Character String


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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%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

Please choose 'Send Error Report' (again) so we can track this problem.

Please enter a description of what was happening when the crash occurred.

Please help us by entering information about this crash

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="

" v="

v / 

" V="

<$#V(!`2x`2;2V(#V>

#V`2!`'x| j>%k$#j> x|S%V( 23%kx|0$|F>,>,

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

x||F$#j> x||F$#j> x||F$#j>

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.

x|S%%k2x %k2x x|`2`2 S%A0;2#V

XSpeed

XSpeedVar

.XS Rules

XS Runtimes -->

 -x -s %u

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

" z="

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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------------------------------------------------------------------------

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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

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BloodFlow

BloodOnDeath

BlPUWV

BLPWVS

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bluepri

blueprint

Blunderbuss

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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

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BM`tur

B]mYg]

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bo4)b/`z

boatAnimation

BoatManager

BOAT_WAKE

bodyAr

bodyArray

Bogugh

Bombard

BombardAttack

Bone_ShadowClip

BonusUnitCreated

Bookcpp

Bookkeeping

bookmarkinterval

 <bool> 

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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.

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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 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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 bottom

bottomCapArt

BottomPanel

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bounded ridges

bounded ridges with near-zero normal

bounded ridges with ok normal

boundingVolumeShape

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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

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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

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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

bsj9w0

"b-sp[

bsp?ecifiek

BSPHCPickerDlg

?b-spli

?b-spline

b-spline

BStaticVBManager::lock -- failed to lock because no pool can handle an allocation this big (%d)

BStn%6

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

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D$4t&V

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D$8_^]

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D$8333?

D$89D$

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D$8+D$

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D$8h
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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

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D$|9D$

D$ 9D$

D$,9D$ 

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D$(9D$$

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D$(9l$(}

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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
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D
D
D
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    %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
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D$,hpP

D
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D$ HPR

D
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D
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D(hres)

D
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D`3

D	U

D$-HtVHt'H

D$(h(u

D$,}hU

D
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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?

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%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
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D
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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
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D$
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d$(PQQ

D$`PQR

D$ PQR

D$(PQR

D$
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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$
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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

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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$
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D$@PWV

D$<PWVWV

>D\Q&"

dq&|3/

DqALPHA

D$,qe[

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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

D$`RPWQV

D$(RSP

D/.&r#sr

dRulec"$

_D##RU ove

D$ RUP

D$
D$,RWPVU

|+;~ds$

[%d]: %S

;D$,s%

D$(~|S

D|s`]4

 ds f+

D$ SHPQ

d '%S' i

@#%DS^nql\R?8d

D$@SPP

D$`SRP

D$,SRP

D$\SRP

DsrucS

Dssgiven

dstQdo

 DSUPr

D$ SUV

D$
dSUVW3

D$ SUVWP

D$ SUWP

D$ SV3

D$(SV3

D$(SVP

D$(SVW

D$ SVWh

D$,SVWP

D$
%d Symbols:

%d Syscalls:

dSystem

;D$ t$

;D$(t^

;D$!

;D$	

:D$ t!

D$ ;t$$

D$(t=;

D$:;

|$@+D
D$ +T$

D$,!T$

D^][

D$ ;t$0

D~1W

D$(t2;t$0|

D$(t!3

D$(t)3

D$,~T3

D$ t89P

D$(t8U

D$,t>95t

D$,

D$@

D$0

D$ t{9H

D$<tA;

D$$;t$$}A

D$ tA8L$$

D$<tC;

D^][d

D$,tEU

D$,Tf[

D?

=%d. TFT<

D$ h

D|j

D$
D$(t<j

D$"j

D$@+T+D+T$4+D$8j

D$@t(;l
D$ tnj

D~NW

D$|tOh

D`/

D
D(WV

D
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Dtributedlg-availGold

D$ t	S

D$(t	S

D$	S

;D)D
D
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D$<;t$,|

D$(t<;t$0|

D<U

D$<t<U

D$ t	U

D$\t<U

;D
D$<t	V

D$,t	V

D$	V

D$ t	W

D$(t	W

\$,~dU

;D$<u!

;D$ u$

;D$(u'

;D$"

D$(u%	

!dU2om2

DualPlace

Dual\RTr

;D$ uC

}d;ud~

DudeHitsWater

;D$,uE

?D_Ugo

dUh3pi=

DummyObject

dummyObjectSync

dumpCaps

DumpUn

Du+mpZ

d>={Umu`.R

duOdes?

D&uPFu

D$ UPj

D$
: duplic

DUPLICAT

DUPLICATED/MATCH

duplicated ridges in same merge cycle

duplicated ridges with flipped facets

DuplicateHandle

 DUPLICATEridge

  duplicate ridges detected

 dupridge

D$	

D$(UPSV

D$ UPVW

D$
D$(UQRP

D$(UQRSSP

duration

durationVariance

du Rc+

%d User Classes:

%d User Functions:

%d User Rule Groups:

%d User Rules:

D$(USP

D$ u"V

Duv2e"zA

D$\UVR

\
D$@UVW

D$ UVW3

D$(UVW3

;~du=W

\
;D$,uY

dvance(y

dvapi32.

    %d Variables.

                   %d Variables (Parms AND Vars).

D$
D?V?h?z?

D$\VPSU

D$ VQRP

D$
D$ VWP

D$
Dw./@/

D$ ~\W

DW0pFC

dWagon

dwidx0LD]q[

D W -k

-Dworl

D$ WPP

|
D$(WPSP

D$(WRP

D$(WRVSUP

D$<WSP

|
D$ WSUPj

D$ ~wU

D$ WVPUh

D^][_

D^]

D][^

D	8;t$8

DXaus]

D$,Xd[

D+D@RP

      %d x %d x %d  @ %d hz  (%s)

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(%d) : XS: %s

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=DXT1t

=DXT2uU

=DXT3u<

=DXT5t

D+T+D
Dxywirr{

D$,_^][Y

dy&AinolV

DynamicCost

dynamicFriction

dynamicIBSize

dynamicVBSize

dynbump

dY>%Pb9X|QVY

dYVll3

? d? z? 

Dz	9O|

DZbsdM

E^];

!E~0C6,[

e#1e1uC

!E:3 =<

E3Class

e40min

e5]V=T

e6stockpi(

e6Yaed

E7Puse$

|=;E8}8P

?e_8w_

(eA1aQcom9m

Eab6cB

EAF"L[@

eakpor

eal): H`s

eAll+o=oQ

eanGer

eaP'an

earAllCi

earch At

EarlyOut=D

earthquake

Earthquake

EaSING

eaTal"0

Eavaila

eaveCo

`E;b2A

Eb2]A=

Eb%9`S

e base 

.eBDrawDummyObjectsRender

e, begin

EbOkToJc_

eBoolParamType

eBoolRegSet

EBUEula

ebugBat

eBuilad

]ec?alculuy

EC<BaP

ecedeMo	

ech&aRe

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_

eclaraW

ecommand

Econmz

,	Econom

?EconomBQ

Economic

EconomicBuilding

Economy

Economy=%d, Military=%d.

EconomyPage

Economy Pop:  Limit=%d, Current=%d.

eConvexH

ecorded!

eCostFro

eCrafts	0

ecretAns

E":C"t

ECT 1 2

ected 'e

ectEnemi|

ecVVVW

ed1pelI"

e d3d te

edarray.qhzP

.edata

edByID(%

edByTown

ed chang

Ed?D\3&2

ed dicto

E-DeOlete

edGarr

 edg.B

edgedensity

EdgeOfMapBuffer

Edge of world

edgetype

ED+\
edHelp

eDialog(

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

EditWaterUpdateButton

ED/MATCH<

`edoUnit

edpoI0ar

ED_RIGID

ed tag '

@_edToHk

ed to nP Othe k

edUnits(

eDWBaQoG

edX&@v

eedBonu

,,	EEDEGUT

EEmit:pUB

een.cp

een*dY

eenTo>

"Ef+0T

E_FAIL

efaultCo

efaultEn

efaultInygs@

efenses2

!effec&P

effect

Effect

effects\

Effects

effects\impacts\DamageFireLoop.particle

effects\impacts\DamageSmokeLoop.particle

effecwts\

EFFFFF

EFFF!FFF

effwici

efghijkl

eFloatParamType

eFloatRegSet

eFontRes

e?former

eful, AI

"(e.g.

eg: 6a

EG7ree

egame-me

 EGGGGGG

Egm<ZGA

EGoldD

\EgOyO

egY0,N`FF

Egyptian

\$ ~Eh

eHCSub

|E;HL}@

eI4%jGB

eIb`orrupH

eIjpX#P

eimedb

e/inc#</N!

E_insid

eIntParamType

eIntRegSet

EInv0pdr.`em

eip=%d

eIs8@T

Either prepend the input with 1 point or use 'Hn,n,n'.  See manual.

E jdWPj

ejectat

EjectUnit

`ej_k7

! eJQas

eKD3hs

eke+o=e

eLC0.part

el-custo

elementHandle

eleteUd

elevation

elevationcircular

elevationsample

eLevelUGPAl;$2

Elev.RNo?iseBia|

ELH Xa

E]{{Ll

elP`HeroNp

?elpTex

+- el=@qp, u

_eM ao

eMatrixParamClass

EmbellishmentClass

e>m@blishs&

ementHan

Emergency

eMesh[

emory.eIW

empower

Empower

emp$@R

empty 

Empty1

Empty2

emptyBitmap

EmptyClipboard

emptyColor

emptywe

emptyweight

eM`SummarAySe

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

<@En[vP

E
eOonly9

EOUS/,v

E OUT OF? RANGE

_EoWdpST

ePer64M

ePlaym

E_POINTER

ep>poT

	E_/Prog`

epth,a

ePZ=\7

EqalwaysC

@EQBMPESO

E).q m

eQ;OEc

EqualRect

er1024`

e-r2uttqo

/eRandomx

ercAdd

er <cate

ercsMedi

erDiplo

ERFLOGENJM

erGroup:|

erGU{ID

erhaps a= 

er HoX

erializ"A

er-Labe

erne{t

E	\%ro

ErodeBuildingFoundations

erOfM#

>e_R-P

erpointE

er qh}0

errainPa

`{ERRON

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>

	<hkobject name="%s" type="%s"

hkPairwiseCollisionFilter

hkparam

</hkparam>

		<hkparam name="%s" type="%s">

hkPhantom

hkPhantomCallbackShape

hkPlaneShape

hkPointToPathConstraint

hkPoweredHingeConstraint

hkPoweredRagdollConstraint

hkPrismaticConstraint

h]k_Ql

hkRagdollConstraint

/hkrawda

hkrawdata

/hkrawdata

]]></hkrawdata>

	<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

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IMEEnable(<true/false>) : enables or disables IME

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ImpDeforestation

ImperialAbusGun

ImperialArmy

ImperialArmyBuyDown

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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

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IndustrializeBritish

IndustrializeDutch

IndustrializeFrench

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IndustrializePortuguese

IndustrializeRussian

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IndustrializeSPCAct2

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InfluenceBuilderPositionDistance

InfluenceBuilderPositionFalloff

InfluenceBuilderPositionValue

InfluenceKBResourceID

InfluencePosition

InfluencePositionDistance

InfluencePositionFalloff

InfluencePositionValue

InfluenceUnitDistance

InfluenceUnitFalloff

InfluenceUnitTypeID

InfluenceUnitValue

InfluenceVPSiteType

InfluenceVPSiteTypeDistance

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InfluenceVPSiteTypeValue

</info>

		<info>

#In{fo

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Info 0004: No errors found in file '%s'.

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infoMaxSizeOfJacobians

infoNumSolverResults

infoSizeOfJacobians

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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).

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initialSlope

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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.

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interior

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InterlockedExchange

InterlockedIncrement

Internal array: BKB::queryVPSites results

Internal constraint error!

internalPort

internal state.  The program cannot safely continue execution and must

internetAddressServer

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# intersect f%d f%d

intersections, and OFF file format.

intersections failed to find a redundant vertex

intersections found redundant vertices

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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.

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  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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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

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invSpr

invSpringConstant

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joystick12

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joystick12up

joystick1down

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joystick8

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joystick9

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joystickbuttonevents

joystick button state: %d %d %d %d %d %d %d %d %d %d %d %d

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joystickmoveevents

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joystick support

joystickx

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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

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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

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lanczos

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language

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Last frame

LastHomeCity.xml

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  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

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layers

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LeaveCriticalSection

leaveGame

leaveGame : destroys the world and returns to main menu.

Leaves the VP effect on after showing it the first time.

LeaveVPEffectOn

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LeftBrace

leftCapArt

LeftParen

left T`de

leInpu

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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:

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locale

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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

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logleaks

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logwarnings

logwarnings.txt

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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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LOSProtoUnitID

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lowLevelSyncCL

lowpoly

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mainGameMenu

mainGameMenuMP

mainGameMenuRecGame

mainGameMenu-resign

mainHelpText

MainMen

MainMenuOptions

Maintain

MaintainAreaID

MaintainBaseID

maintext

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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

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man_Spy

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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

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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

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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

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may have the same identifier.  Otherwise output ok.

may have the same identifier.  Vertices not sorted correctly.

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MemoryStack Error -- out of stack memory

MemoryStackHeapSize

memory statistics:

memory usage statistics (in bytes)

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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

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 mergeridge1

 mergeridge2

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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

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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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meterL

meterLength

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Microsof

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_^][

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Ot1(,OfI

oT9od|

otalTi

ot a valoid r

ot creat

oTeamsDQD

oT,{.f

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otkey'

OTQhx5

OTVD.T

o*u By

ough s

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o`U&o`0o`Bo`To`Udo`vo`

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`ou;rc

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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

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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 qhull_bug@geom.umn.edu 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

P@mm32.d

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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RandomMapGame

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Random Map Setup

Random_perturb

randomYaw

randSync

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Recharge Time

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RecordGameCtrl

RecordGameCtrl-AddBookmarkDlg

RecordGameCtrl-AddBookmarkDlg-Cancel

RecordGameCtrl-AddBookmarkDlg-OK

RecordGameCtrl-AddBookmarkDlg-Text

RecordGameCtrl-Bookmarks

RecordGameCtrl-CreateBookmarkBtn

RecordGameCtrl-FogCheck

RecordGameCtrl-LoopCheck

RecordGameCtrl-NextBookmarkBtn

RecordGameCtrl-PauseBtn

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RecordGameCtrl-PlayFastCheck

RecordGameCtrl-PrevBookmarkBtn

RecordGameCtrl-ProgressBar

RecordGameCtrl-ViewLockCheck

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Recover

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ReflectDamage

reflectionsAlphaScale

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renamed vertices in a pinched facet

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renamed vertices shared by two facets

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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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repaij

repair

Repair

RepairColonyWall

RepairFactor

repairUnit

repairUnit(int unitID): Starts the auto repair on the specified unit.

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repeat

Repeat

repetition-ok

Replac

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Report

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reques

Request timeout used by the ESO Client

reQueueD

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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

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resour

resourc

resource

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  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

R~F!(false`

=/rfGp

RFig9h

RfJ+!r

RflKag

R FOOg

R FOOT

R FOREARM

RGBaratcuCorps

RGCarabineer

RGCzapkaUhlans

rgenersic

RGEspadachins

RGGardener

RGGarrochista

RGGendarmes

RGGuerreiros

rGIncn

RGJinetes

RGLifeGuardHussars

RGNassausLinearTactics

RGPavlovGrenadiers

rgpOverla

RGPrussianNeedleGun

RGRedcoats

RGTartarLoyalists

RGTercio

RGVoltigeur

Rh]_^[

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RH[^_]

Rh9ndtdU

R HAND

r_hand_hCoux

r-HCLoc

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ribu_@v

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 ridgedeleted

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ridges created altogether

ridges for f

    - ridges (ids may be garbage):

ridges with multiple neighbors

ridge with multiple neighbors

ridgUe

riends.

riends-C

Rifling

rigger

RightBr

RightBrace

rightCapArt

rightCheck

RightParen

rigidBodyDeactivatorType

rigidbodysoftcloth

RINVALID

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);

rMSco1u

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.

"r(N9@

r}!Name

rnedAmou

Rnique

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(`

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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

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rqScal

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rrorMessSag

rS ~15o

rsampleF

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R-s/impl

R # SJ2R4

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RT_^][

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RTICESr

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#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!

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R UPPERARM

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rushCirH _arSiz

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ry not e;mp

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rySize

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       %s

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// '%s':

", "%s

("_%s");<

$  '%s'

S`][_^

%s00000000.tmp

s*0der

s0JkAY

s: 1 -

S2Avie

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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

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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

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SPCHomeCityMenu

SPCHomeCityMenu-NextScenario

SPCHomeCityMenu-Quit

SPCKanyenkeCold

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SPCLoad-Text1

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SPCNoteDlg

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SPCNoteDlg_Text

SPCNoteDlg_Title

SPCOutpostRange

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specialPower

SpecialPower

specialpower2

specialPower( int playerID, int powerEntryIndex, int powerID ) : Special power use.

SpecialPowers

Special_StartingUnits

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SpecificSound

SpecificSoundSet

SpecificTargetID

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Specifies the aspect ratio of the physica display (such as 4:3, 16:9, 16:10)

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specti

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spew detailed info about terrain elev undo.

spew detailed info about terrain painting undo.

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spheres

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spinRate

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splashEffect

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spotlightHeaderEdit

spotlightText

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springLength

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squadMode

squadMode(%d, %d)

squadMode: Sets the mode for a squad.

squadSync

SquadUnlock

squadWheel

squadWheel( float angle, int squadID ) : Wheels the squad.

SquadWheelLeft

SquadWheelRight

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'%s' return value: %d.

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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

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StateChange

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staticFriction

StatInfo

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statistics for determining merges

statistics for matching ridges

statistics for merging

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strength

StrengthBonus

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string

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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.

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string xsArrayGetString(int arrayID, int index): Gets the value at the specified index in the requested array.

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successStringID

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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

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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

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suspension

suspensionAxisInB

suspensionDamping

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suspensionStrength

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switch

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symbolColorText

symbolHeight

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symbolTranslucence

syncAnims

syncCL

syncHistorySize

synchron@

syncTagControl

syncUpdateInterval

SysAllocString

SysAllocStringByteLen

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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.

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Tactic18

Tactic19

Tactic2

Tactic20

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Tactic25

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Tactic27

Tactic28

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TargetArea

TargetAreaGroup

TargetAreaGroups

targetCircle

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TargetDiedWall

targetFrameAinB

TargetGatherPosition

TargetGone

TargetID

TargetLogic

TargetLost

TargetNuggetID

TargetNumber

TargetPoint

targetPosition

TargetResourceType

targetSelectText

TargetType

TargetTypeID

TargetUnitID

TargetUnitTypeID


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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

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Teleport

TeleportIn

TeleportLocation

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temBy5

Temp config for gamepad interacting with command panel.

tempKBPa

tempKBPath

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temporaCry

TempUnit



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TerminateProcess

TerminateThread

Terrai

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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

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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

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textWrapOff

textWrapOn

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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 angle difference you have to push the gamepad stick to break the scroll delay.

the animation stagger between one wave and the next 0.0->1.0 only.

 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

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tickerGreen

tickerID

tickerImage

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tickerSize

tickerText

tickmarkBitmap

tickmarkColor

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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.

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  Timer Popped: Timer=%d, Gametime=%d.

timeSyncCL

TimeTo

time to _updat5`h5`

Time when wave start to foam

timingCL

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titlebar

titleBarPanel

titleBarPanel-chatButton

titleBarPanel-nextAgePercentProgression

titleBarPanel-nextYearPercentProgression

titleBarPanel-text

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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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ToEnemyBattleStartMyFavor

ToEnemyHeDestroyedMyNative

ToEnemyHeDestroyedMyTC

ToEnemyHeDestroyedMyTrade

ToEnemyIDestroyed4OfKind

ToEnemyIDestroyedHisNativeSite

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ToEnemyIRescueExplorerHeKilled

ToEnemyTheyDestroyed4OfKind

ToEnemyWhenEnemyGetsNativeLead

ToEnemyWhenEnemyGetsTradeLead

ToEnemyWhenIClaimFirstNative

ToEnemyWhenIClaimFirstTrade

ToEnemyWhenTheyClaimFirstNative

ToEnemyWhenTheyClaimFirstTrade

ToEnemyWhenTheyGet4OfKind

ToEnemyWhenWeGet4OfKind

ToGaia(

Togggl

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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 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.

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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

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top scrolling zone in pixels

torDang

torque

Tor/queF

torqueFactorAtMaxRPM

torqueFactorAtMinRPM

torquePitchFactor

torqueRollFactor

torqueYawFactor

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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

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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.

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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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trianglesVertices

Triangulation statistics (Qt)

Tribute

tributedialog

Tribute Dialog

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tributedlg-availWood

tributedlg-cancelButton

tributedlg-clearButton

tributedlg-PlayerName

tributedlg-sendButton

TributePenalty

TributeReceived

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trigger

Trigger

triggerDefendPlan

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triggers

triggroups

trigselect

trigtemp

trImmediateUnitGarrison

trImmediateUnitGarrison( <unitScenarioName> ): Instantly garrisons units inside another unit without considering distance.

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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 

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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

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

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

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

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

Turns off fancy camera flyby transitions between buildings

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 ability to set orientation of a formation.

Turns on circular world and minimap

Turns on continuous squad plotting for debugging. Don't use this. Ever.

Turns on low poly units.

Turns on new colony wall stuff, will go away soon.

Turns on/off ability to paint cliff sides and edges

Turns on/off averaging normals across neighbor cliff pieces

Turns on/off new diplaced cliffs

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

Turns on the 3d arrow travel lines in Grand Conquest

Turns on trilists for terrain rendering

turns tooltip help on.

Turns Unit Regrouping on.

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 load impact point reference : %S

Unable to load part reference : %S

- unable to open console device

Unable to set SLI mode!

Unattackable

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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.

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- 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.

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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

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updateAIs

updateFromCinfoFunction

UpdateVisual

UpdateWindow

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Upgrad

UpgradeBuilding

UpgradeFilterType

UpgradeLevel

UpgradeSubCivAlliance

UpgradeTech

upgradeTradeRoute

UpgradeTradeRoute

upgradeTradeRoute(int unitID) : UI use - upgrade the trade route associated with this unit.

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UseAlignedObstructionOnMinimap

UseBuckets

useButtonSet

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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.

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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

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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.

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Validate my build checksum against the host's

ValidateRect

ValidateResourceInventory

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variable

  Variables:  %5d variables.

variance

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VariantInit

variation

VariationLocked

VariationLogic

varType

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vcCheckConquestVictory

vcCheckConquestVictory(): checks for victory by being the last allied-unit alive

vcGetGameplayMode

vcGetGameplayMode(): returns the current gameplay mode index

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                     V[%d]: %s, INT, Value=%d.

    V[%d]: %s, INT, Value=%d.

                     V[%d]: %s, STRING, Value=%s.

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vector

Vector

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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.

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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.

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vector xsArrayGetVector(int arrayID, int index): Gets the value at the specified index in the requested array.

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Verify may report that a point is outside of a facet.

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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

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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

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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

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+VPConquoeror

VpRh`^

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VPSite

VPSiteID

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WaitForMultipleObjects

WaitForSingleObject

wallAttackTimeout

WallBuild

WallConnector

WallEnd

WallRingCenterPoint

WallRingRadius

WallStart

WallStraight1

?WallStraight2

WallStraight3

WallStraight4

WallStraight5

WallType

Wander

  Wander

/Wander

WanderDistance

  WanderDistance is < 1.0f, bailing (reseting timer, though).

Wanders

wapkpr

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'"Warn

WARNING

 W?ARNING

Warning 0001: unable to open the listing file '%s'.

Warning(%.8d)  

Warning: area '%s' not found!

Warning: attempted to redefine class '%s' (%d)

Warning: clamping negative size to zero!

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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was set

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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wayCpol

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WaypointFlag

WaypointReached

way	ry

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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

wheV0r

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WhiteSpace (#%d).

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Whitespace or '?>'

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WideSubtitleText

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Width-outside

widUstuLLX

WillLose

win32keyboard

win32mouse

windDebug

window

window 

?Window,

         windowed?: %s

windowsCursor

windowZStyle

windyGrass

winiwnet

winLoseDisplay

winLoseDisplayIgnoresFade

WinLosGe(t70#

winmm.dll

WINMM.dll

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winScenario

winScenario : executes the trYouWin trigger func, allowing you to win the scenario.

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wordWrapSpacing

WorkG&

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WorkRate

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WorldInfoAverageElevation

WorldInfoDominantTerrain1

WorldInfoDominantTerrain2

WorldInfoDominantTerrain3

WorldInfoDominantTerrain4

WorldInfoDominantTerrain5

WorldInfoHighestPoint

WorldInfoLowestPoint

WorldInfoMapDimensions

WorldInfoPage

WorldInfoRandomMapSeed

WorldInfoRandomMapType

WorldLightingDefaultsButton

WorldLightingDialog

WorldSizeX

WorldSizeZ

worldSync

#WorldTo

WorldToolTip

WorldTooltipStringID

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WSAAsyncSelect

WSACleanup

WSAGetLastError

WSAIoctl

WSASocketA

WSAStartup

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XML render config -- default device configuration file '%S'

XML render config -- forcing to generic dx7

XML render config -- found device ID 0x%X as '%S'

XML render config -- found vendor 0x%X as '%S'

XML render config -- this device is not supported!

XMLTechFile

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xorAllSync

xpireC

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XPTrickle

XPTrickleRate

xRadiux

X Resolution

X=}S,!

xsAddRuntimeEvent

XSAI('%S

xsArrayCreateBool

xsArrayCreateFloat

xsArrayCreateInt

xsArrayCreateString

xsArrayCreateVector

xsArrayGetBool

xsArrayGetFloat

xsArrayGetInt

xsArrayGetSize

xsArrayGetString

xsArrayGetVector

xsArraySetBool

xsArraySetFloat

xsArraySetInt

xsArraySetString

xsArraySetVector

XS Breakpoint: File '%s', line %d.

XS Breakpoint: UNKNOWN FILE, line %d.

XSC ERRO

XS DebAugB

xsDebu

XS?Debugg

xsdebugger

xsDebugger

XSDebugger

xsDebugger-breakpointAdd

xsDebugger-breakpointGo

xsDebugger-breakpointRemove

xsDebugger-breakpointSingleStep

xsDebugger-breakpointSingleStepOver

xsDebugger-callStack

xsdebugger-functiondisplay

xsDebugger-heap

xsDebugger-heapDisplay

XS Debugger Menu

xsDebugger-output

xsDebugger-source

xsDebugger-sourceFilter

xsDebugger-sourceLabel

xsDebugger-variableDisplay

xsDisableRule

xsDisableRuleGroup

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xsDisableSelf

xsDumpArrays

xsEnableRule

xsEnableRuleGroup

      xsEnableRule("_%s");

XS execu

xsGetContextPlayer

xsGetFunctionID

xsGetTime

//XS Handler Types:

XshiddUe

XSInfo

xsIsRuleEnabled

xsIsRuleGroupEnabled

*XSMi;ssH

XS Runtime[%d]: %S (BASE DATA).

XS Runtime[%d]: %S (DataID=%d).

XS runtime not initialized!

XS: %s

xsSetContextPlayer

xsSetRuleMaxInterval

xsSetRuleMaxIntervalSelf

xsSetRuleMinInterval

xsSetRuleMinIntervalSelf

xsSetRulePriority

xsSetRulePrioritySelf

XSspecify

~xSUVW

xsVectorGetX

xsVectorGetY

xsVectorGetZ

xsVectorLength

xsVectorNormalize

xsVectorSet

xsVectorSetX

xsVectorSetY

xsVectorSetZ

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