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<!--
(+)
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***
(0)
0.00
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%02d-%02d-%02dT%02d:%02d:%02d
%.02f
%0.2f
%.02f (%.02f + %.02f)
%.02f,%.02f,%.02f
%02x
%02X
%03d*.*
[%03d]: %S.
%0.3f
%0.3f
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1.000
1024 x 768
1.0.3
%.10f
127.0.0.1
128bit
%1.9f
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, %.1fx %s
1ParticleFile
1s%P
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2005 Microsoft Corp
23:12:21.4478 1_May_2001
`2 $#A0!`A0#VA0 2005
%2d%%
%.2f
%2.f%%
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Abilities
abilities.xml
Ability
Abort
&Abort
AbstractAttackTargetType
AbstractFarm
AbstractFruit
AbstractMine
AbstractPlacementTargetType
AbstractResourceCrate
Acceleration
AccelerationVar
Accept
Accuracy
ackFrequency
AcknowledgeSoundSet
acredits.mp3
Action
<Action>bind</Action>
Actions
<Action>unbind</Action>
ActivationID
ActivationTime
ActivationYear
Active
Active.
Active Base.
ActiveHealth: '%S', Percentage=%5.2f.
ActiveHeath: None.
ActiveIcon
ActiveIconTextureCoords
ActiveIfContainsUnits
ActiveProps
ActiveRolloverTextID
Active Rules
ActiveTechs
ActiveTime
ActiveTooltipID
ADAPTIVETESS_W
ADAPTIVETESS_X
ADAPTIVETESS_Y
ADAPTIVETESS_Z
addgame
addmod
addmsg
addop
addpw
AddResourcesFasterWhenOwned
AddResourcesToInventory
addressu
addressv
addressw
addsigned
addsigned2x
addsmooth
AddTypes
addusr
Aerodynamic
aError - Unable to find license library (Eula.dll)
Age3
age3.exe
Age3mmlog.txt
age3sav
.age3sav
*.age3sav
.age3scn
AgeAdvanceTech
AgeNameID
Age of Empires 3
ageOverlay2-button%d%d
Ages
ages.xml
AgeTech
agetime
AgeUpgradeLarge 26
Aggressive
AI Battles
AI Chat History
AIDebugInfo-AreaDialog-%d
AIDebugInfo-AreaGroupDialog-%d
AIDebugInfo-AttackRouteDialog-%d
AIDebugInfo-BaseDialog-%d
AIDebugInfo-EscrowsDialog-%d
AIDebugInfo-KBArmyDialog-%d
AIDebugInfo-KBResourcesDialog-%d
AIDebugInfo-KBUnitDialog
AIDebugInfo-KBUnitDialog-%d
AIDebugInfo-KBUnitPickDialog-%d
AIDebugInfo-PlacementDialog-%d
AIDebugInfo-PlanDialog-%d
AIDebugInfo-ProgressionDialog-%d
AIDebugInfosubmenu_AreaGroups
AIDebugInfosubmenu_Areas
AIDebugInfosubmenu_Armies
AIDebugInfosubmenu_Attack Routes
AIDebugInfosubmenu_Bases
AIDebugInfosubmenu_Bldg Place
AIDebugInfosubmenu_Escrows
AIDebugInfosubmenu_Goals
AIDebugInfosubmenu_KB Resources
AIDebugInfosubmenu_Plans
AIDebugInfosubmenu_Progressions
AIDebugInfosubmenu_UnitPicks
AI Debug Output
aiDifficulty
AI Gatherer Distribution
aIncludePlayer%d
AI Opportunities
AI Past Resources Needs
AI Population Distribution
AircraftType
AirDensity
AllExceptCaster
alliance
AlliedID
AlliedOtherID
allocSize
allOnePass
AllowAutoPick
'AllowedTerrainTypes
AllowMultipleBindings
AllSubCivs
ally
Ally
ALLY control.
AllyUnit
alpha
-alpha
ALPHABLENDENABLE
ALPHA_BLOOMING
ALPHAFUNC
alphaMaxDepth
alphaMaxValue
alphaMinDepth
alphaMinValue
AlphaOnly
alphaRampTime
ALPHAREF
alphareplicate
alphatest
alphatest_blendcolor
alphatest_color
ALPHATESTENABLE
alphatest_nocolor
AlphaVariation
alt-
always
ALWAYS
AlwaysActive
AmbienceWindTreeLoop
ambient
AMBIENT
Ambient2
AmbientColor
ambienteffect
AMBIENTMATERIALSOURCE
AmbientSounds
AmbientSounds.xml
Amount
AMovieManager%d
&
AMPGameSetupRoom::launchStarted -- Failed to retrieve home city for player %d
Amplitude
AMPNavigationBar-Button%ld
AMPNavigationBar-ButtonOff%ld
AMPNavigationBar-ButtonOn%ld
AMPNavigationBar-Entry%ld
AMPNavigationBar-EntryOff%ld
AMPNavigationBar-EntryOn%ld
AMPQuickSearchPage::launchStarted -- Failed to retrieve home city for player %d
AMPSetupScreen.xml
analog
An application error has occurred.
angularDampening
Anim
ANIM
Animal
Animate
.animatedtexture
Animation Control : %s
AnimationRate
AnimationRateVar
AnimLooped
AnimStateMachine
animtypes
animtypes.xml
anisotropic
ANTIALIASEDLINEENABLE
* any repro information
AOE3Update%d.cab
AOE3Update.xml
'
apostgamescreen::refreshtimelinepage -- Unable to retrieve player ID %d.
Appearance
AppearanceType
AppearanceWeights
Application Error Detected
.ApplyStringID
ArcHeight
Archer
area
areaDebugText
{areaDebugText(%d)}
Area %d is invalid.
areaGroupDebugText
{areaGroupDebugText(%d)}
AreaGroup %d is invalid.
Area Group ID : %d
AreaGroupID - %d
AreaGroupID: %d.
Area Groups (%d - %d)...
AreaGrps
AreaID=%d,
Area ID : %d
AreaID - %d
Area IDs: (%d)
Areas
Areas (%d - %d)...
AreaSortMode
arg0
arg1
arg2
Arial
Arial 10
Arial Unicode MS
Armies
Armies (%d - %d)...
ArmorBonus
armyBanners
armyBanner-unfurled%d
armybanner.xml
Army ID: %d
Army of %d Units.
ARoutes
Arrow
\art\
art\
Art\
art/effects/particleSetFileList.xml
art\homecity\
ArtilleryDepotAccel
art\lightsets\
art\terrain\
art\terrain\mix\
art\terrain\water\
art\ui\command\command_flare_human
art\ui\command\command_flare_sway
art\ui\command\command_rally_human
art\ui\command\command_rally_sway
art\ui\command\squad
asks:
Assertion Error
assetreference
AssociatedTech
ATK: (%0.2f)
attach
AttachDummy
AttachLocation
attachment
attachment_port_trail
attachment_starboard_trail
attachment_stern_trail
attachment_turn_trail
AttachProto
Attack
AttackAction
AttackBuildingAccuracy
AttackCount
AttackInterval
AttackNotification
AttackNotificationGaia
AttackNotificationTown
AttackProto
AttackResponseType
attackRouteDebugText
{attackRouteDebugText(%d)}
AttackRoute %d is invalid.
AttackRunDistance
AttackRunTarget
AttackTreeAccuracy
AttackType
AttackUnitAccuracy
Attack Unit Type=%d (%S).
attractMode-scenario-%d
auth
authenticate
AutoAttackType
Automatic
AutoRetarget
AutoScale
AVAILABLE
AvailableIcon
avatar
avatars
avi\
avi\CreditsCine.bik
avid
AvoidObstructionsDistance
Award
AwardAtBounty
AwardBountyOnBuildingDamage
AwardBountyOnUnitDamage
AwardLimit
Awards
AwardSound
AwardType
AwardTypes
awardxp
AZaz
" b="
Back: %.2f, %.2f, %.2f.
backCliff
background
Background
-backgroundgadget
BackgroundMapVisual
BackgroundVisual
badbump
Bad CurTree (%d) in obstruction manager.
Bad index (%d+%d = %d) in obstruction manager, max is %d.
.bak
_bak.xml
bamaingamescreen::displayScore -- Unable to retrieve player ID %d.
bank
banner
BannerTexture
BannerTextureCoords
BarracksAccel
BaseAmount
BaseAR(%d:%d-%d:%d)
BaseDamageCap
BaseDamagePercentBuilding
BaseDamagePercentUnit
BaseDamagePercentVillager
baseDebugText
{baseDebugText(%d)}
Base %d is invalid.
Base ID: %d
BaseID=%d.
BaseID: %d
Base ID: %d (%S).
Bases
Bases (%d - %d)...
battlecry1.wav
battlecry2.wav
battlecry3.wav
battlecry4.wav
BattlecryLarge
BattlecryMedium
BattlecrySmall
battlecry.wav
BATTLE %d: No Bounty Award
BATTLE %d: %s +%.2f Bounty
BattleExitTime
Battles
BattleSize
battle.xml
BCore::init() failed.
BDamageTemplate ERROR: %s didn't load.
BDamageTemplate ERROR: %s has not root node.
beachTexturePlacement
begin
beginning
BeginScene failed with error code %d (%S)
BestPos(%.2f, %.2f)
BestPosValue=%.2f
BevelAmount
BGCGame::init -- %s didn't load.
BGCGame::Init -- %s didn't load.
BGCMode::enterMode -- This is not a Grand Conquest savegame. Unable to load it into a Grand Conquest game.
bgcolor
/bgcolor
</bgcolor>%s
BGCSystem::createGCFileFromSettings -- failed to open file %s for writing.
bHomeCityFireworks
biasATI
biasFactorATI
biasNV
BiasPointHeight
.big
*.big
BigAgeTech
BigAllyUnit
BigWinBonus
.bik
bind
Bip01
BIP01
bird
BirthParticle
BKBResource::mLinkedResource is invalid. (%d)
BKBUnit %d is invalid.
blackDiffuse
BlackListed: %d
Blackmap is
black terrain texture
Black Tiles = %d
Blank.wav
Blend
blendColor
blendcurrentalpha
blenddiffusealpha
BLENDFACTOR
blendfactoralpha
Blend has bad size. %s is %d x %d, not %d x %d
blending
BLENDOP
BLENDOPALPHA
blends.txt
blendtexturealpha
blendtexturealphapm
block
blocked
BlockhouseAccel
blockLand
BlockTrain
blockWater
BloomFeedbackCurrentFrameContribution
BloomFeedbackLastFrameContribution
bloom_filter_horizontal_12Samples_sm3
bloom_filter_horizontal_16Samples_sm3
bloom_filter_horizontal_24Samples_sm3
bloom_filter_horizontal_2Samples_sm3
bloom_filter_horizontal_48Samples_sm3
bloom_filter_horizontal_4Samples_sm3
bloom_filter_horizontal_8Samples_sm3
bloom_filter_horizontal_sm2
bloom_filter_horizontal_Specular_sm3
bloom_filter_vertical_12Samples_sm3
bloom_filter_vertical_16Samples_sm3
bloom_filter_vertical_24Samples_sm3
bloom_filter_vertical_2Samples_sm3
bloom_filter_vertical_48Samples_sm3
bloom_filter_vertical_4Samples_sm3
bloom_filter_vertical_8Samples_sm3
bloom_filter_vertical_sm2
bloom_filter_vertical_Specular_sm3
blooming
BloomIntensity
BloomNumSamples
BloomSceneIntensity
BloomSigma
BloomStreakColor
BloomStreakCount
BloomStreakElementOffset
BloomStreakExposure
BloomStreakFalloff
bloom_streak_filter_1Samples_sm3
bloom_streak_filter_2Samples_sm3
bloom_streak_filter_3Samples_sm3
bloom_streak_filter_4Samples_sm3
bloom_streak_filter_5Samples_sm3
bloom_streak_filter_6Samples_sm3
bloom_streak_filter_7Samples_sm3
bloom_streak_filter_8Samples_sm3
bloom_streak_filter_accumulate_sm3
BloomStreakIntensity
BloomStreakPasses
BloomStreakThreshold
BloomThreshold
BloomTintColor
blue
blueprint
.blueprint
BModel ERROR: %s didn't load.
BModel ERROR: %s has no root node.
BModel ERROR: %s has not root node.
BMPESOLoginDialog::doLogin -- failed to login. HR: 0x%x
BMPVoteDialog::incomingVote -- bogus vote from player %d for player %d
Bombard
Bone
BonusBrakingFactor
Bonus%i
BonusIcon%i
Bookmark%d
bool
Bool
border
Border Area array is invalid!
Border Area IDs:
Border Group IDs: (%d)
BoredAnim
both
BOTHINVSRCALPHA
BOTHSRCALPHA
bottom
bottomedge
BottomObjects
BoundingSphere
Bounty
BPlayer::canUsePower -- no uses available. 'entry->mUseCount' (value=%i)
BPlayer::load -- error allocating Unique Protounit from Base PUID=%d
BProtoPowerStampede::parseNode -- '%s' not a valid protounit name!
BProtoPowerTeleport::parseNode - invalid 'InPortal' unit in %S.
BProtoPowerTeleport::parseNode - invalid 'OutPortal' unit in %S.
BProtoPowerTempUnit::parseNode -- '%s' not a valid protounit name!
BProtoquest::parseFromXML -- Unable to locate protounitID for protounit: %s
" br="
Brake
Browse
" bs="
BSettings::loadFromNode -- Failed to set value for setting: %s
bsJP2
BufferSpace=%.2f
build
Build
BuildAccel
Building
BuildingBuildingBountyModifier
Building Comp.
BuildingCompletion
BuildingEfficiency
buildingPlacementDebugText
{buildingPlacementDebugText(%d)}
Building Placement %d is invalid.
Buildings
buildings/generic_destruction
BuildResourceAward
BuildUp
BuildupTime
buildVersion
BUIPrescenarioEventsDlg::initDataElements -- Unable to find Presceanrio Event Index %d
BUIPrescenarioEventsDlg::updateUnitBoardsText-- Unable to retrive UnitID %d
bump
Bump
bump decal
bump_decal_sm2
bump_decal_sm3
bumpenvmap
bumpenvmapluminance
bumpmap
bumpScale
BumpScale
bumpScales
bumpTex
BumpTexture
BurnFadeLength
BurnLength
but for now we ask that you leave it as the Spanish. Once you press Next from the Character Creation screen, your game will begin.
Button
ButtonA
ButtonB
ButtonBack
ButtonBlack
buttonSets
buttonsets.xml
ButtonStart
ButtonThumbLeft
ButtonThumbRight
ButtonWhite
ButtonX
ButtonY
BWorldMap ERROR: XML file has no BackgroundMapVisual node.
BytesSent
" c="
" ca="
Callstack:
Call to GetAdapterDisplayMode failed. retval %d
Camera
camerainfo
CameraShake
CAMERASPACENORMAL
CAMERASPACEPOSITION
CAMERASPACEREFLECTIONVECTOR
CameraTracks\
campaign\
Campaign
campaignAdvance() campaignPlayCurrent()
campaign\age 3 tutorial\tutorial1.xml
campaign\age 3 tutorial\tutorial2.xml
campaign\blood ice steel\BloodIceSteel.xml
campaign\demo\demo campaign.xml
CampaignGameSettings
CampaignNode
campaignPlayCurrent()
CampaignScreen
camtrack
CanBreakFormation
cancel
Cancel
CancelWhenLost
cannonball
cannonball_impact_water
CanRotateInFormation
Cap=%8.2f
capPieceTex
card
Card
Cards
Carry capacity:
Carry Capacity %s
Caster
CastShadows
.category
Category
Cavalry
cCdiouxXeEfgGnpsS
CCW_STENCILFAIL
CCW_STENCILFUNC
CCW_STENCILPASS
CCW_STENCILZFAIL
cDefGameModeSettings
cDefGameOptions
Center (%.2f, %.2f, %.2f)
CenterHeight
centerOfMassOffset
CenterPos(%.2f, %.2f)
CenterPosDistance=%.2f
chadd
chance
channel added
channel removed
ChargeAcceleration
ChargeDamageMod
ChargeStartDistance
ChargeVelocityMod
CharLimit
CharType
ChassisUnitInertiaPitch
ChassisUnitInertiaRoll
ChassisUnitInertiaYaw
ChatBrowser-Entry%ld-%s
ChatOutline
ChatRoom-UserList-Entry%ld
ChatRoom-UserList-Entry%ld-Highlight
ChatRoom-UserList-Entry%ld-Name
ChatRoom-UserList-Entry%ld-Permissions
chatset
chatsets.xml
CheckAccess
checkaccess.tmp
CheckBox
checkOwner
checksum
checkVisible
Cheer
Child->%S - (id:%d)
Choice
Choose Army
cHost
chown
chremove
chunk
ChurchAccel
<ci cs="
Cinematic
Circle
CircleMenuBackground
city
CivLogic
CivPicker-Entry%d
CivPicker-Entry%d-Flag
CivPicker-Entry%d-Hilight
CivPicker-Entry%d-Name
CivPicker-Entry%d-Portrait
Civs
civs.xml
cJoin
clamp
clampTrailToTerrain
clamshell-lower
clamshell-pelvis
clamshell-upper
clan
clanchat
clanname
ClanPage-UserList-Entry%ld
ClanPage-UserList-Entry%ld-Highlight
ClanPage-UserList-Entry%ld-LastOnline
ClanPage-UserList-Entry%ld-Name
ClanPage-UserList-Entry%ld-Rank
client cancelling stream
client terminating stream
clientTime
clientVer
cliff
Cliff
CliffA
cliffBanks
cliff bump
cliff bump fogged
cliff default
CliffGroup
cliffpiecemodels
cliff shiny bump
cliff shiny bump fogged
CliffTypes.xml
CLIPPING
CLIPPLANEENABLE
-close
-closeButton
ClosestEnemyBaseID=%d (Player=%d).
ClothFlag
cloud
CloudBuildupEndTime
CloudFadeOutEndTime
CloudFadeOutStartTime
</clr>
<clr>
clusterobj
ClutchDelayTime
ClutchSlipRPM
<cmd v="query"/>
<cmd v="upload"/>
Coastal
Coffers
<co g="
CollapseFaceup
collector/collector.aspx
collideTerrain
collideUnits
collideWater
Collision
CollisionSpinDamping
CollisionStages
CollisionThreshold
.Colonies
colonies.xml
Colony
color
</color>
/color
Color
<color=0.0, 0.8, 0.8>%s</color>
<color=0,0,1>Team %s</color>
<color="%.03f,%.03f,%.03f,0.75,0.0,0.0,0.0,1.0"> %s
<color="%.03f,%.03f,%.03f">%s</color>
COLOR1
<color=1, 0, 0>
<color=1,0,0>Team %s</color>
<color=1, 1, 1>%s</color>
<color=1, 1, 1>%s.</color>
COLOR2
colorAmount
<color="%f,%f,%f">
<color=%f, %f, %f><b>%s</b><color>
<color=%f, %f, %f>%s</color>
<color=%f, %f, %f>%s %s: %s</color>
<color=%f, %f, %f>%s <st>%s</st>: %s</color>
colorizeCost
{colorizeCost(%s,%d,%d)}
colorizePop
<color="{playerColor(%d)}">%s
<color="{playerColor(%d)}">%s...
<color="{playerColor(%d)}"><st>%s</st>
</color>%s
colorScales
ColorStages
colortable
COLORVERTEX
COLORWRITEENABLE
COLORWRITEENABLE1
COLORWRITEENABLE2
COLORWRITEENABLE3
(colorxform1)
(colorxform2)
(colorxform3)
Column
Combat Efficiency Types: %d.
CombatEfficiency Weight: %.2f.
CombineNormals
CombineVertices
com%d
command
Command
CommandAutomatic
Command Console
commandpanel
commandpanel2-button%d%d
commandpanel2commands
commandpanel2commands-Button%d
commandpanel2commands-Label
commandpanel2-main
commandpanel2row3
commandpanel2row4
commandpanel2row5
commandpanel2-rowLabel%d
CommandPassesUnitID
<Command "%S" not found>
comment
commlog.txt
CompanyName
complement
complete
Completed Battles:
component
.con
Condition %d
Conditions
config
config\
configDefined
: {configDefined(
ConfigDetect.dll
configToggle("
Config Variables matching "%S"
ConnAtts
connect
Connection
Connector
connectusr
ConnSuccess
Console
consolehistory.txt
constant
constant alpha of %d
-containergadget
contents
Content-type: text/xml
Context
Continue
ContinueToCredits
CONTINUOUS
control
control-
Control
ConvertUnit
ConvertUnitsToGodPowerPlayer
ConvertUsingMinMax
Convex Surface Area = %.2f
Convex To Surface Area Ratio = %.2f
CooldownTime
copyfeedbackbuffer_sm3
Copyright
Corner
corner45a
corner45b
corner90
corner90Diagonal
CorpNet Authorization
Cost
Cost: Food(%d), Wood(%d), Gold(%d), Ships(%d)
.CostMultiplier
Cost %s
Cost: %s
Cost Weight: %.2f.
Could not assemble pixel shader '%s' [fxe]
Could not create cube texture, hr = %x (%S)
Could not create texture, hr = %x (%S)
Could not reload %s
Count
count1
count2
count3
count4
countdown
CountIncrement
CountPoints
CoureurAccel
CoureurCreeAccel
Courier New
CoveredWagonAccel
Cover_ranged_idle
crap
create
CreateUnit
Creation Time: %d.
CreditMovieTex
Credits=%8.2f
credits_%s_%d_%d
credits.xml
cReset
crosssectionlines
Crush
c%s - %s:
cStateFinal
cStateInGame
cStateLaunching
cStatePostGame
cStatePreGame
cStateSetup
CUBIC
CULLMODE
Culture
Cultures
cultures.xml
current
Current
Current Battles:
CurrentCharacter
<CurrentCharacter>0</CurrentCharacter>
currentPlayerNum
currentPlayerTeam
<CurrentQuest>-1</CurrentQuest>
Current Source: NONE.
Current Source: %S, Line Number=%d.
CurrentTargetID=%d.
CurrentTeam
CurrentTurn
<CurrentTurn>0</CurrentTurn>
currentUnitAttack
currentUnitAttackFloat
currentUnitAttackList
currentUnitAttackRange
currentUnitAttackRangeFloat
currentUnitAttackString
currentUnitAttackText
currentUnitBuildingWorkRate
currentUnitBuildingWorkRateFloat
currentUnitBuildPoints
currentUnitBuildPointsFloat
currentUnitBuildRate
currentUnitBuildRateFloat
currentUnitCapacity
currentUnitCurrentAnimLength
currentUnitGatherRate
currentUnitGatherRateFloat
currentUnitGatherRateString
currentUnitGroup
currentUnitHP
currentUnitHPFloat
currentUnitID
currentUnitIFFcolor
currentUnitInv
currentUnitInvFloat
currentUnitInvList
currentUnitLimberPercent
currentUnitLOS
currentUnitLOSFloat
currentUnitMaximumHP
currentUnitMaximumHPFloat
currentUnitMaxVelocity
currentUnitMaxVelocityFloat
currentUnitMinAttackRange
currentUnitMinAttackRangeFloat
currentUnitName
currentUnitOwnerID
currentUnitPlayerIFF
currentUnitRecharge
currentUnitScenarioName
currentUnitTrainPoints
currentUnitTrainPointsFloat
curveAngle
CustomizationBuilding
CustomMapName
CustomTriggerParam-%d
CycleTime
CycleTimeVar
" d="
%d,
%d):
%d:%02d
%d:%02d, %.0f
%d : %.2f
d3dconfig
D3D could not create shader '%s'
D3D could not create shader '%s' [fxe]
D3D could not create shader '%s'. [fxe]
D3D device could not be reset (hr=%x, %S)
%d ally units.
Damage
DamageArea
DamageBonus
DamageBonusMod
DamageCap
damaged
damaged_pixelxform
DamageFactorCap
DamageFlags
DamageLogic
DamageModifier
damageTexture
DamageTimeout
DamageType
DamageTypes
damagetypes.xml
Danger (average this area and border areas)=%.2f.
Danger (this area)=%.2f.
%d Areas:
data
data\
Data\
data\abilities\
data\AnimStateMachine\
data\gamepadactions.xml
data\gamepads.xml
DataGroupEnum
data\homecity\
data\physics
data\placementrules\
data\%s.xml
data\tactics\
date
DBAction
dbid
dbids
dbutton
dcreditinfo
!/%d/%d
%d - %d
%d (%d)
%d %d
%d,%d
%d/%d
%d.%d
d%d %%
%d (%d + %d)
%d (%d+%d)
%d %d %d
%d %d %d %d
%d/%d (%d+%d)
%d.%d.%d.%d
.ddt
DeathAnim
DeathMatchTech
DeathParticle
Debug
&Debug
Debug Info for AreaGroupID %d
Debug Info for AreaID %d
Debug Info for AttackRouteID %d
Debug Info for BaseID %d
Debug Info for Building Placement ID %d
Debug Info for EscrowID %d
Debug Info for KBArmyID %d
Debug Info for KBResourceID %d
Debug Info for KbUnit ID %d
Debug Info for KBUnitPickID %d
Debug Info for Progression ID %d
Debug Info for Selected KbUnit ID %d
DEBUGMONITORTOKEN
<debug_server_response v="1"/>
decal
decalselection
deck
Deck
Decks
DECR
DECRSAT
deepColor
Default
DefaultAwardResource
DefaultAwardResourceLimit
defaultcolored
defaultcolored_alphablend
DefaultDirectoryID
DefaultFilename
defaultLookup
DefaultPlayResource
DefaultProfile
DefaultShipmentXPValue
default.tactics
defaultvp.xml
default VS sm3
DefaultWinBy
DefaultWinTotal
Defend!
DefendBehavior
Defend_idle
Defense=%.2f.
Defensive
define
defineBone
DefProc
Delete
demo
%d enemy units.
depressed
depth
DepthBias
DEPTHBIAS
DepthBiasWeights
description
Description
DescriptionStringID
Desired Number Buildings[%02d]=%d.
Desired Number Types=%d.
Desktop Bits per Pixel : %d
DESTALPHA
DESTBLEND
DESTBLENDALPHA
DESTCOLOR
destroy
DestroyedByBallistics
Destructing GCGame module...
_destruction
Destruction
device
devices.xml
%%.%df
\dialog\
Dialog
%d <icon="(16)(TextureID(%d))">
%d <icon="(16)(TextureID(%d))">
Difficulty
diffuse
diffuse2
DIFFUSEMATERIALSOURCE
DigitalProductID
{%d} - Invalid string ID
Directional
Dirt
disable
DISABLE
disabled
DisabledIcon
DisabledIconTextureCoords
DisabledRolloverTextID
DisabledTooltipID
DISCRETE
displacement
DisplayFormat
DisplayGamma
DisplayName
DisplayNameID
DisplayNameStringID
DisplayUnitCount
distance
Distance: %.2f
Distance: %.2f.
DistanceAtLeastFromCliff
DistanceAtLeastFromTradeRoute
DistanceAtLeastFromType
DistanceAtMostFromMapEdge
DistanceAtMostFromSocket
DistanceAtMostFromTradeRoute
DistanceAtMostFromType
DistanceAtMostFromWater
distanceBetween
DistanceFudgeFactor
distanceVariation
distortionmap
DistributedDamagePercent
DITHERENABLE
DitherNoiseInten
DitherNoiseIntensity
DitherNoiseUVScale
%d meters
dnumPlayers
Dock
DockAccel
domainname
<Don't show this dialog again>
Door
DormantTime
DormantTimeVar
dotproduct3
double
Down
-downButton
downsample4_sm2
downsample4_sm3
DownshiftRPM
downstream
Dpad
DpadDown
DpadLeft
DpadRight
DpadUp
.dpl
dpnhpast.dll
d-pos
DragCoefficient
drawStaticIndexedPrimitive failed: hr=%x (%S)
%d. Research Tech: %S (%d)
-dropButton
dropdown
DropDown
-dropList
dropped
DropsiteGathering
{%d} - %s
%d - %s
%d %s
%d.%s
%d %s = %d
%d self units.
dsound.dll
%d-%s-target-button
%d-%s-target-label
%d-%s-targetType-button
%d '%S' units
%d-%s-verb-button
DTarget
%d TB Settlements:
%d. Train Unit: %S (%d)
DualPowerMinDistance
duimercadd.xml
duiunitrepdlg.xml
dummyobjects.xml
%d Units:
%d UnitTypes:
Duration
DustLargeProto
DustMediumProto
DustSmallProto
%dx%d
%d XP needed for level %d
, %dx %s
%d / %x refers to an illegal character
DynamicShape_%s_%d_%d
" e="
EarthquakeSoundSet
Economy Base.
eCry
eDestruction
edge
Edge
EdgeCorner
Edge of world texture density
EdgeTwoCorners
Edit
editMode("flare") uiSetProtoCursor("WaypointFlag")
editMode("placeunit") uiSetProtoID(%d)
editMode("rallyPoint") uiSetProtoCursor("WaypointFlag")
editmsg
EditorUI
E:%d M:%d
effect
effect\
Effect %d
Effects
effects\footprints\%S
effectStart
effectStartVar
effects\weather\rainfall.particle
effects\weather\snow.particle
EffectType
</ei>
<ei t="
elizabeth
eLostGame
Embellishment
emissionrate
EmissionRate
EmissionRateVar
EmissionTime
EmissionTimeVar
emissive
Emissive
emissiveColor
emissivecube
EMISSIVEMATERIALSOURCE
EmitAwayFromBias
EmitByMotion
EmitDistance
EmitDistanceVar
Emitter
Empty Message
enable
ENABLEADAPTIVETESSELATION
enabled
encoding
end45
EndPointModel
EndSound
EndSoundSet
End tag '%.*ls' does not match the start tag '%ls'
endX
endZ
enemy
Enemy
ENEMY control.
EnemyPlayerID=%d.
energyLoss
energyLossVar
Engine
eNone
Ensemble Studios
Enter
EnterAnim
Entering incrementCharacter: Current Character: %d
EnterPosition
EntityName
entry
EntryName
epithet
EQUAL
equivalences
Error
ERROR: cGameName not set
Error Creating Fonts
Error finding terrain object node at tile <%d, %d>
Error - Library (shfolder.dll) does not contain SHGetFolderPath entry point.
Error - License library (Eula.dll) does not contain entry point
Error reading the message header from the received bytes. Skipping message.
Error: Unable to Create Main Window
Error - Unable to find library (shfolder.dll)
Error: Unable to find splash resources
escrowDebugText
{escrowDebugText(%d)}
Escrow %d is invalid.
Escrows
eshoreobj
EsInet.dll
<eso/>
eso2
ESOAwards
esoawards.xml
esoConfig.xml
)ESOEulaAccepted
ESOIsDown
ESOProfileSettings
ESOQuickMatch
ESO: Received a message from the server but cannot find it in the pending msg list. It may have timed out. Service:%s, MsgID:%ld
esoStringTable.xml
estateEntry
euihcdeckbuildereso.xml
euiPageBrowser.xml
euiSetForestTypeNum(%d)
eula.dll
eula.rtf
event
Event
EventName
EventName: %S
<Event>%s</Event>
Eventually, this screen will serve as the setup screen for Grand Conquest, allowing you to select your civilizations, your allies, your enemies, as well as a variety of game types and victory conditions.
Exclusive
ExclusiveProps
ExclusiveSubCivs
ExistSound
<exit>
Exit
ExitAnim
ExitBuilding
EXIT %d
ExitPosition
EXP2
ExpandCheckPlacementHull
Expected %hs
ExplodeSoundTime
ExploreDistance
Exposure
Expression
ExternalWindDelay
ExternalWindDelayVar
ExternalWindInfluence
ExternalWindInfluenceVar
ExtraGravity
ExtraRadiusMax
ExtraRadiusMin
ExtraRadiusScale
ExtraTorqueFactor
%f,
f3fff
FaceTargetForAttack
FactoryWagonAccel
fade
FadeIn
FadeOut
FadeoutTime
fadeTime
fadeTimeVar
Failed expression:
Failed getting ddt dimensions for cliff diffuse texture <%s>
Failed loading displacement image <%s> as .ddt or .dpl
!!Failed reading message header. Magic Header bytes don't match
Failed to assemble shader '%s'.
Failed to complete outstanding ESO tasks [%s : %d]
Failed to create default homecity
Failed to get Write Window on recv
Failed to init gPerf
Failed to init MemoryStack
Failed to retrieve homecity
Failed to retrieve home city for player %d [%s]
Failed to retrieve home city for player %s [%s]
Failed to send %d bytes on socket
Failed to signal the exit event to terminate the connection
FakePlayerEditRow%d-CivNameText
FakePlayerEditRow%d-Color1B
FakePlayerEditRow%d-Color1G
FakePlayerEditRow%d-Color1R
FakePlayerEditRow%d-Color2B
FakePlayerEditRow%d-Color2G
FakePlayerEditRow%d-Color2R
FakePlayerEditRow%d-Color3B
FakePlayerEditRow%d-Color3G
FakePlayerEditRow%d-Color3R
FakePlayerEditRow%d-ColorMinimapB
FakePlayerEditRow%d-ColorMinimapG
FakePlayerEditRow%d-ColorMinimapR
FakePlayerEditRow%d-Fakify
FakePlayerEditRow%d-PlayerNameText
fakeSunDirection
FakeSunInclination
fakeSunParams
FakeSunParams
FakeSunRotation
- Fallback
false
FALSE
FameAwardInterval
FamePlayResource
FamePurchaseAmount
FamePurchaseCost
FameShipsValue
FameXPValue
FastestStrikeTime
FastestTreeAttackTime
fastrandom
Fatal error reported by game.
fbcapture%d
Female(Odd)
%f,%f
%f %f %f
%f, %f, %f
fff3f
%f %f %f %f
%f,%f,%f,%f,%f,%f,%f,%f
Field
fieldSet
fightloop.wav
file
file:\\
File
File:
FileDescription
File error: '%hs'
File failed to close: %s
filename
fileName
Filename
Filenames
<Filename>%s</Filename>
<File>%s</File>
FileVersion
fill
fillcorner
FILLMODE
filt
filter
Final Results: %d.
fire
FireAlongFormationOrientation
FireDamage
FireDistance
FireSFX
FireSpreadAngle
FireSpreadSpeed
fireTexture
Firework
Fireworks
firstattacktime
firstname
firstName
FirstTC
FishingArea
.FixedFunctionVerts
FIX ME
fjjjjjj
f </KeyMapGroups>
flag
FlagCarry
FlagCarryIdle
FlagPlant
Flags:
/--flare
Flare a location to notify allies
/--flare %f %f %f
flat
FLAT
flatcolor
flatColor
flatColorDiv2
Flesh
float
Float
FloatyText
flotsam
FluytAccel
FOAKCount
FOAKTime
foam1
foam2
foamScale
foamSide
Fog Cache %d
FogColor
FOGCOLOR
FogDensity
FOGDENSITY
FOGENABLE
FOGEND
foggedterrain
foggedterrain alpha
fogged water
Fog is
FogStart
FOGSTART
FOGTABLEMODE
Fog Tiles = %d
FOGVERTEXMODE
font
/font
Font
fontColor
<font=HelpText 14>Objective:</font>
<font=HelpTitle 18>%s</font>
fontName
Fonts\
Fonts2.xml
fontSize
Food
footprint
footprintBone
footprintType
FootstepLeft: %s(%0.2f)
>FootstepRight: %s(%0.2f)
forcedciv
ForceLoadHC
ForceRiverFlowEmission
Forces
forest
ForestFireAttack
ForestFireTreeSearchRadius
Forests
forest.xml
FormationBoxLineSpacing
FormationBoxSubGroupSpacing
FormationCategory
FormationCircleLineSpacing
FormationCircleSubGroupSpacing
FormationColumnColumnSpacing
FormationColumnLineSpacing
FormationEndFace
FormationLineColumnSpacing
FormationLineLineSpacing
FormationPhalanxOffset
FormationType
For now, you will play the Spanish, and you are allied with the British. Your enemies are the French and the Russians. The entire New World has already been claimed by one of your two teams, and your goal is to
FortFrontierAccel
FortLinkType
FortWagonAccel
Forward
Forward Base.
FoundationDamage
FourCorners
fractalSum
FrameHeight
FramesPerSecond
FrameWidth
frederick
Free
fresnelBias
fresnelScale
fresnelScaleBias
friction
Friction
FrictionEqualizer
friendOrFoeAlly
friendOrFoeEnemy
friendOrFoeSelf
from
From
Front: %.2f, %.2f, %.2f.
FrontalArea
fuioptions.xml
full
full%i
fullybuilt
futurepop
fWorldLightingInfluence
%.*g
gadget
gadgetToggle("objectivesdialog-screen")
gadgetUnreal("
gadgetUnreal("ingame-messagedialog") %S
gadgetUnreal("pregame-messagedialog") %S
GadPool%ld-TextBox%ld
gaia
GAIA
GainEffect
GalleonAccel
game
Game
GameAllowCheats
GameCampaignFarthest
GameCampaignProgress
GameCampaignSelected
GameCampaignShownHCNote
GameCampaignShownHCNote2
game.cfg
GameCurPlayers
GameDate
Game dependent init failed.
GameDifficulty
GameFileCRC
GameFilename
GameFilenameExt
GameFreeForAll
GameGCGameID
GameGCGameType
GameGCNumTurns
GameHandicapMode
GameHiddenCards
GameHostTime
GameID
Game::initializeBasic() failed.
GameIsCustomMap
Game is NULL
GameLatency
GameMapName
GameMapResources
GameMapSize
GameMapVisibility
GameModeType
gameName
GameName
GameNomadStart
GameNumPlayers
@GameOptions
Gamepad
GamepadInsert
GamepadRemove
Gamepads
GamePassword
GamePickCardsFirst
GamePlayer0AIPersonality
GamePlayer0AvatarID
GamePlayer0Civ
GamePlayer0Clan
GamePlayer0Color
GamePlayer0ExplorerName
GamePlayer0Handicap
GamePlayer0HCFilename
GamePlayer0HCLevel
GamePlayer0HCLocation
GamePlayer0HomeCityName
GamePlayer0ID
GamePlayer0Name
GamePlayer0PowerRating
GamePlayer0QuestID
GamePlayer0QuestStatus
GamePlayer0Rating
GamePlayer0Ready
GamePlayer0Status
GamePlayer0TeamID
GamePlayer0TotalXP
GamePlayer0Type
GamePlayer0WinRatio
GamePlayer10AIPersonality
GamePlayer10AvatarID
GamePlayer10Civ
GamePlayer10Clan
GamePlayer10Color
GamePlayer10ExplorerName
GamePlayer10Handicap
GamePlayer10HCFilename
GamePlayer10HCLevel
GamePlayer10HCLocation
GamePlayer10HomeCityName
GamePlayer10ID
GamePlayer10Name
GamePlayer10PowerRating
GamePlayer10QuestID
GamePlayer10QuestStatus
GamePlayer10Rating
GamePlayer10Ready
GamePlayer10Status
GamePlayer10TeamID
GamePlayer10TotalXP
GamePlayer10Type
GamePlayer10WinRatio
GamePlayer11AIPersonality
GamePlayer11AvatarID
GamePlayer11Civ
GamePlayer11Clan
GamePlayer11Color
GamePlayer11ExplorerName
GamePlayer11Handicap
GamePlayer11HCFilename
GamePlayer11HCLevel
GamePlayer11HCLocation
GamePlayer11HomeCityName
GamePlayer11ID
GamePlayer11Name
GamePlayer11PowerRating
GamePlayer11QuestID
GamePlayer11QuestStatus
GamePlayer11Rating
GamePlayer11Ready
GamePlayer11Status
GamePlayer11TeamID
GamePlayer11TotalXP
GamePlayer11Type
GamePlayer11WinRatio
GamePlayer12AIPersonality
GamePlayer12AvatarID
GamePlayer12Civ
GamePlayer12Clan
GamePlayer12Color
GamePlayer12ExplorerName
GamePlayer12Handicap
GamePlayer12HCFilename
GamePlayer12HCLevel
GamePlayer12HCLocation
GamePlayer12HomeCityName
GamePlayer12ID
GamePlayer12Name
GamePlayer12PowerRating
GamePlayer12QuestID
GamePlayer12QuestStatus
GamePlayer12Rating
GamePlayer12Ready
GamePlayer12Status
GamePlayer12TeamID
GamePlayer12TotalXP
GamePlayer12Type
GamePlayer12WinRatio
GamePlayer1AIPersonality
GamePlayer1AvatarID
GamePlayer1Civ
GamePlayer1Clan
GamePlayer1Color
GamePlayer1ExplorerName
GamePlayer1Handicap
GamePlayer1HCFilename
GamePlayer1HCLevel
GamePlayer1HCLocation
GamePlayer1HomeCityName
GamePlayer1ID
GamePlayer1Name
GamePlayer1PowerRating
GamePlayer1QuestID
GamePlayer1QuestStatus
GamePlayer1Rating
GamePlayer1Ready
GamePlayer1Status
GamePlayer1TeamID
GamePlayer1TotalXP
GamePlayer1Type
GamePlayer1WinRatio
GamePlayer2AIPersonality
GamePlayer2AvatarID
GamePlayer2Civ
GamePlayer2Clan
GamePlayer2Color
GamePlayer2ExplorerName
GamePlayer2Handicap
GamePlayer2HCFilename
GamePlayer2HCLevel
GamePlayer2HCLocation
GamePlayer2HomeCityName
GamePlayer2ID
GamePlayer2Name
GamePlayer2PowerRating
GamePlayer2QuestID
GamePlayer2QuestStatus
GamePlayer2Rating
GamePlayer2Ready
GamePlayer2Status
GamePlayer2TeamID
GamePlayer2TotalXP
GamePlayer2Type
GamePlayer2WinRatio
GamePlayer3AIPersonality
GamePlayer3AvatarID
GamePlayer3Civ
GamePlayer3Clan
GamePlayer3Color
GamePlayer3ExplorerName
GamePlayer3Handicap
GamePlayer3HCFilename
GamePlayer3HCLevel
GamePlayer3HCLocation
GamePlayer3HomeCityName
GamePlayer3ID
GamePlayer3Name
GamePlayer3PowerRating
GamePlayer3QuestID
GamePlayer3QuestStatus
GamePlayer3Rating
GamePlayer3Ready
GamePlayer3Status
GamePlayer3TeamID
GamePlayer3TotalXP
GamePlayer3Type
GamePlayer3WinRatio
GamePlayer4AIPersonality
GamePlayer4AvatarID
GamePlayer4Civ
GamePlayer4Clan
GamePlayer4Color
GamePlayer4ExplorerName
GamePlayer4Handicap
GamePlayer4HCFilename
GamePlayer4HCLevel
GamePlayer4HCLocation
GamePlayer4HomeCityName
GamePlayer4ID
GamePlayer4Name
GamePlayer4PowerRating
GamePlayer4QuestID
GamePlayer4QuestStatus
GamePlayer4Rating
GamePlayer4Ready
GamePlayer4Status
GamePlayer4TeamID
GamePlayer4TotalXP
GamePlayer4Type
GamePlayer4WinRatio
GamePlayer5AIPersonality
GamePlayer5AvatarID
GamePlayer5Civ
GamePlayer5Clan
GamePlayer5Color
GamePlayer5ExplorerName
GamePlayer5Handicap
GamePlayer5HCFilename
GamePlayer5HCLevel
GamePlayer5HCLocation
GamePlayer5HomeCityName
GamePlayer5ID
GamePlayer5Name
GamePlayer5PowerRating
GamePlayer5QuestID
GamePlayer5QuestStatus
GamePlayer5Rating
GamePlayer5Ready
GamePlayer5Status
GamePlayer5TeamID
GamePlayer5TotalXP
GamePlayer5Type
GamePlayer5WinRatio
GamePlayer6AIPersonality
GamePlayer6AvatarID
GamePlayer6Civ
GamePlayer6Clan
GamePlayer6Color
GamePlayer6ExplorerName
GamePlayer6Handicap
GamePlayer6HCFilename
GamePlayer6HCLevel
GamePlayer6HCLocation
GamePlayer6HomeCityName
GamePlayer6ID
GamePlayer6Name
GamePlayer6PowerRating
GamePlayer6QuestID
GamePlayer6QuestStatus
GamePlayer6Rating
GamePlayer6Ready
GamePlayer6Status
GamePlayer6TeamID
GamePlayer6TotalXP
GamePlayer6Type
GamePlayer6WinRatio
GamePlayer7AIPersonality
GamePlayer7AvatarID
GamePlayer7Civ
GamePlayer7Clan
GamePlayer7Color
GamePlayer7ExplorerName
GamePlayer7Handicap
GamePlayer7HCFilename
GamePlayer7HCLevel
GamePlayer7HCLocation
GamePlayer7HomeCityName
GamePlayer7ID
GamePlayer7Name
GamePlayer7PowerRating
GamePlayer7QuestID
GamePlayer7QuestStatus
GamePlayer7Rating
GamePlayer7Ready
GamePlayer7Status
GamePlayer7TeamID
GamePlayer7TotalXP
GamePlayer7Type
GamePlayer7WinRatio
GamePlayer8AIPersonality
GamePlayer8AvatarID
GamePlayer8Civ
GamePlayer8Clan
GamePlayer8Color
GamePlayer8ExplorerName
GamePlayer8Handicap
GamePlayer8HCFilename
GamePlayer8HCLevel
GamePlayer8HCLocation
GamePlayer8HomeCityName
GamePlayer8ID
GamePlayer8Name
GamePlayer8PowerRating
GamePlayer8QuestID
GamePlayer8QuestStatus
GamePlayer8Rating
GamePlayer8Ready
GamePlayer8Status
GamePlayer8TeamID
GamePlayer8TotalXP
GamePlayer8Type
GamePlayer8WinRatio
GamePlayer9AIPersonality
GamePlayer9AvatarID
GamePlayer9Civ
GamePlayer9Clan
GamePlayer9Color
GamePlayer9ExplorerName
GamePlayer9Handicap
GamePlayer9HCFilename
GamePlayer9HCLevel
GamePlayer9HCLocation
GamePlayer9HomeCityName
GamePlayer9ID
GamePlayer9Name
GamePlayer9PowerRating
GamePlayer9QuestID
GamePlayer9QuestStatus
GamePlayer9Rating
GamePlayer9Ready
GamePlayer9Status
GamePlayer9TeamID
GamePlayer9TotalXP
GamePlayer9Type
GamePlayer9WinRatio
gamePlayer%dExplorerName
gamePlayer%dhomecityname
gamePlayer%dname
GameRandomSeed
GameRecordGame
GameRestored
GameRestrictPause
GameRMDebug
GameSettings
<GameSettings Name="%s" Def="%s">
gamespeed
GameSpeed
Game start failed.
GameStartingAge
GameStartWithTreaty
GameTeamBalanced
GameTeamLock
GameTeamSharePop
GameTeamShareRes
gametime
gametimetorealtimedelta
GameType
GameUI
__GAMEUI__
gameVersion
gamexp
Gate
GatherPointSound
GatherPointUnit
gaussianquad
GCGame::Init: %s has no root node.
gc_protogame.xml
g+ %d %%
Gdi32.dll
Gear %d = %f
GearRatio
GearsRatio%d
* general description
Generating random map...
generic
Generic
Generic1
Generic1_NVShadow
Generic2
Generic2_ATIShadow
Generic2_NVShadow
Generic3_HDR10_2
Generic3_HDR10_2_ATIShadow
Generic3_HDR10_2_NVShadow
Generic3_HDRFP16
Generic3_HDRFP16_ATIShadow
Generic3_HDRFP16_NVShadow
GenericFF
geometrytrail
GeometryTrail
>GET
<getConfig/>
getmotd
getmsgs
getranks
GetUp
</gi>
<gi>
global
Global
GlobalFadeIn
GlobalFadeInVar
GlobalFadeOut
GlobalFadeOutVar
Global\%s
glow
Goal Area ID: %d
Goals
godpower
Gold
Good Luck!
GOURAUD
GPDamageModel
<GrandConquest>
GrandConquestGameSettings
Grand Conquest is a game in which you and your allies will struggle for control over the New World against the other European powers.
GrannyAnim
Granny instance has different source model data. A model reload probably went bad.
Granny instance has different source model data (%s). A model reload probably went bad.
GrannyModel
GrantsVisibility
gravity
Graze
GREATER
GREATEREQUAL
green
GreyFStops
GroundSparks
group
Group
</Group>
Group %d
Group Health
Group Info
grouping
<Group Name="%s">
</gs>
g%sHCU
<gs m="
>
gTempleNorseAccel
<gt v="
GuardArea
Guardian
GuardianDistance
GuardianUnit
GUID
<GUID>%s</GUID>
H
((((( H
h%3d
Hack
hackTexture
halfExtents
Hand Attack %s
Hand Bonus v. %s
HandLogic
HARDWARE\DESCRIPTION\System\CentralProcessor\0
hasBadDXT1Interpolation
hcblob
hccardsshoppinglist
hcDeck-button%d%d
hcid
HCID
HCLevels
HCNote2Text
HCNote2Title
HCNoteText
HCNoteTitle
hcrefunds
HCShipmentModifier
hcSummaryPanel-CardAvailable
hcSummaryPanel-CardAvailableBack
hcSummaryPanel-Exp
hcSummaryPanel-Explorer
hcSummaryPanel-homecityxpbar
hcSummaryPanel-homecityxpbarfill
hcSummaryPanel-IconDeathmatch
hcSummaryPanel-IconSupremacy
hcSummaryPanel-Level
hcSummaryPanel-Name
hctabpanel-ApplyButton
hctabpanel-button%d
hctabpanel-buttonOn%d
hctabpanel-CancelButton
hctabpanel-DoneButton
hctabpanel-HelpText
hctype
HCType
height
Height
HeightBonusMultiplier
Heights
HelpDialog-Abil-%d
HelpDialog-Req-%d
HelpTopic
HemiAxis
HemiAxisPitch
HemiAxisYaw
HemiBottomColor
HemiIntensity
HemiTerrainIntensity
HemiTopColor
HemiUnitIntensity
henry
Hero
HeroDogName
HeroName
heronames.xml
hFailed loading cliff diffuse texture <%s>
h(((( H
hide
High
highlight
HighLightColor
hint
history
History
historyText
HitpointMod
HitpointsToHeal
hlsl
hlslwithsymbols
hmaxEdgeDist
hold
HomeCities\
homecity
homecity\
HomeCity
HomeCity
HomeCityAmbient
HomeCityBuilding
HomeCityBuildingUnlocked
HomeCityBuildingUnlocked
homeCityCardPanel-button%d%d
homeCityCardPanel-DeckLabel2
homeCityCardPanel-DeckName
homeCityCardPanel-DeckNumCards
homeCityCardPanel-Panel
homeCityCardPanel-SelectButton
homeCityCardPanel-SelectPanel
homecitychatsets.xml
homeCityCommandPanelMain
homeCityDeck-button%d%d
HomeCity_EndOfAct_%s.xml
HomeCityFilename
HomeCityFlagButtonSet
HomeCityFlagButtonSetLarge
HomeCityFlagTexture
homecityfrench.xml
homecity\homecity_units\entertainer_fire_eater\fire_eater.xml
HomeCityLevelMax
HomeCityLevelMin
homecitylevels.xml
homeCityPanel-customization-availableProps
homeCityPanel-customization-availablePropsNum
homeCityPanel-customization-buildingList
homeCityPanel-customization-disableButton
homeCityPanel-customization-enableButton
homeCityPanel-customizationPanel
homeCityPanel-customization-propButton%d
homeCityPanel-customization-propButton%d-canactivate-overlay
homeCityPanel-customization-propButton%d-check
homeCityPanel-customization-propButton%d-disabled-overlay
homeCityPanel-customization-propButton%d-highlight
homeCityPanel-customization-propButton%d-locked-overlay
homeCityPanel-customization-propDesc
homeCityPanel-customization-propName
homeCityPanel-customization-propPrereqMsg
homeCityPanel-customization-propSlider
homeCityPanel-customization-propUnlockedMsg
homeCityPanel-customization-unlockButton
homeCityPanelMain
homeCityPanel-skillTree
homeCityPanel-skillTreeActiveCards
homeCityPanel-skillTreePanel
homeCityPanel-skillTreeTotalTechs
homeCityPanel-skillTreeUpgrades
homeCityPanel-skillTreeUpgradesGlow
homeCityPanel-skillTreeUpgradesText
HomeCityPicker-Entry%d
HomeCityPicker-Entry%d-Flag
^HomeCityPicker-Entry%d-Hilight
HomeCityPicker-Entry%d-IconDeathmatch
HomeCityPicker-Entry%d-IconSupremacy
HomeCityPicker-Entry%d-Level
HomeCityPicker-Entry%d-Name
homecityprops.xml
homecityprotounits.xml
homeCityResearchByID(%d, %d)
homeCityResearchByIDOutsideGame(%d, %d)
homeCityShipEject(%d, %d, %d, %d)
homecity%s.xml
HomeCity_%s.xml
homecitytransportpanel-buttonBackground%d
homecitytransportpanel-buttonBackgroundEnd
homecitytransportpanel-button%d
homecitytransportpanel-homecityAge
homecitytransportpanel-homecityExp
homecitytransportpanel-homecityLevel
homecitytransportpanel-homecityName
homecitytransportpanel-homecityPlayer
homecitytransportpanel-homecityxpbar
homecityui.xml
HomeCityWaterSpawnFlag
homecity*.xml
horizscrollbar
Horsepower
Horsepower = %f (%f)
HorsepowerMaxRPM
HorsepowerMaxRPM = %f (%.02f)
HorsepowerMinRPM
HorsepowerMinRPM = %f (%.02f)
hotairballoon
hotkeysetup-keylist-key%d
hotkeysetup-keylist-keyName%d
HP=%.2f, MaxHP=%.2f, Health=%.2f.
hRoughenSettings
HTTP/1.1
http://go.microsoft.com/fwlink/?LinkId=51338
huiskirmishsetup.xml
Huntable
Huntable Animals
" I="
%I64u
ibCount
IBPool
ibSize
I claim this land in the name of %s.
icliffmanager
icolonyWall %d-%d
icon
Icon
<icon="(128)(ui\divider 128x32)">
<icon="(16)(chatlogo)(%.03f,%.03f,%.03f)"> %s
<icon="(16)(TextureID(%d))">
<icon="(16)(TextureID(%d))(%.03f,%.03f,%.03f)"> %s
<icon="(24)(TextureID(%d))">
<icon="(32)(icons\icon resource %S)">
<icon="(32)(objects\flags\%s_32">
iconData
IconLocation
iconname
IconOff
icons\UI_generic_button
icons.xml
IconTexture
IconTextureCoords
ID=%d
ID: %d
ID: %d, Pos(%.2f, %.2f), Size: %.2f, MU: %d, TW: %d, PW: %d, Awarded: %.2f, LUT: %d
~Idle
Idle2Anim
IdleAnim
IdleTime=%d.
IdleTimeout
idleVillagerBanner
ifdef
ifndef
IfOnScreenAll
IfOnScreenAllExceptCaster
IfOnScreenAlly
IfOnScreenCaster
IfOnScreenEnemy
ignore
&Ignore
Ignore A&ll
ignorePlacementRules
IgnoreRotation
IgnoreUnsupportedSystem
IllReputeArea
image
imageFile
ImeIndicator
imeuisettings.xml
.impacteffect
ImpactEffect
ImpactForceMax
ImpactForceMin
ImpactLaunchAngle
ImperialArmyActivationCost
ImperialArmyBuilding
ImperialArmyDefaultYears
ImperialArmySubsequentYears
ImperialArmyYearReductionCost
ImperialArmyYearReductionTeamBased
Inactive Rules
include
include "%s.xs";
InColony
INCR
Increment
INCRSAT
Inctive.
INDEXEDVERTEXBLENDENABLE
IndicatorTech
InEffect
Infantry
InfiniteInLastAge
InfoStringID
InGameDialogsLarge 30
InheritInfluence
InheritInfluenceVar
InheritVelocity
InitialCameraDir
InitialCameraPos
InitialDistance
InitialDistanceVar
InitialDormancy
InitialDormancyVar
Initialization Failed
Initial Results: %d.
InitialROF
InitialUpdate
InitialUpdateVar
InitialVelocity
InitialVelocityVar
InitialYear
InnerCorner
InnerXRadius
InnerYRadius
InnerZRadius
InPortal
Inputs: %d.
inside
InsidePerimeterWall
InstantBallistics
Instantiating GCGame module...
Intensity
IntensityStages
IntensityVar
InternalGravity
InternalGravityVar
InternalName
InternalWindDelay
InternalWindDelayVar
InternalWindDirection
InternalWindDirectionVar
InternalWindSpeed
InternalWindSpeedVar
InternetWriteFile (q_footer)
Interval=%f to %f (seconds).
Intrinsic index out of range (%d).
Invade!
Invalid
InvalidCommand
Invalid Command
Invalid Contents
Invalid debug line.
Invalid node <%s> in cliff model specification
Invalid terrain object model <%s>
Invalid waypoint specified. Did you select a waypoint to edit?
INVBLENDFACTOR
INVDESTALPHA
INVDESTCOLOR
Inventory
Inventory
INVERT
InvertedPhalanx
invite
inviteres
InvRGBScale
INV_SHADOWMAP_SIZE
INVSRCALPHA
INVSRCCOLOR
InvType
InvTypeLoot
InvTypePistol
InvTypeRifle
IPAddy
isabella
IsAttacking=%d.
IsConnectedToHandBrake
IsUnderAttack=%d.
item
ivan
iYou cannot afford to break your treaty.
j|||
jjjh
jjjj
jjjjh
jjjjj
jjjjjj
jjjjjjj
jjjjjjjj
jjjjjjjjjj
JogAnim
join
JoystickButton %d, Subtype %d
Js2P
kbArmyDebugText
{kbArmyDebugText(%d)}
KBArmy %d is invalid.
KBResource %d is invalid.
KBResource ID: %d.
KBResource ID: INVALID.
kbResourcesDebugText
{kbResourcesDebugText(%d)}
KBRs
kbstat
kbunitDebugText
{kbunitDebugText(%d)}
kbUnitPickDebugText
{kbUnitPickDebugText(%d)}
KBUnitPick %d is invalid.
KEEP
</KeyMap>
<KeyMap>
KeyMapData
KeyMapGroup
~KeyMapGroups
<KeyMapGroups>
kick
kill
KillBountyPercentage
KillUnitOnApply
KneeHigh
KneeLow
Knockout
KnockoutIdle
KnockoutRecover
krightcommand
</l>
" la="
Label
LadderBrowser-Entry%ld-%s
LadderView-Col%ld
LadderView-Col%ld-Header
lake
Lakes
land
LandOnly
Last execute time=%d (%f seconds ago).
lastname
lastName1
lastName2
LASTPIXEL
LastProfile.dat
LastSelectedCiv
<LastSelectedCiv>%d</LastSelectedCiv>
LastSelectedDMESOHC
<LastSelectedDMESOHC>%s</LastSelectedDMESOHC>
LastSelectedDMLANHC
<LastSelectedDMLANHC>%s</LastSelectedDMLANHC>
LastSelectedDMSPHC
<LastSelectedDMSPHC>%s</LastSelectedDMSPHC>
LastSelectedESOHC
<LastSelectedESOHC>%s</LastSelectedESOHC>
LastSelectedLANHC
<LastSelectedLANHC>%s</LastSelectedLANHC>
LastSelectedSPHC
<LastSelectedSPHC>%s</LastSelectedSPHC>
LaunchSoundSet
LayDown
LayDownBored
LayDownIdle
layout
LDRBloomIntensity
LDRBloomSigma
LDRBloomTintColor
leave
leaveGame(%d,1)
Leaving incrementCharacter: Adjusted Character: %d
left
Left
Left click on the type of building you want to build. (UNLOCALIZED STRING)
Left click to place building foundation. (UNLOCALIZED STRING)
leftcommand
LegalCopyright
length
Length
lerp
LESS
LESSEQUAL
level
Level
LevelModifier
LevelName
LevelPrereq
l"|FFl l"`2`2 Fl`2>,.2
Lifespan
LiftCoefficient
LIGHTING
LightingSet
lighting\tonemapdither
lightProjectedMatrix
LightSet
Limber
line
Line
Line:
linear
Linear
LINEAR
linearDamping
linearToneMapping
LineFireBehavior
lingerTime
lingerTimeVar
link
/link
linkComponent
linkConstraint
<link="%d">%s</link>
linked
linkOffset
linkSection
list
-list
listitem
LivestockPenAccel
lMap
LoadImage
loading1024
LoadMode
loadRecentFile("%s")
loadScenario("%S")
LoadTextID
locale
Locale
locale.cfg
LOCALVIEWER
Locked
lockToWaterEdge
LogAtts
logfile.txt
logic
LogicType
login
LogMaxSize
LogMaxTime
logout
LogSuccess
long
Long
LongestTreeAttackTime
Loop
looping
LoopingCycle
LOS=%5.2f.
LOSDontCare
lose
LoseEffect
LoseFilename
LossExtendTime
lpt%d
" ls="
l_%s
LShape
LShapeCorner
%ls-%ls
%ls-%ls%S
lSPLINE FAILURE: fAdj1(%f) timeRange2(%f) mKeys[i1](%f) mKeys[i2](%f) mKeys[i3](%f) wasDivideByZero(%s)
l"S%V(;2V('2x x|S%A0x| A0".V(?
<
luiMPGameSetupPage.xml
l"V( <3 (M>,|F(M(M.4!1!
l"V(V( `2`2S% l"V(V( `2`2S%
magfilter
main
Main
MAIN Base.
Make
Male(Even)
MapName
mapsetnames
mapsetnames.xml
maptype
mapType
MapType
MapTypes
marketBuy
marketCost-%S
marketSell
mask
mass
Mass
MassLbs
matchmaking
MatchmakingTextures
material
MATERIAL
MaterialType
matrix4x3
matrix4x4
MaxAngle
MaxAngularVelocity
MaxBrakingTorque
MaxCardsPerDeck
MaxCount
MaxErosionAlpha
MaxErosionStages
MaxFullSpeedSteeringMPH
MaxGameXPFromFame
MaxHeight
MaxHP
MaxHPDamageBuilding
MaxHPDamageUnit
MaxHPDamageVillager
MaxHPModifier
MaximumNumberUnits
MaxInstances
MaxLabel
MaxLevel
maxnum
MaxNumberFormationColumns
MaxNumberFormationLines
MaxNumTreesBurnt
MaxNumTreesToCatchOnFire
MaxParticles
MaxParticlesVar
MaxRange
maxResource
maxRiverBankHeight
MaxRPM
MaxSearchRadius
MaxSpawnTime
MaxSteeringAngle
MAXTESSELLATIONLEVEL
MaxVelocity
MaxVelocityVar
MaxWalkVelocity
Medium
memlog.txt
MemoryBreakOnNew=
MemoryFill=Default
MemoryFill=Random
MemoryLogging=Brief
MemoryLogging=CallStack
MemoryLogging=Detailed
Memory System Error
MercBuilding
mesh
Mesh Details --
Meshes: %d
message
Message
Message:
MessageAlertPlayerRelation
Metal
metaquery
~MHz
Microsoft Base Cryptographic Provider v1.0
Microsoft Ensemble Studios Age of Empires 3
Military Base.
MiltaryGatherPoint: %.2f, %.2f, %.2f.
MinAngle
MinAngularVelocity
MinCount
minEdgeDist
MinErosionAlpha
MinErosionStages
minfilter
MinHPDamageBuilding
MinHPDamageUnit
MinHPDamageVillager
MinimapBackgroundVisual
MinimapCameraPos
minimapPanel-%s
MinimapVisual
MinimumValue: %.2f
MinLabel
minLevel
MinNumTreesToCatchOnFire
MinPedalInputToBlock
MinRange
minRiverBankHeight
MinRPM
MinSearchRadius
MinSpawnTime
MINTESSELLATIONLEVEL
minTimeAward
MinTimeToBlock
minTimeXP
MinTurnAngle
MinVelocity
MinVelocityVar
mipfilter
mirror
mirroronce
Misc
missing
missing.ddt
Mixes
MNo Name
modch
mode
Mode
model
Model
MODEL
ModelAttachment
ModelAttachmentBone
modeldecal
ModelFile
ModelInstance is null! Check for errors in: %s
ModelInstance is null! ModelIndex(%d) is invalid, means an animfile didn't load correctly.
modelSpaceCameraPos
ModeName
Mode to be terminated is: %d. Current Mode at top of stack is %d. These should be the same. They are not.
modifier%d
modulate
modulate2x
modulate4x
modulatealpha_addcolor
modulatecolor_addalpha
modulateinvalpha_addcolor
modulateinvcolor_addalpha
MoreInfo
<More Info>
MostKills
MostLosses
MostNuggets
MostResources
MostUpgrades
MOTD
Mouse 3
mouse3down
Mouse 4
mouse4down
Mouse 5
mouse5down
MouseButton %d, Subtype %d
MoveAnim
MoveAttack
MovementType=%d.
movePointerX
movePointerY
MovingDamage
MovingDamageBonus
MovingDamageBonusMod
MovingDamageModifier
.mp3
MPcomm
MPESOAvatar-Entry%ld
MPESOFriends-Entry%ld-%s
MPESOGameList-Entry%ld-%s
MPGAME:CHANNEL
mpgcsetup-Player%d
mpgcsetup-Player%dCharSetup
mpgcsetup-Player%dCiv
mpgcsetup-Player%dExplorerName
mpgcsetup-Player%dHCName
mpgcsetup-Player%dHighlight
mpgcsetup-Player%d-kick
mpgcsetup-Player%dLatency
mpgcsetup-Player%d-nametext
mpgcsetup-Player%dReady
mpgcsetup-Player%d-team
mpgcsetup-Player%d-xfer
mplayercolors.xml
MPlibsocks
MPlibsocksRecv
MPlibsocksSend
mpsetup-Player%d
mpsetup-Player%d-AIDropdown
mpsetup-Player%d-Avatar
mpsetup-Player%d-Civ
mpsetup-Player%d-CivFlag
mpsetup-Player%d-Handicap
mpsetup-Player%d-HandicapLabel
mpsetup-Player%d-HCLevel
mpsetup-Player%d-Highlight
mpsetup-Player%d-kick
mpsetup-Player%d-Latency
mpsetup-Player%d-LatencyLabel
mpsetup-Player%d-nametext
mpsetup-Player%d-Ready
mpsetup-Player%d-ReadyLabel
mpsetup-Player%d-team
mpsetup-Player%d-TeamColor
mpsetup-Player%d-xfer
mptempsettings
MPVoteDialog-Entry%d
MPVoteDialog-Entry%d-Name
MPVoteDialog-Entry%d-Vote
msgDuration
msgExpire
msgID
msgImage
msgupdate
MS%kFlV( ,!V( >,%k0(;2x|.4 `2;2 MS%kFlV( ,!V( $#`2%k!`
MS Sans Serif
MS Shell Dlg
multieffect
*.multieffect
Multi-Player
MultiplayerGameSettings
Multiply
multiplyadd
*.multips
multiPS
*.multirs
multiRS
MULTISAMPLEANTIALIAS
MULTISAMPLEMASK
multitechnique
*.multitechnique
*.multitss
multiTSS
*.multivs
multiVS
mUnknown
MusicSet
mutate
!mute
MyCharacter
<MyCharacter>%s</MyCharacter>
myteamwon
My Techtree
" N="
nack
nAmbient
Name
nameID
Name: %s
Name: %s
<Name>%s</Name>
<Name>%s</Name>
Name: %S (priority: %d)
napoleon
nativecommandpanel2-button%d%d
nativeTrainRegrow
Nature
NavelCannon
nclampEmitterToTerrain
n%d / %d
needAmbientOcclusion
needTangents
network error
neutral
Neutral
NEVER
newgameid
newname
NewProfile
New world tooltip clip rect dims: min(%d,%d) max(%d,%d)
nextAgePercent
nextYearPercent
'NHw%NLy
nick
nnoddinagushpa.mp3
No - %0.0f sec.
No breakpoint hit.
NoCost
No Entry
NoHCAccess
noLos
No mix found named %s
!noname%i
NonCinematicTexture
none
<none>
(none)
(None)
NONE
NONE control.
NonPassableLand
No output available.
No REI found in model <%s>
normal
Normal
NORMALDEGREE
NORMALIZENORMALS
NormalSpinDamping
norseNames
No selection for viewing.
No source available.
No source available (probably a non-debug XS build).
<No source files 1>
NOT AVAILABLE
No Team Name
NOTEQUAL
Not Found
noToneMapping
notPassProtected
notShadowCaster
NOT Under Attack.
No Variables.
nReinforcementTrainRate
n%S (%d)
Nugget
Nuggets
nuggets.xml
NuggetUnit
nuihomecitydeckcreate.xml
nuinativemgr.xml
nuipresceneventsdlg.xml
nuiskirmoptionsdlgspc.xml
(null)
NumberArcSegments
NumberAttacks=%d.
NumberBounces
Number of Invalid Results=%d
Number of Results=%d
Number of Valid Results=%d
NumberUnits: %d.
NumberUnits: Min=%d, Max=%d.
NumericOnly
numFileNames
NumFiles
NumFrames
numGatherers
numGatherersNotGathering
numIdle
NumPaletteColors
NumPropUnlocksEarned
NumStages
NumTypes
numUnits
NumWheels
NumYears
nUnit%d
nupdate
NVIDIA
oanim
object
Object
objectCluster
objective
Objective %d
objectives
objectivesdialog2-DisplayObjectiveHints
objectivesdialog2-hints
objectivesdialog2-hintsPanel
objectivesdialog2-primaryObjectivesListScrollbar
objectivesdialog2-primaryObjectivesPanel
objectivesdialog2-scenarioGoalText
objectivesdialog2-scenarioTitleText
objectivesdialog2-secondaryObjectivesListScrollbar
objectivesdialog2-secondaryObjectivesPanel
objectivesdialog2-templateObjectiveRow
objectivesdialog2-templateObjectiveRowIcon
objectivesdialog2-templateObjectiveRowText
objectivesNotificationBorder%d
ObjectivesText
objectPlacement
objects
objects/flags/pirate
ObstructionAtLeastFromType
ObtainableProps
ObtainableTechs
ocean
Oceans
off.
OffAxis
OffAxisSpread
Offense=%.2f.
offline
OffPlane
OffPlaneSpread
Offscreen
OffscreenTimeToKill
offset
OffsetDistance
o</GameSettings>
oldname
oMinimapEventTime
online
OnlineName
<OnlineName>%s</OnlineName>
OnScreen
OODisplayGamma
opacity
Opacity
OpacityStages
opacityVar
OpacityVar
open
operator
Opp(%d): %s %s %s
Opp(%d): %s %s %s loc(%.2f,%.2f) radius=%.2f
Opp(%d): %s %s %s targetID=%d
OptimalRange
OptionAdvancedFormationUI
OptionAICanChat
OptionAmbientSoundLevel
OptionAttackMove
OptionCameraInertiaRampTime
OptionCameraRotation
OptionCameraZoom
OptionEasyDragMilitary
OptionEnableBlooms
OptionEnableIME
OptionEnableLDRBlooms
OptionEnableMixObjects
OptionEnableRobustRollover
OptionEnableStreaks
OptionEnableVsync
OptionESOPrivacy
OptionFriendOrFoeColor
OptionFullRolloverHelp
OptionGrfxAAQuality
OptionGrfxBitDepth
OptionGrfxCliffShader
OptionGrfxCliffsHighPoly
OptionGrfxDetail
OptionGrfxEnableShadows
OptionGrfxGamma
OptionGrfxHighModels
OptionGrfxLowEnd
OptionGrfxLowTextures
OptionGrfxModelTexQuality
OptionGrfxParticleEmissionCap
OptionGrfxParticleEmissionRate
OptionGrfxParticleEnvironEffects
OptionGrfxParticleQuality
OptionGrfxParticleTracers
OptionGrfxRes
OptionGrfxShaderQuality
OptionGrfxShadowDetail
OptionGrfxSkipMipMapLvls
OptionGrfxTerrainTexQuality
OptionGrfxTexFilterQuality
OptionGrfxWaterReflections
OptionGrfxWaterShader
OptionGrfxWindowMode
OptionLanguageFilter
OptionMinimizedUI
OptionMusicLevel
OptionMusicOnOff
OptionObscuredUnitAlpha
OptionRecordGame
OptionRefreshRate
OptionRenderAnisotropic
OptionRightClickEconOnly
options
Options
OptionScrollSpeed
OptionShowAITips
OptionShowFootprints
OptionShowHPOnRollover
OptionShowObjectiveHints
OptionSkirmishNickname
OptionSoundAllowTaunts
OptionSoundBattleCry
OptionSoundChatVolume
OptionSoundLevel
OptionSoundOnOff
OptionSoundParamEQOnOff
Options-TabActive%d
Options-TabInactive%d
options.xml
OptionTooltipBackgroundAlpha
OptionTooltipEnableWorld
OptionTooltipGameUIDispTime
OptionTooltipWorldDispTime
OptionUIShowFame
OptionUIShowGametime
OptionUIShowScore
OptionUIShowShipments
OptionUIShowTraining
OptionUIShowVillagerTasks
OptRPM
(Opt) %s
OrientByMotion
orientX
orientY
orientZ
OriginalFilename
OSInfo
OSName
" osp="
OSVersion
OtherName
otownbell
OutEffect
outerbank
OuterCorner
OuterDamageAreaDistance
OuterDamageAreaFactor
OuterXRadius
OuterYRadius
OuterZRadius
Out of memory
OutPortal
OutpostWagonAccel
Output
outside
Outward
overallAlpha
OverallChance
override
/override
OVSZ
owner
paint
PaletteColors
param
Param
parameters
Parameters
params
part
PartialPrecision
particle
.particle
Particle
particle_additive
particle_additive_depth
ParticleEvents
ParticleLife
ParticleLifeVar
particleName
particle_normal
particle_normal_depth
particleSet
ParticleSet
ParticleSetDef
Particle Set: %s(%0.2f)
particleSetXMLFiles
ParticleSFXNode
particle_subtractive
particle_subtractive_depth
ParticleSystem
Partisans
pass
Passive
passProtected
PASSTHRU
Password
PasswordProtectedIcon
<Password>%s</Password>
PastConquest
PastConquests
)Past Resources Needs.
patch
PATCHEDGESTYLE
Path
PathData
Pathing
PathingLong
PathingShort
Paths:
Path - %S
Pattern
p<bgcolor="%.03f,%.03f,%.03f,0.75,0.0,0.0,0.0,1.0"> %s
pCivilization
p(%d)
P%dC%d
P%dC%dAward
P%dFavUnitCount
P%dFavUnitIcon
P%dFavUnitNA
P%dP%d
penalty
PendingVersion
Percentage=%6.2f
PerfectAccuracy
PerformanceArea
PerformerUnit
PerimeterWallCheck
Permanent
Persistent
persistent.cfg
persona
.personality
pfoamBack
pGadPool%ld-Picture%ld
Phalanx
pharaohNames
PHONG
.physics
Physics
PhysicsOnDeath
picture
pieceTex
pieChartFilling
Pierce
p-infoText
ping
pixelshaderprofile
pixelshaderversion
pixelxform
pixelxform1
(pixelxform1)
pixelxform2
(pixelxform2)
pixelxform3
(pixelxform3)
pixelxformColor
pixelxformUI
Placement
Placement %d
PlacementProtoUnitID
PlacementRules
PlanarFogColor
PlanarFogDensity
PlanarFogDistance
PlanarFogEquation
planDebugLines
{planDebugLines(%d)}
Plan %d is invalid.
Plan History: %d plans.
Plan ID: %d
PlanID=%d (%S).
PlanID=%d (%S), Enter=%S.
Plans
Plans:
Plan Stack: %d deep.
PlayBirthAfterMutate
player
Player
playerActive
playerAge
playerCivilization
playerColor
playerColor2
playerColor3
playercomms-button-toPlayer%d
PlayerCommsDef
playercommsdef.xml
playercomms-highlight-toPlayer%d
playerCulture
Player %d AI
Player #%d (??]: AI Error.
Player%dBackground
Player%dCiv
Player%dData
Player%dDiplomacy
Player%dEntry
Player%dFlag
Player%dGod
Player%dGP1
Player%dGP2
Player%dGP3
Player%dGP4
Player%dHandicap
Player%dName
Player%dRating
Player #%d (%s): AI Error.
Player%d.xml
PlayerEditAIButton%d
PlayerEditAIClear%d
PlayerEditCivDropdown%d
PlayerEditColorDropdown%d
PlayerEditControlDropdown%d
PlayerEditFameField%d
PlayerEditFoodField%d
PlayerEditGoldField%d
PlayerEditHideDropdown%d
PlayerEditHomecity%d
PlayerEditNameField%d
PlayerEditTeamField%d
PlayerEditWoodField%d
playerHomeCityLevel
playerHomeCityName
PlayerID: %d
PlayerID: %d.
PlayerID=%d '%S'.
PlayerIDNameString
playerName
playerNames
PlayerNameString
playerrelation
PlayerRelation
PlayerResetHomecity%d
Players
playerScore
playerstatus
playersummarydlg-Divider%d
playersummarydlg-Player%dBoundary
playersummarydlg-Player%dHCLevel
playersummarydlg-Player%dName
playersummarydlg-Player%dRow
playersummarydlg-Player%dViewHC
playersummarydlg-Team%dName
playersummarydlg-Team%dRow
playersummarydlg-tributePlayer%dFood
playersummarydlg-tributePlayer%dGold
playersummarydlg-tributePlayer%dWood
playerTeam
playerTeamScore
PlayList
PlayLists
playlist.xml
PlayResourceAwardInterval
PlaysBattleMusic
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Please include:
ploadCampaignScenario("%s")
p<No source files 2>
point
POINT
pointLight1Color
pointLight1Pos
pointLight2Color
pointLight2Pos
pointLight3Color
pointLight3Pos
pointLights
POINTSCALE_A
POINTSCALE_B
POINTSCALE_C
POINTSCALEENABLE
POINTSIZE
POINTSIZE_MAX
POINTSIZE_MIN
POINTSPRITEENABLE
politiciandata.xml
PoliticianDlg-AcceptButton
PoliticianDlg-Border%d
PoliticianDlg-CancelButton
PoliticianDlg-Poli%dCost
PoliticianDlg-Poli%dDescription
PoliticianDlg-Poli%dName
PoliticianDlg-Poli%dPortrait
PoliticianDlg-PoliticianButton%d
PoliticianDlg-Politician%d
PoliticianDlg-PoliticianHilightPositive%d
PoliticianDlg-Size2Politicians
PoliticianDlg-Size3Politicians
PoliticianDlg-Size4Politicians
PoliticianDlg-Title
PoliticianDlg-TitleParent
Politicians
popcap
Pop Distribution.
Pop: Min=%d, Max=%d.
population
Population
populationHelp
port
portrait
Portrait
PortraitTexture
PortraitTextureCoords
Pos=(%.2f, %.2f, %.2f), AreaID=%d.
PosIntOnly
position
Position: %.2f, %.2f, %.2f.
Position(%.2f, %.2f, %.2f)
POSITIONDEGREE
POST
PostCinematic
postgame
PostGameAwards
PostgameFlagTexture
PostImperialTech
PostIndustrialTech
posX
posZ
power
Power
PowerAction
PowerBlocker
PowerPlayerRelation
Powers
powers.xml
preFadeTime
Preference Weight: %.2f.
preload
premodulate
PreMultSun
PreMultSunSceneSpec
PreMultSunTerrainSpec
PrereqCommand
PrereqTech
primary
primaryrating
PrimaryTransmissionRatio
priority
Priority=%d.
Priority: %d.
(Pri) %s
ProcessFrequency
productID
production.cfg
ProductName
ProductVersion
</Profile>
<Profile Version="%d">
Progress
progressionDebugText
{progressionDebugText(%d)}
Progression %d is invalid.
.ProgressPlanTech-%d
ProgressPlanUnit-%d
Progs
proj
projected
Projectile
prop
Prop
proto:
proto-%d
protoid
.protoName
protounit
ProtoUnit
ProtoUnitCommand
ProtoUnitCommands
protounitcommands.xml
ProtoUnitID=%d.
ProtoUnit: %S %d
ProtoUnitSoundDef
proto.xml
proto.xml.xmb
p%s-buttonglow-%d
psetsfile
p%s-slider-%d
p%s-textArea
pufield
pui\banners\banner_up
puigchintdlg.xml
pui\hitpoint_bars\hpbar
pyramidalquad
" qa="
QBytesRcvd
QBytesSent
QConnAtts
QConnSuccess
Qdefault
qest
QMoreInfo
" qs="
QUADRATIC
quality
quarter%i
query
QueryAtts
queryladder
querylist
query/query.aspx
QuerySuccess
Quest
Quick Create Army
QUINTIC
"
radbuffull0
radbufquarter0
radbufquarter1
radbufquarter2
radbufquarter3
radbufquarter4
radbufquarter5
Radial
Radio
Radius
rain
RainBuildupEndTime
RainBuildupStartTime
RainFadeOutEndTime
RainFadeOutStartTime
RandomAxis
randomFlagBtn
RandomlyRotate
RandomMap
RandomMapGameSettings
Random Map Generator
randommaps
randomMaps
Random Map: %s failed to load
randomnames.xml
RandomOrientation
RandomSpacingOffset
randomYaw
RangedAttack
RangedAttackMode
Ranged Attack %s
Ranged Bonus v. %s
RangedLogic
RANGEFOGENABLE
RangeIndicator2
RangeIndicatorProtoID
rank
Rate
Rating
Ratings:
RawKey %d (%S)
Raw Surface Area = %.2f
RaycastVehicle
rDefaultKeyMap
ReactionSoundSet
realtime
Received an invalid server message. MsgID: %u, MsgTopic: %s
recentfiles
</RecentFiles>
<RecentFiles>
RecentFiles.xml
RechargeTime
RecoilTime
ReflectDamage
reflectionAmount
reflectionBumpScale
reflectionsAlphaScale
reflectmap
Refresh
RegularIngame
ReinforcementAttackDelay
ReinforcementAuto
ReinforcementCostFactor
ReinforcementPerimeterWallCheck
rejected
RelCamPos
Reload
ReloadAnim
remmod
remop
remove
removedeck
removegame
rempw
remuser
remusr
rename
render\
Render
renderAreaID(%d, %d, %d)
renderBaseID(%d, %d, %d)
render\config\defaultib.xml
render\config\defaultvb.xml
Render groups: %d
Render groups: %d
RenderParticles
RenderPresent
RenderTerrain
RenderUI
RenderUnits
RenderUnitsDecals
RenderUnitsDopples
RenderUnitsDraw
RenderUnitsObscured
RenderUnitsOther
RenderUnitsPrep
RenderUnitsUIVisuals
repeat
repeater1.agecommunity.com
REPLACE
ReplaceTexture
ReplaceVisual
reportstats
ReportStatus
reqlevel
request
Research %S
reset
ResetAllBounty
resign
ResistanceFactorAtMax
ResistanceFactorAtMaxRPM
ResistanceFactorAtMin
ResistanceFactorAtMinRPM
ResistanceFactorAtOpt
ResistanceFactorAtOptRPM
ResolutionOverride
resource
Resource
Resources:
Resources (%d - %d)...
resources.xml
response
restitution
result
resultarg
retrieve
Retrieve
reveal
RevealLOS
ReverseGearRatio
REVSUBTRACT
reward
Reward
rFailed to initialize COM
rgamexp
RGBScale
rhomeCityPanel-SavingScreen
right
Right
rImeSettings
river
RiverFlowInfluence
RiverFlowInfluenceVar
riverline
riverobj
Rivers
rLadderView-Col%ld-Row%ld
rmfilecrc
RM\groupings\
rMPESOGameList-Player%ld
role
Rollover
RolloverID
RolloverNameID
RolloverStringID
RolloverTextID
RoofTile
room
roster
Rotate0
Rotate0Flip
Rotate180
Rotate180Flip
Rotate270
Rotate270Flip
Rotate90
Rotate90Flip
Roughen Settings
route
Routes (%d - %d)...
rspintable
rStatus
ruiMPESOLoginDialog.xml
ruiMPESOStatus.xml
ruiPersonaPage.xml
Rules
Rule '%S':
.RuleSet
Rule Watch
RumbleFadeTime
RumbleHeight
RumbleSpeed
RumbleWidth
RunAnim
<Run anyway>
RunAway
rushboom
r.xs
~*.%s
</%s>
(%s)
, %s
" s="
"%s"
* %s
*%s*.*
% *s
%s >
%s:
<%S>
%S,
%s %01d.%04d.%04d.%04d
%S=%0.3f
%s, %.0f, %.0f, %.1f
%S, %.0f, %.0f, %.1f
, %s%.0f%s <icon="(%d)(%S)">
%s%.0f%s <icon="(%d)(%S)">
, %s%.0f%s %s
%s%.0f%s %s
%s 1
sack
`%s :: a(%d) 1(%d), M(%d) :: A=%.2f, P=%d, Src=%d, C=%.2f, I=%.2f : FS=%.2f
%sAge3commLog.txt
%sAge3Log.txt
%sAge3mmLog.txt
%sAI%02d
%s-alliance
%s.amt
%s.amt.xmb
%S and %S
%sautopatcher.exe autoPatchGameMode=%d autoPatchWaitProcessID=%u
savedeck
SavedHomeCity
Savegame\
saveGame("%s") leaveGame
saveprop
saveScenario("%s")
savetech
%savi\Age3.bik
%savi\logos.bik
SAVL
%s(<blah> <blah> <blah>). No help available.
%s-bool
%s-browsebutton
%s-button1
%s-button2
%s-button-%d
%sbuttonsets.xml
scale
Scale
ScaleByContainedUnits
ScaleByTeamSize
ScaleStages
scaletable
scaleVar
ScaleVar
%s-cameratrack
Scenario\
ScenarioGameSettings
ScenarioName
SceneGlossContrast
SceneMetalness
SceneSpecularIntensity
SceneSpecularPower
sCharge_idle
schemaVersion
%s-ChildTechProgression
%s-ChildUnitProgression
SCISSORTESTENABLE
%scommlog.txt
scorch
Score
ScorePage-MainTable-Border
ScorePage-Name-RightBorder
ScoreType
screen
Screenshots\
ScreenshotTypeRadioButtons
script
Script
-scrollhoriz
-scrollvert
%s = %d
%s (%d)
%s %d
%s-%d
%s: %d
%s(%d)
%s%d
%S ("%d")
%S: %d
%s: %d:%02d
%s: %d:%02d, %.0f
%s.d3dconfig
sdamagetemplate
%s: %d Bounty + %.2f Trickle
%s/%d/%d/%d
%s.ddt
%sDefaultHomecity.xml
%sdefaultvp.xml
%S_def.xml
%sdevices.xml
%s(%d) : [fxe] %s is not a valid sampler state transform flag
%s(%d) : [fxe] %s is not a valid srgbtexture flag
%s.dmp.txt
%s(%d, "%s")
%s%d.%s
%s%d%s
%s\dw15.exe
%s (%dx%d)
%sdxdiag.txt
%s %d [%x:%s]
secondaryParticleSet
secondaryRating
Secret
Section
_SectorBackLeft
_SectorBackRight
_SectorBADSECTOR
_SectorFrontLeft
_SectorFrontRight
_SectorLeftBack
_SectorLeftFront
_SectorRightBack
_SectorRightFront
%s'ED!!!
%s.effect
segmentlifetime
Selectable
selectarg1
selectarg2
selectAsSingleUnit
SelectedTexture
SelectionArmy-%d
selectmask
Self
SelfDestruct
SenderID(%d), TargetID(%d), StartTime(%d), Sendtime(%d), Pos(%.2f,%.2f)
&Send Error Report
Sending Message: ID(%u), ServiceName(%S), Category(%S)
.sent
*.sent
%s-entry-%d
SEPARATEALPHABLENDENABLE
sequence
Sequence
Server Message Received: ID(%u), ServiceName(%S), Topic(%s), Type(%s)
.set
Set a rally point for all military units
Set Area
setmotd
Set Paint Mask
setrank
SET: %s(%0.2f)
Set Selected Area
Set Selected Unit(s)
setting
Setting
</Setting>
<Setting Name="%s">
Settings
</Settings>
<Settings Version="%d">
Settlement Base.
SettlerAccel
SettlerCountDialog-%sLabel
SettlerCountDialog-totalPopLeft
SettlerWagonAccel
SetupPath
setWorldTooltipRectDims1024() - Dims must be within resolution 1024x768. Current dims are min(%d,%d) max(%d,%d)
%s-event
%s = %f
%s(%f)
%S: %f
%s-field
%s-Field
%s-godpower
%s.gr2
SHADEMODE
shaders\
shadow
ShadowBiasATI
ShadowBiasNV
shadowColor
ShadowColor
shadowgen
shadowgen_ati
shadowgen_nv
shadowing
SHADOWING_NV
shadowMap
ShadowMapColor
ShadowMapDepth
SHADOWMAP_SIZE
ShadowMapSolution
SHADOWMAP_TEXOFFSET
shadowMatrix
shadowonly
ShadowPCFOffset0
ShadowPCFOffset1
ShadowPCFOffset2
ShadowPCFScalar
_SHADOWS_FILTER_2x2_BILINEAR_
_SHADOWS_FILTER_3x3_BILINEAR_
ShadowSlopeFactor
shadows_selections/squad_dest_square_64x64
shadow_XRange_YBias
shallowColor
shape
Shape
ShapeType
%s has started to upgrade a Fort to a Star Fort.
%sHC%s
shfolder.dll
shift
shift-
Ship
ShipmentEnd
ShipmentStart
ShipmentVisual
ShipmentXPGrowth
ShipmentXPMaximum
ShipName
shomecitytransportpanel-homecityxpbarfill
shorecliff
shoreline
shorelong
%s-horizscrollbar
Show
Show Area
Show Bases
Show Battles
Show Chat History
)Show Gatherer Distribution.
showInMax
Show Opportunities - Visual
Show Plans
Show Selected Area
Show Selected KBUnit
Show Selected KBUnit (Dynamic)
Show Selected Unit(s)
ShowUnitChats
ShowValue
.shp
ShutdownTime
%s (<icon="(16)(%S)">):
%s (<icon="(32)(%S)">):
%S - (id:%d)
%S (ID=%d
side
Side
Siege
simpleTex
simskeleton
SimSkeleton
SingleBox
SingleCircle
SingleUse
SingleUsePlayer
%s-interior
'%s' is not a valid tag for riverline XML definition
'%s' is not a valid tag for shoreline XML definition
%s isn't a valid BUMP capPieceTex for cliff
%s isn't a valid BUMP pieceTex for cliff
%s isn't a valid SHINYBUMP capPieceTex for cliff
%s isn't a valid SHINYBUMP pieceTex for cliff
%s is out of range of %s.
%s-itemButton%d
Size
%s-kbstat
sKB Timed Stats
%sKBTTPlayer%d.txt
skillpoints
SkillPoints
skip
skycube
SkyCubeMap
sLargeInGame
%s %ld/%ld
slider
Slider
sliderbutton1v
SliderContainer-DisableOverlay
SliderContainer-Label
SliderContainer-LabelMax
SliderContainer-LabelMin
SliderContainer-Value
(%S, Line=%d).
%slogfile.txt
%s-longfloatstring
slope
slopefactor
SLOPESCALEDEPTHBIAS
SlowestStrikeTime
%s.lxs
SmallPortraitTexture
SmallPortraitTextureCoords
smapinfo
smaptypes.xml
%s match
%smemlog.txt
Snow
%s-objective
socket recv returned error %d. Error count == %d
Software\Microsoft\Microsoft Games\Age of Empires 3\1.0
Software\Microsoft\Microsoft Games\ZoneStats\
solid
SOLID
Something cool will go here soon.
Something cool will go here soon #2.
%s operation currently in progress for %s
%s-operator
sound
sound\
Sound
Sound Control
Sound Control : %S %S
SoundCycleTime
Sound definition file successfully saved.
sound\music\interface\
soundSet
SoundSet
SoundSetDef
soundsets.xml
sound\taunts\
SoundTimer%d
SoundType
SourceArtGamma
SourcePromptType
space
sparkle
sparkleOffset
sparks
spawnSystem
SpawnType
SpawnUnit
specialPower(%d, %d, %d)
Special_StartingUnits
specialTexture
SpecificSound
SpecificSoundOpponent
specular
Specular
SPECULARENABLE
SpecularExponent
SPECULARMATERIALSOURCE
Speed
SpeedBoost
SpeedModifier
SpeedStages
SpeedVar
SPHEREMAP
SpinButton
SpinRate
splash.bmp
SplashEffect
%s-player
SPLINE FAILURE: fAdj0(%f) timeRange1(%f) mKeys[i0](%f) mKeys[i1](%f) mKeys[i2](%f) wasDivideByZero(%s)
SPLINE FAILURE: fAdj0(%f) timeRange1(%f) tempKeys[i0](%f) tempKeys[i1](%f) tempKeys[i2](%f) wasDivideByZero(%s)
SPLINE FAILURE: fAdj1(%f) timeRange2(%f) tempKeys[i1](%f) tempKeys[i2](%f) tempKeys[i3](%f) wasDivideByZero(%s)
split
%s-protounit
%s.ps
SPS-P%dColor
SPS-P%dHandicap
SPS-P%dHandicapLabel
SPS-P%dHCLevel
SPS-P%dHomeCityFlag
SPS-P%dName
SPS-P%dPortrait
SPS-P%dTeam
SPS-Player%dRow
SPS-Player%dRowControls
%s-pufield
SquadMode
Square"ness" Ratio = %.2f
SRCALPHA
SRCALPHASAT
SRCBLEND
SRCBLENDALPHA
SRCCOLOR
%s-readout
%sRecentFiles.xml
%s-resource
%sresources.xml
srgbtexture
SRGBWRITEENABLE
%sRM
%s.rs
%s ="%s"
[%s] %s
%s</%s>
%s|%s
%s = %s
%s (%s)
%s, %s
%s: %s
%s.%s
%s( %s )
%s("%s")
%s%s
%s%s:
%s-*%S
%s%S
%S ("%s")
%S%s
%S - %S
%S%S
%S - %S (%d)
%s%s.dmp.txt
%s.set
%s*.set
%s_%s_Game.xml
%s%s_homecity.xml
%s%s.lxs
%s%s.personality
%ssplash.bmp
ssPP
%s<%s%s>
%s %s (%s)
%s %s%s
%s%s-%s
%s%s*.%s
%s%s%s
%s%s-*%S
%s%s%S
s%S: %S
%s%s%s%shomecity.xml
%s-stancetype
Ssubmodelref
%s %s [%x:%s]
%s-tab-%d
StableAccel
Stack not available.
stage
Stage
Stampede
Stance
standalone
start
Start
Start Area ID: %d
StartFull
StartingUnit
StartingUnitInfo
StartingUnits
StartPointModel
StartSound
StartSoundSet
startState
StartTypes
startup\
Startup\
startup\scenario.con
StartWithWall
startX
startZ
state
StateInfo
</StateInfo>
<StateInfo>
State=%S.
State: %S
Static
StaticIBManager
StaticVBManager
statsClientInfo
StatsID
StatsServer
StatText
StatTime
status
%s-tech
%s.technique
%s-techstatus
Steering
SteeringAngle
STENCILENABLE
STENCILFAIL
STENCILFUNC
STENCILMASK
STENCILPASS
STENCILREF
STENCILWRITEMASK
STENCILZFAIL
stereo
%s-textscroll
StickLeft
StickLeftDown
StickLeftLeft
StickLeftRight
StickLeftUp
StickRight
StickRightDown
StickRightLeft
StickRightRight
StickRightUp
Sticky
Stone
stop
Storage
store
;%sTR
stra
%s-traderoute
Straggler Tree KB RID: %d.
straight
Straight2
Straight3
Straight4
straight45
Straight5
stream
Stream::addChunk : about to overwrite INUSE buffer, %s - msgid %d, sequence %d, size %d, mSequenceNumber %d
Stream::addChunk : failed to write to stream - %s - msgid %d, sequence %d, size %d, mSequenceNumber %d
Stream::addChunk : %s - msgid %d, sequence %d, size %d, mSequenceNumber %d
Stream::releaseChunks : failed to write to stream - %s - msgid %d, size 0, mSequenceNumber %d
Stream::releaseChunks : failed to write to stream - %s - msgid %d, size %d, mSequenceNumber %d
Stream::releaseChunks : %s - msgid %d, size %d, mSequenceNumber %d
%S.trg
strike
StrikeHeight
StrikeMaxOffset
StrikeMinOffset
StrikeSoundSet
string
String
StringFileInfo
stringid
StringID
stringnonloc
StringTable
StringTable.xml
%s.tss
%S.txt
subcategory
SubCiv
SubCivAllianceCost
SubCivAllianceCostFactor
SubCivAllianceModifier
sublist
submenu
submenu_
submodel
subscribe
substring
subtract
SUBTRACT
subtype
%s-uicategory
suiForbiddenUnitsTechs.xml
suiPasswordDlg.xml
suitriggereditor.xml
suleiman
sunColor
SunColor
sunDirection
sunDirectionBX2
SunInclination
sunIntensity
SunIntensity
%s-unittype
SunRotation
supersamplebuf
supersamplefilter_sm3
supersamplefilterx%i_sm3
supersamplefiltery%i_sm3
surface
surfaceBlend
Surrender
%suserDataFile.txt
%s (using technique: %s)
Suspension
%s-vertscrollbar
%s.vs
swapDelay
swapEnemyOnly
swapSelfOnly
SwapUsingMinMax
%swatsoninfo.exe
%s.xml
%s*.xml
%S.xml
%S*.xml
%s.xs
%s*.xs
%S.xs
symmetric
SyncMoveAnimations
SyncNextUpdate
SyncWithAttackAnim
SystemInitialization
System.IO.FileNotFoundException
systemLinger
" t="
-tabPosition
Tactic
Tahoma
targ
TargetGround
TargetLogic
TargetPlayerID: %d.
TargetPromptType
Targets
TargetSpeedBoost
TargetType
TargetTypes
TargetUnitType
TaskAI
TaskType
/--taunt
/--taunt %s
tBMultiplayer::createInstance() failed
team
Team
Team #%d
Team %s
Team %s
Team %s's
TeamTech
TeamVP
tech
tech:
Tech
tech-%d
Tech isn't active.
technique
technique\
techniques
TechPrereq
techResearchName
techResearchPercentage
techResearchPercentageText
Techs
techstatus
techtree-Highlight%d
techtree-Node%d
techtree.xml
techtree.xml.xmb
temp
tempCampaignGameSettings
tempCurrentGameOptions
tempCurrentMpGameSettings
tempGameOptions
tempGameSettings
tempGCGameSettings
TempleEgyptianAccel
TempleGreekAccel
tempMpGameSettings
tempproto.xml
tempScnGameSettings
temptechtree.xml
terrain 2 bump
terrain 2 bump blend
TerrainAmbientColor
terrain blend
terrain bump
terrain bump blend
TerrainBumpScale
terrain\colony\colonysphere
terrain\colony\red
TerrainDampenFactor
TerrainDirt
TerrainFogGen
terrain fog only
TERRAIN FOG TEXTURE
TerrainGrass
terrain grid
TerrainHeight
TerrainHeightVar
terrain ice
terrain ice blend
TerrainInteractionType
Terrain Mask
TerrainMetalness
Terrain objects do not support non-rigid meshes <%s>
terrain overlay
terrain\%s
terrain\%%s%%0%dd
TerrainSand
terrain\%%s%%d
terrainSetMix(%d)
terrainSetType(%d) terrainSetSubtype(%d)
terrain shadow only
terrain shiny bump
terrain shiny bump blend
terrain shiny bump sparkle
terrain shiny bump sparkle blend
TerrainSnow
TerrainSpecularIntensity
TerrainSpecularPower
TerrainStone
terrain\TerrainErosion.xml
TerrainTextureGen
terraintypes
terraintypes.xml
TerrainWater
terrain/water/river_wake
territory
Territory
<Territory owner='%s' reveal='%s'>%s</Territory>
Test
Test1
Test2
Test3
Test4
Test5
testing
testsphere
texcoordindex
texcoordscale
texcoordscrollspeed
texgen
texRotation
texScale
texScrollSpeed
text
textbox
-textBox
-textscroll
Texture
textureAbsolute
TEXTUREFACTOR
TextureID
Texture index <%d> out of range on setCurrent in stage <%d>
.textureIntrinsic
textureMatrixParams
texturePlacement
Textures:
texturetransformflags
textureVisualization
Texturing
text/xml
tfactor
The application will now exit.
tHelpDialog-Upgrades-%d
The next screen is the Character Creation screen, where you can rename your explorer, and select a name for your home city. You may also select the civilization from which your explorer comes,
The territory of %s changes hands from character %d to character %d.
Threat=%.2f.
ThreeCorners
Throw
ThrownByBallistics
ticker
tickerData
ticks
TiedToEmitter
tier
Tier
TieToGround
Tile
tileGroup
tiles
time
Time
Time %.02f
Time=%d:
Timed Stats.
Timeline-FakeIconHandle-%d-%d-%d
Timeline-FakeResignIconHandle-%d
Timeline-Player-Button-%d
Timeline-Player-%d
Timeline-Player-Flag-%d
Timeline-Player-Label-%d
timeloop
timeMax
timeMin
TimeOfLastAttack=%d (%.2f minutes ago).
TimeOfLastAttack=%d (%.2f seconds ago).
TimeOfLastAttack (with border areas)=%d (%.2f minutes ago).
TimeOfLastAttack (with border areas)=%d (%.2f seconds ago).
timeout
Timer
TimerDisplays
tint
tintShadow
tion
TireSizeCode1
TireSizeCode2
TireSizeCode3
tis("%S")
TitanSoundPlay
TitanSoundUpdate
title
-titlebar
Titles\
TLowPoly
tmouseoverText
tMovieManager is NULL
.tmp
tNVCPL.dll
TODO
Toggle AI output window.
Toggle Show Bldg Plcmt values.
Tolerance
tonemap
ToneMapParamsA
ToneMapParamsB
tonemap_sm2
tonemap_sm3
ToolTip
.tooltipID
TooltipStringID
tooltipText
topedge
topic
topic:
TopObjects
torchy
Torque
TorqueFactorAtMax
TorqueFactorAtMaxRPM
TorqueFactorAtMin
TorqueFactorAtMinRPM
TorquePitchFactor
TorqueRollFactor
TorqueYawFactor
TotalCredits=%8.2f
TotalDamage
totalpop
totalResource
TotalResources
Total Resources: %.2f
Total Tiles = %d
Total Units = %d
Tower
TownCenterAccel
TownStartingUnit
trackGotoSelectedEvent
trackGotoSelectedWaypoint
trackLoad("
trackPlay(%f)
TrackRating
trackSetSelectedWaypoint
traderoute
TradeRoute
TradeRouteLengthScale
traderoutepanel2-button%d%d
traderoutes.xml
TradingPostAccel
.trail
TrailParticle
TrainBuilding
trainInSelected("%S")
TrainPoints
)trainsandcontains-button%d%d
trainsandcontains-row%d
trainsandcontains-rowLabel%d
trainUnitPercentage
.transition
Transition
TransitionTimeIn
TransitionTimeOut
Translation
Transmission
Transport
TreatyCost
tree
Tree
treebirds
TreeGadCheckBox-DisableOverlay
TreeGadCheckBox-Label
TreeGadDropDown-DisableOverlay
TreeGadEdit-DisableOverlay
treeVariationColor
treeVariationColor1
treeVariationColor10
treeVariationColor11
treeVariationColor12
treeVariationColor13
treeVariationColor14
treeVariationColor15
treeVariationColor2
treeVariationColor3
treeVariationColor4
treeVariationColor5
treeVariationColor6
treeVariationColor7
treeVariationColor8
treeVariationColor9
treeVariationColors.xml
TreeView
treewindhack
treeWindHack
*.trg
tributedlg-destPlayerName%d
tributedlg-destResourceFood%d
tributedlg-destResourceGold%d
tributedlg-destResourceWood%d
TrickleResourceRate
TrickleResourceType
trigger
Trigger\
Trigger_%d
Trigger disabling rule %s
Trigger enabling rule %s
Trigger Info
TriggerLeft
TriggerRight
Triggers
trigtemp
tris: %d
Tris: %d
true
True
TRUE
tSaveName
t%s %s
tss\
t%s.txt
<ttb>
<ttf>
*.ttf
<ttf><ttb>
<ttf><tth>
<ttf><tti>
<tth>
<tti>
tuiaiprompt.xml
tui\alerts\levelup.xml
tuiarmyedit.xml
tUI_ChatHistoryOutOfRoom
tuigcstats.xml
tuiherdedit.xml
tuiingamemsg3.xml
tuiMPESOCommunity.xml
tuiskirmnickname.xml
tuitraderoutepanel2min.xml
Tumble
TumbleBothDirections
turbulence
TurnLeft
TurnRate
TurnRight
Turret
TutorialStyle
TWEENFACTOR
TWEENING
TwoCorners
TwoEdges
TwoOppositeCorners
TWOSIDEDSTENCILMODE
*.txt
type
Type
Type: AreaGen - %d
Type: AutoGen - %d
Type %d
Type: %d
TypedMaxRange
TypedMinRange
TypedOptimalRange
Type, High poly model, and low poly model were not all specified for cliffs
typeID
Type - Land (%d)
Type: Morph
Type: PathGen - %d
Type: Rigid
Type: %S
Type: Skinned
Type - Water (%d)
</u>
%%%u
" U="
uery
u</GrandConquest>
uiagsmpclientwait.xml
ui\alerts\ageup.xml
ui\alerts\alert_resign.xml
uiarmybanners.xml
ui/banners/idle_villager
ui/banners/idle_villager_clicked
ui/banners/idle_villager_rollover
UIBattleButtons
UIBattlePanel
ui\black
ui\blue
uicameraeditor.xml
uicampaign.xml
uicategory
ui\character_setup\explorer_british_a
uiChatBrowser.xml
UI_ChatHistoryScroll
uiChatRoom.xml
uicivpicker.xml
uiClanPage.xml
uiclass
UICommandPanel
uicommandpanelnewmin.xml
uicommandpanelnew.xml
ui\core_ui\arrow_down
ui\core_ui\arrow_down_clicked
ui\core_ui\arrow_up
ui\core_ui\background_blue_dark
ui\core_ui\checkbox
ui\core_ui\checkbox_checked
ui\core_ui\checkbox_disabled
ui\core_ui\checkbox_question
ui\core_ui\credits_splash
ui\core_ui\default_piechart_mask
ui\core_ui\dropdown_background2
ui\core_ui\roundsmall
ui\core_ui\roundsmall_clicked
ui\core_ui\shaded
ui\core_ui\simple_trans_box_bottom_l_corner
ui\core_ui\simple_trans_box_bottom_middle
ui\core_ui\simple_trans_box_bottom_r_corner
ui\core_ui\simple_trans_box_left_middle
ui\core_ui\simple_trans_box_middle
ui\core_ui\simple_trans_box_right_middle
ui\core_ui\simple_trans_box_top_l_corner
ui\core_ui\simple_trans_box_top_middle
ui\core_ui\simple_trans_box_top_r_corner
ui\core_ui\state_locked
ui\core_ui\state_selected
ui\core_ui\toggle_disabled
ui\core_ui\toggle_green_rollover
ui\core_ui\toggle_red_rollover
ui\core_ui\wood_thick_board_tile
uicredits.xml
.ui\cursors\
UI_DefaultPregameClickSet
uiDefaultProgressBar.xml
UI_DefaultRolloverSet
ui\editor\menu_separator
uieditormenu.xml
uieditorpalettes.xml
ui\eso\civ_flags_quick_launch
uiesoeuladlg.xml
ui\eso\icons\standing_army
ui\eso\tab_chatbrowser
ui\eso\tab_chatbrowser_active
ui\eso\tab_clan
ui\eso\tab_clan_active
ui\eso\tab_gamebrowser
ui\eso\tab_gamebrowser_active
ui\eso\tab_home
ui\eso\tab_home_active
ui\eso\tab_homecity
ui\eso\tab_homecity_active
ui\eso\tab_ladders
ui\eso\tab_ladders_active
ui\eso\tab_quicksearch
ui\eso\tab_quicksearch_active
uifakeplayerdata.xml
uifilemanager.xml
ui\file_system\close
ui\file_system\directory_new
ui\file_system\file_system_background
ui\file_system\file_system_background_dark
ui\file_system\file_system_file
ui\file_system\slider_background_horizontal_18
ui\file_system\slider_background_vertical_18
ui\file_system\slider_pip_horizontal
ui\file_system\slider_pip_vertical
uiFindTownBellTC()
uiFindType("%s")
uiFindType("%S")
uiFriendsChat.xml
uigadcheckbox.xml
uigaddropdown.xml
uigadedit.xml
uigadslider.xml
uigamepalettes.xml
uigccharacter.xml
uigcchatdlg.xml
uigccommanddlg.xml
uigcconfirmdlg.xml
uigcgame.xml
uigchomecity.xml
uigcminimapdlg.xml
uigcquestdlg.xml
uigcquest.xml
uigcsettings.xml
uigcstatsdlg.xml
ui\grand_conquest\queen_elizabeth.xml
ui\green
uiHandleIdleBanner("%s")
uiHandleUserTab(%d)
uihcconfirmdlg2.xml
uihcconfirmdlg.xml
uihcdeckbuilder.xml
uiHCPage.xml
uihistory.xml
ui\home_city\button_hcprop_disabled
ui\home_city\button_hcprop_normal
uihomecitycommandpanel.xml
uihomecitydeck.xml
ui\home_city\hc_ui_glow
ui\home_city\intro_hc
uihomecitypaneleso.xml
uihomecitypanel.xml
uihomecitypickerdocked.xml
uihomecitypicker.xml
uihomecitysummarypaneleso.xml
uihomecitysummarypanel.xml
uiHomeCityTabPanelEso.xml
uihomecitytabpanel.xml
uiHomeCityTabPanel.xml
uihomecitytransportpanelheader.xml
uihomecitytransportpanel.xml
ui\home_city\watermark_%s
uihomepage.xml
uihotkeys.xml
ui\ingame\background_blue_a
ui\ingame\background_blue_b
ui\ingame\background_blue_c
ui\ingame\bigbubble
ui\ingame\bubble
ui\ingame\graphline
ui\ingame\graphlinefiller
ui\ingame\icon_age_overlay_i
ui\ingame\icon_age_overlay_ii
ui\ingame\icon_age_overlay_iii
ui\ingame\icon_age_overlay_iv
ui\ingame\icon_age_overlay_v
ui\ingame\ingame_ui_postgame_flag_random
uiingamemsg1.xml
ui\ingame\native_settlement
ui\ingame\outline_bottom_left
ui\ingame\outline_bottom_middle
ui\ingame\outline_bottom_right
ui\ingame\outline_side_left
ui\ingame\outline_side_right
ui\ingame\outline_top_left
ui\ingame\outline_top_middle
ui\ingame\outline_top_right
ui\ingame\resource_food
ui\ingame\resource_gold
ui\ingame\resource_population
ui\ingame\resource_wood
ui\ingame\%s
ui\ingame\score_age_1
ui\ingame\score_age_2
ui\ingame\score_age_3
ui\ingame\score_age_4
ui\ingame\score_age_5
ui\ingame\stat_icon_area
ui\ingame\stat_icon_artillery
ui\ingame\stat_icon_attack
ui\ingame\stat_icon_building
ui\ingame\stat_icon_cavalry
ui\ingame\stat_icon_guardian
ui\ingame\stat_icon_huntable
ui\ingame\stat_icon_infantry
ui\ingame\stat_icon_pet
ui\ingame\stat_icon_range
ui\ingame\stat_icon_ranged
ui\ingame\stat_icon_ship
ui\ingame\stat_icon_siege
ui\ingame\stat_icon_siege_troop
ui\ingame\stat_icon_villager
ui\ingame\tooltip_bullet
ui\ingame\trade_route
ui init failed
uiLadderBrowser.xml
uiLadderView.xml
ui\lightblue
ui\lightgreen
ui\lightred
ui\logos\watermark
uiLookAtAndSelectUnit(%d)
uimainnew.xml
uiManageHCDlg.xml
uimapsizedlg.xml
uimercedit.xml
ui\minimap\gather_flag
ui\minimap\minimapbackground.tga
uiminimappanelnewmin.xml
uiminimappanelnew.xml
uiMPConnectDialog.xml
uimpesoavatar.xml
uimpesobanner.xml
uiMPESOCreateAccountDialog.xml
uimpesofriends.xml
uiMPESOGameList.xml
uiMPESOGameSetupPage2.xml
uimpesogcgamesetuppage.xml
uiMPESOScreen.xml
uimpesoticker.xml
|uiMPLoginScreen.xml
uimpsetup.xml
ui\multiplayer\chat_notify
uinativecommandpanel2min.xml
uinativecommandpanel2.xml
uiNavigationBar.xml
UI_NewObjective
uinuggetedit.xml
uiobjectinfopanel.xml
uiobjectivesdialog2.xml
uiobjectives.xml
ui\orange
uipersonastats-%s.xml
uipersonastats-*.xml
uipersonastats.xml
uiplayercomms.xml
uiPlayerData.xml
uiplayerstatusdialog.xml
uiplayersummarydlg.xml
uipoliticiandlg.xml
uipostgameawardsdisplay-row%d%s
\ui\post_game\awards_largest_army
\ui\post_game\awards_least_resources
\ui\post_game\awards_most_kills
\ui\post_game\awards_most_losses
\ui\post_game\awards_most_resources
\ui\post_game\awards_most_tech
\ui\post_game\awards_most_treasures
\ui\post_game\fame
uipostgamescreen.xml
ui\post_game\time_line_death
uipregamemsg1.xml
uipregamemsg2.xml
uipregame.xml
uiprofileselect.xml
uiQuickSearchPage.xml
ui\random_map\amazon
ui\red
uiremoveriverdlg.xml
uirmsetup.xml
uiSaveScenarioBrowser("%s")
uiScenDefeatedDlg.xml
uiscensetdlg.xml
uiScenVictoriousDlg.xml
uiSetBuildingPlacementRender(%d,false)
uiSetCliffTypeNum(%d)
uiSetKBArmyRender(%d,false)
uiSetKBAttackRouteRender(%d,false)
uiSetKBResourceRender(%d,false)
uiSetWaterTypeNum(%d)
uiShowAIDebugInfoArea(%d)
uiShowAIDebugInfoAreaGroup(%d, 1)
uiShowAIDebugInfoAreaGroup(%d, %d)
uiShowAIDebugInfoAttackRoute(%d)
uiShowAIDebugInfoBase(%d)
uiShowAIDebugInfoEscrow(%d)
uiShowAIDebugInfoKBArmy(%d)
uiShowAIDebugInfoKBResource(%d)
uiShowAIDebugInfoKBUnitPick(%d)
uiShowAIDebugInfoPlacement(%d) uiSetBuildingPlacementRender(%d,true)
uiShowAIDebugInfoPlan(%d)
uiShowAIDebugInfoProgression(%d)
ui\singleplayer\act1_splash
ui\singleplayer\act2_splash
ui\singleplayer\act3_splash
ui\singleplayer\cpai_avatar_random
ui\singleplayer\%s
ui\singleplayer\spc_menu_icon_cine
ui\singleplayer\spc_menu_icon_scenario
uiskirmhomecity.xml
uiskirmoptionsdlg.xml
uispchomecity.xml
uispcnotedlg.xml
uiStopBuildCinematic
ui\strategic_map\gc_arrowhead.xml
ui\techs\question\question
uitechtree.xml
uitickerinfo.xml
uiToggleBrushMask(%d)
uitraderoutedlg.xml
uitraderoutepanel2.xml
UITrainButtons
UITrainingPanel
UITrainingPanelButtons
uitrainsandcontainsmin.xml
uitrainsandcontains.xml
uitreatyadd.xml
uitreatymgr.xml
uitributedlg.xml
uitriggroupeditor.xml
ui\ui_menuunderline
ui\ui_menuunderline_dis
uiunitselectionmin.xml
uiunitselection.xml
UIUnitStatPanel
UIUnitStatPanel2
uiunitstatpanel3min.xml
uiunitstatpanel3.xml
uiunittrainingpanelmin.xml
uiunittrainingpanel.xml
ui\victory_points\merchant\coin_spin_%02d
uiVPAccelClick(%d)
uiwaitingmsg.xml
uixsdebugger.xml
Ujjj
Ujjjj
Unable to allocate memory, size: %d.
Unable to interpolate to position %d at time %f
Unable to open file '%ls'
Unable to open file '%ls' for reading
Unable to open file '%ls' for reading as a text file
Unable to write sound definition file!
UnalliedID
UnavailableIcon
unban
UnderAttack: ContTime=%d.
underbrushobj
Unexpected end of Input
Unfiltered History
Unique Effects: %d --
uniqueTechResearchPercentage
uniqueTechResearchPercentageText
Unique Textures: %d --
unit
Unit
unitAction
UnitAIType
unitaitypes.txt
UnitAIUpdate
UnitBallisticMovement
UnitCount
unitcounts
Unit does not exist!
Unit=%d '%S'.
Unit %d (%S) has a non-unit obstruction type %d
UnitHelpStrings.xml
unitHelpText
unithelp.xml
UnitID=%d (INVALID UE).
UnitID=%d (%S).
UnitID=%d (%S).
UnitID: %S %d
UnitKill
UnitMainSync
unitModify
UnitMultiples
UnitPicks
UnitPicks (%d - %d)...
UnitRegen
units
Units
units/animals/alligator/alligator.xml
Units: (%d)
unitselectionpanel-buttonArea
unitselectionpanel-showCommands
unitselectionpanel-showStats
unitselectionpanel-stackQueue
unitselectionpanel-tabCommand
unitselectionpanel-tabStats
unitselectionpanel-unitHealthBarGreen
unitselectionpanel-unitHealthBarRed
unitselectionpanel-unitHealthBarYellow
unitselectionpanel-unitHelpButton
unitselectionpanel-unitPortrait
unitselectionpanel-unitPortraitCount
unitselectionpanel-unitPortraitCountBackground
unitselectionpanel-unitStackButtonBig0
unitselectionpanel-unitStackButtonBigBackground
unitselectionpanel-unitStackButton%d
unitselectionpanel-unitTypeName
unitSetTactic("
unitstance
unitstatpanel3-back
unitstatpanel3-help
unitstatpanel3-helpText
unitstatpanel3-maximize
unitstatpanel3-minimize
unitstatpanel3-StackLabel%d
unitstatpanel3-StackValue%d
unitstobuild
units\villagers\villager.xml
unitTactic
unitTarget
unitTrainingPanel-border-bottom-left
unitTrainingPanel-border-bottom-middle
unitTrainingPanel-border-bottom-right
unitTrainingPanel-border-side-left
unitTrainingPanel-border-side-right
unitTrainingPanel-border-top-left
unitTrainingPanel-border-top-middle
unitTrainingPanel-border-top-right
unitTrainingPanelMain
unitTrainingPanel-trainingPanel
unittrainpanel-unitButton%d
unittransform.xml
unittype
UnitType
UnitType=%d (%S): OverallFactor=%.2f.
UnitType=%d (%S): PrefF=%.2f, CostF=%.2f, CEffF=%.2f: TotalF=%.2f.
UnitType=%d (%S), Weight=%5.2f.
UnitTypeID: %d (%S)
UnitUpdateMisc1
UnitUpdateMisc2
UnitUpdateParticles
UnitVectorMovement
unknown
}<unknown>
<Unknown!>
UNKNOWN
Unknown Error
UnknownPA
UnknownTactic
Unlocked
UnlockLevel
Unmapped
unmodch
UnrevealedVisual
<unspecified>
unsublist
unsubscribe
unsupported
<unsupported>
Unsupported construct encountered: %hs
(up)
-upButton
Update
UpdateCPAI
updateinterval
UpdateKB
UpdateRadius
UpdateSceneManager
UpdateSquads
updatestate
UpdateTechs
UpdateTechTree
UpdateTechTreeInternal
UpdateTriggers
UpdateUnit
UpdateUnitGroups
UpdateUnits
Upgrade
Upgrades Available: %d
uploadLog
UpshiftRPM
upstream
@@%%%u!%s!
<u>%s %d</u>
UseBuckets
useDamageHoles
UsedByPlans: %d.
UsedIcon
.usefp16
UseMaxVelocity
UseMinVelocity
UseMultiple
usePalette
UsePalette
user
User
user.cfg
User Error Description
userinfo
UserInformation
</UserInformation>
<UserInformation>
username
Users\
uservars
UseSpreader
UShape
usrlst
UTCOffset
v="
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v /
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ValidTarget
ValidTargetType
value
Value
values
ValueText
VarFileInfo
Variation
Variation
variationColor
VariationID
VariationLogic
)vbCount
VBPool
vbSize
v%d x %d
vector4
vector(%f,%f,%f), vector(%f,%f,%f), vector(%f,%f,%f), vector(%f,%f,%f)
VehicleFramework
vehicles.xml
VelocityDamper
VelocityMod
velocitytable
vendor
VendorArea
VendorEntry
Verb
Verbs
Verifying your CorpNet credentials...
version
Version
Version_Schema
Version_ZS
VERTEXBLEND
vertexshaderprofile
vertexshaderversion
vertscrollbar
verts: %d
Verts: %d
VeryHigh
vExplodeSoundSet
victoryxp
view
viewDiffuseA
viewDiffuseRGB
viewNormalA
viewNormalRGB
viewT
VIII
VillagerEfficiency
Villagers
ViscosityFriction
Visible
VisibleInEditor
Visible Tiles = %d
Visual
Volley_standing_idle
volume
VPAcceleratorBonus
VPAcceleratorBounty
VPBlocker
VPBountyScaleFactor
VPCount
VP Count
vPosition
VS_VERSION_INFO
vValidUnits
,!V(#V%k|F,! ;2A0;2V( 23>,V(A02xV(
wagon
Walk
WalkAnim
Wall
WallBuildRate
WallCost
WallDamageRadius
WallDownTime
WallMaxRadius
WallRadius
WallRadiusIncrease
WallRadiusIncreaseInterval
WallRepairCost
WallSegments
WARNING: Could not open the persistent cfg file: '%s'!
warranty.rtf
water
water30
waterbodies.xml
waterBump
waterBumpScales
waterCliff
waterColorScales
water_debug
waterDeepColor
WaterGatherPointUnit
water_hlsl2
watermark
water_nocolor
waterPlaneOffset
waterShallowColor
waterSky
watersplash
watersplash_med
WaterType
WaterVisual
wave distortion
.wavedistortionmap%d
wave distortion_overlap
wave foam
wave foam30
wave foam_gf1
waves
Waypoint
Waypoint(%.2f, %.2f, %.2f)
Waypoints
Weather Density
weight
Weights:
WheelBehavior
WheelDampingCompression
WheelDampingRelaxation
WheelDoesSteer
WheelLength
WheelsForceFeedbackMultiplier
WheelsFriction
WheelsMass
WheelsMaxFriction
WheelsMinTimeToBlock
WheelsRadius
WheelStrength
WheelSuspensionLength
WheelSuspensionStrength
WheelsViscosityFriction
WheelsWidth
WheelSystem
WheelTorqueRatio
whisper
white
whiteDiffuse
whole
WidescreenCamera
width
Width
WidthProgression
william
Win32_unknown
WinAwardResource
WinBonus
WindowDuration
Windows2000
Windows3.1
Windows95
Windows98
WindowsNT
WinFilename
WIREFRAME
WonGame
Wood
word-breaks
words
world
WorldMap
</WorldMap>
<WorldMap>
worldView
World View
worldViewProj
worldViewProjScreen
worldYear
wrap
WRAP0
WRAP1
WRAP10
WRAP11
WRAP12
WRAP13
WRAP14
WRAP15
WRAP2
WRAP3
WRAP4
WRAP5
WRAP6
WRAP7
WRAP8
WRAP9
wrest the remaining territories from your enemy and claim them for yourself.
xAbstractType
XAxis
XAxisVar
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XIII
.xmb
xMGSPID.DLL
.xml
'<?xml
*.xml
XML parsing error in Fonts2.xml. No fonts will be loaded.
<?xml version="1.0"?>
<?xml version="1.0" encoding="UTF-16"?>
xoffset
xpcap
XPPercentage
XPProgressionString
XPProgressionString2
XPShipmentProgressionString
*.xs
XSAI
XScale
XScaleVar
XS Debugger
XS Debugger (PAUSED)
XS Debugger: '%s' runtime, DataID=%d
XS Debugger: '%s' runtime, DataID=%d (PAUSED)
XS Debugger: '%s' XS runtime, DataID=%d.
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XSpeed
XSpeedVar
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XS Runtimes -->
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xuigadsection.xml
XVII
XVIII
:xX,/;-
XX.XX
YAxis
YAxisVar
YearBased
Year %d
YearEndFameGrant
YearLength
YearMode
Yield
You are transitioning out of this mode, though.
You cannot afford to ransom your explorer.
Your homecity is now at Level %d
* your name
Your regent will have many tasks and missions for you to accomplish, and the degree to which you are successful in completing your missions will determine your success in the game.
You serve in the role of both Explorer and Conqueror, sending expeditions into new territories, establishing cities, forging alliances, and marshalling your troops.
You should check age3log.txt to determine which protounits are not getting remapped, so you can know what unique protounits will not be loaded with this scenario.
YScale
YScaleVar
YSpeed
YSpeedVar
yuigcscoredlg.xml
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ZAxis
ZAxisVar
ZENABLE
ZERO
Zeus
ZFUNC
Zname
zoffset
ZoneStatsClient
zoneStatsVersion
ZoneStats.zone.msn.com
ZS_A1CP
ZS_A1CPK
ZS_A1MP
ZS_A1MPK
ZS_A2CP
ZS_A2CPK
ZS_A2MP
ZS_A2MPK
ZS_A3CP
ZS_A3CPK
ZS_A3MP
ZS_A3MPK
ZS_A4CP
ZS_A4CPK
ZS_A4MP
ZS_A4MPK
ZS_A5CP
ZS_A5CPK
ZS_A5MP
ZS_A5MPK
ZS_AI
ZS_BL
ZS_BR
ZScale
ZScaleVar
ZS_CE
ZS_CG
ZS_CL
ZS_CPOT
ZS_Custom
ZS_CV
ZS_Deathmatch
ZS_EF
ZS_EG
ZS_EGT
ZS_ERT
ZS_ES
ZS_ET
ZS_EU
ZS_EVH
ZS_EW
ZS_GL
ZS_GM
ZS_GT
ZS_GTp
ZS_HC
ZS_HE
ZS_HP
ZS_Human
.zsl
*.zsl
ZS_LT
ZS_M1
ZS_M2
ZS_M3
ZS_MC
ZS_MD
ZS_ME
ZS_MPOT
ZS_MS
ZS_MU
ZS_NL
ZS_NP
ZS_NT
ZSpeed
ZSpeedVar
ZS_PL
ZS_PN
ZS_PT
ZS_RC
ZS_RCL
zsrdgrs
zsredg
zsres
zsrest
zsrgd
zsrgs
ZS_RR
zsrrs
ZS_RS
zsrsv
ZS_RT
ZS_SC
ZS_SH
ZS_SK
ZS_SN
ZS_SP
ZS_SR
ZS_Supremacy
.zst
ZS_TA1
ZS_TA2
ZS_TA3
ZS_TA4
ZS_TA5
ZS_TC
ZS_TechNodes
ZS_TM
ZS_TN
ZS_TR
ZS_TS
ZS_UK
ZS_UL
ZS_Units
ZS_UNSUPPORTED
ZS_VI
ZS_W10
ZS_WR
ZS_XPC
ZS_XPN
ZS_XPT
Ztexture
ZWRITEENABLE
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aavaila
A- %-aw
AbbB i
ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/
(?Ab<H`
Abilities
ability
Ability
ability( int abilityId, int unitID ) : Explorer Abilities use.
A@@blN
a BMI
aBonus
abortCinematic
abortCinematic: abort the current cinematic.
AboutBo
AboutBox
[AB)#RbSj
A Brow
absolute
AbstractArcher
AbstractArtillery
AbstractCavalry
AbstractCavalryInfantry
AbstractDock
AbstractFarm
(?AbstractFish
AbstractFishingBoat
AbstractFort
AbstractFruit
AbstractGunpowderCavalry
AbstractGunpowderTrooper
AbstractHandCavalry
AbstractHandInfantry
AbstractHeavyCavalry
AbstractHeavyInfantry
AbstractHouse
AbstractImperialArmy
AbstractInfantry
AbstractLancer
AbstractLightCavalry
AbstractLightInfantry
AbstractMine
AbstractNativeWarrior
AbstractNugget
AbstractPet
AbstractPikeman
AbstractRailroadStation
AbstractRangedCavalry
AbstractRangedInfantry
AbstractResourceCrate
AbstractSettlement
AbstractSiegeTrooper
AbstractSiegeWeapon
AbstractTemple
AbstractTownCenter
AbstractVillager
AbstractWagon
AbstractWall
AbstractWarShip
AbstractWhale
+aBufe
A buffer overrun has been detected which has corrupted the program's
a) C:
AC 40D
ac6 Ra
aC/alcu
ACameraTrackGadget
.;ACB=9Hb
accelerator
_Accep
AccessCheck
aCCmmCCs
aCCmmsCm
Accuracy
aceVari
aC Food=%6.2f.
/ACg*F
>~achangTtR
+achecksRP`e
ac|jFD
ack?apells"
ackgroun
Acknowledge
ack su
A cliff valley must have at least one waypoint before you add additional random points.
acOcept3
(acoll
A coplanar point may lead to a wide facet. Options 'QbB' (scale to unit box)
aC'PR:
acr]@f
acro [
action
Action
ActionAttack
ActionBuild
ActionEnable
ActionGather
ActionTrain
ActionTrickle
activateOnDown
activateOnUp
Activating Goal/Plan #%d (%s).
active
Active
ActiveHealth
ActiveHealthTypeID
Actual Priority=%d (Desired=%d).
Actual Resource Gatherer Percentages:
AcXF=;YE
|-;AD}(
$^@_*!AD
Ad 2Ha Lc
AD9AT|
A damage template must specify exatly one model!
Adapter %d
Adapter format: %s
=aD;C `
AddAccessAllowedAce
Added to not break old model while new model in development.
AddFontMemResourceEx
additional non-convex ridges
AddResource
AddResourcesFasterWhenOwned
AddResourcesToInventory
"Adds/r
AddToInventory
AddTrain
adeIn5I)
adeIn(<r
adHCInf
AdHVWy _2
adif;fe
adius:
adius);
adju% d
Adjust
AdjustArmy
~Adj?ustEle
@AdjustHP
AdjustPositionOnTerrainCollision
AdjustResource
AdjustSpeed
Adjusts the rate of camera zoom using the mouse wheel in game.
AdjustWindowRect
AdjustWindowRectEx
a d?ropsit
adtoolti
adTo&xJ
@a;D$ u+
aduQscre
Advanced_Artilh
AdvancedFormationUI
AdvanceO5n+
AdvanceOneStep
advapi32.dll
ADVAPI32.dll
ADVAPI32.DLL
//-adv}qd
adyLP^
AE-ArmyList
AE-ArmyName
aecO0 X/SFID
AE-CreateArmy
AE-CreateHerd
AE-DeleteArmy
AE-DeleteHerd
.\aeditorscreen.cpp
.\aeditorui.cpp
AEdpbR
AE-GhostArmy
AE-GhostArmyPlayer
AE-HerdList
AeJo=TjlDzo=TN
Aer+CoK
aerodynamics
AESOEula
aesour
A^ESQpd
A|:E~_^t
AEvK4xK4
'=' af&42!'
|af9|$
A-Fa-f]
-&aFast
=Af[BsB
af#D6Y
aFe_5P
Affect
AffectedByTownBell
aFielAd
A flipped facet occurs when its distance to the interior point is
aFlyby
af?`ri%
After %d retries, input joggled by: %2.2g
a fully
agAbr>LQMotor
.\agadchattextbox.cpp
.\agadgettimeline.cpp
.\agadidlebanner.cpp
\agadN
.\agadscenariosummary.cpp
.\agame.cpp
AGameMinimap
.\agamepowerpanel.cpp
.\agameui.cpp
AGameUI: creating minimap
AGameUI: creating screens
.\agamevictorypointpanel.cpp
Age0British
Age0Dutch
Age0French
Age0German
Age0Ottoman
Age0Portuguese
Age0Russian
Age0Spanish
Age0SPCAct1
Age0SPCAct2
Age0SPCAct3
Age 1
Age 2 Age 2 Anubis
Age 2 Ares
Age 2 Athena
Age 2 Bast
Age 2 Forseti
Age 2 Freyja
Age 2 Heimdall
Age 2 Hermes
Age 2 Ptah
Age 3 Aphrodite
Age 3 Apollo
Age 3 Bragi
Age 3 Dionysos
Age 3 Hathor
Age3Log.txt
Age 3 Nephthys
Age 3 Njord
age3.pdb
.age3rec
.age3sav
.age3scn
Age 3 Sekhmet
Age 3 Skadi
Age 4 Artemis
Age 4 Baldr
Age 4 Hel
Age 4 Hephaestus
Age 4 Hera
Age 4 Horus
Age 4 Osiris
Age 4 Thoth
Age 4 Tyr
ageBoxA
//Age Constants:
Age (%d): %s (%d), Age=%d. TFT=%d
age Id
Agent handling types <%s-%s> would override more specialized agent <%s-%s>
agEo5`prot
Age of Empires 3
agetime
AgeUPAlert
AgeUpgrade
AgFPul
Aggressive
)aGjdRjc
aGmpl!
AgQUQ}
AGroup
AGSMPClientWait
+Ah=0u
aH2HotKey
AHerdEditorGadget
a high
.AhkNul
.AhkNullCollisionFilter
Ah L"S
AHomeC/ity
AHomeCityPicker
;AH} P
ahSylla
;AHu+VW
AH/Z/|
aiActivateOpportunity
aiAttemptResign
aiAutoSavegame
,]aib6e
aiBreakAtStart
aiBreakpointGo( int playerID ): Restart XS execution after the current breakpoint.
aiBreakpointSet( int playerID, string filename, int lineNumber, bool on ): Sets a breakpoint.
aiBreakTreaty
aiBuildWall
aiBuyResourceOnMarket
aiCalculateMostHatedPlayerID
aiCanBuildWall
aiCastGodPowerAtPosition
aiCastGodPowerAtUnit
AICBp
aiChat
AIChat
AIChatDelay
aiChatHistory
aiCommsAllowChat
aiCommsAllowChat( bool flag ): enables or disables the chats from this ai player.
aiCommsGetChatTargetType
aiCommsGetChatVerb
aiCommsGetSendingPlayer
aiCommsGetTargetListCount
aiCommsGetTargetListItem
aiCommsGetTargetLocation
aiCommsSendReply
aiCommsSendStatement
aiCommsSendStatementWithVector
aiCommsSetEventHandler
AI Cost Weights:
aiCreateOpportunity
aidebug
aiDebug
AIDebug
aiDebugBattles
AIDebugGathererToggle
AIDebugGathererToggle()
AIDebugGathererToggle: toggles whether the ai gatherer distribution window is up, refreshing if first showing.
AIDebugI
AIDebugInfo
AIDebugInfoRefresh
AIDebugInfoRefresh : shows the ai debug menu with new data.
AIDebugInfoToggle
AIDebugInfoToggle: toggles whether the ai debug menu is up, refreshing if first showing.
AIDebugOutputToggle
AIDebugOutputToggle()
AIDebugOutputToggle: toggles whether the ai output window is up, refreshing if first showing.
AIDebugPastResourceNeedToggle
AIDebugPastResourceNeedToggle()
AIDebugPastResourceNeedToggle: toggles whether the ai past resource needs window is up, refreshing if first showing.
AIDebugPopToggle
AIDebugPopToggle()
AIDebugPopToggle: toggles whether the ai pop distribution window is up, refreshing if first showing.
AIDebugShowBasesToggle
AIDebugShowBasesToggle()
AIDebugShowBasesToggle: toggles the display of bases
AIDebugShowBattlesToggle
AIDebugShowBattlesToggle()
AIDebugShowBattlesToggle: toggles the display of AI Battles.
AIDebugShowChatHistoryToggle
AIDebugShowChatHistoryToggle()
AIDebugShowChatHistoryToggle: toggles the display of chat history.
AIDebugShowOpportunitiesToggle
AIDebugShowOpportunitiesToggle()
AIDebugShowOpportunitiesToggle: toggles the display of opps.
AIDebugShowPlansToggle
AIDebugShowPlansToggle()
AIDebugShowPlansToggle: toggles the display of plans.
AIDebugTimedStatsToggle
AIDebugTimedStatsToggle()
AIDebugTimedStatsToggle: toggles whether the kb timed stats window is up, refreshing if first showing.
AIDebugToggleBPText
AIDebugToggleBPText()
AIDebugToggleBPText: toggles the showing of Building placement value text.
AI Deck
aiDestroyOpportunity
aiDoesWallExist
aiEcho
AIErro
aiErrorMessage
AI ERROR @%s: No Player Context: %s
AI ERROR @%s: P#%d (??]: %s
AI ERROR @%s: P#%d (%S): %s
aiFindBestAttackGodPowerPlan
aiFindBestOpportunity
aiFindBestTownDefenseGodPowerPlan
AIFishingUseful
.\aifunc
.\aifuncs.cpp
aiGathererDistribution
aiGetAllowBuildings
aiGetAttackResponseDistance
aiGetAutoFarmEscrowID
aiGetAutoGatherEscrowID
aiGetAutosaveOn
aiGetAvailableEconomyPop
aiGetAvailableMilitaryPop
aiGetCaptainPlayerID
aiGetCurrentEconomyPop
aiGetCurrentResourceNeed
aiGetEconomyPercentage
aiGetEconomyPop
aiGetExploreDangerThreshold
aiGetFallenExplorerID
aiGetFarmLimit
aiGetGameMode
aiGetGameType
aiGetGodPowerProtoIDForTechID
aiGetGodPowerTechIDForSlot
aiGetGodPowerType
aiGetHCGatherPoint
aiGetLastCollectedNuggetEffect
aiGetLastCollectedNuggetType
aiGetMarketBuyCost
aiGetMarketSellCost
aiGetMaxLOSProtoUnitLimit
aiGetMilitaryPercentage
aiGetMilitaryPop
aiGetMinNumberNeedForGatheringAggressives
aiGetMinNumberWantForGatheringAggressives
aiGetMostHatedPlayerID
aiGetNumberIdlePlans
aiGetNumberTeams
aiGetOpportunityLocation
aiGetOpportunityRadius
aiGetOpportunitySourceID
aiGetOpportunitySourceType
aiGetOpportunityTargetID
aiGetOpportunityTargetPlayerID
aiGetOpportunityTargetType
aiGetOpportunityType
aiGetPauseAllAgeUpgrades
aiGetPersonality
aiGetPoliticianChoice
aiGetPoliticianListByIndex
aiGetPoliticianListCount
aiGetPopNeeds
aiGetResourceBreakdownNumberPlans
aiGetResourceBreakdownPercentage
aiGetResourceBreakdownPlanPriority
aiGetResourceGathererPercentage
aiGetResourceGathererPercentageWeight
aiGetScore
aiGetWallRadius
aiGetWaterMap
aiGetWorldDifficulty
aiGetWorldDifficultyName
aiGoalGetIDByIndex
aiGoalGetNumber
aiHCCardsBuyCard
aiHCCardsCanIBuyThisCard
aiHCCardsFindBestCard
aiHCCardsGetCardAgePrereq
aiHCCardsGetCardCount
aiHCCardsGetCardLevel
aiHCCardsGetCardTechID
aiHCCardsGetCardUnitCount
aiHCCardsGetCardUnitType
aiHCCardsGetTotal
aiHCCardsIsCardBought
aiHCDeckActivate
aiHCDeckAddCardToDeck
aiHCDeckCanPlayCard
aiHCDeckCardGetCardCount
aiHCDeckCreate
aiHCDeckGetCardAgePrereq
aiHCDeckGetCardLevel
aiHCDeckGetCardTechID
aiHCDeckGetCardUnitCount
aiHCDeckGetCardUnitType
aiHCDeckGetNumberCards
aiHCDeckPlayCard
aiHCGetNumberDecks
AIHCLevel
aiIsMapType
aiIsMultiplayer
AILocSelect
aiMapNameOverride
ain err
aiNormalizeResourceGathererPercentages
aiNormalizeResourceGathererPercentageWeights
`AInpuQt]L
aiNumberUnassignedUnits
aiNumberUnassignedUnitsByGoal
a?Io/H
aiOpportunities
aioutput
aiPastResourceNeeds
aiPersonalityCreatePlayerHistory
aiPersonalityGetDidIWinLastGameVS
aiPersonalityGetGameFirstAttackTime
aiPersonalityGetGameResource
aiPersonalityGetGameUnitCount
aiPersonalityGetNumberPlayerHistories
aiPersonalityGetPlayerGamesPlayed
aiPersonalityGetPlayerHistoryIndex
aiPersonalityGetPlayerHistoryName
aiPersonalityGetPlayerUserVar
aiPersonalityGetRushBoom
aiPersonalityGetTotalGameWins
aiPersonalityOverride
aiPersonalityResetPlayerHistory
aiPersonalitySetPlayerUserVar
aiPlanAddUnit
aiPlanAddUnitType
aiPlanAddUserVariableBool
aiPlanAddUserVariableFloat
aiPlanAddUserVariableInt
aiPlanAddUserVariableString
aiPlanAddUserVariableVector
aiPlanAddWaypoint
aiPlanCreate
aiPlanDestroy
aiPlanDestroyByName
aiPlanGetActive
aiPlanGetActualPriority
aiPlanGetAllowUnderAttackResponse
aiPlanGetAttack
aiPlanGetBaseID
aiPlanGetDesiredPriority
aiPlanGetEconomy
aiPlanGetEscrowID
aiPlanGetID
aiPlanGetIDByActiveIndex
aiPlanGetIDByIndex
aiPlanGetIDByTypeAndVariableType
aiPlanGetIDSubStr
aiPlanGetInitialPosition
aiPlanGetLocation
aiPlanGetMilitary
aiPlanGetName
aiPlanGetNoMoreUnits
aiPlanGetNumber
aiPlanGetNumberUnits
aiPlanGetNumberUserVariableValues
aiPlanGetNumberVariableValues
aiPlanGetOrphan
aiPlanGetState
aiPlanGetType
aiPlanGetUnitCost
aiPlanGetUnitStance
aiPlanGetUserVariableBool
aiPlanGetUserVariableFloat
aiPlanGetUserVariableInt
aiPlanGetUserVariableString
aiPlanGetUserVariableVector
aiPlanGetVariableBool
aiPlanGetVariableFloat
aiPlanGetVariableInt
aiPlanGetVariableString
aiPlanGetVariableVector
aiPlanRemoveUserVariable
aiPlanRemoveUserVariables
aiPlanRemoveUserVariableValue
aiPlanRemoveVariableValue
aiPlanSetActive
aiPlanSetAllowUnderAttackResponse
aiPlanSetAttack
aiPlanSetBaseID
aiPlanSetDesiredPriority
aiPlanSetEconomy
aiPlanSetEscrowID
aiPlanSetEventHandler
aiPlanSetInitialPosition
aiPlanSetMilitary
aiPlanSetNoMoreUnits
aiPlanSetNumberUserVariableValues
aiPlanSetNumberVariableValues
aiPlanSetOrphan
aiPlanSetRequiresAllNeedUnits
aiPlanSetUnitStance
aiPlanSetUserVariableBool
aiPlanSetUserVariableFloat
aiPlanSetUserVariableInt
aiPlanSetUserVariableString
aiPlanSetUserVariableVector
aiPlanSetVariableBool
aiPlanSetVariableFloat
aiPlanSetVariableInt
aiPlanSetVariableString
aiPlanSetVariableVector
aiPlanSetWaypoints
AIPM::createPlan: Addition to mMainPlans failed.
AIPM::createPlan: Addition to mPlans failed.
AIPM::createPlan: Addition to parent failed.
AIPM::createPlan: %d is invalid type.
AIPM::createPlan: Invalid KB.
AIPM::createPlan: No plan created.
AIPM::createPlan: NULL planName.
AIPM::createPlan: '%s' is already in use by planIndex=%d.
AIPM::createPlan: '%s' is too long for a plan name.
aiPopDistribution
aiPopulatePoliticianList
\aipout.c
aiQueueAutoSavegame
aiRandInt
aiRandLocation
aiRandSetSeed
aiRansomExplorer
_Aircra
Aircraft
_Aircraft
airDensity
aiRemoveResourceBreakdown
AIRenderOpportunities
aiResign
aiResourceIsLocked
aiResourceLock
aiResourceUnlock
Airfield
Airfields
AirStrike
AirwV4
aiSellResourceOnMarket
aiSendChatToAllies
aiSendChatToEnemies
aiSendChatToEveryone
aiSetAllowBuildings
aiSetAutoFarmEscrowID
aiSetAutoGatherEscrowID
aiSetAutoGatherMilitaryUnits
aiSetDefaultStance
aiSetEconomyPercentage
aiSetEconomyPop
aiSetExploreDangerThreshold
aiSetFarmLimit
aiSetHandler
aiSetHCGatherPoint
aiSetMaxLOSProtoUnitLimit
aiSetMilitaryPercentage
aiSetMilitaryPop
aiSetMinArmySize
aiSetMinNumberNeedForGatheringAggressvies
aiSetMinNumberWantForGatheringAggressives
aiSetMostHatedPlayerID
aiSetOpportunityLocation
aiSetOpportunityRadius
aiSetOpportunityScore
aiSetOpportunityTargetID
aiSetOpportunityTargetType
aiSetPauseAllAgeUpgrades
aiSetPoliticianChoice
aiSetRandomMap
aiSetResourceBreakdown
aiSetResourceGathererPercentage
aiSetResourceGathererPercentageWeight
aiSetWaterMap
aiSetWorldDifficulty
aiShowBPValueText
AIStatementsAsChat
aiSwitchMainBase
aiTaskUnitBuild
aiTaskUnitDelete
aiTaskUnitMove
aiTaskUnitResearch
aiTaskUnitSpecialPower
aiTaskUnitTrain
aiTaskUnitWork
aiTimedStats
aiTreatyActive
aiTribute
aiUnitGetTactic
aiUnitSetTactic
AIvsAI
aiwFil
aiW's
;\a-/je
AJe.1&!
=AJ(N*
AJPy=HkPicap
~aj U9`
=ajyl5-
@Akaiser
aKxi`bmg
al4 dy
alaQ+`=M?
al,[ax<R
.\alayout.cpp
`alcHgDF!
a lens-shaped component, these points were not verified. Use
alEspad
Aligne
alignResources
alignResources() : realigns all resources in the world to tile boundaries
alignSelectedUnits
alignSelectedUnits() : realigns all selected units to tile boundaries
aligns resource placement in the editor.
aLimCit
aliveState
alizedWi
allactions
allDLL
Al?loc
AllocateAndInitializeSid
A/llow-
AllowAttackResponse=%d, UnitStance=%d.
AllowAutoGarrison
allowDoubleClick
AllowedAge
AllowedHeightVariance
allowGa
allowGaia
allowMultipleBinds
AllowRetreat
allowRightClick
allowRotation
Allows accelerator timer victory
Allows auto creation of colony wall.
allows debugger to pop up on errors when generating random maps
Allows projectiles to do friendly fire. Must have ballisticCollateralDamage turned on to work.
Allows the cloth flags to be team colored.
allowTeamColony
- all ridges:
all %sfacets. Will make %2.0f distance computations.
ALLY_` AN
AllyRequest
alNeedl
alOceanW
alog wituh
ALooP`
aLo}wE
al;Pax
AlphaFadeLifespan
alphaFadeTime
alphaObscuredUnits
alphaObscuringUnits
alph?a poly
alphaSo
alphaSort
alphatest
AlphQa
alryArch
alse (0S
al_SOtart
ALSUV3
@@;Alt
alternate frame
alternate host port
AlwaysActive
AlwaysCheckCollisions
alwaysCopyUpSaves
alwaysDrawCursor
AlwaysFullColorAsCursor
alwaysLogSync
AlwaysPlotSquads
AlwaysShowAsSocket
AlwaysShowButton
alwaysShowWindowsCursor
alwaysUseEasyDragMilitary
am::add_Sync
amageFir
.\amain.cpp
.\amaingamescreen.cpp
Amalgamation
Ambient
ambientColor
ambientColor2
ambientColor2([integerR] [integerG] [integerB]) : Set ambient color 2 to given RGB (0-255)
ambientColor([integerR] [integerG] [integerB]) : Set ambient color to given RGB (0-255)
ambienteffects.xml
ambientGetColor
ambientGetColor : Get ambient color
am canno
ameluk
ametrics
ameType
)~(aMm;
?a moB
, <&aMod
@Amoun{
Amou nQ
amount
ampaignS
AMPAvatarPersonaDlg
AMPBanner
AMPChatBrowser
AMPChatRoom
AMPClanPage
.\ampcommunitypage.cpp
AMPESOCommunityPage
.\AMPESOGadHelper.cpp
AMPFriendsChat
AMPGCGameSetupPage
AMPHCPage
.\AMPHCPage.cpp
AMPHCPage-CustomizeButton
AMPHCPage-DeckBuilderButton
AMPHCPage-ExitButton
AMPHCPage-HCUIContainer
AMPHCPage-HCViewContainer
AMPHCPage-HCViewer
AMPHCPage-Loading-CancelButton
AMPHCPage-LoadingScreen
AMPHCPage-ManageDlgContainer
AMPHCPage-UpgradeButton
AMPHomeCityUI
AMPLad
AMPLadderBrowser
AMPLadderView
amplerP
AMPManageHCDlg
.\AMPManageHCDlg.cpp
AMPNavBar
AMPNavigationBar-ExitButton
AMPNavigationBar-ScrollBar
AMPNavigationBar-ScrollDown
AMPNavigationBar-ScrollUp
A?mposit
AMPPageBrowser
AMPPageBrowser-Page
AMPPageBrowser-Slider
AMPPasswordDlg
AMPPersonaPage
.\AMPPersonaPage.cpp
AMPQuickSearchPage
AMPQuickSearchPage-CloseTeamSearchButton
.\AMPQuickSearchPage.cpp
AMPQuickSearchPage-HomeCity-Banner
AMPQuickSearchPage-HomeCity-ExplorerName
AMPQuickSearchPage-HomeCity-FlagButton
AMPQuickSearchPage-HomeCity-Level
AMPQuickSearchPage-HomeCity-Name
AMPQuickSearchPage-HomeCity-Portrait
AMPQuickSearchPage-MatchPanel
AMPQuickSearchPage-MatchPanel-Dialog-Avatar1
AMPQuickSearchPage-MatchPanel-Dialog-Avatar2
AMPQuickSearchPage-MatchPanel-Dialog-Avatar3
AMPQuickSearchPage-MatchPanel-Dialog-Avatar4
AMPQuickSearchPage-MatchPanel-Dialog-Avatar5
AMPQuickSearchPage-MatchPanel-Dialog-Avatar6
AMPQuickSearchPage-MatchPanel-Dialog-Avatar7
AMPQuickSearchPage-MatchPanel-Dialog-Avatar8
AMPQuickSearchPage-MatchPanel-Dialog-CancelButton
AMPQuickSearchPage-MatchPanel-Dialog-TextBox-Text2
AMPQuickSearchPage-MatchSetting-ExpandSearchButton
AMPQuickSearchPage-MatchSetting-ExpandSearchLabel
AMPQuickSearchPage-MatchSetting-FilterDropdown
AMPQuickSearchPage-MatchSetting-GameTypeDropdown
AMPQuickSearchPage-MatchSetting-MatchClanButton
AMPQuickSearchPage-MatchSetting-MatchFriendsButton
AMPQuickSearchPage-MatchSetting-TeamSizeDropdown
AMPQuickSearchPage-OpenTeamSearchButton
AMPQuickSearchPage-RecordMatchButton
AMPQuickSearchPage-StartMatchButton
AMPQuickSearchPage-TeamSearchPanel
AMPSetupScreen
.\ampsetupscreen.cpp
AMPStatus
AMPStatus-Avatar
AMPStatus-Container
AMPStatus-Idle
AMPStatus-Idle-Build
AMPStatus-Idle-Online
AMPStatus-Matchmaking
AMPStatus-Stats
AMPStatus-UserName
AMPTicker
AMPTicker-Image1
AMPTicker-Image2
AMPTicker-text
AMPTicker-Ticker1
AMPTicker-Ticker2
aMSR2
An8 3oD ag7@st
anager c_onfig
analog
an'celD
anchorTooltipAutomatic
anchorTooltipBottomLeft
anchorTooltipBottomRight
anchorTooltipTopLeft
anchorTooltipTopRight
*, AND
and at-infinity
and distance:
AndToolsJS%M
ANED 61r,'
anel-Dia#lo
anel-hom
aneouGsly
Angle-postmerge
Angle-postmerge-with-random
Angle-premerge-
Angle-premerge-with-random
angles computed for ridge convexity
angle tests for repartitioned coplanar points
angularConstrainedDOF
angularDamping
angularVelocity
an handl
anim[0Mr
Animal
AnimalPredator
AnimalPrey
AnimalReactive
animate
animateMesh
Animation Control
animationgadget
AnimationLooped
AnimationRate
animationslider
AnimBlendBone
AnimDir
animdlg-addbutton
animdlg-animlist
animdlg-beginbutton
animdlg-dummyselect
animdlg-endbutton
animdlg-footsteptagdlg
animdlg-footsteptagdlg-footprintboneedit
animdlg-footsteptagdlg-footprinttypeselect
animdlg-modelvarselect
animdlg-particletagdlg
animdlg-particletagdlg-message
animdlg-particletagdlg-particlesetselect
animdlg-playbutton
animdlg-plusbutton
animdlg-progressslider
animdlg-releasebutton
animdlg-reloadbutton
animdlg-removebutton
animdlg-savebutton
animdlg-soundsettagdlg
animdlg-soundsettagdlg-loopcheck
animdlg-soundsettagdlg-ownercheck
animdlg-soundsettagdlg-soundsetselect
animdlg-soundsettagdlg-visiblecheck
animdlg-soundtagdlg
animdlg-statustext
animdlg-stepbackbutton
animdlg-stepforwardbutton
animdlg-tagbutton
animdlg-taglist
animdlg-tagtypedlg
animdlg-tagtypedlg-cancelbutton
animdlg-tagtypedlg-okbutton
animdlg-tagtypedlg-typeradios
animdlg-usesimskeleton-checkbutton
animdlg-versionlist
animdlg-zoombutton
AnimFile
ANIMFILE
ANIMFILE ERROR (%S):Couldn't parse AssetReference in component %S
ANIMFILE ERROR (%S):Couldn't parse Logic in component %S
ANIMFILE ERROR (%S):Failed to allocate water splash info for component %S.
ANIMFILE ERROR (%S):Failed to create attach link in anim %S
ANIMFILE ERROR (%S):Failed to create attach link in component %S
ANIMFILE ERROR (%S):Failed to create linksection link in component %S
ANIMFILE ERROR (%S):Failed to create sub-model link in component %S
ANIMFILE ERROR (%S): Failed to parse decal info for component %S.
ANIMFILE ERROR (%S): Invalid dimensions for decal
animgadget
Anim is GetUp, doing nothing.
Anim is not GetUp, setting anim to GetUp.
AnimLengthOverride
animOsHz
animRate
animStateMachine
AnimStateMachine
anI~rA
anksForCsoi
Annotati
AnnounceConversion
AnnounceDestruction
AnnounceFoundationStarted
ANo File Specified
aNorma
anQuar
An! S
ansportU
Antialiased
antiBlurReduction
ANTOM_CA
antTe?rrain5B
ANuggetEditorGadget
anWarMi
anyD1h
anyState
<aoDSca
*aoff mapx4oFoWeHerd
aOffX@
{a, op
A_OqBu
aosjh?
AoSoeowo
AOSOeOwO
:AoutoS
|';AP}"
Ap1ExUQpXZX
Ap9At|
APasM Asc
" /ap-\bt#
APdoebug
APE_USER
>APField
A]pGuGn
aPitch)
{appearance {+edge -evert linewidth 2} LIST # %s | %s
{appearance {+edge -face} OFF %d %d 1 # Voronoi centers and cells
{appearance {-edge -normal normscale 0} {
{appearance {linewidth 3} LIST # %s | %s
{appearance {-normal -edge normscale 0}
ApplyHandicapTraining
ApplyL
applyLightingSet
applyLightingSet([name]) : Applies a Lighting set
Approximate
app@ s
AP@@QAE@
apscul
APU82d2
aQcloseOn7ESC
aQ.\gad
aQ@m p
aQ Pd,
*AQ"qA
a[QQg50
a quiD
a RAID b
arBindFr
- area: %2.2g
areacolor
AreaDamageConstant
Area=%d, AreaGroup=%d.
Area %d does not exist!
AreaGroup
AreaGroupID
//AreaGroup Types:
AreaID
AreaIDs
areaIncrementAreaToRender
areaIncrementAreaToRender( int playerID ): increments the area to render.
Area must have a name.
Area names must be unique! Area %d is already named '%s'.
AR>=eapv
Area '%s' (%d), clamping negative max size to 0
Area '%s' (%d), clamping negative min size to 0
//Area Types:
Aregb`
A<REnem
a!rerc
Arg list too long
ArgpM2
Ariddp
a ridge with more than two neighbors
arioDefO
arioNo}C
ARk?`t
Arktid
Armies: %d armies.
ArmorPlating
arms AND
Army ~
Army[%02d]: ID=%d, %d units.
Army[%02d]: ID=%d, INVALID.
armyBanner
#armykID
ArmyPIp
arpshoo
Arra-y
array %d is invalid.
arrayID
arrayID %d doesn't point to a %s array.
arrayID %d doesn't point to a valid array.
array with that name already exists.
arrowdown
ARROWED!!.
arrowleft
arrowr
arrowright
arrowup
_a $`rt
art1.bar
art2.bar
art3.bar
art.bar
ArtificialFertilizer
ArtilleryDepot
ArtilleryDepotAccel
artImp
artM@U
art\ui\core_ui\cm_middle_button
arVelo
ar( void
arydlg-s
?/?A?S?
///A/S/
A?S3eaPd
as an in
as\blac
AScenarioSummaryGadget
AscentHeight
"AsCuras
]As D5
aseCor
A security error of unknown cause has been detected which has
ASE DATA
As @eH
{aSeptyeAu
_/_A_S_e_w_
?/?A?S?e?w?
/_A_S_e_w_
/?A?S?e?w?
///A/S/e/w/
//A/S/e/w/
A_S_e_w_
A?S?e?w?
A/S/e/w/
A'%S h
ashbuck
askirm
.\askirmishscreen.cpp
AsPosj`B
AsquadoMode
_a"S;rn?Failurr
- assAo
Assault
Assert Disabled file:%s line:%d
assign
Assign
AssignItem
ASS, Len
asso|B
a_ssoci
ass=uj"1.0. BJ
. AssuN
a star
AStb`ght
aStD@st
astErro3
asUnit
`a!sUq
A\SUV3
Asymbol
A`<+t`<*
At &
At & %2.5g CPU secs, qhull has created %d facets and merged %d.
At & %2.5g CPU secs, qhull has merged %d facets. The hull
atabas
ATA[Fa"
At a premature exit due to 'TVn', 'TCn', 'TRn', or precision error.
^Atc@Sub<
atEfficiWenc
ateFrom
atemppop
aTenso
ATO0\QD
at offset:
"AtPoJ
A trade route must have at least one waypoint before you add additional random points.
ATriggerArmyGadget
ATriggerGadget
ATrigGroupEditor
at %s
a_T-sQ;T
Attach
ATTACHPOINT
Attack
AttackAction
AttackAlly
AttackEnemy
AttackExplicitBaseID
attackFromPointToPoint
AttackGAIA
Attacking
AttackLOSModifier
attackMove
Attack notification alpha.
AttackNotificationAlpha
AttackNotificationDist
AttackNotificationDuration
Attack notification size.
Attack notification time.
AttackNotificationTime
Attack P:%d
//Attack Plan Variables:
AttackPlayerID
AttackPoint
AttackPointEngageRange
AttackRevealer
AttackRouteID
AttackRoutePattern
AttackRoutePatternType
//Attack Routes:
AttackSelf
AttackStartFrequency
AttackStartTime
AttackStrategy
//Attack Strategy Plan Variables:
Attack Target Selector
AttackTypeID
AttackXport
Attacqk
Attempting to set SLI Mode to AFR.
Attempting to set SLI Mode to single GPU.
attleD
attlefie
attl[eM
Attrib
attribb1
attribu
Attribute 'encoding' expected
Attribute 'standalone' expected
Attribute 'version' expected
&aTut#
AT_WAKE
atxHtfHt'Ht
atyE:|
% a!@u
aU1iT and
Au _^]3
AuahUt
aU# d3d
August
AUNCHP
ause I cEa
AuthenticAMD
auto-
AutoAttack
AutoAttackRange
AutoBase%dPlayer%d
AutoBuild
AutoBu_ildin
autobuilding
autoBuilding
autoClose
autoComputeTargetFrameB
AutoConvert
`AutoE
autoFormationFormDistance
autoFormationMergeDistance
autoFormationVelocityDifferentialCutoff
AutoGather
AutoGatherType
AutoGenerated
AutoGP%s%s
AutomaticFormationDestDecalTimeout
AutomaticFormationOutline
AutomaticFormations
AutomaticFormationSelection
autoPatcherDialog-confirmdialog
autoPatcherDialog-confirmdialog-OKButton
autoPatcherDialog-confirmdialog-prompt
autoPatcherDialog-StatusText
autoPatchFile
autopatch file name
autopatch max download packet size
autoPatchMaxPacketSize
autopatch retry count
autoPatchRetryCount
autoPatchRetryDelay
autopatch retry delay in milliseconds
autopatch URL
autoPatchURL
AutoRepair
AutoRepairUnit
AutoRepairUnitCancel
AutoRepairUnitInvalid
autoReverse
AutoSaveScenario
:AutoSaveTime
AutoScreenshotOnly
auto select
AutoTrainBoats
AutoUpdateAttackPlayerID
AutoUpdateBase
AutoUpdateState
autoUpdateURL
autoUpdate URL
AutoUseGPs
$;:AV-
Availabl
available for 4-d output (ignored). Could use 'GDn' instead.
Availai
a valid
a valid}
,@Ava:S
avatar_00000000T000000Z.xml
AvatarBar
avatar_*.xml
.?AV_c
.?AV_com_error@@
A( ve|
ave. additional non-convex ridges per iteration
ave. angle to ridge
ave. clearly better
ave. coplanar search
ave. distance of a new vertex to a facet (not 0s)
ave. distance of midpoint to ridge
ave. distance tests per check
ave. distance to ridge
ave. facets deleted per iteration
ave. facets per cycle
ave. facets tested
ave. horizon facets per iteration
ave. initial non-convex ridges per iteration
ave. new facets created (may be deleted)
ave. new or merged facets per iteration
ave. number found per vertex
ave. number of ridges per tested vertex
average angle (cosine) of facet normals for all ridges
average merge distance
average merges per facet (at most 511)
average new facet balance
average number of neighbors per facet
average number of neighbors per vertex
average number of ridges per facet
average number of tests per subridge
average number of tests to match a ridge
average number of vertices per facet
average of 1000 random integers (%.2g) is much different than expected (%.2g).
average partition balance
AverageSpeed
A vertex appears twice in a edge list. May occur during merging.
ave. visible facets per iteration
ave. visible facets without an horizon neighbor
ave. visible vertices per iteration
aVgTvQ
avifil32.dll
AVIFIL32.dll
AVIFileExit
AVIFileRelease
AVIStreamRelease
AVIStreamWrite
AvmuHa6
avNbtr
Avoid(
avoidflowcontrol
AvoidingAttackedAreas
`avoidS
?AVtype
.?AVtype_info@@
A[} w;#
aW0dosn'X
away son
|};A\}x
ax 255 c?hars),a
AX@;F@|
aximum
aximumAIOCost
aximumPr
axisYa<r
axleInA
axleInB
axTileOfAf-
Ax#?uN}*
aY@ialo
ayK0z/
Az ]_^2
AzK4U{
Aztec,
AztecI
Aztecs
a=Z"th
#|?&b>
B 02CV
B02F6T
b\0hw#bi[
;B0s V
;B0s
)b1OAP
b?2matcheT
B2?UInput
@/B^39VVxdV
B3d(qTs@
? B(4;
&%B474+
B4f;E4
;B4s V
;B4s
b5'Kffgi
&& !b6
B6{L1fQ4
b7t."6
B'%.81"
;B8s V
;B8s
'-B8Vv$8I
_BaB'_!
BaCdF+d-
backBufferCount
Backbuffer format: %s
BackCliffDistMax
BackCliffDistMin
backCliffProb
Backgr
Bac?kgroun
background
Background
backgroundAlpha
BackgroundAlpha
backgroundColor
backgroundMesh
BackgroundOffset
BackgroundOutline
BackgroundShadow
back !m
backMH
backShap
backspace
Back speed of foam strip (1.0f = wave speed)
backstepAllowPenetrationDepth
backstepIncrementalPenetration
BackToWork
Backup
BackwarAd
Bad address
BadAgainstStringID
Bad file descriptor
BadFilename
Bad player location %f,%f
Bad proto unit %S in ambient effect.
Bad trade route def name passed in!
Bage,k
BAIChatModerator::processRuleDeclaration - invalid rule specifcations.
BAIChatModerator::processRuleDeclaration - invalid rule type in node.
BAIChatModerator::processRuleDeclaration - no rule type specified for node.
bAkaisse
_bak.xm
Ballistic
BallisticBounceProto
ballisticFriendlyDamage
BallisticHeightBonusPercent
BallisticImpactProto
BallisticPhysicsFadeDelay
ballisticPrecalcHits
BallisticSplashProto
BallisticSync
bandwidthCL
bangM
BAnimStateEvent -- '%S' was unexpected.
BAnimStateInfo -- unknown animation type '%S'
BAnimStateMachine -- '%S': duplicate state, ignoring second instance.
BAnimStateMachine -- '%S' was unexpected.
BAnimState -- '%S' was unexpected.
bannerProto
Barracks
BarracksAccel
BaseAttackMode
Base circle selection size.
basedebug
Base%dP@
BaseID
BaseID=%d.
basepercent
Base system initialized.
BaseT;er
baseType
B^a?s.h
BasisG
Bastion
basYe(
batcherPrivateIBSize
batcherPrivateVBSize
BatchSize
BatchTrainNumber
bAttack
battle
Batt#le
battleCries
BattleDin
BattleMusicTrigger
B$;A-
bautobu
Bawldr
Bayonet
{~,,bB
B!Bapd
bB?hTy
}BBpews
Bbt.KJ
|b;C$}]
,% ~Bc'
bc3luup
bCap2p
,BC@ C@j1"1b1
BChatSet::loadChatSets() - no name specified for chatset
BChatSet::processChatSetDeclaration() - Unable to create chatset.
BChatSet::processSentenceDeclaration() - unable to allocate a sentence entry!
BChatSet::processSentenceDeclaration() - unknown child node (%s)
BChatSet::processTagDeclaration() - unable to allocate a chat entry!
BChatSet::processTagDeclaration() - unknown nameType specified for tag declaration (%s) VALUE OUT OF RANGE
BCivPickcer
BCivPickerDlg
B@ckI9n
--- BConst::dump: Name: "%s"
BCRM
BCRMO
BD3! Outp
BD9D
BD9(u6
&bDau_
bdefd7(
bdescrip~
BdHLle
b_dim0v
BDrawDum
;Bds%V
BDUVW3
Be;0nima
(be3st
.BE.5h
bEbSHSr
been dt`
Bef!er`f'
BEFORE A
BeginPaint
BeginTurretRotation
b\eg`%q/nqd
BellTCi oR(
below %2.2g of the nearest %sfacet.
be play
BEpnso
berPlay/
BestDangerArea
BestDangerValue
best merges used centrum instead of vertices
between f%d and f%d
bevelButton
bevelInArt
bevelOutArt
BeWelded^1
!-bexpli
bExpre
bf=@Lo
bFMT_UY
,bfN^HE
BGadgetPlayerCommsPanel
BGameMessageBox
BGameStream::addSync error saving SyncUpdate
BGameStream::addUpdate addCamera() error
BGameStream::addUpdate addCommandAmount() error
BGameStream::addUpdate addCommand() error
BGameStream::addUpdate addSelectedUnitAmount() error
BGameStream::addUpdate addSelectedUnit() error
BGameStream::addUpdate addSync() error
BGameStream::addUpdate addUpdateTime() error
BGameStream::addUpdate - missing mSyncUpdate
BGAmeStream::getFileMarkerPost error validating chunk
BGameStream::getSync error loading SyncUpdate
BGameStream::getUpdate getCamera() error
BGameStream::getUpdate getCommandAmount() error
BGameStream::getUpdate getCommand() error
BGameStream::getUpdate getSelectedUnitAmount() error
BGameStream::getUpdate getSelectedUnit() error
BGameStream::getUpdate getSync() error
BGameStream::getUpdate getUpdateTime() error
BGameStream::getUpdate outletBeginUpdate() error
BGameStream::getUpdate outletEndUpdate() error
BGameStream::getUpdate !readExpectedTag
BGameStream::getUpdate update parm is null
BGameStream::getUpdate !validateChunkRead
BGameStream::getUpdate v != update->getCommandAmount()
BGameStream::getUpdate v != update->getSelectedUnitAmount()
BGmixB
|B;H,}=
bHavok
BHK_NU
@B^ ho
[BI2`O
Bi7tOR
bidden
BiEpul
b ieu1\I
bigTerrainCache
bility
_BinkClose@4
_BinkCopyToBufferRect@44
_BinkDoFrame@4
_BinkNextFrame@4
_BinkOpen@8
_BinkOpenDirectSound@4
_BinkSetSoundSystem@8
_BinkShouldSkip@4
binkw32.dll
_BinkWait@4
)'@ip
BirdMove
BitAND
BITARTSNZWR
BITARTSymgnptmkpc
BitBlt
Bit Depth
BJimmy2
`^B)jOx
bK |
BKbhTb~
BKbhTb~XBK!;
BKqD-d
blackman
@@blackman
blackmap
blackmap([integerState]) : toggles or sets unexplored black map rendering.
blah blah blah
BlendMove
BlendOrder
BlendTexture
bleShad2
BLettSer
Blgend
Blockade
Blocker
BlockHcTransport
Blockhouse
BlockhouseAccel
blockModeRendering
blockSize
BlockTrainCount
BlockVP
blogs o
BloodFlow
BloodOnDeath
BlPUWV
BLPWVS
;BLs%V
bluepri
blueprint
Blunderbuss
b 0!FMR
bM ghl
bMi{sc,
bmissing
BModel::parseAnimTag: Bad AnimTagEventType: %s.
BModel::parseAnimTag: Could not load particle file: %s.
BModel::parseAnimTag: No tag callback set.
BModel::parseAnimTag: No type attrib.
BMPConnectDialog
BMPESO
BMPESOCreateAccountDialog
BMPESOFriends
BMPESOGameList
BMPESOHCPickerDlg
BMPESOLoginDialog
BMPESOMatchHCPickerDlg
BMPESOScreen
BMPGameSetupPage
BMPLoginScreen
|$,BMt
BM`tur
B]mYg]
#B^N@kdow
B(null)
bo4)b/`z
boatAnimation
BoatManager
BOAT_WAKE
bodyAr
bodyArray
Bogugh
Bombard
BombardAttack
Bone_ShadowClip
BonusUnitCreated
Bookcpp
Bookkeeping
bookmarkinterval
<bool>
&?([bool
Bool].
bool aiBreakTreaty(int escrowID): breaks the treaty using funds from the given escrow.
bool aiBuildWall(int buildingID, int escrowID): builds walls around the specified building's colony using the specified escrow.
bool aiBuyResourceOnMarket( int resourceID): buys (+100) the given resource.
bool aiCanBuildWall(int buildingID, int escrowID): returns whether it is allowed to build a wall around the specified building's colony, and whether the player can afford it from the specified escrow.
bool aiCastGodPowerAtPosition( int godPowerTechID, vector pos): Casts the given God power tech, at the specified position.
bool aiCastGodPowerAtUnit( int godPowerTechID, int unitID): Casts the given God power tech, at the specified unit.
bool aiCommsSetEventHandler(string handlerFunctionName ): Sets the handler for the communications system (invalid name unsets the handler).
bool aiDoesWallExist(int buildingID): returns whether a wall exists around the specified building's colony.
bool aiGetAllowBuildings( void ): Returns allow buildings on/off.
bool aiGetAutosaveOn(): returns whether or not its cool to turn ai autosaves on.
bool aiGetPauseAllAgeUpgrades(): gets the pause all age upgrades flag from the AI.
bool aiGetWallRadius(int buildingID): returns the wall radius for the specified building's colony.
bool aiGetWaterMap(): Tells us if the AI thinks this is a water map or not.
bool aiHCCardsBuyCard(int cardIndex): Buy this card now
bool aiHCCardsCanIBuyThisCard(int deckIndex, int cardIndex): Can I buy this card now?
bool aiHCCardsIsCardBought(int cardIndex): Has the cardindex been bought yet?
bool aiHCDeckActivate( long deckIndex ): Makes the deckIndex the current active HC deck.
bool aiHCDeckCanPlayCard( long cardIndex ): Can we play this card from the given deck?
bool aiHCDeckCardGetCardCount( long deskIndex, long cardIndex ): Gets how many cards of this type we can send. -1 mean infinite.
bool aiHCDeckCreate( string ): Create a new HC Deck with the given name.
bool aiHCDeckPlayCard( long cardIndex ): play this card.
bool aiIsMapType(string -see 3 constants at right-):Is this a certain maptype or not. (AIFishingUseful, AITransportRequired, AITransportUseful)
bool aiIsMultiplayer(): returns true, if this is a multiplayer game.
bool aiPersonalityGetDidIWinLastGameVS(int playerHistoryIndex)
bool aiPersonalityResetPlayerHistory( int playerHistoryIndex ): Resets the given player history.
bool aiPersonalitySetPlayerUserVar( int playerHistoryIndex, string userVarName, float val ): sets the value, given the playerHistoryIndex, userVarName (max 255 chars), and value.
bool aiPlanAddUnit( int planID, int unitID ): Adds a unit to the plan.
bool aiPlanAddUnitType( int planID, int unitTypeID, int numberNeed, int numberWant, int numberMax ): Adds a unit type to the plan.
bool aiPlanAddUserVariableBool( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan.
bool aiPlanAddUserVariableFloat( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan.
bool aiPlanAddUserVariableInt( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan.
bool aiPlanAddUserVariableString( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan.
bool aiPlanAddUserVariableVector( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan.
bool aiPlanAddWaypoint( int planID, vector waypoint ): Adds the waypoint to the given plan.
bool aiPlanDestroyByName( string name ): Destroys the plan of the given name.
bool aiPlanDestroy( int planID ): Destroys the given plan.
bool aiPlanGetActive( int planID ): Gets the active-ness of the given plan.
bool aiPlanGetAllowUnderAttackResponse( int planID ): Gets the UA response-ness of the given plan.
bool aiPlanGetAttack( int planID ): Gets the attack flag of the given plan.
bool aiPlanGetEconomy( int planID ): Gets the economy flag of the given plan.
bool aiPlanGetMilitary( int planID ): Gets the military flag of the given plan.
bool aiPlanGetNoMoreUnits( int planID ): Gets the noMoreUnits-ness of the given plan.
bool aiPlanGetOrphan( int planID ): Gets the orphan-ness of the given plan.
bool aiPlanGetUserVariableBool( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.
bool aiPlanGetVariableBool( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.
bool aiPlanRemoveUserVariable( int planID, int planVariableIndex ): Removes the user variable.
bool aiPlanRemoveUserVariables( int planID ): Removes all of the user variables from the given plan.
bool aiPlanRemoveUserVariableValue( int planID, int planVariableIndex, int variableIndex ): Removes the index-th value of the user variable.
bool aiPlanRemoveVariableValue( int planID, int planVariableIndex, int variableIndex ): Removes the index-th value of the variable.
bool aiPlanSetActive( int planID, bool active ): Sets active on/off for the given plan.
bool aiPlanSetAllowUnderAttackResponse( int planID, bool uAR ): Sets under attack response on/off for the given plan.
bool aiPlanSetAttack( int planID, bool v ): Sets attack flag on/off for the given plan.
bool aiPlanSetBaseID( int planID, int baseID ): sets the plan's base id.
bool aiPlanSetDesiredPriority( int planID, int priority ): Sets the priority of the given plan.
bool aiPlanSetEconomy( int planID, bool v ): Sets economy on/off for the given plan.
bool aiPlanSetEscrowID( int planID, int escrowID ): Sets the escrow for the plan.
bool aiPlanSetEventHandler( int planID, int eventType, string handlerName ): Sets event handler function for the given plan and event.
bool aiPlanSetMilitary( int planID, bool v ): Sets military on/off for the given plan.
bool aiPlanSetNoMoreUnits( int planID, bool v ): Sets noMoreUnits on/off for the given plan.
bool aiPlanSetNumberUserVariableValues( int planID, int planVariableIndex, int numberValues, bool clearCurrentValues ): Sets the number of values for this variable.
bool aiPlanSetNumberVariableValues( int planID, int planVariableIndex, int numberValues, bool clearCurrentValues ): Sets the number of values for this variable.
bool aiPlanSetOrphan( int planID, bool orphan ): Sets orphan on/off for the given plan.
bool aiPlanSetRequiresAllNeedUnits( int planID, bool rANU ): Sets 'requiresAllNeedUnits' on/off for the given plan.
bool aiPlanSetUnitStance( int planID, int stance ): Sets unit stance for the given plan.
bool aiPlanSetUserVariableBool( int planID, int planVariableIndex, int valueIndex, bool value ): Sets the given variable of the given plan.
bool aiPlanSetUserVariableFloat( int planID, int planVariableIndex, int valueIndex, float value ): Sets the given variable of the given plan.
bool aiPlanSetUserVariableInt( int planID, int planVariableIndex, int valueIndex, int value ): Sets the given variable of the given plan.
bool aiPlanSetUserVariableString( int planID, int planVariableIndex, int valueIndex, string value ): Sets the given variable of the given plan.
bool aiPlanSetUserVariableVector( int planID, int planVariableIndex, int valueIndex, vector value ): Sets the given variable of the given plan.
bool aiPlanSetVariableBool( int planID, int planVariableIndex, int valueIndex, bool value ): Sets the given variable of the given plan.
bool aiPlanSetVariableFloat( int planID, int planVariableIndex, int valueIndex, float value ): Sets the given variable of the given plan.
bool aiPlanSetVariableInt( int planID, int planVariableIndex, int valueIndex, int value ): Sets the given variable of the given plan.
bool aiPlanSetVariableString( int planID, int planVariableIndex, int valueIndex, string value ): Sets the given variable of the given plan.
bool aiPlanSetVariableVector( int planID, int planVariableIndex, int valueIndex, vector value ): Sets the given variable of the given plan.
bool aiPlanSetWaypoints( int planID, int pathID ): Sets the waypoints of the given plan to the waypoints of the given path.
bool aiPopulatePoliticianList(): Call this to make the AI fill out what Politicians are available.
bool aiRansomExplorer(int explorerID, int escrowID, int sourceBuildingID): ransoms the specified explorer using funds from the specified escrow account and spawns it from the specified building.
bool aiRemoveResourceBreakdown( int resourceTypeID, int resourceSubTypeID, int baseID ): Removes the given breakdown.
bool aiResourceIsLocked(int resourceID): Is this Escrow resource locked.
bool aiSellResourceOnMarket( int resourceID): sells (+100) the given resource.
bool aiSetAutoGatherMilitaryUnits( bool v ): Turns auto gathering of military units at bases on/off.
bool aiSetExploreDangerThreshold( float value): sets the ai's Explore Danger Threshold value.
bool aiSetHandler( string handlerFunctionName, int type ): Sets the handler for given type of event.
bool aiSetHCGatherPoint( vector point ): Sets the HCGP.
bool aiSetOpportunityScore( long oppID, long permission, float affordable, float classscore, float instance, float total ): sets the score for this opp.
bool aiSetResourceBreakdown( int resourceTypeID, int resourceSubTypeID, int numberPlans, int planPriority, float percentage, int baseID ): Sets a subtype breakdown for a resource.
bool aiTaskUnitBuild( int unitID, int buildingTypeID, vector position ): Does a lightweight (no plan) build tasking of the given unit to build the given building.
bool aiTaskUnitDelete( int unitID ): Deletes the given unit.
bool aiTaskUnitMove( int unitID, vector position ): Does a lightweight (no plan) move tasking of the given unit to the given location.
bool aiTaskUnitResearch( int unitID, int techID ): Does a lightweight (no plan) research tasking of the given unit for the given tech ID.
bool aiTaskUnitSpecialPower( int unitID, int powerID, vector position ): Does a lightweight (no plan) research tasking of the given unit for the given special power.
bool aiTaskUnitTrain( int unitID, int unitTypeID ): Does a lightweight (no plan) train tasking of the given unit for the given target unit type.
bool aiTaskUnitWork( int unitID, int targetUnitID ): Does a lightweight (no plan) work tasking of the given unit on the given target unit.
bool aiTreatyActive(): checks whether the given player has a treaty.
bool aiTribute( int playerID, int resourceID, float amount ): Tributes the given player.
bool aiUnitSetTactic(int unitID, int tacticID): sets the specified tactic on the specified unit.
bool bVar%d =
boolean
bool hcReservePerformerArea( long groupID ): Reserves a performer area.
bool hcSetUnitXSHandler( int unitID, string handlerFunctionName, int type ): Sets the handler for a unit for a given type of event.
bool hcSetXSHandler( string handlerFunctionName, int type ): Sets the handler for given type of event.
bool hcUnitEnterBuilding(long unitID, long buildingID, float speed, bool queue) : Unit enters a building.
bool hcUnitExitBuilding(long unitID, long buildingID, float pauseTime, float speed, bool queue) : Unit exits a building.
bool hcUnitExit( int unitID, bool queue ): Exits the unit (this will kill the unit).
bool hcUnitFollow(long unitID, long unitToFollowID, float speed, bool queue) : Unit follows another unit.
bool hcUnitGoIdle(long unitID, bool queue): Makes the unit go into idle mode forever.
bool hcUnitMoveToPos( int unitID, int startWPID, BVector goalPos, float speed, float goalTolerance, bool queue ): Walks the unit to the position.
bool hcUnitMoveToWPID( int unitID, int startWPID, int goalWPID, float speed, float goalTolerance, bool queue ): Walks the unit to the WPID.
bool hcUnitPlayAnim( int unitID, string animation, float seconds, long loop, bool queue ): Plays the anim for the unit.
bool hcUnitSetVisible(long unitID, bool state, bool queue) : Makes unit visible/invisible.
bool hcUnitTeleportToWPID(long unitID, long WPID): Moves the unit to the given waypoint immediately.
bool hcUnitTurn( int unitID, BVector forward, float turnRateInDegreesPerSec, bool queue ): Turns the unit towards the forward vector.
bool hcUnitWait(long unitID, float pauseTime, bool queue) : Makes script wait a number of seconds
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bool Ipu
bool kbAddAttackRouteIgnoreID( int ignoreAreaID ): ignore this area when finding the route.
bool kbAddAttackRouteIgnoreType( int ignoreAreaTypeID ): ignore this areatype when finding the route.
bool kbAddAttackRouteSector( int sector ): add a new sector to path to.
bool kbAttackRouteAddPath( int attackRouteID, int pathID): Rreturns true if path was added to attack route.
bool kbBaseAddUnit( int playerID, int baseID, int unitID ): Adds the given unit to the base.
bool kbBaseDestroy( int playerID, int baseID ): Destroys the given base.
bool kbBaseGetActive( int playerID, int baseID ): Gets the active flag of the base.
bool kbBaseGetEconomy( int playerID, int baseID ): Gets the economy flag of the base.
bool kbBaseGetForward( int playerID, int baseID ): Gets the forward flag of the base.
bool kbBaseGetMain( int playerID, int baseID ): Gets the main flag of the base.
bool kbBaseGetMilitary( int playerID, int baseID ): Gets the military flag of the base.
bool kbBaseGetSettlement( int playerID, int baseID ): Gets the settlement flag of the base.
bool kbBaseGetUnderAttack( int playerID, int baseID ): Gets the under attack flag of the base.
bool kbBaseRemoveUnit( int playerID, int baseID, int unitID ): Removes the given unit to the base.
bool kbBaseSetActive( int playerID, int baseID, bool active ): Sets the active flag of the base.
bool kbBaseSetEconomy( int playerID, int baseID, bool Economy ): Sets the economy flag of the base.
bool kbBaseSetForward( int playerID, int baseID, bool forward ): Sets the forward flag of the base.
bool kbBaseSetFrontVector( int playerID, int baseID, vector frontVector ): Sets the front (and back) of the base.
bool kbBaseSetMain( int playerID, int baseID, bool main ): Sets the main flag of the base.
bool kbBaseSetMilitaryGatherPoint( int playerID, int baseID, vector gatherPoint ): Sets the military gather point of the base.
bool kbBaseSetMilitary( int playerID, int baseID, bool military ): Sets the military flag of the base.
bool kbBaseSetSettlement( int playerID, int baseID, bool settlement ): Sets the settlement flag of the base.
bool kbBuildingPlacementAddAreaGroupID( int areaGroupID ): Adds the AreaGroup ID to the current BP.
bool kbBuildingPlacementAddAreaID( int areaID, int numberBorderAreaLayers, bool addCenterInfluence ): Adds the Area ID to the current BP (with the given number of border area layers), addCenterInfluence - adds a positional influence from the area center.
bool kbBuildingPlacementAddPositionInfluence( vector position, float value, float distance ): Adds the position influence for the current building placement.
bool kbBuildingPlacementAddUnitInfluence( int typeID, float value, float distance, long kbResourceID ): Adds the unit influence for the current building placement.
bool kbBuildingPlacementDestroy( int id ): Destroys the given building placement.
bool kbBuildingPlacementResetResults( void ): Resets the current building placement.
bool kbBuildingPlacementSelect( int id ): Selects the given building placement.
bool kbBuildingPlacementSetBaseID( int baseID, int locationPref ): Sets the base ID and location preference for the current building placement.
bool kbBuildingPlacementSetBuildingType( int buildingTypeID ): Sets the building type for the current building placement.
bool kbBuildingPlacementSetCenterPosition( vector position, float distance, float obstructionRadius ): Sets up center position-based BP.
bool kbBuildingPlacementSetEventHandler( int eventType, string handlerName ): Sets event handler function for the current BP and event.
bool kbBuildingPlacementSetMinimumValue( float minimumValue ): Sets the minimum acceptable value for evaluated spots in the BP.
bool kbBuildingPlacementStart( void ): Starts the placement of current building.
bool kbCanAffordTech( int techID, int escrowID ): Returns true if the player can afford the tech.
bool kbCanAffordUnit( int protoUnitTypeID, int escrowID ): Returns true if the player can afford the proto unit.
bool kbCanPath2( vector pointA, vector pointB, long protoUnitTypeID, float range ): Returns true if the given unit type can path from pointA to pointB.
bool kbCanSimPath( vector pointA, vector pointB, long protoUnitTypeID, float range ): Returns true if the given unit type can path from pointA to pointB.
bool kbDestroyAttackRoute( int routeID ): Returns true if the route was deleted.
bool kbEscrowAllocateCurrentResources( void ): Reallocates the current resource stockpile into the escrows.
bool kbEscrowDestroy( int escrowID, bool promoteChildren ): Destroys an escrow.
bool kbEscrowFlush( int escrowID, int resourceID, bool flushChildren ): Removes all credits (and puts them into the root escrow) of the given resource type from the given escrow.
bool kbEscrowSetCap( int escrowID, int resourceID, float cap ): Sets the cap of the escrow.
bool kbEscrowSetPercentage( int escrowID, int resourceID, float percentage ): Sets the percentage of the escrow.
bool kbGetAutoBaseCreate( void ): Returns the auto base creation value.
bool kbGetAutoBaseDetect( void ): Returns the auto base detection value.
bool kbHasPlayerLost( <playerID> ): Returns the player's lost status.
bool kbIsGameOver(): Returns whether the game is over or not.
bool kbIsPlayerAlly( int playerID ): Returns true if the given player is an ally.
bool kbIsPlayerEnemy( int playerID ): Returns true if the given player is an enemy.
bool kbIsPlayerHuman( int playerID ): Returns true if the given player is a a human player.
bool kbIsPlayerMutualAlly( int playerID ): Returns true if the given player is a mutual ally.
bool kbIsPlayerNeutral( int playerID ): Returns true if the given player is a neutral player.
bool kbIsPlayerResigned( <playerID> ): Returns the player's resigned status.
bool kbIsPlayerValid( int playerID ): Returns true if the given player is a valid player (i.e. it exists in the game).
bool kbLocationVisible( vector location ): Returns true if the location is currently visible to the player.
bool kbMakeAttackRoutes(): find all the paths to the sector specified.
bool kbPathAddWaypoint( int pathID, vector waypoint ): Adds the waypoint to the given path.
bool kbPathDestroy( int pathID ): Destroys the given path.
bool kbProtoUnitAvailable( int protoUnitID ): Returns true if the protoUnit is currently available.
bool kbProtoUnitIsType( int playerID, int protoUnitID, int unitTypeID ): Returns true if the protounit is of the unitTypeID.
bool kbSetAICostWeight( int resourceID, float weight ): Sets the weight this resource type is given during AI cost calculuations.
bool kbSetTownLocation( vector location ): Sets the location of the main town.
bool kbSetupForResource( int baseID, int resourceID, float distance, float amount ): Returns true if amount of resource is within distance of a dropsite.
bool kbTargetSelectorAddQueryResults( int queryID ): Sets the list of potential targets to the results in the given query.
bool kbTargetSelectorAddUnitType( int protoUnitTypeID ): Add the UAIT for the given BASE unit type as a filter.
bool kbTargetSelectorDestroy( int id ): Destroys the given target selector.
bool kbTargetSelectorResetResults( void ): Resets the current target selector.
bool kbTargetSelectorSelect( int id ): Selects the given target selector.
bool kbTargetSelectorStart( void ): Starts the current target selector.
bool kbUnitIsType( int unitID, long unitTypeID ): Returns true if the unit is of the unitTypeID.
bool kbUnitPickAddCombatEfficiencyType( int upID, int typeID, float weight ) : Adds an enemy unit typeID to the unit pick combat efficiency calculation.
bool kbUnitPickAdjustPreferenceFactor( int upID, int unitTypeID, float baseFactorAdjustment ) : Adjusts the preferenceFactor for that unit type (uses 50.0 as the base if the UP doesn't exist yet).
bool kbUnitPickDestroy( int upID ): Destroys the given unit pick.
bool kbUnitPickResetAll( int upID ) : Resets all of the unit pick data.
bool kbUnitPickResetCombatEfficiencyTypes( int upID ) : Resets the enemy unit typeIDs for the unit pick combat efficiency calculation.
bool kbUnitPickResetResults( int upID ) : Resets the unit pick results.
bool kbUnitPickSetAttackUnitType( int upID, int type ) : Sets the unit pick attack unit type.
bool kbUnitPickSetCombatEfficiencyWeight( int upID ) : Sets the unit pick combat efficiency weight.
bool kbUnitPickSetCostWeight( int upID ) : Sets the unit pick cost weight.
bool kbUnitPickSetDesiredNumberBuildings( int upID, int index, int numberBuildings ) : Sets the unit pick desired number buildings for the index-th unit type.
bool kbUnitPickSetDesiredNumberUnitTypes( int upID, int number, int numberBuildings, bool degradeNumberBuildings ) : Sets the unit pick desired number unit types.
bool kbUnitPickSetEnemyPlayerID( int upID, int playerID ) : Sets the unit pick enemy player ID.
bool kbUnitPickSetGoalCombatEfficiencyType( int upID, int type ) : Sets the unit pick attack unit type.
bool kbUnitPickSetMaximumNumberUnits( int upID, int number ) : Sets the unit pick desired number unit types.
bool kbUnitPickSetMaximumPop( int upID, int number ) : Sets the unit pick desired max pop.
bool kbUnitPickSetMinimumNumberUnits( int upID, int number ) : Sets the unit pick desired number unit types.
bool kbUnitPickSetMinimumPop( int upID, int number ) : Sets the unit pick desired min pop.
bool kbUnitPickSetMovementType( int upID, int movementType ) : Sets the unit pick movement type.
bool kbUnitPickSetPreferenceFactor( int upID, int unitTypeID, float preferenceFactor ) : Sets the preferenceFactor for that unit type.
bool kbUnitPickSetPreferenceWeight( int upID, float v ) : Sets the unit pick preference weight.
bool kbUnitQueryDestroy( long queryID ): Destroys the given unit query.
bool kbUnitQueryResetData( long queryID ): Resets the given unit query data AND results.
bool kbUnitQueryResetResults( long queryID ): Resets the given unit query results.
bool kbUnitQuerySetActionType( long queryID, int actionTypeID ): Sets query data.
bool kbUnitQuerySetAreaGroupID( long queryID, int areaGroupID ): Sets query data.
bool kbUnitQuerySetAreaID( long queryID, int areaID ): Sets query data.
bool kbUnitQuerySetArmyID( long queryID, int armyID ): Sets query data.
bool kbUnitQuerySetAscendingSort( long queryID, bool v ): If parm is true, results are sorted in ascending distance order from the query position.
bool kbUnitQuerySetBaseID( long queryID, int baseID ): Sets query data.
bool kbUnitQuerySetIgnoreKnockedOutUnits( long queryID, bool v ): Sets query data.
bool kbUnitQuerySetMaximumDistance( long queryID, float distance ): Sets query data.
bool kbUnitQuerySetPlayerID( long queryID, int playerID, bool resetQueryData ): Sets query data.
bool kbUnitQuerySetPlayerRelation( long queryID, int playerRelation ): Sets query data.
bool kbUnitQuerySetPosition( long queryID, vector v ): Sets query data.
bool kbUnitQuerySetSeeableOnly( long queryID, bool seeableOnly ): Sets query data.
bool kbUnitQuerySetState( long queryID, int state ): Sets query data.
bool kbUnitQuerySetUnitType( long queryID, int unitTypeID ): Sets query data.
bool kbUnitVisible( int unitID ): Returns true if the unit is currently visible to the player.
bool rmAddAreaConstraint(int areaID, int constraintID): Add specified constraint to an area.
bool rmAddAreaToClass(int areaID, int classID): Add given area to specified class.
bool rmAddConnectionConstraint(int connectionID, int constraintID): Add specified constraint to a connection.
bool rmAddConnectionEndConstraint(int connectionID, int constraintID): Add specified constraint for a connection end point.
bool rmAddConnectionStartConstraint(int connectionID, int constraintID): Add specified constraint for a connection start point.
bool rmAddFairLocConstraint(int fairLocID, int constraintID): Add specified constraint to a fairLoc placement.
bool rmAddGroupingConstraint(int GroupingID, int constraintID): Add specified constraint to a grouping.
bool rmAddGroupingToClass(int GroupingID, int classID): Add given grouping to specified class.
bool rmAddObjectDefConstraint(int defID, int constraintID): Add specified constraint to given object def.
bool rmAddObjectDefToClass(int objectDefID, int classID): Add given object def to specified class.
bool rmCreateHCGPAllyConstraint(string name, long playerID, float minDistance): Create home city gather point constraint to avoid given player's ally's HCGPs.
bool rmCreateHCGPConstraint(string name, float minDistance): Create home city gather point constraint to avoid all HCGPs.
bool rmCreateHCGPEnemyConstraint(string name, long playerID, float minDistance): Create home city gather point constraint to avoid given player's enemy's HCGPs.
bool rmCreateHCGPSelfConstraint(string name, long playerID, float minDistance): Create home city gather point constraint to avoid given player's HCGP.
bool rmPlaceFairLocs(): Sets fairLoc placement locations.
bool rmPlaceGroupingAtLoc(int groupingID, int playerID, float xFraction, float zFraction, int placeCount): Place grouping at specified location.
bool rmPlaceGroupingAtPoint(int groupingID, int playerID, vector point, int placeCount): Place grouping at specified point.
bool rmSetHomeCityGatherPoint( int playerID, vector point ): Sets the HCGP for the given player.
bool rmSetHomeCityWaterSpawnPoint( int playerID, vector point ): Sets the HCWSP for the given player.
bool tempExp = (
Bool (Value=%d).
bool xsAddRuntimeEvent( string foo, string bar, int something ): Setups a runtime event. Don't use this.
bool xsArrayGetInt(int arrayID, int index): Gets the value at the specified index in the requested array.
bool xsIsRuleEnabled( string ruleName ): Returns true if the rule is enabled.
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border1024
BoredTimeout
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bottom
bottomCapArt
BottomPanel
Bounces
bounded ridges
bounded ridges with near-zero normal
bounded ridges with ok normal
boundingVolumeShape
boxBoxUseAggresiveCompletion
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BParametricShader::compile: CompileShader() failed! (HRESULT=%X)
BParametricShader::compile: D3DXCreateEffectCompiler() failed! (%X)
***** BParametricShader::compile: Start of dump
***** BParametricShader::createShader: End of dump
BParametricShader::setErrorMessage: [fxe] Filename: "%s", ShaderType: "%s", Function: "%s"
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BRandomMapGenerator::fillMapCorners -- failed: could not get terrain
BRandomMapGenerator::fillMapCorners -- failed: could not get terrain type manager
BRandomMapGenerator::initializeTerrain -- failed: bad type string!
BRandomMapGenerator::initializeTerrain -- failed: could not allocate terrain
BRandomMapGenerator::initializeTerrain -- failed: could not get gameuistate.
BRandomMapGenerator::initializeTerrain -- failed: could not get terrain type manager
BRandomMapGenerator::initializeTerrain -- failed: no world!
BRandomMapGenerator::initializeTerrain -- failed: terrain did not initialize properly.
BRandomMapGenerator::initializeTerrain -- failed: terrain size not yet set!
BRandomMapGenerator::initializeTerrain -- failed: you must set a valid sea type to create a water based map.
BRandomMapGenerator::instantiateUnit -- failed: could not get terrain
BRandomMapGenerator::placeMapClusters -- failed: could not find protounit
BRandomMapGenerator::placeMapClusters -- failed: could not get terrain
BRandomMapGenerator::placeMapClusters -- failed: could not get terrain type manager
BRandomMapGenerator::placeMapClusters -- failed: game or world does not exist
break;
breakAT
BreakdownID
BreakDownID
Breakpoi
breakpoint
breakTreaty
BreakTreaty
breakTreaty() : break your treaties
BRecordG
BRecordGame::startUpdatePlayback isBuffered && !buffering
BRecordGame::startUpdatePlayback !mGameStream->getFileMarker
BRecordGame::startUpdatePlayback !mGameStream->getFileMarkerPost
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BRMArea::paintTerrainByHeight -- failed: could not get terrain type manager
BRMArea::paintTerrainByHeight -- failed: '%S' is not a valid terrain.
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broadcasterCL
BroadenMPSearchOption
broadPhaseNumMarkers
broadPhaseQuerySize
broadPhaseType
broadPhaseWorldMax
broadPhaseWorldMin
BroadsideAttack
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Broken pipe
Brows~
Browse1
BrowsL1o$
Brq0MK
`brush
brushBias
brushCircularSize
brushCircularSize([<floatValue>]) : sets the circular brush size
BrushFunctionsAdjustElevation
BrushFunctionsCliffTool
BrushFunctionsCopyPaste
BrushFunctionsCopyPasteHeight
BrushFunctionsCopyPasteTexture
BrushFunctionsDeleteObjects
BrushFunctionsEditCliffTool
BrushFunctionsEditForestTool
BrushFunctionsEditWater
BrushFunctionsForestTool
BrushFunctionsPlaceObject
BrushFunctionsPlaceObjectName
BrushFunctionsPlaceObjectPicture
BrushFunctionsPlacePlaceAsDropdown
BrushFunctionsRiverShallowTool
BrushFunctionsRiverTool
BrushFunctionsSampleBrushMask
BrushFunctionsSampleSwatch
BrushFunctionsSampleTexture
BrushFunctionsTerrain
BrushFunctionsTerrainBrushMask
BrushFunctionsTerrainSwatch
BrushFunctionsWaterTool
BrushMaskDialog
brushMaxSize
brushMinSize
BrushSe}t(
BrushSettingsDialog
BrushSettingsSlider
brushSize
brushSize([integerSize]) : sets brush size.
brushSoftness
brushTimeScale
bScena
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bsp?ecifiek
BSPHCPickerDlg
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?b-spline
b-spline
BStaticVBManager::lock -- failed to lock because no pool can handle an allocation this big (%d)
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BsurIh
|,;B,}'s%V
|,;B(}'s%V
;B,s V
;B,s
;B(s%V
;B\s V
;B\s
btFHt+
B/T/f/k!
BtoAoffsetRotation
BTrigger
BTriggerRuntime::update:
;BTs V
;BTs'V
;BTs%V
+BTx3;A
Bu1<U?
@bu@AC
BufferC
buffer error
Buffer overrun detected!
BUGA::doAnimationLooped, subState=%d.
BUGA::doIdle:
BUGA::doLayDown:
BUGA::doWander:
BUIESOEulaDlg
Buil&1s
buil9B
- Build
BuildAccel
BuildAreaID
BuildBounty
buildCinematic
BuildCinematic
buildCinematic2
BuildColonyWall
buildColonyWalls
Build connection failed: could not init the pather
BuildCoveredWagon
BuildDock
BuilderLimit
BuilderUnitType
build!? fastd'T" D
BuildFromType
build hull statistics
building
Building
BuildingAbstractTypeID
BuildingBufferSpace
building_cannon_shot
BuildingClass
buildingExclusiveQueues
BuildingHeavyPartImpact
BuildingID
?BuildingPartImpact
//Building Placement Events:
BuildingPlacementID
//Building Placement Influence falloff types:
//Building Placement Preferences:
BuildingPref
building_rifle_shot
BuildingSearchID
buildingState
BuildingsThatShoot
buildingTrainCutoff
buildingTrainLimit
buildingTrainResearchActionLimit
BuildingTypeID
BuildingWorkRate
BuildLifting
Bui?ldLimi
BuildLimit
Build Limit
BuildLocations
buildPath
BuildPlan(%s : %d): Failed checkPlacement, restarting plan.
BuildPlan(%s : %d): failed. couldn't add foundation variable.
BuildPlan(%s : %d): failed. couldn't set number of foundation variables.
BuildPlan(%s : %d): failing because building placement failed with state (%d).
BuildPlan(%s : %d): failing because building placement is null.
BuildPlan(%s : %d): failing because building placement unitType(%d) is invalid.
BuildPlan(%s : %d): failing because I can't afford the building(%d).
BuildPlan(%s : %d): failing because the plan has no units left to build with.
BuildPlan(%s : %d): failing because there are %d foundations to build.
BuildPlan(%s : %d): failing because there are %d foundations to build in build state.
BuildPlan(%s : %d): failing because we can't path to any points we want to build at.
BuildPlan(%s : %d): restarting because building placement id(%d) is invalid.
//Build Plan Variables:
BuildPoints
Build Points
BuildPosition
BuildReplacement
BuildSaw
BuildStaking
BuildTower
BuildUnitID
buildVersionDisplay
buildWall
BuildWall
//BuildWall Plan Variables:
//BuildWall Wall Types:
Buil}R~
bullet
bumpanim
bumpmap
bumpmapCrashPosition
!#Buqy+/=/O&qui
Burnable
BurnDeath
Burning
BUt[&kE
button
buttonMask
ButtonPos
buttonSize1024
button state: %d %d %d %d
buttonText
BuyDelta
BuyFactor
BuyFame
`buyj/.
B?Value>
bVar%d
bvd kerne!l
BVictoryCheerLarge
BVictwory
.B{W37+
}^
b wFP s
b wobj
BWorld::destroyPlayer -- Invalid PlayerID %d specified.
BWORna
~b] X%
;BXMLB
;BXMLConglomerator: registering file %s
BxR?d7
BXSC ERROR 0001: no tokenizer.
BXSC ERROR 0002: no source.
BXSC ERROR 0003: error parsing command '%s'.
BXSC ERROR 0004: error parsing command '%s'.
BXSC ERROR 0005: error parsing command '%s'.
BXSC ERROR 0006: error parsing command '%s'.
BXSC ERROR 0007: error parsing command '%s'.
BXSC ERROR 0008: error parsing command '%s'.
BXSC ERROR 0009: error parsing command '%s'.
BXSC ERROR 0010: error parsing command '%s'.
BXSC ERROR 0011: error parsing command '%s'.
BXSC ERROR 0012: error parsing command '%s'.
BXSC ERROR 0013: error parsing command '%s'.
BXSC ERROR 0014: error parsing command '%s'.
BXSC ERROR 0015: error finding syscall '%s' (id=%d).
BXSC ERROR 0015: error parsing command '%s'.
BXS ru `
BXSRuntime::interpretBreakpoint:
BXSRuntime::interpretCode:
BXSRuntime::interpretEvents: %d events:
BXSRuntime::interpretHandler: functionID=%d, parameter=%d:
BXSRuntime::interpretRules: currentTime=%d, timeLimit=%d:
BXSRuntime::interpretTrigger: currentTime=%d:
ByAngle
by at least %d, or a random real %g >= 1.0
B YawwDur
by@dob
% ByIDJ
ByInde
byM#peci
Bypas?ses th$
Bypasses the initial Queen Quest, and takes you directly to the Strategic Map in Grand Conquest
(bytes-
BywPcr
%bZ*N
B::ZPryVP;Si
!() != c
C,_^][
c//=0/
c(0.0?
C =02CVu
C0t(VWU
c0X]F,
C0yL?0
c\1lv"
C>)(1s
c2ReHeal=
C333?d
c3AIDL#
'&C3s<(
C4;C<}}
C4;C<uY
C4VS7A%
c7omp`
c85-]`
C8:55#
ca2p7BuGR
Cabi"B
`Cach~f
CaDIbE
c:\a\e
c:\a\ecore\alignedarray.h
cAICommP
Calcul
Calculated Cost Resource Gatherer Percentages (weight=%.2f):
CalcuqlD
Callback
calls due to qh_sharpnewfacets
{!call st7ack
calls to findbest
calls to findbestnew
calls to findhorizon
camEdit-addbtn
camEdit-applybtn
camEdit-backbtn
camEdit-Bias
camEdit-Continuity
camEdit-delbtn
camEdit-Duration
camEdit-event-addbtn
camEdit-event-delbtn
camEdit-Event-list
camEdit-fwdbtn
camEdit-hidebtn
camEdit-insbtn
camEdit-loadbtn
camEdit-Name
camEdit-newbtn
camEdit-pausebtn
camEdit-playbtn
camEdit-progress
camEdit-savebtn
camEdit-stopbtn
camEdit-Tension
camEdit-Time
camEdit-Track-delbtn
camEdit-Track-insbtn
camEdit-Track-list
camEdit-Waypoint-list
cameraBackward
cameraBackward([integerKeyState]) : intended for ui use only. Indicates that camera backward key has gone up or down.
cameraDown
cameraDown([integerKeyState]) : intended for ui use only. Indicates that camera down key has gone up or down.
cameraDump
cameraDump() : debug command to spew info about the current state of the game camera
cameraForward
cameraForward([integerKeyState]) : intended for ui use only. Indicates that camera forward key has gone up or down.
cameraLeft
cameraLeft([integerKeyState]) : intended for ui use only. Indicates that camera left key has gone up or down.
cameraLocalYawLeft
cameraLocalYawLeft([integerKeyState]) : intended for ui use only. Indicates that camera 'Local Yaw left' key has gone up or down.
cameraLocalYawRight
cameraLocalYawRight([integerKeyState]) : intended for ui use only. Indicates that camera 'Local Yaw right' key has gone up or down.
CameraMinimapRadius
cameraMovementLock
cameraNice
cameraNice : puts the camera in a reasonable orientation.
cameraPitchBackward
cameraPitchBackward([integerKeyState]) : intended for ui use only. Indicates that camera pitch backward key has gone up or down.
cameraPitchForward
cameraPitchForward([integerKeyState]) : intended for ui use only. Indicates that camera pitch forward key has gone up or down.
cameraRight
cameraRight([integerKeyState]) : intended for ui use only. Indicates that camera right key has gone up or down.
cameraRollLeft
cameraRollLeft([integerKeyState]) : intended for ui use only. Indicates that camera roll left key has gone up or down.
cameraRollRight
cameraRollRight([integerKeyState]) : intended for ui use only. Indicates that camera roll right key has gone up or down.
cameraRotate
cameraRotate(<integerState>) : sets whether camera limiting is on.
CameraShake
camera start
cameratracks
cameraUp
cameraUp([integerKeyState]) : intended for ui use only. Indicates that camera up key has gone up or down.
cameraWorldBackward
cameraWorldBackward([integerKeyState]) : intended for ui use only. Indicates that camera world backward key has gone up or down.
cameraWorldBackwardLeft
cameraWorldBackwardLeft([integerKeyState]) : intended for ui use only. Indicates that camera world backward & left key has gone up or down.
cameraWorldBackwardRight
cameraWorldBackwardRight([integerKeyState]) : intended for ui use only. Indicates that camera world backward & right key has gone up or down.
cameraWorldForward
cameraWorldForward([integerKeyState]) : intended for ui use only. Indicates that camera world forward key has gone up or down.
cameraWorldForwardLeft
cameraWorldForwardLeft([integerKeyState]) : intended for ui use only. Indicates that camera world forward & left key has gone up or down.
cameraWorldForwardRight
cameraWorldForwardRight([integerKeyState]) : intended for ui use only. Indicates that camera world forward & right key has gone up or down.
cameraYawLeft
cameraYawLeft([integerKeyState]) : intended for ui use only. Indicates that camera yaw left key has gone up or down.
cameraYawRight
cameraYawRight([integerKeyState]) : intended for ui use only. Indicates that camera yaw right key has gone up or down.
campaign
Campaign
Campaign2
campaignAdvance
campaignAdvance: add help string.
CampaignClose
Campaign-ConfirmSave
CampaignDifficultyLabel
CampaignDifficultySettings
CampaignHeaderAct1a
CampaignHeaderAct1b
CampaignHeaderAct1c
CampaignHeaderAct2a
CampaignHeaderAct2b
CampaignHeaderAct3
CampaignLoadBtn
CampaignMenu
CampaignName
CampaignPanelAct1
CampaignPanelAct2
CampaignPanelAct3
CampaignPlayBtn
CampaignPlayBtnDemo
campaignPlayCurrent
campaignPlayCurrent: add help string.
campaignQuit
campaignQuit: add help string.
campaignResetCurScenario
campaignResetCurScenario: add help string.
campaignResume
campaignResume: add help string.
CampaignScenarioList1
CampaignScenarioList2
CampaignScenarioList3
CampaignSinglePlayer
campaignStart
campaignStart: add help string.
CampaignTabAct1
CampaignTabAct2
CampaignTabAct3
camtrack
. Can*
CanBuildLOSProto
Cancel
Cancel|
cancelAutoPatcher
cancelAutoPatcher() : Cancel the auto patcher.
CancelBuildingQueueItem
CancelButton
Cancelled
cancelRepairUnit
cancelRepairUnit(int unitID): Cancels the auto repair on the specified unit.
cancelResearchInSelected
cancelTrainInSelected
cancelTrainReinforcement
cancelTrainReinforcement( int armyID ) : Cancel training of a reinforcement.
candColorBase
candColorBorder
candColorText
?cannon<
Cannot add area cliff waypoint, random map initialization failed!
Cannot add area constraint, constraint ID %d not valid!
Cannot add area constraint, random map initialization failed!
Cannot add area %d to class %d, class does not exist!
Cannot add area %d to class %d, random map initialization failed!
Cannot add area terrain layer, bad name passed in!
Cannot add area terrain layer. Could not get terrain type manager.
Cannot add area terrain layer: must initialize terrain first!
Cannot add area terrain layer, random map initialization failed!
Cannot add area to connection, %d is not a valid connection ID.
Cannot add connection constraint, constraint ID %d not valid!
Cannot add connection constraint, random map initialization failed!
Cannot add connection %d to class %d, class does not exist!
Cannot add connection to class, %d is not a valid connection ID.
Cannot add fair loc constraint, fair loc ID %d not valid!
Cannot add grouping constraint, constraint ID %d not valid!
Cannot add grouping constraint, random map initialization failed!
Cannot add influence: must initialize terrain first!
Cannot add influence, random map initialization failed!
Cannot add item -- must create terrain first!
Cannot add item -- this object def is for starting units only.
Cannot add item to object def %d (%s) -- %d is not a valid proto ID.
Cannot add object def constraint, constraint ID %d not valid!
Cannot add object def constraint, random map initialization failed!
Cannot add object def %d to class %d, class does not exist!
Cannot add object def %d to class %d, random map initialization failed!
Cannot add remove type, random map initialization failed!
Cannot add starting units -- not Special_StartingUnits object def.
Cannot add terrain replacement. Could not get terrain type manager.
Cannot add terrain replacement, invalid name!
Cannot add terrain replacement: must initialize terrain first!
Cannot add terrain replacement, random map initialization failed!
Cannot add terrain replacement to connection, %d is not a valid connection ID.
CannotAttackDisabledUnits
Cannot build area: must initialize terrain first!
Cannot build area, random map initialization failed!
Cannot build area '%s' (%d) -- area already built!
Cannot build area '%s' (%d) -- random map generator not initialized!
Cannot build connection, %d is not a valid connection ID.
Cannot build connection %s (%d), it has already been built
Cannot build connection %s (%d), need at least two areas to connect.
Cannot build connection %s (%d), random map initialization failed.
Cannot change height for area '%s' (%d) -- area not yet built!
Cannot change height for area '%s' (%d) -- height not set!
Cannot change height for area '%s' (%d) -- no terrain!
Cannot check area, random map initialization failed!
Cannot check distance to area cliff edge, random map or terrain initialization failed!
Cannot check distance to area cliff ramp, random map or terrain initialization failed!
Cannot check distance to area edge, random map or terrain initialization failed!
Cannot check distance to area, random map or terrain initialization failed!
Cannot check distance to class, class %d is invalid!
Cannot check distance to class %d -- random map generator not initialized!
Cannot check distance to class, random map initialization failed!
Cannot create area, random map initialization failed!
Cannot create class, name required!
Cannot create connection, random map initialization failed!
Cannot create duplicate constraint '%s'!
Cannot create object definition, random map initialization failed!
Cannot find class '%s'!
Cannot find constraint '%s'!
Cannot finish building area '%s' (%d) -- random map generator not initialized!
Cannot get class ID, name required!
Cannot get constraint ID, name required!
Cannot paint cliff for area '%s' (%d) -- area not yet built!
Cannot paint cliff for area '%s' (%d) -- no terrain!
Cannot paint forest for area '%s' (%d) -- area not yet built!
Cannot paint forest for area '%s' (%d) -- no terrain!
Cannot paint terrain for area '%s' (%d) -- area not yet built!
Cannot paint terrain for area '%s' (%d) -- no terrain!
Cannot paint terrain for area '%s' (%d) -- no type or mix set!
Cannot paint terrain for area '%s' (%d) -- no type set!
Cannot place object def %d (%s) -- it contains no items!
Cannot place object def %d (%s) -- trying to place it off the map!
Cannot place object def -- must create terrain first!
cannotReplace
Cannot reveal an area that is not yet built.
Cannot reveal river %d -- it does not exist or has not yet been built.
Cannot set area base height, random map initialization failed!
Cannot set area base type: must initialize terrain first!
Cannot set area cliff type, bad name passed in!
Cannot set area cliff type: must initialize terrain first!
Cannot set area cliff type, random map initialization failed!
Cannot set area cliff type: '%s' is not a valid cliff type!
Cannot set area cliff value, random map initialization failed!
Cannot set area coherence, random map initialization failed!
Cannot set area failure warning status: must initialize terrain first!
Cannot set area failure warning status, random map initialization failed!
Cannot set area forest type, bad name passed in!
Cannot set area forest type: must initialize terrain first!
Cannot set area forest type, random map initialization failed!
Cannot set area forest type: '%s' is not a valid forest type!
Cannot set area height blending, random map initialization failed!
Cannot set area max blob distance, random map initialization failed!
Cannot set area max blobs, random map initialization failed!
Cannot set area min blob distance, random map initialization failed!
Cannot set area min blobs, random map initialization failed!
Cannot set area mix, bad name passed in!
Cannot set area mix. Could not get mix manager.
Cannot set area mix: must initialize terrain first!
Cannot set area mix, random map initialization failed!
Cannot set area path, random map initialization failed!
Cannot set area smooth distance, random map initialization failed!
Cannot set area terrain type, bad name passed in!
Cannot set area terrain type. Could not get terrain type manager.
Cannot set area terrain type: must initialize terrain first!
Cannot set area terrain type, random map initialization failed!
Cannot set area water type, bad name passed in!
Cannot set area water type: must initialize terrain first!
Cannot set area water type, random map initialization failed!
Cannot set area water type: '%s' is not a valid water type!
Cannot set base height, %d is not a valid connection ID.
Cannot set base height, random map initialization failed!
Cannot set coherence, %d is not a valid connection ID.
Cannot set coherence, random map initialization failed!
Cannot set connection type, %d is not a valid connection ID.
Cannot set failure warning status, random map initialization failed!
Cannot set height blend, %d is not a valid connection ID.
Cannot set height blend, random map initialization failed!
Cannot set player resource, %d is not a valid player ID.
Cannot set player resource, no resource name specified.
Cannot set player resource, RM not initialized properly.
Cannot set player resource, '%s' is not a valid resource.
Cannot set sea type, bad name passed in!
Cannot set sea type: '%s' is not a valid type!
Cannot set smooth distance, %d is not a valid connection ID.
Cannot set smooth distance, random map initialization failed!
Cannot set terrain cost. Could not get terrain type manager.
Cannot set terrain cost for connection, %d is not a valid connection ID.
Cannot set terrain cost, invalid name!
Cannot set terrain cost: must initialize terrain first!
Cannot set terrain cost, random map initialization failed!
Cannot set width, %d is not a valid connection ID.
Cannot set width, random map initialization failed!
CanPathStartIndex
Can't add class to area %d -- area does not exist!
Can't add class to grouping %d -- grouping does not exist!
Can't add class to object def %d -- object def does not exist!
Can't add cliff waypoint for area %d -- area does not exist!
Can't add constraint to area %d -- area does not exist!
Can't add constraint to connection %d -- connection does not exist!
Can't add constraint to grouping %d -- grouping does not exist!
Can't add constraint to object def %d -- area does not exist!
Can't add influence to area %d -- area does not exist!
Can't add object def item, need a valid unit name!
Can't add object def item, '%s' is not a valid unit name!
Can't add remove type to area %d -- area does not exist!
Can't add terrain layer for area %d -- area does not exist!
Can't add terrain replacement to area %d -- area does not exist!
Can't build area %d -- area does not exist!
Can't check area %d -- area does not exist!
Can't check distance to area %d -- area does not exist!
CantDoT
CantDoThat
Can't get area ID without valid name!
Can't get location for area %d -- area does not exist!
Can't paint terrain by height for area %d -- area does not exist!
Can't paint terrain for area %d -- area does not exist!
Can't place fair locs before fair loc info is added.
Can't place grouping %d -- grouping does not exist!
Can't set area for def %d -- object def does not exist!
Can't set base height for area %d -- area does not exist!
Can't set cliff type for area %d -- area does not exist!
Can't set cliff value for area %d -- area does not exist!
Can't set coherence for area %d -- area does not exist!
Can't set failure warning status for area %d -- area does not exist!
Can't set forest type for area %d -- area does not exist!
Can't set height blending for area %d -- area does not exist!
Can't set location for area %d -- area does not exist!
Can't set max blob distance for area %d -- area does not exist!
Can't set max blobs for area %d -- area does not exist!
Can't set min blob distance for area %d -- area does not exist!
Can't set min blobs for area %d -- area does not exist!
Can't set path for area %d -- area does not exist!
Can't set player area, area %d does not exist
Can't set player area, player %d does not exist
Can't set size for area %d -- area does not exist!
Can't set smooth distance for area %d -- area does not exist!
Can't set team area, area %d does not exist
Can't set team area, team %d does not exist
Can't set terrain type for area %d -- area does not exist!
Can't set water type for area %d -- area does not exist!
|"CAP|
cap 9aN
capabi
cAPk2P3j3
capslock
Caracole
CardMod
carolinas\blackmap
CarpetB
CarpetBomb
Carronade
CarryCapacity
c{`"AS
case! :
case %d:
CastPower
cate a s:
categoryFlash
categoryFlash(<ID> <flash>) : turns gadget flashing on/off.
CAT=GetUp, Setting state to Working.
CAT=LayDownBored, Setting anim to LayDownIdle (%d).
CAT=LayDownIdle, Setting anim to LayDownBored (%d).
CAT=LayDown, Setting anim to LayDownIdle (%d).
catmullrom
?catmullrom
Causes all chat effects to be ignored.
causes all minimap updates to be ignored
Cavail
CavalryCuirass
cBackgrd
CBCAnim
CBC Anim value. Don't use this. Ever.
cbK)34K
cButt8
CC1mmL
+C,;C4s
C:c9d:
CCCCmmm
C=CCmmmC
CCCmmmCs
C=CCmmmCs
C`;Cdu
CcKaat
CCmmnCm
/c con
ccoun<UEm
C`)Ct;
C(D9/5
cDar1k
CDATA
CDATA Section
CDiffu
CDiffuseColor
<cdRGQ
cdsAs8
CE+@4d
ceach*Pr'#
ceC4!\`
ceCos@
CEfh[jNe
cehol:
cena_rioEv
- center:
centerHoriz
CenterLocation
centerOfMass
CenterPosition
Center Position
CenterPositionDistance
centerVert
Centrum-postmerge
Centrum-postmerge-with-random
Centrum-premerge-
Centrum-premerge-with-random
centrums frozen due to a wide merge
centrums frozen due to extra vertices
C`eQ<@>
cerMt
cessfull
cewrtac
CExporBZ
C` ?`f
cfFiltp
C Foo
cfrH@encyS (#
"CG2 tp!
cG4#!h
c?gaussi
cGuard
Ch9Khr
Cha7nge
chAction
ChampionAztecs
ChampionCaribs
ChampionCherokee
ChampionComanche
ChampionCree
ChampionInca
ChampionIroquois
ChampionLakota
ChampionMaya
ChampionNootka
ChampionSeminoles
ChampionTupi
chance
Chance must be between 0 and 1.
chang
changeCliffType
changeCliffType(string cliffName): change the cliff type for all cliffs on the map
ChangeState
Changing sea type has no effect after terrain is already initialized!
Charact
Characte
characterRadius
Character reference out of range
CharData or Reference expected
Charge
charge T
charge_walk
CharLowerW
Char or '-'
CharUpperW
chassis
chassisMass
chassisMotionState
chassisUnitInertiaPitch
chassisUnitInertiaRoll
chassisUnitInertiaYaw
chat-border-bottom-left
chat-border-bottom-middle
chat-border-bottom-right
chat-border-side-left
chat-border-side-right
chat-border-top-left
chat-border-top-middle
chat-border-top-right
chatBox
ChatBrowser-CancelButton
ChatBrowser-CreateButton
ChatBrowser-CreateDlg
ChatBrowser-CreateDlg-CancelButton
ChatBrowser-CreateDlg-ChannelNameText
ChatBrowser-CreateDlg-Container
ChatBrowser-CreateDlg-CreateButton
ChatBrowser-CreateDlg-PasswordButton
ChatBrowser-CreateDlg-PasswordDisable
ChatBrowser-CreateDlg-PasswordText
ChatBrowser-JoinButton
ChatBrowser-JoinDlg
ChatBrowser-JoinDlg-CancelButton
ChatBrowser-JoinDlg-Container
ChatBrowser-JoinDlg-JoinButton
ChatBrowser-JoinDlg-PasswordText
ChatBrowser-JoinEdit-Button
ChatBrowser-JoinEdit-Text
ChatBrowser-ListSlider
ChatBrowser-SortByName
ChatBrowser-SortByPopulation
ChatBrowser-SortBySticky
[-chatBu
ChatDisplay
chatDuration
chatHistoryHeader
chatHistoryPercentDisplay
ChatI'npu:
ch?atInpu&QB
chatInput
ChatInput
chatInput-text
chat is filtered for profanity
chatOutputDisplayBorder
chatOutputDisplayBorder-besideChatLocation
chatOutputDisplayBorder-defaultLocation
ChatRe
ChatReceived
ChatRoom-CancelButton
ChatRoom-ChannelName
ChatRoom-ChatInput
ChatRoom-ChatOutput
ChatRoom-UserList
ChatRoom-UserList-Slider
ChatRoom-UserMenu
chatset
chat([stringText] integerPlayer) : adds a line of chat text from the given player (current if not provided.
chatText
.\chattextmanager.cpp
Ch&bmu
",C h]"=C
CHealth\~
Chec9k
, [check
check?/
check)`4@P
checkArchiveFirst
checkBorder1024
CheckBox
checkbutton
checkButton
checkBvShape
checkCheckedArt
che'ckH
checkHighlightArt
check only selected units when checking if unit is obscured.
ch?eckOwn]
checkOwner
CheckRequirements
CheckRu
Checksum
CheckUn
checkUnCheckedArt
checkVisible
cherPriv
Chicken
Child.
ChildProgressions
childShape
childShapeFilterInfo
childShapes
c:hjty
chniqu
cHomeC
Church
ChurchAbbassidMarket
ChurchAccel
ChurchBashkirPonies
ChurchBestieros
ChurchBlackWatch
ChurchCodeNapoleon
ChurchCoffeeTrade
ChurchCorsolet
ChurchEconmediaManor
ChurchGalataTowerDistrict
ChurchGardeImperial1
ChurchGardeImperial2
ChurchGardeImperial3
ChurchGasLighting
ChurchKalmucks
ChurchKopruluViziers
ChurchMassCavalry
ChurchMercantilism
ChurchMilletSystem
ChurchPetrineReforms
ChurchQuatrefage
ChurchRogersRangers
ChurchStadholders
ChurchStandingArmy
ChurchTanzimat
ChurchThinRedLine
ChurchTillysDiscipline
ChurchTopcuCorps
ChurchTopkapi
ChurchTowerAndSword
ChurchTownWatch
ChurchTufanciCorps
ChurchW
ChurchWaardgelders
ChurchWallensteinsContracts
ChurchWesternization
ChurchWildGeeseSpanish
ChurchZweihander
ch(void
ch whg
cI9HGC
Cicrc
cID(<ndF
cient me
cI/llRe0
cinematic
Cinematic
CinematicRevealer
CinematicSlerp
cInf!oFq:Pn
CINTLGNT.IME
c_ircle
circleBrushMode
CircleF
circlemenu
CircleSelectClickSize
CircleSelectDelayTime
CircleSelectDrawMax
CircleSelectHover
CircleSelection
Circle selection click size.
Circle selection delay time.
Circle selection grow acceleration rate.
Circle selection grow rate.
Circle selection max grow rate.
CircleSelectMaxRate
CircleSelectMaxResize
CircleSelectMaxSize
CircleSelectRate
CircleSelectRateAccel
CircleSelectResizeRate
CircleSelectSize
Circ{ra
Circular
Circular reference in anim file attachments:
CircularSaw
circularTerrainSubType
circularTerrainType
circularWorld
Cirle selection resize rate.
cityTarg
Civ7tX
Civilization
CivLogic
CivPicker-CancelButton
CivPicker-Label
CivPicker-Slider
CivPicker-SubmitButton
//Civs:
.`cJ.D
[CK0lK@
ckGotoSJ
ckName-OyK
cksuzq
ck tha
]|c;~l}^
ClaimNugget
Claim sS
clampBackground
clampForeground
Clamping out of range noise bias to -1.
Clamping out of range noise bias to 1.
clamshell
ClanPage-AddMessage
ClanPage-ChatInput
ClanPage-ChatOutput
ClanPage-ClanName
ClanPage-CreateDlg-CancelButton
ClanPage-CreateDlg-ClanAbbrev-Text
ClanPage-CreateDlg-ClanName-Text
ClanPage-CreateDlg-Container
ClanPage-CreateDlg-CreateButton
ClanPage-DestroyClan-Button
ClanPage-InviteUser-Background
ClanPage-InviteUser-Button
ClanPage-InviteUser-Text
ClanPage-LastOnlineSortButton
ClanPage-LeaveClan-Button
ClanPage-MessageBoard
ClanPage-NameSortButton
ClanPage-RankSortButton
ClanPage-RefreshClanButton
ClanPage-ScreenContainer
ClanPage-SetBoard-Background
ClanPage-SetBoard-CancelButton
ClanPage-SetBoard-Container
ClanPage-SetBoard-SubmitButton
ClanPage-SetBoard-Text
ClanPage-UserList-Slider
ClanPage-UserMenu
ClassNameID
c)@LC
clearblue
ClearFoundation
Cl
clesar
Clf+Cp
ClGaimd
clicked
clickThruCoords
clickThruFile
ClientToScreen
ClientWa
(cliff
cliff7
cliffHeight
CliffHeight
CliffModeRadioButtons
cliff painting is relative if set
cliffPaintOn
cliffRelative
cliffsidePaint
CliffSwatch
CliffToolPalette
CliffTypes.xml
Cliffu(
CLigh.p
ClipCursor
Cliyp$
clk0 mem
clockTimer
clockTimer_displayText
clockTimer_face
Close#8Di
closeButton
CloseClipboard
closeCommLogs
closed
Closed
closedLoop
CloseDo
<CloseDoor
CloseHandle
CloseLogOnWrite
closeOnESC
closesocket
Closest
ClosestPoints
Closing
cloth f=l
clumpiness
clusterMaxNum
clusterMinNum
clusterSpread
clutchDelayTime
clutchSlipRPM
cManz
Cmax Dp
~&CMemoryy
CmmCCCDs
CmmmCs
=CmmmmCm
=CmmmmCs
Cmmmmm
=Cmmmmms
Cmn%FZ\
C MOTDG
!@CMR-a*
CnnnnmC
CnQ{R7Q
cnt*:
cO0'L
Co30xtPla
Coapac
coci{rc
CoCreateGuid
CoCreateInstance
c@\oD
code -
Code: %d bytes (MAX=%d).
CodeOffset=%d.
CoInitialize
CoInitializeEx
Collide
Collideable
CollidesWithProjectiles
collisionFilterInfo
collisionFilters
collisionGroups
collisionLookupTable
collisionResponse
collisionSpinDamping
collisionThreshold
collisionTolerance
Colonialize
ColonializeBritish
ColonializeDutch
ColonializeFrench
ColonializeGerman
ColonializeOttoman
ColonializePortuguese
ColonializeRussian
ColonializeSpanish
ColonializeSPCAct1
ColonializeSPCAct2
ColonializeSPCAct3
ColonyBuilding
ColonyPlacementCenter
ColonyPlacementL
colonyPlotDebug
colonyPlotSize
colonyWallBufferTiles
color1
color2
color3
color_b
colorBlack
colorBlue
colorBro9w:
colorBrown
colorCyan
colorDarkGrey
colorDropdown
color_g
colorGreen
colorGrey
colorLightGrey
colorMagenta
color_r
colorRed
ColorTransformNonGaia
colorWhite
colorXFormHighlight
colorYellow
"'colu`
column
columnOrder
COmacO
Comanche
combatComparison
combat comparison mode
Combo %d:
command
Command
CommandAccel
Command God No Isis Icon
command god power icon
commandHistory
command no god power icon
commandPanel
commandPanel2
CommandPanelCircleMenu
CommandPanelTime1
CommandPanelTime2
commandResearch
CommandResearch
commandResearch( int commandID, int unitID) : Researches the given command from the given unit.
Command %s is invalid
commandSync
Comment or CDATA Section
.\commlog.cpp
commSync
//Communications Constants:
:comp 0
CompareStringA
CompareStringW
compColorConverted
compColorInput
compColorInputErr
compColorTargetConv
compColorTargetNotConv
compColorText
CompilL
Completed
completeOnConquest
component
compoundShapeToBeWelded
compTranslucence
comput
computeConvexHullTriangles 3.1 2001/10/19
concave half ridges in output
concave ridge
concave ridges in getmergeset
concavityLimit
CondEff
condition
condLG
coneMinAngle
coneMotor
config
configDef
configDef(<stringName>) : defines a config variable
configDump
configDump : sends to output a list of all current config vars
configGetByID
configGetByID(<intValue>) : look up config by enum ID
configHelp
configHelpPrefix
configHelpPrefix([symbolFilter]) : show all formally defined config variables that start with the filter string, or use no parameters for a full list.
configHelp([symbolFilter]) : show all formally defined config variables that contain the filter string, or use no parameters for a full list.
configIndex
Config_InitVideoCardInfo
Config_Release
configservice
configSet
configSetFloat
configSetFloat(<stringName> <floatValue>) : sets a config var to a floating point value
configSetInt
configSetInt(<stringName> <integerValue>) : sets a config var to an integer value
configSet(<stringName> <stringValue>) : sets a particular config var to a string value
configsOervi
config(<stringToken>) : changes config state just like a .cfg line
configToggle
configToggle(<stringName>) : defined var becomes undefined, and vice versa
configUndef
configUndef(stringName) : un-defines a config variable
Config Variables
Confir
Confirm
confirmAutoPatcher
confirmAutoPatcher() : Used to tell autpatcher user pressed OK on exit or error dialog.
ConfirmDelete
ConfirmDelete-text
ConfirmLeave
ConfirmResign
ConfirmResign-SinglePlayer
connect
ConnectDialog
ConnectDialog-StatusLabel
Connection must have a name.
Connection names must be unique! Connection %d is already named '%s'.
connectivityCL
Connect timeout used by the ESO Client
conom3d
conomic:RWerc
conomytjM
Conqu=
Conque
Conqueror
Conscription
conservativeWalking
console
Console
ConsoleAlpha
ConsoleBackground
consoleFileEntire
consoleHelp
ConsoleHistory
consoleInput
ConsoleInputBackground
consoleOutput
console : toggles the state of the console dialog
ConsoleX1
ConsoleX2
ConsoleY1
ConsoleY2
const
Constant %i:
Constant "%s" cannot have any structure members (members: %i)
Constants: %i
Constant starting at constant named "%s" has a count field > 1 in description
const char* hcGetUnlockedUnitScriptFilename( int unitIndex, bool regularUnits, bool performerUnits ): Returns the script file name for an unlocked unit.
const char* hcGetUnlockedUnitVisualFilename( int unitIndex, bool regularUnits, bool performerUnits ): Returns the visual file name for an unlocked unit.
Const::d?ump: N#
const int cAction%s=%d;
const int cAge%d=%d;
const int cAICommPrompt%s=%d;
const int cAIResourceSubType%s=%d;
const int cAllResources=%d;
const int cAreaGroupTypeImpassableLand=%d;
const int cAreaGroupTypeLand=%d;
const int cAreaGroupTypeWater=%d;
const int cAreaTypeForest=%d;
const int cAreaTypeImpassableLand=%d;
const int cAreaTypeVPSite=%d;
const int cAreaTypeWater=%d;
const int cAttackPlanAttackRoutePattern%s=%d;
const int cAttackPlanBaseAttackMode%s=%d;
const int cAttackPlanRetreatMode%s=%d;
const int cAttackPlan%s=%d;
const int cAttackRouteBackLeft=%d;
const int cAttackRouteBackRight=%d;
const int cAttackRouteFrontLeft=%d;
const int cAttackRouteFrontRight=%d;
const int cAttackRouteLeftBack=%d;
const int cAttackRouteLeftFront=%d;
const int cAttackRouteRightBack=%d;
const int cAttackRouteRightFront=%d;
const int cAttackStrategyPlan%s=%d;
const int cBPIFalloffLinear=%d;
const int cBPIFalloffLinearInverse=%d;
const int cBPIFalloffNone=%d;
const int cBuildingPlacementEventDone=%d;
const int cBuildingPlacementEventFailed=%d;
const int cBuildingPlacementPreference%s=%d;
const int cBuildPlan%s=%d;
const int cBuildWallPlan%s=%d;
const int cBuildWallPlanWallType%s=%d;
const int cCancelShipmentHandler=%d;
const int cCiv%s=%d;
const int cClusterEverywhere=%d;
const int cClusterLand=%d;
const int cClusterShallowWater=%d;
const int cClusterWater=%d;
const int cComeOutHandler=%d;
const int cConnectAllies=%d;
const int cConnectAreas=%d;
const int cConnectEnemies=%d;
const int cConnectPlayers=%d;
const int cCulture%s=%d;
const int cDefendPlan%s=%d;
const int cDifficultyEasy=%d;
const int cDifficultyExpert=%d;
const int cDifficultyHard=%d;
const int cDifficultyModerate=%d;
const int cDifficultySandbox=%d;
const int cDonePerforming=%d;
const int cEconomyEscrowID=1;
const int cElevFractalSum=%d;
const int cElevNormal=%d;
const int cElevTurbulence=%d;
const int cEmergencyEscrowID=-2;
const int cExplorePlan%s=%d;
const int cFishPlan%s=%d;
const int cGameModeConquest=%d;
const int cGameModeDeathmatch=%d;
const int cGameModeLightning=%d;
const int cGameModeSupremacy=%d;
const int cGameTypeCampaign=%d;
const int cGameTypeRandom=%d;
const int cGameTypeSaved=%d;
const int cGameTypeScenario=%d;
const int cGatherGoalPlan%s=%d;
const int cGatherPlan%s=%d;
const int cGoalPlanGoalSubType%s=%d;
const int cGoalPlanGoalType%s=%d;
const int cGoalPlan%s=%d;
const int cGoalPlanTargetType%s=%d;
const int cHCCardTypeEcon=%d;
const int cHCCardTypeMilitary=%d;
const int cHCCardTypeTeam=%d;
const int cHCCardTypeWagon=%d;
const int cHerdPlan%s=%d;
const int cMapResources=%d;
const int cMapSize=%d;
const int cMaxSettlersPerMill=%d;
const int cMaxSettlersPerMine=%d;
const int cMilitaryEscrowID=2;
const int cMissionPlan%s=%d;
const int cMissionTypeNone=-1;
const int cMissionType%s=%d;
const int cMovementTypeAir=%d;
const int cMovementTypeLand=%d;
const int cMovementTypeNone=%d;
const int cMovementTypeNonSolid=%d;
const int cMovementTypeWater=%d;
const int cMyCiv=%d;
const int cMyCulture=%d;
const int cMyID=%d;
const int cMyTeam=%d;
const int cNuggetPlan%s=%d;
const int cNuggetTypeAdjustHP=%d;
const int cNuggetTypeAdjustResource=%d;
const int cNuggetTypeAdjustSpeed=%d;
const int cNuggetTypeConvertUnit=%d;
const int cNuggetTypeGiveLOS=%d;
const int cNuggetTypeSpawnUnit=%d;
const int cNumberNonGaiaPlayers=%d;
const int cNumberPlayers=%d;
const int cNumberTeams=%d;
const int cOpportunitySource%s=%d;
const int cOpportunityTargetType%s=%d;
const int cOpportunityType%s=%d;
const int cPerformHandler=%d;
const int cPlanEvent%s=%d;
const int cPlan%s=%d;
const int cPlanState%s=%d;
const int cPlayerChatResponseType%s=%d;
const int cPlayerChatTargetStrategy%s=%d;
const int cPlayerChatTargetType%s=%d;
const int cPlayerChatVerb%s=%d;
const int cPlayerRelationAlly=%d;
const int cPlayerRelationAny=%d;
const int cPlayerRelationEnemy=%d;
const int cPlayerRelationEnemyNotGaia=%d;
const int cPlayerRelationSelf=%d;
const int cProgressionPlan%s=%d;
const int cResearchPlan%s=%d;
const int cReservePlan%s=%d;
const int cResignGatherers=%d;
const int cResignMilitaryPop=%d;
const int cResignTeammates=%d;
const int cResource%s=%d;
const int cRestartShipmentHandler=%d;
const int cRGPActual=%d;
const int cRGPCost=%d;
const int cRGPScript=%d;
const int cRootEscrowID=0;
const int cTactic%S=%d;
const int cTech%s=%d;
const int cTechStatusActive=%d;
const int cTechStatusObtainable=%d;
const int cTechStatusUnobtainable=%d;
const int cTowerPlan%s=%d;
const int cTradePlan%s=%d;
const int cTrainPlan%s=%d;
const int cTransportPathType%s=%d;
const int cTransportPlan%s=%d;
const int cTSFactorBase=3;
const int cTSFactorDanger=4;
const int cTSFactorDistance=0;
const int cTSFactorPoint=1;
const int cTSFactorTimeToDone=2;
const int cUnitQueryInvalidArmy=%d;
const int cUnitQueryNoArmy=%d;
const int cUnitStanceAggressive=%d;
const int cUnitStanceDefensive=%d;
const int cUnitStancePassive=%d;
const int cUnitStateABQ=%d;
const int cUnitStateAlive=%d;
const int cUnitStateAliveOrBuilding=%d;
const int cUnitStateAny=%d;
const int cUnitStateBuilding=%d;
const int cUnitStateDead=%d;
const int cUnitStateNone=%d;
const int cUnitStateQueued=%d;
const int cUnitType%s=%d;
const int cVPAll=%d;
const int cVPConqueror=%d;
const int cVPGranted=%d;
const int cVPInvalid=%d;
const int cVPNative=%d;
const int cVPSecret=%d;
const int cVPStateAny=%d;
const int cVPStateBuilding=%d;
const int cVPStateCompleted=%d;
const int cVPStateNone=%d;
const int cVPStateSite=%d;
const int cVPTrade=%d;
const int cWaitingToPerform=%d;
const int cWaypointMaskCitizen=%d;
const int cWaypointMaskDock=%d;
const int cWaypointMaskDoor=%d;
const int cWaypointMaskDrunk=%d;
const int cWaypointMaskExit=%d;
const int cWaypointMaskFishingArea=%d;
const int cWaypointMaskGuardArea=%d;
const int cWaypointMaskIllReputeArea=%d;
const int cWaypointMaskShipmentEnd=%d;
const int cWaypointMaskShipmentStart=%d;
const int cWaypointMaskSweeper=%d;
const int cWaypointMaskVendorArea=%d;
const int cWaypointMaskVendorEntry=%d;
const int cXSAgeHandler=%d;
const int cXSAutoCreatePlanHandler=%d;
const int cXSBuildHandler=%d;
const int cXSGameOverHandler=%d;
const int cXSHCGameOverHandler=%d;
const int cXSHomeCityLevelUpHandler=%d;
const int cXSHomeCityTransportArriveHandler=%d;
const int cXSHomeCityTransportReturnHandler=%d;
const int cXSMissionEndHandler=%d;
const int cXSMissionStartHandler=%d;
const int cXSNuggetHandler=%d;
const int cXSPlayerAgeHandler=%d;
const int cXSPowerHandler=%d;
const int cXSResignHandler=%d;
const int cXSRetreatHandler=%d;
const int cXSScoreOppHandler=%d;
const int cXSShipResourceGranted=%d;
const int cXSTreatyBrokenHandler=%d;
const int %s=%d;
constNum >= 1
constNum <= (int)desc.Elements
ConstrainOrientation
constraint
Constraint ID %d not valid!
Constraint requires a name!
CONSTRUCTION_HAMMER
CONSTRUCTION_LIFTING
CONSTRUCTION_SAW
CONSTRUCTION_STAKING
constSize >= 1
const string cFilename="%s";
const string cFilename="%S";
const string cRandomMapName="None";
const string cRandomMapName="%s";
const vector cInvalidVector=vector(-1.0, -1.0, -1.0);
const vector cOriginVector=vector(0.0, 0.0, 0.0);
Contain
ContainedSpeedBonus
contains %d facets and %d vertices.
context
contextExclusive
continue
continue execution and must now be terminated.
control
Controls how selection outlines are displayed.
controls the clumpiness of the forest
controls the density of the forest
controls the underbrush of the forest
Controls whether or not AI echo messages are shown.
Controls whether or not AI output messages are shown via coreOutput.
Controls whether or not the AI will spew out KB Resource messages.
Controls whether or not the CP AIs are updated.
control the mouse cursor/buttons with the joystick
Convert
convertCoveredWagon
ConvertCoveredWagon
convertCoveredWagon() : Convert a covered wagon into a Town Center
ConvertFinished
Converting
ConvertOnStartBuild
ConvertsHerds
ConvertToGaiaAtZeroHitpoints
ConvertUnit
Convex hull of %d points in %d-d:
convexityLimit
convexManifoldDriftTolerance
convexManifoldWeldTolerance
ConvexS
CONVEX_S
convexWelderAcosTolerance
convexWelderCullingPlaneTolerance
coolwater
coordinateSystem
coplanar
coplanar
coplanar and interior
coplanar angles in getmergeset
coplanar centrums in getmergeset
coplanar/concave merges due to avoiding old merge
coplanar half ridges in output
coplanar horizon facets for new vertices
coplanar or concave ridge
coplanar points during partitioning
coplanar ridge
- coplanar set:
- coplanar set: %d points.
coplanarset for f
- coplanar set (furthest p%d):
CopyFileW
c_opyUp
copyUpDirectory
core.cp]
CorExitProcess
Corner
CORPSE
CorpseDecalTime
CorpseDecay
CorpseDecayDelay
CorpseDecays
corrupted the program's internal state. The program cannot safely
CostBuildingAll
CostBuildingTechs
CostBuildingUnits
CostEscalation
CostRPGPct
CostWe
could
Could load load grouping definition '%S' for grouping '%S'.
couldn'
Could not add area to connection. %d is not a valid area ID.
Could not add area to connection. Random map initialization failed.
Could not add protounit %d to Special_StartingUnits object def
Could not create d3d cube texture (%s).
Could not create d3d texture (%s).
Could not create river %d
Could not create z buffer
Could not find a valid starting location for area '%s' (%d)!
Could not find distance to terrain -- terrain not properly initialized.
Could not find random tile, terrain not yet initialized!
Could not get a depth/stencil buffer.
Could not get fairLoc location for player %d, player ID is not valid.
Could not get nugget manager.
Could not get number fairLocs for player %d, player ID is not valid.
Could not get world.
Could not save tag data. Check banglog.txt for more information.
Could not set fairLoc location for player %d, player ID is not valid.
Could not set location for area %d to player %d's location, player ID is not valid.
Could not set location for area %d to team %d's location, team ID is not valid.
Could not set location for area %d to team %d's location, team placement not properly established.
Could not set location for player %d, player ID is not valid.
Could not set map size. Terrain already initialized.
Could not set map size. Tile count must be positive.
Could not set map size. Total tile count must be less than %d.
Could not set z buffer
Couldn't
Couldn't find bone in cDummyImpact list : %S
Couldn't find component %S while parsing anim %S
Couldn't load cloth flag data
Couldn't load geometry trail: %S
Couldn't load particle system: %S
Couldn't parse animFile: %S in AnimNode %S
Couldn't parse anim tag: %S
Couldn't parse AssetReference in Anim %S
Couldn't parse attachment node: %S
Couldn't parse component: %S
Couldn't parse Logic %S
Couldn't parse simskeleton in Anim %S
Couldn't parse sub-model node: %S
Couldn't register bone name : %S
Couldn't reload granny animation: %S
Couldn't reload granny model: %S
CoUninitialize
>count):
count > 0
countCommand
CountsTowardEconomicScore
CountsTowardMilitaryScore
_CoUogo
CoUogoyo
Coureur
CoureurAccel
CoureurCree
CoureurCreeAccel
coveredwagon
CoveredWagon
CoveredWagonAccel
cPi}c0mHoriz
cp must
, CPorQA
.cppefh
C^prR9ox
c(PU#Eq
cpu seconds for qhull after input
CPU seconds to compute hull (after input): %2.4g
cputnl
c p which
cpZcptcp
c({ Q3
Cqac>[
CqC-
cQVPir
cr73{B
CrateOfCoin
CrateofCoinLarge
CrateOfFood
CrateofFoodLarge
CrateOfWood
CrateofWoodLarge
CrateofXP
*CRb9K
CreateBase
CreateBitmap
CreateCompatibleBitmap
CreateCompatibleDC
CreateConfigDetection
CreateD
Created area '%s' (%d) in %d ms (build=%d, finish=%d)
CreateDialogParamW
CreateDIBitmap
CreateDirectoryA
CreateDirectoryW
CreateEventA
CreateEventW
CreateFileA
CreateFileMappingW
CreateFileW
CreateFontIndirectW
CreateFontW
createFunction
createhull
CreateMutexW
CreatePalette
CreateProcessW
createRiver
createRiverShallow
CreateSemaphoreW
CreateStreamOnHGlobal
CreateThread
CreateUniqueInstance
CreateUnit
CreateUnitLight
CreateWindowExA
CreateWindowExW
Creating AGSMPClientWait Mode
Creating BMPESOMode
Creating Build Cinematic Mode
Creating Campaign Mode
Creating CampaignSinglePlayer Mode
Creating Cinematic Mode
Creating cModeCredits
Creating cModeSkirmHomeCity
Creating communications
Creating console
Creating cursors
Creating Editor Mode
Creating GameMenu Mode
Creating GCCharacter Mode
Creating GCGame Mode
Creating GCQuest Mode
Creating GCSettings Mode
Creating GCSinglePlayer Mode
Creating GCStats Mode
Creating help manager
Creating History Mode
Creating HotkeySetup Mode
Creating inventory manager
Creating modes
Creating MPGameSetup Mode
Creating MPLoginMode
Creating Options Mode
Creating OutsideGameHomeCity Mode
Creating Playtest Mode
Creating PostGame Mode
Creating pregame mode
Creating profileselect mode
Creating RecordedGame Mode
Creating RM setup mode
Creating simulation mode
Creating SinglePlayer Mode
Creating single player setup mode
Creating SPCHomeCity Mode
Creating UI Contexts
Creating UI Gadgets
Creating unit help manager
Creation
CreationFadeTime
Creator: %s
Credits
creGen
crol&q
Cr?ossbow
CrossD
CrowdNeighborDistance
c>RSUpgra"qQQ
crucsh+Q
CryptAcquireContextW
CryptDecrypt
CryptDestroyKey
CryptExportKey
CryptGenKey
CryptGetUserKey
CryptReleaseContext
%c' sc
cs error
cShipm?entEnd
cspLUA
c"`SWs
C;T$4~H
'<CT&DG
CText]
C;T$<}H
CTIVE-
CtkHHt=HHt9
ct leng
c~ Tne
;:CT?Rv
CTtDas
CTtDashpot
@ctTran
ctWhen
CuBDeadCocnd3
@c?ueExpla
C?U?g?
c UI ele
culture
Culture
Cultu#re
//Cultures:
Culverib
cument y
cupgr|>@
C UPWQ
cuR n
CURRENT
Current Gatherer Distribution: %d total gatherers.
CurrentGoalID
CurrentGoalType
CURRENT LINE=%d.
CurrentNuggetID
currentPlayer
CurrentStep
CurrentStepPlanID
Current summary is:
Current Time: %0.2f\%0.2f
Current Time: N/A
currentUnitLimberPercent
currentVersion
CurrentWaypoint
currx{
cursion
`Curso
cursorAlwaysOn
cursor_attack
cursor_bombard
cursor_bombard_off
cursor_broadside
cursor_broadside_off
cursor_build
cursorColor
cursor_convert
cursor_dropfood
cursor_dropgold
cursor_dropwood
cursor_empower
cursor_garrison
cursor_gather
cursor_gatherfood
cursor_gathergold
cursor_gatherwood
cursor_guard
cursor_help
cursor_hyperlink
cursor_patrol
cursor_pointer
cursor_pray
cursor_repair
cursor_rotate
cursor_select
cursor_sniper
cursor_sniper_off
cursor_treasure
cursor_ungarrison
cursor_workon
Customiz4
cusWhenM
,C"ut6N
CvN7ice
CVPGaVq
cvsync
CWallGate
C"!whe
cXaB4<
CxD9L>QI-
// CXSDump
@'^C;y
C,_^][Y
CY6yW_
,cYA&Ce
cycles of facets merged into coplanar horizon
`]cY!s f
c ZparIP
CZsGetPop
(?%d) :
^@;^D~
~@;~D~
|+;D$(
_^]#D$
;D$$~#
\$,+D$,
\$(;\
D$`^_][
D$<_^;
D$<_^[
D$<_^[]
D$<_^][
D$<[]^
D$|]_^[
D$ ^][_
D$ _^];
D$ _]^[
D$ ]_^
D$,_^;
D$,_^]
D$,_^][
D$,_[^]
D$(_^[]
D$(_^][
D$(;|$$
D$([_^]
D$(]_^[
D$@[^_]
D$$^[]
D$^[
D$^][
D$][^
D$$+\$(
D$\_^[
D$#][_^
;D$0}
D$0_^][
D$0]_^[
d (0-1
+D02?K
D$09D$
D$0+D$
D$0fff?
D$0h u
D$0hXS
D$0;p`
D$0Ph$
D$0PhH*
D$0PhT
D$0Ph
D$0Pj#
D$0PQR
D$0PSSW
D$0PVQ
D$0PWj
D$0PWQ
D$0PWQj
D$0PWSQ
D$0QRP
D$0QRPS
D$0RPj
D$0RPW
D$0RVP
D$0SQRP
D$0SU3
D$0;t$
D$0t W
D$0UPj
D$0v^j6
D$0~^W
D 0x%X aUs}
+#d$2aRa6
^D3cHfD
d3d9.dll
d3dadapter
D3DERR_CONFLICTINGRENDERSTATE
D3DERR_CONFLICTINGTEXTUREFILTER
D3DERR_CONFLICTINGTEXTUREPALETTE
D3DERR_DEVICELOST
D3DERR_DEVICENOTRESET
D3DERR_DRIVERINTERNALERROR
D3DERR_DRIVERINVALIDCALL
D3DERR_INVALIDCALL
D3DERR_INVALIDDEVICE
D3DERR_MOREDATA
D3DERR_NOTAVAILABLE
D3DERR_NOTFOUND
D3DERR_OUTOFVIDEOMEMORY
D3DERR_TOOMANYOPERATIONS
D3DERR_UNSUPPORTEDALPHAARG
D3DERR_UNSUPPORTEDALPHAOPERATION
D3DERR_UNSUPPORTEDCOLORARG
D3DERR_UNSUPPORTEDCOLOROPERATION
D3DERR_UNSUPPORTEDFACTORVALUE
D3DERR_UNSUPPORTEDTEXTUREFILTER
D3DERR_WASSTILLDRAWING
D3DERR_WRONGTEXTUREFORMAT
D3DFMT_A16B16G16R16
D3DFMT_A16B16G16R16F
D3DFMT_A1R5G5B5
D3DFMT_A2B10G10R10
D3DFMT_A2R10G10B10
D3DFMT_A2W10V10U10
D3DFMT_A32B32G32R32F
D3DFMT_A4L4
D3DFMT_A4R4G4B4
D3DFMT_A8
D3DFMT_A8B8G8R8
D3DFMT_A8L8
D3DFMT_A8P8
D3DFMT_A8R3G3B2
D3DFMT_A8R8G8B8
D3DFMT_CxV8U8
D3DFMT_D15S1
D3DFMT_D16
D3DFMT_D16_LOCKABLE
D3DFMT_D24FS8
D3DFMT_D24S8
D3DFMT_D24X4S4
D3DFMT_D24X8
D3DFMT_D32
D3DFMT_D32F_LOCKABLE
D3DFMT_DXT1
D3DFMT_DXT2
D3DFMT_DXT3
D3DFMT_DXT4
D3DFMT_DXT5
D3DFMT_G16R16
D3DFMT_G16R16F
D3DFMT_G32R32F
D3DFMT_G8R8_G8B8
D3DFMT_INDEX16
D3DFMT_INDEX32
D3DFMT_L16
D3DFMT_L6V5U5
D3DFMT_L8
D3DFMT_MULTI2_ARGB8
D3DFMT_P8
D3DFMT_Q16W16V16U16
D3DFMT_Q8W8V8U8
D3DFMT_R16F
D3DFMT_R32F
D3DFMT_R3G3B2
D3DFMT_R5G6B5
D3DFMT_R8G8B8
D3DFMT_R8G8_B8G8
D3DFMT_UYVY
D3DFMT_V16U16
D3DFMT_V8U8
D3DFMT_VERTEXDATA
D3DFMT_X1R5G5B5
D3DFMT_X4R4G4B4
D3DFMT_X8B8G8R8
D3DFMT_X8L8V8U8
D3DFMT_X8R8G8B8
D3DFMT_YUY2
D3DMULTISAMPLE_10_SAMPLES
D3DMULTISAMPLE_11_SAMPLES
D3DMULTISAMPLE_12_SAMPLES
D3DMULTISAMPLE_13_SAMPLES
D3DMULTISAMPLE_14_SAMPLES
D3DMULTISAMPLE_15_SAMPLES
D3DMULTISAMPLE_16_SAMPLES
D3DMULTISAMPLE_2_SAMPLES
D3DMULTISAMPLE_3_SAMPLES
D3DMULTISAMPLE_4_SAMPLES
D3DMULTISAMPLE_5_SAMPLES
D3DMULTISAMPLE_6_SAMPLES
D3DMULTISAMPLE_7_SAMPLES
D3DMULTISAMPLE_8_SAMPLES
D3DMULTISAMPLE_9_SAMPLES
D3DMULTISAMPLE_NONE
D3DMULTISAMPLE_NONMASKABLE
D3DOK_NOAUTOGEN
d3dq?uantit
d3dx9_25.dll
D3DXAssembleShader
D3DXCompileShader
D3DXComputeBoundingBox
D3DXCreateBuffer
D3DXCreateEffectCompiler
D3DXDisassembleShader
D3DXGetPixelShaderProfile
D3DXGetVertexShaderProfile
D3DXLoadSurfaceFromSurface
D3DXMa
D3DXMatrixInverse
D3DXMatrixMultiply
D3DXMatrixMultiplyTranspose
D3DXMatrixOrthoLH
D3DXMatrixPerspectiveOffCenterLH
D3DXMatrixRotationQuaternion
D3DXMatrixRotationY
D3DXMatrixRotationZ
D3DXMatrixTranslation
D3DXMatrixTranspose
D3DXPC_MATRIX_COLUMNS
D3DXPC_MATRIX_ROWS
D3DXPC_OBJECT
D3DXPC_SCALAR
D3DXPC_STRUCT
D3DXPC_VECTOR
D3DXPlaneFromPointNormal
D3DXPlaneNormalize
D3DXPT_BOOL
D3DXPT_FLOAT
D3DXPT_INT
D3DXPT_PIXELFRAGMENT
D3DXPT_PIXELSHADER
D3DXPT_SAMPLER
D3DXPT_SAMPLER1D
D3DXPT_SAMPLER2D
D3DXPT_SAMPLER3D
D3DXPT_SAMPLERCUBE
D3DXPT_STRING
D3DXPT_TEXTURE
D3DXPT_TEXTURE1D
D3DXPT_TEXTURE2D
D3DXPT_TEXTURE3D
D3DXPT_TEXTURECUBE
D3DXPT_VERTEXFRAGMENT
D3DXPT_VERTEXSHADER
D3DXPT_VOID
D3DXQuaternionMultiply
D3DXRS_BOOL
D3DXRS_FLOAT4
D3DXRS_INT4
D3DXRS_SAMPLER
D3DXVec3Normalize
D3DXVec3Transform
D3DXVec3TransformCoord
D3DXVec3TransformNormal
D3DXVec4Transform
D$@3t$43t$03
D$4_^;
D$4_^][
D$49D$0
D$4;D$
D$4;D$$
D$4;D
D$4h w
D$4}(j
D4pgyso
D$4Phl
D$4Phl;
D$4Ph,N
D$4PhP
D$4PhTy
D$4Pj0
D$4PQR
D$4PSV
D$4PSVQ
D$4PUQ
D$4PUV
D$4PWQ
D$4PWUS
D$4QPU
D$4QRP
D$4QRPW
D$4r h
D$4RPj
D$4RPQ
D$4RPS
D$4}rV
D$4SUWP
D$4t3;t$<|
D$4t&V
D$4t V
D$4WPQ
D6 r*M%
d6RWgR'R
\:=/d7
D!7ddB/2Up
d7oes
;|}8
D$,;8~
D$8_^]
D$8_^][
D$8333?
D$89D$
D$8;D$
D$8+D$
D$8;D$(t
;d:<8?#&e
D$8h
D$8j RWP
D$8Ph0M
D$8PhLc
D$8Ph O
D$8Ph\P
D$8PhXO
D$8Ph<y
D$8Pj/
D$8PQR
D$8PQS
D$8PSU
D$8PVSQ
D$8PVW
D$8PWS
D$8QRP
D$8RPj
D$8RUP
D$8RUPS
D$8SPj
D$8SUV
D$8SUVW
D$8SUWQ
D$8~US
~D9^`|
D$|9D$
D$ 9D$
D$,9D$
D$,9D$$
D$(9D$$
D$@9D$
D$$9D$(
D: 9D
D$(9D$ s
D$$9D$ t
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D$(9l$(}
D$"9^(u jT
D$,|%A
da24AuC2
dableN
d@ abqA
dABT `
%d Accessible Builders.
%d Accessible Buildings.
%d Accessible ProtoUnits.
%d Accessible Techs.
%d Accessible Transports.
Damage
DamageArea
DamageBonus
DamageMod
Damage modifier. Don't use this. Ever.
DamageTemplate
DamageTypeLogic
damping
Danger
DangerTh
DangerVa
dAngl8
danZq0
Daomper4
<DAreG
DarkGrey
Data({
`Datab
data.bar
data. }Cv
data error
(DataID
dataRefreshRate
D$,}b3
dBodyDea
dcbawd
DcD_VSA
d}CGr(<strv
%d~~~connection
%d~~~constraint1
%d~~~constraint2
dcR~!n
d@ctTyp
d, Curr^0
%d->%d
D^][
)D$,)D$
D$`;D$
D$`+D$
D$<;|
D$|+D$
D$ ;D$
D$ ;D$|
D$ +D$
D$ +D$$+
D$ +D$\
D$,;D$
D$,;D$ }:
D$,)D$
D$(;D$
D$(+D$
D$(+D$$
D$$;D$
D$$+D$
D$$+D$
D$$+D$,
D]_^
D][^
%d %d 1
D$,;D$4
D$@+D$83
%d %d %d
%d %d %d
D+D$`
D$<+D
D$(;D
%d %d %d %6.8g
%d %d %d %d
dddd, MMMM dd, yyyy
DDDE%
dd funch!
D$@+D+
D`N
%d, %dHR
dDiffic
D;p`
D|
D
D
#D
D
D
D
D
D
D
%d %d real
%d %d real
ddR<IS
D
D
D;
D
D:;\}
D*U
D<U
D/U
D$ ;D$
d,%d) Zo
D$ :E~
DeadReload
DeadReplacement
DeadReplacementWhenDestroyed
DeadReplaceOnlyOnTimeout
deadState
deadZone
Death2
death_by_havoc
death_havoc_flail
death_havoc_spin
deathmatchAgeGPTime
deathmatchBaseGPTime
debug)
debug+
DebugCBC
DEBUG: distance the water plane is below the edge that created the water.
debugdump
DEBUG: epsilon that allows water to be painted on variable terrain heights
DEBUG: for water vertex Color painting.
Debugg
debugging only
debugRandomMaps
DEBUG: render the water hull.
DEBUG: the bias curve of the brush.
DEBUG: the bias of the Fresnel reflectivity termr.
DEBUG: the blue color for directly viewing water.
DEBUG: the blue color for water vertex Color painting.
DEBUG: the green color for directly viewing water.
DEBUG: the green color for water vertex Color painting.
DEBUG: the red color for directly viewing water.
DEBUG: the red color for water vertex Color painting.
DEBUG: the scale of the Fresnel reflectivity termr.
DEBUG: the softness of a brush.
debug the wind
DecalStickToWaterSurface
DecembeQ"
December
Declared
declaredMembers
decrementUSP2SelectedUnitStack
dedBOc
(defau
&defau
defaul
default
Default
DEFAULT
DefaultButtonSound
defaultcolor_b
defaultcolor_g
defaultcolor_r
default.con
DEFAULTCPAI
DefaultF
DefaultFont
defaultGadgetFont
defaultGadgetFontSize
defaultHintsONDiffLevel
DefaultHomeCity
defaultNumberPlayers
defaultScenarioDir
DEFAULTSIM
Default Size of the memory stack heap
defaultSkyBox
<default string>
DEFAULTUI
Default value:
Default values:
defawult
Defend
DefendAreaID
DefendBaseID
//Defend Plan Variables:
DefendPoint
DefendTargetID
Defen.`Ra
defensive
Defensive
definegrouping
defineGrouping
DefineGrouping
define is missing name attribute [fxe]
Defines:
defines the default scenario folder to use for load/save
defines the number Home City cards that can be played in a game.
defines the selection pixel error
' DefInRa
deformerdll.dll
Deformer library is out of sync with game build! fastdeformersse.cpp was compiled with version: %08X, BDeformer class is version: %08X
DefWindowProcA
DefWindowProcW
degenerate
degenerate facets. Can not continue.
degenerate facets due to dropped neighbors
degenerate hyperplanes recomputed with gaussian elimination
degenerate new facets in output (same ridge)
Degfen
degrees
deHitsW
delaunay
Delaunay triangulation by the convex hull of %d points in %d-d:
delay between valid AI chats.
DelayScrollingAngle
delbtB
delete
Delete
DeleteCriticalSection
deleted
deleted
DeleteDC
DeletedPlan
deleted ridges due to renamed vertices
DeleteFileA
DeleteFileW
DeleteObject
DeleteUnit
deleteunits
del::par
delpTeCxt5
deltaB
deltaBeachMax
deltaBeachMin
deltaWaterMax
deltaWaterMin
demandLoadMeshes
DemoS%9
DemoSubMenu
DEm Wf
d?Encamp
density
depmetPntjPit#
depth/st
depth/stencil formats:
depth/stencil/multisample conflicts:
depth where water alpha goes to max value
depth where water alpha goes to min value
D/epth) y
derFogOn
deRout~T
%d error(s) found in file '%s'.
@ desc
desc.Bytes >= defaultBytes
desc.Bytes == sizeof(float) * 4 * desc.Columns * desc.Elements
desc.Bytes == sizeof(int) * 4 * desc.Elements
desc.Bytes == sizeof(int) * desc.Elements
desc.DefaultValue
desc.Elements == 1
desc.Elements >= 1
desc.Elements >= desc.RegisterCount
desc.Elements >= desc.RegisterCount / desc.Columns
desc.RegisterCount >= 1
(desc.RegisterCount % desc.Columns) == 0
Descrioptio
Description: %s
design/
Desired
Desired Resource Breakdowns:
desj d,q
Destroy
destroyCinfoFunction
DestroyCursor
DestroyMenu
DestroyProjectile
DestroyUnderBuilding
DestroyUnitType
DestroyWindow
Destruct
detailHelp
details
Detawils @nno
determinants computed (area & initial hull)
determinants not computed because vertex too low
Determines if we precalculate whether or not a projectile hits its target
determines the algorithm for tile-izing circular brushes
determines whether rollover help gadget is used
determines whether the minimap is in rotation mode or fixed mode
*DEV!ANCE*
developer.con
Device %d:
DeviceID = 0x%x
DeviceID: %d
DeviceIdentifier: %S
(deyQs
# %d f%d
+DfE,zHrv
D$|fff?
D$,fff?
D$(fff?
D$<;Fh
%d Files:
dF\JSe
D$ ;FL}2
%d Function Overloads:
-d GeomvGiew
dgeRepea
DGGGGGGGG
%d 'Global (as in not in a function)' Variables:
[)@DgR
%d~~~H
D$,=h[
D$(h@%
D$<#
D$|#
D$ <
D$,#
D^]
^D;~H}
~D;^H}
D$(h0;
D$(h0%
DhA\Um
+D+D$\
D$ ;HD},
D;D$@
D$ hH(
d,z
D$#
D$ h L
D$,hL&
D$;
D+L
D$ h\n
D$(hP%
D(
D
D/
D$,hpP
D
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D$ HPR
D
D
D
D
DHQQ<"#
D
D
D(hres)
D
D
D
D$@ht:
D`3
D U
D$-HtVHt'H
D$(h(u
D$,}hU
D
D
d~I2HotKey
diagra
dialo
dialog
DialogBoxIndirectParamW
DialogBoxParamW
dialogDefaultButtonIndex
dialogEscapeButtonIndex
#d IDd
(didn'
DieAtZeroHitpoints
DieAtZeroResources
d if <
difference in max_outside at final check
Differenotial
-Di/ffic
Difficul
difficultyLevel
//Difficulty Levels:
diffuse
DiffuseColor0
digital
dina:"
dInGad!gm
dinput8.dll
DINPUT8.dll
Diplom
DiplomacyDialog
Dir( >
Direct3DCreate9
DirectInput8Create
Directory not empty
DirectProjectile
DirectSoundCreate8
DirectSoundEnumerateW
disableAfterDestruction
disableAllSync
disableATIDST
disableBlooms
disableBuildingSnap
disabled
disabledEntities
disabledPairA
disabledPairB
disableESOProfile
DisableHCShipmentVisual
DisableIconChat
disableMidUpdateRender
DisableNewHCPathing
disableNVCPL
DisableOutpost
Disable post game stats.
disables all trigger-echo outputs
disables ambient sounds
Disables Blooms if defined
disableShadows
Disables home city ambient sounds.
disableSLI
Disables multithreaded deformation in the batcher
Disables new home city pathing.
disable sounds
Disables rendering of in-world 'floaty' text.
Disables rendering of in-world hit point bars.
Disables rollover popups in homecity.
Disables spawning of units when selecting shipment in homecity.
disables specular lighting
Disables storing of the home city after a game.
Disables Streaks if defined
disableStats
disables the attack warning sound
Disables the icon chat dialog.
Disables the music
Disables the send new covered wagon functionality in scenarios
Disables the victory sounds in the game
disableStreaks
disables unit highlighting
Disables wind hack on trees.
disableTriggerEcho
disableWaterReflection
Disallow the use of the nvCPL DLL
%d is an invalid index, '%s'.
Disasse
Disassem
------ Disassembling parametric shader, Filename: "%s", ShaderType: "%s", EntryPoint: "%s"
disbles the helpful auto-placement of near-misses on buildings
Discover
D$ ISHPQ
%d is not a valid area ID.
%d is not a valid group ID.
%d is not a valid number of extra tiles.
%d is not a valid trade route ID.
?Dispat
DispatchMessageA
DispatchMessageW
Displa|
display
: Displ'ay'
displayAspectRatio
display([integerState]) : with no arg, toggles display on/off. otherwise, sets display
Display modes:
displayName
displayNameID
DisplayNameID
displayon
Displays the battle UI buttons in advanced mode.
displaytype
displayType
displayType([integerState]) : with no arg, cycles through the various status display modes. otherwise sets display type
dispName
Dista2P`
distanc
distanc
distance
Distance
DistanceFromCenter
Distance-roundoff
distance tests for best merge
distance tests for centrum convexity
distance tests for checking convexity
distance tests for checking flipped facets
distance tests for checking good point
distance tests for checking simplicial convexity
distance tests for computing furthest
distance tests for facet visibility
distance tests for initial partition
distance tests for output
distance tests for partitioning
distance tests for statistics
distance tests for these partitions
distance tests to report minimum vertex
DISTANT
Divisor for the wheel rotation.
divisz
D$ j0P
!djousts
"dJQLU
D$(R
D$,Ku[
D$(+l$
D^][
D^];
D[_^]
D?
D
%d Labels:
D+D$
D+D
D+D
D;D
D+D$$+\$(VWPSQ
dlg}-c@ilGol$
Dlg_Decl
dlg-minu
+DlI;V
D$,lk[
?dllDeformerBlendedNoTanSSE@BFastMeshDeformer@@YAXABUBWorkQueueEntry@1@PBUBBlendVert@1@PAUpnt332_vertex@1@I@Z
?dllDeformerBlendedPosOnlySSE@BFastMeshDeformer@@YAXABUBWorkQueueEntry@1@PBUBBlendVert@1@PAUp3_vertex@1@I@Z
?dllDeformerBlendedSSE@BFastMeshDeformer@@YAXABUBWorkQueueEntry@1@PBUBBlendVert@1@PAUpngt3332_vertex@1@I@Z
?dllDeformerCopyMatricesSSE@BFastMeshDeformer@@YAXPBUBDataHeader@1@PAU__m128@@PBU3@PBH@Z
?dllDeformerRigidToStackAlignedNoTanSSE@BFastMeshDeformer@@YAXPBUBDataHeader@1@ABUBWorkQueueEntry@1@@Z
?dllDeformerRigidToStackAlignedPosOnlySSE@BFastMeshDeformer@@YAXPBUBDataHeader@1@ABUBWorkQueueEntry@1@@Z
?dllDeformerRigidToStackAlignedSSE@BFastMeshDeformer@@YAXPBUBDataHeader@1@ABUBWorkQueueEntry@1@@Z
D
D~f
D
D
D
D
D
D
D
D
D
D
D
D
D
D
D;
dL-Xn6#G
dMa! # /-
DMaintainTradeUnits
DMBf!B
DMinimapUnits
?dMLwq^_
#dmp+M
dNE Ado
dneighb
~D;nH}
D];nK9L
d No Isi
dNT y~f5#Q
DN-tz_
D$<~NW
doAlphaLogin
d=/O-axiGmum
DockAccel
DockID
DockPlacementPoint
DOcument version value expected
does not a valid weight. Assuming a wieght of 1.
DoesNotHaveGatherPoint
@dOGrFo
#=doIf
Doing createChildMoveAction.
DoLoops
D$,Om[
DOMAIN
Domain error
DOMAIN error
domFreeW
doMPSetup
doMPSetup(bool useESO) : Enter BMultiplayer setup.
. Don'
DoneGoal
DoneLoops
DoneP?erform
DoNotCreateUnitGroupAutomatically
DoNotDieAtZeroHitpoints
DoNotDieAtZeroResources
DoNotQueue
DoNotShowNewYearDialog
DoNotShowOnMinimap
DoNotShowVPStartDialog
DoNotShowWorldToolTips
Do not use double quotes. Option 'FO' ignored.
Do not use quotes. Option 'FI' ignored.
DoNotValidateResourceInventory
DoNotYawDuringMovement
dontAutoClose
Don't check for the conquest victory type.
DontCheckUnsupported
dontDetectNAT
dontHig3hl
dontHighlight
DontMark
DontMarkExtraFog
dontMeterWorkCommands
DontPauseWhenLosingFocus
DontRotateObstruction
DontSortAlphaPolys
dontStoreHC
Don't try to detect unsupported systems.
Don't u
Don't use this. Ever.
Don't walk under the trees.
d opcode
Doppled
DoppleOnlyWhenDead
<Dor data
doSPSetup
doSPSetup() : Enter Single player setup.
DO THIS
Doth we not detect NAT addresses?
'dotnet'
doTriggerImport
doTriggerImport: load some triggers.
-dovoR
dOvO t
downshiftRPM
D$,;p`
D$,p}[
D][_
D^]_
%d Parameters.
D$ PBVQ
dPCed/
D+P_ctNAT
D+D$
D;D
D;D$`t
)D)D
D;D
dpecM`
D?
D$ Ph`
D$ Ph,]
D$ Ph(
D$,Ph@*
D$(Ph`^
D$(Ph<&
D$(Ph _
D$(Ph(
D$(Ph@
D$(
D$ Ph01
D$<Ph 1
D$(Ph8(
D$,Ph8w
D$(Phd
D$(Phd[
D$@PhD
D$
D
D$ Phdy
D$ PhEP
D$
D$@Phh
D$`PhH
D$ PhH%
D$(Phi
D$<Phl
D$ Phl;
D$,Phl;
D$
D$
D$<Php,
D$ Php
D$@PhP:
D$
D$ PhRN
D$ PhST
D$(PhT
D$(PhT]
D$
D$<PhtA
D$@PhTK
dpHUMAN
D$,PhUN
D$ PhZ1
D$<Pj
D$(Pj$
D$,Pj$3
D$`PjA
D$(PjW
DP mod
%d points were well inside the hull. If the hull contains
%d points with the same x coordinate.
@dP%PE
D(
D
D
D
D
D
D
D
D
D
D$
D
d$(PQQ
D$`PQR
D$ PQR
D$(PQR
D$
D
D
D
D$
D$ PQSR
D$(PQSW
D$@PQU
D$<PQV
%d Progressions.
D$ PRQ
D$(PRQ
D$ PRV
D$@PRW
D$(PShd
D j
D$`PSQ
D$<PSQ
D$ PSQ
D$
D$\PSR
D$
D
D$ PSSSVW
D$ PSU
D$,PSU
D$
D$<PSWSW
D.h
D$@Pu#
D$@PUh
D$,PUj
D$
D$(PUQ
D$\PUQ
D$ PUQBS
D$
D$@PUQRW
D$ PURQ
D$,PUS
D$
D$,PUSQ
D
D~,V
D$,~PV
D$,PVj
D$(PVj
D$
D$,PVQ
D$
D$
D$(PVRQS
D$
D$
D$(PVUS
D$,PVW
D$@PVW
D$(PVWVW
D$(PWh
D$ PWj
D$,PWj
D$
D$ PWQ
D$@PWQ
D$
D$ PWQR
D$ PWS
D$@PWS
D$
D$ PWU
D$
D$ PWV
D$@PWV
D$<PWVWV
>D\Q&"
dq&|3/
DqALPHA
D$,qe[
dQlumnOrdJU
D$
D$,QRj
D$ QRP
D$(QRP
D$@QRP
D$
D$@QRPj
D$,QRPS
D$(QRPS
D$\QRPS
D$@QRPW
D$,QUP
D$
D$ QVWRP
dragCoefficient
): draw
drawBack
DrawBallisticTargetPositions
drawEditorUnits
drawHerdDebug
@drawj
Draw max circle selection size.
Draw the herd info for the selected unit.
drawWorldTooltipClipRect
drawWorldTooltipClipRect() : Toggles whether or not to draw the world tooltip restricted screen rectangle.
D$ Rh,
driverInput
Driver: %s
Driver: %s -- version %d.%d.%d.%d
DriverVersion: %d.%d.%d.%d
;drokpD
-Dropd-
Dropdow
;dropDownButtonArt
dropDownDistance
dropDownVisItems
dropDownWidthOverride
Dropoff
DropOffPoint
dropped neighbors due to renamed vertices
Dropsite
DropsW
dropToMainMenu
dropToMainMenu: drop back to the main menu
D$<RPh
D$(RPh
D$ RPj
D$,RPj
D$@RPj
D$
D$,RPQ
D$
D$(RPS
D$
D$
D$ RPV
D$,RPVS
D$\RPVU
D$ RPW
D$@RPW
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DUPLICAT
DUPLICATED/MATCH
duplicated ridges in same merge cycle
duplicated ridges with flipped facets
DuplicateHandle
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duplicate ridges detected
dupridge
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EBUEula
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Echo("
echoLocalized
echoLocalized(<stringID>) : sets the game status text from a string in the string resource.
echoNum
echoNum(<stringMessage>) : sends a number to the console output
echo(<stringMessage>) : sends a message to the console output
echtre
echtree
ecityBut)tH
eCity-Flsagr_
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Edge of world
edgetype
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editBox
editBoxAlphaOnly
editBoxFileSystem
editBoxMaskChars
editBoxMaxChars
editBoxNumericOnly
editBoxPosIntOnly
editBoxPrompt
editBoxReadOnly
editCliff
EditCliffSwatch
editForest
editMode
editMode(<symbolModeName>) : changes the edit mode
editor
Editor
editor.con
EditorNameID
editorPausedText
EditorProtoPalette
editorTestGameMenu
EditorTexturePalette
EditorUI
.\editorui.cpp
editwa
editwater
editWater
EditWaterBeautifyButton
EditWaterRemoveButton
EditWaterSwatch
EditWaterToolPalette
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effects\
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effects\impacts\DamageSmokeLoop.particle
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EjectUnit
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empty
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emptyColor
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emyWhenT
Enable
Enable airfield support.
enableBackstepping
enableCameraRotation
Enable circle selection.
EnableCoffers
enabled
enableDamage
enableDeactivation
enableDynamicMusic
Enable ESO Playtest features
enableESOPT
EnableFixM
enableIdleMilitaryBanner
enableIme
EnableMercs
EnableMercs2
EnableMercs3
EnableMercs4
EnableMercs5
enableMPAutoSave
Enable perimeter wall support.
EnablePlantations
Enables clamshell ragdolls.
Enables dynamic music
enableShadows
enable shadows - need a renderer restart before taking effect
Enables idle military banner
enableSimulationIslands
enableSLI
Enables the restricted screen space in which to draw world tooltips.
Enables the rotation of the camera
enable terrain height limits
enable the damage and fire pass
enable the wind manager
EnableTradeRouteCoin
EnableTradeRouteLOS
EnableTradeRouteTransport
EnableTreaties
enableWind
EnableWindow
enableWorldTooltipClipRect
en AI f
enario
enbevel
encil bu
EndDialog
ender;
end-of-l;in
EndoZ~_
EndPaint
endPtp
EndSca,a
endTile
?Enemiey
Enemy3
enforces gadget handle get/release counts
EngageRange
engine
`e%nJUT?
E_NOINTERFACE
en RGB (?0-255)
?EnRoute
enseGod
Ensemble
enterAttackMoveMode
EnterBuilding
enterCampaignMode
enterCampaignMode(<name>):
EnterCriticalSection
enterGCGameMode
enterGCGameMode(<name>):
Entering
Entering initial contexts
enterKey
enterPa
enterRecordGameMode
enterRecordGameMode(<name>):
Enter '%s' function.
Entity
EntityMovement
entityMovementSync
Entity reference of Character reference
Entity reference terminator (';')
entPar:Pt
&entryGG
Entryp
enum ID
EnumThreadWindows
En?vironmq
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ERRONEOUS
ERROR (
ERROR @
Error 0001: tokenizer is NULL.
Error 0002: invalid source.
Error 0003: could not compile file '%S'.
Error 0004: labels could not be fixed up.
Error 0009: invalid source.
Error 0010: cannot have circular file includes.
Error 0011: allocated tokenizer is NULL.
Error 0012: found '%s' when looking for a variable/function/rule declaration or an include statement.
Error 0013: '%s' is not a valid variable type.
Error 0014: '%s' is already defined.
Error 0015: failed to create variable entry.
Error 0016: expected '=' and found '%s' (you must initialize all variables to a literal or const value).
Error 0017: parseIntegerConstant failed.
Error 0018: setAll failed.
Error 0019: parseFloatConstant failed.
Error 0020: setAll failed.
Error 0021: parseBoolConstant failed.
Error 0022: setAll failed.
Error 0023: expected a string constant and found '%s'.
Error 0024: setAll failed.
Error 0026: parseVectorConstant failed.
Error 0027: setAll failed.
Error 0028: don't understand the default type for this variable.
Error 0029: expected ';' and found '%s'.
Error 0031: unable to add an entry to the file symbol table for this global variable.
Error 00322: setAll failed for rule activation variable.
Error 0032: unable to add an entry to the file symbol table for this stack variable.
Error 0033: '%s' is not a valid return type.
Error 0034: '%s' is already defined and cannot be a function name (use 'mutable' to allow overriding).
Error 0035: cannot create new function entry.
Error 0037: unable to add an entry to the symbol table.
Error 0038: the 'main' function has already been defined.
Error 0039: expected '(' and found '%s'.
Error 0041: '%s' is not a valid parameter type.
Error 0043: '%s' is not a valid parameter type.
Error 0044: the main function cannot take any arguments.
Error 0045: could not parse parameter declaration.
Error 0046: found '%s' when ',' was expected.
Error 0047: could not parse the code for '%s' function.
Error 0048: could not add RET quad for '%s' function.
Error 0049: could not emit quads for '%s' function.
Error 0050: parseExpr failed for condition.
Error 0051: could not add JUMPZ quad.
Error 0052: could not parse the code for THEN block.
Error 0053: could not add JUMP quad for then block.
Error 0054: could not add LABEL quad for else block.
Error 0055: could not parse the code for ELSE block.
Error 0056: could not add LABEL quad for then block.
Error 0057: could not add LABEL quad for else block.
Error 0058: found '%s' when looking for a label name.
Error 0059: expected ';' and found '%s'.
Error 0060: '%s' is an invalid label.
Error 0061: invalid label ID.
Error 0062: LABEL quad addition failed.
Error 0063: found '%s' when looking for a label name.
Error 0064: '%s' is an invalid label.
Error 0065: invalid label ID.
Error 0066: expected ';' and found '%s'.
Error 0067: JUMP quad addition failed.
Error 0068: invalid name token in LVALUE in variable assignment.
Error 0069: bad LVALUE in variable assignment.
Error 0070: '%s' is not a valid variable for assignment into.
Error 0071: '%s' is a const variable.
Error 0072: '%s' is a const variable.
Error 0073: expected '=', '++', or '--' and found '%s'.
Error 0074: '%s' operator is only valid for integers and floats.
Error 0075: createIncrementVariableCode failed.
Error 0076: PUSHADD quad addition failed.
Error 0077: parseExpression failed.
Error 0078: ASS quad addition failed.
Error 0079: POP quad addition failed.
Error 0080: POPADD quad addition failed.
Error 0081: expected ';' and found '%s'.
Error 0082: expected '(' and found '%s'.
Error 0083: invalid variable in for loop.
Error 0084: could not create variable entry.
Error 0085: setAll failed.
Error 0086: unable to add an entry to the file symbol table for this stack variable.
Error 0087: '%s' is not a valid variable.
Error 0088: parseVariableAssignment failed.
Error 0094: expected '<', '<=', '>', or '>=' and found '%s'.
Error 0097: expected ')' and found '%s'.
Error 0098: could not add LOOP LABEL quad for FOR loop.
Error 0099: PUSH quad addition failed.
Error 0102: compare quad addition failed.
Error 0103: JUMPZ quad addition failed.
Error 0104: could not parse the code for FOR loop.
Error 0105: createIncrementVariableCode failed.
Error 0106: could not add JUMP quad for loop label for FOR loop.
Error 0107: could not add END label quad for FOR loop.
Error 0108: '%s' is an invalid token.
Error 0109: '%s' is not a valid variable for DBG.
Error 0110: PUSHADD quad addition failed.
Error 0111: DBG quad addition failed.
Error 0112: POPADD quad addition failed.
Error 0113: '%s' is not valid outside of a function.
Error 0115: could not add RET quad for '%s' function.
Error 0116: '%s' expected empty return parameter.
Error 0117: parseExpression failed.
Error 0118: could not add RET quad for '%s' function.
Error 0119: expected ';' and found '%s'.
Error 0120: expected 'include' and found '%s'.
Error 0121: expected filename and found '%s'.
Error 0122: expected ';' and found '%s'.
Error 0123: failed to open file '%s'.
Error 0124: failed to get size of file '%s'.
Error 0126: could not allocate buffer.
Error 0127: failed to read file data.
Error 0128: expected '{' and found '%s'.
Error 0131: '%s' is a bad syscall - unable to parse.
Error 0132: '%s' is a bad function - unable to parse.
Error 0133: PT::outputQuads failed.
Error 0134: POP quad addition failed.
Error 0135: parseConditionDecl failed.
Error 0136: parseVarDecl failed.
Error 0137: parseLabelDecl failed.
Error 0138: parseGotoDecl failed.
Error 0139: parseForLoop failed.
Error 0140: parseDBG failed.
Error 0141: parseReturn failed.
Error 0142: parseVariableAssignment failed.
Error 0143: '%s' is an unrecognized/currently unsupported symbol - unable to parse.
Error 0144: expected ';' and found '%s'.
Error 0146: %d is an invalid syscall ID.
Error 0147: %d is an invalid functionID.
Error 0148: could not allocate root PTNode.
Error 0149: this syscall doesn't allow arguments, so the call shouldn't include parenthesis.
Error 0150: Unexpected end of input.
Error 0151: Missing ',' after arg %d - '%s'.
Error 0152: too many arguments for sys call '%s'.
Error 0153: parseExpression2 failed.
Error 0154: addParm failed.
Error 0155: optional parm creation failed.
Error 0156: createTempVar failed.
Error 0159: %d args read.
Error 0160: parseVectorConstant failed.
Error 0161: invalid variableIndex.
Error 0162: '%s' is an unrecognized variable name.
Error 0163: variable '%s' is an unrecognized variable type.
Error 0164: found '%s' when looking for either an atomic term.
Error 0165: high level parseExpr2 failed.
Error 0166: quad output failed.
Error 0167: new PTNode allocation failed.
Error 0168: parseAtomic failed.
Error 0169: void syscall/function cannot be called here.
Error 0170: parseSysFuncCall failed.
Error 0171: parseExpression2 failed.
Error 0172: '%s' is not a valid operator.
Error 0173: new PTNode allocation failed.
Error 0174: '%d' is not a valid variable type.
Error 0178: expected a bool constant and found '%s'.
Error 0179: expected '(' and found '%s'.
Error 0180: expected float x value and found '%s'.
Error 0181: expected ',' and found '%s'.
Error 0182: expected float y value and found '%s'.
Error 0183: expected ',' and found '%s'.
Error 0184: expected float z value and found '%s'.
Error 0185: expected '(' and found '%s'.
Error 0186: could not find a fixup index for jump at position %d.
Error 0187: could not create label name.
Error 0188: could not add jump label.
Error 0189: unable to add an entry to the symbol table for label.
Error 0190: currentFunction is invalid.
Error 0191: new variable entry allocation failed.
Error 0192: unable to add an entry for temporary variable.
Error 0193: setAll failed.
Error 0194: cannot assign to a const variable.
Error 0195: cannot assign to a const variable.
Error 0196: PUSHADD quad addition failed.
Error 0197: PUSH quad addition failed.
Error 0198: PUSHI quad addition failed.
Error 0199: ADD quad addition failed.
Error 0200: ASS quad addition failed.
Error 0201: POP quad addition failed.
Error 0202: POPADD quad addition failed.
Error 0217: problem emitting the list.
Error 0218: parseExpression2 failed.
Error 0219: final quad output failed.
Error 0220: expected 'switch' and found '%s'.
Error 0221: parseSwitch failed.
Error 0222: expected ';' and found '%s'.
Error 0223: createTempVariable failed.
Error 0224: PUSHADD quad addition failed.
Error 0225: parseExpression failed.
Error 0226: ASS quad addition failed.
Error 0227: POP quad addition failed.
Error 0228: POPADD quad addition failed.
Error 0229: expected '{' and found '%s'.
Error 0230: expected 'case' or 'default' and found '%s'.
Error 0231: parseExpression failed.
Error 0232: PUSH quad addition failed.
Error 0233: compare quad addition failed.
Error 0234: JUMPZ quad addition failed.
Error 0235: parseCode failed.
Error 0236: JUMP quad addition failed.
Error 0237: LABEL quad addition failed.
Error 0238: LABEL quad addition failed.
Error 0239: parseWhile failed.
Error 0240: parseBreak failed.
Error 0241: error adding switch break label ID.
Error 0242: error adding for-loop break label ID.
Error 0243: expected 'while' and found '%s'.
Error 0244: error adding while-loop break label ID.
Error 0245: LABEL quad addition failed.
Error 0246: expected '(' and found '%s'.
Error 0247: parseExpression failed.
Error 0248: JUMPZ quad addition failed.
Error 0249: parseCode failed.
Error 0250: JUMP quad addition failed.
Error 0251: LABEL quad addition failed.
Error 0252: expected 'break' and found '%s'.
Error 0253: invalid 'break' location.
Error 0254: JUMP quad addition failed.
Error 0255: expected ':' and found '%s'.
Error 0256: parseCode failed.
Error 0257: JUMP quad addition failed.
Error 0258: expected 'rule' and found '%s'.
Error 0259: '%s' is already defined and cannot be a rule name.
Error 0260: cannot create new function entry for '%s' rule.
Error 0262: unable to add an entry to the symbol table.
Error 0263: cannot create new rule entry for '%s' rule.
Error 0265: rule priority cannot be set twice.
Error 0266: parseIntegerConstant failed.
Error 0267: rule min interval cannot be set twice.
Error 0268: parseIntegerConstant failed.
Error 0269: expected group name and found '%s'.
Error 0270: createRuleGroup failed.
Error 0271: '%s' is already in use and cannot be a group name.
Error 0272: expected 'priority', 'minInterval', 'maxInterval', or 'group' and found '%s'.
Error 0273: could not parse the code for '%s' rule.
Error 0274: could not add RET quad for '%s' rule.
Error 0275: could not emit quads for '%s' rule.
Error 0276: expected group name and found '%s'.
Error 0277: failed to create rule group entry.
Error 0279: unable to add an entry to the file symbol table for this global variable.
Error 0280: rule max interval cannot be set twice.
Error 0281: parseIntegerConstant failed.
Error 0282: new PTNode allocation failed.
Error 0283: addParm failed.
Error 0284: setAll failed.
Error 0285: setAll failed.
Error 0286: setAll failed.
Error 0287: setAll failed.
Error 0288: setAll failed.
Error 0289: don't understand the default type for this variable.
Error 0290: parseVariableAssignment failed.
Error 0291: expected '=' and found '%s' (you must initialize all variables to a literal or const value).
Error 0292: parseILL failed.
Error 0293: parseIRL failed.
Error 0294: parseIntegerConstant failed.
Error 0295: %d is an invalid infinite loop limit.
Error 0296: ILL quad addition failed.
Error 0297: parseIntegerConstant failed.
Error 0298: %d is an invalid infinite recursion limit.
Error 0299: IRL quad addition failed.
Error 0300: invalid expression, '%s' cannot follow another operand.
Error 0301: invalid expression, '%s' cannot follow another operator.
Error 0302: LINE quad addition failed.
Error 0303: failed to create file entry.
Error 0304: failed to set filename in file entry.
Error 0307: failed to set source in file entry.
Error 0308: illogical or invalid expression.
Error 0310: invalid symbol lookup for '%s'.
Error 0311: could not add RET quad for '%s' function.
Error 0312: expected ';' and found '%s'.
Error 0313: expected ')' and found '%s'.
Error 0314: rule min interval cannot be set twice.
Error 0315: rule max interval cannot be set twice.
Error 0316: rule active/inactive cannot be set twice.
Error 0317: parseBreakpoint failed.
Error 0318: expected 'breakpoint' and found '%s'.
Error 0319: BPNT quad addition failed.
Error 0320: unable to add a symbol for this filename.
Error 0321: failed to create variable entry for rule activation variable.
Error 0323: unable to add an entry to the file symbol table for the rule activation variable.
Error 0324: invalid expression, likely is not enclosed by parentheses.
Error 0325: parseContinue failed.
Error 0326: expected 'continue' and found '%s'.
Error 0327: invalid 'continue' location.
Error 0328: JUMP quad addition failed.
Error 0329: error adding for-loop continue label ID.
Error 0330: could not add CONTINUE label quad for FOR loop.
Error 0331: error adding while-loop continue label ID.
Error 0332: expected an integer constant and found '%s'.
Error 0333: bad symbol in integer constant.
Error 0334: '%s' is not a valid variable for an integer constant.
Error 0335: '%s' is not a const integer variable.
Error 0336: '%s' is not a const variable.
Error 0337: expected a float constant and found '%s'.
Error 0338: bad symbol in float constant.
Error 0339: '%s' is not a valid variable for a float constant.
Error 0340: '%s' is not a const float variable.
Error 0341: '%s' is not a const variable.
Error 0342: expected a bool constant and found '%s'.
Error 0343: bad symbol in bool constant.
Error 0344: '%s' is not a valid variable for a bool constant.
Error 0345: '%s' is not a const bool variable.
Error 0346: '%s' is not a const variable.
Error 0347: Cannot 'export' a parameter or function variable.
Error 0348: Cannot 'export' a 'const' or 'static' variable.
Error 0349: Cannot 'extern' a parameter or function variable.
Error 0350: Cannot 'extern' a 'static' variable.
Error 0351: Cannot 'static' a parameter or non-function variable.
Error 0352: Cannot 'static' an 'export', 'extern', or 'const' variable.
Error 0353: Cannot 'const' an 'export' or 'static' variable.
Error 0361: runImmediately cannot be set twice.
Error 0362: %d is an invalid FID during overload fixup.
Error 0363: unable to add a function overload entry.
Error 0364: unable to add a function overload entry.
Error 0365: wacky error where replaced function doesn't exist. Nutty.
Error 0366: Mismatched return types on function overload.
Error 0367: Mismatched number of parameters on function overload.
Error 0368: Mismatched parameter type on paramater #%d on function overload.
Error 0369: expected a vector constant and found '%s'.
Error 0369: expected 'class' and found '%s'.
Error 0370: bad symbol in vector constant.
Error 0370: found '%s' when looking for a class name.
Error 0371: '%s' is an invalid class name (or is already defined).
Error 0371: '%s' is not a valid variable for a bool constant.
Error 0372: cannot create new class entry.
Error 0372: '%s' is not a vector variable.
Error 0373: '%s' is not a const variable.
Error 0373: unable to add an entry to the symbol table for '%s' class.
Error 0374: expected '{' and found '%s'.
Error 0375: '%s' is not a valid variable type.
Error 0376: could not parse member variable declaration.
Error 0378: expected ';' and found '%s'.
Error 0379: unable to add an entry to the symbol table for this class member variable.
Error 0380: classes may not be defined inside a function.
Error 0381: parseClassDeclaration failed.
Error 0382: expected a user class name and found '%s'.
Error 0383: '%s' is not a valid user class name.
Error 0384: '%s' is already defined.
Error 0385: Cannot 'export' a parameter or function variable.
Error 0386: Cannot 'export' a 'const' or 'static' variable.
Error 0387: Cannot 'extern' a parameter or function variable.
Error 0388: Cannot 'extern' a 'static' variable.
Error 0389: Cannot 'static' a parameter or non-function variable.
Error 0390: Cannot 'static' an 'export', 'extern', or 'const' variable.
Error 0391: Cannot 'const' an 'export' or 'static' variable.
Error 0392: failed to create variable entry.
Error 0393: failed to find user class entry definition.
Error 0394: user class init failed.
Error 0395: invalid expression; cannot convert anything to 'void' type.
Error 0396: invalid expression; only ints, floats, and bools may be converted to 'int' type.
Error 0397: invalid expression; only ints, floats, and bools may be converted to 'int' type.
Error 0398: invalid expression; expression type does not match expected type.
Error 0401: expected '.' and found %s.
Error 0402: expected a class member variable name and found %s.
Error 0404: '%s' is a non-void function, but does not return anything.
Error 399: unable to add an entry to the file symbol table for this stack variable.
Error 400: unable to add an entry to the file symbol table for this global variable.
Error(%.8d)
Error c
Error collecting stats: Failed to collect game header and end log
Error collecting stats: Failed to collect player info
Error : could not create syscall entry for '%s' syscall.
Error: data is NULL.
Error : %d is not a valid type ID for a return value.
Error: evaluateCode PC=%d (Code goes from 0 to %d), stopping.
Error: failed evaluating code on an indeterminate source line.
Error: failed evaluating code on line number %d.
Error: failed to add function to call stack.
Error: failed to push '%d' parameter on stack before interp.
Error: failed to setup function on stack.
Error: Function '%s' is not a valid handler function (does not take a single int parm).
.\error\hkError.cpp
Error: invalid function entry.
Error: no water info available.
Error : NULL string parameter.
Error: parsing (1 bytes?) beyond end of code.
Error: parsing (2 bytes?) beyond end of code.
Error: parsing (4 bytes?) beyond end of code.
Error - problem adding four bytes to the source array.
Error - problem adding one byte to the source array.
Error - problem adding two bytes to the source array.
Error reading chatset value from personality file.
Error reading rushboom value from personality file.
ERROR: %s can't create progression. No goal unit or tech specified.
Error : '%s' is stomping on the load of a previous syscall.
Error: source or data is NULL.
errorStringID
ERROR: The progressionID is invalid. This is very bad. (PlanID=%d) (PUID=%d) (TechID=%d)
Error: u
Error : unable to add an entry to the call array.
Error : unable to add a symbol for '%s' syscall.
Error : unable to add set syscall ID for this symbol.
Error : unable to find an expected match for '%s' syscall symbol.
Error : unable to finish adding a non-existant syscall.
error - unable to obtain VB for particle alpha polys
Error(UNDEFINED)
Error: unexpected opcode=%d.
Error : unfinished syscall addition.
Error - unknown opcode: %d %d, %d, %d.
Errorx_
err- - Un
ers.BackEB
ersect
ersiont
ersShado
erVaGlidB
ervHb
e (%s&
Es2inI
eSamplerParamClass
eSamplerParamType
eSamplerRegSet
esB Hav
eScalerParamClass
escGrow
EscrKow
Escr[ow
EscrowID=%d.
//Escrow IDs:
ESEffectName
>ESEffectParamLookup
ESEffectParamLookup1
ESEffectParamLookup2
ESEffectParamLookup3
ESEffectParamLookup4
ESEffectParamLookup5
ESEffectParamName
ESEffectParamName1
ESEffectParamName2
ESEffectParamName3
ESEffectParamName4
ESEffectParamName5
ESEffectParamValue
ESEffectParamValue1
ESEffectParamValue2
ESEffectParamValue3
ESEffectParamValue4
ESEffectParamValue5
ESETKh
ESfd$7
e_Shadow
"esktop:j
ESN'T RE
eso.com
ESOConfigURL
ESOConnectTimeout
ESOEulaDlg_AcceptBtn
ESOEulaDlg_DeclineBtn
ESOEulaDlg_Text
ESOEulaDlg_Title
ESOEULA.TXT
ESOHomeCityStorage
ESOPassword
ESOProvider
ESORequestResponseTimeout
ESOServer
ESOServerHostName
ESOServerPort
ESOUseHomeCity
ESOUserName
e/Spec
ESPostExport
es <= r
E SSSS
EST BLAH
estroy
estroyed
ESvF3i
etai60Com
, etc. d9y<`
etc. so
eT'echaa
etIgnore
etMin)
e toka
e too fa
etPidx#
etSound
etup-Civ~
etween)
`Eula|
e unknow
EupZP gp
;E\uY3
/e-V9P5IPPQP]
? eval
Evaluate
EVdAIPM:
evear0o
eVecto
eVectorParamClass
even{tH
Event is Done/Failed.
evgice{`
evHM~K
eViewer
evious
evTurbu
E
E,vzw9
|E;w\}@
ewh/?y
E_W_i_{_
E?W?i?{?
e will
eworks.x
ex4 anZF.
exclude
ExcludeFromPlaytest
Exclusi
ExclusiveControl
Exec f
Exec format error
ExecuteCount
ExecuteGoal
Executing console file %s
existing bounds [%2.2g, %2.2g]
existing bounds [%2.2g, %2.2g] (width %2.2g)
Exists
ExistsAge1
ExistsAge2
ExistsAge3
ExistsAge4
ExitBuilding
exitDelayMult
exitEffectSpawnChance
exit: exits the game
exitImpulseMult
exitMPSetupSubScreen
exitMPSetupSubScreen : Leave the current MP screen and return to the MP setup menu.
ExitProcess
Exit '%s' function.
ExitThread
exitUnitLifespan
ExitW$
ExitYorN
exj`e" ta
,_e_xm
expanded
ExpandFort
- expecL
Expected 'animatedtexture'.
Expected a proper hex device ID, but found '%S' instead.
Expected a proper hex vendor ID, but found '%S' instead.
Expected 'device' but found '%S' instead.
Expected 'geometrytrail'.
Expected 'id', 'VeryHigh', 'High', 'Medium', or 'Low' but found '%S' instead.
Expected 'ImpactEffect' but found '%S' instead
Expected 'LightingSet'.
Expected 'mix'.
Expected tag 'Colonies' but found '%S' instead.
Expected tag 'Colony' but found '%S' instead.
Expected tag 'PlacementRules' but found '%S' instead.
Expected tag 'riverline' but found '%S' instead.
Expected tag 'Shoreline' but found '%S' instead.
Expected tag 'waterCliff' or 'backCliff' but found '%S' instead.
Expected true or false (0 or 1 also ok)
Expected 'vendor' or 'generic' but found '%S' instead.
experienceKillCap
experienceMaxDamageBonus
ExperiencePage
ExperienceUnit
Expert
expir
Explicit
Explore
Explore plan %s: FAILED: couldn't find any waypoints.
//Explore Plan Variables:
Explorer
ExplorerDog
export
ExportToTextButton
ExQbor1
ExtConsole
extern
EXTERN
EXTERN$%
external
externalPort
externalVehicleControllers
EXTERN$%s
ext(mess6;
extraDownStaticFriction
extraGravityws
extraspace
ExtraTC'Age:p> m
extraTorqueFactor
extraUpStaticFriction
ExtraZoom
ExtraZoomPercent
ExtTextOutW
eY`F?`lasY`T
E_`ZFJ
eZuPuCTR
E^=ZxiF
%_(%f,
F||<##
F``00a
F0$?3=1
!F0BQR
F0t+hP
F0tNew
F0_^][Y
?F10/f?
%)f1aHP
f1npU1V`1
F@29=p
,;F 2my
F3OROb
F49F@|
F4f;B4
F4ff&?
F4+GL=
F4_t 3
F4USQRh U
F4_^][Y
F69F$|
@f6`Ar
<\f}}7
|=;F<}8
?&?f87s
F89FP}OW3
F89h,u
F8PhXH
F8RPh
F8!T$,
F,98uX
F,9F8|
F@9F8u
F@9F8u,
F<9FH|
F(9FP}
F,9FT}
f9F(tf
F<9h<}
F\9^h|
| F9qDogSo
F:9RV_bih
f9:t'A
f9:t'A
F(9x t3
f!(A*!
Fa_^][
Fa[_^]
Fa]_^[
fa0abBibwE
() fa 0d!
fAat|h
FaceOutwards
facets
facets before post merge
facets created altogether
facets deleted because of no neighbors
Factory
FactoryCannery
FactoryMassProduction
FactorySteamPower
FactoryWagon
FactoryWagonAccel
FactoryWaterPower
FadeGadget
FadeInOnBuild
FadeInOnCreation
FadeOutDecalOnDeath
FadeOutDuringDeathAnimation
FadeOuwtDeL
fadeToColor
fadeToColor(<r> <g> <b> <duration> <delay> <inout>): fade in/out using color specified.
Fa.+fLc
Failed
FAILED:Ny
Failed to build area '%s' (%d) -- did not reach minimum tile count!
Failed to collect post game stats.
Failed to end the log
Failed to load cliff piece model %s
Failed to log tech info.
Failed to log unit info.
Failed to open log.
Failed to record entity summary
Failg?
FailGoal
FailOnUnaffordable
Failure
FailureCause
FailureCauseFloat
FakePlayerEditCancelButton
FakePlayerEditDlg
FakePlayerEditUnfakifySelected
FakeRigi
fakeSunParams
fakeSunParams([intensity] [specIntensity] [specPower] [inclination] [rotation]) : Set fake sun params for water
==? false@
false.
)/falU
FameProgressBar
fAO3_E_
FaOilur
FarClip(
FArea-total
FarmLimitPerPlan
Farthest
Fast gamepad scrolling speed.
FastSpeed
-- [faU
faultqV
faultt/
f;A uO3
Favorit
FavoriteUnit
fawlse
Fa^][Y
Fa_^]Y
Fa_^][Y
*=Fb4N
[fB,[doeu
f!Be=f
F befo
fBOlock
@: f~C
\$,f+C
FC021WATER_ HACK
>/>Fcc
FCentrums
Fcoplanars
f;C t?f
F$:cT^PB'>)
FD9FT|
Fd-cdd-in
FD-cdd-out
FD+FPU
FD+k4+F4
f doesn'
FDPh _
FdRUUPj
;FDt!Uj
Fdu&h%
feasible point:
February
fEey i
feez}{
F%Enabl
F,;F0t`
ff6@cliffSelection
FFacets-xridge
ff:B<PT
ffects
FFEFFFE
(%f %f %f)
(%f, %f, %f)
%(%f, %f, %f).
%f %f %f
%f, %f, %f
%f,%f,%f
(%f %f %f %f)
FFFFcVVVVV
FFFFF
!FFFFF
"FFFFF"
FFFFFE
FFF"FFE
FFFFFF
"FFFFFF
FFFFFFE
FFFFFFF"
FFFFFFF?92222289
@FFFFFFFFd]VVVVVVVVVV
FFFFFFFFFFF"
FFFFFFFFFFFFFFFF
FFFFFFFFFFFFFjd
FFFFFFFj
"FFFFFj
fff?|N
F f;G tL
fficiL
fficulty
F@+FLS
%f,%fs
ffsetRot~Z4perpTo
FgDi(]
fGGO]b
FH9F@|
Fh9nhu5
F]hb4N
+FH;FDr
+FH;Fl
FhPh|^
Fht(;^p
ficulty
ficulty(
fidirY
!field
fieldAllowDropEdits
fieldAlphaOnly
FieldGun
fieldHideOnInactive
fieldMaskText
fieldMaxCharacters
fieldNameTextColor
fieldNameTextFont
fieldNameTextFontSize
fieldReadOnly
fieldRequireEnter
fieldSet
fieldTextBoxArt
fieldTextBoxColor
fieldVal
fijDV][
, File
fileBrowser
Filebrowser-actionbtn
Filebrowser-cancelbtn
Filebrowser-curfolder
Filebrowser-dirlist
Filebrowser-dirupbtn
Filebrowser-filename
Filebrowser-Label
File Data:
Fileen6
file error
File exists
filename
Filename: "%s"
Filename: "%s", ShaderType: "%s", EntryPoint: "%s"
Filename too long
FileOp
Files: %5d files.
File '%S' opened at %s
FileTimeToLocalFileTime
FileTimeToSystemTime
File too large
fileTransferCL
FillMapC
FillPlayerArmy
FilterButtons-default-unset
filterChat
FinalRelease
finalReleaseRecordSync
FinalReleaseSync
Final scale of the recede strip
FindBestOpp
FindBestResource - PlayerID: %d, None found
FindBestResource - PlayerID: %d, PlanID: %d
FindClose
^FindCr
FindFirstFileA
FindFirstFileW
@FindNewResourceTimeOut
FindNewWorld
FindNextFileA
FindNextFileW
>`FindN{ug
>`FindNugget
Finished BGame::initializeDependent
Finished creating modes
Finner
fInstvq
-FiPand8
fireExistTime
fireloop
firstattacktime
First post-merge
`Fish^a
Fish - Perch
//Fish Plan Variables:
FishSalmon
Fish - Salmon
?_FIXED_RIGID_BODY
fixedUpdate
FJ;D$(}
Fj!NX8
f;J uN3
FL9D$4t
Fl9Fx|
$ flag
FLAG_BOTTOM
FLAG_CIV
FlagObj
- flags:
Flags: 0x%X
FLAG_TOP
FlamingWeapons
Flare8
\flare_a
flareAdditive
flared
flareMapDuration
FlareNotificationDist
FlareNotificationTime
FlareOnFullyBuilt
flarePlayerColor
flareQueueDuration
Flare size.
Flare time.
flashHitpointBarsOnDamage
Flash HP bar on any damaged unit
Flash(<I
FlattenGround
flict1
fliN ;
Flintlock
flipped
flipped facet
flipped facets
fliSpp!`
fLmV]ooo
floa]a`
FLOA= I
floaPY
(?[float
Float~
Float1
Float2
float aiGetAttackResponseDistance( void ): Returns the attack response distance.
float aiGetEconomyPercentage( void ): Returns the economy priority percentage.
float aiGetExploreDangerThreshold(): gets the ai's Explore Danger Threshold value.
float aiGetMarketBuyCost( int resourceID ): Returns the amount required to buy 100 units of the given resource.
float aiGetMarketSellCost( int resourceID ): Returns the amount received for selling 100 units of the given resource.
float aiGetMilitaryPercentage( void ): Returns the militarypriority percentage.
float aiGetOpportunityRadius( int opportunityID ): gets the radius from this opportunity
float aiGetResourceBreakdownPercentage( int resourceTypeID, int resourceSubTypeID, int baseID ): Gets the percentage for the given breakdown.
float aiGetResourceGathererPercentage( int resourceID, int rgpIndex ): Returns the resource gatherer percentage for the given resource.
float aiGetResourceGathererPercentageWeight( int rgpIndex ): Returns the RGP weight.
float aiPersonalityGetGameResource(int playerHistoryIndex, int gameIndex, int resourceID): Returns the given resource from the gameIndex game. If gameIndex is -1, this will return the avg of all games played.
float aiPersonalityGetPlayerUserVar( int playerHistoryIndex, string userVarName ): Returns the user value, given the playerHistoryIndex and the userVarName.
float aiPersonalityGetRushBoom( void ): Returns the rush boom scale for this ai.
float aiPlanGetUnitCost(int planID, bool considerHitPoints): gets total aiCost of plan's units, weighted for HP if requested.
float aiPlanGetUserVariableFloat( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.
float aiPlanGetVariableFloat( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.
floatField
float hcUnitGetInitialPauseTime( int unitID ): Gets the initial time a unit should pause before spawning.
- floating point not loaded
float k
float kbBaseGetMaximumResourceDistance( int playerID, int baseID ): Gets the maximum resource distance of the base.
float kbBuildingPlacementGetResultValue( int bpID ): Returns the result value for given BP ID.
float kbEscrowGetAmount( int escrowID, int resourceID ): Returns the amount of credits in the given escrow for the given resource.
float kbEscrowGetPercentage( int escrowID, int resourceID ): Returns the percentage of the escrow.
float kbGetAICostWeight( int resourceID ): Returns the AI cost weight for the given resource.
float kbGetAmountValidResources( int baseID, int resourceTypeID, int resourceSubTypeID, float distance ): Returns the resource amount of valid KB resources for the resource types.
float kbGetAutoBaseCreate( void ): Returns the auto base creation distance.
float kbGetAutoBaseDetect( void ): Returns the auto base creation distance.
float kbGetCombatEfficiency( int playerID1, int unitTypeID1, int playerID2, int unitTypeID2 ): Returns the combat efficiency of the comparison (in terms of playerID1's units).
float kbGetMapXSize( void ): Returns the X size of the map.
float kbGetMapZSize( void ): Returns the Z size of the map.
float kbGetPlayerHandicap( int playerID ): Returns the player's handicap multiplier (ie., 1.0 = no handicap).
float kbGetProtoUnitAICost( int protoUnitTypeID ): Returns the AI cost for the given protoUnit type ID.
float kbGetResourceIncome( int resourceID, float seconds, bool relative ): Returns the resource income over the last X seconds.
float kbGetTargetSelectorFactor(int type) : gets the TargetSelector Factor value.
float kbGetTechAICost( int techID ): Returns the AI cost for the given tech ID.
float kbGetTechPercentComplete( int techID ): Returns the percent complete for the the requested tech of the current player.
float kbMaximumResourceGet( int resourceID ): Returns the maximum amount of the given resource you can have.
float kbPathGetLength( int pathID ): Returns the length of the given path.
float kbProgessionGetTotalResourceCost( int progressionID, int resourceID ): Returns the total cost of the given resource for this progressionID. A resourceID of -1 will return the total Cost.
float kbResourceGet( int resourceID ): Returns the current amount of the given resource.
float kbTechCostPerResource( int techID, int resourceID): returns the cost of the tech for the given resource.
float kbTotalResourceGet( int resourceID ): Returns the total amount of the given resource gathered to this point in the game.
float kbUnitCostPerResource( int protoUnitID, int resourceID): returns the cost of the protounit for the given resource.
float kbUnitGetCurrentAICost( int unitID ): Returns the current AI cost (worth) for this unit ID.
float kbUnitGetCurrentHitpoints( int unitID ): Returns the current hitpoints for this unit ID.
float kbUnitGetHealth( int unitID ): Returns the health for this unit ID.
float kbUnitGetMaximumAICost( int unitID ): Returns the maximum AI cost (worth) for this unit ID.
float kbUnitGetMaximumHitpoints( int unitID ): Returns the maximum hitpoints for this unit ID.
float kbUnitPickGetPreferenceWeight( int upID ) : Gets the unit pick preference weight.
float kbUnitQueryGetUnitCost(int queryID, bool considerHealth): gets total aiCost of query's units, weighted for HP if requested.
float kbUnitQueryGetUnitHitpoints(int queryID, bool considerHealth): gets HP of query's units, using current HP if requested.
FLOATo
float rmFairLocXFraction(int playerID, int index): Gets a player's fairLoc x fraction.
float rmFairLocZFraction(int playerID, int index): Gets a player's fairLoc z fraction.
Float (Value=%d).
float xsArrayGetFloat(int arrayID, int index): Gets the value at the specified index in the requested array.
float xsVectorGetX( vector v ): Returns the x component of the given vector.
float xsVectorGetY( vector v ): Returns the y component of the given vector.
float xsVectorGetZ( vector v ): Returns the z component of the given vector.
float xsVectorLength( vector v ): Returns the length of the given vector.
float xsVectorNormalize( vector v): Returns the normalized version of the given vector.
float xsVectorSet( float x, float y, float z ): Set the 3 components into a vector, returns the new vector.
float xsVectorSetX( vector v, float x ): Set the x component of the given vector, returns the new vector.
float xsVectorSetY( vector v, float y ): Set the y component of the given vector, returns the new vector.
float xsVectorSetZ( vector v, float z ): Set the z component of the given vector, returns the new vector.
Fl/oaty
floorMix
FlsAlloc
FlsFree
FlsGetValue
fLSpecia?lPower{I]
FlsSetValue
FltXh4
Fluffy
#Flush
Flu#sh'
flushCommLogs
FlushFileBuffers
FlushLogOnWrite
];FLuX3
FluytAccel
FLWPQR
Flying
FlyingPurpleTapir
FlyingUnit
Fmerges
FMLTma{0
Fneighbors
FNeighbors-vertex
%FNeJE
fNotMP(<\<
f;N"uIf
FNutjt
foam1ScrollSpeed
foam1Tex
foam2ScrollSpeed
foam2Tex
foamAlphaBackTex
foamAlphaSideTex
foamFadeInTime
foamFadeOutTime
foamMaxNormalizedWidth
foamNormalizedSpeed
foamStartNormalizedTime
foc7 .b
fogColor
fogEnd
foggedTOBs
fog([integerState]) : toggles or sets LOS fog.
fogStart
Follow
FontOffset
fonts.bar
Foobar
FoodDropsite
fOorma
Footpr
footprinCtB
Footprint
footprintBone
footprints
footprintType
FootprintTypes.xml
FootstepLeft
FootstepRight
FOound
FOptions
fO(Ud
Forage
ForbiddenUnitsTechs_AllowBtn
ForbiddenUnitsTechs_AllowedList
ForbiddenUnitsTechs_CancelBtn
ForbiddenUnitsTechs_DisplayBtns
ForbiddenUnitsTechsDlg
ForbiddenUnitsTechs_ForbidBtn
ForbiddenUnitsTechs_ForbiddenList
ForbiddenUnitsTechs_OkBtn
ForceBuildingData
forceD3DConfigFile
ForceDetermineMachineSpec
forceDirectInput
Forced Migration Pos is off map, bailing (reseting timer, though).
ForceLastInLine
forceOnMap
ForcePopulationImpactWhenPlaced
forcePosition
forces game to start in fullscreen mode
forces game to start in windowed mode
forces the game to check the machine specs upon startup
forces the game to load all MP3 sounds fully in memory.
forces the game to load all sounds fully in memory.
forces the game to load all WAV sounds fully in memory.
Forces the login to happen at the start of the game.
forces the use of DirectSound 3D against the best wishes of the hardware.
forces Windows cursor to always be displayed
forces Windows cursor to always be displayed and no in-game cursor
forces windows mouse and keyboard.
Force the renderer to use a specific .d3dconfig file.
ForceToGaia
Forcing d3dconfig file to %S
ForcQA
foreground
foregroundColor
forestClumpiness
ForestClumpiness
forestDensity
ForestDensity
ForestFire
ForestSwatch
ForestToolPalette
forestUnderbrush
ForestUnderbrush
for facets and their normals, neighbor and vertex sets
for input points and outside and coplanar sets
Formation
formationOrientation
@formationOrientation
FormationOrientation
formationScale
FormatMessageW
formatText
formatTextBottomFill
formatTextConvertUserLF
formatTextScrollToBottom
formatTextUseDataReplace
For post-merging
for ridges and their vertex sets
for tag
For testing vertex neighbors
FortFrontier
FortFrontierAccel
FortifiedBlockhouse
FortifiedOutpost
Fortressize
FortressizeBritish
FortressizeDutch
FortressizeFrench
FortressizeGerman
FortressizeOttoman
FortressizePortuguese
FortressizeRussian
FortressizeSpanish
FortressizeSPCAct1
FortressizeSPCAct2
FortressizeSPCAct3
FortWagon
FortWagonAccel
for vertices and their neighbor sets
forwar
ForwardBase
ForwardMilitaryAutoBase%dPlayer%d
foundation
Foundation
foundationDamageFactor
FoundationID
foundations under attack from shooting buildings further have their damage adjusted by this factor.
foundations under attack have their damage adjusted by this factor.
fourOfAKind
FourOfAKind
fourOfAKind() : starts the four of a kind victory if valid.
Fouter
FoXojo|o
FOXOjO|O
[@.[@F[@P[@^
FP9D$$
FP9FHu
FP9X0W
<Fp{~fT6
F(Ph<\
F,PhX_
Fpoint-intersect
FPoint-nearest
fPosOf
-FPpIC
;FPr"j
'+FPT2F
F<PVWS
fQ- [}
FQEADG8
_FQGrou9
FQhull
fqnq\q
FQT14@x{
FQ\`xX
;F(r/8_
FRAGMEN
FrameAi
freeaddrinfo
FreeEnvironmentStringsA
FreeEnvironmentStringsW
FreeHcLoad
FreeHomeCityMerc
FreeHomeCityUnit
FreeLibrary
freelists (bytes->count):
FreeSid
French
Frequenct
frequency
Frequency
}FR^g\
friction
frictionEqualizer
Friday
friends
Friends-Button
<Frl=n_"
F@rmSetObjectDefHerdAngle
from 0{!%wd),
fromBone
FromGoalID
FromGUID
from p
from p%d to f%d
fromVersion
frontalArea
FrontierBlockhouse
FrontierOutpost
FrontLef@dN
F\RRPj
>FR`ZP
F%s%&1y
F?s_f3@?
F SubState is Idle, picking Idle/Bored anim.
Fsummary
fswAa
|!;FT}
F\t1;~d}
FT9D$(
F\t=;~d
f (tempE
Ft+Ft;Fx
F>tgPW
FtPhP^
Ftriangles
Ftu['C
Ftu)h!
ft;wam
FU0aM0CY
fullAllSync
fullCommLogs
fullpaste
FullRo1t
fullscreen
FullWindow
(fully-f
-fun*0
Fu;ncJ
function
FunctionID
FunctionID=%d.
Function not implemented
FunctionParm
// Function '%s':
Function: "%s"
Functions: %5d functions.
Furthest
furthest distance= %2.2g
- furthest distance= %2.2g
Furthest-site Delaunay triangulation by the convex hull of %d points in %d-d:
Furthest-site Voronoi vertices by the convex hull of %d points in %d-d:
furthLeq0
FVertex-average
Fvertices
`FVIDEO;ME
Fvoronoi
fVWh|:
;\fwG3
fwigIe
,fWlTx
F
F\WVPP
Fx_][^
+FX=0u
FX;C(|V;C,
[fxe]<
[fxe] BParametricShader::compile: No constant table, file %s func %s
fxe] Exp
[fxe] Expected 'enable' or 'disable' but found '%S' instead.
[fxe] '%S' is not a valid tag.
F_X_j_|_
F?X?j?|?
F/X/j/|/
Fxtremes
FXu _^2
Fxu&h&
F(x,y,z
F ^]_[Y
F,_^[Y
F^][Y
f]YsN7'
Fz\t,7#H
g/+(,
|`;G$}[
/<= (G
)G`,*'
G`_^][
G=~?.>
g0dg0pg0
g0.g0>g0N
g0&g0U2g0Jg0bg0rg0U
G0yToO
G1ncM2
G1RhMR:al
g20%S`
G77BdQ_
}g8Aenabl
G8Ph Q
G9PjwD
G\9XDt
GadAIP
GadAIPrompt
=.\gadcirclemenu.cpp
.\gadco
.\gadcolordropdown.cpp
.\gadconsole.cpp
.\gadcore.cpp
.\gaddialog.cpp
.\gadedgedensity.cpp
.\gadfield.cpp
.\gadfieldset.cpp
.\gadformattextbox.cpp
gadget
gadgetFlash
gadgetFlash(<stringName> <flash>) : turns gadget flashing on/off.
gadgetReal
gadgetRealIfNotMP
gadgetRealIfNotMP(<stringName>) : makes real the named gadget.
gadgetReal(<stringName>) : makes real the named gadget.
gadgetRefresh
gadgetRefresh(<stringName>) : refresh the contents of the named gadget.
gadgetScrollDown
gadgetScrollDown : scrolls the gadget up one unit
gadgetScrollLeft
gadgetScrollLeft : scrolls the gadget to the left one unit
gadgetScrollRight
gadgetScrollRight : scrolls the gadget to the Right one unit
gadgetScrollUp
gadgetScrollUp : scrolls the gadget up one unit
gadgetToggle
gadgetToggleIfNotMP
gadgetToggle(<stringName>) : toggles the reality of the named gadget.
gadgetUnreal
gadgetUnreal(<stringName>) : makes un-real the named gadget.
GadgetV
gadgetWheelScroll
gadgetWheelScroll: ui use. Scrolling function for hooking wheel to gadget scrolling
.\gadlist.cpp
.\gadlistSimple.cpp
.\gadmenu.cpp
.\gadPageViewer.cpp
.\gadpalette.cpp
.\gadplayercomms.cpp
.\gadradio.cpp
.\gadslider.cpp
.\gadtechtree.cpp
.\gadtext.cpp
;.\gadtextsimple.cpp
.\gadtooltip2.cpp
.\gadtrigger.cpp
.\gadtrigparam.cpp
.\gadxsdebugger.cpp
GAIsProcessorFeaturePresent
Gal?ataTow>
gal byt
Galleon
GalleonAccel
Gall-points
gamecharacter
game.con
.\game.cpp
Game dependent init
GameMenu
Gamepad
=gamepadControl
gamepad control map.
GamepadControlMap
gamepad control set.
GamepadControlSet
gamepad doubleclick time.
GamepadDoubleClickTime
gamepad rumble support.
GamepadRumbleSupport
gamepad support.
gameplayMode
gameservice
Game startup complete (%0.2f sec)!
gameTimingCL
//Game types:
GameUI
.\gameui.cpp
GameUI: creating browsers
GameUI: creating misc UI elements
GameUI: creating status lines
GAMEUI-FileBrowser
GameUI-WaitingBox
GameUI-YorNBox
Game will start up in a window that covers the whole desktop
Gamma correction setting for fullscreen
Gangsaw
Garris
GARRIS
garrison
Garrison
GarrisonBonus
GarrisonFlag
GARRISONFLAG
GarrisonSpeedBonus
GateIndices
GateProtoIDs
Gather
GatherArea
GatherAreaGroup
GatherBush
GatherChop
GatherCrate
GatherDistance
Gatherer
GathererLimit
//Gatherer limits:
GathererPct
GatherFarm
GatherFish
GatherFlagEconomy
GatherFlagMilitary
GatherFlagNaval
GatherGoal
//Gather Goal Plan Variables:
GatherHunt
GatherMine
GatherNuggets
GatherPercentage
//Gather Plan Variables:
gatherpoint
GatherPoint
GATHERPOINT
gatherpointEconomy
gatherpointMilitary
GatherResources
gathers cinematic information
GatherStartTime
GatherTargetID
GatherWaitTime
Ga>traderoute
@@gaussian
*gAZ$
G_BOTTOM
\g`BqP
g|B!ui
g callba
GCArrowL
GCArrowLines
gcBorderWidth
GCCharacter
GCCharacter-CancelButton
GCCharacter-LoadButton
GCCharacter-OKButton
GCChatDlg_ChatDisplay
GCChatDlg_ChatInput
GCCommandDlg_HomecityBtn
GCCommandDlg_HomecityBtn2
GCCommandDlg_LoadBtn
GCCommandDlg_QuestsBtn
GCCommandDlg_QuitBtn
GCCommandDlg_SaveBtn
GCConfirmDlg_Btn1
GCConfirmDlg_Btn2
GCConfirmDlg_Line1
GCConfirmDlg_Line2
GCDashedLines
GCDescription
Gcentrums
GCFu_J
GCGame
gCh-2y
GCHomeCity
GCHomeCity_ConquestLog
GCHomeCity_ConquestLogList
GCHomeCity_ConquestLogOpenBtn
gchomecity-VictoryText
GCMinimapDlgFrame
GCMinimapDlgMatte
GCNoInitialQuest
GCObjective
GCPanel-Civ
GCPanel-ExplorerName
GCPanel-HomeCityName
@.Gcpp
GCQuest
GCQuest1
GCQuest-CancelButton
GCQuestDlg_AcceptBtn
GCQuestDlg_DeclineBtn
GCQuestDlg_Model
GCQuestDlg_Text
GCQuest-OKButton
GCQuest-QuestButton
GCRequest
GCReward
GCRewarV
GCScoreDlg_ScoreDisplay
GCSettings
GCSettings-Text
GCSinglePlayer
GCStats
GCStatsDlg_HomeCityBtn
GCStatsDlg_Line0
GCStatsDlg_Line0_Col2
GCStatsDlg_Line1
GCStatsDlg_Line1a
GCStatsDlg_Line1a_Col2
GCStatsDlg_Line1_Col2
GCStatsDlg_Line2
GCStatsDlg_Line3
GCStatsDlg_Line4
GCStatsDlg_OptionsBtn
gcstrategicmap
gcwBor#
Gd_^][
GD;EDu
gdi32.dll
GDI32.dll
gdoGP.
gdquad
GDrop-dim
gDxAt!d
Ge|0al#(Z
gearsRatio
GE:|H*$~Fb$
ge)@mm
Genera
General
Generic
GenericCorpse
GenericDialog
generic dx7
GenericScorePage
ge of EmKpi
ge of wo{rln
GeorgeCrushington
GetACP
GetActiveWindow
GetAdaptersInfo
getaddrinfo
GetAmb 1:I %
GetAsyncKeyState
GetCaretBlinkTime
getCinfoFunction
getCirc
GetClientRect
GetClipboardData
GetCommandLineA
GetCPInfo
GetCPInfoExW
GetCurrentDirectoryA
GetCurrentDirectoryW
GetCurrentObject
GetCurrentProcess
GetCurrentProcessId
GetCurrentThread
GetCurrentThreadId
GetCursorPos
GetDateFormatA
GetDateFormatW
GetDesktopWindow
GetDeviceCaps
GetDIBits
GetDiskFreeSpaceExW
GetDlgItem
GetDlgItemTextW
GetDriveTypeA
GetEnvironmentStrings
GetEnvironmentStringsW
GetExitCodeThread
GetFileAttributesW
GetFileInformationByHandle
GetFileSize
GetFileTime
GetFileType
GetFileVersionInfoA
GetFileVersionInfoSizeA
GetFileVersionInfoSizeW
GetFileVersionInfoW
GetFocus
GetFontUnicodeRanges
GetFullPathNameA
GetFZr
!GetG~
GetGlyphOutline
GetGlyphOutlineA
GetGlyphOutlineW
GetHGlobalFromStream
gethostbyaddr
gethostbyname
GetKeyboardLayout
GetKeyboardLayoutList
GetKeyNameTextW
GetKeyState
GetLastActivePopup
GetLastError
GetLengthSid
GetLocaleInfoA
GetLocaleInfoW
GetLocalTime
GetMenu
GetMessageA
GetModuleFileNameA
GetModuleFileNameW
GetModuleHandleA
GetModuleHandleW
GetMonitorInfoW
getnameinfo
GetObjectW
GetOEMCP
getOwnedFunction
GetPidx
GetPriorityClass
GetProcAddress
GetProcessWindowStation
GetPropW
GetReadingString
GetScrollPos
getservbyname
getservbyport
getsockname
GetSpheres
GetStartupInfoA
GetStdHandle
GetStockObject
GetStringTypeA
GetStringTypeExW
GetStringTypeW
GetSystemDirectoryA
GetSystemInfo
GetSystemMetrics
GetSystemTime
GetSystemTimeAsFileTime
GetTextExtentPoint32W
GetTextExtentPointW
GetTextMetricsW
GetThreadPriority
GetTickCount
GetTimeFormatA
GetTimeZoneInformation
GetUserObjectInformationA
GetVersionExA
GetVersionExW
GetWindowLongA
GetWindowLongW
GetWindowRect
GetWindowTextW
ge_walk
g exA tF
gFileS
G(;F(r
G,;G }
gG.,05;ETn
gg2vSd
#GGDJVZ
GGE9T``9M6O7
g@_geom.nP.'
ggerfu
GGGGGFE
GGGGGG
GGGGGGG
GGGGGGGG
GGGGGGGGG
GGGGGGGGGG
GGGGGGGGGo
GGGGGGGGo
GGGGGGGo
G`>G`^G`UnG`~G`
{ gg@ hea
ggleSt
GGoGGGGGGGG
GGroupingSettingsSaveHeights
Gh_^][
-Gh-B?
|G;H,}Bi
ghGpqcKp8
GHIJKLMN
GhPhHP
ght. As'sumk
gidbodys_oftcl
gIDByNo
g. Igno
GillNets
GInitial7Pos
Ginner
Gintersections
givd@di
GiveLOS
GivesLOSToAll
GJ,Q^q
<:gKEGx
gkiv1`nF
GL_^][
GLE... )
g-lefe
.G@LG@
&GlNwpm]`(
Global (
GlobalAlloc
GlobalFree
GlobalLock
GlobalReAlloc
GlobalUnlock
GlocaJ
glome+
gLUA_@
g MJ3 DKpL
GMod0b
gm{Rem(P
g@`ngr
Gno-planes
gnoreCon
gnorLP
g: No ta
GN| sP0p
G@nspo
gNumb!@T+#bcnubauby
//Goal Plan Goal Sub Types:
//Goal Plan Goal Types:
//Goal Plan Target Types:
//Goal Plan Variables:
GoalSubType
GoalTechID
GoalType
GoalUnitID
goao{&
G/,OcFGO
GodPower
GodPowerExclusion
GodPowers
"goes
GOiO3$
Gold=%6.2f.
GoldDropsite
Gol`no
GoneIdle
'good'
GoodAgainstStringID
good facets found
good point (QGn or QG-n), or a good vertex with 'QJ' or 'Q0' (QVn).
gorithm
GotoLast
Gouter
Governor
governs whether the "unit built." messages didsplay
]g(P*]
GP9EPu83
gP&gP2
g_Phic_
G\j
G(PhLj
G@Phx_
G,PhXQ
gpIndex
gPJgPbgPrgP
Gpoints
G(Qetkup
.gr2.precomp
grabInput
.G_rand ;0q:a}
GrandConquest
Grand Conquest Game Browser
GrandConquestMenu
GrandConquestSubMenu
:Granf5
granny2.dll
.\grannyanimation.cpp
_GrannyBeginControlledAnimation@8
_GrannyBuildWorldPose@24
_GrannyCompleteControlAt@8
_GrannyComputeBasisConversion@36
_GrannyControlModelsNext@4
_GrannyConvertSingleObject@16
_GrannyCopyMeshIndices@12
_GrannyCopyMeshMorphVertices@16
_GrannyCopyMeshVertices@12
_GrannyDataTypesAreEqual@8
GrannyDe
_GrannyDeformVertices@24
_GrannyEaseControlIn@12
_GrannyEaseControlOut@8
_GrannyEndControlledAnimation@4
_GrannyFindBoneByName@12
_GrannyFindTrackGroupForModel@12
_GrannyFixupFileSection@12
_GrannyFlushAllUnusedAnimationBindings@0
_GrannyFreeCompletedModelControls@4
_GrannyFreeControl@4
_GrannyFreeControlOnceUnused@4
_GrannyFreeFile@4
_GrannyFreeFileSection@8
_GrannyFreeLocalPose@4
_GrannyFreeMeshBinding@4
_GrannyFreeMeshDeformer@4
_GrannyFreeModelInstance@4
_GrannyFreeTrackMask@4
_GrannyFreeWorldPose@4
_GrannyGetBlendDagNodeParent@4
_GrannyGetControlClock@4
_GrannyGetControlFromBinding@4
_GrannyGetControlLoopIndex@4
_GrannyGetControlRawLocalClock@4
_GrannyGetControlUserDataArray@4
_GrannyGetFileInfo@4
_GrannyGetFileTypeTag@4
_GrannyGetMaterialTextureByType@8
_GrannyGetMemberTypeSize@4
_GrannyGetMeshBindingBoneCount@4
_GrannyGetMeshBindingToBoneIndices@4
_GrannyGetMeshBytesPerIndex@4
_GrannyGetMeshIndexCount@4
_GrannyGetMeshIndices@4
_GrannyGetMeshMorphTargetCount@4
_GrannyGetMeshMorphVertexCount@8
_GrannyGetMeshMorphVertexType@8
_GrannyGetMeshMorphVertices@8
_GrannyGetMeshTriangleGroupCount@4
_GrannyGetMeshTriangleGroups@4
_GrannyGetMeshVertexCount@4
_GrannyGetMeshVertexType@4
_GrannyGetMeshVertices@4
_GrannyGetResultingWorldPoseSize@4
_GrannyGetSourceModel@4
_GrannyGetSourceSkeleton@4
_GrannyGetTotalObjectSize@4
_GrannyGetWorldMatrixFromLocalPose@20
_GrannyGetWorldPose4x4@8
_GrannyGetWorldPose4x4Array@4
_GrannyGetWorldPoseComposite4x4Array@4
_GrannyInitializeFileReader@20
_GrannyInstantiateModel@4
_GrannyMeshIsRigid@4
_GrannyModelControlsBegin@4
_GrannyModelControlsEnd@4
_GrannyModelControlsNext@4
Granny model not loaded : %S
_GrannyNewLocalPose@4
_GrannyNewMeshBinding@12
_GrannyNewMeshDeformer@12
_GrannyNewTrackMask@8
_GrannyNewWorldPose@4
_GrannyNewWorldPoseInPlace@8
_GrannyNormalizeVertices@12
GrannyPNT332VertexType
GrannyPWNGT34332VertexType
GrannyPWNT3432VertexType
_GrannyReadEntireFile@4
_GrannyReadFileSection@12
_GrannyReadPartialFileFromReader@4
_GrannySampleModelAnimations@16
_GrannySetAllocator@8
_GrannySetControlClockOnly@8
_GrannySetControlEaseOut@8
_GrannySetControlEaseOutCurve@28
_GrannySetControlLoopCount@8
_GrannySetControlRawLocalClock@8
_GrannySetControlSpeed@8
_GrannySetControlWeight@8
_GrannySetDefaultFileReaderOpenCallback@4
_GrannySetModelClock@8
_GrannySetSkeletonTrackMaskChainDownwards@16
_GrannySetSkeletonTrackMaskFromTrackGroup@24
_GrannySetTrackGroupAccumulation@12
_GrannySetTrackGroupBasisTransform@16
_GrannySetTrackGroupModelMask@12
_GrannySetTrackGroupTarget@12
_GrannyTransformAnimation@20
_GrannyTransformFile@20
_GrannyTransformSkeleton@20
_GrannyUnlinkFileReader@4
_GrannyUpdateModelMatrix@20
_GrannyVersionsMatch_@16
Granted
GrantedVP
GrantsPower
GrantsPowerDuration
GrapeShot
graphicDetail
GravHPw
gravity
GreatCoat
greater than %2.2g, the maximum roundoff error.
GreekG
GRENP`
greP;aed
gress)
gressBar
?[greyF
=GRGBu
Gridges
GrouIp
Grouping ID %d is invalid
GroupingSettingsDialog
GroupingSettingsDialog-OKButton
GroupingSettingsSelectAsSingleUnit
GroupingSettingsTerrainTypeDropdown
GroupingSettingsUsePlacementRules
groupLQI
groupm
@Groupn
Group '%s'.
Grou}qUni
G
gruntPercent
, Gr za
?`g~?s)
GsaZj_|_B
gSno5A
Gs@Ox0Hand
gSum` !s"
Gt^_][
G t03
GT34332c
;G`t.h<
G|t.h4
gtJat+
|GTMogF
GtPh
Gtransparent
.Gttemp
;GTt.h
G;|$(u
GuardAbusGuns
GuardCacadores
GuardCavalryArchers
GuardCossacks
GuardCuirassiers
GuardDopplesoldners
GuardDragoons
GuardGrenadiers
GuardHalberdiers
GuardHussars
Gua/rdia<2H
Guardian
GuardJanissaries
GuardLancers
GuardLongbowmen
GuardMusketeers
GuardOprichniks
GuardPikemen
GuardRodeleros
GuardRuyters
GuardSkirmishers
GuardStrelets
GuardUhlans
GuardWarWagons
GUDS2G
g^uEnt
guideInterval
GunnersQuadrant
gusC`lcbt
Gvertices
gvQwAnn
|{;G\}vS
GvUnBloc
G\VWPP
g when
@$
?g)([|X>=
g)([|X>
GXML4"
gXRdWa
GYkm|X
g_y_|O`
G"ys(`l
gyttssl
`h````
_h][_^
|-;H(}(
!"H :
_h0_B_
H*0"ZOW
h1t'P?
h=2|D7UnC
h 32in
@H33s?
h33s?h
@H#?43
H4f;J4
H4f;M4
h4j,o>oo
h4lD45K3"onI#:
h 5Grp
H.5O$0rV
>h*61_
H8QWhH
\
H 9H,^|
\
^H9^X|
~H9~X|
H\9YDu
HAc(G@l_~_R#rd
hackanF
hackantialias
HackDe
hackscreenshot
hackscreenshot: take a screen shot
HACK T
HACK TEST BLAH --- remove after SF demo
hack that turns on antialiasing, not doing proper checks, etc. so caveat emptor for now.
hader.cp
hado/wDarl
haFadV
HalfEx9tG
hal/fExt
halfExtents
halfspace:
Halfspace
Halfspace-about
Halfspace intersection by the convex hull of %d points in %d-d:
halfspace intersection ('Hn,n,n').
?halfspy
HandAttack
HandicapText
HandleDamageFreq=%d, HandleDamageTime=%d (%d ms ago), HDPID=%d.
HandleDamageFrequency
HandleDamageTime
handlePostGame
handlePostGame : does what needs to be done.
HARDWARE_VP
has beRb@H7
HasBountyValue
HASCtaD@X@
HasGatherPoint
hash %d f%d
has n
HasNug
hat]@)
Havok - Build (%d)
Havok client keycode is invalid.
Havok evaluation key has expired or is invalid.
** Havok libs built with version [
:h"?bC
HBDebug Output:
h]bZMC
hcAddUnitToPerformerGroup
HCAdmirality
HCAdmiralityGerman
HCAdvancedArsenal
HCAdvancedArsenalGerman
HCAdvancedArtillery
HCAdvancedArtilleryGerman
HCAdvancedArtilleryPortuguese
HCAdvancedArtillerySPC1
HCAdvancedArtillerySPCAct3
HCAdvancedDock
HCAdvancedDockGerman
HCAdvancedMarket
HCAdvancedMarketGerman
HCAdvancedMill
HCAdvancedMillGerman
HCAdvancedPlantations
HCAdvancedPlantationsGerman
HCAdvancedTradingPost
) HCAge
HCAge1Prompt
HCArchaicTrainingTeam
HCArmada
HCArtilleryCombatFrench
HCArtilleryDamageOttoman
HCArtilleryHitpointsOttomanTeam
HCArtilleryHitpointsPortugueseTeam
H CAUTIO
HCBalloonsSPC2
HCBanks1
HCBanks2
HCBarracksHPTeam
HCBastionsTeam
HCBattlefieldConstruction
HCBetterBanks
HCBlockade
HCBlockhouseCannon
HCCaballeros
HCCameraPanTime
HC camera pan time in ms
HCCardModel
hccardsshoppinglist
HCCavalryCombatBritish
HCCavalryCombatDutch
HCCavalryCombatFrench
HCCavalryCombatGerman
HCCavalryCombatOttoman
HCCavalryCombatRussian
HCCavalryDamageBritish
HCCavalryDamageGermanTeam
HCCavalryHitpointsBritish
HCCavalryHitpointsGerman
HCCavalryHitpointsOttomanTeam
HCCavalryLOSTeam
HCChat
HCCheapBarracksTeam
HCCheapChurchTeam
HCCheapDocksTeam
HCCheaperManors
HCCheapHealersTeam
HCCheapMarketsTeam
HCCheapOutpostsTeam
HCCheapStablesTeam
HCCheapTradingPostTeam
HCCigarRoller
HCCigarRollerGerman
HCCoastalDefensesTeam
HCColdWaterPortTeam
HCColonialEstancias
HCColonialMilitia
HCConestogaWagonsTeam
HCConfirmDlg2_CancelBtn
HCConfirmDlg2_OkBtn
HCConfirmDlg2_TechBtn
HCConfirmDlg2_TechDetails
HCConfirmDlg2_TechName
HCConfirmDlg_CancelBtn
HCConfirmDlg_OkBtn
HCConfirmDlg_TechBtn
HCConfirmDlg_TechDetails
HCConfirmDlg_TechName
hcCreatePerformerGroup
hCCustomizationPanel
HCDeck
HCDeckBu
hcDeck-CardsInDeck
hcDeck-CreateButton
hcDeck-DeckList
hcDeck-DeleteButton
hcDeck-Name
hcDeck-SelectButton
HCDonatarios
HCDragoonCombatPortuguese
HCDuelingSchoolTeam
HCDutchEastIndiaCompany
HCEarlyDragoonsTeam
HCEarlySkirmishersTeam
hcEcho
HCEngineeringSchool
hcErrorMessage
HCExoticHardwoods
HCExoticHardwoodsGerman
HCExplorerBritish
HCExplorerCombatTeam
HCExplorerDutch
HCExplorerFrench
HCExplorerGerman
HCExplorerOttoman
HCExplorerPortuguese
HCExplorerRussian
HCExplorerSpanish
HCExtensiveFortifications
HCFastHousesTeam
HCFatterSheepTeam
HCFencingSchool
HCFencingSchoolGerman
HCFishMarket
HCFishMarketGerman
HCFishMarketTeam
HCFoodSilos
HCFoodSilosTeam
HCFrontierDefenses
HCFrontierDefenses2
HCFrontierDefensesGerman
HCFullingMills
HCFurrier
HCFurrierGerman
HCFurrierTeam
HCGermantownFarmers
hcGetBuildingIDByName
hcGetMyUnitID
hcGetNearestWPID
hcGetNumberUnitsWithAI
hcGetNumberWaypoints
hcGetNumPerformerGroups
hcGetNumUnlockedUnits
hcGetPerformerInProximity
hcGetRandomFreeWPID
hcGetRandomWPID
hcGetUnitWithAI
hcGetUnlockedUnitProtoUnitID
hcGetUnlockedUnitScriptFilename
hcGetUnlockedUnitVisualFilename
hcGetWaypointDir
hcGetWaypointPos
HCGrainMarket
HCGuildArtisans
HCHandCavalryCombatSpanish
HCHandCavalryDamageFrenchTeam
HCHandCavalryDamageSpanish
HCHandCavalryHitpointsFrench
HCHandCavalryHitpointsSpanish
HCHandInfantryCombatGerman
HCHandInfantryCombatSpanish
HCHandInfantryDamageGerman
HCHandInfantryDamageSpanishTeam
HCHandInfantryHitpointsGerman
HCHandInfantryHitpointsSpanish
HCHeavyFortifications
HCHeroesAct2
HCHeroesAct3
HCHeroesCooper
HCHouseEstates
HCImprovedBuildings
HCImprovedBuildingsGerman
HCImprovedLongbows
HCImprovedWallsTeam
HCInfantryCombatDutch
HCInfantryDamageDutch
HCInfantryHitpointsDutchTeam
HCInquisition
HCIronmonger
HCIronmongerTeam
HCJanissaryCombatOttoman
HCJanissaryCost
HCl3GF
HCLeve
HCLightArtilleryHitpointsOttoman
HCLumberyards
HCMedicine
HCMedicineGerman
HCMercenaryCombatGerman
HCMercenaryLoyalty
HCMercenaryLoyaltyGerman
HCMercsAsian
HCMercsBlackRiders
HCMercsBlackRidersGerman
HCMercsCorsairs
HCMercsHackapells
HCMercsHackapellsGerman
HCMercsHessians
HCMercsHessians2
HCMercsHessiansGerman
HCMercsHighland
HCMercsHighlanders
HCMercsHighlandGerman
HCMercsHolyRoman
HCMercsHolyRomanGerman
HCMercsLandsknecht1German
HCMercsLandsknecht2
HCMercsLandsknecht2German
HCMercsMamelukes
HCMercsManchu
HCMercsMediterranean
HCMercsMediterraneanGerman
HCMercsRonin
HCMercsStradiots
HCMercsSwissPikemen
HCMonitorCombatTeam
HCMortarsCombatGerman
HCMortarsDamageDutchTeam
HCMosqueConstruction
HCMusketeerGrenadierCombatBritish
HCMusketeerGrenadierDamageBritish
HCMusketeerGrenadierHitpointsBritishTeam
HCNativeChampionsDutchTeam
HCNativeCombat
HCNativeCombatTeam
HCNativeLore
HCNativeLoreGerman
HCNativeTreaties
HCNativeTreatiesGerman
HCNativeWarriors
HCNativeWarriorsGerman
HCNavalCombat
HCNavalCombatGerman
HCNavalGunners
HCNavigationSchool
HCNorthwestPassage
hcOccupyWPID
hcOccwupy>
HCOpti
HCPalatineSettlements
HCPioneers
hcPopulateHomeCity
HCPrivateers
HCPrivateers2
HCPrivateers3
HCPrivateersTeam
hcRandInt
hcRandPosition
HCRangedInfantryCombatPortuguese
HCRangedInfantryDamageFrenchTeam
HCRangedInfantryDamagePortuguese
HCRangedInfantryHitpointsFrench
HCRangedInfantryHitpointsGerman
HCRangedInfantryHitpointsPortugueseTeam
HCRansack
HCRefrigeration
HCRefrigerationGerman
HCRenderingPlant
HCRenderingPlantGerman
hcReservePerformerArea
HCRidingSchool
HCRidingSchoolGerman
HCRidingSchoolGerman2
HCRobberBarons
HCRobberBaronsGerman
HCRoyalDecreeBritish
HCRoyalDecreeDutch
HCRoyalDecreeFrench
HCRoyalDecreeGerman
HCRoyalDecreeOttoman
HCRoyalDecreePortuguese
HCRoyalDecreeRussian
HCRoyalDecreeSpanish
HCRoyalDecreeSPC
HCRoyalMint
HCRoyalMintGerman
HCRumDistillery
HCRumDistilleryGerman
HCRumDistilleryTeam
HcSa{}
HCSawmills
HCSawmillsGerman
HCSawmillsTeam
HCSchooners
hcSetUnitXSHandler
hcSetXSHandler
HCShipAbusGuns1
HCShipAbusGuns2
HCShipArtilleryDivision
HCShipBalloons
HCShipBandeirantes
HCShipCacadores1
HCShipCacadores2
HCShipCacadores3
HCShipCacadores4
HCShipCannons1
HCShipCannons1German
HCShipCannons2
HCShipCaravels1
HCShipCaravels1German
HCShipCaravels2
HCShipCaravels2German
HCShipCaravels3
HCShipCavArchers1
HCShipCavArchers2
HCShipCavArchers3
HCShipCoinCrates1
HCShipCoinCrates2
HCShipCoinCrates2German
HCShipCoinCrates3
HCShipCoinCrates3German
HCShipCoinCrates4
HCShipCoinCrates4German
HCShipCoinCrates5
HCShipCossacks1
HCShipCossacks2
HCShipCossacks3
HCShipCossacks4
HCShipCoureurs1
HCShipCoureurs2
HCShipCoureurs3
HCShipCoveredWagons
HCShipCoveredWagons2
HCShipCoveredWagons3
HCShipCoveredWagonsGerman
HCShipCows
HCShipCowsGerman
HCShipCrossbowmen1
HCShipCrossbowmen2
HCShipCrossbowmen2German
HCShipCrossbowmen3
HCShipCrossbowmen3German
HCShipCuirassiers1
HCShipCuirassiers2
HCShipCuirassiers3
HCShipCuirassiers4
HCShipCuirassiers5
HCShipCulverins1
HCShipCulverins1German
HCShipDopplesoldners1
HCShipDopplesoldners2
HCShipDopplesoldners3
HCShipDopplesoldners4
HCShipDopplesoldners5
HCShipDragoons1
HCShipDragoons2
HCShipDragoons3
HCShipDragoons4
HCShipDutchCounterCavForce
HCShipDutchRaidingFleet
HCShipEnvoyTeam
HCShipFalconets1
HCShipFalconets1German
HCShipFalconets2
HCShipFalconets2German
HCShipFalconets3
HCShipFalconets4
HCShipFireships
HCShipFluyts1
HCShipFluyts2
HCShipFoodCrates1
HCShipFoodCrates2
HCShipFoodCrates2German
HCShipFoodCrates3
HCShipFoodCrates3German
HCShipFoodCrates4
HCShipFoodCrates4German
HCShipFoodCrates5
HCShipFrigates
HCShipFrigatesGerman
HCShipGalleons
HCShipGalleonsGerman
HCShipGalleys1
HCShipGalleys2
HCShipGalleys3
HCShipGreatBombards1
HCShipGreatBombards2
HCShipGrenadiers1
HCShipGrenadiers2
HCShipGrenadiers3
HCShipGrenadiers4
HCShipHalberdiers1
HCShipHalberdiers2
HCShipHalberdiers3
HCShipHalberdiers4
HCShipHalberdiers5
HCShipHalberdiersRussian1
HCShipHalberdiersRussian2
HCShipHalberdiersRussian3
HCShipHoopThrowers1
HCShipHoopThrowers2
HCShipHussars1
HCShipHussars2
HCShipHussars3
HCShipHussars4
HCShipHussars5
HCShipJanissaries1
HCShipJanissaries2
HCShipJanissaries3
HCShipJanissaries4
HCShipLancers1
HCShipLancers2
HCShipLancers3
HCShipLancers4
HCShipLancers5
HCShipLongbowmen1
HCShipLongbowmen2
HCShipLongbowmen3
HCShipLongbowmen4
HCShipm
HCShipMonitors
HCShipMonitors2
HCShipMonitorsGerman
HCShipMortars1
HCShipMortars1German
HCShipMortars2
HCShipMortars2German
HCShipMusketeers1
HCShipMusketeers2
HCShipMusketeers3
HCShipMusketeers4
HCShipMusketeers5
HCShipMusketeersRussian2
HCShipMusketeersRussian3
HCShipOprichniks1
HCShipOprichniks2
HCShipOprichniks3
HCShipOrganGuns1
HCShipOrganGuns2
HCShipOttomanAssaultFleet
HCShipPikemen1
HCShipPikemen2
HCShipPikemen3
HCShipPikemen3Spanish
HCShipPikemen4
HCShipPikemen5
HCShipPortugueseExpForce
HCShipRe
HCShipRichelieuRegiment
HCShipRockets1
HCShipRockets2
HCShipRodeleros1
HCShipRodeleros2
HCShipRodeleros3
HCShipRodeleros4
HCShipRodeleros5
HCShipRussianFleet
HCShipRuyters1
HCShipRuyters2
HCShipRuyters3
HCShipRuyters4
HCShipSettlers1
HCShipSettlers2
HCShipSettlers3
HCShipSettlers4
HCShipSettlers5
HCShipSettlerWagons1
HCShipSettlerWagons2
HCShipSettlerWagons3
HCShipSettlerWagons4
HCShipSettlerWagonsTeam
HCShipSheep1
HCShipSheep1German
HCShipSheep1Team
HCShipSheep2
HCShipSheep2German
HCShipSheep3
HCShipSkirmishers1
HCShipSkirmishers1German
HCShipSkirmishers2
HCShipSkirmishers2German
HCShipSkirmishers3
HCShipSkirmishers3German
HCShipSkirmishers4
HCShipSkirmishers4German
HCShipSkirmishers5
HCShipSpahis1
HCShipSpahis2
HCShipSpahis3
HCShipSpahis4
HCShipSpanishSquare
HCShipStrelets1
HCShipStrelets2
HCShipStrelets3
HCShipStrelets4
HCShipSurgeons
HCShipUhlans1
HCShipUhlans2
HCShipUhlans3
HCShipUhlans4
HCShipUhlans5
HCShipWarWagons1
HCShipWarWagons2
HCShipWarWagonsSPC
HCShipWarWagonsSPC2
HCShipWingedHussars
HCShipWoodCrates1
HCShipWoodCrates2
HCShipWoodCrates2German
HCShipWoodCrates3
HCShipWoodCrates3German
HCShipWoodCrates4
HCShipWoodCrates4German
HCShipWoodCrates5
HCShix
HCSilkRoadTeam
HCSilversmith
HCSilversmithGerman
hCSkillTree
HCSpanishGalleons
HCSpanishTreasureFleet
HCSpawnFishingBoats
HCSpawnStrelet
HCSpiceTrade
HCSpiceTradeGerman
HCSpiceTradeTeam
HCStockyards
HCStonemasons
HCStonemasonsGerman
HCStreletsCombatRussian
hcSummaryPanel
HC%s::update:
HCSustainableAgriculture
HCSustainableAgricultureGerman
hcTabPanel
HCTeamCoinCrates1
HCTeamCoinCrates2
HCTeamTeutonTownCenter
HCTeamWoodCrates
HCTextileMills
HCTextileMillsGerman
HCU#%d(%s)::update:
HCUhlanCombatGerman
HCUnicorne
HCUniq
HCUniqueCombatRussian
hcUnitCreate
hcUnitCreateAtBone
hcUnitCreateUsingPos
hcUnitDestroyAll
hcUnitEnterBuilding
hcUnitExit
hcUnitExitBuilding
hcUnitFollow
hcUnitFreeWPID
hcUnitGetActionType
hcUnitGetGroupID
hcUnitGetInitialPauseTime
hcUnitGetPerformForwardFromGroup
hcUnitGetPerformPosFromGroup
hcUnitGetPosition
hcUnitGetScript
hcUnitGoIdle
hcUnitMoveToPos
hcUnitMoveToWPID
hcUnitPlayAnim
hcUnitSetFlag
hcUnitSetInitialPauseTime
hcUnitSetVisible
hcUnitTeleportToWPID
>@hcUnitTurn
hcUnitWait
HCUnlockFactory
HCUnlockFactoryGerman
HCUnlockFort
HCUnlockFortGerman
HCUnlockFortVauban
HCWildernessWarfare
hDF16j
HD - pro
HDPz".
HDRMultisampleFactor
HDRSupe
HDRSupersampleFilter
HDRSupersampleXFactor
HDRSupersampleYFactor
HDUWPj
HDVj R
HDVj,R
HDVj
HDVj*R
HDVj#R
HDVj+R
hDXT1j
hDXT3j
hDXT3UR
hDXT5j
hDXT5RPQ
`He7igh
:`H!ea
?Header
header crc mismatch
Healable
Healing Range
Healing Rate
%healt
HeapAlloc
HeapCreate
HeapDestroy
HeapFree
HeapReAlloc
HeapSize
HeatedShot
HeavyC
HeavyFall
heavyPartImpactSoundSet
heigghtm
@Heigh
heighS
height
Height
heightAdjust
HeightBob
HeightBonusMultiplier
height=%d
HeKille
help
HelpAndToolsSubMenu
HelpDialog
HelpDialog-AbilText
HelpDialog-BackButton
HelpDialog-BigHistoryArea
HelpDialog-HistoryArea
HelpDialog-Name
HelpDialog-Portrait
HelpDialog-Stats-1
HelpDialog-Stats-2
HelpDialog-Stats-BonusArea
HelpDialog-Stats-Labels-1
HelpDialog-Stats-Labels-2
HelpDialog-Title
HelpDialog-UpgradesText
HelpDialog-UpperHelpText
helpPrefix
helpPrefix( string commandPrefix ) - Lists all of the commands that start with the given prefix
Help(%Qd
help re
help( string commandSubstring ) - Lists all of the commands that contain the given substring
HelpTex
helpText
helpTextID
helpText( string helptextSubstring ) - Lists all of the commands that contain the given substring in their help text.
Herdable
Herding
//Herd Plan Variables:
heroBanner
HeroCost
HeroName1
HeroName2
HeroRevive
Hexadecimal digit [0-9A-Fa-f]
heyGet4O
H f9N
hfff?h
?hfff?j
?PV
hfff?R
?hff&?h
hff&?hff&?h33
hff&?j
|t
hgnore1
Hgs%OSO6r~
]Hgus\
H`$?h|
`h_ha?voc_spX
hHc39qMe
hHGYS>]
HH:mm:ss
HH:mm:ss\
HHteHHtPHt+H
HHtjHHtF
hi9q>/o AsE
hicDetai
h_icken
@h!ID(
hidden
hideCircleFog
HideCostFromDetailHelp
HideCurs
HideFromDetailHelp
HideFromHelp
hideGameMenu
hideGameMenu: hide the in-game menu.
HideGarrisonFlag
hideHcConfirmation
HideHitpointsIfGaia
hideParticles
HidePopups
HideResourceInventory
Hides the circular world fog
Hides the cursor during a screenshot
Hides the HC Tech Confirmation dialog
Hides the UI during a screenshot
hideTOBs
hideUI
= HIGH
highFrequency
highFrequencyDeactivationPeriod
highpoly
HIJSTUVW
hild nod
HintDlg
HintVal
!hipsD
history
History
History-Background
History-CategoryText
History-LayoutHoriz-Pic
History-LayoutHoriz-Text
History-LayoutHoriz-Title
History-LayoutVert-Pic
History-LayoutVert-Text
History-LayoutVert-Title
History-MainMenuButton
?History-NavBar
History-NextPage
History-PrevPage
History-TabActive0
History-TabActive1
History-TabActive2
History-TabActive3
History-TabActive4
History-TabActive5
History-TabActive6
History-TabActive7
History-TabInactive0
History-TabInactive1
History-TabInactive2
History-TabInactive3
History-TabInactive4
History-TabInactive5
History-TabInactive6
History-TabInactive7
History-TabText0
History-TabText1
History-TabText2
History-TabText3
History-TabText4
History-TabText5
History-TabText6
History-TabText7
History-TopPage
hit, fai^
Hitpo=
HITPOINTBAR
Hitpoints
+HI}x)
%hjeunknow0
HJUZeT]R[
h k0"k08
hk1Sen>
hkAabbPhantom
hkAction
hkAerodynamicsComponent
hkAngularDashpotAction
hkAngularVelocityDamper
hkBallAndSocketConstraint
hkBinaryAction
hkBoxShape
hkBrakeComponent
hkBreakableConstraint
hkBvShape
hkBvTreeShape
hkCapsuleShape
hkCharacterProxy
hkChassisComponent
hkClass
hkCollisionFilter
hkCollisionFilterList
hkConstraint
hkConvexShape
hkConvexSweepShape
hkConvexVerticesShape
hkConvexWelderShape
hkDashpotAction
hkDefaultAerodynamics
hkDefaultAnalogDriverInput
hkDefaultBrake
hkDefaultChassis
hkDefaultEngine
hkDefaultSteering
hkDefaultSuspension
hkDefaultTransmission
hkDefaultWheels
hkDisableEntityCollisionFilter
hkDriverInputComponent
hkEngineComponent
hkEntity
hkEntityDeactivator
hkExternalVehicleController
hkFakeRigidBodyDeactivator
hkFakeRigidBodyDeactivator_SINGLETON
hkFastMeshShape
hkGenericConstraint
hkGroupCollisionFilter
hkGroupFilter
hkHavokVehicle
hkHeightFieldShape
hkHingeConstraint
hkLimitedHingeConstraint
hkLinearParametricCurve
hkListShape
HKLM\Software\Microsoft\Internet Explorer\Registration\DigitalProductID
hkMalleableConstraint
hkMeshShape
hkMoppBvTreeShape
hkMotorAction
hkMotorController
hkMultiRayShape
hkMultiSphereShape
HK_NU#LL
HK_NULL new facets deleted (duplicated vertex)
hkobject
/hkobject
</hkobject>
<hkrawdata>
hkRaycas
hkRaycastVehicle
hkRigidBody
hkRigidBodyDeactivator
hkRigidConstraint
hkSampledHeightFieldBase
hkSerializable
hkSerializedDisplayMarker
hkSerializedDisplayMarkerList
hkSerializedDisplayRbTransforms
hkShape
HK_SHAPE_ALL
HK_SHAPE_BOX
HK_SHAPE_BV
HK_SHAPE_BV_TREE
HK_SHAPE_CAPSULE
hkShapeCollection
HK_SHAPE_COLLECTION
HK_SHAPE_CONVEX
HK_SHAPE_CONVEX_VERTICES
HK_SHAPE_HEIGHT_FIELD
HK_SHAPE_LIST
HK_SHAPE_MOPP
HK_SHAPE_MULTI_RAY
HK_SHAPE_MULTI_SPHERE
hkShapePhantom
HK_SHAPE_PHANTOM_CALLBACK
HK_SHAPE_PLANE
HK_SHAPE_SAMPLED_HEIGHT_FIELD
HK_SHAPE_SPHERE
HK_SHAPE_SPHERE_REP
HK_SHAPE_TRANSFORM
HK_SHAPE_TRIANGLE
HK_SHAPE_TRIANGLE_COLLECTION
HK_SHAPE_TRI_PATCH
HK_SHAPE_USER0
HK_SHAPE_USER1
HK_SHAPE_USER2
HK_SHAPE_USER3
HK_SHAPE_USER4
HK_SHAPE_USER5
HK_SHAPE_USER6
HK_SHAPE_USER7
HK_SHAPE_UTILITY_CONVEX_SWEEP
hkSimpleShapePhantom
hkSpatialRigidBodyDeactivator
hkSphereRepShape
hkSphereShape
hkSpringAction
hkSpringDamperMotor
hkSteeringComponent
hkStiffSpringConstraint
hkStorageMeshShape
hkStrongestMotor
hkSuspensionComponent
hkTransformShape
hkTransmissionComponent
hkTriangleShape
hkTypeArray
hkTypeBool
hkTypeChar
hkTypeInt16
hkTypeInt32
hkTypeInt64
hkTypeInt8
hkTypeM
hkTypeMatrix3
hkTypeMax
hkTypePointer
hkTypeQuaternion
hkTypeReal
hkTypeRotation
hkTypeTransform
hkTypeUint16
hkTypeUint32
hkTypeUint64
hkTypeUint8
hkTypeVector4
hkTypeVoid
hkUnaryAction
hkVector4Zero_SINGLETON
hkVehicleComponent
hkVehicleFramework
hkVelocityMotor
hkWheeH
hkWheelConstraint
hkWheelsComponent
hkWorld
hkWorldObject
\;l$<~
^H;^L~
~H;~L~
| ;HL}
HLSUW3
hMaskn
H/~/m-mid
hMOREDA
H_N00@Z
hNNhh~
"HNNlgl
H<;N\u
h!olete
HomeC)
homeCit
HomeCit
homecity
HomeCity
homecity2
HomeCityAI
homeCityAIDebug
HomeCityBucketCountIncrement
HomeCityBucketCountPoints
HomeCityBucketMaxCount
HomeCityBucketMinCount
homecitycamera
homeCityCardPanel
//HomeCity CardTypes:
homeCityCitizens
homeCityCommandPanel
homeCityDeck-CancelButton
homeCityDeckCreate-CancelButton
homeCityDeckCreate-CreateButton
homeCityDeckCreate-Edit
homeCityDeck-DeckList
homeCityDeck-Name
homeCityDeck-OKButton
homecityfireworks.xml
homeCityGatherPoint
HomeCityGatherUnit
HomeCityLevel
homeCityMakeActiveByID
homeCityPanel-customization-watermark
homeCityPanel-skillTree-watermark
HomeCityPicker-CancelButton
HomeCityPicker-CreateButton
HomeCityPicker-DeleteButton
HomeCityPickerDlg
HomeCityPicker-HCLevelButton
HomeCityPicker-HCLevelButtonLabel
HomeCityPicker-HCLocationDropDown
HomeCityPicker-Slider
HomeCityPicker-SubmitButton
HomeCityPicker-ViewButton
HomeCityPicker-ViewButtonOtherUser
homeCityResearch
homeCityResearchByID
homeCityResearchByIDOutsideGame
homeCityResearchByIDPregame
homeCityShipEject
homeCityShipEject( int playerID, int buildingID, int puid, int index ) : Cancels the given unit out of the ship.
HomeCityStartingUnit
homecitytabpanel-techsAvail
homeCityTrain
homeCityTrain2
homeCityTrain2(%d, %d)
homeCityTrain2( int playerID, int cardIndex ) : Sends the given HC card in the home city.
homeCityTrain( int playerID, int buildingID, int puid ) : Trains the given PUID from the given home city building.
homeCityTransport
homeCityTransportDisplay
homeCityTransport( int playerID ) : Transports units from the home city.
homeCityTransportPanel
homeCityTransportPanelHeader
homecitytransportpanel-homecityAge
HomeCityTransportTime
HomeCityTransportUnitLimit
HomeCityUI
.\homecityui.cpp
HomeCityWaterSpawnFlag
Homesteading
h/oriz
Ho?rizLay
horizon
horizon facets better than bestfacet
horizon facets merged into new facets
HorizontalOffset
HOSTAGE_A
HOSTAGE_B
hostPort
hotkeys.con
hotkeysetup
HotKeySetup
hotkeysetup-CancelButton
hotkeysetup-ChangeButton
hotkeysetup-GroupList
hotkeysetup-HotkeyList
hotkeysetup-HotkeyScrollbar
hotkeysetup-OKButton
hotkeysetup-ResetAllButton
hotkeysetup-ResetButton
hotkeysetup-RolloverHelp
HotKeySetupScreen
hotkeysetup-StatusText
hO uAR
hould b+
houseC
howChoic
howD%Dlg
\howh T!
Howitz8S
Howitzer
how long recived chats stay on screen
How long the formation destination decal stays onscreen.
how long to flares last in minimap event queue
how long to flares last on the minimap
?how mu
how much faster do we heal idle dudes?
how often grunts fire
howPlans
HoZolo
@!HPB?ar
}h><PE
H(QT
Hpro1j
H`QVUW
h_RANDOM
(HRESUL?T=%X)
hrodi{te
H *aPS JaX
h=sd%O
HS.;TUc ;TUd
HS!;Tf
^HTelepo
htFar/mLim
htG@Set'.
htInfant
.htm#Qx
\$ hTR
hts M
_ HturnQ_c_
%hu.*(
~Hu4Oi
HU9H@|
hudicon
hudicRP
%hu.%hu.%hu.%hu:%hu
Human_Bomber
Human_JetFighter
Human_SpyPlane
Human_StrikeFighter
Huntable
HuntAggressive
HuntedResource
Hunting
HuntingDogs
h@usicT
\
h^UwaiB0
h!V#0/2#$
hv}5MZ
hwbilinear
h&!<wb?t?
hWPP[p$
+;H,%wr
H$`0mA
Hx_][^Y
~h^[_]Y
~&&Hy1
_hypo&
_hypot
hY`rC`e
hzAofl@
/H?Z?l?~?
I01258>$&*
}I0TR$
I0UVW3
i|1D?@t
I1rNbI
.I|1X~
I_2E4&
I3YS%M
i5r4)T[vq*
?|I7Z#
)i8E9+
I?Aggressive
Ia`)!I
I@aiSetAttackResponseDistance
I.<al3
ialArm
ialEsto
ialo~k
i*A<Mj
iat / \!$
`iB2l$
i:BA-!
;%iBA(s)
i.bClaiI
iB~DM^
I/Bq3}n.
IBR'th
Iby'&:4j|
ical|ACan
icalOf
icBdattle
~[icCCI
icG`param
ician
ic_inter
icMusic
iconname
IconTextureCoords
i\corke_f0b
i\c\P_Z
ics RAd Cd
ICTINGTE
ictory(
IcXbk`hH
I=`-=D
ID=-1@
.ID4Tk
IDB?yIndexnt
IDcdpx
(id=%d
) ID=%d.
ID {%d
IDebug
ider_HitPo
iderQuay
ID for }a_
.id[G].
ID isP
Id{le@1Poll@1
IdleAttack
idleBanner
idleHealBonus
idleMilitaryBanner
IdleMilitaryBanner
IdleTimeout
idleType
id multi
id ,~@_QcZe
ID~-SFac
id@ssb
IDVWh|
IDVWh(
IDVWhDs
ID w?ithout
ie-cr;ed
iegNot
iehs@
ieldRadi
ie@li!t0r
ie'M6!>^-
?ier, h3
iewLock
"%i(%f),
%i(%f),
IF_0KA
I?F1</
if defined, breaks the XS Debugger at the start of main().
If defined, logs out capabilities.
if defined, makes all trees in forests to be sprite-ed.
if defined, makes internal trees in forests sprite-ed.
If defined SP RM games will make player1 an AI.
If defined, the game will auto save during a multiplayer game
If defined, the game will not pause when it loses focus.
If defined, the game will remain active even when it doesn't have focus
If defined, the in-game popups will not be displayed
If defined, will paint cliff, else will paint canyon
iff pie
i?ffRamp
iffType(
ific los
ified
ified.
ifie}rj
IFish)
ifiwQsM
IfNotM
iForz U}n
If set, checks the archive files before the file system
If set, non-DXT5 bumps marked as swizzled in the technique will replaced with the missingbump texture
If set, uses software TNL instead of hardware TNL
iftByM|
if (tempExp)
if (tempExp == false)
If this problem persists please contact Havok.com for assistance.
IFunc(<
iGa bY
_ig fi
IGHT_FIE
, igno1r
Ignor
IgnoreAreaIDs
ignoreChatEffects
ignoreCheckBoxSpacing
IgnoreColonyRules
IgnoreConquestVictory
ignoreLimits
ignore realtime & always run updates.
igt#emPbp
I@HK_NULL
I@hkParametricCurve
I@HK_S
IHlIgi
I@HollowSquare
IHSZ<<A
I(;H(u
IiGM>nw
>IIk5@
iIk(!J
I-iN6+
II;OMF
Ii Vide=o
I jjLFD
I>JR?L
I`ke+ep
i*!\khnn
ildi/ng(0
ildLpy
ildMovep
ildVers
ile Spec
ilitary
ilitaryS
ilityCh
#iLJJH
Illegal byte sequence
iLmT.S.
ILocSO
il^V'D(%
I_[_m_
I?[?m>
I?[?m?
I/[/m/
imagepa
imagepath
imain-Co
IMEEnable
IMEEnable(<true/false>) : enables or disables IME
imerF{
imFir#st
I~MLUW
imm32.dll
IMM32.dll
ImmAssociateContext
ImmDisableTextFrameService
ImmGetCandidateListA
ImmGetCandidateListW
ImmGetCompositionStringA
ImmGetCompositionStringW
ImmGetContext
ImmGetConversionStatus
ImmGetDefaultIMEWnd
ImmGetIMEFileNameA
ImmGetOpenStatus
ImmGetVirtualKey
ImmIsIME
ImmLockIMC
ImmLockIMCC
ImmNotifyIME
Immoveable
ImmRele
ImmReleaseContext
ImmSetConversionStatus
ImmUnlockIMC
ImmUnlockIMCC
iMn|0>)
IMPACT
ImpactEffect
impactEffectOffset
ImpactPoint definitions must specify a bone! : %S
impactType
ImpactType
ImpArtilleryRegiments
impassableair
impassableland
impassablewater
ImpDeforestation
ImperialAbusGun
ImperialArmy
ImperialArmyBuyDown
ImperialArmyPanel
ImperialBaratcu
ImperialBombard
ImperialCacadores
ImperialCannon
ImperialCarabineer
ImperialCavalryArchers
ImperialCossack
ImperialCulverin
ImperialCzapkaUhlans
ImperialDopplesoldner
ImperialDragoons
ImperialEspada
ImperialFieldGun
ImperialGardener
ImperialGarrochistas
ImperialGendarme
ImperialGrenadiers
ImperialGuerreiros
ImperialHalberdiers
ImperialHowitzer
ImperialHussars
Imperialize
ImperializeBritish
ImperializeDutch
ImperializeFrench
ImperializeGerman
ImperializeOttoman
ImperializePortuguese
ImperializeRussian
ImperializeSpanish
ImperializeSPCAct1
ImperializeSPCAct2
ImperializeSPCAct3
ImperialJanissaries
ImperialJinetes
ImperialLifeGuard
ImperialLongbowmen
ImperialManOWar
ImperialMonitors
ImperialMusketeers
ImperialNassauers
ImperialNeedleGun
ImperialOprichniks
ImperialPavlovs
ImperialRabaulds
ImperialRedcoat
ImperialRocket
ImperialSkirmishers
ImperialStrelets
ImperialTartarLoyalist
ImperialTercio
ImperialVoltigeur
ImperialWarWagons
ImpersonateSelf
ImpExcessiveTaxation
ImpImmigrants
ImpKnighthood
ImpLargeScaleAgriculture
ImpLegendaryNatives
ImpPeerage
Improper link
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inactive
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includeButtons
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incompatible version
incorrect data check
incorrect header check
incorrect length check
increased time penalty per age for GP in deathmatch
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incrementUSP2SelectedUnitStack
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in DOS
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Industrialize
IndustrializeBritish
IndustrializeDutch
IndustrializeFrench
IndustrializeGerman
IndustrializeOttoman
IndustrializePortuguese
IndustrializeRussian
IndustrializeSpanish
IndustrializeSPCAct1
IndustrializeSPCAct2
IndustrializeSPCAct3
ineBt|
inEdit-
inertiaTensor
inet_addr
inet_ntoa
InfantryBreastplate
Infel6qe
infiniteLoopLimit
infiniteRecursionLimit
InflueD
InfluenceAtBuilderPosition
InfluenceBuilderPositionDistance
InfluenceBuilderPositionFalloff
InfluenceBuilderPositionValue
InfluenceKBResourceID
InfluencePosition
InfluencePositionDistance
InfluencePositionFalloff
InfluencePositionValue
InfluenceUnitDistance
InfluenceUnitFalloff
InfluenceUnitTypeID
InfluenceUnitValue
InfluenceVPSiteType
InfluenceVPSiteTypeDistance
InfluenceVPSiteTypeFalloff
InfluenceVPSiteTypeValue
</info>
<info>
#In{fo
Info 0000: PrepareCompilation: file '%s'.
Info 0001: Compiling file '%s'.
Info 0002: Generating listing file '%s'.
Info 0004: No errors found in file '%s'.
InfoGa
infoMaxSizeOfJacobians
infoNumSolverResults
infoSizeOfJacobians
infoSizeOfSchemas
ing5t>~a
InGameButtonSound
ingame-messagedialog3-prompt
ingame-messagedialog-OKButton
ingame-messagedialog-prompt
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initial facet is coplanar with interior point
InitialGarrisonOnly
Initial HDR multisample factor (1=disabled
Initial HDR supersample filter index
Initial HDR supersample X factor
Initial HDR supersample Y factor
InitialHitpoints
Initialization failed!
InitializeAcl
InitializeCriticalSection
InitializeCriticalSectionAndSpinCount
InitializeSecurityDescriptor
Initializing abstract unit types
Initializing Ambient Sounds.
Initializing database
Initializing main camera
Initializing powers
Initializing protounits
Initializing protoUnits
Initializing Proto Unit Sounds.
Initializing protoUnit types
Initializing random map generator
Initializing sounds
Initializing Sound System 2
Initializing terrain types
Initializing trigger system
Initializing UnitAI types
initial non-convex ridges for post merging
InitialPosition=(%.4f, %.4f, %.4f).
InitialResource
initialSlope
InitialUnitAIStance
InitialXP
InitMem
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input has same x coordinate
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InsertInventory
Inserut:
inside points
inside points kept with a facet
inside points that were coplanar with a facet
{INST geom { : centrum } transform { # f%d
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INST geom {define vsphere OFF
Instru
insufficient memory
int aiCalculateMostHatedPlayerID( int comparePlayerID ): Returns the playerID for the player the AI thinks it should be attacking.
int aiCommsSendStatement(targetPlayerID, int promptType): Sends a statement to the designated player.
int aiCommsSendStatementWithVector(targetPlayerID, int promptType, vector v): Sends a statement to the designated player. Adds a location flare.
int aiFindBestAttackGodPowerPlan(void): find a valid god power plan to attach to an attack plan
int aiFindBestTownDefenseGodPowerPlan(void): find a valid god power plan to use for town defense
int aiGetAutoFarmEscrowID( void ): Returns the auto Farm escrow ID.
int aiGetAutoGatherEscrowID( void ): Returns the auto gather escrow ID.
int aiGetAvailableEconomyPop( void ): Returns the available economy pop for this player.
int aiGetAvailableMilitaryPop( void ): Returns the script-defined military pop for this player.
int aiGetCaptainPlayerID( int playerID ): Returns the captain for the given player's team.
int aiGetCurrentEconomyPop( void ): Returns the current economy pop for this player.
int aiGetEconomyPop( void ): Returns the script-defined economy pop for this player.
int aiGetFallenExplorerID(): returns the ID of the fallen explorer; if there isn't one, returns -1
int aiGetFarmLimit( void ): Returns the per plan farm build limit.
int aiGetGameMode( void ): Returns the game's mode.
int aiGetGameType(): returns the current game type (e.g., cGameTypeScenario, cGameTypeRandom, etc).
int aiGetGodPowerProtoIDForTechID( int techID): translate a granted tech id into a protopower id
int aiGetGodPowerTechIDForSlot( int slotID): Get the god power tech id from the given slot.
int aiGetGodPowerType( int protoPowerID): get the type for a ProtoPower
int aiGetLastCollectedNuggetEffect(int playerID): Gets the last collected nugget's effect
int aiGetLastCollectedNuggetType(int playerID): Gets the last collected nugget's type
int aiGetMaxLOSProtoUnitLimit(): gets the limit for how many LOS Protounits the AI can build
int aiGetMilitaryPop( void ): Returns the script-defined military pop for this player.
int aiGetMinNumberNeedForGatheringAggressives(): gets the min number of needed units to gather aggressive animals.
int aiGetMinNumberWantForGatheringAggressives(): gets the min number of wanted units to gather aggressive animals.
int aiGetMostHatedPlayerID( void ): Returns the script-defined most hated player ID for this player.
int aiGetNumberIdlePlans( int planType ): Gets the of idle plans of the given type.
int aiGetPoliticianChoice(int age): Gets the scripts choice for the AgeX Politician.
int aiGetPoliticianListByIndex(int age, int index): Gets the index'th Politicans avaiable for AgeX.
int aiGetPoliticianListCount(int age): Gets the number of Politicans avaiable for AgeX.
int aiGetPopNeeds(): gets the current Pop needs of all the plans.
int aiGetResourceBreakdownNumberPlans( int resourceTypeID, int resourceSubTypeID, int baseID ): Gets the number of plans for the given breakdown.
int aiGetResourceBreakdownPlanPriority( int resourceTypeID, int resourceSubTypeID, int baseID ): Gets the priority of the plans for the given breakdown.
int aiGetWorldDifficulty( void ): Returns the world difficulty level.
int aiGoalGetIDByIndex( int goalType, int goalState, bool active, int index ): Returns the ID of matching goal.
int aiGoalGetNumber( int goalType, int goalState, bool active ): Returns the number of matching goals.
int aiNumberUnassignedUnitsByGoal( int goalID ): Returns the number of unassigned units based on the goal's unit type(s).
int aiNumberUnassignedUnits( int typeID ): Returns the number of unassigned units of the given type.
int aiPersonalityCreatePlayerHistory( void ): Creates are player history for the given playername.
int aiPersonalityGetGameFirstAttackTime(int playerHistoryIndex, int gameIndex): Returns the 1st attacktime from the gameIndex game.
int aiPersonalityGetGameUnitCount(int playerHistoryIndex, int gameIndex, int unitType): Returns the unit count from the gameIndex game. If gameIndex is -1, this will return the avg of all games played.
int aiPersonalityGetNumberPlayerHistories( void ): Returns the number of player's in the Personality's history.
int aiPersonalityGetPlayerGamesPlayed(int playerHistoryIndex, int playerRelation): Returns the number of games played against/with the given the playerHistoryIndex.
int aiPersonalityGetPlayerHistoryIndex( string searchPlayerName ): Returns a playerHistoryIndex if this personality has played searchPlayerName before.
int aiPersonalityGetTotalGameWins(int playerHistoryIndex, int playerRelation): Returns the total games the given player has won against this AI
int aiPlanCreate( string planName, int typeName ): Creates a plan of the given name and type.
int aiPlanGetActualPriority( int planID ): Returns the priority of the given plan.
int aiPlanGetBaseID( int planID): gets the plan's base id.
int aiPlanGetDesiredPriority( int planID ): Returns the priority of the given plan.
int aiPlanGetEscrowID( int planID ): Gets the escrow for the plan.
int aiPlanGetIDByActiveIndex( int activeIndex ): Returns the ID of the plan with the given active index.
int aiPlanGetIDByIndex( int planType, int planState, bool active, int index ): Returns the ID of matching plan.
int aiPlanGetIDByTypeAndVariableType( int planType, int varType, int varID, bool active ): Returns the ID of the plan with the given parms.
int aiPlanGetID( string name ): Returns the ID of the plan with the given name.
int aiPlanGetIDSubStr( string searchStr ): Returns the ID of the first plan containing the given string in its name.
int aiPlanGetNumber( int planType, int planState, bool active ): Returns the number of matching plans.
int aiPlanGetNumberUnits( int planID, int unitTypeID ): Returns the number of units currently assigned in the given plan.
int aiPlanGetNumberUserVariableValues( int planID, int planVariableIndex ): Returns the number of values for this variable index.
int aiPlanGetNumberVariableValues( int planID, int planVariableIndex ): Returns the number of values for this variable index.
int aiPlanGetState( int planID ): Returns the state of the given plan.
int aiPlanGetType( int planID ): Returns the type of the given plan.
int aiPlanGetUnitStance( int planID ): Gets the unit stance of the given plan.
int aiPlanGetUserVariableInt( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.
int aiPlanGetVariableInt( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.
int aiRandInt( int max ): Returns a random number (mod'ed by max if provided).
int aiUnitGetTactic(int unitID): gets the specified unit's current tactic.
Int-CS4H_
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integer
Integrate
interior
InterlockedDecrement
InterlockedExchange
InterlockedIncrement
Internal array: BKB::queryVPSites results
Internal constraint error!
internalPort
internal state. The program cannot safely continue execution and must
internetAddressServer
Interrupted function call
# intersect f%d f%d
intersections, and OFF file format.
intersections failed to find a redundant vertex
intersections found redundant vertices
IntersectRect
Interval=%d to %d.
intField
int hcGetBuildingIDByName( string buildingName ): Returns the ID for a building with the specified name.
int hcGetMyUnitID( void ): Returns the HomeCity Unit ID for this unit.
int hcGetNearestWPID( vector position ): Returns the WPID closest to the position.
int hcGetNumberUnitsWithAI( string aiFilename ): Returns the number of units with a given AI filename.
int hcGetNumUnlockedUnits( bool regularUnits, bool performerUnits ): Returns the number of unlocked units available.
int hcGetPerformerInProximity( long unitID ): Returns the index-th performer unit in the proximity.
int hcGetUnitWithAI( string aiFilename, int index ): Returns the index-th unit with the given AI filename.
int hcGetUnlockedUnitProtoUnitID( int unitIndex, bool regularUnits, bool performerUnits ): Returns the proto unit ID for an unlocked unit.
int hcRandInt( int max ): Returns a random number (mod'ed by max if provided).
int hcUnitCreateAtBone( int protoUnitID, string visualFilename, string aiFilename, string boneName ): Creates a unit at the bone position; specify either protoUnitID or visualFilename; returns the new unit's ID.
int hcUnitCreate( int protoUnitID, string visualFilename, string aiFilename, int waypoint ): Creates a unit; specify either protoUnitID or visualFilename; returns the new unit's ID.
int hcUnitCreateUsingPos( int protoUnitID, string visualFilename, string aiFilename, vector position, vector forward, bool visible ): Creates a unit; specify either protoUnitID or visualFilename; returns the new unit's ID.
int hcUnitGetActionType( int unitID ): Returns the action type of the unit.
int kbAreaFindBestGatherAreaID( int unitTypeID ): Returns the Area ID of the best area to gather the given unit type.
int kbAreaGetBorderAreaID( int areaID, long index ): Returns the Area ID of the index-th border area in the given area.
int kbAreaGetClosetArea( vector position, int areaType, int areaType1, float minDistance ): Returns the Area ID of the closest area, of the given types, to given postion.
int kbAreaGetIDByPosition( vector position ): Returns the ID of the given area.
int kbAreaGetNumberBlackTiles( int areaID ): Returns the number of black tiles in the given area.
int kbAreaGetNumberBorderAreas( int areaID ): Returns the number of border areas for the given area.
int kbAreaGetNumberFogTiles( int areaID ): Returns the number of fog tiles in the given area.
int kbAreaGetNumberTiles( int areaID ): Returns the number of tiles in the given area.
int kbAreaGetNumberUnits( int areaID ): Returns the number of units in the given area.
int kbAreaGetNumberVisibleTiles( int areaID ): Returns the number of visible tiles in the given area.
int kbAreaGetNumber( void ): Returns the number of areas.
int kbAreaGetType( int areaID ): Returns the Type of area.
int kbAreaGetUnitID( int areaID, long index ): Returns the Unit ID of the index-th unit in the given area.
int kbAreaGetVisibilityChangeTime( int areaID ): Returns the gametime of the last visibility change for the given area.
int kbAreaGetVPSiteID(int areaID): returns an area's VP site ID (-1 if an area doesn't have a VP site).
int kbAreaGroupGetIDByPosition( vector position ): Returns the ID of the given area group.
int kbBaseCreate( int playerID, string name, vector position, float distance ): Creates a base.
int kbBaseFindCreateResourceBase( int enemyPlayerID, int enemyBaseID ): Finds/Creates a 'forward' military base against the given enemy base.
int kbBaseFindCreateResourceBase( int resourceType, int resourceSubType, int parentBaseID ): Finds/Creates a resource base.
int kbBaseGetIDByIndex( int playerID, int index ): Returns the BaseID for the given base.
int kbBaseGetMainID( int playerID ): Gets the main base ID for the player.
int kbBaseGetNextID( void ): Returns the ID of the next base that will be created.
int kbBaseGetNumber( int playerID ): Returns the number of bases for the given player.
int kbBaseGetNumberUnits( int playerID, int baseID, int relation, int unitTypeID ): Returns the number of units that match the criteria.
int kbBaseGetOwner( int baseID ): Returns the player ID of the specified base's owner.
int kbBaseGetTimeUnderAttack( int playerID, int baseID ): Returns the number of continuous seconds the base has been under attack.
int kbBuildingPlacementCreate( string name ): Creates a building placement; returns the ID.
int kbCreateAttackRoute( string name, int startAreaID, int goalAreaID, int numInitialRoutes): Returns the Route ID if successful.
int kbCreateAttackRouteWithPath( string name, vector startPt, vector endPt): Returns the Route ID if successful.
int kbCreateTechProgression( string techName, string name ): Creates a tech progression of the given name.
int kbCreateUnitProgression( string unitName, string name ): Creates a unit progression of the given name.
int kbEscrowCreate( string name, int resourceID, float percentage, int parentID ): Creates an escrow.
int kbEscrowGetID( string name ): Returns the ID of the named escrow.
int kbFindAreaGroupByLocation( int groupType, float relativeX, float relativeZ ) : returns the visible area group that matches the given criteria.
int kbFindAreaGroup( int groupType, float surfaceAreaRatio, int compareAreaID) : returns the visible area group that matches the given criteria.
int kbFindBestBuildingToRepair(vector position, float distance, float healthRatio, int repairUnderAttackUnitTypeID) : returns the id of the best building to repair.
int kbGetAgeForPlayer( int id ): Returns the current age for the player specified.
int kbGetAge( void ): Returns the current age for the current player.
int kbGetAttackRouteID( long startAreaID, long goalAreaID): Returns the id of the routes from area1 to area2.
int kbGetBlockID( string blockName ): Returns the UnitID of the cinematic block.
int kbGetBuildLimit(int player, int unitTypeID ): Returns the number of the unit type you are allowed to have (ONLY WORKS ON BASE UNIT TYPES); returns -1 if there is no limit.
int kbGetCivForPlayer( void ): Returns the civ for the given player.
int kbGetCiv( void ): Returns the civilization for the player.
int kbGetCultureForPlayer( void ): Returns the culture for the given player.
int kbGetCulture( void ): Returns the culture for the player.
int kbGetNumAttackRoutes( long startAreaID, long goalAreaID): Returns num paths from start to goal area.
int kbGetNumberMutualAllies( void ): Returns the number of mutual allies.
int kbGetNumberValidResourcesByPlan( int planID, int baseID ): Returns the number of valid KB resources for the given plan/base.
int kbGetNumberValidResources( int baseID, int resourceTypeID, int resourceSubTypeID, float distance ): Returns the number of valid KB resources for the resource types.
int kbGetPlayerTeam( <playerID> ): Returns the player's team number.
int kbGetPopCapAddition(int player, int unitTypeID ): Returns amount of pop cap addition provided by the given unit type (ONLY WORKS ON BASE UNIT TYPES).
int kbGetPopCap( void ): Returns the current population cap for the player.
int kbGetPopSlots(int player, int unitTypeID ): Returns the number of pop slots this unit takes (ONLY WORKS ON BASE UNIT TYPES).
int kbGetPopulationSlotsByQueryID( int queryID ): Returns the number of pop slots currently occupied by the results in the given query.
int kbGetPopulationSlotsByUnitTypeID( int playerID, int unitTypeID ): Returns the number of pop slots currently occupied by this unit type.
int kbGetPop( void ): Returns the current population for the player.
int kbGetProtoUnitID( string name ): Returns the ID of the protounit.
int kbGetRandomEnabledPUID( int unitTypeID, int escrowID ): Returns a random, valid PUID that's of the given type.
int kbGetTownAreaID( void ): Returns the area ID of the main town.
int kbGetUnitBaseTypeID( int unitID ): Returns the base type ID of the unit.
int kbGetVPGeneratorByScoreType(int siteType): returns the protounit ID for the VP generator that corresponds to this type of VP site.
int kbPathCreate( string name ): Creates a path with the given name.
int kbPathGetIDByIndex( long index ): Returns the index-th path ID.
int kbPathGetNumber( void ): Returns the number of paths.
int kbPathGetNumberWaypoints( int pathID ): Returns the number of waypoints in the given path.
int kbProgressionGetNodeData( int progressionID, int nodeIndex ): Returns the data at nodeIndex, either UnitID or TechID, depending on the type.
int kbProgressionGetNodeType( int progressionID, int nodeIndex ): Returns the type of node at the given index, either Unit type or Tech type.
int kbProgressionGetTotalNodes( int progressionID ): Returns the total number of steps to complete the progression.
int kbSetTargetSelectorFactor(int type, float val) : sets the TargetSelector Factor value.
int kbTargetSelectorCreate( string name ): Creates a target selector; returns the ID.
int kbTargetSelectorGetNumberResults( void ): Returns the number of results in the given target selector.
int kbTargetSelectorGetResultValue( int index ): Returns the result value for given index of the current target selector.
int kbTechGetStatus( int techID ): Returns the current tech status for the current player of the requested tech.
int kbTechTreeGetCheapestEconUpgrade( int resourceUnitTypeID ): gets cheapest researchable econ upgrade, optionally for specified resource unit type.
int kbTechTreeGetCheapestUnitUpgrade( int unitTypeID ): gets cheapest researchable unit upgrade, optionally for specified unit/unit line.
int kbUnitCount(int player, int unitTypeID, int stateID ): Returns a quick unit count of units for a player.
int kbUnitGetActionType( int unitID ): Returns the actionTypeID of the unit.
int kbUnitGetAreaID( int unitID ): Returns the area ID for this unit ID.
int kbUnitGetArmyID( int unitID ): Returns the army ID for this unit ID.
int kbUnitGetBaseID( int unitID ): Returns the base ID for this unit ID.
int kbUnitGetMovementType( int unitTypeID ): Returns the movementType for this unitTypeID.
int kbUnitGetNumberWorkers( int unitID ): Returns the number of units currently working on the given unit.
int kbUnitGetPlanID( int unitID ): Returns the plan ID for this unit ID.
int kbUnitGetPlayerID(int unitID ): Returns the player ID for this unit ID.
int kbUnitGetProtoUnitID( int unitID ): Returns the unit's protounit ID.
int kbUnitGetTargetUnitID( int unitID ): Returns the target unit ID of the given unit.
int kbUnitGetWorkerID( int unitID, int index ): Returns the index-th worker unit ID.
int kbUnitPickCreate( string name ): Creates a unit pick.
int kbUnitPickGetAttackUnitType( int upID ) : Gets the unit pick attack unit type.
int kbUnitPickGetDesiredNumberBuildings( int upID, int index ) : gets the unit pick desired number buildings for the index-th unit type.
int kbUnitPickGetDesiredNumberUnitTypes( int upID ) : Gets the unit pick desired number unit types.
int kbUnitPickGetGoalCombatEfficiencyType( int upID ) : Gets the unit pick attack unit type.
int kbUnitPickGetMaximumNumberUnits( int upID ) : Gets the unit pick maximum number units.
int kbUnitPickGetMaximumPop( int upID ) : Gets the unit pick maximum pop.
int kbUnitPickGetMinimumNumberUnits( int upID ) : Gets the unit pick minimum number units.
int kbUnitPickGetMinimumPop( int upID ) : Gets the unit pick minimum pop.
int kbUnitPickGetNumberResults( int upID ) : Returns the number of unit pick results.
int kbUnitPickGetResult( int upID, int index ) : Returns the index-th ProtoUnitID.
int kbUnitPickRun( int upID ) : Runs the unit pick.
int kbUnitQueryCreate( string name ): Creates a unit query, returns the query ID.
int kbUnitQueryExecute( long queryID ): Executes the current query; returns number of results.
int kbUnitQueryExecuteOnQueryByName( long currentQueryID, string previousQueryName ): Executes the current query on the previous query's results; returns the new number of results.
int kbUnitQueryExecuteOnQuery( long currentQueryID, int previousQueryID ): Executes the current query on the previous query's results; returns the new number of results.
int kbUnitQueryGetResult( long queryID, int index ): Returns the UnitID of the index-th result in the current query.
int kbUnitQueryNumberResults( long queryID ): Returns the number of results in the current query.
int kbVPSiteGetLocation(int siteID): returns the specified VP site's world location.
int kbVPSiteGetOwnerPlayerID(int siteID): returns the specified VP site's owning player.
int kbVPSiteGetState(int siteID): returns the specified VP site's state.
int kbVPSiteGetType(int siteID): returns the specified VP site's type (e.g., native, trade, etc).
int kbVPSiteQuery(int scoreType, int playerRelationOrID, int siteState): returns ID for an array containing VP site IDs that match the specified parameters.
IntoArmyID
IntoBaseID
IntoPlanID
Into&u
intrinsic
int rmAddFairLoc(string unitName, bool forward, bool inside, float minPlayerDist, float maxPlayerDist, float locDist, float edgeDist, bool playerArea, bool teamArea): Adds some fairLoc placement info.
int rmCreateAreaConstraint(string name, int areaID): Make a constraint that forces something to remain within an area.
int rmCreateAreaDistanceConstraint(string name, int areaID, float distance): Make an area distance constraint.
int rmCreateAreaMaxDistanceConstraint(string name, int areaID, float distance): Make an area max distance constraint.
int rmCreateAreaOverlapConstraint(string name, int areaID): Make an area overlap constraint.
int rmCreateBoxConstraint(string name, float startX, float startZ, float endX, float endZ, float bufferFraction): Make a box constraint.
int rmCreateClassDistanceConstraint(string name, int classID, float distance): Make a class distance constraint.
int rmCreateCliffEdgeConstraint(string name, int areaID): Make a constraint that forces something to remain within an area's cliff edge.
int rmCreateCliffEdgeDistanceConstraint(string name, int areaID, float distance): Make an area cliff edge distance constraint.
int rmCreateCliffEdgeMaxDistanceConstraint(string name, int areaID, float distance): Make an area cliff edge max distance constraint.
int rmCreateCliffRampConstraint(string name, int areaID): Make a constraint that forces something to remain within an area's cliff ramp edge.
int rmCreateCliffRampDistanceConstraint(string name, int areaID, float distance): Make an area cliff ramp edge distance constraint.
int rmCreateCliffRampMaxDistanceConstraint(string name, int areaID, float distance): Make an area cliff ramp edge max distance constraint.
int rmCreateCornerConstraint(string name, int corner, bool outside): Make a constraint to pass if in or out of a corner.
int rmCreateEdgeConstraint(string name, int areaID): Make a constraint that forces something to remain within an area's edge.
int rmCreateEdgeDistanceConstraint(string name, int areaID, float distance): Make an area edge distance constraint.
int rmCreateEdgeMaxDistanceConstraint(string name, int areaID, float distance): Make an area edge max distance constraint.
int rmCreateMaxHeightConstraint(string name, float height): Make an max height constraint (terrain must be less than given height).
int rmCreatePieConstraint(string name, float xFraction, float zFraction, float insideRadius, float outsideRadius, float minAngle, float maxAngle, float bufferFraction): Makes a 'pie' constraint.
int rmCreateTerrainDistanceConstraint(string name, string type, bool passable, float distance): Make a constraint to avoid terrain with certain a passability.
int rmCreateTerrainMaxDistanceConstraint(string name, string type, bool passable, float distance): Make a constraint to be close to terrain with certain a passability.
int rmCreateTradeRouteDistanceConstraint(string name, float minDistance): Make a constraint to avoid trade routes.
int rmCreateTypeDistanceConstraint(string name, int classID, float distance): Make a type distance constraint.
int rmDefineClass(string className): Define a class with the given name.
int rmGetAverageHomeCityLevel( void ): Returns the average (rounded down) HC Level of the players in the game.
int rmGetHighHomeCityLevel( void ): Returns the highest HC Level of the players in the game.
int rmGetHomeCityLevel( int playerID ): Returns the HC Level of the given player.
int rmGetLowHomeCityLevel( void ): Returns the lowest HC Level of the players in the game.
int rmGetMapXSize( void ): Returns the X size of the map.
int rmGetMapZSize( void ): Returns the Z size of the map.
int rmGetNumberFairLocs(int playerID): Gets a player's number of fairLocs.
inTurretkRootDe
Int (Value=%d).
int xsArrayCreateBool(int size, bool defaultValue, string name): creates a sized and named boolean array, returning an arrayID.
int xsArrayCreateFloat(int size, float defaultValue, string name): creates a sized and named float array, returning an arrayID.
int xsArrayCreateInt(int size, int defaultValue, string name): creates a sized and named integer array, returning an arrayID.
int xsArrayCreateString(int size, string defaultValue, string name): creates a sized and named string array, returning an arrayID.
int xsArrayCreateVector(int size, vector defaultValue, string name): creates a sized and named vector array, returning an arrayID.
int xsArrayGetInt(int arrayID, int index): Gets the value at the specified index in the requested array.
int xsArrayGetSize(int arrayID): Gets the specified array's size.
int xsArraySetBool(int arrayID, int index, bool value): Sets a value at the specified index in the requested array.
int xsArraySetFloat(int arrayID, int index, float value): Sets a value at the specified index in the requested array.
int xsArraySetInt(int arrayID, int index, int value): Sets a value at the specified index in the requested array.
int xsArraySetString(int arrayID, int index, string value): Sets a value at the specified index in the requested array.
int xsArraySetVector(int arrayID, int index, vector value): Sets a value at the specified index in the requested array.
int xsDumpArrays(): blogs out all XS arrays.
int xsGetContextPlayer( void ): Returns the current context player ID.
int xsGetFuntionID( string functionName ): Runs the secret XSFID for the function. USE WITH CAUTION.
int xsGetTime( void ): Returns the current gametime (in milliseconds).
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invade
Inv{al
Invali
invalid
Invalid
INVALID
Invalid argument
InvalidateRect
invalid bit length repeat
Invalid block size. Assuming 1.0
invalid block type
Invalid bone name "%s" in part declaration for model "%s", this probably means the bone was not defined in the unit's anim XML.
Invalid bone specified in ImpactPoint reference : %S
invalid code lengths set
Invalid condition %s
Invalid connection type.
Invalid debug index=%d.
invalid distance code
invalid distances set
invalid distance too far back
Invalid effect %s
invalidFileDialog
InvalidFileDialog-prompt
<invalid file & line -- please use the blog or blogh macro>
invalid filename
Invalid GrazeAnim, returning.
Invalid index of %d.
Invalid LayDownAnim, returning.
invalid literal/length code
invalid literal/lengths set
Invalid mesh name in part declaration : %S
Invalid node specified as root of damage template: %S
Invalid param %s
Invalid Progression Node Type, mType=%d, mID=%d, Age=%d. TFT=%d
Invalid seek
Invalid start state '%S'
invalid stored block lengths
(INVALID SYMBOL (perhaps a parm?))=%s.
Invalid texture intrinsic '%S'.
InvalidTownBellLocation
Invalid triggerID
Invalid type.
Invalid unit, perhaps the buildingID is invalid?
invalid window size
InventoryAmount
InventoryCarried
InventoryHolder
InventoryItem
InventorySlot
inverseCursorAlwaysOn
InvisibleProjectile
invSpr
invSpringConstant
Invulnerable
InvulnerableIfGaia
=IobGy
ioctlsocket
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ion([N
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I@PerimeterWallSnapDistance
iphlpapi.dll
ip lev
iPow5`S
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irmHCOpt
Iroquois
ir pro
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i)rUnkn
ir, up
IS0T=h
Is a directory
IsBadCodePtr
IsBadReadPtr
IsBadStringPtrW
IsBadWritePtr
isBroken
IsClipboardFormatAvailable
IsDBCSLeadByteEx
IsDebuggerPresent
IsDialogMessageW
isFakeShadow
isF@Looku
ish - Pe
`is hub
IsIconic
is Idle
I@'%S' is not a valid mode
IsisPreventsGP
Is?Locked
)MUt
isn't
is NULL
Isome-
is outside of a facet. See qh-optq.htm#Qx
isp'`BGl
ispcl.
is progr
Is qh_RANDOMmax (%.2g) wrong?
IsRectEmpty
IsRuleGr
IsValidSecurityDescriptor
%i]: "%sW" =
IsWindow
IsWindowUnicode
IsWindowVisible
is wrong_, makT@uS@(
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italProd
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iterativeLinearCastEarlyOutDistance
iterativeLinearCastMaxIterations
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JanFebMarAprMayJunJulAugSepOctNovDec
January
jArval
jAwatsm
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J!B< R
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joystick
joystick1
joystick10
joystick10down
joystick10up
joystick11
joystick11down
joystick11up
joystick12
joystick12down
joystick12up
joystick1down
joystick1up
joystick2
joystick2down
joystick2up
joystick3
joystick3down
joystick3up
joystick4
joystick4down
joystick4up
joystick5
joystick5down
joystick5up
joystick6
joystick6down
joystick6up
joystick7
joystick7down
joystick7up
joystick8
joystick8down
joystick8up
joystick9
joystick9down
joystick9up
joystickbuttonevents
joystick button state: %d %d %d %d %d %d %d %d %d %d %d %d
joystickmouse
joystickmoveevents
joystickNonExclusive
joystickpositionevents
joystick support
joystickx
joysticky
joystickz
JPEGMEM
jpegScreenshotQuality
jpegScreenshots
j?Pj@j@
j@Pj@j@
jp\nJDEY
J;ToKQ_T
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K^9+D)
KA2]Wi
K ad/1T
kaiser
kAllAmbit
ka Lpa
Kanyenkeb
| Kasir;iB9
kAtNumbe
KaYM@
kbAddAttackRouteIgnoreID
kbAddAttackRouteIgnoreType
kbAddAttackRouteSector
kbAreaCalculate
kbAreaFindBestGatherAreaID
kbAreaGetBorderAreaID
kbAreaGetCenter
kbAreaGetClosetArea
kbAreaGetIDByPosition
kbAreaGetNumber
kbAreaGetNumberBlackTiles
kbAreaGetNumberBorderAreas
kbAreaGetNumberFogTiles
kbAreaGetNumberTiles
kbAreaGetNumberUnits
kbAreaGetNumberVisibleTiles
kbAreaGetType
kbAreaGetUnitID
kbAreaGetVisibilityChangeTime
kbAreaGetVPSiteID
kbAreaGroupGetCenter
kbAreaGroupGetIDByPosition
kbAttackRouteAddPath
kbBaseAddUnit
kbBaseCreate
kbBaseDestroy
kbBaseDestroyAll
kbBaseFindCreateResourceBase
kbBaseFindForwardMilitaryBase
kbBaseGetActive
kbBaseGetBackVector
kbBaseGetEconomy
kbBaseGetForward
kbBaseGetFrontVector
kbBaseGetIDByIndex
kbBaseGetLastKnownDamageLocation
kbBaseGetLocation
kbBaseGetMain
kbBaseGetMainID
kbBaseGetMaximumResourceDistance
kbBaseGetMilitary
kbBaseGetMilitaryGatherPoint
kbBaseGetNextID
kbBaseGetNumber
kbBaseGetNumberUnits
kbBaseGetOwner
kbBaseGetSettlement
kbBaseGetTimeUnderAttack
kbBaseGetUnderAttack
kbBaseRemoveUnit
kbBaseSetActive
kbBaseSetEconomy
kbBaseSetForward
kbBaseSetFrontVector
kbBaseSetMain
kbBaseSetMilitary
kbBaseSetMilitaryGatherPoint
kbBaseSetSettlement
kbBuildingPlacementAddAreaGroupID
kbBuildingPlacementAddAreaID
kbBuildingPlacementAddPositionInfluence
kbBuildingPlacementAddUnitInfluence
kbBuildingPlacementCreate
kbBuildingPlacementDestroy
kbBuildingPlacementGetResultPosition
kbBuildingPlacementGetResultValue
kbBuildingPlacementResetResults
kbBuildingPlacementSelect
kbBuildingPlacementSetBaseID
kbBuildingPlacementSetBuildingType
@kbBuildingPlacementSetCenterPosition
kbBuildingPlacementSetEventHandler
kbBuildingPlacementSetMinimumValue
kbBuildingPlacementStart
kbCanAffordTech
kbCanAffordUnit
kbCanPath2
kbCanSimPath
kbCreateAttackRoute
kbCreateAttackRouteWithPath
kbCreateTechProgression
kbCreateUnitProgression
kbDestroyAttackRoute
kbDump
kbDumpType
kbDumpVPSiteInfo
kbEscrowAllocateCurrentResources
kbEscrowCreate
kbEscrowDestroy
kbEscrowFlush
kbEscrowGetAmount
kbEscrowGetID
kbEscrowGetPercentage
kbEscrowSetCap
kbEscrowSetPercentage
kbFindAreaGroup
kbFindAreaGroupByLocation
kbFindBestBuildingToRepair
kbFindClosestBase
kbGetAge
kbGetAgeForPlayer
kbGetAICostWeight
kbGetAmountValidResources
kbGetAttackRouteID
kbGetAutoBaseCreate
kbGetAutoBaseCreateDistance
kbGetAutoBaseDetect
kbGetAutoBaseDetectDistance
kbGetBlockID
kbGetBlockPosition
kbGetBuildLimit
kbGetCiv
kbGetCivForPlayer
kbGetCivName
kbGetCombatEfficiency
kbGetCulture
kbGetCultureForPlayer
kbGetCultureName
kbGetHCLevel
kbGetMapCenter
kbGetMapXSize
kbGetMapZSize
kbGetNumAttackRoutes
kbGetNumberMutualAllies
kbGetNumberValidResources
kbGetNumberValidResourcesByPlan
kbGetPlayerHandicap
kbGetPlayerName
kbGetPlayerTeam
kbGetPop
kbGetPopCap
kbGetPopCapAddition
kbGetPopSlots
kbGetPopulationSlotsByQueryID
kbGetPopulationSlotsByUnitTypeID
kbGetProtoUnitAICost
kbGetProtoUnitID
kbGetProtoUnitName
kbGetRandomEnabledPUID
kbGetTargetSelectorFactor
kbGetTechAICost
kbGetTechName
kbGetTechPercentComplete
kbGetTownAreaID
kbGetTownLocation
kbGetUnitBaseTypeID
kbGetUnitTypeName
kbGetVPGeneratorByScoreType
kbHasPlayerLost
kbIsGameOver
kbIsPlayerAlly
kbIsPlayerEnemy
kbIsPlayerHuman
kbIsPlayerMutualAlly
kbIsPlayerNeutral
kbIsPlayerResigned
kbIsPlayerValid
kbLocationVisible
kbLookAtAllUnitsOnMap
kbMakeAttackRoutes
kbMaximumResourceGet
kbPathAddWaypoint
kbPathCreate
kbPathDestroy
kbPathGetIDByIndex
kbPathGetLength
kbPathGetName
kbPathGetNumber
kbPathGetNumberWaypoints
kbPathGetWaypoint
kbProgessionGetTotalResourceCost
kbProgressionGetNodeData
kbProgressionGetNodeType
kbProgressionGetTotalNodes
kbProtoUnitAvailable
kbProtoUnitIsType
kbResourceGet
kbResourceGetXP
KBResourceID
kbSetAICostWeight
kbSetAutoBaseCreate
kbSetAutoBaseCreateDistance
kbSetAutoBaseDetect
kbSetAutoBaseDetectDistance
kbSetForwardBasePosition
kbSetPlayerHandicap
kbSetTargetSelectorFactor
kbSetTownLocation
.@kbSetupForResource
kbTargetSelectorAddQueryResults
kbTargetSelectorAddUnitType
kbTargetSelectorCreate
kbTargetSelectorDestroy
//KB TargetSelector Factors:
kbTargetSelectorGetNumberResults
kbTargetSelectorGetResultValue
kbTargetSelectorResetResults
kbTargetSelectorSelect
kbTargetSelectorStart
kbTechCostPerResource
kbTechGetStatus
kbTechTreeDump
kbTechTreeGetCheapestEconUpgrade
kbTechTreeGetCheapestUnitUpgrade
KBTimedStatFrequency
kbTotalResourceGet
kbUnitCostPerResource
kbUnitCount
kbUnitCountConsole
kbUnitGetActionType
kbUnitGetAreaID
kbUnitGetArmyID
kbUnitGetBaseID
kbUnitGetCurrentAICost
kbUnitGetCurrentHitpoints
kbUnitGetHealth
kbUnitGetMaximumAICost
kbUnitGetMaximumHitpoints
kbUnitGetMovementType
kbUnitGetNumberWorkers
kbUnitGetPlanID
kbUnitGetPlayerID
kbUnitGetPosition
kbUnitGetProtoUnitID
kbUnitGetTargetUnitID
kbUnitGetWorkerID
kbUnitIsType
kbUnitPickAddCombatEfficiencyType
kbUnitPickAdjustPreferenceFactor
kbUnitPickCreate
kbUnitPickDestroy
kbUnitPickGetAttackUnitType
kbUnitPickGetDesiredNumberBuildings
kbUnitPickGetDesiredNumberUnitTypes
kbUnitPickGetGoalCombatEfficiencyType
kbUnitPickGetMaximumNumberUnits
kbUnitPickGetMaximumPop
kbUnitPickGetMinimumNumberUnits
kbUnitPickGetMinimumPop
kbUnitPickGetNumberResults
kbUnitPickGetPreferenceWeight
kbUnitPickGetResult
kbUnitPickResetAll
kbUnitPickResetCombatEfficiencyTypes
kbUnitPickResetResults
kbUnitPickRun
kbUnitPickSetAttackUnitType
kbUnitPickSetCombatEfficiencyWeight
kbUnitPickSetCostWeight
kbUnitPickSetDesiredNumberBuildings
kbUnitPickSetDesiredNumberUnitTypes
kbUnitPickSetEnemyPlayerID
kbUnitPickSetGoalCombatEfficiencyType
kbUnitPickSetMaximumNumberUnits
kbUnitPickSetMaximumPop
kbUnitPickSetMinimumNumberUnits
kbUnitPickSetMinimumPop
kbUnitPickSetMovementType
kbUnitPickSetPreferenceFactor
kbUnitPickSetPreferenceWeight
kbUnitQueryCreate
kbUnitQueryDestroy
kbUnitQueryExecute
kbUnitQueryExecuteOnQuery
kbUnitQueryExecuteOnQueryByName
kbUnitQueryGetResult
kbUnitQueryGetUnitCost
kbUnitQueryGetUnitHitpoints
kbUnitQueryNumberResults
kbUnitQueryResetData
kbUnitQueryResetResults
kbUnitQuerySetActionType
kbUnitQuerySetAreaGroupID
kbUnitQuerySetAreaID
kbUnitQuerySetArmyID
kbUnitQuerySetAscendingSort
kbUnitQuerySetBaseID
kbUnitQuerySetIgnoreKnockedOutUnits
kbUnitQuerySetMaximumDistance
kbUnitQuerySetPlayerID
kbUnitQuerySetPlayerRelation
kbUnitQuerySetPosition
kbUnitQuerySetSeeableOnly
kbUnitQuerySetState
kbUnitQuerySetUnitType
//KB Unit States:
kbUnitVisible
kbVPSiteGetLocation
kbVPSiteGetOwnerPlayerID
kbVPSiteGetState
kbVPSiteGetType
kbVPSiteQuery
kCloth
kCQj [_
KD)Cp)Cl)C\
k+DiplomaScy
'k~'dt1y
'k~'dt,o|'Q[
kedExch
!keep@
keepcentrum
keepDistance
keepFlashingOnActivate
kerDl4
kerN@0
KERNEL32
kernel32.dll
KERNEL32.dll
kExpl
keyboard mapping
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KillTimer
killTree
kirmHome
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known c
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Label5?yS
ladder
LadderBrowser-CancelButton
LadderBrowser-ListSlider
LadderBrowser-SortByDescription
LadderBrowser-SortByEnd
LadderBrowser-SortByName
LadderBrowser-SortByStart
LadderBrowser-ViewButton
LadderView-Close-Btn
LadderView-ColumnSlider
LadderView-Description
LadderView-First-Btn
LadderView-Last-Btn
LadderView-Next-Btn
LadderView-OfPageN
LadderView-PageNum
LadderView-Prev-Btn
LadderView-ScreenLabel
LadderView-UserMenu
Lakoti
lanBackg
LANConnectingDlg
lanczos
@lanczos12
lanczos3
@lanczos3
@@lanczos4
@lanczos6
LandGroupID
LandPoint
LandResource
language
lanRAJ
lanY`(
lare_cir
laRex
Las 2V
lass=%f
lasss,
Last fifteen seconds
Last frame
LastHomeCity.xml
Last merge was #%d.
Last merge was #%d. max_outside %2.2g
Last point added p%d visitid %d.
Last point added to hull was p%d.
Last point added was p%d.
LastRefreshTime
Last second
LastTrainTime=%d.
Last update
LA.TXT
-launC
Launch aborted - ESO Failure
LAUNCHPOINT
la.vsInT
layer --
layerDat
layers
]Layou
LazerBear
l!;b F
?lButto~
lC0uOe
lcAabbs
L Calf
L CLAVICLE
LCMapStringA
LCMapStringW
lCollisi
lcSpeciGfic
l$$;D$(
L$<]_^[d
L$<][_^d
L$|^]_[d
L$|_^][d
L$ ^_[d
L$ ^]d
L$ _^[d
L$ _^][d
L$ [_^]d
L$ ]_^[d
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L$,]_d
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L$]d
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L$\]_[d
L$\][d
L$ !D$
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L^]
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ldCc0p
ldConstr
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ld not l
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L
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ldSkip
L
l
l
l
L RV
L
Learicorn
LearnSubMenu
LeaveCriticalSection
leaveGame
leaveGame : destroys the world and returns to main menu.
Leaves the VP effect on after showing it the first time.
LeaveVPEffectOn
LeC4]0tart
`leDam
# left)
LeftBrace
leftCapArt
LeftParen
left T`de
leInpu
:lEKiX
LEMe[dDEVI
lem:\pssul
leNameA
lend"q
Length
Lengt h-g
LengthMax
LengthMin
Length of shoreline section
LengthO/verr{
Length'R}1-XAcl
Le#ngU
ler=%d;x
ler: fun
le_shot-
le to
letterboxBorder
LetterboxBottom
LetterboxLeft
?LetterboxRight
LetterboxTop
"le,uoof~c
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Level(0
Levelss(
LevelSyn
LevelUPAlert
l$ f9l$
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lfLz H
L FOOT
L FOREARM
lg0\g0Tg0
lg-~c:
lGetData
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L$ h`!
L$ h`.
L$,h(>
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L$ h4L
l$(h8u
L HAND
L^]d
L$,h~G
L$#
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l$ hMm
L$ h\n
L$ hNm
L$ hP.
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libJune
? Libra%
LibraryA
libs[@
LICATE
lieuRegi
lifespan
Lifespan
LifespanUnit
_liffM
liftCoefficient
Light direction interpolation quanta
LightDirInterpQuanta
LightGrey
LightHpvX ([_q] [
Lightn8
Lightning
Limber
limitPi
limitPitch
line --
Line[{{%16.8f, %16.8f}, {%16.8f, %16.8f}}]
linearc
linearcolor
linearDamping
linearVelocity
linearVelocityClipDiff
linkTakenStringID
linkUnit
listActivateOnAlphaJump
ListenerType
listItemHeight
( lists
listspacing
LIST # %s | %s
litaryPe
lity^4SSId0
LivestockPen
LivestockPenAccel
LivG`#
liw`ianUI
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L|jO|C(
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::load
Loa[d:
loadBackground
loadCamera
loadCamera(<stringFilename>) : load camera from file.
loadCampaignScenario
loadCampaignScenario(<stringFilename>) : loads in a campaign scenario file.
Load configuration data
LoadCursorW
loadDetails
loadGame
loadGame(<stringFilename>) : loads in a saved game.
loadGrouping
loadGrouping( string groupingName ) : Loads a grouping. No parameter pops up dialog.
loadGroupingUnicode
loadGroupingUnicode : For UI use only.
loadGroupingUnicodeLUA
loadGroupingUnicodeLUA : For UI use only.
LoadIconW
Loading player colors
Loading tech tree
LoadLibraryA
LoadLibraryW
loadLightingSet
loadLightingSet([name] [apply]) : loads the specified lighting set
load of6
loadRecentFile
loadRecentFile(<stringFilename>) : loads the file named, interpreting whether it is a scenario, savegame, etc. dynamically
loadSavegameWithCurrentData
loadScenario
loadScenario(<stringFilename>) : loads in a scenario file.
LoadSu
loadTutorial
loadTutorial(<stringFilename>, <loadMode>, <loadImage>, <textID>) : loads in a tutorial scenario file.
Load user configuration data
loadUserDefinedGrouping
loadUserDefinedGrouping(string groupingName) : Loads a grouping from the user writable grouping directory.
LoadV:
LOANED Unit[%02d]: ID=%d (INVALID UNIT).
LOANED Unit[%02d]: ID=%d, '%s'.
LOastH
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locale
LocalFree
LocalReAlloc
localWater
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Location
_locID
lock --
%locke
LockedSquad
LockResource
lockTitlebarMove
log2-pro
LogAIErrors
logBoxIn
LogDeviceInfo
logerrors
logerrors.txt
LogFlume
LogicalTypeAffectedByTownBell
LogicalTypeBuildingsNotWalls
LogicalTypeCanBeHealed
LogicalTypeEasySelectAvoid
LogicalTypeGarrisonInShips
LogicalTypeHandUnitsAttack
LogicalTypeHandUnitsAutoAttack
LogicalTypeHealed
LogicalTypeLandMilitary
LogicalTypeMinimapFilterEconomic
LogicalTypeMinimapFilterMilitary
LogicalTypeNavalMilitary
LogicalTypeNeededForVictory
LogicalTypeRangedUnitsAttack
LogicalTypeRangedUnitsAutoAttack
LogicalTypeScout
LogicalTypeShipsAndBuildings
LogicalTypeTCBuildLimit
LogicalTypeValidSharpshoot
LogicalTypeValidSPCUnitsDeadCondition
LogicalTypeVillagersAttack
LogicalTypeVillagersRespondToAttack
logleaks
log-OKBu[tt
LogOpenv1`4
logwarnings
logwarnings.txt
'Lon g
long aiActivateOpportunity( int opportunityID, bool flag ): activates or deactivates an opportunity on the player's opp list.
long aiCommsGetChatTargetType(int sentenceID): get target type for specified sentence.
long aiCommsGetChatVerb(int sentenceID): get chat verb for specified sentence.
long aiCommsGetSendingPlayer(int sentenceID): get sending player for specified sentence.
long aiCommsGetTargetListCount(int sentenceID): get number of items in target list for specified sentence.
long aiCommsGetTargetListItem(int sentenceID, int index): get index item from specified sentence.
long aiCreateOpportunity(int type, int targettype, int targetID, int targetPlayerID, int source ): adds an opportunity to the list and returns the id.
long aiDestroyOpportunity( int opportunityID): remove an opportunity on the player's opp list.
long aiGetNumberTeams(): returns the number of teams in the game.
long aiGetOpportunitySourceID( int opportunityID ): gets the source id from this opportunity
long aiGetOpportunitySourceType( int opportunityID ): gets the source type from this opportunity
long aiGetOpportunityTargetID( int opportunityID ): gets the target id from this opportunity
long aiGetOpportunityTargetPlayerID( int opportunityID ): gets the target playerID from this opportunity
long aiGetOpportunityTargetType( int opportunityID ): gets the target type from this opportunity
long aiGetOpportunityType( int opportunityID ): gets the type from this opportunity
long aiGetScore(int playerID): returns the score for the given player.
long aiHCCardsFindBestCard(int cardType, int levelPref, int resourcePref): Get the best card using the optional cardtype and optional resourcePreference
long aiHCCardsGetCardAgePrereq(int cardIndex): For this cardIndex, get the age prereq.
long aiHCCardsGetCardCount(): For this cardIndex, get the CardCount, -1 is Infinite.
long aiHCCardsGetCardLevel(int cardIndex): For this cardIndex, get the age prereq.
long aiHCCardsGetCardTechID(): For this cardIndex, get the TechID.
long aiHCCardsGetCardUnitCount(): For this cardIndex, get the UnitCount.
long aiHCCardsGetCardUnitType(): For this cardIndex, get the UnitType.
long aiHCCardsGetTotal(): Returns the number of cards in the Current HC.
long aiHCDeckAddCardToDeck( long deckIndex, long cardIndex): Adds the card given to the givenHC Deck.
long aiHCDeckGetCardAgePrereq( long deckIndex, long cardIndex ): For this card, get the age prereq
long aiHCDeckGetCardLevel( long deckIndex, long cardIndex ): For this card, get the level
long aiHCDeckGetCardTechID( long deckIndex, long cardIndex ): For this card, get the techID
long aiHCDeckGetCardUnitCount( long deckIndex, long cardIndex ): For this card, get the unit Count
long aiHCDeckGetCardUnitType( long deckIndex, long cardIndex ): For this card, get the unitType
long aiHCDeckGetNumberCards( long deckIndex): Returns the number of cards in the Current HC Deck.
long aiHCGetNumberDecks(): Returns the number of decks in the Current HC.
long hcCreatePerformerGroup( int numPerformers, float attentionRadius ): Creates a performer group.
long hcGetNumberWaypoints( void ): Returns the number of waypoints.
long hcGetNumPerformerGroups(): Returns how many performer groups are currently playing.
long hcGetRandomFreeWPID(long waypointMask): Returns the WPID of a random waypoint.
long hcGetRandomWPID(long waypointMask): Returns the WPID of a random waypoint.
long hcUnitGetGroupID( int unitID ): Returns the HomeCity group ID for this unit.
long kbFindClosestBase( long playerRelation, vector location ): gets the nearest base of player relation from the location.
long kbGetHCLevel( int playerID ): Returns the current HomeCity Level of the given player.
long kbResourceGetXP( int playerID ): Returns the current amount XP the given player has.
LongLines
LongRolloverTextID
loo9r3ps
lookAt
lookAtArmy
lookAtArmy(int playerID, string armyName) : looks at given kb army.
lookAt(float x, float z) : looks at given x,z location on terrain.
lookAtHomeCityBuilding
lookAtHomeCityBuilding(0)
lookAtHomeCityBuilding( int building ) : View the specific home city building.
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LOSMultiplier
LOSProtoUnit
LOSProtoUnitID
LowestPo
lowFrequencyDeactivationPeriod
LowHeight
lowLevelSyncCL
lowpoly
LowPoly
lowSpee
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machineName
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madStart
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magnitude
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mainGameMenu
mainGameMenuMP
mainGameMenuRecGame
mainGameMenu-resign
mainHelpText
MainMen
MainMenuOptions
Maintain
MaintainAreaID
MaintainBaseID
maintext
Mak2@scri
make AI Prompts that are statments show up as chats instead
Makebz
MakeHCDeckActive
MakeHCTechActive
MakeInvuOlner
mak'@e@IR
Makes building erode the terrain around them when they are placed.
make selection highlight color transform
Makes terrain texture density half of normal.
Makes terrain texture density one quarter of normal.
MakeUnbuiltAtZeroHitpoints
mam`x s
manage
ManageHCDlg-Create-CancelButton
ManageHCDlg-Create-CivDetails
ManageHCDlg-Create-CivHeader
ManageHCDlg-Create-CivPickerBackground
ManageHCDlg-Create-CivPickerHolder
ManageHCDlg-Create-CreateButton
ManageHCDlg-Create-Dlg
ManageHCDlg-Create-ExplorerNameText
ManageHCDlg-Create-GameTypeDropdown
ManageHCDlg-Create-HCNameText
ManageHCDlg-Create-PickCivButton
manageX
man- r
man_Spy
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mAnyNumb
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mapcolor
MapDetayi
MapElevationApplyButton
MapElevationDialog
MapElevationDownButton
MapElevationGadget
MapElevationResetButton
MapElevationSpaceAvailableAbove
MapElevationSpaceAvailableBelow
MapElevationSquashCheckBox
MapElevationUpButton
MapE@s
map(<eventString> <contextString> <commandString> : maps input event to command, in that context. See input mapper design.doc for more details.
MapObjective
map.o Th
MapPointerCount
MapPointerDistance
MapPointerUpScale
MapR/esou
MapSize_CancelBtn
mapsize_CurrentSize
MapSizeDialog
mapsize_MaxXText
mapsize_MaxZText
mapsize_MinXText
mapsize_MinZText
mapsize_OkBtn
MapSize_z%
mapToResourceID
mapToStrategyID
mapToUnitTypeID
MapType
MapTypeDialog
mapUnits
MapViewOfFile
MapVirtualKeyA
MapVirtualKeyW
Ma_px:J
MarAprMa
marcin is k3wl
markers
Market
MarketAbility
MarketBuy1
MarketBuy2
MarketCostDeltaBuy
MarketCostDeltaSell
MarketCostMax
MarketCostMin
MarketID
MarketSell1
MarketSell2
MarketTradeFactor
mary9i
maS+G0:
maskAlpha
maskColor
maskFlip
maskInvert
maskVertical
MASTER
match#
matchmaking
match-type
matchType
materialBaseArray
materialIndexBaseArray
materialIndexStridingArray
materialStridingArray
mathematica
?%?mAtIP
Matrix:
Matrix constant "%s" is not a column matrix
Matrix constant "%s" must have 1-4 columns, not %i
Matrix constant "%s" must have 4 rows, not %i
Matrix constant "%s" uses an unsupported register set (must be float4)
maw` s
MaxAge
maxAngle
max. angle to ridge
MaxCanPaths
Max circle selection size.
maxConcaveLength
MaxContained
Max Contained
maxCou
maxCount
maxCrossDistance
Max different to trigger concavity
Max different to trigger convexity
maxDistance
Max distance between neighbors within a crowd.
max. distance of a new vertex to a facet
max. distance of an output vertex to a facet
max distance of merged vertex below facet (or roundoff)
max. distance of midpoint to ridge
max distance of vertex or coplanar point above facet (w/roundoff)
max. distance to ridge
max. facets
max. facets tested
maxFadeLength
MaxFarmLimit
maxFor
maxForce
max. found for a vertex
maxFrictionForce
maxFrictionTorque
MaxGuardianStrength
maxHeight
MaxHeight
MaxHitpoints
MaximizeAttack
MaximizeLOS
MaximizeXportMovement
Maximu
maximum
maximum
[Maximum
maximum additional in one pass
maximum angle (cosine) of facet normals across a ridge
MaximumContained
Maximum crushing wave speed
Maximum distance of %spoint above facet: %2.2g
Maximum distance of %svertex below facet: %2.2g
MaximumDockDist
maximum facet area
maximumFlyingUnitHeight
maximum (includes initial simplex)
Maximum length of the fade off at the ends of the wave
maximum merge distance
maximum merges for a facet (at most 511)
Maximum MIPmap size (in pixels) that will be loaded. Disabled if <= 0
maximum number of neighbors
maximum number of ridges
maximum number of vertices
MaximumP
MaximumRange
MaximumResourceTrickleRate
MaximumSquadSize
MaximumVelocity
maximum vertices deleted per iteration
Maximum wave height
Maximum wave length
Maximum wave length when in concave anchor
Maximum wave start distance (from shore)
Maximum wave width
Maximum width of foam strip (1.0f = wave length)
MaximumXPTrickleRate
maxInterval
maxLength
maxLimit
maxLinearVelocity
maxMip
maxMipMapSize
max. new facets created
maxnum
max. number of ridges per tested vertex
- maxoutside: %10.7g
maxParticles
maxPercentToShore
MaxPlaceRetries
MaxQueueSize
maxRadius
max. random joggle
MaxRandUpdate
Max regular gamepad scrolling speed.
Max resize of circle selection.
MaxResource
MaxRetries
maxRPM
MaxRunVelocity
maxSkidmarkEnergy
maxSpeed
maxSpeedFullSteeringAngle
maxSplineDistance
maxStartDistance
maxSteeringAngle
MaxSwapAmount
maxTileOffset
MaxTime
maxTur
maxTurnAnglePerSecond
MaxUnitNumber
">maxVal
maxValu
maxValue
MaxVelocity
maxVelocityForPositionalFriction
max. vertices at any one time
_max-width
maxWidth
MaxZoom
Maybe the order of registering your collision agent is wrong, make sure you register your alternate type agents first
may have the same identifier. Otherwise output ok.
may have the same identifier. Vertices not sorted correctly.
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Memory
Memory allocation error!
MemoryStack Error -- could not obtain a memory stack frame
MemoryStack Error -- out of stack memory
MemoryStackHeapSize
memory statistics:
memory usage statistics (in bytes)
mEnabled
MenabledO
mentUni
MenuAlternate
MenuCancel
MenuOK
menuu\
MercAdd_CancelBtn
MercAdd_CountIncrementFld
MercAddDlg
MercAdd_MaxCountFld
MercAdd_MinCountFld
MercAdd_NameFld
MercAdd_OkBtn
MercEdit_AddMerc
MercEdit_CancelBtn
MercEdit_DeleteMerc
MercEditDlg
MercEdit_EditMerc
MercEdit_MercList
MercEdit_OkBtn
Mercenary
mercTrain
mercTrain( int playerID, int buildingID, int puid ) : Trains the given merc from the given home city building.
MercType1
MercType2
MercType3
MercType4
MercType5
MERGE
merged
merged a simplex
mergehorizon
merge iterations
MERGEridge
mergeridge1
mergeridge2
- merges: %d
merges due to angle coplanar facets
merges due to concave facets
merges due to coplanar facets
merges due to degenerate facets
merges due to duplicated ridges
merges due to flipped facets in duplicated ridge
merges due to redundant neighbors
merges due to removing flipped facets
MERGING
merInProoximnP(
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meshBu
meshButton
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meshIsometric
meshScale
message
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MessageBoxA
MessageBoxW
messageWindow
messageWindow-CloseButton
messageWindow-text
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meterCount
MeteredGarrison
meterL
meterLength
methor
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Microsoft\PCHealth\ErrorReporting\DW
Microsoft Sans Serif
Microsoft Visual C++ Runtime Library
middle
Middle
MiddleAreaGroups
Middlu`S
Milita
MilitarBP
Military
Mili/tary
MilitaryBuilding
MilitaryDrummers
MilitaryPage
^!M)in[/
MinAge
minAngle
minConcaveLength
minCrossDistance
min. denominator in hyperplane computation
minDistance
min. distance of an output vertex to a facet
MinedResource
minFadeLength
mInfo%q
minH`7p
minHeight
minHighFrequencyRotation
minHighFrequencyTranslation
minimap
minimap_border
minimapCamera
minimapColor
MinimapColor
Minimap does not draw fog.
Minimap does not show lighting.
MinimapFilterEconomic
MinimapFilterEconomicMin
MinimapFilterMilitary
MinimapFilterMilitaryMin
MinimapFilterNormal
MinimapFilterNormalMin
Minimap flares sent by a player are in their respective color.
MinimapIcon
minimapIgnoreFog
minimapIgnoreLight
minimapNoRotate
minimapPanel
minimapPanel-FilterToggle
minimapPanel-homecityButton
minimapPanel-nativeAllies
minimapRotateMode
minimapRotateMode(integerMode) : changes the minimap rotation mode. No arg means toggle.
MinimapShape
MinimapSize
;MinimapTerrain
minimapZoom
minimapZoomDelta
minimapZoomDelta([floatZoomDelta]) : changes the zoom factor of the minimap up or down by that amount (remaining centered on the current view)
minimapZoom([floatZoom]) : sets the zoom factor of the minimap.
minimum angle (cosine) of facet normals across a ridge
Minimum crushing wave speed
minimumDivisibleDeltaTime
minimum facet area
minimumFlyingUnitHeight
Minimum length of the fade off at the ends of the wave
minimum outside W%.2g. Flipped facets are likely.
MinimumRange
Minimum Range
MinimumResourceTrickleRate
Minimum wave height
Minimum wave length
Minimum wave length when in concave anchor
Minimum wave start distance (from shore)
Minimum wave width
MinimumXPTrickleRate
minInterval
minInterval 2
minInterval 4
minInterval 5
minInterval 6
minLength
minLimit
minLowFrequencyRotation
minLowFrequencyTranslation
MinMax
MinOppScoreForGo
minRadius
MinRandUpdate
MinResourceAmt
minRPM
minSkidmarkEnergy
minSpeed
minSplineDistance
minStartDistance
MinSwapAmount
MinTime
min time to get a GP in deathmatch
MiNumJacobians
MinUnitNumber
minVal
minWidth
MinZoom
MIq` d;ehat
mirror
mirrored pairs of new facets deleted (same vertices)
MiscInfoAvailFoodResource
MiscInfoAvailGoldResource
MiscInfoAvailWoodResource
MiscInfoGaiaObjects
MiscInfoPage
Mission
MISSION2`
MISSION: Attack P%d Opp=%d
//Mission Constants:
//Mission Plan Variables:
//Mission Types:
mitchell
@mitchell
mit of
Mix1_g
MIXED_VP
MixPalette
mj>zjZ
M!:K!t
M|+L$\
mLength
* (MM
mmCmCs
MM/ddy/_`
MM/dd/yy
mmmmmmmmmmmmmmm
mMonitorLeft=%d
mMonitorTop=%d
mmsFlar
mmyImpac
[mneJ.Qo
mnopqrst
!mocot
modeEnter
modeEnter("Credits")
modeEnter(<stringMode>) : enters the named mode.
modelDestroyAll
modelDestroyAll()
modelLoad
modelLoad(model XML file name)
modelSetAnim
modelSetAnim(anim Index)
ModeMPESO
ModeMPLogin
ModePE
Moderate
modeToggleBetweenIfNotMP
modeToggleBetweenIfNotMP(<stringMode1> <stringMode2>) : toggles between the two modes only if we're not in a BMultiplayer game.
/Modif
modifi.
modifier
modify
Modify
ModifyProtoUnit
modifyterrain
modil;
MoGdifD
Monday
MonitorT
MonsterTruckA
MonsterTruckT
Mo_oqo
MO_OqO
mooth:
moot;hD
m?ore in
M or::pro
|MOTD#
motionStopFadeDelay
motionStopFadeTime
motionType
motorActive
mouse1
mouse1double
mouse1doubledown
mouse1doubleup
mouse1down
mouse1up
mouse2
mouse2double
mouse2doubledown
mouse2doubleup
mouse2down
mouse2up
mouse3
mouse3double
mouse3doubledown
mouse3doubleup
mouse3down
mouse3up
mouse4
mouse4double
mouse4doubledown
mouse4doubleup
mouse4down
mouse4up
mouse5
mouse5double
mouse5doubledown
mouse5doubleup
mouse5down
mouse5up
mouse6
mouse6double
mouse6doubledown
mouse6doubleup
mouse6down
mouse6up
mouse7
mouse7double
mouse7doubledown
mouse7doubleup
mouse7down
mouse7up
mouse8
mouse8double
mouse8doubledown
mouse8doubleup
mouse8down
mouse8up
mouseExclusive
mouse is moved to the center of the screen on startup
mouseNonExclusive
mouseOverColor
mouseoverText
MouseScaleX
MouseScaleY
mouseStartCentered
mousex
mousey
mousez
moveable
MoveAttack
MoveByGroup
MoveDone
MoveFailed
MoveFileA
MoveFileW
MoveInventory
Movemen>
MovementMod
Movement speed modifier. Don't use this. Ever.
MovementType
MovePlanFoo
movePointerX (%d)
movePointerY (%d)
MoveRetry
MoveTo
moveunit
MoveWindow
MovMTI
MoWwt
MP+4v|b
mParamClass != eInvalidParamClass
mParamType != eInvalidParamType
mpatib
mpAutoSaveInterval
MPAutoSave %m%d%Y %H%M%S
mpCustomScreenSetSavegame
mpCustomScreenSetSavegame(<name>): UI used only
MPESOAvatar-CancelButton
MPESOAvatar-Current
MPESOAvatar-OKButton
MPESOAvatar-Slider
MPESOCommunity-LoggedInAsText
MPESOCommunity-LoggedInGadget
MPESOCommunity-MOTDText
MPESOCommunity-UsersText
MPESOCreateAccountDialog-CancelButton
MPESOCreateAccountDialog-ConfirmPassword-Text
MPESOCreateAccountDialog-Email-Text
MPESOCreateAccountDialog-Name-Text
MPESOCreateAccountDialog-OKButton
MPESOCreateAccountDialog-Password-Text
MPESOCreateAccountDialog-SecretAnswer-Text
MPESOCreateAccountDialog-SecretQuestion-Text
MPESOFriends-AddButton
MPESOFriends-ClanBackground
MPESOFriends-Dialog
MPESOFriends-Dialog-CancelButton
MPESOFriends-Dialog-Fields
MPESOFriends-Dialog-Name-Text
MPESOFriends-Dialog-OKButton
MPESOFriends-Dialog-Text
MPESOFriends-FriendsBackground
MPESOFriends-Menu
MPESOFriends-PestBackground
MPESOFriends-RemoveButton
MPESOFriends-Slider
MPESOGameList-FilterButton
MPESOGameList-FilterDlg
MPESOGameList-FilterDlg-ApplyButton
MPESOGameList-FilterDlg-CancelButton
MPESOGameList-FilterDlg-Container
MPESOGameList-FilterDlg-MapDropdown
MPESOGameList-FilterDlg-PrivacyDropdown
MPESOGameList-GameListSlider
MPESOGameList-HomeCityTier
MPESOGameList-HostButton
MPESOGameList-HostDlg
MPESOGameList-HostDlg-CancelButton
MPESOGameList-HostDlg-Container
MPESOGameList-HostDlg-GameNameText
MPESOGameList-HostDlg-GameTypeDropdown
MPESOGameList-HostDlg-HCTiersDropdown
MPESOGameList-HostDlg-HostButton
MPESOGameList-HostDlg-PasswordButton
MPESOGameList-HostDlg-PasswordDisable
MPESOGameList-HostDlg-PasswordText
MPESOGameList-JoinButton
MPESOGameList-JoinDlg
MPESOGameList-JoinDlg-CancelButton
MPESOGameList-JoinDlg-Container
MPESOGameList-JoinDlg-GameName
MPESOGameList-JoinDlg-JoinButton
MPESOGameList-JoinDlg-PasswordText
MPESOGameList-MapIcon
MPESOGameList-MapName
MPESOGameList-PlayersSlider
MPESOGameList-ScreenLabel
MPESOGameList-SortByGameType
MPESOGameList-SortByMap
MPESOGameList-SortByName
MPESOGameList-SortByPlayers
MPESOGameList-SortByRating
MPESOGameList-SortByTime
MPESOLoginDialog-CancelButton
MPESOLoginDialog-ForgotPasswordButton
MPESOLoginDialog-LoginButton
MPESOLoginDialog-LoginContainer
MPESOLoginDialog-MOTDButton
MPESOLoginDialog-MOTDContainer
MPESOLoginDialog-MOTDText
MPESOLoginDialog-NewAccountButton
MPESOLoginDialog-Password-Text
MPESOLoginDialog-ScreenLabel
MPESOLoginDialog-StatusLabelContainer
MPESOLoginDialog-UserName-Text
.\MPESOScreen.cpp
mpgameCL
mpgamesettingsCL
MPGameSetup
MPGameSetupPage-ConnectingScreen
MPGameSetupPage-ConnectingScreen-Cancel
MPGameSetupPage-ConnectingScreen-Dialog
.\MPGameSetupPage.cpp
mpgcsetup-cancelbutton
mpgcsetup-chat-area-chatinput
mpgcsetup-chat-area-chatoutput
mpgcsetup-cheatsCheckButton
mpgcsetup-gamename-text
mpgcsetup-IPAddress
mpgcsetup-LaunchPanel
mpgcsetup-LaunchPanel-CancelBtn
mpgcsetup-LaunchPanel-launchingtext2
mpgcsetup-NumberPlayers
mpgcsetup-recordCheckButton
MPLanBrowserDialog
MPLanIP-CancelButton
MPLanIP-CountDown
MPLanIP-DirectIPEditBox
MPLanIP-HostButton
MPLanIP-HostGameEditBox
MPLanIP-HostGameModeDropdown
MPLanIP-JoinIPButton
MPLanIP-JoinLanButton
MPLanIP-LanGamesList
MPLanIP-Nickname
MPLanIP-RefreshButton
MPLANLogin-CancelButton
MPLanLoginDialog
MPLANLogin-Dialog
MPLANLogin-OKButton
MPLANLogin-UserName-Text
MPLED_HE
MPLogi
.\MPLoginScreen.cpp
mpmapCra?shPosiF
mpMatchmakingCL
MPNoavig
mporty{ou
:Mp/Ov|
mPresentParameters.BackBufferHeight=%d
mPresentParameters.BackBufferWidth=%d
mpsetup
mpsetup-cancelbutton
mpsetup-chat-area-chatinput
mpsetup-chat-area-chatoutput
mpsetup-cheatsCheckButton
mpsetup-CheckCustomMaps
mpsetup-DifficultyDropdown
mpsetup-FFACheckButton
mpsetup-gamename-text
mpsetup-GameSpeedDropdown
mpsetup-GameType
mpsetup-HandiCheckButton
mpsetup-HCPickerContainer
mpsetup-HCPickerPlaceholder
mpsetup-IPAddress
mpsetup-LabelRatedGame
mpsetup-LaunchPanel
mpsetup-LaunchPanel-CancelBtn
mpsetup-LaunchPanel-Dialog
mpsetup-LaunchPanel-launchingtext2
mpsetup-MapDisplay
mpsetup-MapDisplay-DownButton
mpsetup-MapDisplay-UpButton
mpsetup-MapDropdown
mpsetup-MapName
mpsetup-NumberPlayers
mpsetup-recordCheckButton
mpsetup-RolloverHelp
MPSetupScreen
mpsetup-StartingAgeSelection
mpsetup-UserMenu
mpStorageCL
MPVoteDialog
MPVoteDialog-ChatInput
MPVoteDialog-ChatOutput
MPVoteDialog-QuitButton
MPVoteTo'Sav
MPVoteToSave
MPVoteToSave-NoVoteCount
MPVoteToSave-Vote
MPVoteToSave-Vote-button-0
MPVoteToSave-Vote-button-1
;_M___q_
;?M?_?q?
;/M/_/q/
?)?;?M?_?q?
)_;_M___q_
)?;?M?_?q?
)/;/M/_/q/
M___q_
M?_?q?
M/_/q/
M}q=j@
MQLl!H
#M[r:8
mRegSet != eInvalidRegSet
mR_`lal
+MR|PS
M%%RVQ
ms([bump
mscoree.dll
M script
m spac
MSSCIPYA.IME
MSTCIPH
MSTCIPHA.IME
+ ?'M"T
, -mt ag
%m+tlc<
}mtooEver
_+_M u
mullroml
MultiByteToWideChar
multiEdit
multilineTab
Multimon
MultiplayerSubMenu
MultiPlayerSubMenu
multisamplemode
Multisample mode for things like anti-aliasing
multisample types:
/`multisawmpl5`ype]
musicPlaySong
musicPlaySong (songname, fadetime) : play a sound as if it were a music track
musicSetVolume
musicSetVolume (0.0f-1.0f) : set the current music volume
musicStop
musicToggleBattleMode
musicToggleBattleMode : toggles between battle mode and normal mode
MusicTransition
musicVol
(must be
mustFinishAnimation
Must initialize terrain first!
Must specifiy mode attribute
Mut!0N4y
mutable
MutateDopples
MuteDamage
^,mUv#
MUZZLEL
MUZZLER
mv`c'1>
mview@s
M"VzD2
mWheelDi
mWindowX=%d
mWindowY
mWindowY=%d
mW_]@M
MyFav}o8aToAll
;#My?GoIdle
myObj`@
myteamwon
MythUnit
MythUnitGodPower
mytOeamwN
MZfVLoad
?MZ)gd
mzy}jnRH
[@n[@~[@
N0;APt!
N0h-.o
N0QhL_
/n0(Rc
N2BZ|<
N2kBm5n
,N4_!+@}
n 4-6s
n46SlopX
N49F8u
n=(%.4f
N4WRPh`T
N4WSRPh
N4WSRPhXW
=\\N5!
n5PR1B
n}5\w$
\ n6F.I:
(N70D%x )
N~7Dow
n8;~8~
N8RPQUh
N9%$$7VL
n(9n(}
N(9N(}
N,9N8|
n 9n@tV
N9Q^!M4
nable' o
`-'"Nam
</name>
<name>
Name>, <
Name, beginning with a Letter, ':' or '_'
name for player profile
nameID
name.R6P*V
Name: %s
namesize
Name too long!
nAnglePe
N,;AP_t!
N,;APt!
nario (n
_narrow-hull
NatAnimalLore
NatAztecInitiation
NatBarkClothing
NatBasketweaving
NatBlowgunnerAmbush
NatBowyery
NatCalendar
NatCeremonialFeast
NatChasquisMessengers
NatChinampa
NatChocolateRecipes
NatCottonArmor
NatDogSoldier
NatForestBurning
NatGarifunaDrums
NatGarlandWars
NatGuerillaWars
NatHorseBreeding
NatHorseTrading
NatHuntingGrounds
NatIroquoisLeague
Native
NativeAztec
NativeBirth
NativeBucketCountIncrement
NativeBucketMaxCount
NativeBucketMinCount
NativeBuilding
NativeCarib
NativeCherokee
NativeComanche
nativecommandpanel2-NativeName
nativecommandpanel2-NativePortrait
NativeCree
Native D
Native Dialog
NativeInca
NativeIroquois
NativeLakota
NativeMaya
NativeMgr_CancelBtn
NativeMgr_CivFld1
NativeMgrDlg
NativeMgr_OkBtn
NativeMgr_PresentBtn1
NativeNootka
NativeSeminole
NativeSocket
NativeTrain
NativeTreatyAztec
NativeTreatyCaribs
NativeTreatyCherokee
NativeTreatyComanche
NativeTreatyCree
NativeTreatyInca
NativeTreatyIroquois
NativeTreatyLakota
NativeTreatyMaya
NativeTreatyNootka
NativeTreatySeminole
NativeTreatyTupi
NativeTupi
NatKasiriBeer
NatKinship
NatLacrosse
NatLoyalClubman
NatMetalworking
NatMorningWars
NatMustangs
NatPoisonArrowFrogs
NatPotlatch
NatRoadbuilding
NatSequoyahSyllabary
n& att
NatTanning
NatTextileCraftsmanship
NatTradeLanguage
Nature
NatureClass
NatWarDance
NavBa
-NavBa
Nbdesiq
n||&bnoT
n+Cancce
nceAxl9e
nce in a
ncelP6
nce out
ncePass
nch abo
N<;c,.KD
nConques
nCyAlAs@
ncy cC
ncyEscro?wID=-2]o
nd9n0|
Nd9nHW|
ndalone
@ndCex
ndConq
N /d duMBr
nderAtta
N di>@
@ndln@
@n Dm
ND;OD^[
}ndQBas]
NdQShBM
.NDuiComm
Neares}t>
_near-inside
near-inside points ('Q8'). Verify may report that a point is outside
nearly incident point
nearly incident point (narrow hull)
nearly singular or axis-parallel hyperplanes
near-mi
-nearQ--p
need at least %d points to construct a Voronoi center
Need a valid passability type (land or water)!
Need a valid unit type!
need dictionary
NEH9m`
neIe%0
neighb
- neighboring facets:
neighbors:
neighbors:
neighbors for f
neighbors for v
ne: %ld
nemyBatt
nemyCw,`
nemyWhen
nerator:
?NerfedmDj
Neutra
neutral
neveraskbutton
>new&4V?
newCliffs2
newCliffsCombineNormals
NewColonyWall
NewD`u
new facets %d visible facets %d next facet for qh_addpoint %d
new facets merged
new facets merged into horizon
newmerge
NewMPS
newname
newName
NewScenarioDefaultsButton
NewScenarioDialog
NewScenarioGadget
NewScenarioGenerateButton
NewScenarioPlayersDropdown
NewScenarioSeedEntry
NewScenarioSizeRadioButtons
NewScenarioStartUnderDebugger
NewScenarioTeamsDropdown
NewScenarioTypeDropdown
new U!
NewYear
n expe
nexpecte
_nextafter
nextFreeSystemGroup
nFailur
nfirmA
ngA?djustm
ngcchara
ng cFi
ngDis7AK
NG"eaX
N ggro
nglesVerGtics
NG*uY9
N_HAM=M
N hAZS
Nh**&G
nH;~H}
!N\HjQ
NH;N@}
nH;nL~
Nickn~&
nifoldDr
=(nIK%
nimapFil
nique! `fe
n i_t los
;Nj3|oQ
N\j8#|$
N@kbGetResourceIncome
\][NKH
NKhtRO
nknown
n< k<Wh
;nL[]_
nl9nX|
NL(abP
NL;ND})P
nlockFor
nLowLeve
NlPQhPU
NlQhp^
NlQUh8r
nlv^Bn
NLY WORK
nMenu8
N`, MT` Pa
N@+N0+L$
N(;N0sS
NoA3ut
NoAges
NoAmbientEffects
noAmbientSounds
noassert
noassertdialog
NoAttack
noAttackWarningSound
NoAutoAttack
NOAUTOGE
NoAutoRetarget
NoBaseName
NoBloodOnDeath
nobutton
nochatsound
no_chats@rOH
No child processes
NoDatabaseInSaveGames
noDataReplace
!Node U!
noDeviceSelect
noDirectInput
NoDirectXCheck
No distance specified.
No error
noExitYorN
noFadeAfterMotionStops
NoFloatyText
NO}G7/I.I
noGamepadHideCursor
noGroupCollisionEnabled
NoHCAmbientSound
NoHCCameraFlyby
NoHCCX
NoHCRollover
No help reference text matches.
No HerdManager, returning.
No Herd, returning.
No HerdUnit, returning.
noHighlight
NoHitPointBars
NoHitUSa
NoHPBar
noHyperlinkUnderlines
NO`I">
NoIdleActions
noIntroCinematics
noiseMax
noiseMin
NoisePa
(N!ol] 4
No link taken string id.
No locks available
No match.
No mesh bindings in cliff piece model %s
noMinimap
noMinimapUpdates
nomipmap
noMipMap
_NoM'orecOY
noMusic
NONAME
NoNameSaved
No name specified for model in damage template: %S
NonAutoFormedUnit
NonCollideable
nonconvex
non-convex vertex neighbors
N@onDropD3ow
<none>
"none"
?None.
noneState
nonEvilPausePos
noNewMPScreens
NoNewS
NoNewSyscallDefined
NonGwaia
no normal for facet f%d
non-simplicial facets triangulated
non-simplicial Voronoi vertices for all ridges
nonsolid
NonSolid
noObscuredUnits
+`noOt a Ks$
noPersistentConfigs
NoPlan
No players!
NoPregameAnythingIMeanIt
noPregameScenario
NoProjectileDamage
noProtoListMeshes
<No random map generator allocated!
NoResetOnShadowChange
NoRespondToAttack
`Norma
- normal:
Normal
normalCursorAlwaysOn
normal %d ridge vertices %d facet vertices or neighbors %d
normals
normalSpinDamping
NormalZoom
noRotate
NoRotp
NoRunAway
NoShiftStackSelect
No simulation possible.
noSound
No space left on device
noSpecular
NoStreamingMP3
NoStreamingSounds
NoStreamingWAV
No such device
No such device or address
No such file or directory
No such process
not)
not 6P a
Not adding constraint %d to area %d (%s) -- duplicate.
Not adding constraint %d to connection %d (%s) -- duplicate.
Not adding constraint %d to grouping %d (%S) -- duplicate.
Not adding constraint %d to object def %d (%s) -- duplicate.
Not adding end constraint %d to connection %d (%s) -- duplicate.
Not adding start constraint %d to connection %d (%s) -- duplicate.
Not a directory
NotAlive
NoTanSSE
NoTargetTimeout
NoTargetTimer
-notb#
NotCommandable
NotDeleteable
// ?NOTE:
// NOTE: All of this information is game-time/context dependent.
No Tech
?NoteDl
Not enough space
- not enough space for arguments
- not enough space for environment
- not enough space for lowio initialization
- not enough space for _onexit/atexit table
- not enough space for stdio initialization
- not enough space for thread data
No terrain created. RM script needs to call rmTerrainInitialize.
No terrain intersection
No Terrain, returning.
;No texture stage specified.
notfurthest
not ID i
NoTieToGround
Notify
NotifyTextDisplay
NotifyTextDisplay-border-bottom-middle
NotifyTextDisplay-border-bottom-right
NotifyTextDisplay-border-side-right
NotifyTextDisplay-border-top-middle
NotifyTextDisplay-border-top-right
NotifyTextDisplay-spacer-right
not in a ridge. This is ok under merging. Last point was p%d
NotObscuredByUnitsAsFoundation
nOtOff
NotPlayerPlaceable
not pr
NotRotateable
NotScalable
NotSearchable
NotSelectable
not validated
notvS
? not yA
notZ@va
NouaSa
, NO UNI
NoUnitAI
NoUPName
nous 0
nousercontrols
November
noVictorySounds
noVideo
novpeffect
NovyfOcto
noWander
now be terminated.
NoWindHack
no woGrld
NOyp,g
NoyVisib
NP|.;^
n&Pd?estroy
Np;N|[u
np;~p~
nProg@
nPsV@e30i
;nPuUU3
N .q`A- C
)nQAE-Dn
*_<_NQh]
N<QhLH
N\Qhx6
NqJJ?x
nquisT
|nqvv{ll&
<_N_`_r_
<?N?`?r?
</N/`/r/
_*_<_N_`_r_
?*?<?N?`?r?
/*/</N/`/r/
*?<?N?`?r?
N/`/r/
NR.35I
nR/d' LO
N
N RSPQ
//N
|$$~NS
nsform_O
#n?Sit
nspor]P
nSquas=h
N(SRPS
nstanc
nsWtan
nT][_^
nT9n||
nt cXSHC
nt: File
n?tHCPat
n this b[igR
ntomCall
nToWor
`nu0q]
Nugget
NUGGETA
NUGGETB
NUGGETC
NUGGETD
NUGGETE
NuggetEditor-ProtoNuggetList
NuggetEditor-RandomizeNuggetType
NuggetEditor-SetNuggetType
NUGGETF
NuggetFound
//Nugget Plan Variables:
NuggetsToGather
//Nugget Types:
(null)
:NULL
NULL != annoHandle
NULLfacet
NULLvertex
NumAreaBorderLayers
numb}
numb50
Number
N_umber
NumberAttacks
numberField
NumberInTraining
Number of backbuffers: 1 - 3. Default: 1
Number of distance tests for checking: %d
Number of distance tests for merging: %d
Number of distance tests for qhull: %d
Number of facets: %d
Number of facets in hull: %d
number of facets in output
NumberOfGates
Number of 'good' facets: %d
Number of 'good' intersection points: %d
Number of halfspaces: %d
Number of hyperplanes created: %d
Number of input sites%s: %d
Number of intersection points: %d
NumberOfLoops
Number of merged facets: %d
Number of mipmap levels to skip
Number of nearly incident points: %d
Number of non-redundant halfspaces: %d
number of non-simplicial facets in output
Number of points processed: %d
Number of%s Delaunay regions: %d
Number of %s halfspaces: %d
number of simplicial facets that were merged
Number of%s non-simplicial Delaunay regions: %d
Number of%s non-simplicial facets: %d
Number of%s non-simplicial intersection points: %d
Number of%s non-simplicial Voronoi vertices: %d
Number of %s points: %d
Number of%s Voronoi vertices: %d
number of trials
Number of triangulated facets: %d
Number of vertices: %d
number of vertices in output
Number of Voronoi regions%s: %d
Number of waves per setion
NumberTe
NumberToBuild
NumberToMaintain
NumberTotalAttacks
NumberToTrain
NumberTrained
numBitsForSubpartIndex
numbp
numDeclaredMembers
NumFoodPlans
NumGoalUnitsToBuild
NumGoldPlans
NumHCCards
numlock
numMaterialsArray
numNewEntries <= roomLeft
numpad0
numpad1
numpad2
numpad3
numpad4
numpad5
numpad6
numpad7
numpad8
numpad9
numpadcomma
numpaddivide
numpadenter
numpadequal
numpadminus
numpadperiod
numpadplus
numSkidPoints
numTrianglesArray
numVerticesArray
numWheels
NumWoodPlans
nu([on])d
N
N(UWh<
\$(}nV
n&9FTt!Uj
NVALID.
NVALID S
NvCplGetDataInt
nvCPL is unavailable.
nvCPL reports %i GPU(s).
nvCPL reports SLI mode: %s
NvCplSetDataInt
nvertsHe
nvisibw
n-vO7D
*_<_NW
nW9xkq
nW<aRE1T
nWemit
nWhenJ
N Widescr
n world
n?`x3m
N$*X]7'
/nXd*dfozDb
NxPQhPR
NxQhT/
/_\NY3
ny' but\
nz1t9AR
nzMenu
@( $"o
+?=?o?
o,^]_[
_+_=_O_
?+?=?O?
/+/=/O/
O _]^[
O~_0_B_tSp
O0IAFR
o0oBoTo
O0OBOTO
O0OBOTO~
o0oBoTofo
o0oBoTofoxo
O0OBOTOfOxO
O0QhDQ
_O16N9_1
%*O1A#
O1OCLq
o1oCoUogo
O1OCOUOgO
O1OCOUOgOxM
o1oCoUogoyo
O1OCOUOgOyO
O2ODOVOhOzO
O%2Pgr
O2 wuM!
O3H17X
!O3OEB
!O3OEOWO
!o3oEoWoio{o
!O3OEOWOiO{O
O!_3UFrie
O4PQSV
,o|4Yd4`q.Ya'Q[
O~5 FpA
#o5j;F
#o5oGoYh
#o5oGoYo
O6OHD3ODcCOOaO
o$6OM7
o`;)7Da7@
)O`7EO
%O7OIDa
%O7OIO[OmO
%O7OIO[OmO|K
O&_8_J_
&o8oJo\ono
&O8OJO\OnO
O8PQQP
O9h(v@
O9X(v@
%o ~a<
_=/O/a/
?+?=?O?a?
oa! >2
=/O/a/d
oadb}t)
oaFpC%2
/oAoSoeowo
/OAOSOeOwO
oardLayo
=_O_a_s_
=?O?a?s?
=/O/a/s/
_+_=_O_a_s_
?+?`=?O?a?s?
?+?=?O?a?s?
/+/=/O/a/s/
+_=_O_a_s_
+?=?O?a?s?
+/=/O/a/s/
O_a_s_
O?a?s?
[|o ?At
oat!9TC
oat paus
/[OB=cP
oBF-a4
Object definition ID %d is invalid
Object definition must have a name.
Object definition names must be unique! Object definition %d is already named '%s'.
ObjectInfoPanel
ObjectInfo_singleUnitHeaderPanel
ObjectInfo_singleUnitLabel2
ObjectInfo_singleUnitLabel3
ObjectInfo_singleUnitLabel4
ObjectInfo_singleUnitLine0
ObjectInfo_singleUnitLine1
ObjectInfo_singleUnitLine2
ObjectInfo_singleUnitLine3
ObjectInfo_singleUnitLine4
ObjectInfo_singleUnitPortrait
ObjectInfo_singleUnitStatPanel
ObjectInfo_singleUnitStats_EditPrescenarioEvents
ObjectInfo_singleUnitStatsLabel0
ObjectInfo_singleUnitStatsLabel1
ObjectInfo_singleUnitStatsLabel2
ObjectInfo_singleUnitStatsLabel3
ObjectInfo_singleUnitStatsLabel4
ObjectInfo_singleUnitStatsValue0
ObjectInfo_singleUnitStatsValue1
ObjectInfo_singleUnitStatsValue2
ObjectInfo_singleUnitStatsValue3
ObjectInfo_singleUnitStatsValue4
objectivedialog2
ObjectiveEditor
objectives
objectivesBanner
objectivesClose
objectivesDel
objectivesDialogButton
objectivesDisplayName
objectivesDisplayNameText
objectivesFameAward
objectivesGoalEdit
objectivesHintText
objectivesHintTextEdit
objectivesInitiallyDiscovered
objectivesInitiallyVisible
objectivesIns
objectivesIsPrimary
objectivesList
objectivesMoveDown
objectivesMoveUp
objectivesNotificationTextBox
objectivesOccurreceCount
objectivesOccurreceFameAward
objectivesShortName
objectivesText
objectivesTextEdit
objectivesTitleEdit
ObMgrSync
oBrrad{iu``soun:
ObscuredByUnits
obscuredUnitToggle
obscuredUnitToggle: Toggles between different ways obscured units are shown.
obscureOnlySelectedUnits
ObscuresUnits
ObstructionRadius
ObstructionRadiusX
ObstructionRadiusZ
obtainable
Obtainable
obt>p
o!}c_
OccupyOrFreeWayPoint
oceanWaveStagger
#O chev`
ocke%@7
ockhous#
ock size
OcQt6
OCreateA
oCrusx gtY
Octav e
octaves
oct/aves
ocTeam
October
oCurr
O^(!CX
od4]FE__
<odaS&
O drsaw
oduce_I
ODumpU#
Oem3!Oe25Oe1
OEMB&1
oesn9'x@
oExec{
of a facet.
of camerwa z
OFF 3 1 1
OFF 3 1 1 # f%d
OFF 3 1 1 # ridge between f%d f%d
{ OFF %d 1 1 # f%d
Offer#
offFile
official
offLine
offset
- offset: %10.7g
Offz p
O f;H u
ofileSB
of[_m_
oF?Pop1p
of rang
of the input. If possible, recompile Qhull with higher-precision reals.
oft ~pual_ C++
&?O+g<~
og5jbvho
OGinnnR
og-mapboqr
OGNTb]Z
ogoical
ogOnWri
oG<-uK
ogy{|XDjh
o h{@,
ohere|
OHjGh W
|O;H,}Ji
oh"o4o
oH@ork
OHoz_lo
&O;?-=H[_pb^^W
OInfo.A
oitWorAk
o" j h
oJ![H
ojid`_
}oJvX
O=}:K/1o
okAtAllA
okAt]C
okAtHome
ok bu{tt
OKButto
okbutton
OKButton
oK/]/o/
okoerPlan
OkToGatherNuggets
,O>K`x
OL_^][
O'L0E^
ol2pTCpro
o>l:;CM\BhJO
Old FID=%d, New FID=%d.
ole32.dll
oleaut32.dll
OLEAUT32.dll
oliticia7nUI
ollDRQ
ollovWp:
ollowSqu
o?llSpee
`oLog(2
olonyZW"8E
_:OLO^OpO
OlQh<P
oltipR
oltogf
)*'Om(
om5yv3i
omeCity
omeCityT
omeCOPT
omedMy>
om_error
omi-c\
ommap.cp
omMapN
omm<P
omm:ps
[OmO1*
;oMo_oqo
;OMO_OqO
;oMoPS3
ompleteO
om-see
omTSfi
o n)1 ge
on, %2
on,7Daf
o$`na=
OnA4ppg
ona,K
onCliff
onCompression
_one-merge
oneway
onExtension
onfig er
onfi?gHelpP
onfig_R
onFiltev4
-only f
OnlyInEditor
only load meshes on demand
only use the primary graphics card.
onme@Af
On'Nex
OnNoUp
on/off
on/off/
_<oNo`o
<oNo`oro
<ONO`OrO
@on Pos
onRadiu
onseDi\@n
ONSTRUCT
onuc5q
O`:N`v
o o2oDo
O O2ODO
o o2oDoVohozo
O O2ODOVOhOzO
o!o3oEoWo
O!O3OEOWO
o!o3oEoWoio
O!O3OEOWOiO
o!o3oEoWoio{o
O!O3OEOWOiO{O
O"O4Nl+
o"o4oFoXojo
O"O4OFOXOjO
o#o5oGo
O#O5OGO
o#o5oGoYo
O#O5OGOYO
o#o5oGoYoko
O#O5OGOYOkO
o#o5oGoYoko}o
O#O5OGOYOkO}O
o#o@5oGoYo,'^q
o
O
o%o7oIo
O%O7OIO
o%o7oIo[o
O%O7OIO[O
o%o7oIo[omo
O%O7OIO[OmO
o&o8oJo
O&O8OJO
o&o8oJo\o
o'o9oKo
O'O9OKO
o'o9oKo]o
O'O9OKO]O
o'o9oKo]o8
o'o9oKo]ooo
O'O9OKO]OoO
O/OAK N
o/oAoSo
Ooaoso
OOaOsO
O/OAOSO
o/oAoSoeowo
O/OAOSOeOwO
o=?O?a?s?N}/
o*o<chuJo\ono
o%od7d
oodBbYbt\?"*
O-O?DF
O%OG?Y?k<
ookLef
ookmarkD
ookuJp
oolean
(o:oLo
ooltip
oolTipHe
OolyRz
oomLef:
)o;oMo_oqo
)O;OMO_OqO
oom-Uj
; Oonly
o*o<o:
=oOoaoso
=OOOaOsO
=OOOaOsO6
o(o:oLo^opo
O(O:OLO^OpO
o)o;oMo
O)O;OMO
o)o;oMo_o
O)O;OMO_O
o)o;oMo_oqo
o*o<oNo
o*o<oNo`oro
O*O<ONO`OrO
+o=oOoaoso
+O=OOOaOsO
o+o=oOo
O+O=OOO
o+o=oOoaoso
O+O=OOOaOsO
o,o>oPoboto
O,O>OPObOtO
o-o?oQocouo
O-O?OQOcOuO
ooorn]]mTLE>;7R(
o.o@oRodo
O.O@OROdO
o.o@oRodovo
O.O@OROdOvO
,o>oPoboto
,O>OPObOtO
-o?oQocouo
-O?OQOcOuO
oOreOn
o#oT5o
oothrp_
ooX2Rus
<#, op
o pas2
Op'BE#Pr
opcr'F
Ope92v1
OpenClipboard
OpenDoor
Opened
Opening
OpenProcessToken
OpenThreadToken
Operation not permitted
operator
op jump{!
opNeeW@
OPObO|tO
o/polycRP
opp2
?opples
Opport
Opportk1
OpportunityID
//Opportunity Sources:
//Opportunity Target Types:
//Opportunity Types:
OPQRSTUV
O,PQSV
OprocL@
O(PSUQ
op?tional
Option 'Qx' may avoid this problem.
options
Options
Options-CancelButton
Options-LoadButton
Options-ModifyHotkeys
Options-OKButton
options 'Qci Tv' to verify all points.
Options-QuitButton
Options-RestoreDefaultsButton
Options-RightPanel
Options-RightPanelLabel
Options-SaveButton
OptionsScreen
Options selected for Qhull %s:
Options-Slider
OptionsSubMenu
optRPM
OpWenS8
opy-!2/l
opyUpSav
oq6|z`
o-???Q?c?6
O,Qh<j
O`QhlP
O|Q
?OQOcOuO
OQRotate-random
)oQw>d
"'" or '"'
Oran]g
Orange
' or 'b
orbidden
orceDS3D
orceOnMa
or cospherical. Use option 'Qz' to add a point at infinity.
?orCoun
OR_d_C
ordFQSpac
Ordinal: %d
ordy!d he
oreForce
oreline
orer<B
OreRefining
oRe_setOn
or(%f,
}OrH,c
OrientUnitWithGround
OrientWithRiver
orientX
orientY
orientZ
or::ip
ORLfCONFL
or modify qh_JOGGLE... parameters in user.h
'/>', '>' or Name
orner6
@OROdJ}
oronoi_
_orOwn^
, Orph;an|"NoMa
OrPrereqs
oRQ4goyo
or 'Qbb' (scale last coordinate) may remove this warning. Use 'Pp' to skip
o(R%R-
or{(ri?
ortByS
ORTED
Orthov
orTi21
&`ortu-
'/>', '>' or Whitespace
or?yWagon
ose?Dialog
oselfY
osestHC
@o@ShowReadingWindow
ositiTP
osOffseD
o sourc
ostArmyP
(o strL
~oSUVW
O*S @"Z
Ot_^][
|O;t$0}I
Ot1(,OfI
oT9od|
otalTi
ot a valoid r
ot creat
oTeamsDQD
oT,{.f
otifyTex
otkey'
OTQhx5
OTVD.T
o*u By
ough s
ould n
ould not? creat
o: un
o`U&o`0o`Bo`To`Udo`vo`
oupEnabl
`ou;rc
ource
ourOrMor
@out.cp
OUTLAW_A
OUTLAW_B
OUTLAW_C
outlineColor
Outnumbered
outp1u
Outp{os
Outpost
OutpostWagon
OutpostWagonAccel
Output
outputBlankLine
outputBlankLine : Dumps a blank line to the output.
Output completed. Verifying that all points are below %2.2g of
Output completed. Verifying that all points are below outer planes of
OutputDebugStringA
OutputDebugStringW
OutputM
OutsideGameHomeCity
outside points. Next is point p%d (v%d), %2.2g above f%d.
- outside set:
- outside set: %d points.
outsideset for f
- outside set (furthest p%d):
? out w"
OUXYTK?
oUZ[zU}
Ovalue21
over40,[
over9p}Z
overedwa
overHel
overlays the game screen with an FPS counter
overlayWindow
OverlayWindow
overlayWindow-text
ove!rq
Overridden
OverrideAddress
OverrideAnimation
OverrideInitialGarrison
overrides embedded DB info in the savegame with current info
Overrides the batcher's private ib size
Overrides the batcher's private vb size
Overrides the device's shadow quality
Overrides the dynamic ib size
Overrides the dynamic vb size
Override your external internet address.
ovided)
=Ovisi
owChanc
ow{~H2
owImageB
ow manyh(
ownBe8c
ownCeyn*`
OwnedFun
- owner of normal & centrum is facet f%d
owner="%s"
O<W"'O9Ja
owO?verlap
owser-Jo
owTeamCo
ox.cpX
o?Xhkck{
#o{x`S
o!y!B0
;OYO_OqO
OZw3(?
^P[_^]
/,/>/P/
P<[_^]
P _^][
P ][^_
P,_^][
P,]_^[
P0][_^
p%02d:
'P0afEN1
p(0, e
]P0e![
.p<0gnS
p0QprofD
},;P0Vr
p<1P&`
p2.cp8
P3#8Hb
P@3-NI
p3Qbyl
P4^]_[
P4_^][
P4_]^[
P4[_]^
P4]_^[
P4]_[^
P4][_^
P4]_^2
P4+Fd;
P4f;U4
P4^][Y
P4_^[Y
P4_^]Y
P4_^][Y
P4[_^Y
P4]^[Y
P4][_^Y
P?`6aRaRa
P6OPOJ_
;T:
p7r (
;TR
P8_][^
P8[_^]
P8_^]2
^P9^\|
||
P9D[nM
P,9n4u
P 9P,^|
^P9^|
PAb9@l?~>
PAcc$#
PADDINGX
PADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGXXPADDINGPADDINGX
padDou~
P af`
Pag0bExpe
@pag,2c
pagedown
pageup
P A I6bQ
paintCliff
paintforest
paintland
paintmix
paintsample
paintSpriteForestAlways
paintSpriteForestMixed
paintterrainoverlay
paintTerrainOverlay
PaintTextureWhenPlacing
paintwater
paintWater
PaintWaterToolPalette
pair. The input is too degenerate or the convexity constraints are
palette
paletteButtonBackground
paletteContentSize1024
paletteElemSize1024
paletteListBackground
paletteTitleBottom
paletteTitleLeft
paletteTitleRight
paletteTitleTop
paletteUseDropdown
paletteUserTab
pAm!blq
Pamw`d=
Panc~`
_panel
PanicAge1
PanicAge2
PanicAge3
PanicAge4
PAnnualA?wards(
P/AObj
PaperCartridge
{. * par7
parabolo
Para m
paramclass
Param class:
ParameterClass:
parameter for variable yet fixed update system
ParameterType:
.\parametricshader.cpp
paramname
parampV
paramtype
Param type:
ParamW
PArea-keep
parent
Parent area ID '%d' is not valid.
parm _(%f,
Pa/r_O@v*
parseConstTable: %i constants
ParticipatesInBattlecries
<particle file>
particleName
Particles
>.\ParticleSystemInstance.cpp
partImpactSoundSet
PartisanCount
PartisanType
partitioning statistics (see previous for outer planes)
partitions of a point
partitions of coplanar points or deleted vertices
pass[
passive
Passive
PasswordDlg-AnswerText
PasswordDlg-EntryCancelButton
PasswordDlg-EntryFields
PasswordDlg-EntryOKButton
PasswordDlg-HintValue
PasswordDlg-Requesting
PasswordDlg-RequestingCancelButton
PasswordDlg-Result
PasswordDlg-ResultOKButton
PasswordDlg-ResultText
PatBlt
<patch>
patch)
Path for storing/retrieving persistent HC in playtest.
PathID
Pathing
pathingSync
PathIsRelativeW
PathPlanned
PathType
patrol
Patrol
PatrolWaypoint
"patroV`
pattern
paul is k3w1
Paused
pausedText
pause([integerState]) : with no arg, toggles pause state on/off. otherwise, sets pause state
PauseodTex
p_avirt
Pavlovv
Paz!1p
\~B3
>^p betw
P,BhAcur
->pBonu|
pbrows
`"P/b"
_,_>_P_b_t_
,_>_P_b_t_
,?>?P?b?t?
,/>/P/b/t/
?,?>?P?b?t?
/,/>/P/b/t/
P?b?t?
PBXSRun=t
P]c<0Moo
p=c3q-Heam`
pCAccess
p!? categ2
PCEf>0F?X;CEv
pchAgeG
pches.
pc@ keB
pCtoke
pCypIJ
# p%d
p%d:
Pd_^][
Pd0D0'),
PD92uLj
PD9r`tC
p%d (coplanar facets)
pdf sB
P-~Dia
# p%d is coplanar or isolated
Pdrop-facets-dim-less
PDrop-facets-dim-more
P#%d (%s) BAI::update:
# p%d (v%d)
p%d (v%d)
- p%d (v%d):
PdWVWV
PD]^[_Y
pe"1Q4-
Pe4Vus
peak"AobjD
pec1aB0
pecial
pecialpo
peciCpd
Peda1lZ
pEdg?eOfMap
pedialog
peDropdo
peedMult
PeekMessageA
PeekMessageW
Pefrgesh
PELVIS
PendingCommands
penRec
peOnFul
|peOrrai~1
PE`oY`oI
pEqD J@?<:$=;;
PERATION
percent
Percentage of runs with precision errors: %4.1f
percent-border-bottom-left
percent-border-bottom-middle
percent-border-bottom-right
percent-border-side-left
percent-border-side-right
percent-border-top-left
percent-border-top-middle
percent-border-top-right
Percent Complete: %d
Percent Complete: N/A
percent to increase/decrease damage based on relative height in meters between attacker/defender
PercussionLocks
perfCL
PERFLOGEND
performanceClass
PerimeterGenerator
perimeterWallEnemyCheckRate
PerimeterWallMaxNodeDistance
PerimeterWallOfflineRate
PerimeterWalls
period
Period
perio:`m[ag
$"perm
PermanentCost
Permission denied
pernT0a
Pe=r
perpToAxleInA1
perpToAxleInA2
perpToFreeAxisInB
perpToShaftInB
perpToSteeringAxisInB
perpToSuspensionAxisInB
persistence
Persistent
persistentAlpha
persistentHC
persistentHCPath
persistentPosition
persistentstatus
Persona
Persona-ClanCrest
Persona-ClanInfo
Persona-Close
PersonaHCPickerDlg
Persona-HCPickerPlaceholder
Persona-ManageHCDlgBackground
Persona-Medal1
Persona-Medal10
Persona-Medal11
Persona-Medal12
Persona-Medal13
Persona-Medal14
Persona-Medal15
Persona-Medal16
Persona-Medal17
Persona-Medal18
Persona-Medal19
Persona-Medal2
Persona-Medal20
Persona-Medal21
Persona-Medal3
Persona-Medal4
Persona-Medal5
Persona-Medal6
Persona-Medal7
Persona-Medal8
Persona-Medal9
Persona-MedalNext
Persona-MedalPrevious
Persona-QueryButton
Persona-QueryDisable
Persona-QueryText
Persona-SettingsDlg-CancelButton
Persona-SettingsDlg-ConfirmPasswordText
Persona-SettingsDlg-Container
Persona-SettingsDlg-NewPasswordText
Persona-SettingsDlg-OldPasswordText
Persona-SettingsDlg-SubmitButton
Persona-StatsContainer
Persona-StatsSlider
Persona-UserAvatar
Persona-UserAvatarImage
Persona-UserInfo
Persona-UserOptions
Persona-UserPassword
Persona-ViewClan
PESOMatc
Pest-Button
PeTw4@oQwnS0
pewDownK
pf6?@cliff
PFacet-area-keep
PFf1Pl1pill!0Pl4
pfied
pfPeURL
pFph~T (mean@!
PfQ22A
pFr?equenc
pfully
PF?X?ZOlO>Vq
P!.:G%
P}g0ho?mecityn
pG2} V
pG3mov
pGAZCA
pGCCha
pGenerat
Pgeng=
pggles,
pGkeM6`
|P;G<}Kj`
PGood-facet-neighbors
Pgood-facets
pgrawJ
?phaest
(p_HARD
phase two of building cinematic
p?Helper
pheres1
Phfmt
phHaor
\$@Phl
phncew
phoSicDbA
PhysicsInfo
PH_ZT b_
pib'riu)
pice1T
, pickin
Pickup
? 'pie'
PiecePositions
?PieceRI
PieceRotations
Pieces
PikekC
Pikemen
pileTr2
Pillage
pILos{tF
ping.xml
pInocremD
PINTLGNT.IME
Pi" o?
p,IO[D0s
p*Iph1
+Pirs^
Pis ap
}!Pitc}
pitchk
PitchT
pivotA
pivotB
pivotInA
pivotInB
PivotLeft
PivotRight
pi#wit
Pixel shader version %0.1f doesn't match device node '%S', ignoring High config
Pixel shader version %0.1f doesn't match device node '%S', ignoring Medium config
Pixel shader version %0.1f doesn't match device node '%S', ignoring VeryHigh config
Pixel shader version: %d.%d
pixelxform1
pixelxform2
pixelxform3
]=>P'j>
Pj2h({
Pj2hp{
,PJ)b0
Pjdhp{
Pj<hp{
pjMmcU
Pk2Hor
P K"BCste
PlacCeh
PlaceAnywhere
PlaceAnywhereRules
PlaceAsFoundation
Placed %d item(s) of '%s' (%d) in %d ms
placeHCGatherpoint
Placeme
PlacementBuffer
PlacementFile
PlaceRetries
PlacerMines
PlaceSocketWhenPlacing
placetrack
placeTrack
placeTradeRoute
PlaceTradeRoute
placeunit
placeWall
Plan Breakdown: %d gather plans, %d gatherers.
plandebug
Plan #%d (%s), Active.
Plan #%d (%s), INACTIVE.
planeAxisInA
planeAxisInB
planeEquations
planeMaxAngle
planeMinAngle
planeMotor
//Plan Events:
PlanID
PlanID=%d, '%s', %d '%s' units (N=%d, W=%d, M=%d), APri=%d, DPri=%d.
PlanID=%d, '%s', NO UNIT TYPES, APri=%d, DPri=%d.
//Plan States:
Plantation
PlantFlag
PlanType
//Plan Types:
Plan Variables: %d variables.
PlayAnimation
PlayDelay
player
Player
@?Player
PlayerChat
//Player Chat Response Types:
//Player Chat Target Strategy Types:
//Player Chat Target Types:
//Player Chat Verbs:
playerComms
playercomms-button-allPlayers
playercomms-chatInput-text
playercomms-ExitButton
playerCommsFlare
playercomms-targetArea
playercomms-targetInstructions
playercomms-targetInstructions-background
playercomms-targetLocationInstructions
playercomms-verbArea
playercomms-verb-highlight
playercomms-verbInstructions
.\player.cpp
Player %d already placed
PlayerData
PlayerDiplomacyDialog
Player=%d (%s).
PlayerEditCancelButton
PlayerEditDlg
//Player/Game:
playerGUID
PlayerID
PlayerID=%d: Could not compile XS script during createXSAI('%S')
Player ID %d is not valid.
PlayerInfoLabels
PlayerInfoPage
PlayerInfoPlayer1
PlayerInfoPlayer10
PlayerInfoPlayer11
PlayerInfoPlayer12
PlayerInfoPlayer13
PlayerInfoPlayer14
PlayerInfoPlayer15
PlayerInfoPlayer2
PlayerInfoPlayer3
PlayerInfoPlayer4
PlayerInfoPlayer5
PlayerInfoPlayer6
PlayerInfoPlayer7
PlayerInfoPlayer8
PlayerInfoPlayer9
player([integerPlayer]) : with no arg, outputs current player. otherwise, sets current player to given argument
PlayerMaxCorpseCount
PlayerOwnsObstruction
PlayerPlaceable
playerprofile-deletebtn
playerprofile-deletedialog
playerprofile-deletedialog-button-0
playerprofile-list
playerProfileName
playerprofile-newdialog
playerprofile-newdialog-button-0
playerprofile-newdialog-button-1
playerprofile-newdialog-namefield
playerprofile-okbtn
playerrelation
PlayerRelation
//Player Relation Constants:
playerResign
playerResign: resigns the currently controlled player.
Players
Player Status
PlayerStatusButton
playerstatusdialog
PlayerStatusDialog-HelpText
playerstatusdialog-leftborder1
playerstatusdialog-map
playerstatusdialog-mapborder
playerstatusdialog-mapname
playerstatusdialog-rightborder1
Player Summary
playersummarydlg-availFood
playersummarydlg-availGold
playersummarydlg-availWood
playersummarydlg-clearButton
playersummarydlg-closeButton
playersummarydlg-playerStart
playersummarydlg-sendButton
playersummarydlg-Team1Row
playersummarydlg-TributeFood
playersummarydlg-TributeGold
playersummarydlg-TributeRow
playersummarydlg-TributeWood
playerSync
playlist.aom
playMovie
playMovie() : Plays movies from a playlist in the AVI directory
play m,`s
P'layo
Playser
Playtest
PlaytestAsPlayer
PlaytestDialog
playtestDifficultyLevel
PlaytestDifficultyLevel
, plea
Please check that you have entered it correctly in keycode.cpp
Please contact Havok.com for an extension.
Please contact the application's support team for more information.
Please report this error to [email protected] with the input and all of the output.
Plenty Vault KOTH
Plog.cp
Pl#:oLo^opk
plorer\R
PlotSqu
PL repor
pLsowy
PltaSell6
&pLW`l]
Ply1`s
Plyr%dArmy%d
/p[?m?
pmal ?digit
PMerge-keep
pmiYr6
[email protected]
pmmaCnd
PMPfqwise
pms {
Pn0 >q3.
|p;N8}k
pn%`/a
Pncas`
pnd\bat
pNewRaw
PngIMe
PNN<<"1
pNo hel
pnsM0+
P!O+!.
po>1v]
|Po.2w
Po_5sSU27<X<36ASRigh
-po`&a
poairF]FTi
PObOtO
-poHCGa
POhold
Poimum
Pointf
Point(%f
Point p%d was above all facets.
PointRadius
points
Points
points checked for facets' outer planes
points ignored (didn't create a good new facet)
points ignored (not above a good facet)
points ignored (not above max_outside)
PointsInLoop
points processed
Poison
Politici
PoliticianAdmiral
PoliticianAdmiralOttoman
PoliticianAdventurerBritish
PoliticianAdventurerRussian
PoliticianAdventurerSpanish
PoliticianBishop
PoliticianBishopGerman
PoliticianCavalierDutch
PoliticianCavalierFrench
PoliticianCavalierGerman
PoliticianCavalierOttoman
PoliticianCavalierRussian
PoliticianCavalierSpanish
Politician Dialog
PoliticianEngineer
PoliticianEngineerPortuguese
PoliticianExiledPrince
PoliticianGeneral
PoliticianGeneralBritish
PoliticianGeneralOttoman
PoliticianGeneralSkirmisher
PoliticianGovernor
PoliticianGrandVizier
PoliticianMarksman
PoliticianMarksmanOttoman
PoliticianMarksmanPortuguese
PoliticianMohawk
PoliticianMusketeerBritish
PoliticianMusketeerDutch
PoliticianMusketeerFrench
PoliticianMusketeerPortuguese
PoliticianMusketeerRussian
PoliticianMusketeerSpanish
PoliticianNaturalist
PoliticianPhilosopherPrince
PoliticianPirate
PoliticianPresidente
PoliticianQuartermaster
PoliticianScout
PoliticianScoutRussian
PoliticianSergeantDutch
PoliticianSergeantGerman
PoliticianSergeantSpanish
PoliticianTycoon
PoliticianTycoonAct3
PoliticianUI
PoliticianViceroyBritish
PoliticianViceroyDutch
PoliticianViceroyGerman
PoliticianViceroyPortuguese
PoliticianWarMinisterAct3
PoliticianWarMinisterRussian
PoliticianWarMinisterSpanish
PollingTime
pollMousePosition
Polygon[{
pOnA-0
pool c
poo@Q"
POPADD
@POPADD
~PopCa
Pop Cap Addition
PopCapHit
Po+pician
pops u
Pop;ul
PopulationCap
PopulationCapAddition
PopulationCount
Population Count
pop up
?Portra
portraitfilename
portraitFileName
PortraitIcon
PortraitTextureCoords
Portrb1
portRe
PoScen
Positi
position
Position
Po?sition
Position=(%.4f, %.4f, %.4f).
positional
posOffset
postgame
PostGame
postGameMenu
postGamePlayAgain
postGamePlayAgain : does what needs to be done.
PostgameScreen
PostImperialBritish
PostImperialDutch
PostImperialFrench
PostImperialGerman
PostImperialOttoman
PostImperialPortuguese
PostImperialRussian
PostImperialSpanish
PostIndustrialBritish
PostIndustrialDutch
PostIndustrialFrench
PostIndustrialGerman
PostIndustrialOttoman
PostIndustrialPortuguese
PostIndustrialRussian
PostIndustrialSpanish
PostMessageA
PostMessageW
PostQuitMessage
Po temFPte
pound[
Pour?ceTrad
Poutput-forced
povDir
PoV@SPC
PowerAirStrike
PowerBroadside
PowerCarpetBomb
PowerID
PowerLongRange
PowerLOS
powerPanel
PowerSharpshooter
PowerSwashbuckler
Po]`wp
Ppark"
=P~]PC@
pplesold
+P>+PL+P\+Pl
ppoaram
pporari
pP(PCF #C
PPPPPPPP
Pprecision-ignore
pP_Rodo
p]pr u
'PptType(X
PPWbl3
ppX-_I?k\B_lQ
ppxxxx
p Q`cks,
p{Qc*`rumFRd
P-_?_Q_c_u_
PQpco+lo
PqP'umuE
PQRSWU
;Tq
PQSUSU
PQSVUR
PQSWSW
PQVWSU
PQVWVW
|$,PQWSUR
,_>_PR
PrairieFire
PRando
precision constants:
precision problems (corrected unless 'Q0' or an error)
precision statistics
.precomp
Pre cur
preferflowcontrol
pregame
Pregame
PreGame %ld:
PregameMainUIScreen
pregame-messagedialog2-CancelButton
pregame-messagedialog2-OKButton
pregame-messagedialog2-prompt
pregame-messagedialog-OKButton
pregame-messagedialog-prompt
PregameMusic
Pregame music file
pregameUI
pregameuiscreen
pregame-waitingDialog-prompt
=preGfac~
premac
_pre-merge
prereq
Prereqs
PrescenarioEvents_CancelBtn
PrescenarioEvents_OkBtn
PrescenarioEvents_UnitBoardsSelectBtn
PrescenarioEvents_UnitBoardsShowBtn
PrescenarioEvents_UnitBoardsTxt
PresetLightingDropdown
pression
prevent
prevents the allocation of hardware sound buffers.
Prevents the camera from being moved
Prevents UI from rendering
PreventsWallBuilding
previous
prFcil8S-
PrFilter
.\prfilter.cpp
PriestConvert
primary
primaryTransmissionRatio
printscreen
-prior
Priori tP
priority
Priority
Priority=%d.
@PrjHvC
Pr-'Lab
Prma!l ^
::proces
Proces
:proc'ess
processContactCallbackDelay
Processing Instruction
Processing Instructions
ProfessionalGunners
profil
profile
ProfileSelect
Program:
<program name unknown>
progressBar
progressBarBackground
progressBarBackgroundSize
progressBarFlare
progressBarFlareSize
progressBarLeftCap
progressBarLeftCapSize
progressBarMask
progressBarRightCap
progressBarRightCapSize
Progression
Progression %d is building unitID %d.
Progression %d is building unitID %s (%d).
Progression %d is researching techID %d.
Progression %d is researching techID %s (%d).
Progression %d is training unitID %d.
Progression %d is training unitID %s (%d).
Progression %d subaction(%s) completed.
Progression %d subaction(%s) failed .
ProgressionID
//Progression Plan Variables:
Progression %s(%d) completed.
Progression %s (PlanID=%d) (PUID=%d) (TechID=%d) completed. : %s
ProgressResearch
ProgressTrain
projected p%d
Projectile
ProjectileHitTerrain
ProjectileHitUnit
ProjectileID
ProjectileProtoUnit
ProjectileSpinPeriod
ProjectileTerrainOnly
proJs s|
//Prompt Types:
properties
ProtoAction
ProtoIDToBuild
protoquests.xml
ProtoUni~
protounit
proto.xml
Pr_ (qh_}7c%
PRQWQW
;TQr
PR )@U%
prU`ryE
P&Rwfir"Rack&R
"\`(ps
\PSave
pscwrip
P's each
PsGupp
Psluce
ps mark
p%SOampl
PSRj@SX3
PSRPRX[
PSRSPX[
PSRSPX3
PSRSQX[
PSRSQX3
PSRSRX[
PSRSRX3
PSSh0zZ
PSSSSS
pst*pst]1E=
PSUh80
~PSUVW
PT^[]_
PT_^][
PT]_^[
PT]_[^
Pt9~<|
;}PTcbX
pTextur
ptic'
';TJ
\+t
pTrcpgles
"PtTextgure
>ptwhJ
PT^][Y
PT_^[Y
PT_^][Y
PT[^_Y
PtyU@]uu`Nat/
Pu0R^A
|)P!?Ua
|)P!?Ua0
p,^U,D
<p_u)F;
pula?r
Pull5Pn m
/p.Um/p
P um/PEn
PUnus,
PURE_HARDWARE_VP
- pure virtual function call
Purple
]P`USd
PUSHADD
Push walls out this many tiles from colony buildings
pusic
puteBoun
/putQ5
;Tu
>PuU,\
?;~puVW
PU|yy`
p v}0'
pvf#jX
PVO*L;
PvpGoQ
@
\
pVQ yb1
pvRCould
p^W0uW0
pwFQN
`PwnediBIw
%W;Tw
PWUQSh(
|;|
|;|
PX_^][
PX]_^[
PX;\$0|
'pX'p~
PX_^[]Y
PX_[^Y
?pxyouo
P ^_[]Y
P _^][Y
P _[^Y
P(_^]Y
P\_^[]Y
PyIAbil
pyOrFree
pYsHop
py'Tx'TP
;TyT#q
Pz bQMap
p*{zu>}
|#;q(}
!q_@}?~
|$;Q@}
-/?/Q/
Q!] ?:
)Q?04?F?x
Q09AH|
Q0-no-premerge
Q10-no-narrow
Q11-trinormals Qtriangulate
Q1-no-angle-sort
(q1Y()
q21jV9
:Q2FBCKNL
Q2-no-merge-independent
Q)3msiy
Q3-no-merge-vertices
Q3-no-merge-vertices-dim-high
|,;Q4}'
|.;Q4})
Q4-avoid-old-into-new
Q(4 by_tes?)
Q5-no-check-outer
Q6-no-concave-merge
q 70al\p
Q7-no-breadth-first
]Q7P:5
Q8-no-near-inside
Q9K9V>
Q9-pick-furthest
Q<9:t!
Qa2&gh
q[a4,(2
Qa.5oGb4n?2(<fil"
;/{QA8
QABCDEF
QasllEa
QA/Upnt
]*-.qb
Qbbound-last
Qbbound-last-qj
QbBound-unit-box
('Qbd:n'
qblog>09u
QBound-dim-high
Qbound-dim-low
Qb-project-dim
qB!\q@Qd
qbwindM
_-_?_Q_c_
/-/?/Q/c/
/?/Q/c/
Qc0$[2ar
'Qci TvA'G
~q)Close-B
q"CogO
Qcoplanar
Qcoplanar-keep
QcQ#ax
_-_?_Q_c_u_
-_?_Q_c_u_
-???Q?c?u?
-/?/Q/c/u/
?_Q_c_u_
?-???Q?c?u?
??Q?c?u?
?/Q/c/u/
/-/?/Q/c/u/
Q_c_u_
Q?c?u?
Q/c/u/
`^Q\CV3T
QD9Q`|
;q\}Dj
q _d;JCop
qDone.'.#
*Q"d_tl
q*@e.
QEcz@rw
!QEd'+)S
( }>qEn
q?enough
Qenough~
q?Escape
q ;f Cf
q>FDnsoleXC
Q f;P
<q%fq\
Qfurthest-outside
QG~<g"
qgIu]p
QGoalla
QGodqP
Qgood-facets-only
QGood-if-dont-see-point
QGood-if-see-point
qGq Em?
Q"G_tOgx
;Q@~`h-
Qh0buil
qh7p Q
Qh9At|
QH9:t&
qh_addpoint: add p%d (v%d) to hull of %d facets (%2.2g above f%d) and %d outside at %4.4g CPU secs. Previous was p%d.
qh_addpoint: HK_NULL facet. Need to call qh_findbestfacet first
Qhanaw
[>q^HB
qh_checkfacet: ridges r%d and r%d have the same vertices
qh_check_maxout: p%d is %.2g above f%d
qh_check_maxout: p%d (v%d) is %.2g from f%d
qh_detvnorm: too few points (%d) to compute separating plane
qh_detvnorm: Voronoi vertex or midpoint
qh_detvridge3: neigbors of vertex p%d are not connected at facet %d
qh_distplane:
qh_findbest: all neighbors of facet %d are flipped or upper Delaunay.
qh_findbestnew: point p%d facet f%d. Stop? %d if dist > %2.2g
qh_findbest: point p%d starting at f%d isnewfacets? %d, unless %d exit if > %2.2g
qh_findhorizon: does not work for tricoplanar facets. Use option 'Q11'
qh_gausselem: result
qh_gausselim: 0 pivot at column %d. (%2.2g < %2.2g)
qh_maxmin: found the max and min points (by dim):
qh_memalloc long: %d bytes at %p
qh_memfree long: %d bytes at %p
qh_meminitbuffers: memory initialized with alignment %d
qh_mergecycle_all: f%d without normal
qh_mergecycle: does not work for tricoplanar facets. Use option 'Q11'
qh_mergefacet: does not work for tricoplanar facets. Use option 'Q11'
qh_mergevertex_neighbors: of f%d and f%d at furthest p%d f0= %p
qh_new_qhull: start qhull_cmd argument with "qhull "
)`qh num!_
qhov_yr
qh_partitioncoplanar: ====== p%d from f%d increases max_outside to %2.2g of f%d last p%d
qh_printextremes_2d: loop in facet list. facet %d nextfacet %d
qh_printlists: facets:
qh_printvdiagram: unknown print format %d.
qh_renamevertex: renamed pinched v%d to v%d between f%d and f%d
qh_renamevertex: renamed v%d to v%d in oldfacet f%d
qh_renamevertex: renamed v%d to v%d in several facets
qh_rotatepoints: rotate points by
qh_setfacetplane: facet f%d created.
qh_setfacetplane: f%d offset %2.2g normal:
qh_setfacetplane: ====== vertex p%d (v%d) increases max_outside to %2.2g for new facet f%d last p%d
qh_sethalfspace: halfspace at offset %6.2g to point:
qh_settemppop: depth %d temp set %p of %d elements
qh_settemppush: depth %d temp set %p of %d elements
qh_settemp: temp set %p of %d elements, depth %d
qhstat.next %d should be <= sizeof(qhstat id) %d
qhull
qhull error: could not open file "%s".
qhull error: dimension %d must be > 1
qhull error: filename for 'TI' too long.
qhull error: filename for 'TO' too long.
qhull error: insufficient memory for 'Hn,n,n'
qhull error: insufficient memory to compute dual of %d halfspaces
qhull error: insufficient memory to copy %d points
qhull error: insufficient memory to joggle %d points
qhull error: insufficient memory to project %d points
qhull error: missing end quote for option 'TO'. Rest of line ignored.
qhull error (qh_appendmergeset): facet f%d or f%d is already a mirrored facet
qhull error (qh_appendmergeset): mirrored facets f%d and f%d do not have the same vertices
qhull error (qh_initstatistics): increase size of qhstat.id[].
qhull error (qh_memalloc): insufficient memory
qhull error (qh_meminit): insufficient memory
qhull error (qh_memsetup): insufficient memory
qhull error (qh_memsetup): largest mem size %d is >= buffer size %d or initial buffer size %d
qhull error (qh_memsize): called after qhmem_setup
qhull error (qh_triangulate_link): mirror facets f%d and f%d do not match for old facets f%d and f%d
qhull error (qh_triangulate): ridges still defined for f%d
qhull error (qh_triangulate): tricoplanar facet f%d not owned by its visible, non-simplicial facet f%d
qhull error: the current joggle for 'QJn', %.2g, is too large for the width
qhull error: the joggle for 'QJn', %.2g, is below roundoff for distance computations, %.2g
qhull input error: can not scale last coordinate. Input is cocircular
qhull input error: can not scale last coordinate. New bounds [0, %2.2g] are too wide for
qhull input error: can not use Delaunay ('d') or Voronoi ('v') with halfspace intersection ('H')
qhull input error: can not use infinity-point ('Qz') with upper-Delaunay ('Qu')
qhull input error: %d'th dimension's new bounds [%2.2g, %2.2g] too wide for
qhull input error: either QGn or QVn point is > p%d
qhull input error: feasible point is not clearly inside halfspace
qhull input error: Geomview output for Voronoi diagrams only for 2-d
qhull input error: Geomview output is only available for 2-d, 3-d and 4-d
qhull input error: halfspace intersection needs a feasible point.
qhull input error: input is less than %d-dimensional since it has the same x coordinate
qhull input error: Mathematica output is only available for 2-d and 3-d convex hulls and 2-d Delaunay triangulations
qhull input error: missing dimension for option 'GDn'
qhull input error: missing facet area for option 'PFn'
qhull input error: missing facet count for keep area option 'PAn'
qhull input error: missing merge count for option 'PMn'
qhull input error: more than %d vertices. ID field overflows and two vertices
qhull input error: no output specified for Geomview
qhull input error: not enough points (%d) to construct initial simplex (need %d)
qhull input error: option 'FC' is not available for Voronoi vertices ('v')
qhull input error: option 'Fp' is only used for
qhull input error: option 'Ft' is not available for Voronoi vertices or halfspace intersection
qhull input error: point for QV%d is inside initial simplex. It can not be made a vertex.
qhull input error: 'Qb%d' or 'QB%d' inverts paraboloid since high bound %.2g < low bound %.2g
qhull input error: 'Qg' (ONLYgood) needs a good threshold ('Pd0D0'), a
qhull input error: 'Qg QVn' (only good vertex) does not work with merging.
qhull input error (qh_printafacet): option 'Fp' needs qh feasible_point
qhull input error: test vertex neighbors ('Qv') needs a merge option
qhull input error: tracing is not installed (qh_NOtrace in user.h)
qhull input error: transparent Delaunay ('Gt') needs 3-d Delaunay ('d') w/o 'GDn'
qhull input error: use upper-Delaunay ('Qu') or infinity-point ('Qz') with Delaunay ('d') or Voronoi ('v')
qhull input warning: coplanars, vertices, and centrums output not
qhull input warning: drop dimension 'GD%d' is only available for 3-d/4-d Geomview
qhull input warning: exact merge ('Qx'). Verify may report that a point
qhull input warning: merging without checking outer planes ('Q5' or 'Po').
qhull input warning: minimum visibility V%.2g is greater than
qhull input warning: more coordinates for 'H%s' than dimension %d
qhull input warning: no outer plane check ('Q5') or no processing of
qhull input warning: option 'Qbb' (scale-last-coordinate) is normally used with 'd' or 'v'
qhull input warning: 'QJ' (joggle) will usually prevent coincident input sites for options 'Fc' and 'FP'
qhull internal error (qh_attachnewfacets): couldn't find visible facet for horizon f%d of newfacet f%d
qhull internal error (qh_buildhull): %d outside points were never processed.
qhull internal error (qh_buildhull): new vertex f%d in vertex list
qhull internal error (qh_buildhull): visible or new facet f%d in facet list
qhull internal error (qh_checkfacet): deleted vertex v%d in f%d
qhull internal error (qh_checkfacet): facet f%d does not have a normal
qhull internal error (qh_checkfacet): facet f%d does not have a ridge for neighbor f%d
qhull internal error (qh_checkfacet): facet f%d has a duplicate neighbor f%d
qhull internal error (qh_checkfacet): facet f%d has a duplicate ridge r%d
qhull internal error (qh_checkfacet): facet f%d has neighbor f%d, but f%d does not have neighbor f%d
qhull internal error (qh_checkfacet): facet f%d is on the visible_list
qhull internal error (qh_checkfacet): facet f%d skip %d and neighbor f%d skip %d do not match
qhull internal error (qh_checkfacet): facet f%d still has a MERGE or DUP neighbor
qhull internal error (qh_checkfacet): for facet f%d, neighbor f%d of ridge r%d not in facet
qhull internal error (qh_checkfacet): for facet f%d, #ridges %d < #neighbors %d or (3-d) > #vertices %d or (2-d) not all 2
qhull internal error (qh_checkfacet): for facet f%d, #vertices %d or #neighbors %d < qh hull_dim
qhull internal error (qh_checkfacet): for simplicial facet f%d, #vertices %d + #neighbors %d != 2*qh hull_dim
qhull internal error (qh_checkfacet): ridge between f%d and f%d has %d vertices
qhull internal error (qh_checkfacet): vertex v%d in r%d not in f%d intersect f%d
qhull internal error (qh_checkfacet): vertices of f%d are not in descending id order at v%d
qhull internal error (qh_checkpolygon): actual number of facets is %d, cumulative facet count is %d - %d visible facets
qhull internal error (qh_checkpolygon): actual number of vertices is %d, cumulative vertex count is %d
qhull internal error (qh_checkpolygon): f%d has outside points before qh facet_next
qhull internal error (qh_checkpolygon): unknown point %p for vertex v%d first_point %p
qhull internal error (qh_checkpolygon): vertex neighbors inconsistent. Totvneighbors %d, totvertices %d
qhull internal error (qh_checkpolygon): #vertices %d != #facets %d
qhull internal error (qh_checkpolygon): visible list f%d no longer on facet list
qhull internal error (qh_deletevisible): qh num_visible %d is not number of visible facets %d
qhull internal error (qh_determinate): only implemented for dimension >= 2
qhull internal error (qh_detsimplex): #points %d < dimension %d
qhull internal error (qh_facet3vertex): only %d vertices for simplicial facet f%d
qhull internal error (qh_facet3vertex): ridges for facet %d don't match up. got at least %d
qhull internal error (qh_facetarea_simplex): #points %d != dim %d -1
qhull internal error (qh_facetintersect): f%d or f%d not in others neighbors
qhull internal error (qh_findbestneighbor): no neighbors for f%d
qhull internal error (qh_findbestnew): no new facets for point p%d
qhull internal error (qh_forcedmerges): f%d and f%d had a duplicate ridge but as f%d and f%d they are no longer neighbors
qhull internal error (qh_getcenter): not defined for %d points
qhull internal error (qh_infiniteloop): potential infinite loop detected
qhull internal error (qh_makenew_nonsimplicial): simplicial f%d sharing two ridges with f%d
qhull internal error (qh_matchduplicates): missing dupridge at f%d skip %d for new f%d skip %d hash %d
qhull internal error (qh_matchduplicates): no maximum match at duplicate f%d skip %d at hash %d
qhull internal error (qh_matchnewfacets): %d neighbors did not match up
qhull internal error (qh_maxsimplex): not enough points available
qhull internal error (qh_memalloc): qhmem has not been initialized.
qhull internal error (qh_meminit): memory alignment %d is not a power of 2
qhull internal error (qh_mergecycle_ridges): bad ridge r%d
qhull internal error (qh_merge_degenredunant): f%d redundant but f%d has no replacement
qhull internal error (qh_mergefacet): either f%d and f%d are the same or one is a visible facet
qhull internal error (qh_mergevertices): facets did not share a ridge
qhull internal error (qh_nearvertex): qh.VERTEXneighbors and facet->center required for tricoplanar facets
qhull internal error (qh_nextfurthest): num_outside %d is too low
qhull internal error (qh_order_vertexneighbors): no neighbor of v%d for f%d
qhull internal error (qh_printbegin): can not use this format for dimension %d
qhull internal error (qh_printend): number of ridges %d != number printed %d and at end %d
qhull internal error (qh_produce_output): temporary sets not empty (%d)
qhull internal error (qh_projectinput): dimension after projection %d != hull_dim %d
qhull internal error (qh_projectpoints): newdim %d should be %d after projection
qhull internal error (qh_qhull): temporary sets not empty (%d)
qhull internal error (qh_rename_sharedvertex): v%d's neighbors not in f%d
qhull internal error (qh_setaddnth): nth %d is out-of-bounds for set:
qhull internal error (qh_setcheck): actual size %d of %s%d is greater than max size %d
qhull internal error (qh_setcheck): %s%d (size %d max %d) is not HK_NULL terminated.
qhull internal error (qh_setreplace): elem %p not found in set
qhull internal error (qh_setsize): current set size %d is greater than maximum size %d
qhull internal error (qh_settempfree): set %p (size %d) was not last temporary allocated (depth %d, set %p, size %d)
qhull internal error (qh_settemppop): pop from empty temporary stack
qhull internal error (qh_settruncate): size %d out of bounds for set:
qhull internal error (qh_setzero): index %d or size %d out of bounds for set:
qhull internal error (qh_voronoi_center):
qhull internal errror (point_add): point p%d is out of bounds (%d)
qhull internal warning (point_add): unknown point %p id %d
qhull invoked by: %s | %s
qhull note: recomputing centrums for convexity test. This may lead to false, precision errors.
qhull output completed. Verifying that %d points are
qhull precision error: %d attempts to construct a convex hull
qhull precision error: facet f%d is flipped, distance= %6.12g
qhull precision error: facets f%d, f%d and f%d meet at a ridge with more than 2 neighbors. Can not continue.
qhull precision error: f%d is clearly not convex to f%d, since p%d (v%d) is %6.4g above
qhull precision error: f%d is concave to f%d. Centrum of f%d is %6.4g above f%d
qhull precision error: f%d is concave to f%d, since p%d (v%d) is %6.4g above
qhull precision error: f%d is coplanar or concave to f%d. Centrum of f%d is %6.4g above f%d
qhull precision error: f%d is flipped (interior point is outside)
qhull precision error: initial facet %d is coplanar with the interior point
qhull precision error: initial simplex is not convex. Distance=%.2g
qhull precision error: Only %d facets remain. Can not merge another
qhull precision error: point p%d is outside facet f%d, distance= %6.8g maxoutside= %6.8g
qhull precision error (qh_check_bestdist): a coplanar point is %6.2g from convex hull. The maximum value (qh.outside_err) is %6.2g
qhull precision error (qh_checkfacet): vertex v%d in f%d intersect f%d but
qhull precision error (qh_check_points): a coplanar point is %6.2g from convex hull. The maximum value (qh.outside_err) is %6.2g
qhull precision error (qh_findbestnew): merging has formed and deleted a cone of new facets. Can not continue.
qhull precision error (qh_findhorizon): empty horizon
qhull precision error (qh_maxsimplex for voronoi_center):
qhull precision error (qh_partitionvisible): all new facets deleted as
qhull precision error: Vertex sets are the same for f%d and f%d. Can not force output.
qhull precision warning:
qhull Qt Pp W1e-7 E1e-7
qhull warning: additional output formats are not compatible with Geomview
qhull warning: can not follow '1', '2', or '3' with a digit. '%c' skipped.
qhull warning: can only drop one dimension. Previous 'GD%d' ignored
qhull warning: CDD format is not available for centrums, halfspace
qhull warning: dimension %d for Print option '%c' is >= %d. Ignored
qhull warning: dimension %d for Qhull option %c is >= %d. Ignored
qhull warning: 'Gnh' generates no output in 4-d
qhull warning: good point already defined for option 'QGn'. Ignored
qhull warning: good vertex already defined for option 'QVn'. Ignored
qhull warning: good vertex p%d does not match last good facet f%d. Ignored.
qhull warning: joggle ('QJ') always produces simplicial output. Triangulated output ('Qt') does nothing.
qhull warning (memsize): free list table has room for only %d sizes
qhull warning: missing coplanar distance for option 'Un'. Ignored
qhull warning: missing frequency count for trace option 'TFn'. Ignored
qhull warning: missing furthest point id for trace option 'TVn'. Ignored
qhull warning: missing good point id for option 'QGn'. Ignored
qhull warning: missing max width for trace option 'TWn'. Ignored
qhull warning: missing merge id for trace option 'TMn'. Ignored
qhull warning: missing outside width for option 'Wn'. Ignored
qhull warning: missing point id for cone for trace option 'TCn'. Ignored
qhull warning: missing point id for trace option 'TPn'. Ignored
qhull warning: missing random perturbation for option 'Rn'. Ignored
qhull warning: missing random seed for option 'QRn'. Ignored
qhull warning: missing rerun count for trace option 'TRn'. Ignored
qhull warning: missing space after flag %c (%x); reserved for menu. Skipped.
qhull warning: missing visible distance for option 'Vn'. Ignored
qhull warning: more than %d ridges. ID field overflows and two ridges
qhull warning: negative maximum roundoff given for option 'An'. Ignored.
qhull warning: negative outside width for option 'Wn'. Ignored.
qhull warning: no centrum radius given for option 'Cn'. Ignored.
qhull warning: no dimension given for Print option '%c' at: %s. Ignored
qhull warning: no dimension given for Qhull option %c. Ignored
qhull warning: no facets printed
qhull warning: no good point id given for option 'QVn'. Ignored
qhull warning: no maximum cosine angle given for option 'An'. Ignored.
qhull warning: no maximum roundoff given for option 'En'. Ignored.
qhull warning: option 'TI' mistyped.
qhull warning: option 'TO' mistyped.
qhull warning: origin for Halfspace intersection should be 'Hn,n,n,...'
qhull warning: output file undefined (stdout). Option 'Tz' ignored.
qhull warning: output for outer/inner planes and centrums not implemented in 4-d
qhull warning: output for ridges and intersections not implemented in 2-d
qhull warning: output for vertices not implemented in 4-d
qhull warning: output is the Delaunay triangulation
qhull warning: point p%d is a vertex for every facet ('QV-%d').
qhull warning: point p%d is not a vertex ('QV%d').
qhull warning (qh_check_points): missing normal for facet f%d
qhull warning: real epsilon, %2.2g, is probably too large for joggle ('QJn')
qhull warning: unknown flag %c (%x)
qhull warning: unknown 'F' output option %c, rest ignored
qhull warning: unknown 'G' print option %c, rest ignored
qhull warning: unknown 'P' print option %c, rest ignored
qhull warning: unknown 'Q' qhull option 1%c, rest ignored
qhull warning: unknown 'Q' qhull option %c, rest ignored
qhull warning: unknown 'T' trace option %c, rest ignored
qhull warning: value %2.4g for Print option %c is > +1 or < -1. Ignored
qhull warning: #vertices %d + #facets %d - #edges %d != 2
qhull warning: writing Delaunay. Use 'p' or 'o' for Voronoi centers
qh_voronoi_center: at infinity for
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radioCheckedArt
radioHighlightArt
radioset
radioSetButtonSize1024
radioSetDefaultButtonIndex
radioSetHorizLayout
radioSetRightButtons
radioSetTitle
radioSetTitleLeft
radioUnCheckedArt
radius
Radius
radiusSqrd
RadoiusZ$
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RagdollImpact
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RailroadUnit
rainAdju
rainIntensity
rain mix
RaiseException
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rAj8:a^
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.\random
Random
RandomBPValue
random.con
randomConnectionFail
.\random.cpp
random integer %d > qh_RANDOMmax (%.8g)
.\randommap.cpp
RandomMapGame
Random map initialization failed!
Random Map Setup
Random_perturb
randomYaw
randSync
Ranged
RangedAttack
rangXAstrOengt
RANSFORX
Ransom
Ransomed
ransomExplorer
RansomExplorer
ransomExplorer() : ransoms your explorer
-&/rANU
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raprog~
rA?Result
R:aS{`:aC
rat0up
Rate per second the gamepad scroll rate grows per second.
RatingText
ratio of the reflection bumpiness scale with the bumpiness of the water
rawmousemove
Ray-cv
RB[%02d]: ID=%d, Type=%s, SubType=%s, #Plans=%d, PlanPri=%d, Perc=%f, BaseID=%d.
r/Beau
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Reading protounit: %s
Read-only file system
ReadyFor
ReadyForUnits=%d, Orphan=%d, NoMoreUnits=%d.
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RealizePalette
reallyBigTerrainCache
reason
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RecB!=*M
recedeEndScale
recedeMotion
recedeTime
receiverCL
recenterWalls
rechargeMeter
RechargeTime
Recharge Time
RecoaiV`2
Recoil
Recom9p
Recompile with double precision reals (see user.h).
rEconom
Record
RecordedGame
RecordGame
RecordGameCtrl
RecordGameCtrl-AddBookmarkDlg
RecordGameCtrl-AddBookmarkDlg-Cancel
RecordGameCtrl-AddBookmarkDlg-OK
RecordGameCtrl-AddBookmarkDlg-Text
RecordGameCtrl-Bookmarks
RecordGameCtrl-CreateBookmarkBtn
RecordGameCtrl-FogCheck
RecordGameCtrl-LoopCheck
RecordGameCtrl-NextBookmarkBtn
RecordGameCtrl-PauseBtn
RecordGameCtrl-Player
RecordGameCtrl-PlayFastCheck
RecordGameCtrl-PrevBookmarkBtn
RecordGameCtrl-ProgressBar
RecordGameCtrl-ViewLockCheck
recordGameViewLock
Recover
Rectangular
rectli
recvfrom
redo : Re-does the last undone operation.
RedrawWindow
redundant
redundant
ReExploreAreas
refactormyfacade
referenceAxleInB
Reference or [^<&]
ReflectDamage
reflectionsAlphaScale
reflectionsBumpScaleRatio
RefreshFrequency
refreshOnReal
RefreshTb
refuseNonDXT5NormalMaps
RegCloseKey
RegCreateKeyExA
RegCreateKeyExW
RegenerationRate
register
Register
RegisterClassExA
RegisterClassW
Register Count: %u
RegisteredString
Register Index: %u
Register: %i, Size: %i, Num: %i
Registero: %i,
RegisterSet:
RegistrationDisplay
&Regiz
RegOpenKeyExA
RegQueryValueExA
RegQueryValueExW
RegroupUnits
RegSet:
RegSetValueExA
RegSetValueExW
Reinfo0I
re-init renderer at new res (%ld, %ld, %ld, %ld)
relative height of the Cliff you want to paint.
relativity
ReleaseCapture
ReleaseDC
ReleaseMutex
ReleaseSemaphore
reliableConnCL
ReliableConnection
?ReliableConnectionClass
Reload
Remov
'Remove
Removed1
Removed!1F
RemoveFromInventory
RemoveRiverDlg
RemoveRiver_RemoveBtn
RemoveRiver_SelectBtn
removeWhenBroken
renamed vertex statistics
renamed vertices in a pinched facet
renamed vertices shared by multiple facets
renamed vertices shared by two facets
rename failures due to duplicated ridges
RenderAfterWater
renderAnisotropic
renderAnisotropic([integerState]) : sets desired anisotropy
renderAreaDangerLevels
renderAreaDangerLevels(int playerID, int state): draws areas and color-codes them by danger level.
renderAreaGroupID
renderAreaGroupID([playerID], <areaGroupID> [integerState]) : sets the render state of the given area (no integerState toggles).
renderAreaID
renderAreaID([playerID], <areaID> [integerState]) : sets the render state of the given area (no integerState toggles).
renderAreas
renderAreas([playerID], [integerState]) : sets the render state for all areas (no arg toggles).
render.bar
renderBaseID
renderBaseID([playerID], <areaID> [integerState]) : sets the render state of the given base (no integerState toggles).
render.c
RenderCBC
.\render.cpp
rendered automatically picks a device at startup
renderer is already at (%ld, %ld, %ld, %ld)
RenderFloatyText
RenderFloatyTextDuration
RenderFloatyTextFadeOutTime
RenderFloatyTextXVelocity
RenderFloatyTextYVelocity
renderForceReset
renderForceReset: forces the renderer to reset.
renderFriendOrFoe
renderFriendOrFoe([integerState]) : with no arg, toggles friend or foe colors. otherwise, sets it
render obscured units with alpha on.
render obscuring units with alpha on.
renderObstructionManager
renderPathingQuad
renderRefresh
renderRefresh([integerState]) : with no arg, changes refresh rate to 75hz in fullscreen. otherwise, sets fullscreen refresh to value
RenderSquadPlotter
Renders the restricted screen space in wihch to draw world tooltips.
renderTrilinear
renderTrilinear([integerState]) : sets trilinear filtering on/off
renderUnitGroups
Render using: %s
renderWindow
renderWindow([integerState]) : with no arg, toggles window/fullscreen. otherwise, sets mode to window(1)/fullscreen(0)
renderWorldTooltipClipRect
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rENqa.
repaij
repair
Repair
RepairColonyWall
RepairFactor
repairUnit
repairUnit(int unitID): Starts the auto repair on the specified unit.
repartitioned coplanar points for flipped orientation
repeat
Repeat
repetition-ok
Replac
re?placem
- replacement: f%d
Report
`requ9iwPO2tri
reques
Request timeout used by the ESO Client
reQueueD
RerpyIin|
resbpp
resbpp(<integerXRes>, <integerYRes>, <integerBPP>) : changes screen resolution and bit depth.
RescueExplorer
Research
ResearchAccel
researchByID
researchByID(%d, %d, %d)
ResearchComplete
Researching
ResearchLimit
//Research Plan Variables:
ResearchPoints
ResearchProtoCommand
Reserve
Reserve Fishing Boats
ReservePlanID
//Reserve Plan Variables:
resetAmbientColor
resetDefaultPlayerColors
resetDefaultPlayerColors() : reloads the player colors from the XML file
ResetEvent
resetSunColor
Reset the device instead of destroying and re-creating it.
reset the sun color to full
reshold
Resign
//Resign Types:
res(<integerXRes>, <integerYRes>) : changes screen resolution.
resistanceFactorAtMaxRPM
resistanceFactorAtMinRPM
resistanceFactorAtOptRPM
res@it r
resizeHorz
resizeVert
Resou\
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resour
resourc
resource
Resource
Resource[%02d] '%s': %d.
Resource[%02d] '%s': %f.
ResourceCostWeight
Resource #%d: Dist=(%.02f,%.02f), Points=(%.02f,%.02f), TTD=(%.02f,%.02f), Base=(%.02f,%.02f), Danger=(%.02f,%.02f), Class=%f, Total=%f.
Resource deadlock avoided
ResourceDecay
Resource device
//Resource Gatherer Preferences:
ResourceID
resourceMarket
resourceMarket(<intPlayerID> <stringResourceTo> <floatAmount> <stringResourceFrom>) : Sends out a market use command for the given player, resource and amount. Negative means selling.
resources
//Resources:
ResourceSkew
ResourcesPage
ResourceSubtype
ResourceSubType
//Resource Subtypes:
Resource Target Selector
Resource temporarily unavailable
resourceTrade
resourceTrade(<intPlayerID> <stringResourceTo> <floatAmountTo> <stringResourceFrom> <resourceAmountFrom>) : Sends out a trade resource command for the given player, resource and amount.
ResourceTrickleRate
resourcetype
ResourceType
ResourceUnitTypeFilter
RespondToAttack
restart
restartCurrentGame
restartCurrentGame : restarts current game.
RestartDialog
restart() : re-launch current scenario.
restitution
restLength
restoreSaveName
Result too large
ResumeThread
): Ret
Retarget
RETIREDObstructionSize
Retreat
RetreatMode
Retries
retries due to precision problems
Retur
Retur-
return
"return
Return
ReturnE
returnM
ReturnToWork
ReturnWhenDone
reveal
RevealFoundation
reverseGearRatio
RevertToSelf
Revetment
Revetz
Revision = 0x%x
Revision: %d
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RGBaratcuCorps
RGCarabineer
RGCzapkaUhlans
rgenersic
RGEspadachins
RGGardener
RGGarrochista
RGGendarmes
RGGuerreiros
rGIncn
RGJinetes
RGLifeGuardHussars
RGNassausLinearTactics
RGPavlovGrenadiers
rgpOverla
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RGRedcoats
RGTartarLoyalists
RGTercio
RGVoltigeur
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r_hand_hCoux
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ribu_@v
# ridge between f%d f%d
ridgedeleted
- ridges:
ridges created altogether
ridges for f
- ridges (ids may be garbage):
ridges with multiple neighbors
ridge with multiple neighbors
ridgUe
riends.
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Rifling
rigger
RightBr
RightBrace
rightCapArt
rightCheck
RightParen
rigidBodyDeactivatorType
rigidbodysoftcloth
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rip5FT
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R}ispBanks[
riteri
RiverBanks.xml
River %d does not exist
>River %d's waypoints have not yet been specified.
RiverRandBreaks
RiverRandOffset
RiverShallowRadiusSlider
RiverSwatch
RiverToolPalette
RiverWaypointList
RiverWaypointMode
RiverWaypointRadius
RiverWaypointRadiusSlider
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rmAddAreaCliffEdgeAvoidClass
rmAddAreaCliffEdgeAvoidClass(int areaID, int avoidID, float minDist): Adds a class for an area's cliff edge to avoid.
rmAddAreaCliffRandomWaypoints
rmAddAreaCliffRandomWaypoints(int areaID, float endXFraction, float endZFraction, int count, float maxVariation): Adds random waypoints to the specified cliff valley area.
rmAddAreaCliffWaypoint
rmAddAreaCliffWaypoint(int areaID, float xFraction, float zFraction): Adds the given waypoint to the specified cliff area (for valleys).
rmAddAreaConstraint
rmAddAreaInfluencePoint
rmAddAreaInfluencePoint(int areaID, float xFraction, float zFraction): Adds an area influence point.
rmAddAreaInfluenceSegment
rmAddAreaInfluenceSegment(int areaID, float xFraction1, float zFraction1, float xFraction2, float zFraction2): Adds an area influence segment.
rmAddAreaRemoveType
rmAddAreaRemoveType(int areaID, string typeName): Add an unit type that the specified area removes.
rmAddAreaTerrainLayer
rmAddAreaTerrainLayer(int areaID, string terrain, float minDist, float maxDist): Adds a terrain layer to an area.
rmAddAreaTerrainReplacement
rmAddAreaTerrainReplacement(int areaID, string terrainTypeName, string newTypeName): Adds a terrain replacement rule to the area.
rmAddAreaToClass
rmAddClosestPointConstraint
rmAddClosestPointConstraint( int constraintID ): Adds constraint to closest point finder.
rmAddConnectionArea
rmAddConnectionArea(int connectionID, int areaID): Adds an area to the connection.
rmAddConnectionConstraint
rmAddConnectionEndConstraint
rmAddConnectionStartConstraint
rmAddConnectionTerrainReplacement
rmAddConnectionTerrainReplacement(int connectionID, string terrainTypeName, string newTypeName): Adds a terrain replacement rule to the connection.
rmAddConnectionToClass
rmAddConnectionToClass(int connectionID, int classID): Adds the connection to specified class.
rmAddFairLoc
rmAddFairLocConstraint
rmAddGroupingConstraint
rmAddGroupingToClass
rmAddMapTerrainByAngleInfo
rmAddMapTerrainByAngleInfo(string terrain, float minSlope, float maxSlope, float outerRange): Adds a terrain to paint on tiles that are sloped between the specified angles (0 degrees is flat terrain, 90 degrees is sheer terrain), modified by a random number between 0.0 and outerRange.
rmAddMapTerrainByHeightInfo
rmAddMapTerrainByHeightInfo(string terrain, float minHeight, float maxHeight, float outerRange): Adds a terrain to paint between the specified heights, modified by a random number between 0.0 and outerRange.
rmAddMerc
rmAddMerc(string unitName, float count, float minCount, float maxCount, float countIncrement, bool multipleUses ) : Adds mercs of to the merc manager for this game.
rmAddObjectDefConstraint
rmAddObjectDefItem
rmAddObjectDefItemByTypeID
rmAddObjectDefItemByTypeID(int defID, int unitTypeID, int count, float clusterDistance): Add item to object definition.
rmAddObjectDefItem(int defID, string unitName, int count, float clusterDistance): Add item to object definition.
rmAddObjectDefToClass
rmAddPlayerResource
rmAddPlayerResource(int playerID, string resourceName, float amount): Adds to a player's resource amount.
rmAddRandomTradeRouteWaypoints
rmAddRandomTradeRouteWaypoints(int tradeRouteID, float endXFraction, float endZFraction, int count, float maxVariation): Adds random waypoints to the specified trade route.
rmAddRandomTradeRouteWaypointsVector
rmAddRandomTradeRouteWaypointsVector(int tradeRouteID, vector v, int count, float maxVariation): Adds random waypoints to the specified trade route.
rmAddTradeRouteWaypoint
rmAddTradeRouteWaypoint(int tradeRouteID, float xFraction, float zFraction): Adds the given waypoint to the specified trade route.
rmAddTradeRouteWaypointVector
rmAddTradeRouteWaypointVector(int tradeRouteID, vector v): Adds the given waypoint to the specified trade route.
rmAddTriggerCondition
rmAddTriggerCondition(string conditionType)
rmAddTriggerEffect
rmAddTriggerEffect(string effectType)
rmAddUnitsToArmy
rmAddUnitsToArmy(int playerID, int armyID, int objectDefID)
rmAllocateSubCivs
rmAllocateSubCivs(int number) : Allocates the number of sub civs in the world.
rmAreaFractionToTiles
rmAreaFractionToTiles(float fraction): Converts an area from fraction of the map to tile count.
rmAreaID
rmAreaID(string name): Gets area ID for given area name.
rmAreaTilesToFraction
rmAreaTilesToFraction(int tiles): Converts area tile count to fraction of map.
rmationO
rmBuildAllAreas
rmBuildAllAreas(): Simulatenously builds all unbuilt areas.
rmBuildArea
rmBuildArea(int areaID): Builds the specified area.
rmBuildConnection
rmBuildConnection(int connectionID): Builds the given connection.
rmBuildTradeRoute
rmBuildTradeRoute(int tradeRouteID, string terrainTypeName): Builds the trade route with the given terrain type.
RMCanRotate
RM cAv1
rmClassID
rmClassID(string name): Gets class ID for given class name.
rmClearClosestPointConstraints
rmClearClosestPointConstraints(): Clears constraints for closest point finder.
rmConstraintID
rmConstraintID(string name): Gets constraint ID for given constraint name.
rmCreateArea
rmCreateAreaConstraint
rmCreateAreaDistanceConstraint
rmCreateAreaMaxDistanceConstraint
rmCreateAreaOverlapConstraint
rmCreateArea(string name, int parentAreaID): Creates an area.
rmCreateArmy
rmCreateArmy(int playerID, string armyName)
rmCreateBoxConstraint
rmCreateClassDistanceConstraint
rmCreateCliffEdgeConstraint
rmCreateCliffEdgeDistanceConstraint
rmCreateCliffEdgeMaxDistanceConstraint
rmCreateCliffRampConstraint
rmCreateCliffRampDistanceConstraint
rmCreateCliffRampMaxDistanceConstraint
rmCreateConnection
rmCreateConnection(string name): Creates an connection.
rmCreateCornerConstraint
rmCreateEdgeConstraint
rmCreateEdgeDistanceConstraint
rmCreateEdgeMaxDistanceConstraint
rmCreateGrouping
rmCreateGrouping -- missing filename.
rmCreateGrouping -- missing name.
rmCreateGrouping(string name, string filename): Creates a grouping.
rmCreateHCGPAllyConstraint
rmCreateHCGPConstraint
rmCreateHCGPEnemyConstraint
rmCreateHCGPSelfConstraint
rmCreateMaxHeightConstraint
rmCreateObjectDef
rmCreateObjectDef(string name): Creates an object definition.
rmCreatePieConstraint
rmCreateStartingUnitsObjectDef
rmCreateStartingUnitsObjectDef(float clusterDistance): Creates special object definition for starting units with the given cluster distance.
rmCreateTerrainDistanceConstraint
rmCreateTerrainMaxDistanceConstraint
rmCreateTradeRoute
rmCreateTradeRoute(): Creates a trade route.
rmCreateTradeRouteDistanceConstraint
rmCreateTradeRouteWaypointsInArea
rmCreateTradeRouteWaypointsInArea(int tradeRouteID, int areaID, float length): Creates a trade route in the specified area.
rmCreateTrigger
rmCreateTrigger(string triggerName)
rmCreateTypeDistanceConstraint
rmDefineClass
rmDefineConstant
rmDefineConstant(string name, int value)
rmDegreesToRadians
rmDegreesToRadians(float degrees): Converts an angle in degrees to radians.
rmDoLightingEffect
rmDoLightingEffect("lightSetName", blendInTime, effectTime, blendOutTime): applies a lighting set effect.
rmDoLightingFade
rmDoLightingFade("lightSetName", fadeTime): applies a lighting set fade.
rmEchoError
rmEchoError( string echoString, int level ): Random map echo.
rmEchoInfo
rmEchoInfo( string echoString, int level ): Random map echo.
rmEchoWarning
rmEchoWarning( string echoString, int level ): Random map echo.
rmEnableLocalWater
rmEnableLocalWater( bool enable ): Enables / disables local water disturbances.
RMERRO
RMERROR: %s
rmFairLocXFraction
rmFairLocZFraction
rmFillMapCorners
rmFillMapCorners(): Fill map corners with blackmap.
rmFindCloserArea
rmFindCloserArea(float xFraction, float zFraction, int area1, int area2): Returns which area is closer.
rmFindClosestPoint
rmFindClosestPoint(float xFraction, float zFraction, float maxDistance): Finds closest point satisfying the preset constraints.
rmFindClosestPointVector
rmGet
rmGetAreaClosestPoint
rmGetAverageHomeCityLevel
rmGetCivID
rmGetCivID(string civName) : Returns the civ ID.
rmGetHighHomeCityLevel
rmGetHomeCityLevel
rmGetIsFFA
rmGetIsFFA(): Returns true if this map is set to be a FFA game which means each player on their own team.
rmGetLowHomeCityLevel
rmGetMapXSize
rmGetMapZSize
rmGetNomadStart
rmGetNomadStart(): Returns true if this map is to place a covered wagon instead of a town center.
rmGetNumberFairLocs
rmGetNumberPlayersOnTeam
rmGetNumberPlayersOnTeam(int teamID): Gets the number of players on the given team.
rmGetNumberUnitsPlaced
rmGetNumberUnitsPlaced(int objectDefID)
rmGetPlayerCiv
rmGetPlayerCiv(int playerID): Gets the civilization the specified player is on.
rmGetPlayerCulture
rmGetPlayerCulture(int playerID): Gets the culture the specified player is on.
rmGetPlayerName
rmGetPlayerName(int playerID): Gets a player's name.
rmGetPlayerTeam
rmGetPlayerTeam(int playerID): Gets the team the specified player is on.
rmGetSeaLevel
rmGetSeaLevel(): Gets the sea level for the map.
rmGetTradeRouteWayPoint
rmGetTradeRouteWayPoint(int tradeRouteID, float fraction): Retrieves a waypoint along the trade route based on the fraction.
rmGetUnitPlaced
rmGetUnitPlaced(int objectDefID, int index)
rmGetUnitPlacedOfPlayer
rmGetUnitPlacedOfPlayer(int objectDefID, int playerID)
rmGetUnitPosition
RMG::generate Time=%0.2f.
RM initialization failed!
rmIsMapType
rmIsMapType( string type ): Returns true if the map belongs to the given type.
rmMetersToTiles
rmMetersToTiles(float meters): Converts a distance in meters to a number of tiles.
rmMultiplyPlayerResource
rmMultiplyPlayerResource(int playerID, string resourceName, float factor): Multiplys a player's resource amount by the given factor.
rmPaintAreaTerrain
rmPaintAreaTerrainByAngle
rmPaintAreaTerrainByAngle(long areaID, string terrain, float minAngle, float maxAngle, float outerRange): Paints the area's tiles in the specified angle range with specified terrain (with outerRange buffer if feathering is desired).
rmPaintAreaTerrainByHeight
rmPaintAreaTerrainByHeight(long areaID, string terrain, float minHeight, float maxHeight, float outerRange): Paints the area's tiles in the specified height range with specified terrain (with outerRange buffer if feathering is desired).
rmPaintAreaTerrain(int areaID): Paints the terrain for a specified area.
rmPlaceFairLocs
rmPlaceGroupingAtLoc
rmPlaceGroupingAtPoint
rmPlaceGroupingInArea
rmPlaceGroupingInArea(int groupingID, int playerID, int areaID, int placeCount): Place grouping for the player in the given area.
rmPlaceMapClusters
rmPlaceMapClusters(string terrain, string protounit): place object clusters (of the specified protounit) around the map, and also optionally paint with the specified terrain.
rmPlaceObjectDefAtAreaLoc
rmPlaceObjectDefAtAreaLoc(int defID, int playerID, int areaID, int placeCount): Place object definition for the player at the given area's location.
rmPlaceObjectDefAtLoc
rmPlaceObjectDefAtLoc(int defID, int playerID, float xFraction, float zFraction, int placeCount): Place object definition at specific location for given player.
rmPlaceObjectDefAtPoint
rmPlaceObjectDefAtPoint(int defID, int playerID, vector point, int placeCount): Place object definition at specific point for given player.
rmPlaceObjectDefAtRandomAreaOfClass
rmPlaceObjectDefAtRandomAreaOfClass(int defID, int playerID, int classID, int placeCount): Place object definition for the player at the location of a random area in the given class.
rmPlaceObjectDefInArea
rmPlaceObjectDefInArea(int defID, int playerID, int areaID, int placeCount): Place object definition for the player in the given area.
rmPlaceObjectDefInRandomAreaOfClass
rmPlaceObjectDefInRandomAreaOfClass(int defID, int playerID, int classID, int placeCount): Place object definition for the player in a random area in the given class.
rmPlaceObjectDefPerPlayer
rmPlaceObjectDefPerPlayer(int defID, bool playerOwned, int placeCount): Place object definition per player.
rmPlacePlayer
rmPlacePlayer(int playerID, float xFraction, float zFraction): Sets one player location.
rmPlacePlayersCircular
rmPlacePlayersCircular(float minFraction, float maxFraction, float angleVariation): Makes a circle of player locations.
rmPlacePlayersLine
rmPlacePlayersLine(float x1, float z1, float x2, float z2, float distVariation, float spacingVariation): Makes a line of player locations.
rmPlacePlayersRiver
rmPlacePlayersRiver(int riverID, float distVariation, float spacingVariation, float edgeDistance): Makes a line of player locations along the specified river.
rmPlacePlayersSquare
rmPlacePlayersSquare(float dist, float distVariation, float spacingVariationfloat): Makes a square of player locations.
rmPlayerLocXFraction
rmPlayerLocXFraction(int playerID): Gets a player's start location x fraction.
rmPlayerLocZFraction
rmPlayerLocZFraction(int playerID): Gets a player's start location z fraction.
rmRandFloat
rmRandFloat(float min, float max): Returns a random float between min and max.
rmRandInt
rmRandInt(int min, int max): Returns a random integer between min and max.
rmRandInt -- min greater than max.
rmResetFairLocs
rmResetFairLocs(): Resets fairLoc placment info.
rmRiverAddShallow
rmRiverAddShallow(riverID, distancePct);
rmRiverAddShallows
rmRiverAddShallows(riverID, count, radius);
rmRiverAddWaypoint
rmRiverAddWaypoint(riverID, xFraction, zFraction): Add waypoint to a river. Don't mix with rmRiverSetConnections or rmRiverConnectRiver
rmRiverAvoid
rmRiverAvoid(riverID, riverID2, minDist)
rmRiverBuild
rmRiverConnectRiver
rmRiverConnectRiver(riverID, riverID, pct, end);
rmRiverCreate
rmRiverCreate(int areaID, string waterType, int breaks, int offset, int minR, int maxR): make a river dude.
rmRiverReveal
rmRiverReveal(int riverID, int extraTiles) -- reveals a river plus the specified number of extra tiles around it.
?rmRiverSetBankNoiseParams
rmRiverSetBankNoiseParams(riverID, frequency, octaves, persistence, sineLength, sineAmt, variation);
rmRiverSetConnections
rmRiverSetConnections(riverID, start, end);
rmRiverSetShallowRadius
rmRiverSetShallowRadius(riverID, radius);
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rmSetAreaBaseHeight
rmSetAreaBaseHeight(int areaID, float height): Sets the base height for an area.
rmSetAreaCliffEdge
rmSetAreaCliffEdge(int areaID, int count, float size, float variance, float spacing, int mapEdge): Set cliff edge parameters for an area.
@rmSetAreaCliffHeight
rmSetAreaCliffHeight(int areaID, float val, float variance, float ramp): Set an area's cliff height.
?rmSetAreaCliffPainting
rmSetAreaCliffPainting(int areaID, bool paintGround, bool paintOutsideEdge, bool paintSide, float minSideHeight, bool paintInsideEdge): Set cliff painting options for an area.
rmSetAreaCliffType
rmSetAreaCliffType(int areaID, string cliffName): Sets the cliff type for an area.
rmSetAreaCoherence
rmSetAreaCoherence(int areaID, float coherence): Sets area coherence (0-1).
rmSetAreaEdgeFilling
rmSetAreaEdgeFilling(int areaID, int borderSize): Enable edge filling and set a border search size (for Carolina and similar maps with a big continent).
rmSetAreaElevationEdgeFalloffDist
rmSetAreaElevationEdgeFalloffDist(int areaID, float dist): Sets the area elevation noise to falloff as it gets closer to the area edge.
rmSetAreaElevationMinFrequency
rmSetAreaElevationMinFrequency(int areaID, float freq): Sets the area elevation variation noise frequency (best >0 and <1).
rmSetAreaElevationNoiseBias
rmSetAreaElevationNoiseBias(int areaID, float bias): Sets the area elevation variation noise bias (-1 means down only, 0 means +- equally, 1 means up only.)
rmSetAreaElevationOctaves
rmSetAreaElevationOctaves(int areaID, int octaves): Sets the area elevation variation noise octaves.
rmSetAreaElevationPersistence
rmSetAreaElevationPersistence(int areaID, float persistence): Sets the area elevation variation noise persistence (best >0 and <1).
rmSetAreaElevationType
rmSetAreaElevationType(int areaID, int type): Sets the area elevation variation type (cElevNormal, cElevFractalSum, cElevTurbulence).
rmSetAreaElevationVariation
rmSetAreaElevationVariation(int areaID, float variation): Sets the area elevation variation height (amount to vary +- from area base height).
rmSetAreaForestClumpiness
rmSetAreaForestClumpiness(int areaID, float density): Sets the forest density for an area.
rmSetAreaForestDensity
rmSetAreaForestDensity(int areaID, float density): Sets the forest density for an area.
rmSetAreaForestType
rmSetAreaForestType(int areaID, string forestName): Sets the forest type for an area.
rmSetAreaForestUnderbrush
rmSetAreaForestUnderbrush(int areaID, float density): Sets the forest density for an area.
rmSetAreaHeightBlend
rmSetAreaHeightBlend(int areaID, int heightBlend): Sets how smoothly area height blends into surroundings.
rmSetAreaLocation
rmSetAreaLocation(int areaID, float xFraction, float zFraction): Set the area location.
rmSetAreaLocPlayer
rmSetAreaLocPlayer(int areaID, int playerID): Set the area location to player's location.
rmSetAreaLocTeam
rmSetAreaLocTeam(int areaID, int teamID): Set the area location to team's location.
rmSetAreaMaxBlobDistance
rmSetAreaMaxBlobDistance(int areaID, float dist): Sets maximum blob distance.
rmSetAreaMaxBlobs
rmSetAreaMaxBlobs(int areaID, int blobs): Sets maximum number of area blobs.
rmSetAreaMinBlobDistance
rmSetAreaMinBlobDistance(int areaID, float dist): Sets minimum blob distance.
rmSetAreaMinBlobs
rmSetAreaMinBlobs(int areaID, int blobs): Sets minimum number of area blobs.
rmSetAreaMix
rmSetAreaMix(int areaID, string mixName): Sets the mix for an area. Overrides terrain type if it is also set.
rmSetAreaObeyWorldCircleConstraint
rmSetAreaObeyWorldCircleConstraint(int areaID, bool constrain): Determines whether an area obeys world circle constraint.
rmSetAreaReveal
rmSetAreaReveal(int areaID, int tiles): Sets the area to be revealed (-1 means don't reveal, 0 means reveal, >0 means reveal plus that number of extra tiles.
rmSetAreaSize
rmSetAreaSize(float minFraction, float maxFraction): Set the area size to a min/max fraction of the map.
rmSetAreaSmoothDistance
rmSetAreaSmoothDistance(int areaID, int smoothDistance): Sets area edge smoothing distance (distance is number of neighboring points to consider in each direction).
rmSetAreaTerrainLayerVariance
rmSetAreaTerrainLayerVariance(int areaID, bool variance): Specifies if the area should vary the terrain layer edges.
rmSetAreaTerrainType
rmSetAreaTerrainType(int areaID, string terrainTypeName): Sets the terrain type for an area.
rmSetAreaWarnFailure
rmSetAreaWarnFailure(int areaID, bool warn): Sets whether the area build process will warn if it fails.
rmSetAreaWaterType
rmSetAreaWaterType(int areaID, string waterName): Sets the water type for an area.
rmSetBaseTerrainMix
rmSetBaseTerrainMix(string mixName): Initializes the base terrain with the requested mix. Call before rmTerrainInitialize.
rmSetConnectionBaseHeight
rmSetConnectionBaseHeight(int connectionID, float width): Sets the base height of a connection.
rmSetConnectionBaseTerrainCost
rmSetConnectionBaseTerrainCost(int connectionID, float cost): Sets the base terrain cost for a connection.
rmSetConnectionCoherence
rmSetConnectionCoherence(int connectionID, float width): Sets area coherence (0-1).
rmSetConnectionHeightBlend
rmSetConnectionHeightBlend(int connectionID, float width): Sets how smoothly connection height blends into surroundings.
rmSetConnectionPositionVariance
rmSetConnectionPositionVariance(int connectionID, float variance): Sets the position variance of a connection.
rmSetConnectionSmoothDistance
rmSetConnectionSmoothDistance(int connectionID, float width): Sets connection edge smoothing distance (distance is number of neighboring points to consider in each direction).
rmSetConnectionTerrainCost
rmSetConnectionTerrainCost(int connectionID, string terrainTypeName, float cost): Sets the terrain cost for a connection.
rmSetConnectionType
rmSetConnectionType(int connectionID, int connectionType, bool connectAll, float connectPercentage): Sets the connection type.
rmSetConnectionWarnFailure
rmSetConnectionWarnFailure(int connectionID, bool warn): Sets whether a connection warns on failure.
rmSetConnectionWidth
rmSetConnectionWidth(int connectionID, float width, float variance): Sets the width of a connection.
rmSetGaiaCiv
rmSetGaiaCiv(int civ) : Sets Gaia's civilization
rmSetGlobalRain
rmSetGlobalRain(percent): sets the global rain percent.
rmSetGlobalSnow
rmSetGlobalSnow(percent): sets the global snow percent.
rmSetGlobalStormLength
rmSetGlobalStormLength(length, timeBetweenStorms): sets storm length and time between storm in seconds.
rmSetGroupingMaxDistance
rmSetGroupingMaxDistance(int defID, float dist): Set the maximum distance for the grouping (in meters).
rmSetGroupingMinDistance
rmSetGroupingMinDistance(int defID, float dist): Set the minimum distance for the grouping (in meters).
rmSetHomeCityGatherPoint
rmSetHomeCityWaterSpawnPoint
rmSetIgnoreForceToGaia
rmSetIgnoreForceToGaia(bool val)
rmSetLightingSet
rmSetLightingSet(string name) : Sets a lighting set
?rmSetMapClusteringNoiseParams
rmSetMapClusteringNoiseParams(float minFrequency, int octaves, float persistence): sets up cluster system; standard inputs to noise generator used to determine cluster placement.
rmSetMapClusteringObjectParams
rmSetMapClusteringObjectParams(int minObjectCount, int maxObjectCount, float maxPosOffset): sets up cluster system; min/max objects per tile (default: 0-3), and max random offset when placing (default: 0.5 tiles).
?rmSetMapClusteringPlacementParams
rmSetMapClusteringPlacementParams(float paintThreshold, float placeMinVal, float placeMaxVal, int type): sets up cluster system; valid ranges are from -1.0 to 1.0 and are compared to the internal noise field for deciding where to paint terrain and place clusters. Type is cClusterLand, or cClusterWater, or cClusterShallowWater, or cClusterEverywhere.
rmSetMapElevationHeightBlend
rmSetMapElevationHeightBlend(int blend): Sets how much to smooth the overall terrain after initializing with noise.
rmSetMapElevationParameters
rmSetMapElevationParameters(int type, float freq, int octaves, float persistence, float variation): Sets up terrain for initializing with a noise layer.
rmSetMapSize
rmSetMapSize( int x, int z ): Sets the size of the map.
rmSetMapType
rmSetMapType( string type ): Indicates that this map is of a certain type (it can be multiple types simultaneously.
rmSetNuggetDifficulty
rmSetNuggetDifficulty(int minLevel, int maxLevel): Sets the min/max difficulty levels for placing nuggets.
rmSetObjectDefAllowOverlap
rmSetObjectDefAllowOverlap(int defID, bool on): Lets objects overlap within this object def.
rmSetObjectDefCreateHerd
rmSetObjectDefCreateHerd(int defID, bool on): Creates a herd out of all units placed in this object def.
rmSetObjectDefForceFullRotation
rmSetObjectDefForceFullRotation(int defID, bool on): Forces things in this object def to get full arbitrary rotation.
rmSetObjectDefGarrisonSecondaryUnits
rmSetObjectDefGarrisonSecondaryUnits(int defID, bool on): Turn on the garrison secondary units flag.
rmSetObjectDefGarrisonStartingUnits
rmSetObjectDefGarrisonStartingUnits(int defID, bool on): Turn on the garrison starting units flag.
rmSetObjectDefHerdAngle(int defID, float angle): Set a herd angle(clockwise from +z) in the object def.
rmSetObjectDefMaxDistance
rmSetObjectDefMaxDistance(int defID, float dist): Set the maximum distance for the object definition (in meters).
rmSetObjectDefMinDistance
rmSetObjectDefMinDistance(int defID, float dist): Set the minimum distance for the object definition (in meters).
rmSetObjectDefTradeRouteID
rmSetObjectDefTradeRouteID(int defID, int tradeRouteID): Set the trade route for all objects in this object definition.
rmSetOcean(bool reveal): Sets whether or not to reveal oceans.
rmSetOceanReveal
rmSetPlacementSection
rmSetPlacementSection(float fromPercent, float toPercent): Sets the section of the placement line to use.
rmSetPlacementTeam
rmSetPlacementTeam(int teamID): Sets the team to place.
rmSetPlayerArea
rmSetPlayerArea(int playerID, int areaID): Sets a player's 'official' area.
rmSetPlayerLocation
rmSetPlayerLocation (int playerID, float xFraction, float zFraction): Manually sets a player's starting location.
rmSetPlayerPlacementArea
rmSetPlayerPlacementArea(float minX, float minZ, float maxX, float maxZ): Sets the area of the map to use for player placement.
rmSetPlayerResource
rmSetPlayerResource(int playerID, string resourceName, float amount): Sets a player's resource amount.
rmSetRiverFoundationParams
rmSetRiverFoundationParams(int tileBuffer, float heightOffset) -- sets up river foundation parameters: the terrain buffer around the river, and the height of the banks above water level
rmSetSeaLevel
rmSetSeaLevel(): Sets the sea level for the map.
rmSetSeaType
rmSetSeaType(string name): Sets the sea type for the map. This is used if terrain is initialized to water.
rmSetStatusText
rmSetStatusText(status, progress) : Sets the friendly cool loading screen text.
rmSetSubCiv
rmSetSubCiv(int index, string civName, bool big) : Sets a given sub civ in the world.
rmSetTeamArea
rmSetTeamArea(int teamID, int areaID): Sets a team's 'official' area.
rmSetTeamSpacingModifier
rmSetTeamSpacingModifier(float modifier): Sets the team spacing modifier.
rmSetTriggerActive
rmSetTriggerActive(bool active)
rmSetTriggerConditionParam
rmSetTriggerConditionParamArmy
rmSetTriggerConditionParamArmy(string paramName, int playerID, int armyID, bool add)
rmSetTriggerConditionParamFloat
rmSetTriggerConditionParamFloat(string paramName, float value, bool add)
rmSetTriggerConditionParamInt
rmSetTriggerConditionParamInt(string paramName, int value, bool add)
rmSetTriggerConditionParam(string paramName, string value, bool add)
rmSetTriggerEffectParam
rmSetTriggerEffectParamArmy
rmSetTriggerEffectParamArmy(string paramName, int playerID, int armyID, bool add)
rmSetTriggerEffectParamFloat
rmSetTriggerEffectParamFloat(string paramName, float value, bool add)
rmSetTriggerEffectParamInt
rmSetTriggerEffectParamInt(string paramName, int value, bool add)
rmSetTriggerEffectParam(string paramName, string value, bool add)
rmSetTriggerLoop
rmSetTriggerLoop(bool loop)
rmSetTriggerPriority
rmSetTriggerPriority(int priority)
rmSetTriggerRunImmediately
rmSetTriggerRunImmediately(bool runImmediately)
RMSetup
RMSetup-Background
RMSetup-MapDetail
RMSetup-MapName
RMSetup-Screenshot
RMSetup-TeamInfo1
RMSetup-TeamInfo2
rmSetVPFile
rmSetVPFile(string filename)
rmSetWindMagnitude
rmSetWindMagnitude(float magnitude): sets the global wind magnitude (1.0f is default).
rmSetWorldCircleConstraint
rmSetWorldCircleConstraint(bool constrain): sets whether RM activities should be constrained to the main world circle.
rmSwitchToTrigger
rmSwitchToTrigger(int triggerID)
rmTerrainInitialize
rmTerrainInitialize( string baseTerrain, float height ): Initializes the terrain to the base type and height.
rmTilesToMeters
rmTilesToMeters(int tiles): Converts a number of tiles to a distance in meters.
rmTriggerID
rmTriggerID(string triggerName)
RMWARNING: %s
rmXFractionToMeters
rmXFractionToMeters(float meters): Converts a fraction of the map in the x direction to meters.
rmXFractionToTiles
rmXFractionToTiles(float fraction): Converts an fraction of the map in the x direction to tile count.
rmXMetersToFraction
rmXMetersToFraction(float meters): Converts meters into a fraction of the map in the x direction.
rmXTilesToFraction
rmXTilesToFraction(int tiles): Converts tile count in the x direction to fraction of map.
rmZFractionToMeters
rmZFractionToMeters(float meters): Converts meters a fraction of the map in the z direction to meters.
rmZFractionToTiles
rmZFractionToTiles(float fraction): Converts an fraction of the map in the z direction to tile count.
rmZMetersToFraction
rmZMetersToFraction(float meters): Converts meters into a fraction of the map in the z direction.
rmZTilesToFraction
rmZTilesToFraction(int tiles): Converts tile count in the z direction to fraction of map.
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rn:p (mem=s
rOadiu
roadside
Robber
robustRollover
rockalldll.dll
RockallDLL.dll
rockettest
r`oiddb
~roizoDEa`]HQV;VP
rolesize
rollover
rolloverSound
RolloverTextID
rompt%s=
ronjif
rope'rly
r_opOff
ropsit
ropTerra
rOpya(`
@r O!Q
roqwuoi,
rorMessa)g
ror -- o^
ror(UNDE?FINED)
RotateInPlace
rotateWaterLeft([integerKeyState]) : intended for ui use only. Indicates that the rotate water left button has gone up/down.
rotateWaterRight([integerKeyState]) : intended for ui use only. Indicates that the rotate water right button has gone up/down.
rotation
Rotation
rotoUni
roughen
roughenAmplitude
roughenTolerance
ROW* ~
row<cRetu
Rows: %u, Cols: %u, Elements: %u, StructMembers: %u, Bytes: %u, Annotations: %u
RoyalDec
royAll
royT\0
roZACould_ not f
r]pAddfq
rpcrt4
rpcrt4.dll
RPCRT4.dll
RPhDF16
r Poppe
r Posi
rPource
\$<RPQ
RPQVWj
RPRRRRRRRh(r
rpsMPcay
RPVWVW
rPzQBA
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r 'QbB' O(sca
`RQD*|
rqScal
RQSPSQRYX[
rray: BK
RR_DRIVE
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r refere
rrHIcrcJ
r-r'ighO
rrorMess
rrorMessSag
rS ~15o
rsampleF
R SCRIPT
*rseMulti`J
R-s/impl
R # SJ2R4
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RsoEPh_!
rSpawnF
RS *Q1S
RSSSSSSh
rSTpgh
R syst
RT_^][
RT]_^[
RT]_[^
RT_^]2
rt Dis,Ad
R THIGH
r, thoug
RTICESr
rtk9z?"0am
RtlUnwind
RTQdou
|$ RTS3
rtualKe
R. Turn
rtVPT/p
rTw0i4
RT_^][Y
r type
rue or f
#RU|KpN
rul`4(t
RuleGroups: %5d groups.
rule _%s
// Rule '%s':
Rules: %5d rules.
ruluViz=
rum_-postO2-"q
RunAsF>
RunAsFastAsPossible
runFT
run has
runImme
runImmed
RunImme]dF ely|
runImmediately
RunInParallel
Runtime
Runtime:
runtime error
Runtime Error!
`RunVe
R UPPERARM
Ru?shBoomo
rushCirH _arSiz
rutoClo
;@?R>v=
rVaRaf
RVUWPQ
RVVVVV
R_WASSTI?LLDRAW!pP
rwish
\.r?\
Rwodeh
rworld
RWPUQS
!`r writa
rwUwrw
rwWagP
RX_^[]
RX_^][
RX_[]^
RX]_^[
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(*R XMLG
RX_^[Y
RX_[^Y
rxyjKSR
RXYWovw
-- -R-Y
ryHitp
ry not e;mp
ryqd:
rySize
rywhere=
r*zhH^
R\zI?`
|-;s$}(
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%s
%s
,! %s ?
/s (+
(%s)
%s=???
// '%s':
", "%s
("_%s");<
$ '%s'
S`][_^
%s00000000.tmp
s*0der
s0JkAY
s: 1 -
S2Avie
S|! 3*
S,_^]3
s 3"wI
S492t&
S]^5Ta
"%s"`7
s#9~(~
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S$9S4|
s/9T$(u
< (sa
sa8>AA
Sa__!CreT
Sacrifice
%sAction(ID=%-5d)::processEvent: CurrentState=%s, Event=%s, Range=%f.
>%sAction(ID=%-5d)::setState: CurrentState=%s, NewState=%s.
%sAction(ID=%-5d)::update: CurrentState=%s.
safely
sageBoxA
"SajFXY
SaKveg
s all R
sample
SAMPLER'CUB(
Sandbox
s aovailaq
Saturday
saveCamera
saveCamera(<stringFilename>) : save camera to file.
saveCurrentHomeCityCamera
saveCurrentHomeCityCamera() : save camera to file.
saveCurrentHomeCityWidescreenCamera
saveCurrentHomeCityWidescreenCamera() : save widescreen camera to file.
SavedGame
saveGame
saveGame(<stringFilename>) : saves out a game in progress.
saveLightingSet
saveLightingSet([name]) : Saves the current status of lighting values as a set
SaveName
saveScenario
saveScenario(<stringFilename>) : saves out a scenario file.
Save the homecity using the old storage service
`S (b@
(%s) BA
:sbaTt
s\bcYghj
sBGadg
%s.blg
S|}BnQA
}%(`%s : BSorelo
s-bTr i
SB/uild
%s- Build Plan %s
s]bVMN6
sByGoal
s}c+0n.xml)
%scActivationTime
%scADFTi
>scale_both cursor
scale_horiz cursor
scaleHorizontal
scale of foam on water
scale of the water color
Scaler constant "%s" must be 1 column, not %i
Scaler constant "%s" must be 1 row, not %i
Scaler constant "%s" uses an unsupported register set (must be int4, float4, or bool4)
scale the bumpiness of the water
scale_vert cursor
scaling
ScaLQa
%s.cam
s.'cam
!scena
ScenarioDefeatedDlg
ScenarioGame
scenarioNoCoveredWagon
ScenarioSettingsDlg
ScenarioSummaryDialog
ScenarioSummaryPageSelectDropDown
ScenarioSummaryScenarioName
ScenarioSum-page1
ScenarioSum-page2
ScenarioSum-page3
ScenarioVictoriousDlg
ScenarioVictoriousDlg-HCButton
ScenarioVictoriousDlg-MainMenuButton
ScenarioVictoriousDlg-NextScenarioButton
ScenSet_CancelBtn
ScenSet_OkBtn
ScenSet_PlayerCountFld
ScenSet_RevealOceanWaterBtn
^SC+f5
schemeCommands
schemeData
schemeModifiers
schemeMotors
schemeResultsSize
Schoo#
School"
SCIPYA.I
%s-Claim
s@cl?anczosb!xo
SCl'`{As
SCManage
ScorePage
scoreUpdate
scoreUpdate : causes score to update even if it isn't supposed to yet, time wise
ScoreValue
%s: Could not create build plan.
Scout_Build_LOSProtoUnit
sCouun
// %s created at %s
.\screen.cpp
.\screengccharacter.cpp
.\screengcgame.cpp
.\screengchomecity.cpp
.\screengcquest.cpp
screenshot
ScreenshotDialog
Screenshot ES Logo
screenShotHideCursor
screenShotHideUI
ScreenshotQualityRadioButtons
ScreenshotQualityText
Screenshots are jpegs if this is defined, targas if not
screenshot: take a screen shot
ScreenshotTakeButton
Screenshot Time Info
ScreenshotTypeRadioButtons
.\screenskirmhomecity.cpp
.\screenspchomecity.cpp
ScreenToClient
script-
Script Resource Gatherer Percentages (weight=%.2f):
ScriptRPGPct
ScrollExp
ScrollFastSpeed
scrollHoriz
Scrolling speed of foam texture
scrolling zone in pixels
scrollList
ScrollMaxSpeed
scrollock
ScrollRampPoint
ScrollRampSpeed
ScrollRateBase
ScrollRateGrow
scrollspeed
Scroll speed ramp up value.
scrollTopZone
Scroll: {ui. e. AS&
scrollVert
scrollZone
scrowAl
s`ctlyy
<%s(%d)>
<%s(%d)>
%s=%d
//%s, %d.
sDantrol
//%s, %d, %d.
%s (%d, %d)
%s(%d, %d)
%s-Defend Player
//%s, %d, %f.
/FO
sd+lehj#
s:'@d qui
(%s) -/- duR
%s' (%d)w, cK
%s(%d) : XS: %s
SE0l?~3
seAnimTa
Search
searches of all points for initial simplex
Sec Il
seColor
secondary
Secret
SecretRuin
sectiongap
sectionLength
seEasy
SeedDrill
SeeK -
seE+SOxAES
segintersect
SE IN YO
s(el1
sel#1>
select
Select
selectable
Selectable
selectautobuilding
selectAutoBuilding
selectedColor
SelectionLimit
selectionPixelError
SelectionPriority
SelectiveBreeding
SelectObject
SelectOnTrain
SelectOnZoomToEvent
SelectPalette
Selects military units and leaves other units unselected in a drag select.
selects which d3d adapter to use
selectTr
selectTransportUnit
SelectTransportUnit
SelectWithObstruction
%Se;lf
SellDelta
SellFactor
se/lowger)M"
Sema/phor
SemiColo
SemiColon
Seminoles
send
SendAler
SendAlertTo
sendAttackSentence
sendAttackSentence(int sendingPlayer, int receivingPlayer, int targetPlayer, int targetUnit, float xPos, float zPos): send attack sentence from one player to another; specify targetPlayer, or targetUnit, or xPos and zPos.
sendDefendSentence
sendDefendSentence(int sendingPlayer, int receivingPlayer, float xPos, float zPos): send defend sentence from one player to another; specify target xPos and zPos.
SendDlgItemMessageW
SendMessageA
SendMessageW
sendPromptType
sendPromptType(int sendingPlayer, int promptType): send AIChat to current player from sendingPlayer; specify desired AIChatPromptType.
SendReplky(
sendto
sendTributeSentence
sendTributeSentence(int sendingPlayer, int receivingPlayer, int resourceID): send tribute sentence from one player to another; specify desired resource.
SeparateScoreComponents
separation1024
separator
sEpi7R
September
ser Clas
se_rVariw
@Servi
sessionCL
sessionConnAddrCL
sessionConnJoinCL
SetAge
setAll
SetAreaGroups
set:atime
SetBkColor
SetBkMode
setBloomFeedbackParams
setBloomFeedbackParams([currentFrameContribution] [lastFrameContribution]):sets bloom feedback params
setBloomParams
setBloomParams([bloomThreshold] [bloomColorR] [bloomColorG] [bloomColorB] [bloomIntensity] [bloomPass] [bloomSigma]):sets tonemap params
setBloomStreakParams
setBloomStreakParams([streakCount] [Passes] [ElementOffset] [Exposure] [Intensity] [Falloff] [streakRed] [streakGreen] [streakBlue] [threshold]):sets bloom streak params
set brush time scaling.
setBumpScale
setBumpScale([scale]) : sets scene bump scale
SetCapture
SetCivilization
SetClipboardData
SetCurrentDirectoryW
SetCursor
SetCursorPos
set default text color on displays
SetDlgItemTextW
setDropDefaultMips
setDropDefaultMips( int num ) : Set mip levels to skip for default category textures.
setDropTerrainMips
setDropTerrainMips( int num ) : Set mip levels to skip for terrain category textures.
::setE
SetEndOfFile
SetEnvironmentVariableA
SetEvent
SetFileAttributesW
SetFilePointer
SetFlag
SetFocus
setFogParams
setFogParams([planarfogColorR] [planarfogColorG] [planarfogColorB] [planarfogDensity] [planarfogHeight]) : set Planar Height Params
setGameFadeIn
setGameFadeIn(<r> <g> <b> <duration> <delay> <inout>): turn fade in on/off, set color duration.
setGatherPoint
SetGatherPoint
setGatherPointEconomy
SetGatherPointEconomy
setGatherPointMilitary
SetGatherPointMilitary
set generic art
setGraphicDetail
setGraphicDetail(<detailLevel>) : Sets the graphic detail. (0 = HIGH, 1 = MEDIUM, 2 = LOW)
SetHandleCount
setHDRMultisampleFactor
setHDRMultisampleFactor([int]) : sets HDR multisample factor [1,8] - 1 is disabled
setHemiLight
setHemiLight([topColorR] [topColorG] [topColorB] [bottomColorR] [bottomColorG] [bottomColorB] [axisYaw] [axisPitch] [intensity] [unitIntensity] [terrainIntensity]) : sets a hemilight
setHomeCityGatherPoint
SetHomeCityGatherPoint
setHomeCityGatherUnit
setHomeCityGatherUnit(int unitID): Sets the home city gather point to the specified unit.
setHomeCityWaterSpawnPoint
SetHomeCityWaterSpawnPoint
set how hard it is raining
SetLastError
setLDRBloomParams
setLDRBloomParams([bloomColorR] [bloomColorG] [bloomColorB] [bloomIntensity] [bloomSigma]):sets LDR Bloom params
SetMapMode
setMinimapUnitFilter
setMinimapUnitFilter() : sets the minimap filter for units
SetName
SetPriorityClass
SetPropW
SetPzN
SetRectEmpty
set rotation of water textures
setSceneLightParams
setSceneLightParams([sunIntensity] [power] [specIntensity] [metalness] [fogColorR] [fogColorG] [fogColorB] [fogDensity] [fogStart]) : sets scene light params
Sets cloud frequence.
Sets cloud octaves.
Sets cloud persistence.
Sets cloud time scale.
set scroll speed of water
Sets depth fog color.
Sets depth fog ending (fully-fogged) distance.
Sets depth fog starting distance.
SetSecurityDescriptorDacl
SetSecurityDescriptorGroup
SetSecurityDescriptorOwner
SetSee
setShadowBiasMul
setShadowBiasMul( [biasMultiplier] ): set the shadow buffer bias multipler (supaScreenshot only)
setShadowQuality
setShadowQuality( [qualityLevel] ): set the quality level of shadows
setShadowRotationOp
setShadowRotationOp( [bool] ): controls shadow projection rotation optimization
setShadowSnapping
setShadowSnapping( [bool] ): controls shadow matrix snapping
setsockopt
Sets quality of jpegs screenshots on a 0-100 scale
SetState: Current=%s, New=%s.
SetStdHandle
Sets the address of the address-grabbing-server for LAN/Direct IP modes
Sets the AI HC Level in AiVSAi games.
Sets the number of seconds of delay for the starting resources.
sets the number of tiles between major ticks on the terrain grid
sets the performance class for this machine
Sets the time until physics-ified ballistics start fading out.
Sets the update frequency for gathering KBTimedStats, defaults to 5000ms.
setSunPosition
setSunPosition( [integerSunInclination] [integerSunRotation] [boolRelative] ) sets the sun height above the horizon and position in the world, The bool tells if the changes are relative
setSuperSampleFactors
setSuperSampleFactors([floatX], [floatY]) : sets HDR supersampling factors (1.0 to 2.0, both 1.0 is off)
setSuperSampleFilterIndex
setSuperSampleFilterIndex([int]) : sets supersample filter kernel
setSuperSampleFilterScales
setSuperSampleFilterScales([floatX], [floatY]) : sets supersample kernel scales(1.0 = normal, less = blurrier, higher = sharper)
Sets width of gc border lines.
setTerrainLightingParams
setTerrainLightingParams([bumpScale] [specularPower] [specularIntensity] [terrainMetalness]):sets Terrain Lighting Params
SetTextColor
set the water equilibrium restore factor
set the water force effect
set the water velocity scale factor
SetThreadPriority
set tiling of water bump texture
SetTimer
Settl|
Settler
SettlerAccel
SettlerCountDialog-advancedPanel
SettlerCountDialog-defaultPanel
SettlerCountDialog-idle
SettlerCountDialog-idleLabel
SettlerWagon
SettlerWagonAccel
Set to have unit associated with an event selected when zooming to the event.
setToneMapParams
setToneMapParams([exposure] [dispGamma] [greyFStops] [kneeLow] [kneeHigh] [ditherNoiseInten]):sets tonemap params
SetUnhandledExceptionFilter
SetUnitAsHomeCityGatherPoint
SetWindowLongA
SetWindowLongW
SetWindowOrgEx
SetWindowPos
SetWindowTextW
setWorldDifficulty
setWorldTooltipRectDims1024
setWorldTooltipRectDims1024(minX, minY, maxX, maxY) : Sets the world tooltip restricted screen rectangle to the given dimensions relative to 1024x768 resolution.
S/e/w/
%s=%f
s=(%f,
%s facet area: %2.8g
sFakeSha
%s=(%f, %f, %f)
%s=(%f, %f, %f)
|s;F$}n
%s : [fxe] reload failed
%s: gametime=%d.
SGCcVqs
SGGonit)o~4
SG@lePlayR
@sGPos
sGroupsY
SGUno{
sh7[{L
Sh90sS
sH9sX|
ShadeChance
ShadeCreated
ShadeDelay
?SHADER)
Shadow
shadowColor
shadowDarkness
shadowDarkness([integerDarkness] [pcfFilterScalar] [biasNV] [biasATI] [slope]) : Set shadow darkness (0-255) - (PCF Filter Sclar 0-16)
ShadowM
shadowQualityOverride
shadows coloring to lighten the 100% black shadow
shaftInA
shaftInB
ShallowCreate
shallowsLining
shapeCollection
shapePhantom
ShapeRadioButtons
shapeReplace
sHaPica p
SharedLOS
- shares same visible/horizon as f%d
'%S has an invalid "historyText" tag. Ignoring.
'%S has an invalid "name" tag. Ignoring.
'%S has an invalid "unitHelpText" tag. Ignoring.
'%S has missing or invalid "name" attribute. Ignoring.
shCqh*
Sheep/Foun
SheepFound
shell32.dll
SHELL32.dll
ShellEx
ShellExecuteW
SHGetFolderPathW
@Shif'@o
Sh{ifOAckSeR
shinybum
shinybump
ShipCannonShoot
ShipEj
ShipHowitzers
shipmentUnit
shipsDisplay
shipsDisplayBG
ShipSeF
shipsTimerBG
shipsTimerFG
shlwapi.dll
SHLWAPI.dll
ShortRolloverTextID
'sho'uld
shou;ld
showAIEchoes
showAIOutput
showAIResourceOutput
showBattleUI
showCampaignDialog
showCampaignDialog(<name><msg>): UI used only
ShowChoiceBox
ShowChoiceBox-preface
ShowChoiceBox-Select-1
ShowChoiceBox-Select-2
ShowChoiceBox-text1
ShowChoiceBox-text2
ShowColonyArea
showColonySphere
showConsole
ShowCursor
showFPS
showGameFromPostGame
showGameFromPostGame : does what needs to be done.
showGameMenu
showGameMenu: show the in-game menu.
ShowGarrisonButton
ShowGrannyDebugStats
ShowGrou
ShowGroupHealth
ShowHCView
ShowImageBox
ShowImageBox-Image
ShowImageBox-Subtitle
showMilliseconds
showNonIdle
showParticleEmitters
showPaths
showRolloverHelp
Shows colony area.
showScore
showSelect
shows origin and direction of particle emitters
showSPCNote
showSPCNote(title, text) : Display's the SPC Note Dialog with the specified title and text.
shows the Building placement values over each position.
Shows the colony sphere of influence when placing a TC.
Shows the complete Granny Debug stats in the F2 display.
Shows the training panel buttons on the UI in advanced mode.
shows time on the game clock down to millisecond precision.
show the camera position on the minimap
showTime
ShowTrainingPanel
showValue
showWatermark
ShowWindow
ShowWorl
ShowWorldView
s~hsP"
shutdown
S;:;;i
sideF/`
s-Idle-B
sIfGai
s. If yCou
S IF YOU
s IKdj
similar
similar and redundant
simple
simpleTextBox
simplices merged into coplanar horizon
simplicial
Simulation
simulvb
%S): In
sInfo!
SING error
sing Ins
singleEdit
single frame
SingleGatherer
single gpu
SinglePlayerSetup
SinglePlayerSetup-CancelButton
SinglePlayerSetup-CivPickerBackground
SinglePlayerSetup-CivPickerHolder
SinglePlayerSetup-DifficultySelection
SinglePlayerSetup-HCPickerBackground
SinglePlayerSetup-HCPickerHolder
SinglePlayerSetup-MapDisplay
SinglePlayerSetup-MapSelection
SinglePlayerSetup-NumPlayersSelection
SinglePlayerSetup-PlayButton
SinglePlayerSetup-RolloverHelp
SinglePlayerSetup-StartingAgeSelection
SinglePlayerSubMenu
_SINGLET
singleThreadedBatcher
singleUn
SingleUse
singT R
S' inste
'%S' ins_tead.
@sio;n\D0mmD
@sired)9
sirsAA
'%S' is
'%s' is an invalid proto unit id.
;'%s' is an invalid tag.
'%S' is an invalid tag
'%S' is an invalid tag.
'%S' is an invalid type.
'%S' is an unknown state
Sis`hi`RS^
S' is no
s is not
S is not
'%S' is not a invalid impact type.
%s is not a valid cliff type.
'%S' is not a valid d3dconfig file.
'%S' is not a valid decal attribute, skipping.
'%S' is not a valid map type
%S is not a valid map type.
'%s' is not a valid map type. Ignoring.
%s is not a valid mix name.
'%S' is not a valid model, skipping.
'%S' is not a valid multiplier -- assuming 1.0.
'%S' is not a valid protounit
'%S' is not a valid protounit.
%S is not a valid protounit.
'%s' is not a valid protounit name.
'%S' is not a valid protounit name.
'%S' is not a valid resource.
'%S' is not a valid resource amount.
'%S' is not a valid rule type.
%S is not a valid spawn type.
'%S' is not a valid tag
'%S' is not a valid tag.
'%S is not a valid tag. Ignoring.
'%S is not a valid tag under <category>. Ignoring.
'%S is not a valid tag under <subcategory>. Ignoring.
'%s' is not a valid terrain type.
<%S is not a valid terrain type.
%s is not a valid terrain type, skipping.
'%S' is not a valid terrain type, skipping.
'%s' is not a valid texture stage.
'%s' is not a valid unit type!
'%S' is not a valid value for FixedFunctionVerts -- expected true or false.
'%S' is not a valid value for PartialPrecision -- expected true or false.
'%S' isn't a valid ShadowManager config.
siWslockT
<size>
size1024
</size><![CDATA[
sizeCin
sizeCinfo
size in bytes: merge %d ridge %d vertex %d facet %d
sizeRel1024
size specified as %d
!sizYq b
SJetFUsQ
^sJyciv
s^jyn`
Skadi=
sKERNEL
SkillPoints
skipMipMapLevels
SkirmHCOptions_CancelButton
SkirmHCOptions_CustomizeButton
SkirmHCOptions_DeckButton
SkirmHCOptions_PlayButton
SkirmHCOptions_SelectButton
SkirmHCOptions_UpgradeButton
SkirmHomeCity
SkirmHomeCity-Backdrop
SkirmHomeCityMenu-NextScenario
SkirmHomeCityMenu-Quit
SkirmManageHCSubMenu
SkirmManageHCSubMenu-CreateHCButton
SkirmManageHCSubMenu-DeleteHCButton
SkirmManageHCSubMenu-SelectHCButton
SkirmNickName-OKButton
SkirmNickName-UserName-Text
S%kj>,!`
sknecht2v9
skyNh4
'%s', l
/+sLB0(
slC24;?
SleepEx
slider
sliderButtons
sliderClickInc
sliderEndButtons
sliderLeftBtn_18
sliderMinMax
sliderQuantize
sliderRightBtn_18
sliderSlowUpdate
sliderUpBtn_18
sliderVertical
slopeChangePointX
SlotCount
@SlotsBy
/Slot;Ss
SlowSpeed
%sM 1Q",
SMapP=o
smarte_evaluation
SmartMove
smatch
%s- MISSION: Claim
%s- MISSION: Defend
smit2CLumr
smithk
smmmmm
smmmmmmm
<sm`[ng
Smo5o-
smooth
SmoothDistance
Smooth distance must be >=0
smoothingFactor
)sms9p "
%s - multisample type %s
smustF
|s;_<}n
!%s: N
'%S'(n
Snapp}`
SnapPlacement
%s: No Player Context: %s
SNoSrs
/SN_Q2E
sn't hav
s, N|"W|"M
_?S>o[_
socket
Socket
SocketHelperAsync
SocketHelperAsyncClass
SocketID
SocketPanel2
SocketPanel2-portrait
SocketPanel2-textDescription
SocketPanel2-textUnitLabel
SocketPlantation
SocketTradeRoute
SocketUnitType
SocksAsyncSocket
SocksAsyncSocketClass
Soeowo
s of t
Software\Microsoft\Microsoft Games\Age of Empires 3\1.0
software\microsoft\windows\currentversion\
SOFTWARE_VP
so gonS
SolidFoundation
solverDamp
solverIterations
solverTau
S ON BA
SoooGood
Sor{tA
Sorts the VP Team Display from most to least.
SortVPTeamDisplay
sor_yhq!
sotropic
"sOt'%se'j1n
`sound
Sound
sound\attacknotification.wav
sound.bar
sound\battlecry.wav
SoundDir
SoundDisableHardware
soundfilename
@SoundForceDS3D
soundgadget
soundgadget-civfield
soundgadget-savebutton
soundgadget-sexfield
soundgadget-soundsetfield
soundgadget-targetfield
soundgadget-typelist
S?ounds.
S?oundSe
soundset
SoundSet
soundsetdlg
SoundVariant
soundxml.bar
SOuppo
sourUcB
spa c10:
SpacingAdjustment
sparkle
spawnBirds
spawntime
spawntimeVariance
SpawnUnit
spawnUnits
SpawnUnits
spawnUnits(protoname, count, unitID) : Spawn Units from the UnitID building.
SPCAdjustCircle
SPCBarracksTrainBuccaneers
SPCBetterCulverin
SPCBombardRange
SPCBoneguardArmor
SPCBoneguardWeapons
SPCBonusIroquois
SPCEnableBoneguard
SPCEnableBoneguard2
SPCEnableFireship
SPCExtraTCAge2
SPCFortGate
SPCHomeCity
SPCHomeCityMenu
SPCHomeCityMenu-NextScenario
SPCHomeCityMenu-Quit
SPCKanyenkeCold
SPCKillXPTrickle
SPCLizzieShipNoGarrison
SPCLoad-Background
SPCLoad-Continue
SPCLoad-Text1
SPCLoad-Text2
SPCMantletRange
SPCMedicineMan
SPCNerfedBombards
SPCNoSettlerShipment
SPCNote(
SPCNoteDlg
SPCNoteDlg_AcceptBtn
SPCNoteDlg_Text
SPCNoteDlg_Title
SPCOutpostRange
SPCTutorialAgeUp
SPCUberBeaumont
SPCWeaponsCache
%s: P#%d (%S): %s
speacZ
specialpower
specialPower
SpecialPower
specialpower2
specialPower( int playerID, int powerEntryIndex, int powerID ) : Special power use.
SpecialPowers
Special_StartingUnits
specif
specif
specif}c
specifi
SpecificAge
SpecificSound
SpecificSoundSet
SpecificTargetID
specifie
specifiekd.
Specifies the aspect ratio of the physica display (such as 4:3, 16:9, 16:10)
Specifies the default font.
Specifies what anim directory the game will use. Only at startup.
Specifies what sound directory the game will use. Only at startup.
speci~pd 0
specti
Specx0_
spew detailed info about terrain elev undo.
spew detailed info about terrain painting undo.
spew general undo info (ops in queue, etc.)
@SPHCPic
spheres
SPINE1
spinRate
splash$
splashEffect
SplitAtMaxInventory
spo#@ccup
Spoofed
sportUni
spo;tl
spotlightFilenameEdit
spotlightHeaderEdit
spotlightText
spotlightTextEdit
springLength
SPrLDco
SPRMScreen
SPS-Chec
SPS-CheckCustomMaps
SPS-CheckFFA
SPS-CheckHandicap
SPS-CheckRecordGame
spsetup
SPS-GameRulesDisplay
SPS-GameSpeedSelection
s%P/'V
SpyPlane
<@%+sQ
S|Q|{*
SqavPp
Sq%BR
sQpblW
\$(SQPu
sqrt(float x): Returns the square root of x.
S@;Q s
S@;Q(s
SquadLock
squadMode
squadMode(%d, %d)
squadMode: Sets the mode for a squad.
squadSync
SquadUnlock
squadWheel
squadWheel( float angle, int squadID ) : Wheels the squad.
SquadWheelLeft
SquadWheelRight
%s (quality=%d)
sQXZ^6EL{
SR-a:Z
S:reaGro
%s : reloaded OK
'%s' return value: %d.
'%s' return value: %f.
'%s' return value: (%f, %f, %f).
'%s' return value: %s.
'%s' return value: Void.
s
%s (RO
%s (RO=%d, AC=%d, Max=%d).
-]s\rsc
SRVUVU
S(RVUVU
>%s</%s>
'%s'='%s'
%s=%s
%s='%s'
%s=%s.
%s | %s
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'%S (%S) has an invalid "protoName" tag. Ignoring.
sshoppApl
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SSj Pj@j
SSj?Pj@j@
%s-%s Maintain
%s_snds.xml
SsnM[4v
%s-%s Progression
s%s_snds
%s%s_snds_bak.xml
%s%s_snds.xml
SSSPQWU
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STA0r6
Stable
StableAccel
Stack Er
Stampede
Stance1
Stance2
Stance3
standard deviation
StarFort
startAutoPatcher
startAutoPatcher(bool manualMode) : Start the auto patcher.
startCampaign
startCampaign( string campaignName ) : starts the given campaign.
StartEnabled
StartFailed
StartingColonyBuilding
Starting gamepad scroll rate as a percentage from 0.0 to 1.0.
startingResourceDelay
startMoviePlayback
startMoviePlayback(string filename, long sizing, float fadeIn, float fadeOut) : Start fullscreen playback of a movie.
StartOnAnimationUpdate
StartOnNoUpdate
StartPosition
startRandomGame
startRandomGame2
startRandomGame2(<filename> <#players> <random seed> <scenarioFilename> <debug> <teamCount> <mapsize> <resources>) : begins a new random game with the given parms.
startRandomGame2("%s", %d, %d, "", %s, %d, %d)
startRandomGame : begins a new random game.
startRandomGameMapCode
startRandomGameMapCode(<mapcode> : Generates a random map game with the given map code.
startTile
StartTime
startU
startX
startY
startZ
StateAnim
stateButton
stateButtonDefaultState
stateButtonUseInternalStates
StateC
StateChange
State: N/A
State=%s.
State: %s
static
staticFriction
StatInfo
Statistics are disabled, please enable them in hkbase/config/hkConfigMemoryStats.h
statistics for determining merges
statistics for matching ridges
statistics for merging
Statistics for: %s | %s
Sta tK*
stattime
status
Status
st be]Ptw_een 0Epd/`
Stboundary
Stbu1ary
StCalcAabbs
StCastSpheres
st cha
stCha
Stchild
Stcollide
StCollide
SteelTraps
steering
steeringAxisInB
!steFrom
%sTEMP
%sTEMPVAR%d
stereo
sterTruckkA
stEsF!
Stexamine
StExamine
StgetSpheres
StGetSpheres
stGlobal
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Stick{To
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StNarrowPhase
-stop-
/stop|
Stop?FadeDe
STop[ic,
STopPa
stop playing music
StopTakingUnits
StopTakingUnitTime
Storag
storage
SToRING
sTowardM
StPostCollideCB
Straight
Strategy
stream
stream end
stream error
Strecurse
strength
StrengthBonus
StreQa
stResour
StretchBlt
strg!h
strict
stridingTypeArray
string
String
string aiGetPersonality( void ): Gets the player's personality.
string aiGetWorldDifficultyName( int level ): Returns the name of the level.
string aiPersonalityGetPlayerHistoryName( int index ): Returns the name of the index'th player in the Personality's history.
string aiPlanGetName( int planID ): Returns the name of the given plan.
string aiPlanGetUserVariableString( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.
string aiPlanGetVariableString( int planID, int planVariableIndex ): Gets the given variable of the given plan.
StringFromGUID2
string hcUnitGetScript( int unitID ): Returns the script for the unit.
StringID
string kbGetCivName( int civID ): Returns the civ name for the given civ.
string kbGetCulture( int cultureID ): Returns the culture name for the given culture.
string kbGetPlayerName( <playerID> ): Returns the player's name.
string kbGetProtoUnitName( int protoUnitTypeID ): Returns the name of the protounit ID.
string kbGetTechName( int techID ): Returns the name of the tech ID.
string kbGetUnitTypeName( int unitTypeID ): Returns the name of the unit type.
string kbPathGetName( int pathID ): Returns the name of the given path.
String (Value=%d).
string xsArrayGetString(int arrayID, int index): Gets the value at the specified index in the requested array.
strlen(pName) < (size_t)mName.maxLen()
Strongest
StructM
Structure constants are unsupported, constant "%s"
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Sttran
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'%s', Type=%s (#%d).
sU0&?W
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SubActionDone
SubActionFailed
SubActionSearchNeeded
SubCiv
SubMen=u
? SubState is Graze, picking Graze anim.
SubState is Idle/Graze/Wander, setting state to Working.
SubState is LayDown, checking for GetUp.
? SubState is LayDown, currentAnimType=%d.
SubSysID = 0x%x
SubSysID: %d
@?subtit;0\
SubtitleName
SubtitlePortrait
SubtitleText
subtype
SubType=%d.
SUCCEEDE
SUCCEEDED(hres)
Success
Successfully built %d (of %d) areas in %d ms
successStringID
!succl
su"c>D
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SuDtat
SUIH]C:
summary
summary information
sunColor
sunColor([integerR] [integerG] [integerB]) : Set sun color to given RGB (0-255)
Sunday
sunDecreaseInclination
sunDecreaseInclination([integerKeyState]) : intended for ui use only. Indicates that the decrease sun inclination key has gone up/down.
sunDecreaseRotation
sunDecreaseRotation([integerKeyState]) : intended for ui use only. Indicates that the decrease sun rotation key has gone up/down.
sunGetColor
sunGetColor: Get sun color
sunIncreaseInclination
sunIncreaseInclination([integerKeyState]) : intended for ui use only. Indicates that the increase sun inclination key has gone up/down.
sunIncreaseRotation
sunIncreaseRotation([integerKeyState]) : intended for ui use only. Indicates that the increase sun rotation key has gone up/down.
sunkenbevel
'%S' -- unknown event type (BAnimStateEvent::loadXML)
SunMonTueWedThuFriSat
Supdp#0
supppresses cool attract mode pregame scenario.
suppresses creation of the minimap
suppresses intro cinematics on app start
suppresses mip-mapping
suppresses playing of all prerendered video
suppresses the underlining for hyperlinks
SUPQVW
"surf'ace
SuspendThread
suspension
suspensionAxisInB
suspensionDamping
suspensionMaxLimit
suspensionMinLimit
suspensionStrength
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swap#p
SwapPromptType
swapTo
SwapUnit
swapXY
SwbTqU
swimmer
swit}c:
switch
switches particles on and off
switch(eventID)
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%s with options:
swizz|=
swizzled
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symbolColor
symbolColorOff
symbolColorText
symbolHeight
Symbols: %5d symbols.
symbolTranslucence
syncAnims
syncCL
syncHistorySize
synchron@
syncTagControl
syncUpdateInterval
SysAllocString
SysAllocStringByteLen
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Syscall config error - Unable to add bool parm %d for syscall '%s'.
Syscall config error - Unable to add float parm %f for syscall '%s'.
Syscall config error - Unable to add integer parm %d for syscall '%s'.
Syscall config error - Unable to add string parm %s for syscall '%s'.
Syscall config error - Unable to add the '%s' syscall.
Syscall config error - Unable to add vector parm (%f, %f, %f) for syscall '%s'.
Syscall ID=%d has no help, log a RAID bug.
//Syscalls: %d total.
SysFreeString
sysGtem
SysStringLen
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SystemTimeToFileTime
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Tactic0
Tactic1
Tactic10
Tactic11
Tactic12
Tactic13
Tactic14
Tactic15
Tactic16
Tactic17
Tactic18
Tactic19
Tactic2
Tactic20
Tactic21
Tactic22
Tactic23
Tactic24
Tactic25
Tactic26
Tactic27
Tactic28
Tactic29
Tactic3
Tactic4
Tactic5
Tactic6
Tactic7
Tactic8
Tactic9
TacticEnable
Tactics
//Tactics:
tActP`h
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tag 'ri
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tail obj
take e
TakeMoreUnits
ta;L$[
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Tangent
T?ans av
taRef~
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Target
TargetArea
TargetAreaGroup
TargetAreaGroups
targetCircle
TargetDied
TargetDiedWall
targetFrameAinB
TargetGatherPosition
TargetGone
TargetID
TargetLogic
TargetLost
TargetNuggetID
TargetNumber
TargetPoint
targetPosition
TargetResourceType
targetSelectText
TargetType
TargetTypeID
TargetUnitID
TargetUnitTypeID
tary Pop
tAscenEd
TaskUnit
taSWhHC
tatus li
Tauntmute
TAVAILAB
TaxBurde
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TCUnbuildRadius
TCUnbuildRoadLength
TCUnbuildRoadRadius
TCUnbuildTerrain
TCUnbuildUndoTerrain
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teamColorClothFlags
Team ID %d is not valid.
Team spacing modifier %f is not valid.
TeamTech
/tech*
TechActivate
TechAI
techAll
TechDeb
TechDebug
techDebugSync
Tech (%d): %s, Age=%d. TFT=%d
techFlash
techFlash(<techID> <flash>) : turns gadget flashing on/off.
tech i
TechID
techName
//Techs: %d total
TechStatus
//Tech Status:
techSync
techtree
techTree
techtree-BottomScrollArea
TechTreeButton
techtree-CenterPanel
techtree-CivBonus
techtree-CivChoice
techTree-CloseButton
techTree-DownButton
techTree-LeftButton
techtree-LeftScrollArea
techtree-Legend
techTree-RightButton
techtree-RightScrollArea
techtree-TechInfoArea
techtree-TopScrollArea
techTree-UpButton
teDe ayo+
ted 'ge
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t/egic
Teleport
TeleportIn
TeleportLocation
TeleportOut
temBy5
Temp config for gamepad interacting with command panel.
tempKBPa
tempKBPath
Temple
temporaCry
TempUnit
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terAct3
tercu~tfrlaUn
teRecur
termark
TerminateProcess
TerminateThread
Terrai
@Terrai
terrain
Ter/rain
Terrain,
terrain1.tga
terrainAdjustGlobalHeight
terrainAdjustGlobalHeight(float meters) : adjusts (raise/lower) the terrain height by the specified meters.
terrainAmbient
terrainAmbient([integerR] [integerG] [integerB]) : Set terrain ambient reflectivity to the given RGB (0-255)
terrainBump
terrainEdgeRepeatFrequency
terrainFilter
terrainFilterArea
terrainFilterArea(<integerX1> <integerY1> <integerX2> <integerY2> : filters a sub-area of the terrain.
terrainFilter: filters the entire terrain.
terrainFlatten
terrainFlattenArea
terrainFlattenArea(<integerX1> <integerY1> <integerX2> <integerY2> : flattens a sub-area of the terrain.
terrainFlatten: flattens the entire terrain.
terrainGetAmbient
terrainGetAmbient: Get terrain ambient reflectivity
terrainGrid
terrainGridMajorTick
terrainGridMinorTick
terrainHalfDensity
Te?rrainIo
TerrainLowLevel
terrainLowLevelSync
terrainPaint
terrainPaintMix
terrainPaintMix: paint whole terrain with given mix.
terrainPaint: paint whole terrain with given texture.
terrainpaste
TerrainPaste
terrainQuarterDensity
TerrainRevealer
terrainSetMix
terrainSetMix([integerType]) : sets the terrain mix to paint.
terrainSetSubtype
terrainSetSubtype([integerType]) : sets the terrain subtype to paint.
terrainSetType
terrainSetType([integerType]) : sets the terrain type to paint.
Terrain to undo unbuildable area for TCs.
terrainTriList
terrain\waves\bumpripple
?terrain\waves\bumpwake
terseHelpText
// TES
Test attack strategy plan debug line %d.
test.bik
TestClass
tested
testhorizon? %d noupper? %d
~testing
Testing all coplanar points.
// TEST TRIGGER SCRIPT
test with a fixed update
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textbox
textBox
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textCenterHoriz
textCenterVert
textColor
textField
textFont
textFontSize
textJustifyRight
textMarkUp
TextOutput
TextOutputAll
textScrollbar
textSimpleAddMaintainsPosition
textSimpleAddScrollsToBottom
textsize
textTrueCenterVert
<textur
texture
textureCachePer64MB
Texture cache = textureCachePer64MB * (MM / 64), eg: 6 * (128 / 64) = 12 MB
TextureCoordinates0
TextureCoordinates1
textureCoords
textureReplace
TexturL o
textWrapOff
textWrapOn
TexW eM
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TGEditor-Groups
TGEditor-Groups-list
TGEditor-Groups-name
TGEditor-insbtn
TGEditor-list
TGEditor-RadioButtons
TGEditor-Triggers
TGEditor-Triggers-delbtn
TGEditor-Triggers-group2
TGEditor-Triggers-insbtn
TGEditor-Triggers-list1
TGEditor-Triggers-list2
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The current hull contains %d facets and %d vertices. Last point was p%d
The current hull contains %d facets and %d vertices. There are %d
the default font for gadgets
the detail level of the graphics.
The difficulty level at which to turn hints on by default
the difficulty level of the game
the difficulty level of the game when playtesting a scenario (not working yet)
The ESOnline provider to use ('dotnet' or 'server').
The ESO Server.
The file name may be enclosed in single quotes.
The frequency (in minutes) to auto save a multiplayer game
the global unique id of the current profile
The halfspace was at index %d
The hostname of the ESO Server
The initial hull is narrow (cosine of min. angle is %.16f).
The max amount of damage bonus for a fully experienced unit.
the maximum size of a brush in the editor
The max number of kills that contribute to experience.
the minimum size of a brush in the editor
The name used to log into the ESO Server
The password used to log into the ESO Server
The plot size of colony buildings
The point to start ramping up the scroll rate to it's max speed (0.0 to 1.0).
The port used by the ESO Server
The scroll speed ramp up rate per second.
the size of the default gadget font
The size of the world in meters across the X direction
The size of the world in meters across the Z direction
th#
The URL that contains the ESOnline configuration XML file
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tickerFont
tickerGreen
tickerID
tickerImage
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tickerSize
tickerText
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tickmarkColor
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"(#"#tile
TileAlignPlacement
tileBackground
tileBackgroundHoriz
tileBackgroundVert
Tile(%d,%d) Zone: %ld Point(%f, %f, %f): %S Blends:
Tiles of extra visibility around trade routes.
TILITY_
time=%
: Time
timeBeg
timeBeginPeriod
-time/co
timeDisplay
TimeDisplay
TimeDisplayDebug
: Time: %d. (%s) Total = %.2f
timeEndPeriod
?timeEv~P
timeGetTime
time in seconds between auto creating record game bookmarks
Time in seconds the colony wall must be free from attack for wall building/repair to be allowed.
Time it takes for foam to fade in
Time it takes for foam to fade out
Time it takes for wave to recede
!Timel
Time %ld:
timeline
Timeline-Dropdown
TimelineGraph
TimelinePage
Timeline-StatsSelection
timeMax
timeMin
TimeMs
Time:? N/A
timeoff
timeout
timeoutstatus
Timer=%d, GameTime=%d, Diff=%d.
Timer=%d, GameTime=%d, Diff=%d.
Timer Popped: Timer=%d, Gametime=%d.
timeSyncCL
TimeTo
time to _updat5`h5`
Time when wave start to foam
timingCL
timiz.2
tImpact
tinAuN`
ting mis
TInput-file
TINTLGNT
TINTLGNT.IME
TiPbNugge
tIPEditgBoxi
tiSVWU
TitanHandicap
.\titanu
.\titanuilayout.cpp
tItemC
title,
(<Title>
titlebar
titleBarPanel
titleBarPanel-chatButton
titleBarPanel-nextAgePercentProgression
titleBarPanel-nextYearPercentProgression
titleBarPanel-text
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TlsGetValue
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ToAlly1MinuteLeftEnemy4OfKind
ToAlly1MinuteLeftOur4OfKind
ToAllyBattleFourOrMorePlayers
ToAllyBattleOverIWonAsExpected
ToAllyBattleOverIWonFromBehind
ToAllyBattleStartMyFavor
ToAllyEnemyDestroyed4OfKind
ToAllyHeRescuedMyExplorer
ToAllyI
ToAllyIDestroyed4OfKind
ToAllyIDestroyedNativeSite
ToAllyIDestroyedTown
ToAllyIDestroyedTradeSite
ToAllyIFailedToDestroyNativeSite
ToAllyIFailedToDestroyTown
ToAllyIFailedToDestroyTradeSite
ToAllyILoseExplorerEnemy
ToAllyILoseExplorerGaia
ToAllyIRansomedMyExplorer
ToAllyIRescuedMyExplorer
ToAllyIWhenITakeNativeLead
ToAllyIWhenITakeTradeLead
ToAllyIWillAttackEnemyBase
ToAllyIWillAttackEnemySettlers
ToAllyIWillAttackEnemyTown
ToAllyIWillAttackNativeSite
ToAllyIWillAttackTradeSite
ToAllyIWillClaimNativeSite
ToAllyIWillClaimTradeSite
ToAllyIWillDefendBuilding
ToAllyIWillDefendLocation
ToAllyIWillDefendNativeSite
ToAllyIWillDefendNavtiveSite
ToAllyIWillDefendTown
ToAllyIWillDefendTradeSite
ToAllyr
ToAllyTh
ToAllyThanksForCoin
ToAllyThanksForFood
ToAllyThanksForWood
ToAllyWhenEnemiesGet4OfKind
ToAllyWhenEnemyClaimsFirstNative
ToAllyWhenEnemyClaimsFirstTrade
ToAllyWhenEnemyGetsNativeLead
ToAllyWhenEnemyGetsTradeLead
ToAllyWhenHeClaimsFirstNative
ToAllyWhenHeClaimsFirstTrade
ToAllyWhenHeTakesNativeLead
ToAllyWhenHeTakesTradeLead
ToAllyWhenIClaimFirstNative
ToAllyWhenIClaimFirstTade
ToAllyWhenWeGet4OfKind
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toBone
ToColo*d0r
ToEnemy1MinuteLeftEnemy4OfKind
ToEnemy1MinuteLeftOur4OfKind
ToEnemyBattleFourOrMorePlayers
ToEnemyBattleOverILostFromAhead
ToEnemyBattleOverIWonAsExpected
ToEnemyBattleStartMyFavor
ToEnemyHeDestroyedMyNative
ToEnemyHeDestroyedMyTC
ToEnemyHeDestroyedMyTrade
ToEnemyIDestroyed4OfKind
ToEnemyIDestroyedHisNativeSite
ToEnemyIDestroyedHisTC
ToEnemyIDestroyedHisTradeSite
ToEnemyIRescueExplorerHeKilled
ToEnemyTheyDestroyed4OfKind
ToEnemyWhenEnemyGetsNativeLead
ToEnemyWhenEnemyGetsTradeLead
ToEnemyWhenIClaimFirstNative
ToEnemyWhenIClaimFirstTrade
ToEnemyWhenTheyClaimFirstNative
ToEnemyWhenTheyClaimFirstTrade
ToEnemyWhenTheyGet4OfKind
ToEnemyWhenWeGet4OfKind
ToGaia(
Togggl
"Toggl
toggleDebugTime
toggleDebugTime : handles the time display toggling
toggleHomeCityView
toggleHomeCityViewTech
toggleHomeCityViewTech( ) : Toggles tech home city view for the current player.
toggleHomeCityView( ) : Toggles home city view for the current player.
Toggles ages.
Toggles between solid and dashed travel lines in Grand Conquest
Toggles cloud rendering in world map.
toggleScore
toggleScore : handles the score toggling
toggles drawing of editor only units
toggleShadows
toggleShadows(void) : toggle shadows on/off
Toggles local water disturbances.
toggles painting water area vs just painting water.
Toggles Politician UI
Toggles the effect of wind on layered grass.
Toggles the showing of the Power and PowerRate in the F4 display.
toggles the use of ESO for matchmaking
toggles the use of ESO for storing the player profile
toggles whether the terrain grid includes minor ticks
toggles whether water environment map is in transparency mode
Toggle terrain detail object rendering on/off.
Toggle the use of unbuildable terrain around TC.
toggleTime
toggleTime : handles the time display toggling
toggle view lock interpolation when replaying a game
toggle view lock when replaying a game
toggle water bumpmapping
toggle water decal
toggle water environment map
toggleWorldTooltipClipRect
toggleWorldTooltipClipRect() : Toggles whether or not world tooltips are using the restricted screen rectangle.
Toggzw
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Token Error 0001: unexpected character '%c'.
Token Error 0002: name is too long.
Token Error 0003: more than 9 digits in the integer constant.
Token Error 0004: bad floating point constant or class specifier.
Token Error 0005: bad floating point constant - missing exponent digits.
Token Error 0006: string is too long.
Token Error 0007: line feed in string.
Token Error 0008: string not terminated.
Token Error 0009: expected '=' after '!'.
Token Error 0010: end of string character found before buffer end.
Token Error 0011: unexpected state=%d.
Token Error 0012: cannot add token #%d.
Token jc0/012:
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toolTipHelp
tooltipText
tooltipUIHideTime
tooltipUIShowTime
Too many color sets... ignoring the rest.
too many length or distance symbols
Too many links
TOOMANYO
Too many open files
Too many open files in system
too strong.
toPatch
topCapArt
TopHeight
"t opL
top scrolling zone in pixels
torDang
torque
Tor/queF
torqueFactorAtMaxRPM
torqueFactorAtMinRPM
torquePitchFactor
torqueRollFactor
torqueYawFactor
TOR]`Urx
total)
Total =
total ai
total area of facets
total lookups for matching ridges of new facets
total lookups of subridges (duplicates and boundary)
Total number of deleted points due to merging: %d
total number of distance tests
total number of facets or cycles of facets merged
Total number of nearly incident points: %d
Total-ozOQn
TotalResources
totalTime
total vertices deleted
t?otalXP
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tounit.l
TOutput-file
towerFoundationDamageFactor
//Tower Plan Variables:
TownBel
TownBell
townbellbanner
TownBellButton
TownBellToBase
TownC
TownCenter
TownCenterAccel
TownCenterID
TownCenterObstruction
townFarim
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TRACE #
Trace level %d for %s | %s
Trace-merge
Trace-point
trackAddWaypoint
trackAddWaypoint: adds the camera's current position and orientation to the current camera track.
trackAdvance
trackAdvance(): advances the camera track to a specific location.
TrackArc
trackClear
trackClear: clears all tracks.
Tracked
trackEditWaypoint
trackEditWaypoint: edits the currently selected camera track.
trackGotoSelectedEvent
trackGotoSelectedEvent(<index>): moves the camera to the current event.
trackGotoSelectedWaypoint
trackGotoSelectedWaypoint(<index>): moves the camera to the current waypoint.
tracking
trackInsert
trackInsert(): adds a new camera track.
trackLoad
trackLoad(<stringFilename>) : loads a camera track and makes it current
trackPause
trackPause(): pauses the current camera track.
trackPlay
trackPlay([duration], eventID): plays a track file (otherwise if "none" than plays the current track.) with no arg uses current duration, otherwise sets duration
trackPointer
;trackProtoCursor
TrackRating
trackRemove
trackRemove(): removes selected track.
trackRemoveWaypoint
trackRemoveWaypoint: removes the most recently added track waypoint from the current camera track.
trackSave
trackSave(<stringFilename>) : saves the current camera track
trackSetSelectedWaypoint
trackSetSelectedWaypoint(<index>): sets the current waypoint to the button with the same index.
trackStepBackward
trackStepBackward: steps the current camera track 1 step backward.
trackStepForward
trackStepForward: steps the current camera track 1 step forward.
trackStop
trackStop(): stops the current camera track.
trackToggleShow
trackToggleShow: toggles rendering of the camera track on and off.
trActivateTrigger
trActivateTrigger(<eventID>) : Activates (sets active = true) the trigger specified by the given eventID.
trAddArmyToPlan
trAddArmyToPlan(armyname, planname): Adds the units in the specified army to the specified plan.
TradeableFrom
TradeableTo
TradeMonopoly
//Trade Plan Variables:
TradePostSocket
TradeResource
TradeRo
TradeRoute
tradeRouteCommand
tradeRouteCommand( int playerID, int tradeRoutUnit, int commandID ) : Adds the given command to the trade post bucket.
TradeRoute_CreateBtn
TradeRouteDlg
Trade route #%d needs at least two waypoints.
tradeRouteHackDebug
traderoutepanel2-CurrentLevel
traderoutepanel2-TradeRoutePortrait
TradeRoute_RemoveBtn
TradeRoute_SelectBtn
tradeRouteTrain
TradeRouteTrain
tradeRouteTrain(%d, %d, %d)
tradeRouteTrain( int playerID, int tradeRoutUnit, int puid ) : Trains the given PUID from the given trade post on the trade route.
TradeRouteUpgrade
TradeRouteUpgrade1
TradeRouteUpgrade2
tradeRouteVisibilityBuffer
TradeRoute_WaypointBtn
TradeUnit
TradeUnitType
TradeUnitTypeMax
TradingPost
TradingPostAccel
TradingyP
trAICom
trAICommsAttackUnits
trAICommsAttackUnits(playerID, armyToAttack): playerID will attack armyToAttack, sent via player Comms.
trAICommsCancelOrder
trAICommsCancelOrder(sendToPlayerID): tell player sendToPlayerID to cancel order, sent via player Comms.
trAICommsClaim
trAICommsClaim(sendToPlayerID): tell player sendToPlayerID to claim TradePost at (locX, locY, locZ), sent via player Comms.
trAICommsDefendPoint
trAICommsDefendPoint(playerID, defendX, defendY, defendZ): playerID will defend point(defendX, defendY, defendZ), sent via player Comms.
trAICommsRequestTribute
trAICommsRequestTribute(fromPlayerID, resource, amount): fromPlayerID will send resource of x amount, sent via player Comms.
trAICommsTrain
trAICommsTrain(sendToPlayerID, unitTypeName): tell player sendToPlayerID to train Units of type unitTypeName, sent via player Comms.
trAIFunc
trAIFunc(<playerID> <functionName> <param>: Makes the camera shake.
Train2
TrainBuildFeedback
Train Buildings: %d Buildings.
trainByID
TrainedUnitID
trainFlash
trainFlash(<protoID> <flash>) : turns gadget flashing on/off.
Training
trainInSelected
trainInSelectedByID
trainInSelectedByID(%d, 1)
trainInSelectedByID(%d, 5)
trainLimitPerAction
//Train Plan Variables:
TrainPoints
Train Points
trainReinforcement
TrainReinforcement
trainReinforcement( int armyID ) : Trains a reinforcement.
trainsandcontains
TrainUnitAtEnd
Tran%s
transfer
transferFlagObject
transform
Transform
transformArray
transform_OS_KS
} transforms { TLIST
TranslateMessage
transmission
transparent
Transport
transportCL
TransportID
transportPath
//Transport PathTypes:
//Transport Plan Variables:
TransportTypeID
trArmyDispatch
trArmyDispatch(<parameters>): creates the units in the army specified.
trArmyPlayerDefakify
trArmyPlayerDefakify(armyname) : Defakifies the army.
trArmyPlayerFakify
trArmyPlayerFakify(armyname, fakeplayerindex) : Fakifies the army to the specified fake player index.
trArmySelect
trArmySelect(army info string): selects the units in the army specified.
trArmySelectInt
trArmySelectInt(int playerID, int armyID): selects the units in the army specified.
traspa
trAttackUnits
trAttackUnits(srcArmyname, armyToAttack, planname): srcArmy units will attack armyToAttack in the given planname.
T$ RAVP
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trBlockAllAmbientSounds
trBlockAllAmbientSounds(): blocks all ambient sounds from this point forward
trBlockAllSounds
trBlockAllSounds(excludeDialog): Blocks all sounds from playing from this point forward
trBranchScenario
trBuildingIsOnCursor
trBuildingIsOnCursor(protoname) : Returns true if the proto unit specified is on the cursor and is a building.
trCameraCut
trCameraCut( pos, dir, up, right ): puts the camera in the specified location.
trCameraLockOnUnit
trCameraLockOnUnit( <enable> <time to orient> <trigger ID>) : Orients the camera to the selected unit, and keeps it locked on that unit. ): puts the camera in the specified location.
trCameraPanWithUnit
trCameraPanWithUnit( <enable> <trigger ID>) : Moves the camera in the same direction that a particular unit moves.
trCameraShake
trCameraShake(<duration> <strength>: Makes the camera shake.
trCampaignAdvance
trCampaignAdvance(): advances the campaign (advance user profile, AND plays the next scenario).
trCampaignAdvanceProgress
trCampaignAdvanceProgress(): advances the user progress through the campaign.(updates user profile only)
trCampaignPlayCurrent
trCampaignPlayCurrent(): plays the current scenario in the campaign
trCamTrackLoad
trCamTrackLoad(<filename>): Loads a camera track.
trCamTrackPlay
trCamTrackPlay(<duration> <eventID>): plays the current camera track.
trChatHistoryClear
trChatHistoryClear: forces the chat history to reset
trChatHistoryContains
trChatHistoryContains(text): returns whether or not the current chat history has any instance (substring) of this text
trChatSend
trChatSend(fromID message): Changes the chat status.
trChatSendSpoofed
trChatSendSpoofed(fromID message): Changes the chat status, but does not append player.
trChatSendSpoofedToPlayer
trChatSendSpoofedToPlayer(fromID toID message): Changes the chat status, but does not append player. Goes to specific player.
trChatSendToPlayer
trChatSendToPlayer(fromID toID message): Changes the chat status for one specific player.
trChatSetStatus
trChatSetStatus(<onOff>): Changes the chat status.
trCinematicAbort
trCinematicAbort(): returns the abort cinematic status.
trCinematicDoAbort
trCinematicDoAbort(): aborts the cinematic.
trClearCounterDisplay
trClearCounterDisplay()
trCounterAbort
trCounterAbort(name): abort a counter.
trCounterAddTime
trCounterAddTimeMs
trCounterAddTimeMs(name, start, stop, message, event): start a counter that may or may not fire an event.
trCounterAddTime(name, start, stop, message, event): start a counter that may or may not fire an event.
trCounterAddUnit
trCounterAddUnit(name, playerid, count, message, event): start a counter that may or may not fire an event.
trCounterAddUnit(name, playerid, count, protounit, message, event): start a counter that may or may not fire an event.
trCounterAddXP
trCountUnitsInArea
trCountUnitsInArea(centerUnit, matchPlayer, matchType, range)
trCreateAttackPlan
trCreateAttackPlan(armyName, PlanName, attackPlayerID, attackX, attackY, attackZ, engageRange, evaluationFrequency) : No help
trCreateDefendPlan
trCreateDefendPlan(armyName, defendPlanName, defendX, defendY, defendZ, engageRange, evaluationFrequency, gatherdistance) : No help
trCreateRevealer
trCreateRevealer(playerID, revealerName, position, revealerLOS, blackmapOnly) : Creates a revealer with the given attributes.
trCreateTreaty
trCurrentPlayer
trCurrentPlayer(): returns the current player.
trDamageUnit
trDamageUnit(amt): does a specific amount of damage to HP in instant typeless damage.
trDamageUnitPercent
trDamageUnitPercent(percent): does % percent of a unit's total HP in instant typeless damage.
trDamageUnitsInArea
trDamageUnitsInArea(player, unitType, dist, damage): All units within dist of the selected ref object that match type take dmg
trDefendUnits
trDefendUnits(srcArmyname, defendedArmyname, planname, evaluationFrequency, gatherdistance): srcArmy units will defend defendedArmyUnits in the given planname.
trDelayedRuleActivation
trDelayedRuleActivation( <rulename> ): adds a rule to the runtime to be activated on the next update.
trDelayedRuleActivation("_%s");
trDisableTrigger
trDisableTrigger(<eventID>) : Disables (sets active = false) the trigger specified by the given eventID.
Treae]
Treasur
TreasureShipTrickle
TreatyAdd_CancelBtn
TreatyAdd_CoinFld
TreatyAddDlg
TreatyAdd_DurationFld
TreatyAdd_FoodFld
TreatyAdd_OkBtn
TreatyAdd_Player1Fld
TreatyAdd_Player2Fld
TreatyAdd_SpecifiedInBtns
TreatyAdd_UseDefaultCostBtn
TreatyAdd_WoodFld
TreatyMgr_AddTreaty
TreatyMgr_DeleteTreaty
TreatyMgrDlg
TreatyMgr_EditTreaty
TreatyMgr_OkBtn
TreatyMgr_TreatyList
trEcho
trEcho( <echoString> ): Trigger echo.
trEcho("%s");
trEchoStatValue
trEchoStatValue(player, stat) : fetch a stat value from the KB and echo to chat
trEchoz
trEdit-CondEffPanel
trEdit-CondEffPanel-copybtn
trEdit-CondEffPanel-custom
trEdit-CondEffPanel-delbtn
trEdit-CondEffPanel-insbtn
trEdit-CondEffPanel-list
trEdit-CondEffPanel-name
trEdit-CondEffPanel-notbox
trEdit-CondEffPanel-orbox
trEdit-CondEffPanel-type
trEdit-Condition-list
trEdit-Effect-list
trEdit-Trigger-activebtn
trEdit-Trigger-copybtn
trEdit-Trigger-delbtn
trEdit-Trigger-group
trEdit-Trigger-insbtn
trEdit-Trigger-list
trEdit-Trigger-loopbtn
trEdit-Trigger-name
trEdit-Trigger-priority
trEdit-Trigger-RadioButtons
trEdit-Trigger-runimmediatelybtn
trEdit-Triggers
TreeDeath
treefall
TreeGadCheckBox-Label
TreeGadSection-CheckBox
TreeGadSection-ChildArea
TreeGadSection-HeaderArea
treeland
treeshader
trEndGame
trEndGame: Signal that the game has ended.
t? requi
TRerun
trEventFire
trEventFire(<eventID>): cause an event to occur.
trEventSetHandler
trEventSetHandler(%d, "eventHandler");
trEventSetHandler(<eventID> <handler>): sets a handler function for an event id.
trFadeOutAllSounds
trFadeOutAllSounds(<duration>): Fades out all sounds over a given duration
trFadeOutMusic
trFadeOutMusic(<duration>): Fades out current music over a given duration.
trForbidProtounit
trForbidProtounit(player, protoname): adds protounit to the forbidden list
trForceNonCinematicModels
trForceNonCinematicModels(): forces models to be in non cinematic mode
trFormationScale
trFormationScale(scale): scales the formation size of formations in the game.
trGameLoadScenario
trGameLoadScenario(<dialog message>): pop up a dialog allowing choice to load a scenario.
trGameLoadScenario(<scenario name>): start a game using scenario.
trGamePause
trGamePause(<true/false>): pause or unpause the game.
trGetNumberNuggetsGathered
trGetNumberNuggetsGathered : Returns the number of nuggets gathered by the specified player.
trGetNumberSelectedUnitIDs
trGetNumberSelectedUnitIDs()
trGetSelectedUnitID
trGetSelectedUnitID(int index)
trGetStatValue
trGetStatValue(player, stat) : fetch a stat value from the KB
trGetWorldDifficulty
trGetWorldDifficulty()
trGrantVP
trGrantVP(player, number): Grants a number of Scenario VP to a player
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trHasNuggetBeenCollected
trHasNuggetBeenCollected : Returns true if the nugget has been collected, the playerID is an optional parameter for querying if the specific player has collected it.
trHasPlayerSentHCShipment
trHasPlayerSentHCShipment(<targetHCPlayerID>) : Returns true when the player has sent a shipment from the home city.
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trianglesIndices
trianglesVertices
Triangulation statistics (Qt)
Tribute
tributedialog
Tribute Dialog
tributedlg-availFood
tributedlg-availWood
tributedlg-cancelButton
tributedlg-clearButton
tributedlg-PlayerName
tributedlg-sendButton
TributePenalty
TributeReceived
tribute^z
tricoplanar
Tried adding 0 items to '%s' (%d) -- ignoring.
Tried changing render modes, that failed, then going back to previous mode also failed.
trigger
Trigger
triggerDefendPlan
.\triggerfuncs.cpp
Trigger runtime not initialized!
triggers
triggroups
trigselect
trigtemp
trImmediateUnitGarrison
trImmediateUnitGarrison( <unitScenarioName> ): Instantly garrisons units inside another unit without considering distance.
tringW
trIsGadgetVisible
trIsGadgetVisible(<name>): returns true if gadget is real.
trIsMovieNotPlaying
trIsMovieNotPlaying() -- returns false if a movie is currently playing
trIsPlayerSelectingHCBuilding
trIsPlayerSelectingHCBuilding(<hcBuildingName>) : Returns true if the current player is selecting the building in their HC which has the specified name.
trIsPlayerSendingHCShipment
trIsPlayerSendingHCShipment(<targetHCPlayerID>) : Returns true when the player sends a shipment from home city.
trIsPlayerVisitingHC
trIsPlayerVisitingHC(<targetHCPlayerID>) : Returns true if the current player is looking at (visiting) the home city of the player specified by the player ID passed in.
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trKillAIPlan
trKillAIPlan(playerID, planName) : No help
trl-AddB
trLetterBox
trLetterBox(<onOff>): Turns letter box mode on or off.
trMessageSetText
trMessageSetText(<text><timeout>): displays the message text.
trMinimapFlare
trMinimapFlare(<playerID> <duration> <position> <flash>): Sends a Minimap flare to a certain player.
trModeEnter
trModeEnter(<name>): enters the mode specified.
trModifyProtounit
trModifyProtounit(unit, player, field, delta): modifies proto unit data for this scenario only.
trMusicPlay
trMusicPlayCurrent
trMusicPlayCurrent(): Plays the current music.
trMusicPlay(<filename> <duration>): Plays the music file.
trMusicSetCurrentMusicSet
trMusicSetCurrentMusicSet(): sets the current music set.
trMusicSetMood
trMusicSetMood(<moodID>): Changes the music to mood associated with mood id.
trMusicStop
trMusicStop(): Stops the current music.
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trObjectGettingWorked
trObjectGettingWorked(objectScenarioName): Returns true if the object is currently being worked.
trObjectiveComplete
trObjectiveComplete(objectiveID, forceComplete, playSound): Completes the specified objective. Forces a reoccurring objective complete if forceComplete is true.
trObjectiveDiscover
trObjectiveDiscover(objectiveID, playSound): 'Discovers' a previously unknown (to the player) objective.
trObjectiveHide
trObjectiveHide(objectiveID): Hides the specified objective on the UI.
trObjectiveShow
trObjectiveShow(objectiveID): Shows the specified objective on the UI.
trOverlayText
trOverlayText(message, time, x, y, width, background) : puts up a big movie-credits style text overlay, optionally in a strange location, and now with a background
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trPlayerActive(playerID): returns true/false if the player is active.
trPlayerAtPopCap
trPlayerAtPopCap(playerID): returns true if player is at pop cap.
trPlayerBuildingCount
trPlayerBuildingCount(playerID): returns the number of buildings for the player.
trPlayerControlsSocket
trPlayerControlsSocket(playerID, objectScenarioName): Returns true if the specified player is built on the specified socket.
trPlayerCountBuildingInProgress
trPlayerCountBuildingInProgress(playerID protoname): returns true if building is being built.
trPlayerCurrentXPCount
trPlayerCurrentXPCount(playerID): Returns the current (not total) XP for the player.
trPlayerDefeated
trPlayerDefeated(playerID): returns true/false if the player has been defeated.
trPlayerGetDiplomacy
trPlayerGetDiplomacy(playerID playerID): gets the diplomacy status between players.
trPlayerGetPopulation
trPlayerGetPopulation(playerID): returns the player population.
trPlayerGrantResources
trPlayerGrantResources(player, resource, amount): advances the campaign.
trPlayerKillAllBuildings
trPlayerKillAllBuildings(<playerID> Kills all of the buildings of a given player.
trPlayerKillAllUnits
trPlayerKillAllUnits(<playerID> Kills all of the units of a given player.
trPlayerModifiedLOS(playerID cansee playerID): Adds/removes LOS between players.
trPlayerModifyLOS
trPlayerResetBlackMap
trPlayerResetBlackMapForAllPlayers
trPlayerResetBlackMapForAllPlayers(Resets the black map for all HUMAN players.
trPlayerResetBlackMap(<playerID>: Resets the black map for a given HUMAN player.
trPlayerResourceCount
trPlayerResourceCount(playerID, resource): returns the number of resources for the player.
trPlayerSetActive
trPlayerSetActive(playerID): sets the active player.
trPlayerSetAge
trPlayerSetAge(playerID, age, displayEffect): Sets the age of the specified player.
trPlayerSetDiplomacy
trPlayerSetDiplomacy(playerID playerID status): sets the diplomacy status between players.
trPlayerSetHCAccess
trPlayerSetHCAccess(playerID, hcAccess): Sets whether the player has access to the HC.
trPlayerToggleAllowNewCWSpawning
trPlayerToggleAllowNewCWSpawning(playerID, allowSpawning) : Toggles whether the player can spawn new covered wagons.
trPlayerToggleAllowTCSpawning
trPlayerToggleAllowTCSpawning(playerID, allowSpawning) : Toggles whether the player's TC can spawn units.
trPlayerTribute
trPlayerTribute(from, resource, amount to): tributes resources to a player.
trPlayerUnitAndBuildingCount
trPlayerUnitAndBuildingCount(playerID): returns the number of units and buildings for the player.
trPlayerUnitCount
trPlayerUnitCount(playerID): returns the number of units for the player.
trPlayerUnitCountSpecific
trPlayerUnitCountSpecific(playerID, protoName): returns the number of units for the player.
trPlayerVPCount
trPlayerVPCount(playerID): returns the number of victory points for the player.
trPlayMovie
trPlayMovie(<FileName>) -- plays movies from the AVI directory
trPlayNextMusicTrack
trPlayNextMusicTrack(): Plays the next song in the music play list.
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trQuestVarCopy
trQuestVarCopy(var1, var2) : copies value of one of the trigger scratch variables
trQuestVarEcho
trQuestVarEcho(varname, value) : chats out the value of one of the trigger scratch variables
trQuestVarGet
trQuestVarGet(varname) : retrieve value of a trigger scratch variable, returns zero if unset
trQuestVarSet
trQuestVarSetFromRand
trQuestVarSetFromRand(varname, minval, maxval, round) : sets one of the trigger scratch variables within a random range
trQuestVarSet(varname, value) : sets one of the trigger scratch variables
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trRateConstruction
trRateConstruction(<rate>): modify construction rate.
trRateResearch
trRateResearch(<rate>): modify research rate.
trRateResearch(void): restore all rates to normal.
trRatesNormal
trRateTrain
trRateTrain(<rate>): modify training rate.
trRenderRain
trRenderRain(<float percent>): controls rain rendering.
trRenderSky
trRenderSky(<true/false> <skyName>): turn sky rendering on/off and set which sky to use.
trRenderSnow
trRenderSnow(<float percent>): controls snow rendering.
trRevealEntireMap
trRevealEntireMap -- shows whole map, similar to how revealed mode works
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trSetCinematicUnitSpeaking
trSetCinematicUnitSpeaking(objectScenarioName, speaking, duration): Sets the unit as speaking or not.
trSetCounterDisplay
trSetCounterDisplay(text)
trSetCurrentPlayerStatus
trSetCurrentPlayerStatus(<active>): sets the current player as active or inactive.
trSetFogAndBlackmap
trSetFogAndBlackmap(<true/false> <true/false>): turn fog and black map on/off.
trSetLighting
trSetLighting(setname, fadetime): fades to the specified lighting set over fadetime.
trSetObscuredUnits
trSetObscuredUnits( <bool> ): Sets whether or not units can be drawn obscured or not.
trSetPauseInObjectiveWindow
trSetPauseInObjectiveWindow()
trSetPauseOnAgeUpgrade
trSetPauseOnAgeUpgrade()
trSetPlayerDefeated
trSetPlayerDefeated: call this when a player is defeated on the local machine (meaning that this func must be called synchronously on all machines, it will not pass around a command.)
trSetPlayerWon
trSetPlayerWon: call this when a player has won on the local machine (meaning that this func must be called synchronously on all machines, it will not pass around a command.)
trSetRevealerActiveState
trSetRevealerActiveState(revealerName, active) : Finds the specified revealer and sets it to active or inactive.
trSetShadowFarClip
trSetShadowFarClip( <enable>, <distance> ): Enable or disables the shadow far clippping plane.
trSetUnitIdleProcessing
trSetUnitIdleProcessing( <bool> ): Sets whether or not units can do their idle processing.
trSetUserControls
trSetUserControls(<active>): sets the player controls on or off.
trShowCampaignDlg
trShowCampaignDlg(NextCampaign): .
trShowChoiceDialog
trShowChoiceDialog(maintext, choice1, event1, choice2, event2) : displays dialog with 2 choices, and activates a trigger in response
trShowDamage
trShowHCView
trShowHCView(playerID): Sets the view to the HC if the player specified is the current player.
trShowImageDialog
trShowImageDialog(texture, subtitle) : displays a custom image in a dialog, with a subtitle
trShowSPCNote
trShowSPCNote(<Title> <Text>): Displays the SPC Note Dlg with the specified title and text.
trShowWinLose
trShowWinLose(text, soundfile): message and sound.
trShowWorldView
trShowWorldView(playerID): Sets the view to the world if the player specified is the current player.
trSoundPlayDialog
trSoundPlayDialog(<filename>, <event>, <ignoreOnAbort>, <subtitle>, <portrait>): Plays the sound associated with the filename.
trSoundPlayDialogue
trSoundPlayDialogue(<stringID>, <eventID>, <ignoreOnAbort>, <seconds>): Plays the sound associated with the dialogue.
trSoundPlayFN
trSoundPlayFN(<filename>): Plays the sound associated with the filename.
trSoundPlayPaused
trSoundPlayPaused(<filename>): Plays the sound associated with the filename.
trSoundTimer
trSoundTimer(long milliseconds, long eventID) creates a high performance sound timer and passes the eventID as data.
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trStartGameRecord: add help string.
trStopGameRecord
trStopGameRecord: add help string.
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trTechSetStatus
trTechSetStatus(playerID techID status): sets the tech status for the player.
trTechStatusActive
trTechStatusActive(playerID techID): returns true if tech is active for player.
trTechStatusCheck
trTechStatusCheck(playerID, techID, techStatus): returns true if tech's status is techStatus.
trTechStatusResearching
trTechStatusResearching(playerID techID): returns true if tech is being researched for player.
trTime
trTimeMS
trTimeMS( void ): Returns the current gametime in Milliseconds.
trTime( void ): Returns the current gametime in Seconds.
trTradeRouteSetLevel
trTradeRouteSetLevel(traderouteindex, level) : Sets the specified trade route to the specified level from a trigger.
trTradeRouteSetPosition
trTradeRouteSetPosition(position): Places train on a specified position on the route.
trTradeRouteToggleState
trTradeRouteToggleState(position): Enable or disables the unit from showing.
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trUIFadeToColor(<r> <g> <b> <duration> <delay> <inout>): fade in/out using color specified.
trUIFlash
trUIFlashCategory
trUIFlashCategory(<category> <flash>): flashes a UI element (maybe).
trUIFlash(<gadget name> <flashLimit> <colorR> <colorG> <colorB>): flashes a UI element.
trUIFlash(<proto name> <flash>): flashes a UI element (maybe).
trUIFlashTech
trUIFlash(<tech id> <flash>): flashes a UI element (maybe).
trUIFlashTrain
trUIStopFlash
trUIStopFlash(<gadget name>): stops the flashing of a UI element.
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trUnBlockAllAmbientSounds
trUnBlockAllAmbientSounds(): Unblocks all ambient sounds that were previously blocked from playing
trUnblockAllSounds
trUnblockAllSounds(): Unblocks all sounds that were previously blocked from playing
trUnforbidProtounit
trUnforbidProtounit(player, protoname): removes protounit from the forbidden list
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trUnitAlive
trUnitAlive( void ): Returns true if all selected units are alive.
trUnitBuildUnit
trUnitBuildUnit( <protoUnitName> <BVector position (x,y,z): Selects units and makes the build a unit at specified location
trUnitChangeName
trUnitChangeName(name): set an override name for a specific unit
trUnitChangeProtoUnit
trUnitChangeProtoUnit : changes the proto unit for a given set of units.
trUnitCinematicRemoveControlAction
trUnitCinematicRemoveControlAction() - Removes the current control action so the next thing can take effect immediately. (For IGC)
trUnitConvert
trUnitConvert(playerID): converts the selected units to player.
trUnitCreate
trUnitCreate( <protoName> <scenarioName> <x> <y> <z> <heading> <playerID> ): creates a new unit.
trUnitDead
trUnitDead( void ): Returns true if all selected units are dead.
trUnitDelete
trUnitDelete( remove ): removes or kills the selected unit(s).
trUnitDestroy
trUnitDestroy(void): destroys the selected unit(s).
trUnitDistanceToPoint
trUnitDistanceToPoint( <x> <y> <z> ): Returns the shortest distance between the trRT units and the point.
trUnitDistanceToUnit
trUnitDistanceToUnit("
trUnitDistanceToUnitID
trUnitDistanceToUnitID(%d)
trUnitDistanceToUnitID( <unitID> ): Returns the shortest distance between the trRT units and the given unit.
trUnitDistanceToUnit("%s")
trUnitDistanceToUnit( <unitScenarioName> ): Returns the shortest distance between the trRT units and the given unit.
trUnitDoWorkOnUnit
trUnitDoWorkOnUnit( <unitScenarioName> <eventID> ): Tasks the selected unit(s) to perform work on the given unit.
trUnitEjectContained
trUnitEjectContained : ejects all contained units.
trUnitFaceUnit
trUnitFaceUnit( <unitScenarioName> <eventID> : Moves the selected unit(s) to face the given unit.
trUnitGarrison
trUnitGarrison( <unitScenarioName> <eventID> ): Tasks the selected unit(s) to garrision into another unit.
trUnitGetContained
trUnitGetContained : returns the number of units contained.
trUnitGetHeading
trUnitGetHeading( <scenarioName> ): returns the units heading.
trUnitGetIsContained
trUnitGetIsContained(protounit) : returns true if this unit is contained by the specified protounit.
trUnitHasLOS
trUnitHasLOS(playerID): returns true if the player can see the selected unit, otherwise returns false.
trUnitHighlight
trUnitHighlight(seconds) : does something to highlight the units selected.
trUnitIsOwnedBy
trUnitIsOwnedBy(playerID): determines if the selected units are owned by the player specified.
trUnitIsSelected
trUnitIsSelected : returns if the specified unit is selected.
trUnitMakeInvulnerable
trUnitMakeInvulnerable( <enable> ) : Makes a unit invulnerable to damage. Turn it off to return the unit to normal.
trUnitMoveFromArea
trUnitMoveFromArea( <x> <y> <z> <eventID> <bAttackMove> <player> <unitType> <radius>): Moves all matching units near the selected unit(s) to the given position.
trUnitMoveToPoint
trUnitMoveToPoint( <x> <y> <z> <eventID> <bAttackMove> <bUnitRun> <runSpeedMultiplier>): Moves the selected unit(s) to the given position.
trUnitMoveToUnit
trUnitMoveToUnit( <unitScenarioName> <eventID> <bAttackMove> <bUnitRun> <runSpeedMultiplier>): Moves the selected unit(s) to the spot occupied by the given unit.
trUnitPercentComplete
trUnitPercentComplete : returns the percent complete as 0 to 100
trUnitPercentDamaged
trUnitPercentDamaged : returns the percent damaged as 0 to 100
trUnitPlayerDefakify
trUnitPlayerDefakify() : Sets the selected unit as not having a fake player
trUnitPlayerFakify
trUnitPlayerFakify(fakePlayerIndex) : Sets the selected unit as having the fake player with the specified index (0-7)
trUnitSelect
trUnitSelect("
trUnitSelectByID
trUnitSelectByID(%d)
trUnitSelectByID( <unitID> ): 'Selects' the unit in the trigger selection system.
trUnitSelectClear
trUnitSelectClear( void ): Clears the units in the trigger selection system.
trUnitSelect("%s")
trUnitSelect( <unitScenarioName> ): 'Selects' the unit in the trigger selection system.
trUnitSetAnimation
trUnitSetAnimation( <AnimName> <versionIndex> <loop> <eventID> <destroyOnNextControlAction> ): Sets the cinematic animation version for the selected unit(s).
trUnitSetHeading
trUnitSetHeading( <degrees> ): sets the units heading.
trUnitSetHP
trUnitSetHP( <hitpoints> ): set the hitpoints for all selected units.
trUnitSetStance
trUnitSetStance : set the stance for the given set of units.
trUnitTeleport
trUnitTeleport : moves units from current position to position specified
trUnitTypeIsSelected
trUnitTypeIsSelected : returns if the specified unit is selected.
trUnitVisToPlayer
trUnitVisToPlayer(playerID): returns true if the player can see the selected unit, and it is on screen.
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trVPAnnualAwards(enable): enables/disables the award of VP's each year.
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trWaypointAddPoint
trWaypointAddPoint( <vector> ): Adds the waypoint into the trigger selection system.
trWaypointAddUnit
trWaypointAddUnit( <unitScenarioName> ): Adds the unit's position as a waypoint in the trigger selection system.
trWaypointClear
trWaypointClear( void ): Clears the waypoints in the trigger selection system.
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trWriteToLog(message): Writes text to the Age3Log
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trYouLose(text): player loses, specifies message.
trYouWin
trYouWin(directToMenu): player wins. If you set directToMenu to true, you go directly to Campaign Menu.
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Turns battle cries on/off.
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Turns CBC on. Don't use this. Ever.
Turns CBC Rendering on. Don't use this. Ever.
Turns depth fog on.
Turns off ambient effects
Turns off animal wandering
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turns off obscured unit display
Turns off the ability to select similar units by shift-clicking a portrait in the command panel.
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Turns on/off ability to paint cliff sides and edges
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Turns on/off robust rollover
Turns on/off the drawing of world tool tips.
Turns on/off the rendering of floaty text.
Turns on/off visibility of terrain objects under blackmap
Turns on prompt for Aging up to Age 2.
Turns on special rendering for the opportunity array.
Turns on squad plotter rendering. Don't use this. Ever.
Turns on terrain bump mapping
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Turns on trilists for terrain rendering
turns tooltip help on.
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turn terrain grid on/off
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uiAddChatNotification
uiAddChatNotification : Adds a notification to the game's chat output, can play a sound too.
uiAddSelectionButtonDown
uiAddSelectionButtonDown : intended for ui use only. Indicates that the add selection button has been pressed.
uiAddSelectionButtonUp
uiAddSelectionButtonUp : intended for ui use only. Indicates that the add selection button has been released.
uiAddSelectNumberGroup
uiAddSelectNumberGroup([integerGroup]) : adds the units in the given number group to current selection.
uiApplyLightingSet
uiApplyLightingSet([integerIndex]) : intended for UI use only. Applies a Lighting Set
uiAsSaveScenarioBrowser: save a scenario to the scenario directory
uiautopatcherdialog.xml
uiBMultiplayerSave
uiBMultiplayerSave: stop playing stupid music at 11pm.
uiBuildAtPointer
uiBuildAtPointer( ) : instructs the currently selected unit(s) to build the current proto unit cursor building type at the pointer location.
uiBuildMode
uiBuildMode(%d)
uiBuildMode([integerType]) : does and editMode and setProtoID, after verifying sufficient resources for the current player.
uiBuildWallAtPointer
uiBuildWallAtPointer : instructs the currently selected unit(s) to build the current proto unit cursor building type at the pointer location, with wall-like endpoint behavior.
UI c6s
uiCameraControl
uiCameraControl([x],[y]) : Controls camera with gamepad stick.
uiCameraScroll
uiCameraScroll([fast],[x],[y]) : Scrolls the game view.
uiCenterPointer
uiCenterPointer : Centers mouse pointer.
uiChangeBrushCornerMode
uiChangeBrushCornerMode: changes the ability to modify corner tiles: 0-All, 1-Corners only, 2-No corners
uiChangeBrushSize
uiChangeBrushSize(p1 p2 p3 p4) : changes the size of the current brush
uiChangeBrushType
uiChangeBrushType( "name") : changes the brush to the named type
uiChangeCliffModMode
uiChangeCliffModMode: changes the ability to modify vertices on cliff edges: 0-No clamping, 1-Clamp Low Edge, 2-Clamp High Edge, 3 - Clamp All Edges
uiChangeElevationToSample
uiChangeElevationToSample([integerKeyState]) : intended for ui use only. Indicates that the change elevation to sample button has gone up/down.
uiChatDisplayModeToggle
uiChatDisplayModeToggle : Toggles the chat display mode.
uiChatDisplayModeToHistory
uiChatDisplayModeToHistory : Toggles the chat display mode to history mode.
uiChatDisplayModeToRecent
uiChatDisplayModeToRecent : Toggles the chat display mode to recent mode.
uiChatScrollBack
uiChatScrollBack([integerKeyState]) : Scrolls chat back one.
uiChatScrollForward
uiChatScrollForward([integerKeyState]) : Scrolls chat forward one.
uiCircleSelect
uiCircleSelect([on],[doubleClick],[leaveSelected]) : Start/stop circle selection.
uiCircleSelectResize
uiCircleSelectResize([x],[y]) : Circle selection resizing.
uiClearAllCinematicInfo
uiClearAllCinematicInfo: clears all cinematic info including model/texture precache info.
uiClearChat
uiClearChat(clearOnly) : Clears the chat and resets to recent mode. clearOnly == true if you don't want it to populate the chat, but only clear it.
uiClearCinematicInfo
uiClearCinematicInfo: clears cinematic trigger info.
uiClearCursor
uiClearCursor : resets the cursor to the basic pointer.
uiClearGatherPoint
uiClearGatherPoint: Clears the gather point for the selected unit(s), returning it to a default state.
uiClearMenu
uiClearMenu : removes any dangling child menus off of the given gadget
uiClearNumberGroup
uiClearNumberGroup([integerGroup]) : erases the given number group.
uiClearSelection
uiClearSelection : deselects all selected units
uiCloseDialog
uiCloseDialog: closes (as if clicked on the close button) any active dialog
uiCloseFieldSet
uiCloseFieldSet : closes (as if clicked on the close button) any active field set
uiCommandCircleMenu
uiCommandCircleMenu([on]) : turn on/off gamepad command panel circle menu.
uiCommandPanelControl
uiCommandPanelControl([on]) : turn on/off gamepad command panel control.
uiCommandPanelExecute
uiCommandPanelExecute : gamepad command panel execute.
uiCommandPanelMove
uiCommandPanelMove([x], [y]) : move between selections in the command panel.
uiCommsFlareAtPointer
uiCommsFlareAtPointer : Used when flaring a position for player comms dialog.
uiCopyToClipboard
uiCopyToClipboard() : copies the brush selection to the clipboard.
ui\core_ui\background_blue_dark
@uiCoverTerrainWithWater
uiCoverTerrainWithWater(floatWaterHeight, floatDepth, waterName) : flattens terrain and paints water over the entire map.
UI: crea
uiCreateNumberGroup
uiCreateNumberGroup([integerGroup]) : creates a number group with the currently selected units.
uiCreateRandomRiver
uiCreateRandomRiver : .
uiCreateRiver
uiCreateRiver : .
uiCreateRiverToggleWaypointMode
uiCreateRiverToggleWaypointMode : .
uiCWAtPointer
uiCWAtPointer( ) : Builds a covered wagon at the current position.
uiCycleCurrentActivate
uiCycleCurrentActivate : acts like the current cycle gadget has been pressed
uiCycleGadget
uiCycleGadget([integerDelta]) : cycles through the 'active' child gadget of a deluxe gadget.
uidCreat
uiDecPlaceVariation
uiDecPlaceVariation : decrements the variation to place.
UI_DefaultIngameClickSet
UI_DefaultPregameClickSet
UI_DefaultRolloverSet
uiDeleteAllSelectedUnits
uiDeleteAllSelectedUnits : deletes all selected unit.
uiDeleteCameraStartLoc
uiDeleteSelectedUnit
uiDeleteSelectedUnit() : deletes selected unit.
uiDeleteUnits
uiDeleteUnits([integerKeyState]) : intended for ui use only. Indicates that the delete units button has gone up/down.
uiDoubleClickSelect
uiDoubleClickSelect([integerAdd], [checkAction]) : intended for ui use only. Double click select at pointer location.
uiDumpAllUnitHotKeyMappings
uiDumpAllUnitHotKeyMappings(): spews all hot key mappings that create units to the console
uiDumpKeyMappings
uiDumpKeyMappings ( stringContext ): spews all key mappings out to the console.
uiDumpUnmappedKeys
uiDumpUnmappedKeys ( stringContext ) : spews all empty keys out to the console
uiEjectAtPointer
uiEjectAtPointer: intended for UI use only. Sends an ejection command with waypoint for the selected unit.
uiEjectGarrisonedUnits
uiEjectGarrisonedUnits: intended for UI use only. Sends an ejection command for the selected unit.
uiEmpowerAtPointer
uiEmpowerAtPointer: Commands the selected unit(s) to Empower the target building at the pointer position.
uiEnterContext
uiEnterContext(<stringContext>) : enters the specified UI context.
uiEnterGameMenuModeIfNotResigned
uiEnterGameMenuModeIfNotResigned : Wrapper that enters GameMenu mode if the player isn't resigned.
^uI{ex
uiExpireCurrentObjectiveNotification
uiExpireCurrentObjectiveNotification: Causes the currently displaying objective notification to fade out (or disappear), depending on the param passed in.
uiExportGrouping
uiExportGrouping: save a group.
uiExportTriggers
uiExportTriggers: save some triggers.
uiFilterTerrainSelection
uiFilterTerrainSelection : filter the current terrain selection.
uiFindAlliedNatives
uiFindAlliedNatives() : finds allied natives of the current player in order, so that it can be called repeatedly to cycle.
uiFindCrowd
uiFindCrowd([findType],[noLookAt])
uiFindGatherersNotGathering
uiFindGatherersNotGathering () : finds the gatherer unit that's not gathering in the arbitrary order of unit ID, so that it can be called repeatedly to cycle.
uiFindIdleType
uiFindIdleType ([typeName]) : finds the next idle unit of the given type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle.
uiFindKeyMapping
uiFindKeyMapping ( stringKeyname ) : finds all key mappings for a given key
uiFindResourceGatherers
uiFindResourceGatherers ([typeName]) : finds the next resource gatherer unit of the given resource type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle.
uiFindTownBellTC
uiFindTownBellTC () : finds the next town center that has the town bell active, so that it can be called repeatedly to cycle.
uiFindType
uiFindType ([typeName]) : finds the next unit (idle or not) of the given type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle.
uiFlareAtPointer
uiFlareAtPointer : Sends out a flare at the pointer position.
uiFlattenTerrainSelection
uiFlattenTerrainSelection : flatten the current terrain selection.
uiForceShift
uiForceShift([on]) : Force shift key on or off.
uiFormationOrientation
uiFormationOrientation( ) : Sets the orientation of a formation.
UI_GameFound
UI_GameLocated
uiGarrisonToPointer
uiGarrisonToPointer: Commands the selected unit(s) to garrison in a building at the pointer position.
UIGCChatDlg
UIGCCommandDlg
UIGCConfirmDlg
UIGCMinimapDlg
UIGCQuestDlg
UIGCScoreDlg
UIGCStatsDlg
UIGenericBackground
UIGenericButton
UIGenericDarkBackground
UIGenericDialogBackground
uiGuardAtPointer
uiGuardAtPointer: intended for UI use only. Sends an guard order.
uiHandleIdleBanner
uiHandleIdleBanner ([typeName]) : does the right thing.
uiHandleUserTab
uiHandleUserTab ( listSel, parent ) : handles toggle of user textures
UIHCConfirmDlg
UIHCConfirmDlg2
UIHCDeckBuilder
UIHCDeckButtons
UIHCDeckCreateDlg
UIHCDeckPicker
UI_HCShipArrives
UI_HCShipReady
.\uihcskilltree.cpp
uiHelpAtPointer
uiHelpAtPointer : Sends out a Help at the pointer position.
uiHideCursor
uiHideCursor: testing only
uiHidePlayerSummaryDialog
uiHidePlayerSummaryDialog : Hides the player summary dialog.
uiHideTributeDialog
uiHideTributeDialog : maximizes main UI
uiIgnoreNextKey
uiIgnoreNextKey : used when activating a text box with a key to avoid having that key go into the text box too.
uiImportTriggers
uiImportTriggers: load some triggers.
uiIncPlaceVariation
uiIncPlaceVariation : increments the variation to place.
ui\ing
ui\ingame\ingame_minimap
ui\ingame\resource_fame
ui\ingame\resource_food
ui\ingame\resource_gold
ui\ingame\resource_population
ui\ingame\resource_skill_16
ui\ingame\resource_wood
ui\ingame\shipment
ui\ingame\warwick_timer_hand_minute
uiInitOptionsScreenProfileEditDialog
uiInitOptionsScreenProfileEditDialog: initializes the Profile Edit Dialog inside the OptionsScreen
UI_Invitation
UI_InvitationAccepted
UI_InvitationDeclined
uiLastDetailHelp
uiLastDetailHelp : goes back to the most recent help entry.
.\uilayout.cpp
uiLeaveContext
uiLeaveContext(<stringContext>) : leaves the specified UI context.
uiLeaveModeOnUnshift
uiLeaveModeOnUnshift : causes game to return to editMode none when shift hotkey is released
uiLoadTriggers
uiLoadTriggers: load some triggers.
uiLookAtAndSelectUnit
uiLookAtAndSelectUnit : moves the camera to see the specified unit and selects it.
uiLookAtBattle
uiLookAtBattle: moves the camera to see the specified battle.
uiLookAtNumberGroup
uiLookAtNumberGroup([integerGroup]): moves the camera to see the given number group.
uiLookAtProto
uiLookAtProto : moves the camera to see the first instance of proto unit X owned by the current player.
uiLookAtSelection
uiLookAtSelection : moves the camera to see the first selected unit.
uiLookAtUnit
uiLookAtUnitByName
uiLookAtUnitByName(scenarioName): moves the camera to see the specified Unit.
uiLookAtUnit : moves the camera to see the specified Unit.
uiLowerElevation
uiLowerElevation([integerKeyState]) : intended for ui use only. Indicates that the lower elevation button has gone up/down.
uiLowerTerrainSelection
uiLowerTerrainSelection([integerKeyState]) : intended for ui use only. Indicates that the lower terrain selection button has gone up/down.
uiLowerWater
uiLowerWater([integerKeyState]) : intended for ui use only. Indicates that the lower water button has gone up/down.
uimain
uimain-AgeAdvBG
uimain-AgeAdvFG
uimain-CoveredWagon
uimain-homeCityToggle
uimain-homeCityToggle2
uimain-Score
uiMapPointerControl
uiMapPointerControl([x],[y],[doGoto]) : Moves the map pointer.
uiMapPointerGoto
uiMapPointerGoto([activeCheck]) : Jump to map pointer location.
.\uimaptypedialog.cpp
.\uimerceditdlg.cpp
uiMessageBox
uiMessageBox2
uiMessageBox2([stringID] [stringCommand]) : pops up a message box with text that activated the cmd when the ok button is hit
uiMessageBox([stringText] [stringCommand]) : pops up a message box with text that activated the cmd when the ok button is hit
ui\minimap\flare_attack
ui\minimap\flare_circle
uiMinimizeStats
uiMinimizeStats()
uiMoveSelectionAddButtonDown
uiMoveSelectionAddButtonDown : intended for ui use only. Indicates that selection button has been pressed.
uiMoveSelectionAddButtonUp
uiMoveSelectionAddButtonUp : intended for ui use only. Indicates that selection button has been released.
uiMoveSelectionButtonDown
uiMoveSelectionButtonDown : intended for ui use only. Indicates that selection button has been pressed.
uiMoveSelectionButtonUp
uiMoveSelectionButtonUp : intended for ui use only. Indicates that selection button has been released.
uiMoveUnitBackward
uiMoveUnitBackward([integerKeyState]) : intended for ui use only. Indicates that the move unit backward key has gone up/down.
uiMoveUnitDown
uiMoveUnitDown([integerKeyState]) : intended for ui use only. Indicates that the move unit down key has gone up/down.
uiMoveUnitForward
uiMoveUnitForward([integerKeyState]) : intended for ui use only. Indicates that the move unit forward key has gone up/down.
uiMoveUnitLeft
uiMoveUnitLeft([integerKeyState]) : intended for ui use only. Indicates that the move unit left key has gone up/down.
uiMoveUnitRight
uiMoveUnitRight([integerKeyState]) : intended for ui use only. Indicates that the move unit right key has gone up/down.
uiMoveUnitUp
uiMoveUnitUp([integerKeyState]) : intended for ui use only. Indicates that the move unit up key has gone up/down.
uiMPESOLoadHCInfoDlg.xml
uimplanip.xml
uimplanlogin.xml
uimpvotedialog.xml
uimpvotetosave.xml
uiname
uinativecommandpanel2-main
.\uinativemgrdlg.cpp
uiNewScenario
uiNewScenario()
uiNewScenario : creates a new blank scenario
.\uiobjectinfopanel.cpp
.\uiobjectivedialog2.cpp
uiOpenCameraTrackBrowser
uiOpenCameraTrackBrowser: open a camera track from the data directory
uiOpenGrandConquestBrowser
uiOpenGrandConquestBrowser: opens a Grand Conquest saved game
uiOpenRecordGameBrowser
uiOpenRecordGameBrowser: open a record game from the saved game directory
uiOpenSavedGameBrowser
uiOpenSavedGameBrowser: open a game from the saved game directory
uiOpenScenarioBrowser
uiOpenScenarioBrowser()
uiOpenScenarioBrowser: open a scenario from the scenario directory
uiPaint
uiPaintCliff
uiPaintCliff([integerKeyState]) : intended for ui use only. Indicates that the paint cliff button has gone up/down.
uiPaintForest
uiPaintForest(paint, offset) : intended for ui use only. Indicates that the paint button has gone up/down.
uiPaint([integerKeyState]) : intended for ui use only. Indicates that the paint button has gone up/down.
uiPaintTerrainOverlay
uiPaintTerrainOverlay([integerKeyState]) : intended for ui use only. Indicates that the paint terrain overlay button has gone up/down.
uiPaintTerrainToSample
uiPaintTerrainToSample([integerKeyState]) : intended for ui use only. Indicates that the sample terrain button has gone up/down.
uiPaintWater
uiPaintWaterArea
uiPaintWaterArea([integerKeyState]) : intended for ui use only. Painting water area.
uiPaintWater([integerKeyState]) : intended for ui use only. Indicates that the paint water button has gone up/down.
uiPaintWaterObjects
uiPaintWaterObjects: Paint objects on the currently selected water.
uiPasteFromClipboard
uiPasteFromClipboard() : pastes the contents of the clipboard to the brush selection.
uiPatrolAtPointer
uiPatrolAtPointer: intended for UI use only. Sends an patrol order.
uiPitchUnitDown
uiPitchUnitDown([integerKeyState]) : intended for ui use only. Indicates that the pitch unit down key has gone up/down.
uiPitchUnitUp
uiPitchUnitUp([integerKeyState]) : intended for ui use only. Indicates that the pitch unit up key has gone up/down.
uiPlaceAtPointer
uiPlaceAtPointer([boolChangeVariation]): intended for ui use only. Places unit at pointer location.
uiPlaceRiverShallow
uiPlaceRiverShallow : .
uiPlaceRiverWaypoint
uiPlaceRiverWaypoint : .
uiPlaceTradeRouteWaypoint
uiPoliticianUI
uiPoliticianUI: Used to activate the politician UI
uipostg
uipostgameawardsdisplay-awardXPAmount
uipostgameawardsdisplay-awardXPLabel
uipostgameawardsdisplay-ingameXPAmount
uipostgameawardsdisplay-ingameXPLabel
uipostgameawardsdisplay-levelsEarnedAmount
uipostgameawardsdisplay-levelsEarnedLabel
uipostgameawardsdisplay-startXPAmount
uipostgameawardsdisplay-startXPLabel
uipostgameawardsdisplay-totalXPAmount
uipostgameawardsdisplay-totalXPLabel
uipostgameawardsdisplay-victoryXPAmount
uipostgameawardsdisplay-victoryXPLabel
uiPowerCircleMenu
uiPowerCircleMenu(false)
uiPowerCircleMenu([on]) : turn on/off gamepad power panel circle menu.
uipregame.xml
UI_PrivateChat
uiRaiseElevation
uiRaiseElevation([integerKeyState]) : intended for ui use only. Indicates that the raise elevation button has gone up/down.
uiRaiseTerrainSelection
uiRaiseTerrainSelection([integerKeyState]) : intended for ui use only. Indicates that the raise terrain selection button has gone up/down.
uiRaiseWater
uiRaiseWater([integerKeyState]) : intended for ui use only. Indicates that the raise water button has gone up/down.
uiRefreshEditorMenu
uiRefreshEditorMenu: reconstitutes the entire editor menu
uiReleaseDownKeys
uiReleaseDownKeys: pops up all downed keys.
uiRemoveFromAnyNumberGroup
uiRemoveFromAnyNumberGroup: removes current selection from any army.
uiRemoveRiverShallow
uiRemoveRiverShallow : .
uiRemoveRiverWaypoint
uiRemoveRiverWaypoint : .
uiRemoveSelectedUnit
uiRemoveSelectedUnit([unitID]) : Removes specified unit, or selected unit if not ID is specified.
uiRemoveTerrainOverlay
uiRemoveTerrainOverlay : intended for ui use only. Removes the painted terrain overlay at the given mouse position.
uiRemoveTradeRouteWaypoint
uiRepairAtPointer
uiRepairAtPointer: Commands the selected unit(s) to repair the target building at the pointer position.
uiResetFindCrowd
uiResetScreenSelect
uiResetScreenSelect : resets screen selection.
ui_rollover
uiRollUnitLeft
uiRollUnitLeft([integerKeyState]) : intended for ui use only. Indicates that the roll unit left key has gone up/down.
uiRollUnitRight
uiRollUnitRight([integerKeyState]) : intended for ui use only. Indicates that the roll unit right key has gone up/down.
uiRotateClipboard
uiRotateClipboard(degrees) : rotate the clipboard by amount.
uiRotateSelection
uiRotateSelection : intended for ui use only. rotates the selected UNIT.
uiRotateWaterLeft
uiRotateWaterRight
uiRoughen
uiRoughen([integerKeyState]) : intended for ui use only. Indicates that the roughen button has gone up/down.
>uiSa
uiSampleCliffElevationAtPointer
uiSampleCliffElevationAtPointer : intended for ui use only. Samples Cliff elevation height at pointer.
uiSampleElevationAtPointer
uiSampleElevationAtPointer : intended for ui use only. Samples elevation height at pointer.
uiSampleTerrainAtPointer
uiSampleTerrainAtPointer : intended for ui use only. Samples terrain type at pointer.
uiSaveAsScenarioBrowser
uiSaveCameraTrackBrowser
uiSaveCameraTrackBrowser: save a camera track to the data directory
uiSaveCampaignGameBrowser
uiSaveCampaignGameBrowser: show the in-game menu.
uiSaveGrouping
uiSaveGroupingLUA
uiSaveGroupingLUA: save some groups.
uiSaveGrouping: save some groups.
uiSaveSavedGameBrowser
uiSaveSavedGameBrowser: save a game to the saved game directory
>uiSaveScenarioBrowser
uiSaveScenarioBrowser: save a scenario to the scenario directory
uiSaveTriggers
uiSaveTriggers: save some triggers.
uiScenarioLoad
uiScenarioLoad: load a scenario, checking dirty bit on world.
uiScreenSelect
uiScreenSelect([modifier]) : screen selection.
ui_scroll
uiScrollBrushSize
uiScrollBrushSize: intended for ui use only. Increament the size of the current brush up/down
uiScrollCliffHeight
uiScrollCliffHeight: intended for ui use only. Increment the height of the cliff brush up/down
uiSelectCliffAtPointer
uiSelectCliffAtPointer() : selects the cliff under the pointer.
uiSelectForestAtPointer
uiSelectForestAtPointer() : selects the forest under the pointer.
uiSelectionButtonDown
uiSelectionButtonDown : intended for ui use only. Indicates that selection button has been pressed.
uiSelectionButtonUp
uiSelectionButtonUp : intended for ui use only. Indicates that selection button has been released.
uiSelectNumberGroup
uiSelectNumberGroup([integerGroup]) : selects the units in the given number group.
uiSelectTransportUnit
uiSelectWaterAtPointer
uiSelectWaterAtPointer: intended for ui use only. Selects water at pointer location.
uiSendIngameChat
uiSendIngameChat: used direcly by UI
uiSetBrushType
uiSetBrushType( "name" p1 p2 p3 p4 ) : makes the current brush based on the name and parameters.
uiSetBuildingPlacementRender
uiSetBuildingPlacementRender(id, on) : controls rendering of the building placement info for the given ID
uiSetCameraStartLoc
uiSetCliffType
uiSetCliffTypeNum
uiSetCliffTypeNum(longCliffType) : sets the cliff type by index.
uiSetCliffType(stringCliffName) : sets the cliff type by name.
uiSetClipboardRotation
uiSetClipboardRotation(degrees) : sets the clipboard rotation amount.
uiSetForestType
uiSetForestType(longForestType) : sets the forest type by index.
uiSetForestTypeNum
uiSetForestType(stringForestName) : sets the forest type by name.
uiSetGatherPointAtPointer
uiSetGatherPointAtPointer ( bool homeCity, bool water ): Sets the gather points for the selected unit(s) to the pointer position.
uiSetHCN
uiSetHCNotifyText
uiSetHCNotifyText : Adds notify text, can play a sound too.
uiSetHCNotifyText(%d, %d)
uiSetHomeCityWaterSpawnPointAtPointer
uiSetHomeCityWaterSpawnPointAtPointer( void ): Sets the HC spawn point.
uiSetKBArmyRender
uiSetKBArmyRender( int id, bool [set]: render the kbArmy info for the given ID. If not set given, will not render the army.
uiSetKBAttackRouteRender
uiSetKBAttackRouteRender: render the attackRoute info for the given ID
uiSetKBResourceRender
uiSetKBResourceRender( resID, [set]: render the kbResource info for the given ID. If not set given, will not render the resource.
uiSetProtoCursor
uiSetProtoCursorID
uiSetProtoCursorID(<integerProtoID>) : sets the cursor to a proto-unit.
uiSetProtoCursor(<stringProtoName>, <setPlacement>) : sets the cursor to a proto-unit.
uiSetProtoID
uiSetProtoID([integerType]) : sets the proto ID to place.
uiSetTerrainOverlayColor
uiSetTerrainOverlayColor([float] [float] [float]: intended for ui use only. Sets the terrain overlay color to the given (R,G,B) color.
uiSetWaterType
uiSetWaterTypeNum
uiSetWaterTypeNum(longWaterType) : sets the water type by index.
uiSetWaterType(stringWaterName) : sets the water type by name.
uiShowAIDebugInfoArea
uiShowAIDebugInfoArea : brings up the area info for the given ID
uiShowAIDebugInfoAreaGroup
uiShowAIDebugInfoAreaGroup : brings up the area info for the given ID
uiShowAIDebugInfoAttackRoute
uiShowAIDebugInfoAttackRoute : brings up the attackRoute info for the given ID
uiShowAIDebugInfoBase
uiShowAIDebugInfoBase : brings up the base info for the given ID
uiShowAIDebugInfoEscrow
uiShowAIDebugInfoEscrow : brings up the escrow info for the given ID
uiShowAIDebugInfoKBArmy
uiShowAIDebugInfoKBArmy : brings up the kbArmy info for the given ID
uiShowAIDebugInfoKBResource
uiShowAIDebugInfoKBResource : brings up the kbResource info for the given ID
uiShowAIDebugInfoKBUnit
uiShowAIDebugInfoKBUnit(1)
uiShowAIDebugInfoKBUnit : brings up the kbunit info for the given ID
uiShowAIDebugInfoKBUnitPick
uiShowAIDebugInfoKBUnitPick : brings up the kbUnitPick info for the given ID
uiShowAIDebugInfoPlacement
uiShowAIDebugInfoPlacement : brings up the building placement info for the given ID
uiShowAIDebugInfoPlan
uiShowAIDebugInfoPlan : brings up the plan debug text for the given plan ID
uiShowAIDebugInfoProgression
uiShowAIDebugInfoProgression : brings up the progression info for the given ID
uiShowCameraStartLoc
uiShowChatWindow
uiShowChatWindow()
uiShowCommandPanel
uiShowCommandPanel()
uiShowDetailedHelp
uiShowDetailedHelp()
uiShowObjectivesDialog
uiShowPlayerSummaryDialog
uiShowPlayerSummaryDialog : Shows the player summary dialog.
uiShowStatPanel
uiShowStatPanel()
uiShowTributeDialog
uiShowTributeDialog : minimizes main UI and brings up the minimized UI
uiShowVoteDialog
uIsjaV:+d3d
UISkirmHCOptionsDlg
UISkirmNicknameDlg
uiSmooth
uiSmooth([integerKeyState]) : intended for ui use only. Indicates that the smooth button has gone up/down.
uispcloadscreen.xml
uiSpecialPowerAtPointer
uiSpecialPowerAtPointer: intended for ui use only. Use a special power at targeted location.
uiSpewDownKeys
uiSpewDownKeys: spews all down keys.
uiStartBuildCinematic: test a scenario.
uiStartScenarioTest
uiStartScenarioTest: test a scenario.
uiStopBuildCinematic
uiStopBuildCinematic: test a scenario.
uiStopScenarioTest
uiStopScenarioTest: test a scenario.
uiStopSelectedUnits
uiStopSelectedUnits : stop selected units.
uiTechCivDetailHelp
uiTechDetailHelp
uiTechDetailHelp(%d)
uiTechDetailHelp(techID) : brings up the detail help UI for the given tech node ID
uiTechDetailHelp(techID, civ) : brings up the detail help UI for the given tech node ID
uiTerrainSelection
uiTerrainSelection([integerKeyState]) : intended for ui use only. Indicates that the terrain selection button has gone up/down.
UI_Thunder
uiToggleAdvancedHUD
uiToggleAdvancedHUD()
uiToggleBrushMask
uiToggleBrushMask: This is not what you are looking for.
uiToggleCliff
uiToggleCliff() : toggles cliff pieces on or off under the pointer.
uiToggleEditor
uiToggleEditor : turns off and on the scenario editor UI.
uiToggleGame
uiToggleGame : turns off and on the game UI.
uiToggleSelectionButton
uiToggleSelectionButton : intended for ui use only.
uiToggleTerrainPasteMode
uiToggleTerrainPasteMode: This is not what you are looking for.
uiTopicDetailHelp
uiTopicDetailHelp(topicName) : brings up the detail help UI for the given help topic
uitraderoutepanel2-main
uiTransformSelectedUnit
uiTransformSelectedUnit: transforms the selected unit into the specified proto unit.
.\uitreatymgrdlg.cpp
uiTriggerResetParameters
uiTriggerResetSounds
uiTriggerSelectLocation
uiUniformLowerElevation
uiUniformLowerElevation - lowers the terrain height uniformly in the brush region
uiUniformRaiseElevation
uiUniformRaiseElevation - raises the terrain height uniformly in the brush region
uiUnitDetailHelp
uiUnitDetailHelp(protoID, civID) : brings up the detail help UI for the given proto ID, or -1 for current unit selection proto.
uiUnselectCliff
uiUnselectCliff() : de-selects the forest under the pointer.
uiUnselectForest
uiUnselectForest() : de-selects the forest under the pointer.
uiUnSelectWater
uiUnSelectWater: intended for ui use only. Unselects currently selected water.
uiVPAccelClick
uiVPAccelClick([unitID]) : Shows the VP accel building from the unitID.
:UIVpomm
UI_Waypoint
uiWheelRotate
uiWheelRotateCamera
uiWheelRotateCamera: intended for ui use only. Rotate with wheel -- i.e. intended to be mapped to wheel
uiWheelRotate: intended for ui use only. Rotate with wheel -- i.e. intended to be mapped to wheel
uiWheelRotatePlacedUnit
uiWheelRotatePlacedUnit: intended for ui use only. Rotate placed unit with wheel -- i.e. intended to be mapped to wheel
uiWheelRotateRiverShallow
uiWheelRotateRiverShallow: intended for ui use only. Rotate river shallow with wheel -- i.e. intended to be mapped to wheel
uiWorkAtPointer
uiWorkAtPointer: intended for ui use only. Issues "work" at pointer location.
uiYawUnitLeft
uiYawUnitLeft([integerKeyState]) : intended for ui use only. Indicates that the yaw unit left key has gone up/down.
uiYawUnitRight
uiYawUnitRight([integerKeyState]) : intended for ui use only. Indicates that the yaw unit right key has gone up/down.
U?I-YorN
uiZoomToMinimapEvent
uiZoomToMinimapEvent : zooms to the most recent minimap event
uiZoomToProto
uiZoomToProto([stringProto]) : zooms to the first instance of proto unit X owned by the current player.
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Unable to create name for impact point
Unable to get SLI mode!
Unable to get the model node from this damage template : %S
- unable to initialize heap
Unable to load impact point reference : %S
Unable to load part reference : %S
- unable to open console device
Unable to set SLI mode!
Unattackable
@UnbJ1T
Unbuildable radius for TC 'roads'.
Unbuildable radius for TCs.
Unbuildable terrain for TCs.
undEnu`PawteWk;Cre
UnderAttack
underbrush
Underworld Passage
undoSpew
undoTerrainElevationSpew
undoTerrainPaintSpew
undo : undoes the last editing operation.
U|N>EoF
- unexpected heap error
- unexpected multithread lock error
Unexpected tag '%S'
unGdef
UnhandledExceptionFilter
unique
UniqueJ
UniqueJoeIsTehSuX
UniqueProtoUnitInstance
Unique %s
UniqueSPCCorsolet
UniqueSPCCustomizedMercWeapons
UniqueSPCGrandEncampment
UniqueSPCHighCrusade
UniqueSPCIndianFriendship
UniqueSPCPatriots
UniqueSPCTaxBurden
UniqueTech
Unique TownCenter
$ UNIT
Unit[%02d]: ID=%d (INVALID UNIT).
Unit[%02d]: ID=%d, '%s'.
UnitAction
UnitAI
UnitAIType
UnitClass
UnitCount
unitcounts
.\unit.cpp
unitData
unitData(intUnitID) : spews database values on the specified unit or the selected unit (if no argument).
UnitDebug
unitDebugSync
unitDecVariation
UnitDetail
unitDetailSync
Unit (%d): %s, Age=%d. TFT=%d
unitGroupSync
UnitHP
unit idR.
unitIncVariation
unitIncVariation([UnitID]) : Increments the current variation of the given UnitID (current selected unit(s) if UnitID is -1).
UnitKill
UnitModify
//Unit Movement Types:
UnitOrientation
unitpaste
UnitPaste
UnitPickerFrequency
UnitPickerID
UnitPickerTime
unitPlayerDefakify
unitPlayerDefakify() sets the selected units to stop using a fake player.
unitPlayerFakify
unitPlayerFakify(fakePlayerIndex) sets the selected units to use the fake player indicated.
//Unit Query Constants:
UnitRegenRate
UnitRep_CancelBtn
UnitRepDlg
UnitRep_ProtoList
UnitRep_ReplaceBtn
UnitRep_UnitFld
unitReturnToWork
unitReturnToWork: Issues a return to work for the selected unit(s).
Units,
UnitsA
unitSelect
unitselectionpanel
unitSetStanceAggressive
unitSetStanceAggressive: Sets the unit stance for all selected units to aggressive.
unitSetStanceDefensive
unitSetStanceDefensive: Sets the unit stance for all selected units to defensive.
unitSetStancePassive
unitSetStancePassive: Sets the unit stance for all selected units to passive.
unitSetTactic
unitSetTactic: Sets the tactic for this unit.
unitSetVariation
unitSetVariation([UnitID]) : Decrements the current variation of the given UnitID (current selected unit(s) if UnitID is -1).
unitSetVariation(<Variation> [UnitID]) : Sets the current variation of the given UnitID (current selected unit(s) if UnitID is -1).
UnitsMoved
UnitStance
//Unit Stances:
unitStatPanel3
unitSync
UnitTactic
unitTownBell
unitTownBell: Issues a town bell for the selected unit(s).
unitTrainingPanel
UNIT TYP
unittype
unitType
UnitType
unittype2
UnitTypeID
UnitTypes
//Unit Types: %d total.
_unkno
|?unknow
Unknow
unknown
<unknown>
u?nknown
Unknown
Unknown Age
Unknown Civ
unknown command %i
unknown compression method
Unknown Culture
Unknown DXGraphics error code - time to update the table!
Unknown error
unknown event type (BAnimStateEvent::loadXML)
unknown header flags set
Unknown MapType
Unknown security failure detected!
Unknown variable type.
UnlimitedSupply
unlockAllSPCScenarios
UnlockPoliticianAdmiralDutch
UnlockPoliticianAdmiralPortuguese
UnlockPoliticianAdmiralSpanish
UnlockPoliticianBishopBritish
UnlockPoliticianBishopPortuguese
UnlockPoliticianCavalierDutch
UnlockPoliticianCavalierFrench
UnlockPoliticianCavalierRussian
UnlockPoliticianEngineerBritish
UnlockPoliticianEngineerGerman
UnlockPoliticianEngineerSpanish
UnlockPoliticianExiledPrinceFrench
UnlockPoliticianExiledPrinceGerman
UnlockPoliticianExiledPrinceOttoman
UnlockPoliticianExiledPrinceRussian
UnlockPoliticianGentlemanPirateBritish
UnlockPoliticianGentlemanPirateDutch
UnlockPoliticianGentlemanPirateRussian
UnlockPoliticianGovernorDutch
UnlockPoliticianGovernorFrench
UnlockPoliticianGrandVizierOttoman
UnlockPoliticianKingsMusketeerBritish
UnlockPoliticianKingsMusketeerPortuguese
UnlockPoliticianKingsMusketeerRussian
UnlockPoliticianMarksmanGerman
UnlockPoliticianMohawkStatesmanBritish
UnlockPoliticianMohawkStatesmanPortuguese
UnlockPoliticianNaturalistDutch
UnlockPoliticianNaturalistGerman
UnlockPoliticianNaturalistOttoman
UnlockPoliticianNaturalistSpanish
UnlockPoliticianPhilosopherPrinceBritish
UnlockPoliticianPhilosopherPrinceFrench
UnlockPoliticianPhilosopherPrinceOttoman
UnlockPoliticianPhilosopherPrinceRussian
UnlockPoliticianPhilosopherPrinceSpanish
UnlockPoliticianQuartermasterGerman
UnlockPoliticianQuartermasterPortuguese
UnlockPoliticianQuartermasterRussian
UnlockPoliticianScoutFrench
UnlockPoliticianScoutOttoman
UnlockPoliticianScoutSpanish
UnlockPoliticianTycoonFrench
UnlockPoliticianTycoonOttoman
UnlockPoliticianTycoonPortuguese
UnlockPoliticianViceroyDutch
UnlockPoliticianViceroyGerman
UnlockPoliticianWarMinisterSpanish
Unlocks all SPC scenarios for all campaigns
UnmapViewOfFile
unmodifiable
unnamed_%x
unobtainable
Unobtainable
UnregisterClassA
UnregisterClassW
UnresponsiveTimeout
`unshhbchi
Unsuppor
Unsupported annotation type for annotation named %s (must be int, bool, or string)
Unsupported object constant "%s" (must be a sampler)
UnsupportedWebSite
UnusedUsedToBeUnitLine
unv1nels
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Uogoyo
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updateAIs
updateFromCinfoFunction
UpdateVisual
UpdateWindow
?upF-|
Upgrad
UpgradeBuilding
UpgradeFilterType
UpgradeLevel
UpgradeSubCivAlliance
UpgradeTech
upgradeTradeRoute
UpgradeTradeRoute
upgradeTradeRoute(int unitID) : UI use - upgrade the trade route associated with this unit.
-Upgr_@sT<
UPitch
UPMX0#m
u?^p?o4
upperDelaunay
u/Pref
upshiftRPM
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urce_pop
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URSPVQ
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usdial
UseableItem
UseAlignedObstructionOnMinimap
UseBuckets
useButtonSet
?use by
Use circle selection circle to calculate hover object.
useColorTransform
used during river creation.
useDeviceReset
Used to modify the home city camera.
Used to turn off the display of the NewYear dialog.
Used to turn off the display of VP effects.
Used to turn off the initial display of the VP dialog.
], used with code built with [
useESOnline
useEventCode
useHyperlinks
UseInventoryItem
useMask
useMinimapSmartUpdate
UseMultipleBuildings
use,@n1I r(
use native windows keyboard events instead of DirectInput
use native windows mouse events instead of DirectInput
Use nvCPL to disable SLI mode
Use nvCPL to enable SLI mode
UseObstructionOnMinimap
usePrimaryGCOnly
Use 'QJ' to joggle the input or 'Q0' to turn off merging.
User32.
user32.dll
User32.dll
USER32.dll
USERCL
userData
UserEvents
`Us_erObj
userPlanes
userrandom.con
User Variables: %d variables.
uservars
uses directInput instead of any windows events
useSecondLocation
UseTargetUnitPositionForPlacement
UseTCUnbuildTerrain
useTerrainHeightLimits
Use the new Home City service
use this for TargetGround-type units to see where they're aiming their projectiles
useTims
Use 'TI', one space, file name, and space or end-of-line.
Use 'TO', one space, file name, and space or end-of-line.
useWaves
useWavqe
USE WIT
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UuidCrea
UuidCreate
UuidFromStringW
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vale# key
validateChecksum
validated
Validate my build checksum against the host's
ValidateRect
ValidateResourceInventory
Valid Document encoding name expected
ValidIdleVillager
valid "t
valign
valuB
value1
value2
valueA
valueB
valueG
valueR
valuJ
Var[%02d][%2d]: %s.
variable
Variables: %5d variables.
variance
VariantClear
VariantInit
variation
VariationLocked
VariationLogic
varType
var[ucF
Vault_ KOTH
vAWayp
vaWlue
V_bhWf
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vBWSSSj
v! Bzasyst
vcCheckConquestVictory
vcCheckConquestVictory(): checks for victory by being the last allied-unit alive
vcGetGameplayMode
vcGetGameplayMode(): returns the current gameplay mode index
Vc ib s_ad?ynamic\ffk
Vc oLa
v#cW$=
V/DATIQ
V[%d]P0s,
V[%d]: %s, BOOL, Value=%d.
V[%d]: %s, BOOL, Value=%d.
V[%d]: %s, FLOAT, Value=%f.
V[%d]: %s, FLOAT, Value=%f.
V[%d]: %s, INT, Value=%d.
V[%d]: %s, INT, Value=%d.
V[%d]: %s, STRING, Value=%s.
V[%d]: %s, STRING, Value=%s.
V[%d]: %s, Type=%s, Value=???.
V[%d]: %s, Type=%s, Value=???.
V[%d]: %s, USERCLASS, Length=%d.
V[%d]: %s, VECTOR, Value=(%f, %f, %f).
V[%d]: %s, VECTOR, Value=(%f, %f, %f).
VECT 1 1 1 1 1
VECT 1 2 1 2 1
VECT 1 2 1 2 1 # f%d
VECT 1 %d 1 %d 1
VECT %d %d 1
vector
Vector
Vector1
Vector2
vector aiCommsGetTargetLocation(int sentenceID): get target location from specified sentence.
vector aiGetHCGatherPoint( void ): Returns the HCGP.
vector aiGetOpportunityLocation( int opportunityID ): gets the location from this opportunity
vector aiPlanGetInitialPosition( int planID ): Returns the initial positon that was set for this plan.
vector aiPlanGetLocation( int planID ): Returns the location for this plan.
vector aiPlanGetUserVariableVector( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.
vector aiPlanGetVariableVector( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.
vector aiRandLocation( void ): Returns a random location guaranteed to be on the map.
Vector constant "%s" must be 1 row, not %i
Vector constant "%s" must be 4 columns, not %i
Vector constant "%s" uses an unsupported register set (must be int4 or float4)
vector(%f,%f,%f), vector(%f,%f,%f), vector(%f,%f,%f), vector(%f,%f,%f)
vector hcGetWaypointDir( int waypoint ): Returns the direction for a waypoint.
vector hcGetWaypointPos( int waypoint ): Returns the position for a waypoint.
vector hcRandPosition( void ): Returns a random position guaranteed to be on the map.
vector hcUnitGetPerformForwardFromGroup( int groupID, int unitID ): Returns the performance forward vector for a unit.
vector hcUnitGetPerformPosFromGroup( int groupID, int unitID ): Returns the performance position for a unit.
vector hcUnitGetPosition( int unitID ): Returns the position of the unit.
vector kbAreaGetCenter( int areaID ): Returns the center of the given area.
vector kbAreaGroupGetCenter( int groupID ): Returns the center of the given areaGroup.
vector kbBaseGetBackVector( int playerID, int baseID ): Gets the back vector of the base.
vector kbBaseGetFrontVector( int playerID, int baseID ): Gets the front vector of the base.
vector kbBaseGetLocation( int playerID, int baseID ): Gets the last known damage location of the base.
vector kbBaseGetLocation( int playerID, int baseID ): Gets the location of the base.
vector kbBaseGetMilitaryGatherPoint( int playerID, int baseID ): Gets the military gather point of the base.
vector kbBuildingPlacementGetResultPosition( int bpID ): Returns the vector result position for given BP ID.
vector kbGetBlockPosition( string blockName ): Returns the position of the cinematic block.
vector kbGetMapCenter( void ): Returns the center vector of the map.
vector kbGetTownLocation( void ): Returns the location of the main town.
vector kbPathGetWaypoint( int pathID, long waypointNumber ): Returns the appropriate waypoint from the given path.
vector kbUnitGetPosition( int unitID ): Returns the position for this unit ID.
vector rmGetAreaClosestPoint( int areaID, vector point, float pullback, int constraintID ): Returns the point in areaID that's closest to the given point, optionally requiring that it pass the given constraint.
vector rmGetUnitPosition( int unitID ): Returns the position of the unit.
Vector (Value=%d).
vector xsArrayGetVector(int arrayID, int index): Gets the value at the specified index in the requested array.
ve Fishf
veg] )-
vehicle
vehicleName
velocity
Velocity
velocityTarget
velsEa
vE(NANAj
vEnarMP
VendorID = 0x%x
VendorID: %d
ve-No<
veOffCen
V'erb;
Verdana
Verify may report that a point is outside of a facet.
VerQueryValueA
VerQueryValueW
verrides
version
Version
vers'ion2
version.dll
VERSION.dll
VersionString
Version: %X
vertex\
Vertex
vertexA
vertexB
vertexBaseArray
vertexC
vertex intersections for locating redundant vertices
vertex processing:
Vertex shader version: %d.%d
vertexStridingArray
verticalButtons
verticalLayout
VerticalOffset
vertices
vertices:
- vertices:
Vertices and facets:
vertices created altogether
vertices deleted by degenerate facet
vertices deleted by merging
vertices deleted by merging into coplanar horizon
vertices for f
vertices for r
vertices (new %d):
vertices removed from facets due to no ridges
ves\bump
VeteranAbusGuns
VeteranCacadoresShadow
VeteranCavalryArchersShadow
VeteranCossacks
VeteranCrossbowmen
VeteranDopplesoldners
VeteranDragoonsShadow
VeteranGrenadiers
VeteranHussars
VeteranJanissaries
VeteranLongbowmen
VeteranMusketeers
VeteranPikemen
VeteranRodeleros
VeteranRuytersShadow
VeteranSkirmishersShadow
VeteranStrelets
VeteranUhlans
vEx?plorer
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V_h_z_
V?h?z?
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Viceroy
Victo:
-Victory
VictoryBuilding
VictoryCheerMedium
VictoryCheerSmall
//Victory Condition/Game Mode Types:
victoryDisplay
VictoryPointBuilding
VictoryPointPanel
VictoryPointPanelRoot
//Victory Point Score Types:
//Victory Point Site States:
victoryTimerDisplay0
victoryTimerDisplay1
victoryTimerDisplay2
ViewG1
viewLockInterpolate
ViewUcO?therUs
Village Idiot
villager
VillagerAttack
VillagerEfficiency
Villager Egyptian
Villager Greek
vironD
VirtualAlloc
VirtualFree
VirtualProtect
VirtualQuery
Visibility
visible
visible
Visible
Visible-distance
VisibleOwnerOnly
VisibleUnderFog
VisibleUnderFogIfGaia
VisibleUnderFogOnlyAfterSeen
VisItem1
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void ):
void aiAttemptResign(): asks the player if its ok to resign
void aiAutoSavegame( string filename ): Saves the auto, debugging savegames (THIS DOESN'T REALLY DO ANYTHING).
void aiBreakpointGo
void aiBreakpointSet
void aiChat( int playerID, string chatString ): CP AI chat to playerID.
void aiCommsSendReply(int sentenceID, int responseID): send a reply to a sentence.
void aiEcho( string echoString ): CP AI echo.
void aiErrorMessage( string errorString ): CP AI error.
void aiFindBestOpportunity(): finds the best currently scored opp.
void aiGetCurrentResourceNeed( int resourceID ): returns the current resource need for the given resource.
void aiNormalizeResourceGathererPercentages( int rgpIndex ): Normalizes all of the resource gatherer percentages to 1.0.
void aiNormalizeResourceGathererPercentageWeights( void ): Normalizes all of the resource gatherer percentages weights to 1.0.
void aiPlanSetInitialPosition( int planID, vector initialPosition ): Sets the initial positon for this plan.
void aiQueueAutoSavegame( int saveNumber ): Queues the auto savegame.
void aiRandSetSeed( int seed ): Sets the seed of the random number generator.
void aiResign(): reigns the current player..
void aiResourceLock(int resourceID): Prevent a resource from being spent by the AI.
void aiResourceUnlock(int resourceID): Allow a resource to be spent by the AI.
void aiSendChatToAllies( string chatString ): CP AI chat to allies.
void aiSendChatToEnemies( string chatString ): CP AI chat to enemies.
void aiSendChatToEveryone( string chatString ): CP AI chat to everyone.
void aiSetAllowBuildings( bool v ): Sets allow buildings on/off.
void aiSetAttackResponseDistance( float v ): Set the attack response distance.
void aiSetAutoFarmEscrowID( int escrowID ): Sets the auto Farm escrow ID.
void aiSetAutoGatherEscrowID( int escrowID ): Sets the auto gather escrow ID.
void aiSetDefaultStance( int defaultStance ): Sets your default stance for all of your units.
void aiSetEconomyPercentage( float v ): Set the economy priority percentage.
void aiSetEconomyPop( int v ): Set the script-defined economy pop for this player.
void aiSetFarmLimit( int limit ): Sets the per plan farm build limit.
void aiSetMaxLOSProtoUnitLimit(int limit): sets the limit for how many LOS Protounits the AI can build
void aiSetMilitaryPercentage( float v ): Set the military priority percentage.
void aiSetMilitaryPop( int v ): Set the script-defined military pop for this player.
void aiSetMinArmySize(long v): sets the min number of units in an attack army.
void aiSetMinNumberNeedForGatheringAggressvies(long v): sets the min number of needed units to gather aggressive animals.
void aiSetMinNumberWantForGatheringAggressives(long v): sets the min number of wanted units to gather aggressive animals.
void aiSetMostHatedPlayerID( int v ): Sets the script-defined most hated player ID for this player.
void aiSetOpportunityLocation( int opportunityID, vector location ): sets the location for this opp.
void aiSetOpportunityRadius( int opportunityID, float radius ): sets the radius for this opp.
void aiSetOpportunityTargetID( int opportunityID, int targetType ): sets the target id for this opp.
void aiSetOpportunityTargetType( int opportunityID, int targetType ): sets the target type for this opp.
void aiSetPauseAllAgeUpgrades(bool v): sets the pause all age upgrades flag in the AI.
void aiSetPoliticianChoice(int age, int puid): Sets the scripts choice for the AgeX Politician.
void aiSetRandomMap(bool v): Sets the RM bool in the AI.
void aiSetResourceGathererPercentage( int resourceID, float value, bool normalize, int rgpIndex ): Sets the resource gatherer percentage for the given resource (if normalized is true, the percentages will be normalized to 1.0).
void aiSetResourceGathererPercentageWeight( int rgpIndex, float weight ): Sets the RGP weight.
void aiSet( string filename, int playerID ): Sets playerID's AI to the given filename.
void aiSetWaterMap( bool v): Tells the AI if this is a water map or not.
void aiSetWorldDifficulty( int v ): Sets the world difficulty level.
void aiSwitchMainBase(int newBaseID, bool force): switch the newBaseID to be the main base.
void cancelResearchInSelected(<TechID>) : cancel researching of a tech in any valid selected unit
void cancelTrainInSelected(<ProtoUnitID>,<All>) : cancel training of a unit type in any valid selected unit
void click() : plays the default UI click sound.
void eventHandler(int eventID=-1)
void h
void hcAddUnitToPerformerGroup( int groupID, int unitID ): Adds a unit to a group of performers.
void hcEcho( string echoString ): HC echo.
void hcErrorMessage( string errorString ): HC error.
void hcOccupyWPID(long wpid): Occupies the given waypoint.
void hcPopulateHomeCity(): Populates the home city with all units needed.
void hcUnitDestroyAll( void ): Nukes all HC units.
void hcUnitFreeWPID(long unitID, long wpid, bool queue): Frees the given waypoint.
void hcUnitSetFlag( int unitID, int unitFlag, bool enable, bool queue ): Enables / disables a unit's flag.
void hcUnitSetInitialPauseTime( int unitID, float pauseTime ): Sets the initial time a unit should pause before spawning.
void homeCityMakeActiveByID(<playerID> <techName>) : Activates the given home city tech.
void homeCityResearchByIDOutsideGame(<playerID> <techName>) : Researches the given home city tech when a game is not active.
void homeCityResearchByID(<playerID> <techName>) : Researches the given home city tech.
void homeCityResearchByIDPregame(<techID>) : Researches the given home city tech when you are *really* completely out side of the game.
void homeCityResearch(<playerID> <techName>) : Researches the given home city tech.
void kbAreaCalculate(): Creates areas and area groups. DO THIS BEFORE ANYTHING ELSE IN YOUR SCRIPT.
void kbBaseDestroyAll( int playerID ): Destroys all of the bases for the given player.
void kbBaseSetMaximumResourceDistance( int playerID, int baseID, float distance ): Sets the maximum resource distance of the base.
void kbDump( int player1, int player2 ): KB dump for player2's units from player1's perspective.
void kbDumpType( int player1, int player2, string typeName ): KB dump for player2's units of the given type from player1's perspective.
void kbDumpVPSiteInfo(): blogs out info about all VP sites.
void kbLookAtAllUnitsOnMap( void ): Cheats and looks at all of the units on the map. This will format your harddrive if you're not authorized to use it.
void kbSetAutoBaseCreate( bool v ): Sets the auto base creation value.
void kbSetAutoBaseCreateDistance( float v ): Sets the auto base creation distance.
void kbSetAutoBaseDetect( bool v ): Sets the auto base detection value.
void kbSetAutoBaseDetectDistance( float v ): Sets the auto base creation distance.
void kbSetForwardBasePosition(vector position) set the explicit position that every forward base will use.
void kbSetPlayerHandicap( int playerID, float handicap ): Sets the indicated player's handicap multiplier (ie., 1.0 = no handicap).
void kbTechTreeDump( void ): Dumps the current state of the KBTT.
void kbUnitCountConsole(int playerID1, int playerID2, string unitType, string state(s) ): Returns a quick unit count of player2's units from player1's perspective.
void main(void)
void researchByID (<TechID> <ResearchingUnitID> [Player#]) : Start the research of TechID from ResearchingUnitID for the current player (if no player is specified)
void setWorldDifficulty( int v ): Sets the world difficulty level.
void tis(<stringProtoName>,<traincount>) : just like train in selected, but more abbreviated
void trainByID (<ProtoUnitID> <TrainingUnitID> [Player#]) : Start the training of a unit of ProtoUnitID from TrainingUnitID for the current player (if no player is specified)
void trainInSelectedByID(<protoID>, <traincount>) : just like train in selected, but fastAr because it takes a protoID
void trainInSelected(<stringProtoName>,<traincount>) : tries to train the selected unit type in any valid selected unit
Void (Value=%d).
void xsDisableRuleGroup( string ruleGroupName ): Disables all rules in the given rule group.
void xsDisableRule( string ruleName ): Disables the given rule.
void xsDisableSelf( void ): Disables the current rule.
void xsEnableRuleGroup( string ruleGroupName ): Enables all rule in the given rule group.
void xsEnableRule( string ruleName ): Enables the given rule.
void xsIsRuleGroupEnabled( string ruleGroupName ): Returns true if the rule group is enabled.
void xsSetContextPlayer( int playerID ): Sets the current context player ID (DO NOT DO THIS IF YOU DO NOT KNOW WHAT YOU ARE DOING).
void xsSetRuleMaxIntervalSelf( int interval ): Sets the max interval of the current rule.
void xsSetRuleMaxInterval( string ruleName, int interval ): Sets the max interval of the given rule.
void xsSetRuleMinIntervalSelf( int interval ): Sets the min interval of the current rule.
void xsSetRuleMinInterval( string ruleName, int interval ): Sets the min interval of the given rule.
void xsSetRulePrioritySelf( int priority ): Sets the priority of the current rule.
void xsSetRulePriority( string ruleName, int priority ): Sets the priority of the given rule.
Volatile
Volley
volley_walk
@volum3e:
volume
vopkCoj`n
Voron3oi
voronoi
Voronoi diagram by the convex hull of %d points in %d-d:
Voronoi ridge statistics
( vozP~
VP_^][
(V}PaQeComp
+VPConquoeror
VpRh`^
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VPSite
VPSiteID
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vsync(int state) : Set vertical syncing (-1 toggles, 0 is off, 1 is on).
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wallAttackTimeout
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Wander
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WanderDistance is < 1.0f, bailing (reseting timer, though).
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Warning(%.8d)
Warning: area '%s' not found!
Warning: attempted to redefine class '%s' (%d)
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Warning: clamping negative x size to zero!
Warning: clamping negative z size to zero!
Warning: clamping size to map size
Warning: clamping size to map size!
Warning: clamping x size to map size!
Warning: clamping z size to map size!
warningDialog
warningDialog-OKButton
warningDialog-prompt
Warning: %d is an invalid ruleID.
Warning: Infinite recursion limit of %d hit, failing execution.
Warning: Possible infinite loop jump to PC=%d avoided.
Warning: ruleID=%d failed execution.
Warning: terrain cost must be greater than 1.0 or equal to -1.0!
Warning(UNDEFINED)
WarriorSocietyAztecs
WarriorSocietyCaribs
WarriorSocietyCherokee
WarriorSocietyComanche
WarriorSocietyCree
WarriorSocietyInca
WarriorSocietyIroquois
WarriorSocietyLakota
WarriorSocietyMaya
WarriorSocietyNootka
WarriorSocietySeminoles
WarriorSocietyTupi
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waterAllowPaintDelta
waterAlphaMaxDepth
water alpha max value
waterAlphaMaxValue
waterAlphaMinDepth
water alpha min value
waterAlphaMinValue
waterBetterFloodFill
waterbump
waterBumpScale
waterColorBlue
waterColorGreen
waterColorPaint
waterColorRed
waterColorScale
waterdecal
waterDeepColorBlue
waterDeepColorGreen
waterDeepColorRed
waterEnv
waterEnvTrans
waterEquilibrium
waterFoamScale
waterForce
waterFresnelBias
waterFresnelScale
WaterGroupID
WATER HACK: large wave fade period in secs
WATER HACK: large wave max alpha
WATER HACK: large wave min alpha
WATER HACK: large wave movement angle (degrees) -- must repaint water
WATER HACK: large wave movement speed -- must repaint water
WATER HACK: small wave fade period in secs
WATER HACK: small wave max alpha
WATER HACK: small wave min alpha
WATER HACK: small wave movement angle (degrees) -- must repaint water
WATER HACK: small wave movement speed -- must repaint water
WATER HACK: trying out a better flood fill
WATER HACK: turn on water test hack
waterLargeAngle
waterLargeMaxAlpha
waterLargeMinAlpha
waterLargePeriod
waterLargeSpeed
watermark
watermarkText
waterPaintArea
waterPlaneOffset
WaterPoint
WaterProtoID
waterReflectionScale
waterRenderHull
WaterResource
waterSmallAngle
waterSmallMaxAlpha
waterSmallMinAlpha
waterSmallPeriod
waterSmallSpeed
WaterSwatch
waterTest
waterTexRotation
waterTexScale
waterTexScrollSpeed
waterVelScale
watson.microsoft.com
waveConcavityLimit
waveConvexityLimit
waveDensity
waveFoam1ScrollSpeed
waveFoam2ScrollSpeed
waveFoamFadeInTime
waveFoamFadeOutTime
waveFoamMaxNormalizedWidth
waveFoamNormalizedSpeed
waveFoamStartNormalizedTime
waveMaxConcaveLength
waveMaxFadeLength
waveMaxHeight
waveMaxLength
waveMaxSpeed
waveMaxStartDistance
waveMaxWidth
waveMinConcaveLength
waveMinFadeLength
waveMinHeight
waveMinLength
waveMinSpeed
waveMinStartDistance
waveMinWidth
waveRecedeEndScale
waveRecedeMotion
waveRecedeTime
waveSectionLength
waveVariance
Wave variance (deviation) from shoreline
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wheelCollisionFilterInfo
wheelFo
wheelFocusWhenMouseInside
wheels
wheelsAxle
wheelsDampingCompression
wheelsDampingRelaxation
wheelsDirectionCS
wheelsDoesSteer
wheelsForceFeedbackMultiplier
wheelsFriction
wheelsHardpointCS
wheelsIsConnectedToHandbrake
wheelsLength
wheelsMass
wheelsMaxBrakingTorque
wheelsMaxFriction
wheelsMinPedalInputToBlock
wheelsMinTimeToBlock
wheelsRadius
wheelsStrength
wheelsTorqueRatio
wheelsViscosityFriction
wheelsWidth
when input mappings are overbound in a context, both are evaluated.
whether a sound should play when mousing over buttons
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xsArrayCreateInt
xsArrayCreateString
xsArrayCreateVector
xsArrayGetBool
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xsArrayGetSize
xsArrayGetString
xsArrayGetVector
xsArraySetBool
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xsArraySetInt
xsArraySetString
xsArraySetVector
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xsDebugger
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xsDebugger-breakpointSingleStep
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xsdebugger-functiondisplay
xsDebugger-heap
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xsDebugger-output
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xsDebugger-sourceFilter
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xsEnableRuleGroup
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