOGEVENT:MN23_NodEVA13subtitle
"*EVA: Eliminate the GDI Construction Yard centered in this GDI Base. Doing so will disrupt their operations for a time."
END

DIALOGEVENT:MN23_NodEVA14subtitle
"*EVA: This Aircraft Carrier is supplying many of GDI's aircraft in this area. Destroying it will cripple their aerial operations."
END

DIALOGEVENT:MN23_NodEVA15subtitle
"*EVA: GDI is attempting to bolster the defenses of the northeastern emplacement with a Battle Base. Destroy the Rig before it can reach its destination and deploy into a Battle Base."
END

DIALOGEVENT:MN23_NodEVA16subtitle
"*EVA: GDI has deployed a Battle Base. Watch for its heavy defenses and the repair drones it uses to repair nearby vehicles."
END

DIALOGEVENT:MN23_NodEVA17subtitle
"*EVA: Vertigo Bombers have arrived and are arming and refueling at the Air Tower. These stealth bombers each carry one large bomb designed to destroy enemy structures."
END


//============================================================================
// Recording Session: PU2
// Mission          : Nod 3-1
//============================================================================

DIALOGEVENT:MN31_GDISoldier701subtitle
"*RIFLEMAN: Stop them from securing the device!"
END

DIALOGEVENT:MN31_NodSoldier501subtitle
"*COMMANDO: Protect the device!"
END

DIALOGEVENT:MN31_NodSoldier502subtitle
"*COMMANDO: Let's move the device to the abandoned base."
END

DIALOGEVENT:MN31_NodSoldier503subtitle
"*NOD SOLDIER: Let's get the device out of here before the Juggernauts arrive!"
END

DIALOGEVENT:MN31_GDISoldier702subtitle
"*RIFLEMAN: Destroy the device before Nod can get away!"
END

DIALOGEVENT:MN31_NodEVA12subtitle
"*EVA: Transport is en route to the abandoned base."
END

DIALOGEVENT:MN31_NodEVA13subtitle
"*EVA: Transport has taken heavy damage."
END

DIALOGEVENT:MN31_NodEVA14subtitle
"*EVA: The transport has been destroyed."
END

DIALOGEVENT:MN31_NodEVA15subtitle
"*EVA: Juggernauts are en route to our base."
END

DIALOGEVENT:MN31_NodEVA16subtitle
"*EVA: Obelisk deployed."
END

DIALOGEVENT:MN31_NodEVA17subtitle
"*EVA: The Obelisk of Light is our best defense. Build and maintain three Obelisks to defend our base."
END

DIALOGEVENT:MN31_NodEVA18subtitle
"*EVA: Avatar Warmechs can commandeer other Nod vehicles. Upgrade an Avatar Warmech by using Flame Tanks, Stealth Tanks or Attack Bikes."
END

DIALOGEVENT:MN31_Truck201subtitle
"*TRANSPORT DRIVER: I'm taking heavy fire!"
END

DIALOGEVENT:MN31_Truck202subtitle
"*TRANSPORT DRIVER: Tiberium cargo is becoming unstable!"
END

DIALOGEVENT:MN31_Truck203subtitle
"*TRANSPORT DRIVER: Get some repair drones on me!"
END

DIALOGEVENT:MN31_Truck204subtitle
"*TRANSPORT DRIVER: Use the repair drones from the War Factory to repair me!"
END

DIALOGEVENT:MN31_NodEVA19subtitle
"*EVA: A plane carrying the Liquid Tiberium Weapon has been shot down by GDI forces en route to Temple Prime. Investigate and secure the crash site."
END

DIALOGEVENT:MN31_NodEVA20subtitle
"*EVA: Upgrade your Power Plant to power your base."
END

DIALOGEVENT:MN31_NodEVA21subtitle
"*EVA: The Obelisk of Light is our best defense. Build three Obelisks to defend our base."
END


//============================================================================
// Recording Session: PU2
// Mission          : Nod 3-2
//============================================================================

DIALOGEVENT:MN32_NodEVA06subtitle
"*EVA: The Liquid Tiberium Weapon must be delivered to Temple Prime. Protect the transport from the GDI attacks at all costs."
END

DIALOGEVENT:MN32_NodEVA07subtitle
"*EVA: Commander, Kane has given you control of Temple Prime's defenses. Protect Temple Prime by defeating the GDI forces assaulting from the southwest."
END

DIALOGEVENT:MN32_NodEVA08subtitle
"*EVA: Escort the transport to Temple Prime unharmed."
END

DIALOGEVENT:MN32_NodEVA09subtitle
"*EVA: Return the Tiberium weapon to Temple Prime unharmed."
END

DIALOGEVENT:MN32_NodEVA10subtitle
"*EVA: The Beam Cannon can now be constructed at the War Factory."
END

DIALOGEVENT:MN32_NodEVA11subtitle
"*EVA: The Beam Cannon is now available for construction."
END

DIALOGEVENT:MN32_NodEVA12subtitle
"*EVA: Beam Cannons are ready to deploy, Commander."
END

DIALOGEVENT:MN32_NodEVA13subtitle
"*EVA: The Beam Cannon is Nod's advanced artillery vehicle which projects a concentrated particle beam at the enemy from a great distance."
END

DIALOGEVENT:MN32_NodEVA14subtitle
"*EVA: Multiple Beam Cannons can use their combined particle beams to cook their targets in a matter of seconds."
END

DIALOGEVENT:MN32_NodEVA15subtitle
"*EVA: The transport is lightly damaged. Protect it from further GDI attacks."
END

DIALOGEVENT:MN32_NodEVA16subtitle
"*EVA: The transport is heavily damaged. Send aid immediately."
END

DIALOGEVENT:MN32_NodEVA17subtitle
"*EVA: The transport is critically damaged. Do not allow it to be destroyed."
END

DIALOGEVENT:MN32_NodEVA18subtitle
"*EVA: The transport has been destroyed."
END

DIALOGEVENT:MN32_NodEVA19subtitle
"*EVA: The Tiberium weapon has been lost."
END

DIALOGEVENT:MN32_NodEVA20subtitle
"*EVA: Mission aborted."
END

DIALOGEVENT:MN32_NodEVA21subtitle
"*EVA: GDI reinforcements inbound from the north."
END

DIALOGEVENT:MN32_NodEVA22subtitle
"*EVA: GDI reinforcements inbound from the south."
END

DIALOGEVENT:MN32_NodEVA23subtitle
"*EVA: GDI reinforcements inbound from the east."
END

DIALOGEVENT:MN32_NodEVA24subtitle
"*EVA: GDI reinforcements inbound from the west."
END

DIALOGEVENT:MN32_Truck201subtitle
"*TRANSPORT DRIVER: Thanks for the escort Commander. I've got it from here."
END

DIALOGEVENT:MN32_NodSoldier501subtitle
"*NOD SOLDIER: What is this? Bombers!?! Our Brothers have returned!"
END

DIALOGEVENT:MN32_NodSoldier502subtitle
"*NOD SOLDIER: Now, what are they doing? Building bases?"
END

DIALOGEVENT:MN32_NodSoldier503subtitle
"*NOD SOLDIER: Who's in charge! In the name of Kane, reveal yourself!"
END

DIALOGEVENT:MN32_NodSoldier601subtitle
"*NOD SOLDIER: Brothers, you have been deceived. We have come to right an unholy injustice."
END

DIALOGEVENT:MN32_NodSoldier602subtitle
"*NOD SOLDIER: Kane does not uphold the Brotherhood as he would have you believe."
END

DIALOGEVENT:MN32_NodSoldier603subtitle
"*NOD SOLDIER: We serve the true cause of Nod. Surrender Temple Prime or die!"
END

DIALOGEVENT:MN32_GDISoldier701subtitle
"*GDI SOLDIER: Nod transport sighted. Don't let it get away!"
END

DIALOGEVENT:MN32_GDISoldier702subtitle
"*GDI SOLDIER: Target in sight. Intercepting Nod transport!"
END

DIALOGEVENT:MN32_GDISoldier703subtitle
"*GDI SOLDIER: Nod transport located. Contain and neutralize!"
END


//============================================================================
// Recording Session: PU2
// Mission          : Nod 4-1
//============================================================================

DIALOGEVENT:MN41_Orca01subtitle
"*ORCA PILOT: This is GDI Scout Patrol Epsilon, responding to... wait, what the hell..."
END

DIALOGEVENT:MN41_Orca02subtitle
"*ORCA PILOT: Attention GDI central command, we have Alien contact. Repeat, we have Alien contact. Requesting..."
END

DIALOGEVENT:MN41_Orca03subtitle
"*ORCA PILOT: No... there's no time for that. Attack!"
END

DIALOGEVENT:MN41_NodEVA09subtitle
"*CARRYALL PILOT: Nod Carryall Squad XA-17, ready for evacuation."
END

DIALOGEVENT:MN41_GDISoldier701subtitle
"*GDI SOLDIER: This is GDI Scout Patrol Beta Z, we have Nod contact. Repeat, we have Nod contact. Evacuate the Transports, NOW!"
END

DIALOGEVENT:MN41_NodEVA10subtitle
"*EVA: These transports carry nuclear warheads. Destroy their escorts and capture them for the Brotherhood."
END

DIALOGEVENT:MN41_NodEVA11subtitle
"*EVA: The Brotherhood wishes to know GDI's intentions for the nuclear missiles. Capture this lab and secure the information."
END

DIALOGEVENT:MN41_NodEVA12subtitle
"*EVA: Carryalls are inbound. Hold out until they arrive. Protect the Nuclear Transports at all costs."
END

DIALOGEVENT:MN41_NodEVA13subtitle
"*EVA: Nuclear Transport captured. It is now under Nod control."
END

DIALOGEVENT:MN41_NodEVA14subtitle
"*EVA: Timer added."
END

DIALOGEVENT:MN41_GDIEVA01subtitle
"*EVA: Timer added."
END

DIALOGEVENT:MN41_GDISoldier702subtitle
"*GDI SOLDIER: Convoy under attack. Evasive action!"
END

DIALOGEVENT:MN41_GDISoldier703subtitle
"*GDI SOLDIER: They're relentless."
END

DIALOGEVENT:MN41_NodSoldier501subtitle
"*NOD SOLDIER: Those Carryalls better get here soon or we're toast."
END

DIALOGEVENT:MN41_NodSoldier502subtitle
"*NOD SOLDIER: The city, it's infested with mutants!"
END


//============================================================================
// Recording Session: PU2
// Mission          : Nod 4-2
//============================================================================

DIALOGEVENT:MN42_NodEVA05subtitle
"*EVA: Lab Objective destroyed. Aborting mission."
END

DIALOGEVENT:MN42_NodEVA06subtitle
"*EVA: Tiberium Spike destroyed. Cancelled objective."
END

DIALOGEVENT:MN42_NodEVA07subtitle
"*EVA: Commander, take care when expanding your base. Any area beyond our initial encampment should be considered high risk."
END

DIALOGEVENT:MN42_NodSoldier501subtitle
"*NOD SOLDIER: Warp Sphere is down! Good work!"
END

DIALOGEVENT:MN42_NodSoldier502subtitle
"*NOD SOLDIER: The Aliens have taken out the wall, get in there!"
END

DIALOGEVENT:MN42_NodSoldier503subtitle
"*NOD SOLDIER: The wall is down. Get in there!"
END

DIALOGEVENT:MN42_NodSoldier504subtitle
"*NOD SOLDIER: Look at that thing, it's ripping right through the wall."
END

DIALOGEVENT:MN42_NodSoldier505subtitle
"*NOD SOLDIER: That's the lab."
END

DIALOGEVENT:MN42_NodSoldier506subtitle
"*NOD SOLDIER: Objectives from an unidentified source... what's going on here?"
END

DIALOGEVENT:MN42_NodSoldier507subtitle
"*NOD SOLDIER: Ion Cannon Control destroyed, Commander."
END

DIALOGEVENT:MN42_NodSoldier508subtitle
"*NOD SOLDIER: Mutants! They're fighting everyone!"
END

DIALOGEVENT:MN42_NodSoldier509subtitle
"*NOD SOLDIER: Got their Hovel... that should calm the muties down a bit."
END

DIALOGEVENT:MN42_GDISoldier701subtitle
"*GDI SOLDIER: Nod, they've betrayed us. Kill them!"
END

DIALOGEVENT:MN42_GDISoldier702subtitle
"*GDI SOLDIER: I don't trust those Nod guys, not one bit."
END

DIALOGEVENT:MN42_GDISoldier703subtitle
"*GDI SOLDIER: Hey, Nod boy, you ain't got Sydney privileges. Get outta' there!"
END


//============================================================================
// Recording Session: PU2
// Mission          : Nod 4-4
//============================================================================

DIALOGEVENT:MN44_NodEVA08subtitle
"*EVA: Kilian requires that we harvest 25,000 Tiberium and build a war chest. "
END

DIALOGEVENT:MN44_NodSoldier501subtitle
"*NOD SOLDIER: Never thought we'd stoop so low as to defend an Ion Storm Control Center... I mean, my brother was killed by one of those things."
END

DIALOGEVENT:MN44_NodSoldier502subtitle
"*NOD SOLDIER: Hope Kilian knows what she's doing, this doesn't seem right to me."
END

DIALOGEVENT:MN44_NodSoldier503subtitle
"*NOD SOLDIER: Harvesting Tiberium... (sigh) ... remember when we were truly revolutionaries?"
END

DIALOGEVENT:MN44_NodSoldier504subtitle
"*NOD SOLDIER: KANE LIVES!"
END

DIALOGEVENT:MN44_NodSoldier505subtitle
"*NOD SOLDIER: I knew he could not die... he is truly the messiah."
END

DIALOGEVENT:MN44_GDISoldier701subtitle
"*GDI SOLDIER: What... Nod is turning on us? No!"
END

DIALOGEVENT:MN44_GDISoldier702subtitle
"*GDI SOLDIER: It's a NUKE! INCOMING!"
END

DIALOGEVENT:MN44_GDISoldier703subtitle
"*GDI SOLDIER: Ahhhh! It burns!"
END

DIALOGEVENT:MN44_GDISoldier704subtitle
"*Ahhhh! It burns!"
END

DIALOGEVENT:MN44_GDISoldier705subtitle
"*Ahhhh! It burns!"
END

DIALOGEVENT:MN44_GDISoldier706subtitle
"*GDI SOLDIER: Eat lead, traitorous Nod scum!"
END

DIALOGEVENT:MN44_GDISoldier707subtitle
"*GDI SOLDIER: ... it's war... war again. "
END


//============================================================================
// Recording Session: PU2
// Mission          : Nod 4-5
//============================================================================

DIALOGEVENT:MN45_NodEVA10subtitle
"*EVA: Gain control of Kilian's southern base by capturing the Operations Center and the Construction Yard. Do not allow your Saboteurs to die."
END

DIALOGEVENT:MN45_NodEVA11subtitle
"*EVA: Capture or destroy the Temple of Nod to gain control of Kilian's base on Ayers Rock. Do not destroy Kilian's Headquarters."
END

DIALOGEVENT:MN45_NodEVA12subtitle
"*EVA: Capture or destroy the Secret Shrine and Tech Lab to gain control of Kilian's base on Ayers Rock. Do not destroy Kilian's Headquarters. "
END

DIALOGEVENT:MN45_NodEVA13subtitle
"*EVA: Protect Kilian's Headquarters from GDI assaults."
END

DIALOGEVENT:MN45_NodEVA14subtitle
"*EVA: Eliminate the GDI base to the northeast of Ayers Rock. Do not let them destroy Kilian's Headquarters. Revenge is for Kane alone."
END

DIALOGEVENT:MN45_NodEVA15subtitle
"*EVA: GDI has deployed an Ion Cannon. Eliminate it before they use it on Kilian's Headquarters."
END

DIALOGEVENT:MN45_NodEVA16subtitle
"*EVA: Capture all the Tiberium Silos in the area to fund your operations."
END

DIALOGEVENT:MN45_NodEVA17subtitle
"*EVA: Capture five Tiberium Silos to fund your operations."
END

DIALOGEVENT:MN45_NodEVA18subtitle
"*EVA: Recruit mutants from the Mutant Hovels to support your army."
END

DIALOGEVENT:MN45_NodEVA19subtitle
"*EVA: Central command reports that Kilian has called for reinforcement. "
END

DIALOGEVENT:MN45_NodEVA20subtitle
"*EVA: Find and control all of the Tiberium Silos in the area. "
END

DIALOGEVENT:MN45_NodEVA21subtitle
"*EVA: Battlefield expanded."
END

DIALOGEVENT:MN45_NodEVA22subtitle
"*EVA: Operational area expanded."
END

DIALOGEVENT:MN45_NodEVA23subtitle
"*EVA: Kilian's Headquarters is under attack."
END

DIALOGEVENT:MN45_NodEVA24subtitle
"*EVA: Do not destroy Kilian's Headquarters."
END

DIALOGEVENT:MN45_NodEVA25subtitle
"*EVA: That revenge is for Kane alone."
END

DIALOGEVENT:MN45_NodEVA26subtitle
"*EVA: You have failed Kane."
END

DIALOGEVENT:MN45_NodEVA27subtitle
"*EVA: GDI has penetrated Ayers Rock."
END

DIALOGEVENT:MN45_NodEVA28subtitle
"*EVA: Kilian reinforcements inbound."
END

DIALOGEVENT:MN45_NodEVA29subtitle
"*EVA: Do not allows Kilian's Headquarters to be destroyed."
END

DIALOGEVENT:MN45_NodEVA30subtitle
"*EVA: Do not allow your Saboteurs to die."
END

DIALOGEVENT:MN45_NodEVA31subtitle
"*EVA: Use Disruption Towers to shroud your bases from an Ion Cannon attack."
END

DIALOGEVENT:MN45_NodEVA32subtitle
"*EVA: Kilian's units are now yours to command."
END

DIALOGEVENT:MN45_NodEVA33subtitle
"*EVA: Kilian's southern base has turned to your side."
END

DIALOGEVENT:MN45_NodEVA34subtitle
"*EVA: Kilian's northern base has turned to your side."
END

DIALOGEVENT:MN45_NodEVA35subtitle
"*EVA: Ion Cannon launch in 5 minutes."
END

DIALOGEVENT:MN45_NodEVA36subtitle
"*EVA: Ion Cannon launch in 2 minutes."
END

DIALOGEVENT:MN45_NodEVA37subtitle
"*EVA: Ion Cannon launch imminent."
END

DIALOGEVENT:MN45_NodSoldier501subtitle
"*NOD SOLDIER: Kilian's captured! Let's go get GDI!"
END

DIALOGEVENT:MN45_NodEVA38subtitle
"*EVA: We have recruited mutants to our cause."
END

DIALOGEVENT:MN45_NodSolider601subtitle
"*NOD SOLDIER: For Kilian!"
END

DIALOGEVENT:MN45_NodSolider602subtitle
"*NOD SOLDIER: Protect Kilian!"
END

DIALOGEVENT:MN45_NodSoldier502subtitle
"*NOD SOLDIER: We've got Kilian backed into a corner."
END


//============================================================================
// Recording Session: PU2
// Mission          : Nod 5-1
//============================================================================

DIALOGEVENT:MN51_NodEVA12subtitle
"*EVA: The Catalyst Launch Facility is under assault from the Visitors. Capture it before it is destroyed."
END

DIALOGEVENT:MN51_NodEVA13subtitle
"*EVA: Repair the Catalyst Launch Facility to full health to gain access to the Catalyst Missile. Defend it from the Aliens."
END

DIALOGEVENT:MN51_NodEVA14subtitle
"*EVA: Capture the Reinforcement Bay to secure reinforcements. "
END

DIALOGEVENT:MN51_NodEVA15subtitle
"*EVA: Prove your worth to Kane. Defeat the Aliens without using the Catalyst Missile weapon. "
END

DIALOGEVENT:MN51_NodEVA16subtitle
"*EVA: The Catalyst Missile is highly effective against most Alien units and structures. "
END

DIALOGEVENT:MN51_NodEVA17subtitle
"*EVA: Capture the abandoned Nod structures before the Aliens can destroy them in order to gain addition production capabilities"
END

DIALOGEVENT:MN51_NodSoldier501subtitle
"*NOD SOLDIER: Hurry! The Aliens are closing in!"
END

DIALOGEVENT:MN51_NodSoldier502subtitle
"*NOD SOLDIER: Get the Aliens out of the base!"
END

DIALOGEVENT:MN51_NodSoldier503subtitle
"*NOD SOLDIER: No! Don't let them destroy the Launch Facility!"
END

DIALOGEVENT:MN51_NodSoldier504subtitle
"*NOD SOLDIER: The bridges need to be repaired by Saboteurs."
END

DIALOGEVENT:MN51_NodEVA20subtitle
"*EVA: The Catalyst Launch Facility is under attack. "
END


//============================================================================
// Recording Session: PU2
// Mission          : Nod 5-2
//============================================================================

DIALOGEVENT:MN52_NodEVA12subtitle
"*EVA: Commander, we need that Nerve Center intact"
END

DIALOGEVENT:MN52_NodEVA13subtitle
"*EVA: Cease fire on that Nerve Center NOW, Commander!"
END

DIALOGEVENT:MN52_NodEVA14subtitle
"*EVA: We need to capture the Never Center, Commander, not destroy it."
END

DIALOGEVENT:MN52_NodEVA15subtitle
"*EVA: Destroying that Alien Stasis Chamber will deny the Visitors their shield technology."
END

DIALOGEVENT:MN52_NodEVA16subtitle
"*EVA: Send a Saboteur into that relay station to retrieve the Tower Key."
END

DIALOGEVENT:MN52_NodEVA17subtitle
"*EVA: With those Gravity Stabilizers offline, the Visitor's air power will be significantly hampered. Good work, Commander"
END

DIALOGEVENT:MN52_NodEVA18subtitle
"*EVA: Destroy the Gravity Stabilizers on the north ridge to weaken the Alien's air power."
END

DIALOGEVENT:MN52_NodEVA19subtitle
"*EVA: Secure additional Tiberium by capturing three of the Alien Tiberium Extractors"
END

DIALOGEVENT:MN52_NodEVA20subtitle
"*EVA: Nerve Center destroyed"
END

DIALOGEVENT:MN52_NodEVA22subtitle
"*EVA: Secure additional Tiberium by capturing three of the Alien Extractors."
END


//============================================================================
// Recording Session: PU2
// Mission          : Nod 5-4
//============================================================================

DIALOGEVENT:MN54_NodEVA08subtitle
"*EVA: GDI has two encampments - a main base to the southwest and an air base to the north. Both are threats. Capture both Command Posts and deny GDI their own bases."
END

DIALOGEVENT:MN54_NodEVA09subtitle
"*EVA: Eliminate or Capture GDI's production facilities and GDI will not have an army to fight with."
END

DIALOGEVENT:MN54_NodEVA10subtitle
"*EVA: There are two Alien command centers. Claim each with a Saboteur and twist the battle in our favor."
END

DIALOGEVENT:MN54_NodEVA11subtitle
"*EVA: Eliminate or Capture all Alien production facilities and claim their forces for the Brotherhood."
END

DIALOGEVENT:MN54_NodEVA12subtitle
"*EVA: GDI core command center captured."
END

DIALOGEVENT:MN54_NodEVA13subtitle
"*EVA: GDI aerial command center captured."
END

DIALOGEVENT:MN54_NodEVA14subtitle
"*EVA: Primary Alien command center captured."
END

DIALOGEVENT:MN54_NodEVA15subtitle
"*EVA: Second Alien command center captured."
END

DIALOGEVENT:MN54_NodEVA16subtitle
"*EVA: Infiltration team has successfully breached the Nod base. Proceeding with Operation Stiletto."
END

DIALOGEVENT:MN54_NodSoldier501subtitle
"*COMMANDO: It's chaos out here! Keep your heads down lest GDI or the Aliens remove them for you!"
END

DIALOGEVENT:MN54_NodEVA17subtitle
"*COMMANDO: You must not destroy the Refinery or we will have no source of income. Capture it."
END

DIALOGEVENT:MN54_NodSoldier502subtitle
"*COMMANDO: If we capture their Refineries, it will cripple their economy. "
END

DIALOGEVENT:MN54_GDISoldier701subtitle
"*GDI SOLDIER: HQ, this is Infantry Squad Delphi. Nod forces detected within the boundaries of the main base. How should we proceed?"
END

DIALOGEVENT:MN54_GDISoldier702subtitle
"*GDI SOLDIER: Affirmative! Holding fire, proceeding with caution."
END

DIALOGEVENT:MN54_GDISoldier703subtitle
"*GDI SOLDIER: They're attacking the base! Nod forces are now designated as a threat. All forces engage!"
END

DIALOGEVENT:MN54_GDISoldier704subtitle
"*GDI SOLDIER: Wait, they've captured our command center. What the heck is going on! Take 'em out!"
END

DIALOGEVENT:MN54_GDISoldier705subtitle
"*GDI SOLDIER: Nod! What the heck are they doing here."
END

DIALOGEVENT:MN54_GDISoldier706subtitle
"*GDI SOLDIER: Those backstabbing S-O-Bs are trying to use our own weapons against us! Stop them!"
END

DIALOGEVENT:MN54_GDISoldier707subtitle
"*GDI SOLDIER: They've taken the air base command center. Evasive action!"
END


//============================================================================
// Recording Session: PU2
// Mission          : Nod 5-5
//============================================================================

DIALOGEVENT:MN55_NodEVA11subtitle
"*EVA: Alien Phase Generators destroyed"
END


//============================================================================
// Recording Session: PU2
// Mission          : Aliens 1
//============================================================================

DIALOGEVENT:MAA1_Civilian101subtitle
"*CIVILIAN: Look at the size of those things!"
END

DIALOGEVENT:MAA1_Civilian102subtitle
"*CIVILIAN: There's another one!"
END

DIALOGEVENT:MAA1_Civilian103subtitle
"*CIVILIAN: Oh my God! We're being invaded! Ruuuunnnn!"
END

DIALOGEVENT:MAA1_Civilian104subtitle
"*CIVILIAN: Their coming right for us!"
END

DIALOGEVENT:MAA1_Civilian105subtitle
"*CIVILIAN: Get behind the building!"
END

DIALOGEVENT:MAA1_Civilian106subtitle
"*CIVILIAN: (Scream of terror)"
END

DIALOGEVENT:MAA1_Civilian107subtitle
"*CIVILIAN: (Scream of terror)"
END

DIALOGEVENT:MAA1_Civilian108subtitle
"*CIVILIAN: (Scream of terror)"
END

DIALOGEVENT:MAA1_Civilian109subtitle
"*CIVILIAN: (Scream of terror)"
END

DIALOGEVENT:MAA1_Civilian110subtitle
"*CIVILIAN: (Scream of terror)"
END

DIALOGEVENT:MAA1_Civilian201subtitle
"*CIVILIAN: We're being invaded! Run! RUN!"
END

DIALOGEVENT:MAA1_Civilian202subtitle
"*CIVILIAN: Oh my god! What is that?!"
END

DIALOGEVENT:MAA1_Civilian203subtitle
"*CIVILIAN: Don't look! Just move!"
END

DIALOGEVENT:MAA1_Civilian204subtitle
"*CIVILIAN: Run! Run for your lives!"
END

DIALOGEVENT:MAA1_Civilian205subtitle
"*CIVILIAN: Don't stop! Grab the kids! Move! Move!"
END

DIALOGEVENT:MAA1_Civilian206subtitle
"*CIVILIAN: I've never seen anything like it!"
END

DIALOGEVENT:MAA1_Civilian207subtitle
"*CIVILIAN: Keep moving!"
END

DIALOGEVENT:MAA1_Civilian208subtitle
"*CIVILIAN: Keep running!"
END

DIALOGEVENT:MAA1_Civilian209subtitle
"*CIVILIAN: What are we supposed to do!?!"
END

DIALOGEVENT:MAA1_Civilian210subtitle
"*CIVILIAN: Oh, God, What is that? I've never seen anything like that in my life!"
END

DIALOGEVENT:MAA1_Civilian211subtitle
"*CIVILIAN: We've got to call for help!"
END

DIALOGEVENT:MAA1_Civilian212subtitle
"*CIVILIAN: (Scream of terror)"
END

DIALOGEVENT:MAA1_Civilian213subtitle
"*CIVILIAN: (Scream of terror)"
END

DIALOGEVENT:MAA1_Civilian301subtitle
"*CIVILIAN: No... NO!"
END

DIALOGEVENT:MAA1_Civilian302subtitle
"*CIVILIAN: Oh! Oh NO!"
END

DIALOGEVENT:MAA1_Civilian303subtitle
"*CIVILIAN: What's going on here?!"
END

DIALOGEVENT:MAA1_Civilian304subtitle
"*CIVILIAN: (Scream of terror)"
END

DIALOGEVENT:MAA1_Civilian305subtitle
"*CIVILIAN: (Scream of terror)"
END

DIALOGEVENT:MAA1_Civilian401subtitle
"*CIVILIAN: They're tearin' through the city!"
END

DIALOGEVENT:MAA1_Civilian402subtitle
"*CIVILIAN: Oh my God! What is it?!"
END

DIALOGEVENT:MAA1_Civilian403subtitle
"*CIVILIAN: They're breakin' through the walls!"
END

DIALOGEVENT:MAA1_Civilian404subtitle
"*CIVILIAN: They're everywhere! Everywhere!"
END

DIALOGEVENT:MAA1_Civilian405subtitle
"*CIVILIAN: Up in the skies!"
END

DIALOGEVENT:MAA1_Civilian406subtitle
"*CIVILIAN: They're pourin' in from the sky!"
END

DIALOGEVENT:MAA1_Civilian407subtitle
"*CIVILIAN: Scream of terror"
END

DIALOGEVENT:MAA1_Civilian501subtitle
"*CIVILIAN: Oh NO!"
END

DIALOGEVENT:MAA1_Civilian502subtitle
"*CIVILIAN: Hide!"
END

DIALOGEVENT:MAA1_Civilian503subtitle
"*CIVILIAN: Run! Ruuunnn!"
END

DIALOGEVENT:MAA1_Civilian504subtitle
"*CIVILIAN: There's another one! Run!"
END

DIALOGEVENT:MAA1_Civilian505subtitle
"*CIVILIAN: No! No!"
END

DIALOGEVENT:MAA1_Civilian506subtitle
"*CIVILIAN: Let's get out of here!"
END

DIALOGEVENT:MAA1_Civilian507subtitle
"*CIVILIAN: I'm scared!"
END

DIALOGEVENT:MAA1_Civilian508subtitle
"*CIVILIAN: Scream of terror"
END

DIALOGEVENT:MAA1_AlienAI03subtitle
"*ALIEN AI: These structures seem iconic to the humans. Reduce them to rubble to demonstrate our power."
END

DIALOGEVENT:MAA1_AlienAI04subtitle
"*ALIEN AI: The humans seem fond of defending this structure. Perhaps destroying it will send them fleeing in fear."
END

DIALOGEVENT:MAA1_AlienAI05subtitle
"*ALIEN AI: Ichor concentration in this area is extremely low and contained. Construct Growth Accelerators at each Ichor field to increase its spread."
END


//============================================================================
// Recording Session: PU2
// Mission          : Aliens 2
//============================================================================

DIALOGEVENT:MAA2_AlienAI07subtitle
"*ALIEN AI: Foreman, Masterminds are not cheap units. Keep your Mastermind alive until all hostile forces are eliminated."
END

DIALOGEVENT:MAA2_AlienAI08subtitle
"*ALIEN AI: The Barracks is protected by defensive towers. Use the Mastermind to teleport stranded Devourer Tanks detected to the north. "
END

DIALOGEVENT:MAA2_AlienAI09subtitle
"*ALIEN AI: Mastermind unit lost. Mission failed."
END

DIALOGEVENT:MAA2_AlienAI10subtitle
"*ALIEN AI: Devourer Tanks lost. Mission failed."
END


//============================================================================
// Recording Session: PU2
// Mission          : Aliens 3
//============================================================================

DIALOGEVENT:MAA3_AlienAI04subtitle
"*ALIEN AI: Destroy GDI's base in the northeast of this region."
END

DIALOGEVENT:MAA3_AlienAI05subtitle
"*ALIEN AI: An information center has been destroyed. Mission failed."
END


//============================================================================
// Recording Session: PU2
// Mission          : Aliens 4
//============================================================================

DIALOGEVENT:MAA4_AlienAI04subtitle
"*ALIEN AI: Now that the Signal Transmitter is constructed, summon the Mothership to your location."
END

DIALOGEVENT:MAA4_AlienAI05subtitle
"*ALIEN AI: The Tower is now complete and impervious to GDI's attacks. Construct a Signal Transmitter so the Mothership may be summoned to your location."
END

DIALOGEVENT:MAA4_AlienAI06subtitle
"*ALIEN AI: Protect and navigate the Mothership to the tower for evacuation."
END

DIALOGEVENT:MAA4_AlienAI07subtitle
"*ALIEN AI: Tower destroyed. Mission failed."
END

DIALOGEVENT:MAA4_AlienAI08subtitle
"*ALIEN AI: Mothership destroyed. Mission Failed."
END


//============================================================================
// Recording Session: PU2
// Mission          : Marketing - GDI EVA
//============================================================================

DIALOGEVENT:MarketingGDIEVA01subtitle
"*EVA: Establishing uplink to GDI... stand by..."
END

DIALOGEVENT:MarketingGDIEVA02subtitle
"*EVA: Commander, Nod has launched preemptive strikes in every major Blue Zone across the globe and you have been assigned to take the battle to them..."
END

DIALOGEVENT:MarketingGDIEVA03subtitle
"*EVA: Good luck, Commander"
END

DIALOGEVENT:MarketingGDIEVA04subtitle
"*EVA: Commander, Nod forces are on the move. Be sure to get the latest intel by signing up for the Command & Conquer newsletter"
END

DIALOGEVENT:MarketingGDIEVA05subtitle
"*EVA: This is EVA, and you're watching C&C TV"
END